One hint, look at your post after you post them and never press reply more than once.
My bad. I know I'm not supposed to do that. There was some error when I was posting that it couldn't locate the server or something and, before I knew it, I had somehow posted twice without knowing how to delete one of them. Sorry.
Did you cleck the cloakable tag in DatEdit, under advanced?
Yeah, I did. I went through all the DatEdit stuff again to fix some of the issues I was having before with PyDAT, but it didn't affect the cloaking problem. Now everything in the data entries is exactly the same.
As long as you have your new unit under the same flingy ID as the original, the iscripting is the same.
It's not that I don't have all the kerrigan flingy data, it's that there is actually some extra stuff in there for some reason. Right now, everything is running as it should, but when the unit was still on the Science Vessel ability set it would run the Kerrigan animation along with those flashing circles in a triangle formation around the unit. It only happened whenever it used irradiate or defensive matrix, but it doesn't do it with the ghost spells. I just wanna go through and remove that in case it happens with my extra spells I'm making. Just wanna cover all the bases.
I've read from many ppl that the cloaking exe edit is broken although I haven't done much experimenting with this to confirm.
I'll keep looking to see if there are any other things I'm missing, but it's not the orders tab (apparently units don't need to be registered under "Cloak" or "Decloak") or the Use Tech requirements (apparently Decloak isn't even considered its own tech) or the Button Sets registry (Magellan is set to use all abilities in the Ghost Heroes set, including Decloak). If I had to guess, I'd say it's because Decloak is missing from the Use Tech archive, but I don't know if it is considered an individual tech or just part of Peronnel Cloaking/Cloaking Field.
So sounds as tho you're stuck with the current cloakers as a base pool. These are Wraith, TomK, and all 4 ghosts for a total of 6.
I'll try using one of the other cloaking units as a base for my Kerrigan clone, but I'll have to move it over to a different button set. I plan to keep ghosts and wraiths in my mod as they are and the other two ghost heroes are already in use. I'll have a look around and see what sets I can sacrifice, but Vulture Heroes is looking promising.
I forget whether Kerrigan has the ability to launch nukes? If so, then you'll have to add Magellan to the paint nuke order as well. Are you using a graphic different than Kerrigans for this unit?
Nah, she doesn't. Thanks for letting me know, though! I might make use of that with another unit. The concept is still very much in the planning phase, so I'm not sure exactly what I want in the outcome. As for the graphic, it's the same one, just some slight color changes on the sprite. All the animations work exactly the same as before, though. They are both set on the new .grp right now, but the clone is going to have its own color variant as soon as I can find it or get someone to make it/make it myself. My friend is pretty good with that kind of stuff, so I think he might be able to do it. Are there any tutorials for editing sprite colors around, by any chance?
Sorry for the long, overly detailed post! All this modding stuff is a lot more interesting than I thought it was going to be walking into it. It's fun! Again, thanks so much for your help, guys!
EDIT: One thing I forgot to mention; the only thing I'm having trouble converting from the Magellan base to the Kerrigan clone is the wireframe. Is that done in the iscript.bin? I didn't see it in DatEdit.