I've been wondering what the word is on using a Copy/Paste procedure on an Object versus using the contextual menu option of Duplicate Object. I've had some issues with using the Duplicate Object menu item because it will change the attributes of some of the fields to "<some attribute> copy" where as a copy/paste will actually duplicate the original objects field data.
For example...
- if use Duplicate Object on the TaurenSpaceMarine Actor I get...
Quote:
Art - Model = TaurenSpaceMarine (Unnamed) Copy
- if I use a copy/paste procedure on the TaurenSpaceMarine Actor I get...
Quote:
Art - Model = TaurenSpaceMarine (Unnamed)
Since "TaurenSpaceMarine (Unnamed) Copy" doesn't actually point to a valid model... it lists the model asset path as "Assets\Units\Terran\TaurenSpaceMarine2.m3"... this actor does not actually work as intended (ie it does not display the model). The copy/paste version, however, doesn't change the attribute name, and thus points to the correct model AND model asset path. It will do this on a number of different attributes (though not all of them) as well.
I guess my question really boils down to this: am I missing something that I don't know about when I use a copy/paste procedure over the Duplicate Object function?
For now I'm going to use copy/paste, but I'd hate for something I didn't know about to pop it's head up and require me to redo all the work I did with copy/paste.
I guess my question really boils down to this: am I missing something that I don't know about when I use a copy/paste procedure over the Duplicate Object function?
yes. because when YOU use duplicate you get a window with what to duplicate. like normal peep without thinking you just duplicate every link and that's where you duplicate gets broken. (some links are linking to things that don't exist.)
try duplicate again but than only duplicate the unit and the actor that has the same name as the unit. this way the model and everything stays intact.
if you are using duplicate a simple rules to follow is:
1) Never duplicate Models, Sounds, Validators, requirements and Upgrades Unless you know what you are doing
2) duplicate the weapon separated of the Unit that uses it. (restore the weapon link afterwards)
3) if a missile unit is attached to the weapon make sure you duplicate it separated (because this is the only way to also get the actor linked to the missile)
Duplicating units will usually screw up all sounds in the units actor as well... but I still think you need less time overall if you duplicate things instead of copy/paste every component since most things will actually link correctly and most components get duplicated just missing some specific ones - assuming intelligent use of duplicate of course)
Okay, perhaps I'm misunderstanding what exactly Duplicate Object is doing. I'm thinking that when I duplicate an object and are given the duplicate checkbox window, I am checking what items I want the new duplicated object to carry over from the old object to the new one. What I am now realizing is that checking off items in this box ALSO duplicates those objects as well. That's not at all intuitive but if what you are saying is true, just duplicate the unit and actor, it makes more sense.
Still, from what I've noticed with the copy/paste is that I don't have to "fix" anything because all the correct attributes and paths are set up. I'll try doing some more duplicate object and see what happens when I don't select model.
Most efficient way for me so far was duplicating unit, and selecting only:
- unit
- actors
- effects
- weapon
Never had any problem with units duplicated this way.
If you dont duplicate effects they may bug out and will need fixing. (duplicated and original unit may lose their visual effects and sounds)
About the duplication of unchecked items, you don't duplicate them, you just set them to be reused in the new unit. That means less stuff to configure and fewer options about those things unticket, but easier to set up.
I think I'm starting to see the pattern that's been screwing with my understanding of what Duplicate Object duplicates and what it doesn't. It's not entirely obvious to someone who hasn't been using the editor for a long time, like myself, but when looking at the object explorer, someone new to the editor would think that all the objects listed under the selected object were directly linked to that object. That's not the case, however, with some of those objects being "brought along" with other objects.
What I've noticed is that in the Object Explorer, some of the objects displayed are actually indirectly linked to the object through another object, in most cases the Actor object. So, If I were to duplicate the object without the appropriate actor, you will find that some of the other objects are no longer linked to the new duplicated object. This is not intuitively obvious because those objects are not hierarchically linked in such fashion. This would give a novice, like myself, the false impression that objects the appearance of being hierarchically linked to the selected object.
I'm not sure why Blizzard chose to design the Object explorer in this fashion. I may not be privy to some arcane understanding of such things due to ignorance on my part, but it would be a much more intuitive design to have linked objects appear linked in some fashion, whether that's through some UI indicator, such as a dotted line, or the more common use of hierarchical tree structures.
eh... that's my two cents, but perhaps I just need more time with the editor before I get my sea legs.
Yeah, you'll get around with it after a while when working with it. Just feel it, you know:p When i started i was also looking around trying to link the actor to a unit, but i tryed to make random stuff and it helped me understand it, and i went from novice to not completely novice.
And I personally think the object explorer is, well, shit. After duplicating a unit with turret's and so on, you find out that it's missing loads of objects and have to look around manually, without really knowing what you're looking for, to find and duplicate all those small pesky objects. Hope they will improve it in the future, there's room for that.
And thanks for that copy tip, didn't know that;)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I've been wondering what the word is on using a Copy/Paste procedure on an Object versus using the contextual menu option of Duplicate Object. I've had some issues with using the Duplicate Object menu item because it will change the attributes of some of the fields to "<some attribute> copy" where as a copy/paste will actually duplicate the original objects field data.
For example...
- if use Duplicate Object on the TaurenSpaceMarine Actor I get...
- if I use a copy/paste procedure on the TaurenSpaceMarine Actor I get...
Since "TaurenSpaceMarine (Unnamed) Copy" doesn't actually point to a valid model... it lists the model asset path as "Assets\Units\Terran\TaurenSpaceMarine2.m3"... this actor does not actually work as intended (ie it does not display the model). The copy/paste version, however, doesn't change the attribute name, and thus points to the correct model AND model asset path. It will do this on a number of different attributes (though not all of them) as well.
I guess my question really boils down to this: am I missing something that I don't know about when I use a copy/paste procedure over the Duplicate Object function?
For now I'm going to use copy/paste, but I'd hate for something I didn't know about to pop it's head up and require me to redo all the work I did with copy/paste.
yes. because when YOU use duplicate you get a window with what to duplicate. like normal peep without thinking you just duplicate every link and that's where you duplicate gets broken. (some links are linking to things that don't exist.)
try duplicate again but than only duplicate the unit and the actor that has the same name as the unit. this way the model and everything stays intact.
if you are using duplicate a simple rules to follow is:
1) Never duplicate Models, Sounds, Validators, requirements and Upgrades Unless you know what you are doing
2) duplicate the weapon separated of the Unit that uses it. (restore the weapon link afterwards)
3) if a missile unit is attached to the weapon make sure you duplicate it separated (because this is the only way to also get the actor linked to the missile)
Duplicating units will usually screw up all sounds in the units actor as well... but I still think you need less time overall if you duplicate things instead of copy/paste every component since most things will actually link correctly and most components get duplicated just missing some specific ones - assuming intelligent use of duplicate of course)
I never had any problems with the sound. think I worked past about 80 units. no problems at all.
@Jackolas: Go
Okay, perhaps I'm misunderstanding what exactly Duplicate Object is doing. I'm thinking that when I duplicate an object and are given the duplicate checkbox window, I am checking what items I want the new duplicated object to carry over from the old object to the new one. What I am now realizing is that checking off items in this box ALSO duplicates those objects as well. That's not at all intuitive but if what you are saying is true, just duplicate the unit and actor, it makes more sense.
Still, from what I've noticed with the copy/paste is that I don't have to "fix" anything because all the correct attributes and paths are set up. I'll try doing some more duplicate object and see what happens when I don't select model.
@zenasprime: Go
Most efficient way for me so far was duplicating unit, and selecting only:
- unit
- actors
- effects
- weapon
Never had any problem with units duplicated this way.
If you dont duplicate effects they may bug out and will need fixing. (duplicated and original unit may lose their visual effects and sounds)
@zenasprime: Go
About the duplication of unchecked items, you don't duplicate them, you just set them to be reused in the new unit. That means less stuff to configure and fewer options about those things unticket, but easier to set up.
@Jooon: Go
I think I'm starting to see the pattern that's been screwing with my understanding of what Duplicate Object duplicates and what it doesn't. It's not entirely obvious to someone who hasn't been using the editor for a long time, like myself, but when looking at the object explorer, someone new to the editor would think that all the objects listed under the selected object were directly linked to that object. That's not the case, however, with some of those objects being "brought along" with other objects.
What I've noticed is that in the Object Explorer, some of the objects displayed are actually indirectly linked to the object through another object, in most cases the Actor object. So, If I were to duplicate the object without the appropriate actor, you will find that some of the other objects are no longer linked to the new duplicated object. This is not intuitively obvious because those objects are not hierarchically linked in such fashion. This would give a novice, like myself, the false impression that objects the appearance of being hierarchically linked to the selected object.
I'm not sure why Blizzard chose to design the Object explorer in this fashion. I may not be privy to some arcane understanding of such things due to ignorance on my part, but it would be a much more intuitive design to have linked objects appear linked in some fashion, whether that's through some UI indicator, such as a dotted line, or the more common use of hierarchical tree structures.
eh... that's my two cents, but perhaps I just need more time with the editor before I get my sea legs.
@zenasprime: Go
Yeah, you'll get around with it after a while when working with it. Just feel it, you know:p When i started i was also looking around trying to link the actor to a unit, but i tryed to make random stuff and it helped me understand it, and i went from novice to not completely novice.
And I personally think the object explorer is, well, shit. After duplicating a unit with turret's and so on, you find out that it's missing loads of objects and have to look around manually, without really knowing what you're looking for, to find and duplicate all those small pesky objects. Hope they will improve it in the future, there's room for that.
And thanks for that copy tip, didn't know that;)