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When cloaking activates destroy default actor and give it cloaking actor.
When cloaking deactivates destroy cloaking actor and give it default actor.
That is the principle behind it although the exact implimentation may be fidgety. I advise looking at the bunker or any other actor which goes through a large change under certain conditions.
You should be able to do it with both although script is impracticle in this situation as the functionality you want is supported by the data system directly.
Here is a demonstration map showing how easy it is to get units to change actor at will.
In this map you are given control of an ultralisk. When this ultralisk attacks it is visually changed to a thor. When the ultralisk stops attacking it is changed back to an ultralisk.
Notice the actor events used. "destroy" action is sufficient to remove the current actor while "create" will instantly create a new actor on the unit. Change the events to be run when your ability activates / deactivates and you will already be largly there to completing what you are after with actors. Some fine tuning may be needed to avoid bugs but that depends on situation and implemenation.
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