Staredit Network > Forums > Modding Discussion > Topic: Information on orders.dat fields
Information on orders.dat fields
Apr 3 2016, 12:54 pm
By: Neiv  

Apr 3 2016, 12:54 pm Neiv Post #1



I had a need to figure out what the orders.dat unknowns do, so might as well document that here:
  • Unknown 4 - If set, overrides subunit's order as well when the main unit is ordered.
    Otherwise subunit's order doesn't change when issuing this order to the main unit.
  • Unknown 7 - If set, and the unit is shift-queued a waypoint path, the unit will slow down at each waypoint. Otherwise the unit only slows down at the end. (The exact behaviour is to slow down if there are no additional waypoints when the current order is started to be executed.)
  • Unknown 9 - If the unit is disabled with a spell (Lockdown/Maelstrom/Stasis), it is targeting a unit, and this flag is set, it will keep targeting once the spell wears off. Otherwise it will lose its target. If the unit is targeting ground, it will keep the target regardless of this flag's state.
  • Unknown 10/Can be obstructed - If the unit is a ground unit, targeting ground will cause the target to be clipped to the closest walkable position. Interestingly this flag is set for maelstrom, which makes it annoying to hit flying units on top of unwalkable terrain. <.<
  • Unknown 11 - If the unit is damaged by an attacker it cannot attack back, and this flag is set, it will interrupt the order to run away from the attacker. Ai-controlled units may disregard this flag in some situations.

Other unknowns are unused, bw only reads them in debug/beta builds for some assertions:
  • Unknown 2 - The order is a secondary order.
  • Unknown 3 - Non-subunits should be able to execute this order.
  • Unknown 5 - Subunits should be able to execute this order.
  • Unknown 12 - Order requires an unit that is able to move.




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[10:13 pm]
Oh_Man -- No APM in chess. Computer just outthinks the human by seeing more moves ahead and more permutations
[10:12 pm]
Oh_Man -- U reckon? Kasparov waa defeated by computer decades ago
[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
[10:54 am]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider did u watch the entire video? it's not one game. it's currently dominating the ladder at number 1 position. do ur research first!
Oops, caught me there, no I haven't. :( I was imagining how the game went. Sorry for that. Watching it now. brb
[10:52 am]
NudeRaider -- NimoStar
NimoStar shouted: They were not "Unprepared" that was their fifth loss in a row against the bot. The other replays are also available
that doesn't mean he was prepared. When humans come around with new strategies it often takes weeks until the pros figure out how to shut it down. Oh_Man that's certainly a way more convincing argument for micro being "too good to beat".
[09:43 am]
DiearAnother -- wirefram
[08:35 am]
NimoStar -- Well, pros showed that long ago... half of zerg pros just ling muta rush
[08:35 am]
NimoStar -- " its shown is that you can trade 1000's of apm to make up for lack of strategy"
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