EFFECTS OF VALUES:
Ground Attack- Tells unit what to do if a human
controlled unit attacks ground. [old name: Ground]
Unit Attack- Tells unit what to do if a human controlled unit attacks a target
unit. [old name: Unit]
Computer AI Idle - Tells computer what to do with the unit when it's idle. [old
name: Unknown 1]
Human AI Idle - Tells human controlled unit what to do when it's idle. [old name:
Unknown 2]
Unknown - Possible secondary idle order? [old name: Unknown 3]
Below are the Orders that are actualy given to any of the values above in Orders.dat.
There are other orders in the list that are probably activated by a specific button (like
spell casting). That is not to say those can not be used to replace the ones above though
(they can). For example, giving the battle cruiser a defense matrix as its Unit order
makes it attack with a defense matrix.
USED ORDERS:
AI Patrol = Computer scouting script
(overlord & observer) (unknown 1)
Attack Fixed range = attack only if in range (lurker only)
Attack Unit = attack targeted unit
with unit's weapon
Carrier = Carrier Guard (Ground)
Carrier Attack = Carrier Attack Unit
(if has intercepters) (Unit)
Computer AI = Do what the AI tells the
comp to do? (buildings, larva, Yggsdrasil) (unknown 1)
Critter = Critter unknown 2, 3. Unit
will wander slowly like a critter. Order is canceled if it is given another. (except on
real critters)
CTF COP Init = Flag Beacon unknown 1, 2
Fatal = Does nothing
Guard = Attack if unit sees units
Hidden Gun = Doodad Turrets unknown 1,
2
Initializing Arbiter = Arbiter unknown
1, 2, 3. Makes unit cloak all units in it's range except arbiters. Will cloak itself
unless it is an arbiter.
Initiating Creep Growth = unknown 1 -
makes comp unit spawn creep; unknown 2 - makes unit building spawn creep (Creep spawns
funny on buildings that don't have "must be built on creep" checked in Advanced
Properties) Creep does not unspawn if unit is killed unless it is a normallycreep
producing unit.
Inititing Psi provider = unkown 1 -
makes comp building make PSI; unknown 2 - makes human unit make PSI (PSI remains at the
location where the unitwas orginally produced; i.e., you can move the unit, but PSI won't
move with it) PSI will not go away after the unit is killedunless it is a pylon.
Larva = Larva Unknown 2, 3; Makes
Larva patrol @ hatchery + die when off creep?
Medic = medic (all values); cast heal
when in range?
Nuke Train = Nuke Silo Unknown 2, 3
Pick up [1st] = Transports unknown 1,
2, 3 (Overlord = only unknown 2, 3). Allows unit to pickup land units (ala transports)
when target unitright clicks on this unit.
Power up = Powerups, Flag, resource
chunks (unknown 1, 2, 3); Allows peon pick up?
Reaver = Reaver Guard (Ground)
Reaver Attack = Reaver Attack Unit (if
has scarabs) (Unit)
Sap Location = Infested Terran Guard
(Ground)
Sap unit = Infested Terran Attack unit
(Unit)
Stay in Range = follow (but don't
attack)
Strafe Unit [1st] = Intercepter/Scarab
attack property (Unit, unknown 3); must control host unit or thisunit dies after execution
of last order
Tower [1st] = Turret, Cannon, Sunken,
Spore Unit order
Tower [2nd] = Turret, Cannon unknown
1, 2, 3; Sunken, Spore only unknown 3
Turret Guard = tank/goliath turret
guard (Ground)
Turret Attack = tank/goliath turret
attack unit (Unit)
Vulture Mine = Spider mine unknown 1,
2, 3; makes it burrow + chase when sees enemy?
SPELL ORDERS: All the spells that units can cast are "Orders" as well. They can be used as replacements for the "Unit" order so that the unit will cast the spell when it attacks (still with mana cost however). Most spells do not utilize a specific animation from the unit (i.e., mind control doesn't use any animation at all) and some use overlay graphics, but they can be overlayed over any unit (i.e., defense matrix will overlay the blinking balls of the science vessel when cast, but will overlay it on any unit). There are some spells that do use a spell animation, so those will require a unit graphic that has one to be able to cast it (otherwise, Starcraft will crash). To determine if a spell needs a animation, cast it normally and see if the casting unit moves (like it's casting a spell).
OTHER ORDERS: My guess is that the other orders in the list are used specifically by the EXE in executing other commands. For example, the worker buttons like harvest and return are al orders, but can not be redirected to another order via units.dat.


