Tested a bit more and it can't be cast on cliffs from lower terrain either (tested without having vision up) but can be cast on a unit attacking the dark archon that is on a cliff.
So for short, from my testing, it won't let you target terrain properly (water cliffs) but it will let you target units (if in range).
As for what you said, there is no doubt that it isn't 100% accurately described. I would say I am right 100% in the case of spells, as for behaviour and actions, I am pretty much sure that you are correct.
ADDITION:
New bug found (hope it wasn't reported oO): the USED BY proeprty is no longer updated in DatEd 1.1
The Weapons, Techs and everything have a blank entry in USED BY. While this has no impact on SC, those always helped me (and I think others).
Oh yeah, and don't forget about the messed up icons for weapons in DatEd.
Also, I compiled a nicer Orders list, to make it a bit mroe user friendly and easier to understand. While it isn't 100% accurate and not perfect, it is still better I think and also more self explanatory. For those interested:
CODE
-------
Orders:
-------
Die
Stop
Guard (Normal)
Guard (Player)
Guard (Subunit)
Guard (Bunker)
Ignore (Normal)
Stop (Reaver)
Attack 1
Attack 2
Attack Unit (Normal)
Attack In Range
Attack Ground (Normal)
Move (Normal)
Move (Attack)
Infest (Building)
Nothing 1 (Unused)
Power-Up (Unused)
Guard (Building)
Attack (Building)
Script (Spider Mine)
Stay In Range
Attack (Subunit)
Nothing 2 (Normal)
Nothing 3 (Unused)
Drone Start Mutate
Drone Mutate
Cast Spell (Infest 1)
Cast Spell (Infest 2)
Infest (Queen)
Build (SCV)
Build (Probe)
Build (Probe)
Build (SCV)
Repair 1
Repair 2
Place Add-On
Build Add-On
Train (Normal)
Set Rally Point 1
Set Rally Point 2
Zerg Birth
Morph 1
Morph 2
Build Self 1
Zerg Build Self
Build (Nydus Canal)
Enter (Nydus Canal)
Build Self 2
Follow
Script (Carrier)
Ignore 1 (Masters)
Stop (Carrier)
Attack 1 (Carrier)
Attack 2 (Carrier)
Ignore 2 (Masters)
Fight (Carrier)
Hold Position (Carrier)
Script (Reaver)
Attack 1 (Reaver)
Attack 2 (Reaver)
Fight (Reaver)
Hold Position (Reaver)
Train (Unit)
Move (Interceptor)
Move (Scarab)
Recharge Shields (Unused)
Recharge Shields (Shield Battery)
Shield Battery
Return Cargo
Land (Drone)
Land (Building)
Lift Off (Building)
Lift Off (Drone)
Lift Off (Normal)
Research Technology
Perform Upgrade
Script (Larva)
Spawning Larva
Harvest 1
Harvest 2
Harvest Gas 1
Harvest Gas 2
Harvest Gas 3 (Unused)
Return Gas
Harvest Minerals 1
Harvest Minerals 2
Harvest Minerals 3 (Unused)
Harvest 3 (Unused)
Harvest 4 (Unused)
Return Minerals
Harvest 5 (Unused)
Allow Transport
Load Transport (Overlord)
Load Transport (Normal)
Enter (Bunker)
Enter (Unused)
Script (Power-Up)
Siege Mode
Tank Mode
Watch Target
Script (Starting Creep Growth)
Script (Spread Creep)
Script (Stopping Creep Growth)
Guardian Aspect
Warp Archon
Completing Archon Summon
Hold Position (Normal)
Hold Position (Queen)
Cloak
Decloak
Unload Transport
Move (Unload Transport)
Cast Spell (Yamato Gun 1)
Cast Spell (Yamato Gun 2)
Cast Spell (Lockdown)
Burrow
Script (Burrowed)
Unburrow
Cast Spell (Dark Swarm)
Cast Spell (Parasite)
Cast Spell (Spawn Broodling)
Cast Spell (EMP Shockwave)
Guard (Nuke)
Train (Nuke)
Attack (Nuke)
Nuke Paint
Attack Unit (Nuke)
Attack Ground (Nuke)
Nuke Track
Script (Cloak Nearby Units)
Cloak Nearby Units (Freezes the casting unit)
Build (Mine)
Script (Auto-Action)
Attack Unit (Infested Terran)
Attack Ground (Infested Terran)
Hold Position (Suicide)
Cast Spell (Recall)
Teleport To Location (Freezes the casting unit)
Cast Spell (Scanner Sweep)
Script (Scanner Sweep)
Cast Spell (Defensive Matrix)
Cast Spell (Psionic Storm)
Cast Spell (Irradiate)
Cast Spell (Plague)
Cast Spell (Consume)
Cast Spell (Ensnare)
Cast Spell (Stasis Field)
Cast Spell (Hallucination)
Script (Hallucination)
Reset Collision 1
Reset Collision 2
Patrol
CTF COP (Init)
CTF COP 1 (Unused)
CTF COP 2
Script (Computer)
Attack Move (E.P.)
Move (Harass)
Patrol (Computer)
Guard (Computer)
Script (Rescuable)
Script (Neutral)
Return Cargo (Computer)
Script (PSI Provider)
Fatal (Scarab)
Script (Critter)
Guard (Trap)
Open Door
Close Door
Stop (Trap)
Attack (Trap)
Enable Doodad
Disable Doodad
Warp In
Script (Medic)
Cast Spell (Heal)
Move (Medic)
Hold Position (Medic)
Cast Spell (Heal) (Unused)
Cast Spell (Restoration)
Cast Spell (Disruption Web)
Warp Dark Archon
Cast Spell (Feedback)
Cast Spell (Optical Flare)
Cast Spell (Maelstrom)
Move (Junk Yard Dog)
Fatal
A few explanations are in order.
1. MASTERS: That means units that have slave units such as Carriers (having Interceptors) and Reavers (using Scarabs).
2. BRACKETS: The brackets mean the unit it applies to. For example:
Infest Building - Means the building that can be infested (i.e. Command Center) and the script that does the conversion
Cast Spell (Infest 1) ,
Cast Spell (Infest 2) ,
Infest (Queen) - all these 3 are orders and not scripts and refer to the actual spell casting that occurs.
Guard (Building) - it means the building is using the order (i.e. a photon cannon or sunken are defending but NOT attacking yet), it doesn't mean that it issues an order to guard a building.
3. ORDERS: As you saw I did a nice categorization based on orders (Move, Attack etc.) and I just added the unit they apply to, in order to make it easier to see...
4. SCRIPT: Most units havetheir own script... Larvas just roam around (and they die if they don't have the juicy yummy creep), Medics just look around ofr hurt units and Auto Heal them, etc. Alternatively, I also added Passive scripts to this category (Computer controlled units, Neutral units, Rescuable units etc.) and also some Orders or Spells (Cloak all nearby units, make creep etc.)
5. UNUSED: OK now this is one of the main things that doesn't make it 100% accurate. I am not completely sure that they really are unused. I am pretty sure the "unused" orders are the ones belonging to the Computer. But until someone can really double check this, I'll leave them as that... As you will see in the list, there are a few Actions that are strictly referring to the Computer.
6. NAMING: Some names may not be too well chosen are even accurate, but as I said, I did as much research as I could... I still want to see the difference between all the Harvest and Build commands. Because there is no "Build (Drone)" order, I will assume the "Drone Start Mutate" and "Drone Mutate" are the ones doing the hassle (still not sure atm). As for the Drone lift-off and land orders, I will assume they are the ones that make the drone burrow a bit just before building, respectively unburrow if you cancel. Also, I assume tinkering with the code here would fix the floating drone bug.
Yes I know, some of the names don't quite match the normal MG and DatED lists perfectly (like "Cloaking Nearby Units"), but after researching, I found out that the actual spell for cloaking units is actually "Init Arbiter" and the other seems to freeze the unit if called (perhaps the internal script or something else). Same for Recall, "Teleport" is the actual Spell, while "Teleport To Location", freezes the Arbiter. It seems that it might be a script or something else used independently. As I said, they are more or less accurate the way I did them.
I will be honest, the ones I am not 100% sure about are "Allow Transport", "Load Transport (Overlord)" and "Load Transport (Normal)" as they are a bit "weirder", but after a bit of research in MG, that is what they came out as. More research with these 3 would be appreciated.
I hope this cleared some of the confusions regarding Orders. I'd say I kinda found out about 30%-40% of what is going on in this dat file, but there is still a long way to go. For those of you wanting to contribute and help me find out more, you can post in my
"dat files thread" here.
Hey - what can I say ? I don't want BK to get bored so I have to give him homework
