Can't really tell...I 'm planning to add 2 very serious features, but I don't know how long will it take to get them to work. Just stay here and either A)be patient or B)don't mind - the update will come when it will come

ADDITION:
QUOTE(BSTRhino @ Apr 17 2006, 03:45 AM)
2. Units.dat Animation level - a value of 4 or lower makes the unit walk on the ground. Any value which is 5 or above will make the unit fly - that is, it will allow the unit to move over any terrain. That's the most important distinction.
Well, it may be just me, but where I live, the level values that make the units fly start at
12 and not 5. Any reason why? Check it out yourself, plz.
QUOTE
6. Weapons.dat damage type - the unknown type means "ignore armor". It is used by psionic storm to apply damage while ignoring the armor value of enemy units.
I tested it and I found out that you probably meant the "Use Tech" damage type, since it produced exactly the effect you described. The "Unknown" type is still obscure. Setting it for a non-spell weapon makes the unit attack in the "Independent" mode, which means it deals 1 point of damage with each second attack executed. It does have some relation to the explosion spell effects, but I don't know anything for sure. Anyone minds helping me out here? Also, the "Use Tech" property now makes very little sense, and I couldn't find out what it does all by itself after one full day of research, so if anyone knows something about it, please share

QUOTE
8. Sprites.dat vertical position - You probably already noticed this, but if the info section described vertical position as a signed value, going from the range -128 to 127 might make more sense.
Too bad DatEd uses an unsigned integer array to store the data in memory, so I guess this is a lost cause. If I would fix it, I'd require me to transmogrify all the other properties, which I'm not very eager of doing, to be honest.
QUOTE
10. My last point is just a request. I wish you could type in an ID when choosing which flingy to use for a weapon, because that's a feature I would use quite a lot. I realise you haven't got much space though, and I can still live without the feature, so whatever works for you.
Yup, the interface in weapons editor is pretty much entirely filled up. I don't want to enlarge the programs area because I want it to remain fully visible under 800x600, but I'll see what I can do down there...
QUOTE(DiscipleOfAdun @ Apr 17 2006, 12:29 PM)
Unknown - Images.dat
If checked, unit can run animation scripts other than Init and Death.
If not checked, only the init, death, and I think some animations that are called by a goto command can be ran for the unit.
Examples I tested - Marine - just sits there and does nothing
CC - doesn't show the construct frame, nor overlays when creating a unit.
Both still died when I attacked them.
I tested it too, with High Templar, and it disabled the Spell casting animation as well. Funny enough, the unit does spend the mana points for the spell, just that the animation doesn't happen, which is another clear indication that the
sigorder opcode does the thing. It's only my intuition and I didn't test it (for some reasons my SC don't want to load up Iscript mods) but I think that in case of spell effects, the "Use Tech" property is what is called via the
sigorder.
However, the movement animations worked just fine, so something else must be hapenning here.