QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
If you can come up with a better one, but still short and informative, then please do. Seriously, no irony here.
hmm... maybe "It is related to rendering exceptions, for example if unchecked on a unit, it will not be drawn at all when cloaked, but will have overlays of effects and spells" and if you want, you can add a classic "not completely understood" at the end

I also recommend renaming it as "floats" is ... well weird

Considering the effect it has in-game. Maybe rename to something like "Rendering handling" or "Drawing exception" or maybe even simpler, "Draw if cloaked"

QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
Reference properties - whatever. I like them as they are, and the fact that they don't do anything doesn't mean all of the sudden that we're right in our assumptions of them being actually just designer's hints.
Actually, DoA kinda confirmed that some of them are used by the code internally and don't have any easy-to-see in-game results to me some time ago. He said he doesn't remember which for sure, but I am stalking him to give him my notes and maybe we can get to the bottom of them

QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
Splitting the Orders tab - forget it. Too much in DatEdit depend on the currently selected tab's ID. Moreover, I don't like the idea and evenmoreover- I do not do things for one person's request.No offense, but there are different people using DatEd, and I want to keep it as versatile as possible, without fitting it into one person's (or even a few persons') needs without a good reason for it.
None taken. I just thought it'd be easier for a lot of people since more than half of the orders there are more confusing than explanatory, and some might not even tell the difference between "Initialize Arbiter" and "Cloak nearby units" (to those that don't, Init Arbiter is the actual "Cloak nearby units" behavior, while the mislabeled "cloak nearby units" (maybe mislabeled is harsh) is the script itself that handles the fun stuff). This wasn't just for me, but as I said, modifying scripts could make modding even better since all I see on 34857874697 sites are "download my mod, among other things, marines have shields" (which is as original as giving every terran unit shields, double damage and 99999 hp with all abilities researched) and no other new features. Come to think of it, I can think of a few additions (that might even improve unit AI) just by editing the Unit tabs, including the AI scripts. And although I (and a few others) know which is a script, which is an order and which is a behavior, most have no clue and to me it seems to kinda limit modding. As for complicating it, I admit it is a bit ... (maybe more

) complicating it, but on the long run, it might be a hell of a lot easier for some. Or at least that is what I think
And to make things more attractive for some, it might also help some know where to look for things (e.g. which one of the many Build orders is for a nydus canal, which is for Protoss buildings, which is for Healing units normally etc.) and modify some stuff. And to show off, I made the vulture plant marines instead of mines (yes the marines work normally and can move and attack and stim

). OK, you gotta admit THAT is original

QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
Reaload Tab - I considered doing this, but eventually I did not, the reason being - YOU ARE SO LAZY!!!!!

ROFL... touché
QUOTE(BroodKiller @ Oct 30 2006, 01:36 PM)
I must admit that with this release, DatEd is pretty much complete in my eyes. Only some serious events will make me do another update to it. Apart from that, there are other modding areas that await 'fresh blood', right?

Agreed
