QUOTE(Ojan @ Nov 28 2006, 01:50 AM)
Great work! That's a good find! Big curdos to you (is that correct grammar? Is it even a word?)!

It's "kudos"

And tack så mycket

(hope I sp. it right... been a while since I typed that...)
QUOTE(Ojan @ Nov 28 2006, 01:50 AM)
Still, watch out with exulting yourself too much, that kind of attitude doesn't give you more friends....
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Only if you take it literally

I'm a nice guy, if I'll be an a**hole, you guys will know... but that will happen if something/one really pisses me off... and atm the only thing managing to do that is Blizzard's weird file format

... hard to tell which option is used and which isn't which really vexes me...
vi ses

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On Topic now, since I found something else along with DoA.
This one is not a 100% certified pwnd DAT flag/option/whatever, but we are close to it. It's about what Broody calls "A.I. Internal" in the AI Script subtab of Units.dat.
After some talks with DoA explaining me his observations and some talks explaining my observations to him, we found out it is related to the unit's AI Script (not sure if the Scripts from Orders.dat - for details on what I mean check my re-compiled orders list classifying them into orders, abilities, scripts etc. some pages back which seemed maybe overdoing or complicating things from some feedback I got, but I think even if it won't be fully integrated in DatEd, it'll still be useful to know what is called when and why... but moving on...). As many noticed, it has values of 0 and 3. According to DoA, they are 2 bits only (which is why 4 would be considered as 0 since it starts all over, like in the case of bytes where 257 is 1). 0 is 00, 1 is 01, 2 is 10 and 3 is 11.
As you saw they have a boolean-like flag status of 1 and 0 only.
From what DoA told me, changing it on workers made them not harvest anymore. The default is 3 which makes me think he changed it to 0. He also said values of 1 and 2 crashed SC. This all didn't happen in my case (I assume smth changed in the meantime, which isn't surprising...). So for now, considering this, it disabled his harvesting behavior.
I tested it on aggressive units (lings, hydras and firebats), by canging it to 3 and the result was that they didn't attack me when they saw me. Please note that this applies only to preplaced units. If a unit is created, say in Custom games (Melee or Custom Scripts from UMS) they will attack. The exception seems to be for workers, which have 3, but will still attack (harcoded behavior ?!). Also note that setting it to 1 also made them attack, while 2 didn't. It didn't crash when I had 1 or 2.
Anyway, the effect i far from solved, but if anyone wants to help by testing or has any past experience with this setting they may write here so that someone else or I will dig into this a bit deeper.
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3rd addition... it's 4:50 and after talking to ShadowFlare about that InitTurret animation header state, and after me blabbering about unused DAT stuff, we both came to the conclusion it might be used by StarEdit. And since I am a sleepless maniac, I tested and we were right. It creates a dummy sprite only in StarEdit (in this case subunits, as I said, and traps as ShadowFlare said). Upon further testing, ShadowFlare noticed that adding commands to it makes them get executed in StarEdit, so it is something like an init for StarEdit... Just so you know about this when you'll update the IScript anims Broody

Oh and Broody, remember to note that the "Researched" flag doesn't do anything in the game itself.