STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Two missiles in one attack for the Goliath, Scout, and Valkyrie are from Weapons.dat. Factor, near the Damage field, controls whether there is one or two projectiles, but no more than two. If you want three or more, you must edit the Iscript to use its weapon x many times at once.
To increase Kerrigan's attack, you want to shorten those waits to something like 1 tick each. That should about double the attack speed.
trgtrangecondjmp = Target Range, Conditional Jump: The animation will jump to the specified code if the target is at x range. Used by the Archon to use two attack animations, one with the beam that connects to the shockwave blast, and another without the beam when the target is too close.
setfldirect = Set Flingy Direction: Not too familiar with this one, but it sets the current direction of the flingy.
sigorder = Signal Order: "Allows the current unit's order to proceed if it has paused for an animation to be completed." So if the animation is wading through twenty 200 tick waits, it can still continue with its order without waiting for the animation.
attkshiftproj = Attack, Shift Projectile: "Creates the weapon flingy at a particular distance in front of the unit."
imgol and imgul = Image Overlay; Image Underlay: "Displays an active image overlay at an animation level
higher than the current image overlay, using a LO* file to determine the offset position." and "Displays an active image overlay at an animation level
lower than the current image overlay, using a LO* file to determine the offset position." So whether the image created is above or below the image that calls for it.
randcondjmp = Random Conditional Jump: "Random jump, chance of performing jump depends on the parameter." This one is pretty fun. It lets you have the animation jump on chance, rather than as a definate. Some people have used this to make special Critical attack animations possible.
nobrkcodestart and nobrkcodeend (what happens in the codes bet them?) = No Break, Code Start; No Break, Code End: These are useful when you want the the animation to complete no matter what, without interruption from the player. Example: A move order from the player will not execute until the animation reaches the End code.
gotorepeatattk = Go To Repeat Attack: After the Repeat code, but only once the weapon cooldown is finished, will the animation progress to the Repeated Attack animation script. This is different from simply telling the script to go to an offset, because it waits on the weapon cooldown.
ignorerest = Ignore Rest: "Conceptually, this causes the script to stop until the next animation is called."
turnccwise = Turn Counter-clockwise: "Turns the flingy counterclockwise by a particular amount." You see this sort of turning with the idle animations of Terran units, like the Marine waving his gun around.