Txt Editing

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Contents

Location of Txt Files

Windows:

C:\Program Files\Warzone 2100\mp.wz

Linux:

/usr/share/games/warzone2100/mp.wz

This ziparchive contains a folder named /stats/ which contains the files mentioned below.

warzone.wz = Campaign mp.wz = Multiplayer

Body.txt

Fields( From Left To Right in comma separated file ):-

BodyName, techLevel, size, buildPower, buildPoints, weight, bodyPoints, gfxFile, systemPoints, weaponSlots, powerOutput, front_kinetic_armor(*), front_thermal_armor(*), rear_kinetic_armor(*), rear_thermal_armor(*), left_kinetic_armor(*), left_thermal_armor(*), right_kinetic_armor(*), right_thermal_armor(*), top_kinetic_armor(*), top_thermal_armor(*), bottom_kinetic_armor(*), bottom_thermal_armor(*), otherGfxFile, designable
BodyName 
The name of the body(internal), to assign in-game name you need to assign the internal name a string in names.txt
buildPower 
The costs of the body, nuff said.
buildPoints 
The buildpoints of a weapon, affects time to build. Buildtime = buildpoints/factory buildpoints per second
weight 
Weight of weapon, may affect droid speed.
bodyPoints 
HP of the body.
systemPoints 
Space required, unused/obsolete in source.
weaponSlots 
Maximum number of weapons that can be installed on this body, current MAX is 3.
powerOutput 
Power output of the engine, may affect droid speed.
[directional]_kinetic_armor 
the kinetic armor of [directional], anything but flame/laser is kinetic weapon and damages kinetic damage.
[directional]_thermal_armor 
the thermal armor of [directional], flame/laser is thermal weapon and damages thermal damage.
designable 
Whether displays the weapon in design screen or not.

(*) SVN data only in 2.0.x there is only one kinetic armor field and one thermal armor field. Note:To make 2.0.x body.txt compatible with SVN, you need to duplicate the kinetic armor and the thermal armor fields 5 times to cope with SVN's 6 hit sides(front, rear, left, right, top, bottom) changes.

Internal Body Names

Viper
BODY1REC
Cobra
BODY5REC
Python
BODY11ABT
Bug
BODY4ABT
Scorpion
BODY8MBT
Mantis
BODY12SUP
Leopard
BODY2SUP
Panther
BODY6SUPP
Tiger
BODY9REC
Retaliation
BODY3MBT
Retribution
BODY7MBT
Vengeance
BODY10MBT

Weapons.txt

Fields( From Left To Right in comma separated file ):-

WeaponName, techLevel, buildPower, buildPoints, weight, hitPoints, systemPoints, body, GfxFile, MountGfx, muzzleGfx, flightGfx, hitGfx, missGfx, waterGfx, trailGfx, shortRange, longRange, shortHit, longHit, firePause, numExplosions, numRounds, reloadTime, damage, radius, radiusHit, radiusDamage, incenTime, incenDamage, incenRadius, directLife, radiusLife, flightSpeed, indirectHeight, fireOnMove, weaponClass, weaponSubClass, movement, weaponEffect, rotate, maxElevation, minElevation, facePlayer, faceInFlight, recoilValue, minRange, LightWorld, effectSize, surfaceToAir, numAttackRuns, designable, penetrate(*)
WeaponName 
The name of the weapon(internal), to assign in-game name you need to assign the internal name a string in names.txt
TechLevel 
Tech Level of weapon, T2 T3 games.
buildPower 
The costs of the weapon, nuff said.
buildPoints 
The buildpoints of a weapon, affects time to build.Buildtime = buildpoints/factory buildpoints per second
weight 
Weight of weapon, may affect droid speed.
hitPoints 
HP of 'destroyable' component, unused/obsolete in source.
systemPoints 
Space required, unused/obsolete in source.
body 
HP bonus from weapon totalHP = body HP + propulsion HP + turret(s) HP propulsion HP is proportional to body
GfxFile 
Pie model of weapon body.
MountGfx 
Pie model of weapon barrel.
muzzleGfx 
Muzzle flash pie model displayed upon firing.
flightGfx 
Projectile pie model used by weapon.
hitGfx 
Impact pie model when hit objects.
missGfx 
Miss pie model when miss objects/hit ground.
waterGfx 
Water pie model when hit water.
trailGfx 
Weapon trail pie model during flight.
shortRange 
Range of weapon without accuracy penalties.
longRange 
Maximum Range of weapon with accuracy penalties.
shortHit 
Hit chance of shortRange shots.
longHit 
Hit chance of longRange shots.
firePause 
Pause between shots, it's in '10-sec' according to Kreuvf.
numExplosions 
The number of explosions to show per shot, no effect on damage
numRounds 
The number of rounds of a salvo weapon.(Ripple, angel etc)
reloadTime 
Time required to fully reload a salvo weapon.
damage 
Damage of a weapon.
radius 
The splash radius of weapon.
radiusHit 
Chance to do splash.
radiusDamage 
Splash damage.
incenTime 
Incendiary time.
incenDamage 
Incendiary/thermal damage per second being incinerated.
incenRadius 
Splash radius of incendiary weapon.
directLife 
Time to live after impact(flame weapon projectile)
radiusLife 
Splash's time to live after impact(flame weapon)
flightSpeed
Velocity of weapon project per second.
indirectHeight
Seems to be indirect weapon flight height.
fireOnMove 
YES = fire on move without accuracy penalties NO = impossible to fire on move PARTIAL = fire on move with accuracy penalties
weaponClass 
Main classification of weapon.
weaponSubClass 
Sub classification of weapon.movement.
weaponEffect 
Weapon warhead type/damage bonus/penalty vs different propulsion and structure type.
rotate 
Turret rotation limits of weapon.
maxElevation 
Max pitch of turret.
minElevation 
Min pitch of turret.
facePlayer 
YES = projectile always face player view NO = projectile always not face player view
faceInFlight 
similar to facePlayer
recoilValue 
Recoil value of turret.
minRange 
Minimal range of indirect weapon.
LightWorld 
Light the terrain or not.(color bytes).
effectSize 
Size(scale) of special/particle effects of weapon.
surfaceToAir 
0 = ground only 1 = air only 100 = both
numAttackRuns 
Number of attack runs of vtol.
designable 
Whether displays the weapon in design screen or not.
penetrate(*) 
Whether penetrates target or not.

(*) SVN data only. Note:To make 2.0.x weapons.txt compatible with SVN, just add a ',0'(not penetrate) to the end of each line.

Templates.txt

Fields( From Left To Right in comma separated file):-

templateName, templateID, compBody, compBrain, compConstruct, compECM, playerId, compPropulsion, compRepair, type, compSensor, numWeapons
templateName 
Internal name of the template.
templateID 
Template ID, only used by specific scripting functions it seems.Needs to be unique?
compBody 
The internal name of body used by this template.
compBrain 
The internal name of brain(commander turret) used by this template.NULL if not commander template.
compConstruct 
The internal name of construct(truck turret) used by this template.NULL if not truck template.
compECM 
The internal name of ECM(ECM turret) used by this template.Currently NULL/used in source.
playerId 
The fixed player/faction Id for this template, only used by SP campaign.
compPropulsion 
The internal name of propulsion used by this template.
compRepair 
The internal name of repair(repair turret) used by this template.NULL if not repair template.
type 
Type of the template, DROID OR PERSON(tank or cyborg/baba ppl)
compSensor 
The internal name of sensor(visibility radius) used by this template.
numWeapons 
The number of weapons of this template, needs to correspond assignweapons.txt's weapon assignments.


Assignweapons.txt

Fields( From Left To Right in comma separated file ):-

TemplateName, Weapon1Name, Weapon2Name(*), Weapon3Name(*), player
TemplateName 
The internal name of template to assign weapon(s) to.The template must exist in templates.txt.
Weapon1Name 
The internal name of the 1st weapon.
Weapon2Name 
The internal name of the 2nd weapon.
Weapon3Name 
The internal name of the 3rd weapon.
player 
The player/faction id of the template(same as templates.txt's),but it's obsolete in MP/Skirmish.

(*)SVN data only Note:To make 2.0.x mod compatible with SVN, you need to add 'ZNULLWEAPON, ZNULLWEAPON,' after the first and the only weapon internal name in 2.0.x.


Structures.txt

Fields( From Left To Right in comma separated file ):-

StructureName, type, techLevel, strength, terrainType, baseWidth, baseBreadth, foundation, buildPoints, height, armourValue, bodyPoints, repairSystem, powerToBuild, dummyVal1, resistance, dummyVal2, sizeModifier, ecmType, sensorType, weapSlots, GfxFile, baseIMD, numFuncs, numWeaps
StructureName 
The internal name of the structure.
type 
Type of the structure,DEFEND, FACTORY, POWER GENERATOR, WALL, CORNER etc.
techLevel 
Tech Level of weapon, T2 T3 games.
strength 
Armor type of the structure, SOFT, MEDIUM, HARD, BUNKER.
terrainType 
FIXME I honestly don't know what this does.
baseWidth 
Number of Y tiles used by this structure. Size on map = baseWidth * baseHeight
baseBreadth 
Number of X tiles used by this structure. Size on map = baseWidth * baseHeight
foundation 
Foundation type.
buildPoints 
The buildpoints of a weapon, affects time to build.Buildtime = buildpoints/factory buildpoints per second
height 
The height of the structure.
armourValue 
Armor threshold against both kinetic and thermal weapons.
bodyPoints 
HP of the structure.
repairSystem 
The internal name of repair turret.NULL if not repair facility.
powerToBuild 
The power costs of this structure.
dummyVal1 
Unused/obsolete value, can be whatever integer you want.
resistance 
Resistance points to NEXUS convert/capture weapons.
dummyVal2 
Unused/obsolete value, can be whatever integer you want.
sizeModifier 
Seems to be the size/scale of structure.
ecmType 
The internal name of ECM turret.Unused/NULL in source.
sensorType 
The internal name of sensor(visibility radius) component.
weapSlots 
The number of weapons that can be installed on this structure, current MAX is 4.Might be obsoleted by numWeaps.
GfxFile 
The pie model name used by this structure.
baseIMD 
The base pie/texture below the structure.
numFuncs 
The number of functionalities of a structure.
numWeaps 
The number of weapons that can be installed on this structure, current MAX is 4.


structureweapons.txt

Fields( From Left To Right in comma separated file ):-

StructureName, Weapon1Name, Weapon2Name(*), Weapon3Name(*), Weapon4Name(*), dummyValue
StructureName 
The internal name of structureto assign weapon(s) to.The structure must exist in structures.txt.
Weapon1Name 
The internal name of the 1st weapon.
Weapon2Name 
The internal name of the 2nd weapon.
Weapon3Name 
The internal name of the 3rd weapon.
Weapon4Name 
The internal name of the 4th weapon.
dummyValue 
Unused/obsolete value.

(*)SVN data only Note:To make 2.0.x mod compatible with SVN, you need to add 'ZNULLWEAPON, ZNULLWEAPON, ZNULLWEAPON,' after the first and the only weapon internal name in 2.0.x.

research.txt

Name 
The name of the researcht topic (looked up in string list)
Tech level 
Tech level of research topic
Tech Code 
Zero if major tech, one if minor tech.
Subgroup icon ID 
 ??
Icon ID 
Which icon to display for tech.
IMD name 
First IMD to display for tech
IMD2 name 
Second IMD to display for tech ?
msgName 
Message for tech; must be zero for minor techs
struct name 
 ?
comp name 
 ?
Research points 
Points cost to research it
keyTopic 
Is it a key topic? Visual effect only.
PR required 
Number of prerequisites required
Functions 
Number of functions associated with it
Structures 
Number of structures ??
Redundant structures 
Number of structures that are made redundant as a result
Structure results 
Number of structures that are made available to build as a result
Redundant components 
Numbber of components that are made redundant as a result
Components results 
Number of components that are made available for design as a result

propulsion.txt

Propulsion name
Ignored
Build power
Build points 
Affects time to build. Build time = build points / factory build points per second
Weight
Ignored
Ignored
Body points 
How much it adds to droid endurance
IMD name
Propulsion type 
One of Half-Tracked, Hover, Wheeled, Tracked, Legged, Lift, or Jump
Max speed
Can it be designed?

bodypropulsionimd.txt

This file matches bodies to propulsion graphics. This is necessary because some bodies need larger propulsion graphics than others.

Body name 
From body.txt
Propulsion name 
From propulsion.txt
Left IMD
Right IMD 
Optional, if not present, left is used instead.
Ignored