Txt Editing
From WarzoneWiki
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


