Location of Txt Files
| Windows: | C:\Program Files\Warzone 2100\mp.wz
|
| Linux: | /usr/share/games/warzone2100/mp.wz
|
This is a zip archive (it can be renamed to mp.zip and extracted), and contains a folder named /stats/ which contains the files mentioned below.
base.wz = Campaign
mp.wz = Multiplayer
All .txt files are in CSV format. This means that you can (and should) rename them to .csv files, then open them with a spreadsheet application such as Excel. Remember to rename them back to .txt when you are done.
If you are using Open Office, you can open the *.txt files directly in the Calc spreadsheet by choosing Text CSV in the Filter setting (scroll down) in the Open dialog.
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
| Value | Description
|
|---|
| BodyName | Internal Name. In-game name is in names.txt
|
| buildPower | The price of the body.
|
| buildPoints | The buildpoints of a body, affects time to build. Buildtime = buildpoints/factory buildpoints per second
|
| weight | Weight of body; may affect droid speed.
|
| bodyPoints | HP of the body.
|
| gfxFile | Pie model of body.
|
| systemPoints | unused
|
| weaponSlots | Maximum number of weapons that can be installed on this body, can currently be up to 3.
|
| powerOutput | Power output of the engine, may affect droid speed.
|
| [direction]_kinetic_armor | the kinetic armor of [direction], anything but flame/laser/incendiary/firebomb/lassat is kinetic weapon and damages kinetic damage.
|
| [direction*]_thermal_armor | the thermal armor of [direction].
|
| designable | 1 = Body appears in design screen. 0 = It doesn't.
|
* The vechile can be hit from 6 diffrent directions(front, rear, left, right, top, bottom), and each of them can have separate armor values.
Body ID's
| The Project | New Paradigm | Collective | Nexus
|
|---|
| Viper | Body1REC | Bug | Body4ABT | Leopard | Body2SUP | Retaliation | Body3MBT
|
| Cobra | Body5REC | Scorpion | Body8MBT | Panther | Body6SUPP | Retribution | Body7ABT
|
| Python | Body11ABT | Mantis | Body12SUP | Tiger | Body9REC | Vengeance | Body10MBT
|
| Super-Heavy
|
|---|
| Wyvern | Body13SUP | Dragon | Body14SUP
|
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(*)
| Value | Description
|
|---|
| WeaponName | Internal Name. In-game name is in names.txt
|
| TechLevel | unused
|
| buildPower | The price of the weapon.
|
| buildPoints | The build points of a weapon; affects time to build. Buildtime = buildpoints/factory buildpoints per second
|
| weight | Weight of weapon; may affect droid speed.
|
| hitPoints | unused
|
| systemPoints | unused
|
| body | HP of the weapon. total HP = 1 + body HP x (100+propulsion HP)/100 + turret(s) HP
|
| 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 it hits objects.
|
| missGfx | Miss pie model when it misses and hits ground.
|
| waterGfx | Water pie model when it misses and hits water.
|
| trailGfx | Weapon trail pie model during flight.
|
| shortRange | Range of weapon to use short-range accuracy (1/128 tiles).
|
| longRange | Range of weapon to use long-range accuracy (1/128 tiles).
|
| shortHit | Hit chance of shortRange shots.
|
| longHit | Hit chance of longRange shots.
|
| firePause | Pause between shots (1/10 seconds).
|
| numExplosions | unused
|
| numRounds | The number of rounds of a salvo weapon. (Ripple, angel etc). 0 = not a salvo weapon
|
| reloadTime | Time required to fully reload a salvo weapon. For non-salvo weapons, see firePause.
|
| damage | Weapon damage.
|
| radius | The splash radius of weapon.
|
| radiusHit | Chance to do splash damage.
|
| radiusDamage | Splash damage.
|
| incenTime | Time the target stays on fire (1/10 seconds).
|
| incenDamage | Incendiary damage per second target takes while being on fire.
|
| incenRadius | Splash radius of on-fire effect.
|
| directLife | Time to live after impact (flame weapon projectile)
|
| radiusLife | Splash's time to live after impact (flame weapon)
|
| flightSpeed | Velocity of weapon project (1/128 tiles per 1/10 second).
|
| indirectHeight | 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 | Weapon class. HEAT or KINETIC. Controls which armor type the damage is reduced by.
|
| weaponSubClass | Weapon subclass. Controls which upgrades the weapon is affected by.
|
| movement | Weapon's movement type: DIRECT, INDIRECT, HOMING-DIRECT, and ERRATIC-DIRECT
|
| weaponEffect | Weapon type. Controls what targets it's effective against (modifiers).
|
| rotate | Turret rotation limits of weapon.
|
| maxElevation | Max pitch of turret. Range: [0,90]
|
| minElevation | Min pitch of turret. Range: [0,-90]
|
| facePlayer | YES = HitGfx, MissGfx and WaterGfx always face player view; NO = impact Gfx do not face player view
|
| faceInFlight | YES = projectile always face player view; NO = projectile always not face player view
|
| recoilValue | Recoil value of turret.
|
| minRange | Minimal range of indirect weapon.
|
| LightWorld | 1 = Lights up terrain around where it hits
|
| 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 weapon appears in design screen.
|
| penetrate | 1 = Projectile goes through target and can continue and damage objects behind it.
|
Weapon ID's
| Machineguns
|
|---|
| Machinegun | MG1Mk1
|
| Twin Machinegun | MG2Mk1
|
| Heavy Machinegun | MG3Mk1
|
| Assault Gun | MG4ROTARYMk1
|
| Twin Assault Gun | MG5TWINROTARY
|
| VTOL Machinegun | MG1-VTOL
|
| VTOL Twin Machinegun | MG2-VTOL
|
| VTOL Heavy Machinegun | MG3-VTOL
|
| VTOL Assault Gun | MG4ROTARY-VTOL
|
| Cannons
|
|---|
| Light Cannon | Cannon1Mk1
|
| Medium Cannon | Cannon2A-TMk1
|
| Heavy Cannon | Cannon375mmMk1
|
| Twin Heavy Cannon | Cannon400mmMk1
|
| HPV Cannon | Cannon4AUTOMk1
|
| Assault Cannon | Cannon5VulcanMk1
|
| Twin Assault Cannon | Cannon6TwinAslt
|
| Plasma Cannon | Laser4-PlasmaCannon
|
| VTOL Cannon | Cannon1-VTOL
|
| VTOL HPV Cannon | Cannon4AUTO-VTOL
|
| VTOL Assault Cannon | Cannon5Vulcan-VTOL
|
| Flamers
|
|---|
| Flamer | Flame1Mk1
|
| Inferno | Flame2
|
| Plasmite Flamer | PlasmiteFlamer
|
| Mortars
|
|---|
| Mortar | Mortar1Mk1
|
| Bombard | Mortar2Mk1
|
| Pepperpot | Mortar3ROTARYMk1
|
| Incendiary Mortar | Mortar-Incenediary
|
| Howitzers
|
|---|
| Howitzer | Howitzer105Mk1
|
| Ground Shaker | Howitzer150Mk1
|
| Hellstorm | Howitzer03-Rot
|
| Incendiary Howitzer | Howitzer-Incenediary
|
| Rockets
|
|---|
| Mini-Pod Rockets | Rocket-Pod
|
| Mini-Rocket Artillery | Rocket-MRL
|
| Lancer | Rocket-LtA-T
|
| Bunker Buster | Rocket-BB
|
| Ripple Rockets | Rocket-IDF
|
| Tank Killer | Rocket-HvyA-T
|
| VTOL Mini-Pod Rockets | Rocket-VTOL-Pod
|
| VTOL Lancer | Rocket-VTOL-LtA-T
|
| VTOL Bunker Buster | Rocket-VTOL-BB
|
| VTOL Tank Killer | Rocket-VTOL-HvyA-T
|
| Missiles
|
|---|
| Scourge Missile | Missile-A-T
|
| Angel Missile | Missile-MdArt
|
| Archangel Missile | Missile-HvyArt
|
| VTOL Scourge Missile | Missile-VTOL-AT
|
| Avenger SAM | Missile-LtSAM
|
| Vindicator SAM | Missile-HvySAM
|
| Rail Guns
|
|---|
| Needle Gun | RailGun1Mk1
|
| Rail Gun | RailGun2Mk1
|
| Gauss Cannon | RailGun3Mk1
|
| VTOL Needle Gun | RailGun1-VTOL
|
| VTOL Rail Gun | RailGun2-VTOL
|
| Lasers
|
|---|
| Flashlight | Laser3BEAMMk1
|
| Pulse Laser | Laser2PULSEMk1
|
| Heavy Laser | HeavyLaser
|
| VTOL Flashlight | Laser3BEAM-VTOL
|
| VTOL Pulse Laser | Laser2PULSE-VTOL
|
| VTOL Heavy Laser | HeavyLaser-VTOL
|
| Stormbringer AA Laser | AAGunLaser
|
| Anti-Air
|
|---|
| Whirlwind AA Turret | QuadRotAAGun
|
| Cyclone Flak Turret | AAGun2Mk1
|
| Hurricane AA Turret | QuadMg1AAGun
|
| VTOL Bombs
|
|---|
| VTOL Cluster Bombs | Bomb1-VTOL-LtHE
|
| VTOL Phosphor Bombs | Bomb3-VTOL-LtINC
|
| VTOL Thermite Bombs | Bomb4-VTOL-HvyINC
|
| VTOL HEAP Bombs | Bomb2-VTOL-HvHE
|
| VTOL Plasmite Bombs | Bomb5-VTOL-Plasmite
|
| Electronical Weapons
|
|---|
| Nexus Link Turret | SpyTurret01
|
| EMP Cannon | EMP-Cannon
|
| EMP Mortar | MortarEMP
|
| EMP Missile Launcher | Bomb6-VTOL-EMP
|
| Command Turrets
|
|---|
| Command Turret I | CommandTurret1
|
| Command Turret II | CommandTurret2
|
| Command Turret III | CommandTurret3
|
| Command Turret IV | CommandTurret4
|
Templates.txt
| Value | Description
|
|---|
| 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 the commander turret used by this template. NULL if not commander template.
|
| compConstruct | The internal name of the truck turret used by this template. NULL if not truck template.
|
| compECM | The internal name of the ECM turret used by this template. NULL if not ECM.
|
| Available | YES/NO ,defines whether the template can be built by human player.
|
| compPropulsion | The internal name of propulsion used by this template.
|
| compRepair | The internal name of the repair turret used by this template. NULL if not repair template.
|
| type | Type of the template, DROID, CYBORG, TRANSPORTER or PERSON (tank, cyborg, transport or scavenger)
|
| compSensor | The internal name of the sensor used by this template. Controls visibility radius for non-sensor-turret units.
|
| numWeapons | The number of weapons of this template, needs to correspond assignweapons.txt's weapon assignments.
|
Assignweapons.txt
This file contains weapons to be placed on template units.
| Value | Description
|
|---|
| 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 in templates.txt), but it's obsolete in MP/Skirmish.
|
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
| Value | Description
|
|---|
| StructureName | The internal name of the structure.
|
| type | Type of the structure: DEFEND, FACTORY, POWER GENERATOR, WALL, CORNER, DOOR etc.
|
| techLevel | unused
|
| strength | Armor type of the structure, SOFT, MEDIUM, HARD, BUNKER. Controls which weapon types it's effective against.
|
| terrainType | ???
|
| 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 | unused
|
| buildPoints | The build points of a structure; affects time to build. Buildtime = buildpoints/truck buildpoints per second
|
| height | The height of the structure. Affects whether or not it can fire over walls.
|
| armourValue | Armor against both kinetic and thermal weapons.
|
| bodyPoints | HP of the structure.
|
| repairSystem | The internal name of repair turret. NULL if not repair facility.
|
| powerToBuild | Price of this structure.
|
| dummyVal1 | unused
|
| resistance | Resistance points to NEXUS convert/capture weapons.
|
| dummyVal2 | unused
|
| sizeModifier | unused
|
| ecmType | The internal name of ECM turret. NULL if not ECM tower.
|
| sensorType | The internal name of sensor component. Affects visibility range; can be sensor turret.
|
| 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
This file contains weapons to be placed on structures.
| Value | Description
|
|---|
| StructureName | The internal name of structure to 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
|
research.txt
| Value | Description
|
|---|
| Name | The internal name of the research topic
|
| Tech level | unused
|
| Subgroup icon ID | Left research icon
|
| Tech Code | Zero if major tech, one if minor tech. Affects whether or not "Major research completed" is played, and whether or not it appears in Intelligence.
|
| Icon ID | Right research icon.
|
| IMD name | IMD to display for tech
|
| IMD2 name | unused
|
| msgName | Message in Intelligence screen for tech; must be zero for minor techs
|
| struct name | if non-zero, use this for research graphics
|
| comp name | if non-zero, use this for research graphics
|
| comp type | if previous was non-zero, indicate what type of component it s
|
| Research points | Points cost to research it (price = points/32, capped at 450)
|
| keyTopic | Is it a key topic? Visual effect only.
|
| PR required | Number of prerequisites required
|
| Function results | Number of functions associated with it
|
| Structures | Number of structures that are prerequisites for this tech
|
| 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
| Value | Description
|
|---|
| Propulsion name | Internal name
|
| Ignored | unused
|
| Build power | Price of propulsion.
|
| Build points | Affects time to build. Build time = build points / factory build points per second
|
| Weight | Affects speed
|
| Ignored | unused
|
| Ignored | unused
|
| Body points | Percentage of body HP added to droid HP
|
| IMD name | IMD in design/research list
|
| Propulsion type | One of Half-Tracked, Hover, Wheeled, Tracked, Legged, Lift, or Jump
|
| Max speed | Maximum speed
|
| Designable | Can it be designed.
|
bodypropulsionimd.txt
This file matches bodies to propulsion graphics. This is important because some bodies need diffrent propulsion graphics.
| Value | Description
|
|---|
| Body name | From body.txt
|
| Propulsion name | From propulsion.txt
|
| Left IMD | IMD of left side
|
| Right IMD | Optional; if not present, left is used instead.
|
| Ignored | unused
|
sensors.txt
| Value | Description
|
|---|
| sensor name | Internal name
|
| Ignored | unused
|
| build power | Price of sensor
|
| build points | Time to build/manufacture
|
| weight | Affects speed
|
| Ignored | unused
|
| Ignored | unused
|
| body points | HP of sensor
|
| model graphics file | Graphics
|
| mount graphics file | Graphics
|
| range | View range (1/128 tiles)
|
| location | one of TURRET (add-on) or DEFAULT (built-in)
|
| type | one of STANDARD, INDIRECT CB, VTOL CB, VTOL INTERCEPT, or SUPER
|
| Ignored | unused
|
| sensor power | Sensor power. How much ECM power it can overcome.
|
| designable? | Can it be designed.
|
features.txt
| Value | Description
|
|---|
| Internal Name | Internal name of the feature
|
| Width | Width of the feature (x-axis)
|
| Breadth | Breadth/length of the feature (z-axis)
|
| Damagable | Whether or not the feature is damagable, if set to 0, the 'x' cursor will appear instead of the 'attack' cursor.
|
| Armour | Armour of the feature, similar to armour used on buildings.
|
| Body Points | HP of feature
|
| Gfx File | Name of feature graphics file |
|
| Type | Type of feature (can be: GENERIC ARTEFACT, OIL RESOURCE, BOULDER, VEHICLE, BUILDING, OIL DRUM, TREE or SKYSCRAPER (all other types are unused))
|
| TileDraw | unused
|
| AllowLOS | (LOS=Line Of Sight) Whether of not units and structures can see through them and shoot at objects behind them
|
| VisibleAtStart | Whether or not the feature is visible even if you haven't explored that area of terrain yet
|
construct.txt
| Value | Description
|
|---|
| Name | Internal name of turret
|
| Level | unused
|
| Cost | Cost of turret
|
| Build points (BP) | BP of turret. Affects time to build unit.
|
| Weight | Weight of turret
|
| ? | ?
|
| ? | ?
|
| Hit Points (HP) | HP of turret. Affects vechile HP.
|
| Turret GFX | Pie file of turret graphics
|
| ? GFX | ?
|
| Build points (BP) | Build points of a turret. Affects time to build structures. Build time = Structure BP / Truck BP
|
| Designable | Is turret designable
|
repair.txt
| Value | Description
|
|---|
| Name | Internal name of turret
|
| Level | unused
|
| Cost | Cost of turret
|
| Build points (BP) | BP of turret. Affects time to build unit.
|
| Weight | Weight of turret
|
| ? | ?
|
| ? | ?
|
| ? | ?
|
| Type | Type of repair. Can be DEFAULT(Internal- f.e.Auto Repair) or TURRET(External-f.e. Heavy Repair Turret).
|
| Turret GFX | Pie file of turret graphics
|
| Mount GFX | Pie file of mount graphics
|
| Build points (BP) | BP per second. Affects time to repair. 1 BP = 1 HP
|
| RepairSpeed | How fast it repairs; time = 1/10 seconds
|
| Designable | Is turret designable
|