VTOL-mounted Air superiority weapons release! (v02)

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Lancefighter
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VTOL-mounted Air superiority weapons release! (v02)

Post by Lancefighter »

NEW: Release!
I have modified the first flak gun (hurricane) and lancer, and given it for use as a anti-aircraft only VTOL mountable weapon!
Doesnt change much regarding balance, but I uh might have changed a few values here and there.
Enjoy!
(you get the guns as you research the regular gun, in case that wasnt obvious)
oh. and the hurricane model has no bottom texture. Not my fault >.>



edit!
New minor modifications, renaming so its easier to open as a mod, increased range of aa guns slightly, took aa lancer back down to one volley >.>
Minor problems: AA vtols follow vtols back to base (MANY vtols are 700+ speed, thus they can never reach each other. Ideally vtol weapons would actually have weight.. >.> that way you could make aa weapons lighter than other vtol weapons, thus fighters would have the best speed to intercept. Planning on fixing this in a later release.
aa-weaponsv02.wz
-------------OP Below------------------
So guys, I decided to take it on myself to make a minor mod involving adding 3 new vtol weapons corresponding to the current AA guns..

However..

I cant for the life of me make heads of tails of the file!

So far ive done the usual things involved in modding - unzipping the base files, opening the text file in excel (i love you excel), and fond the aa guns im looking for.

Ive figured a few things out: range/longrange, accuracy, guessed as far as a few others (weight cost hp.. ) and what appears to be effects files or sound, damage numbers, damage types, etc.

Is there a list of what each item does? i can mod it using excel if i could figure this out, but until then, im pretty much stabbing in the dark.

(in case someone says rtfm or something, ive been searching the guide, searching this forum, googling things, googling things on this site, looked at various utilities that are supposed to work.. nothing seems useful)
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Last edited by Lancefighter on 24 Jul 2010, 06:47, edited 4 times in total.
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JDW
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Re: weapons.txt interpreting

Post by JDW »

"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
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Re: weapons.txt interpreting

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j0shdrunk0nwar wrote:Maybe this post will help, heh heh :)
viewtopic.php?f=30&t=5793&p=62104&hilit=modding#p62104
AHA! Thats where that was! I was looking in the guide.. and googled ... .. good gods I suck at this :oops:
Mod to arrive soon, please wait ^.^
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Re: weapons.txt interpreting

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Lancefighter wrote:Mod to arrive soon, please wait ^.^
Yay :D
"Speak when you are angry and you will make the best speech you will ever regret."
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Re: weapons.txt interpreting

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j0shdrunk0nwar wrote:
Lancefighter wrote:Mod to arrive soon, please wait ^.^
Yay :D
... minor roadblock! theres no defining button for 'fits on vtol' or not.

Testing.. testing.. please wait..
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Re: weapons.txt interpreting

Post by JDW »

KukY is the one who made that tutorial, in case you need help with it. He sure knows a lot about modding.

Anyhow, goodluck. :)
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Re: weapons.txt interpreting

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oh hey what do you know. If you open the correct weapons.txt file (hint: the one in mp.wz instead of base.wz, its already there! Arg!)
will be launching a game with the modified file shortly, /should/ work.
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Re: weapons.txt interpreting

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first attempt: er fail. I packaged up the entire mp folder again with my.. apparently new file. im fairly sure. And loaded it, and started t3.. yet i cant build a vtol aagun. Doesnt show up in design.. ... ... ...

Perhaps i missed something... /me scours wiki for what needs to be done to add a weapon

edit
Ok..
ive modified weapons.txt, added a weapon copying one of the other AA guns, and changed a few values that seem to pertain to vtols
ive modified research to add my weapontype to a research (the same one that researches another aa gun,..)
and ive modified names to include my weapontype with a real name. Right? >.>
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Re: weapons.txt interpreting

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Lancefighter wrote:... minor roadblock! theres no defining button for 'fits on vtol' or not.
numAttackRuns. If it's 0, it's a tank weapon, if it's anything else, it's a VTOL weapon.
Lancefighter wrote:oh hey what do you know. If you open the correct weapons.txt file (hint: the one in mp.wz instead of base.wz, its already there! Arg!)
will be launching a game with the modified file shortly, /should/ work.
lol, I was just about to say that.
Lancefighter wrote:first attempt: er fail. I packaged up the entire mp folder again with my.. apparently new file. im fairly sure. And loaded it, and started t3.. yet i cant build a vtol aagun. Doesnt show up in design.. ... ... ...
If the game doesn't crash, you're doing it wrong. :P
Lancefighter wrote:Perhaps i missed something... /me scours wiki for what needs to be done to add a weapon
Well, first, make sure you're editing the right files. Give TMG 1000000 damage, and see if your TMG tanks really are impossibly strong.

If it does, then adding a weapon is simple. Of course, it won't show up unless you specify how you want it to be researched. :P Easiest way is to make an existing research unlock two weapons at the same time, which is what I'm planning on doing.
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Re: weapons.txt interpreting

Post by Lancefighter »

Eh, duh. idiot check fail - when i change the mg1mk1 health level, nothing changes ingame.

Man this is harder than it looks >.<
/me goes off to look around at stuff to see what he did wrong
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Re: weapons.txt interpreting

Post by Zarel »

Easiest way: Do it in a mod. Create a mod (ZIP file), put a stats folder inside it, put weapons.txt inside there. Warzone will tell you if the mod was loaded successfully.
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Re: weapons.txt interpreting

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Zarel wrote:Easiest way: Do it in a mod. Create a mod (ZIP file), put a stats folder inside it, put weapons.txt inside there. Warzone will tell you if the mod was loaded successfully.
er theres a way to do it other than in a mod? if you read the thread, you should note that im packaging the entire mp file back up and running it as a mod (in the mods/multiplay folder..) It says it loads my mod...
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Re: weapons.txt interpreting

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Lancefighter wrote:er theres a way to do it other than in a mod? if you read the thread, you should note that im packaging the entire mp file back up and running it as a mod (in the mods/multiplay folder..) It says it loads my mod...
Ah, well, you could've replaced mp.wz with it, or just kept it unpackaged in source. That's not recommended, though.

Your problem is probably that you're packaging the entire mp directory. You need to package its contents.

i.e. if you extract the mod, you should see "anims, components, effects", not "mp".
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Re: weapons.txt interpreting

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well.. im using winrar to make the zip file, perhaps thats the issue? lemme try something..
AHA

Now i get a crash :lol2: when i package it using windows explorer into a zip file wz crashes on starting a skirmish.
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Re: weapons.txt interpreting

Post by Zarel »

That's a good sign. The crash means it's working. :P Now, as long as you're not in full-screen mode, there'll be a popup telling you why Warzone crashed.