LAV_Coyote25 İRevised: February 11, 2005


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Q:    How can I include my own pie files in my mod using wzck 2.0

ANSWER - by StrataDrake and ChainSawMonkey

see also:  the following Q and A period by Stratadrake, RBL-4NiK8r, assasin - continuing dialog

 Here!

 


Advanced Utility - wdg advanced topic. NEW



This can get a little complicated -- there are two ways to do it. Here's the easier way.



      1. Compile your mod through WZCK2.0 as usual.

      2. Copy your PIE file into your WZCK/MakeWDG directory.

      3. Open "Stats.wrf" and add something like this to the beginning of it:

/* Insert path (relative to MakeWDG directory) here -- i.e. if your Pie File is in MakeWDG/stats, then say "stats" instead of blank quotes */
directory ""

/* Insert your PIE filename here */
file IMD "filename.pie"

      4. Run the batch file (should be "Compile.bat") from the MakeWDG directory. This will compile the mod -- including the PIE file -- into the MakeWDG directory (at least I think it was there. If it isn't, check the main WZCK directory)

BUT NOTE: You will have to do this every time you compile the mod. Therefore, while it's okay to use if you just want to include one pie file, if you have to compile the mod multiple times and/or include many PIE files, you'll have to use the other, more "advanced" way.


The more advanced way is as follows:

     1. You will need a copy of PieStats.wrf . WDG Explorer has a (*cough* outdated) copy of it in a zip file.

     2. Add "PieStats.wrf" to your WZCK/MakeWDG directory along with your PIE file.

     3. Edit your PieStats.wrf similar to step #3 on the previous method (but you can add it anywhere -- beginning or end, you choose)

     4. Compile your WDG through WZCK2.0 .

BUT NOTE: If you use the PieStats.wrf that comes with WDG Explorer, you'll get a WZ error because that PieStats.wrf is not complete. Ask Moogle (ChainsawMonkey) about the missing PIE files, he can fill you in.

My time is presently limited, but I'll see what I can do about uploading a (correct) version of PieStats.wrf .


Here are the items missing from the end of piestats.wrf:

directory "components\weapons"

file IMD "gnhaalas.PIE"
file IMD "gnhmorte.PIE"

directory "components/weapons"
file IMD "TRMVTLEM.PIE"
file IMD "TRMVTLPL.PIE"
file IMD "TRHMG.PIE"
file IMD "GNHMG1.PIE"

Just add them to the end and that'll clear the error before it occurs


Another Question and Answer session courtesy

 assasin, Stratadrake and RBL-4NiK8r


assasin

I have a question :"Can i make with the warzone customizer kit and the pieslicer DX a mod that adds new weapons or are there other things that i also need?"

Because i am going to make my own mod i will probably call it wz2300 mod or something like that .

oh yeah ,coyote i am going to abuse you're site i will watch about 10000000000000 times

coyote i have already a question about compiling
you're guide says that "in order to get the new files into the game ,you will need to name them the same as files already in the game
but then you replace the old body and its gone ,but how do you add you're new pie files into the game without losing an existing body ,weapon,......????


 

Stratadrake: Answer

quote:

assasin

but you now what i mean ?i just wont to add some new bodys or weapons without losing the old ones.
But right now i am still learning. Bodys, weapons thats actualy very easy to make to texture only the compiling en the other things

here's also an other question when i make a body can i like the other bodys change the strongnes of it in customizer kit ?


Do you have the Warzone Customizer Kit (WZCK), any recent version? WZCK makes it much easier to do this sort of stuff.

In WZCK, to add a new weapon, body, etc. without replacing anything old, first select a weapon, body, etc. to modify. Add it to your project file and then, on the 'Edit' tab, on the box labelled "Internal ID" (all component types have an internal ID), simply change the value shown there. When you do, the box will change to a yellow color indicating that you are adding a new component (not modifying or replacing an existing one).

After that, in order for the new item to show up in WZ, you need to do either of two things:

(Easy) Flick on the "Auto Enable" switch on the Edit tab. This will give the component to you automatically in WZ, regardless of tech level.

(Hard) Go to the Research Editor and modify/create a research topic that will give the item to you.

As for what kinds of stuff you can modify in WZCK -- well, to sum it up I'll just say that WZCK lets you modify everything about anything.

In the case of weapons, you can change its firepower & warhead type, its ROF, range, targetting & accuracy, cost, weight, blast radius, incendiaries, appearance & sound, etc....

For chassis (bodies), you can change their cost, speed, weight, armor, durability, visuals, etc.

And if you look through the various editors of WZCK you can find even more stuff you can toy around with:

- Commander types (you can select any weapon for use as a command turret -- be creative)
- Sensor types (range, cost/weight, abilities)
- ECM types (abilities unknown)
- Cyborgs, scavengers, AI templates, transports (body, propulsion, turret, sight range)
- Repair turrets and auto-repair systems
- Constructor turrets ("trucks")
- Chassis types (tanks, cyborgs, infantry...)
- Propulsion types (cost, speed, weight)
- Structure & defense types (cost, size, strength, turret, sight range, abilities)
- Feature types (size, appearance, strength)
- Research Tree (prerequisites, tech levels, new toys, Intelligence Window messages, upgrades)
- Warhead modifiers (affects all weapons)
- Terrain table modifiers (affects all propulsions)


assasin

i found how to add the pie files in the wzck but when i a make a mod there are no errors ,but when i wont to play it he cant find my pie files how come? i added the pie file in the makeWDG from the wzck and in the Piestats.wrf file i wrote at the end of the file
directory "file IMD "DRMBOD15.pie"

DRMBOD15.pie thats my pie name according coyotes tutorial this should work


 

RBL-4NiK8r

Now i am not sure how you going to go about compiling this and that i am not going to help you with that because your not there yet.

Ok your going to need to add the PIE to the BodyPropulsionIMD.txt

Body12SUP,tracked02,PRHLTRK3.PIE,PRHRTRK3.PIE,147

If you are adding a new body to the game you would make changes to this, in this case i have the Mantis body here.

Body14SUP,tracked02,PRHLTRK3.PIE,PRHRTRK3.PIE,401

I think by changing the Body13SUP to Body14SUP would be one of the first steps, then changing the last number not sure what that is but if i recall that needs to be changed too. Also you have to do this for each type of propulsion the body will use.

The next thing to work on is your body.txt in there you will see something like this.

Body12SUP,Level All,HEAVY,55,350,2100,180,DRHBOD12.PIE,500,1,20000,18,18,fxvtl12.pie,1

You would have do add a new line in here to go with your new body, but you can do this part in WZCK but to go over the basics from what i know.

Once again i used the Mantis as a base and i would change the Body12SUP to Body14SUP the cost is 55 the build time is 350 and the weight is 2100, and 180 is the durability, now i am not sure what you have in mind but over all so far there ok stats if you want the tank to last a bit longer in battle you can take up the durability some.

Now you have to add your PIE to this mix and that would be the name DRHBOD14.PIE in this case i am not sure if thats taken as of now but i dont think so. This is the PIE you made and strata can cover that topic better then me, but the main one you want to get is the body into the game thats got to be added.

The 18/18 is your kinetic/thermal armor and the higher that is the less damage the tank will take.

Now after you get this done you have to go to the Name.txt and add it into there.

In this case i go back to the Mantis.

R-Vehicle-Body12 "Heavy Body - Mantis"

new body

R-Vehicle-Body14 "Body type- Body name"

Being that i am 3/4 asleep and i need rest i am going to say your at the end of things i can think of that needs to be changed right now, and you should be able to move to the next step once you get this done.

4nE


 

Stratadrake

 

quote:

i made a simple body with the pieslicer(Tyrex.Pie) and what i wont to do with the wzck is adjust some things of this body ,costs, armor,...but how do you load it in wzck ?

Okay, a little info about WZCK. WZCK is designed primarily to modify & tweak default components, so you always need to choose a default body to base yours on. Basically, choose a default body (any default body) from the list on WZCK's Design Editor (Chassis tab), hit "Add Chassis", and then start tweaking the stats to what you want -- starting, naturally, with its internal ID (so that yours doesn't replace a default body)

quote:

i added the pie file in the makeWDG from the wzck


If you do that, you won't need to add it to PieStats.wrf, because WZCK will add it to the beginning of Stats.wrf for you (which works equally well on single mods). The bonus to this method is that WZCK will tell you whether it has found the PIE files or not, before calling MakeWDG.

quote:

but when i wont to play it he cant find my pie files how come?


What do you mean? I take it you are trying to make a new body type but you can't find it in WZ?

Okay, here are a few rules. In Warzone, all components (bodies, propulsions, turrets, structures, etc.) are disabled by default, meaning they won't show up. In order to get them to show up you need to either make a space for them in the research tree, or flick on the "Auto-Enable" switch that WZCK shows on the Edit tab. The Auto Enable switch makes a little script that gives the component to you automatically (on all tech levels, no research necessary) and I recommend it for testing purposes.

Second, for most components (like body types) they need to flagged as a Design Screen component in order to appear on the Design Window in the first place. If you're working a mod by hand make sure the last number in its Body.Txt line is a "1" not a "0", whereas in WZCK, make sure the "Show on Design Screen" box (Edit tab) is checked.

quote:

Once again i used the Mantis as a base and i would change the Body12SUP to Body14SUP the cost is 55 the build time is 350 and the weight is 2100, and 180 is the durability, now i am not sure what you have in mind but over all so far there ok stats if you want the tank to last a bit longer in battle you can take up the durability some.

Now you have to add your PIE to this mix and that would be the name DRHBOD14.PIE in this case i am not sure if thats taken as of now but i dont think so. This is the PIE you made and strata can cover that topic better then me, but the main one you want to get is the body into the game thats got to be added.


Actually, Fornie, the name "Body14SUP" and the PIE file "DrHBod14.pie" are both already taken by the Dragon chassis.

One Pumpkin convention that I positively can't stand about Warzone is that unlike every other frelling component in Warzone, the internal ID's of tank chassis types are not referred to by name. Even something like "BodyProjLight" would be a better internal name for the Viper than "Body1REC" . . . heck, even cyborg body ID's imply exactly which body it is! (e.g. "CyborgRocketGrd")

quote:

its too bad but its doesnt works he cant find the my pie


Do you mean that you added the PIE file in WZCK but WZCK can't find it at compile time (and thus gives a warning message) ?

Okay, make sure you have the PIE filename correct, and that a copy of the PIE file is stored in WZCK's "MakeWDG" directory. So if you specified "drmbod15.pie" as your chassis PIE file and entered it in WZCK that way, go to your WZCK\MakeWDG directory and make sure that the PIE file is in there.


continuing discussion...