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Hot Gravy
13 May 2007, 18:37
This is a guide for newbs to tweaking to learn how to tweak.
Ok, go to "My Computer" then "Local Disc: C" then go into "Program files", "Codemasters", "Worms 4 Mayhem" and finally "Data" and "Tweak".

Open the file called "WeapTwk" with Notepad or Wordpad, then find the weapon you want. For this example I'm going to use bazooka:

<ContainerResources href='kWeaponBananaBomb'/>
<ContainerResources href='kWeaponBananette'/>
<ContainerResources href='kWeaponBaseballBat'/>
<ContainerResources href='kWeaponBazooka'/>
<ContainerResources href='kWeaponClusterBomb'/>
<ContainerResources href='kWeaponClusterGrenade'/>
<ContainerResources href='kWeaponConcreteDonkey'/>

Now hit Ctrl+F and paste kWeaponBazooka into the window that appears. Keep pressing enter until it takes you to this part:

<XContainerResourceDetails id='kWeaponBazooka'>
<Value href='kWeaponBazooka-0'/>
<Name>kWeaponBazooka</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<PayloadWeaponPropertiesContainer id='kWeaponBazooka-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsPoweredWeapon>true</IsPoweredWeapon>
<IsTargetingWeapon>false</IsTargetingWeapon>
<IsControlledBomber>false</IsControlledBomber>
<IsBomberWeapon>false</IsBomberWeapon>
<IsDirectionalWeapon>true</IsDirectionalWeapon>

Now scroll down until you find what you want to edit, I'd reccomend leaving the "Is Aimed/Powered/TargetingWeapon/ControlledBomber etc alone unless you're VERY experienced *Cough Kilburn Cough*

I'm going to edit these two:

<PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>1</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

So I edit them to this:

<PayloadGraphicsResourceID>Grenade</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>2</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

This means that the projectile will be twice the normal size and will be a grenade instead of a rocket.
Now to edit some of my favourite values:

<DetonatesOnLandImpact>true</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>true</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>true</DetonatesOnWormImpact>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

So when I'm done it should look like this:

<DetonatesOnLandImpact>false</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>false</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>false</DetonatesOnWormImpact>
<DetonatesAtRest>true</DetonatesAtRest>
<DetonatesOnFirePress>true</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

This means that it well only blow up when you click "fire" or if it comes to rest and stops bouncing.

Now for some more!

<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>50</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

I'll edit it to this:

<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>100</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

Now this means it will do 100 damage max to any worm it hits instead of 50!
Now for some of the most fun values to tweak:

<NumBomblets>0</NumBomblets>
<BombletMaxConeAngle>0</BombletMaxConeAngle>
<BombletMaxSpeed>0</BombletMaxSpeed>
<BombletMinSpeed>0</BombletMinSpeed>
<BombletWeaponName></BombletWeaponName>

I'll explain how each works:
NumBomblets: The number of bomblets (like a cluster bomb's clusters) that will come out of the projectile upon detonation.
BombletMaxConeAngle: The max degrees the bomblets will spread apart. I reccommend no higher than 2.0.
BombletMaxSpeed: This is the maximum speed the bomblets will be able to come down at. If you're crazy (like me) you can set this to above 10.
BombletMinSpeed: The minumum speed the bomblets will come down at. If you always want them to come down the same speed, set this to the same as BombletMaxSpeed.
Bombletweaponname: The name of the weapon you want to be the bomblets. For example, if you wanted holy hand grenades to come out you would choose "kWeaponHolyHandGrenade". NEVER set this to the same weapon you're having the bomblets come from unless you want to crash your game.

When I've edited all of this it should look like this:

<NumBomblets>7</NumBomblets>
<BombletMaxConeAngle>2.5</BombletMaxConeAngle>
<BombletMaxSpeed>12</BombletMaxSpeed>
<BombletMinSpeed>6</BombletMinSpeed>
<BombletWeaponName>kWeaponHolyHandGrenade</BombletWeaponName>

Now this should make the Bazooka's projectile drop 7 Hly Hand Grenades upon detonation.
Now to tweak the Launcher of the bazooka.

<WeaponGraphicsResourceID>Bazooka.Weapon</WeaponGraphicsResourceID>

I'll change it to the ninja rope gun.

<WeaponGraphicsResourceID>NinjaRope.Gun</WeaponGraphicsResourceID>

Happy tweaking! ;)

Any questions you have feel free to post or PM me.

Also, comments please!

Edit: READ THIS BEFORE TWEAKING: http://forum.team17.co.uk/showthread.php?t=25887

_Kilburn
13 May 2007, 19:11
Well done. :) Maybe I'll post a list of available GraphicResourceIDs. And a particle tweaking tutorial. :p

unless you're VERY experienced *Cough Kilburn Cough*

:rolleyes:

Killaz
14 May 2007, 14:40
Operators,sticky this thread!

GrimOswald
14 May 2007, 15:25
Operators, edit Killaz post so it doesn't quote that whole passage for no reason. :rolleyes:

But yes, good job Hot Gravy. :)

Hot Gravy
14 May 2007, 16:05
Operators, edit Killaz post so it doesn't quote that whole passage for no reason. :rolleyes:

But yes, good job Hot Gravy. :)

Woah! Thanks! And to think I expected "LOL U NOOB EVERYONE NOES HWO 2 TWEEK TEH WEPOONS!!!!!"

Man, It'd be an honour to have this stickied! ^_^

Well done. :-) Maybe I'll post a list of available GraphicResourceIDs. And a particle tweaking tutorial. :p



:rolleyes:


Oh yeah! Go for it! ;) I can't wait for the graphics stuff, because that's the single part I find hardest to hack!

Muzer
17 May 2007, 21:15
I've had (and have) a thread stickied, it's in the WA forum


Edit: I think it might be a good idea to tell us how to tweak strike weapons as well

robowurmz
18 May 2007, 14:57
I might be able to do a tutorial on value hacking using Cheat Engine...I'm rather good at that. It's funny to make your health go up instead of down.

Muzer
18 May 2007, 20:00
I like mem editing, although making health go up instead of down is outside my realm of posibility, just making more health.

robowurmz
18 May 2007, 20:36
Making health go up instead of down is actually quite easy, beleive it or not!

1. Open up your mem editor (this tutorial uses Cheat Engine).

2. Find the value of the thing you want to change (e.g health). Tutorials on this can be found on google.

3. Right-click on the address and click "Find out what writes to this address". When the address changes, a bit of coding should appear, like "mov [eax+29],edi" or similar.

4.Click on it, then "launch dissassembler". Choose the very top line of code which is green. Press Ctrl-A.

5. In the window that follows, choose template, code injection and click Ok.

6. Then a template will appear. First, look at the original code, in the template. Copy it to underneath the line that says "Your code goes here.".

7. Then, change the code to this: "add [<WHATEVER CODE WENT HERE>], <NUMBER YOU WANT VALUE TO INCREASE BY>

8. Then delete the "original code".

9. After that, press "Inject Code" (or similar). You will get a prompt asking if you want to do this, press ok. If all was well, it will tell you it successfully injected the code.

10.Go back to your game, make the value change, and hey presto! The value went up by the number you specified! (NOTE: If you specify the code ending as "edi" or whatever was in the original code, it may go up the normal number, or the number of the damage taken, or just go nuts. You were warned.)

ahameed
19 May 2007, 07:46
1. Open up your mem editor (this tutorial uses Cheat Engine).

2. Find the value of the thing you want to change (e.g health). Tutorials on this can be found on google.

3. Right-click on the address and click "Find out what writes to this address". When the address changes, a bit of coding should appear, like "mov [eax+29],edi" or similar.

4.Click on it, then "launch dissassembler". Choose the very top line of code which is green. Press Ctrl-A.

5. In the window that follows, choose template, code injection and click Ok.

6. Then a template will appear. First, look at the original code, in the template. Copy it to underneath the line that says "Your code goes here.".

7. Then, change the code to this: "add [<WHATEVER CODE WENT HERE>], <NUMBER YOU WANT VALUE TO INCREASE BY>

8. Then delete the "original code".

9. After that, press "Inject Code" (or similar). You will get a prompt asking if you want to do this, press ok. If all was well, it will tell you it successfully injected the code.

10.Go back to your game, make the value change, and hey presto! The value went up by the number you specified! (NOTE: If you specify the code ending as "edi" or whatever was in the original code, it may go up the normal number, or the number of the damage taken, or just go nuts. You were warned.)

That's Bad.
You Could Just Ruin The Game By Jumping In The Water ;)

Muzer
19 May 2007, 08:29
He's talking about generic games, not just worms. Obviously on worms you'd have to be careful not to drown.


Anyway, I'll try that.


EDIT: Argh! WA is soooo annoying! It seems to have 3 values for health! Which one do I monitor?

ahameed
21 May 2007, 13:59
no he's not he's Answering Muzer's Question About Editing The game.
And Health Editing Is Easy :cool:

Edit: Health Sometimes Gives You 2-3 Codes, You Need To Freeze Them All

robowurmz
21 May 2007, 18:43
EDIT: Argh! WA is soooo annoying! It seems to have 3 values for health! Which one do I monitor?

Well, it depends on what colour the adresses are. If one of them is green, it's just a static adress. Just go for one of them, and the others should change too, if none are green.

Also, instead of just the "ADD" code, you could try keeping the original code but changing the last bit to Minus <EDI, whatever>. Then you get a minus amount taken off, which is plus. And that also means jumping in the water won't spazz you, as it keeps the kill code too.

Kyonne
21 May 2007, 23:27
How i can make a bazooka shot more than 1 missile?

robowurmz
22 May 2007, 18:02
How i can make a bazooka shot more than 1 missile?

Sadly, that is beyond my knowledge of mem editing. However, you could change the ammo values the same way.

ahameed
24 May 2007, 18:32
Well, it depends on what colour the adresses are. If one of them is green, it's just a static adress. Just go for one of them, and the others should change too, if none are green.

Also, instead of just the "ADD" code, you could try keeping the original code but changing the last bit to Minus <EDI, whatever>. Then you get a minus amount taken off, which is plus. And that also means jumping in the water won't spazz you, as it keeps the kill code too.

You Can't Health Cheat, I Did It, It Only Freeze The Number Not The Actual Health. (Or At Least Without Auto Assemble)
And The Green Code Is For Cheat Engine Only.


How i can make a bazooka shot more than 1 missile?

Thats Basic Tweaking, Check The First Post.

Kyonne
26 May 2007, 07:02
Please.... before saying non-sense things check the post
AKA the first post dont show how

ahameed
27 May 2007, 10:09
Please.... before saying non-sense things check the post
AKA the first post dont show how

right Sorry...


1:Find "<HasAdjustableHerd>false</HasAdjustableHerd>",In Weaptwk.

2:Change It To "<HasAdjustableHerd>true</HasAdjustableHerd>".

3:Save it.

4:Press "B" InGame To Chnge The Ammount To 1-5.

Hot Gravy
31 May 2007, 07:39
right Sorry...


1:Find "<HasAdjustableHerd>false</HasAdjustableHerd>",In Weaptwk.

2:Change It To "<HasAdjustableHerd>true</HasAdjustableHerd>".

3:Save it.

4:Press "B" InGame To Chnge The Ammount To 1-5.

You got it! I did that with Super Sheep once... it was funny XD

arcticworm
1 Jun 2007, 20:10
Tweaking is cool! I put the homing missile 30 times bigger than normal and bananabomb 50 times bigger than normal. Oh well, the giant banana blinked and stuff, and when it blew up there came millions of little bananas. Thats where the fun ended, the game closed itself.
Tweaking is fun! I'll try more tomorrow. =)

ahameed
7 Jun 2007, 22:22
You got it! I did that with Super Sheep once... it was funny XD

I Said It Because Kyonne hurted My Feelings :(

gaspaxo
27 Jun 2007, 15:28
I saw this post,but I did the same that he wrote and my game crash!!! where is the mistake?!?!?!:mad:


Hot Gravy





(13 May 2007, 19:37
This is a guide for newbs to tweaking to learn how to tweak.
Ok, go to "My Computer" then "Local Disc: C" then go into "Program files", "Codemasters", "Worms 4 Mayhem" and finally "Data" and "Tweak".

Open the file called "WeapTwk" with Notepad or Wordpad, then find the weapon you want. For this example I'm going to use bazooka:

<ContainerResources href='kWeaponBananaBomb'/>
<ContainerResources href='kWeaponBananette'/>
<ContainerResources href='kWeaponBaseballBat'/>
<ContainerResources href='kWeaponBazooka'/>
<ContainerResources href='kWeaponClusterBomb'/>
<ContainerResources href='kWeaponClusterGrenade'/>
<ContainerResources href='kWeaponConcreteDonkey'/>

Now hit Ctrl+F and paste kWeaponBazooka into the window that appears. Keep pressing enter until it takes you to this part:

<XContainerResourceDetails id='kWeaponBazooka'>
<Value href='kWeaponBazooka-0'/>
<Name>kWeaponBazooka</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<PayloadWeaponPropertiesContainer id='kWeaponBazooka-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsPoweredWeapon>true</IsPoweredWeapon>
<IsTargetingWeapon>false</IsTargetingWeapon>
<IsControlledBomber>false</IsControlledBomber>
<IsBomberWeapon>false</IsBomberWeapon>
<IsDirectionalWeapon>true</IsDirectionalWeapon>

Now scroll down until you find what you want to edit, I'd reccomend leaving the "Is Aimed/Powered/TargetingWeapon/ControlledBomber etc alone unless you're VERY experienced *Cough Kilburn Cough*

I'm going to edit these two:

<PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>1</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

So I edit them to this:

<PayloadGraphicsResourceID>Grenade</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>2</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

This means that the projectile will be twice the normal size and will be a grenade instead of a rocket.
Now to edit some of my favourite values:

<DetonatesOnLandImpact>true</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>true</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>true</DetonatesOnWormImpact>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

So when I'm done it should look like this:

<DetonatesOnLandImpact>false</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>false</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>false</DetonatesOnWormImpact>
<DetonatesAtRest>true</DetonatesAtRest>
<DetonatesOnFirePress>true</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

This means that it well only blow up when you click "fire" or if it comes to rest and stops bouncing.

Now for some more!

<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>50</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

I'll edit it to this:

<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>100</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

Now this means it will do 100 damage max to any worm it hits instead of 50!
Now for some of the most fun values to tweak:

<NumBomblets>0</NumBomblets>
<BombletMaxConeAngle>0</BombletMaxConeAngle>
<BombletMaxSpeed>0</BombletMaxSpeed>
<BombletMinSpeed>0</BombletMinSpeed>
<BombletWeaponName></BombletWeaponName>

I'll explain how each works:
NumBomblets: The number of bomblets (like a cluster bomb's clusters) that will come out of the projectile upon detonation.
BombletMaxConeAngle: The max degrees the bomblets will spread apart. I reccommend no higher than 2.0.
BombletMaxSpeed: This is the maximum speed the bomblets will be able to come down at. If you're crazy (like me) you can set this to above 10.
BombletMinSpeed: The minumum speed the bomblets will come down at. If you always want them to come down the same speed, set this to the same as BombletMaxSpeed.
Bombletweaponname: The name of the weapon you want to be the bomblets. For example, if you wanted holy hand grenades to come out you would choose "kWeaponHolyHandGrenade". NEVER set this to the same weapon you're having the bomblets come from unless you want to crash your game.

When I've edited all of this it should look like this:

<NumBomblets>7</NumBomblets>
<BombletMaxConeAngle>2.5</BombletMaxConeAngle>
<BombletMaxSpeed>12</BombletMaxSpeed>
<BombletMinSpeed>6</BombletMinSpeed>
<BombletWeaponName>kWeaponHolyHandGrenade</BombletWeaponName>

Now this should make the Bazooka's projectile drop 7 Hly Hand Grenades upon detonation.
Now to tweak the Launcher of the bazooka.

<WeaponGraphicsResourceID>Bazooka.Weapon</WeaponGraphicsResourceID>

I'll change it to the ninja rope gun.

<WeaponGraphicsResourceID>NinjaRope.Gun</WeaponGraphicsResourceID>

Happy tweaking! ;)

Any questions you have feel free to post or PM me.

Also, comments please!)

Edit: READ THIS BEFORE TWEAKING: http://forum.team17.co.uk/showthread.php?t=25887

pieman280
8 Jul 2007, 17:39
Thanks For the guide although I cant do what you did with the bazooka it freezes the game instead my bazooka shoots out a radio and I set it for higher land damadge and it does 55 worm damadge. I've also tweaked stuff like the baseball bat to a surrender flag and the supersheep into a UFO that leaves A crater the Size of a... well lets just say it's BIG! and cool:cool:
also little tweaks like the gas canister blowing up on impact and causing low worm damadge. but I have a few questions how do you get a gun to shoot a hat or crate and how do you get a team weapon to preduce Ghosts skulls and fire? I'm a little confused here:confused:

ShadowLord
9 Jul 2007, 16:25
This guide is very usefull,thank you for it. :)

But where/how do you find the team weapons?

and also,this thread should be stickied.

_Kilburn
9 Jul 2007, 16:33
The team weapons are in Local.xml. Maybe I'll post a tutorial on how to edit team weapons, but I wonder if this is allowed... since edited team weapons work online...

ShadowLord
9 Jul 2007, 16:39
The team weapons are in Local.xml. Maybe I'll post a tutorial on how to edit team weapons, but I wonder if this is allowed... since edited team weapons work online...

well,you can pick an un-edited team weapon for online games.

but yes,a team weapon tutorial would be awesome.

oh,and thank you for telling me.

DAWID7676
9 Jul 2007, 18:46
how edit own weapons?
from weapons factory

poffik
10 Jul 2007, 14:35
where is the line in Local.xml with count of bombs that my team weapon airstrike drops ?
i can't seems to find it

- <XContainerResourceDetails id="WeaponFactoryAirstrikeCost">
<Value href="WeaponFactoryAirstrikeCost-0" />
<Name>WeaponFactoryAirstrikeCost</Name>
<Flags>80</Flags>
</XContainerResourceDetails>
- <WeaponFactoryAirstrikeCostContainer id="WeaponFactoryAirstrikeCost-0">
<BombletCost>0.0</BombletCost>
<WindCost>-0.0</WindCost>
<DetonateImpactCost>0.0</DetonateImpactCost>
<DetonateAtRestCost>0</DetonateAtRestCost>
<PoisonCost>0.0</PoisonCost>
<LandDamageRadiusCost>0.00</LandDamageRadiusCost>
<PushCostCost>0.0</PushCostCost>
<WormDamageCost>0.0</WormDamageCost>
</WeaponFactoryAirstrikeCostContainer>

its not here but where is it...?

pieman280
11 Jul 2007, 21:48
The team weapons are in Local.xml. Maybe I'll post a tutorial on how to edit team weapons, but I wonder if this is allowed... since edited team weapons work online...

If you do then tell me how a grenade type weapon can preduce skulls and ghosts, or even fire. I know it's possible because a video on you-tube had it.
he titled that weapon as "fatal day" the screen got darker to. if you wish see the vid look it up as "worms 4 mayhem modified" and it should come up with two videos (it should be the first one) I despratly want that weapon so PLEASE tell me how to make it.

_Kilburn
11 Jul 2007, 22:41
This was a very cheap particle tweak. You can't combine several particle emitters in the trail of a weapon without editing PartTwk.xml

poffik
12 Jul 2007, 00:53
KillBirn_
stop ignoring me and answer my question or my pm

McMaster
12 Jul 2007, 08:35
KillBirn_

His name is _Kilburn, not Killbirn_.

_Kilburn
12 Jul 2007, 13:13
Change the ProjectileNumClusters value.

And you can use Copy/Paste if you think you are unable to write my name properly.

poffik
12 Jul 2007, 19:48
i saw 11 lines with name ProjectileNumClusters
4 of them and end of list , 6 in middle of list , and 1 at top
and i know there is more than 11 lines with that name
so tell me where is that line that i need ?

pieman280
20 Jul 2007, 21:09
This was a very cheap particle tweak. You can't combine several particle emitters in the trail of a weapon without editing PartTwk.xml

Can you at least tell me how to get the ghosts that would be the best weapon:cool:

_Kilburn
21 Jul 2007, 09:21
WXPL_WormGhost :)

pieman280
21 Jul 2007, 22:10
WXPL_WormGhost :)

I Tried that on the homing Missile and it Froze :(. What I did was Switch
PayloadGraphicsResourceID<HomingMissile>PayloadGraphicsResourceID
and switched it to WXPL_WormGhost.

What did I do Wrong?

_Kilburn
22 Jul 2007, 10:26
Put this in ArielFX, not PayloadGraphicsResourceID.

You must see the difference between particle emitters, and graphics resources.

Particle emitters go in ArielFX, or DetonationFX, or every property that ends with FX. Particle emitters always have a name that starts with "WXP".

pieman280
22 Jul 2007, 18:57
Thanks _Kilburn. I tweaked the bazooka so that it leaves a ghost behind and it worked :D And I think all of this gives me an Idea. I'd show you a picture but for some reason they won't upload.

WormMayhem
4 Aug 2007, 15:29
How can you tweak a Custom Weapon from weapon factory?

pieman280
9 Aug 2007, 01:03
How can you tweak a Custom Weapon from weapon factory?

I want to know the same thing but since i've herd that thoese tweaks work online I sadly bet we will never know but you always PM _Kilburn A.K.A The master of tweaks

ShadowLord
9 Aug 2007, 09:06
How can you tweak a Custom Weapon from weapon factory?

I want to know the same thing but since i've herd that thoese tweaks work online I sadly bet we will never know but you always PM _Kilburn A.K.A The master of tweaks

The custom weapons are in Local.xml, as _Kilburn posted on the previous page. :rolleyes:

WormMayhem
9 Aug 2007, 12:52
The custom weapons are in Local.xml, as _Kilburn posted on the previous page. :rolleyes:

Meh. I really want to know how to tweak a weapon from weapon factory or team's weapon :(:(, Please _kilburn..

jumpstyle
12 Aug 2007, 10:51
This is a guide for newbs to tweaking to learn how to tweak.
Ok, go to "My Computer" then "Local Disc: C" then go into "Program files", "Codemasters", "Worms 4 Mayhem" and finally "Data" and "Tweak".

Open the file called "WeapTwk" with Notepad or Wordpad, then find the weapon you want. For this example I'm going to use bazooka:

<ContainerResources href='kWeaponBananaBomb'/>
<ContainerResources href='kWeaponBananette'/>
<ContainerResources href='kWeaponBaseballBat'/>
<ContainerResources href='kWeaponBazooka'/>
<ContainerResources href='kWeaponClusterBomb'/>
<ContainerResources href='kWeaponClusterGrenade'/>
<ContainerResources href='kWeaponConcreteDonkey'/>

Now hit Ctrl+F and paste kWeaponBazooka into the window that appears. Keep pressing enter until it takes you to this part:

<XContainerResourceDetails id='kWeaponBazooka'>
<Value href='kWeaponBazooka-0'/>
<Name>kWeaponBazooka</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<PayloadWeaponPropertiesContainer id='kWeaponBazooka-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsPoweredWeapon>true</IsPoweredWeapon>
<IsTargetingWeapon>false</IsTargetingWeapon>
<IsControlledBomber>false</IsControlledBomber>
<IsBomberWeapon>false</IsBomberWeapon>
<IsDirectionalWeapon>true</IsDirectionalWeapon>

Now scroll down until you find what you want to edit, I'd reccomend leaving the "Is Aimed/Powered/TargetingWeapon/ControlledBomber etc alone unless you're VERY experienced *Cough Kilburn Cough*

I'm going to edit these two:

<PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>1</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

So I edit them to this:

<PayloadGraphicsResourceID>Grenade</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>2</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

This means that the projectile will be twice the normal size and will be a grenade instead of a rocket.
Now to edit some of my favourite values:

<DetonatesOnLandImpact>true</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>true</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>true</DetonatesOnWormImpact>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

So when I'm done it should look like this:

<DetonatesOnLandImpact>false</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>false</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>false</DetonatesOnWormImpact>
<DetonatesAtRest>true</DetonatesAtRest>
<DetonatesOnFirePress>true</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

This means that it well only blow up when you click "fire" or if it comes to rest and stops bouncing.

Now for some more!

<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>50</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

I'll edit it to this:

<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>100</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

Now this means it will do 100 damage max to any worm it hits instead of 50!
Now for some of the most fun values to tweak:

<NumBomblets>0</NumBomblets>
<BombletMaxConeAngle>0</BombletMaxConeAngle>
<BombletMaxSpeed>0</BombletMaxSpeed>
<BombletMinSpeed>0</BombletMinSpeed>
<BombletWeaponName></BombletWeaponName>

I'll explain how each works:
NumBomblets: The number of bomblets (like a cluster bomb's clusters) that will come out of the projectile upon detonation.
BombletMaxConeAngle: The max degrees the bomblets will spread apart. I reccommend no higher than 2.0.
BombletMaxSpeed: This is the maximum speed the bomblets will be able to come down at. If you're crazy (like me) you can set this to above 10.
BombletMinSpeed: The minumum speed the bomblets will come down at. If you always want them to come down the same speed, set this to the same as BombletMaxSpeed.
Bombletweaponname: The name of the weapon you want to be the bomblets. For example, if you wanted holy hand grenades to come out you would choose "kWeaponHolyHandGrenade". NEVER set this to the same weapon you're having the bomblets come from unless you want to crash your game.

When I've edited all of this it should look like this:

<NumBomblets>7</NumBomblets>
<BombletMaxConeAngle>2.5</BombletMaxConeAngle>
<BombletMaxSpeed>12</BombletMaxSpeed>
<BombletMinSpeed>6</BombletMinSpeed>
<BombletWeaponName>kWeaponHolyHandGrenade</BombletWeaponName>

Now this should make the Bazooka's projectile drop 7 Hly Hand Grenades upon detonation.
Now to tweak the Launcher of the bazooka.

<WeaponGraphicsResourceID>Bazooka.Weapon</WeaponGraphicsResourceID>

I'll change it to the ninja rope gun.

<WeaponGraphicsResourceID>NinjaRope.Gun</WeaponGraphicsResourceID>

Happy tweaking! ;)

Any questions you have feel free to post or PM me.

Also, comments please!

Edit: READ THIS BEFORE TWEAKING: http://forum.team17.co.uk/showthread.php?t=25887



Could some just upload a tweaked weaptwk and parttwk on this forum
or just send it to me: e.schipperheijn@chello.nl

_Kilburn
12 Aug 2007, 12:17
http://forum.team17.co.uk/showpost.php?p=513554&postcount=95


No need to quote the whole tutorial, it makes you look really dumb. :(

Lurker Mas
18 Aug 2007, 19:21
What should I do to create a back-up?

ShadowLord
18 Aug 2007, 20:33
What should I do to create a back-up?

Before you start tweaking,copy and paste the XML to an another folder,so you can use this file if something went wrong.

Lurker Mas
19 Aug 2007, 00:02
Is there a way to get the pipe gun into the game?

WormMayhem
23 Aug 2007, 08:32
Spamming Or Tell Me How To Tweak Weapon Facotry Weapon

Vørtex
26 Aug 2007, 12:07
Thx sooo much for this thread, admins must sticky this here's one of the results of the graphical tweak =D Naruto holding sasuke hostage =)

pieman280
26 Aug 2007, 17:52
Thx sooo much for this thread, admins must sticky this here's one of the results of the graphical tweak =D Naruto holding sasuke hostage =)

:confused: how the heck did you do that :confused:

Ribo Zurai
22 Dec 2007, 20:20
This guide is amazing! I've made these weapons that I think that are good:

Super Homing Drill:
An homing missile that NEVER wrong the target and release an perfect line of grenades that explodes everything below it (an grenade that explodes in impact).

Tie Maker Prod
An super prod that touches EVERYTHING in the arena: explodes drums, kicks mines, collect crates, and also hits all worms in the arena with an big power.

Minenamyte
An big dynamite that explodes with 25 mines inside.

Alien Invasion
It´s like the commom Alien Abduction, but all worms are abducted.

Pandemic Mine
An mine that explodes in two mines, again, again, and forever.

Grasshopper
An bazooka that explodes multiple times in the arena causing serious damages.

Super Shotgun
An sniper shotgun with 30 bullets! :eek:

5000 Ton Donkey
An atomic donkey that falls in an insane speed, destroying the land without bounces.

Good weapons, no? I was wondering if there´s an effect list and what they´re, because I'm having a few glitches with effects that never disappears.

chillin10
17 Jan 2008, 21:48
yo hot gravy...i tried ur guide and it only worked to the part that i was gonna shoot...now i can make a bazooka shoot a hly hand grenade but it blows on impact...even after i put >false< on all the necesary things.. how can i make it shoot a holy hand grenades that acts like a hly hand grenade?i mean i've only been able to change how it looks

Liketyspli
17 Jan 2008, 21:57
Spamming Or Tell Me How To Tweak Weapon Facotry WeaponDon't be stupid and read the whole thread.

Melon
17 Jan 2008, 22:00
Don't be stupid and read the time the posts were made.

fr33d0m
13 Feb 2008, 09:27
Thanks man! I made a bananna bomb with 200 small banannas, it was great. My Holy Hand Grenade can now blast away the whole football field.

_Kilburn
13 Feb 2008, 10:11
Uh... :(

Try to do something more original, that's way too simple.

TeDdywoRm
13 Feb 2008, 13:48
.....Try a weapon that changes into a different weapon everytime it hits the ground.(Not weapons like shotgun, something like Bazooka Shell > Grenade > Dynamite > .....)

Raffeh
26 Feb 2008, 17:57
Hey, I have a problem.

I tweaked the Bazooka, but when I test it, it doesn't fire anything!


><PayloadGraphicsResourceID>Grenade</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>2</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

:mad:

_Kilburn
26 Feb 2008, 18:17
What is that ">" at the beginning of the first line ?

><PayloadGraphicsResourceID>Grenade</PayloadGraphicsResourceID>

Raffeh
27 Feb 2008, 07:39
Oh, lol. Didn't see that.

Thanks.


EDIT:
Thanks man! I made a bananna bomb with 200 small banannas, it was great. My Holy Hand Grenade can now blast away the whole football field.
How the hell did you get 200 banana clusters? If I go over 50 the game closes ._."

mr.faker.m
22 Mar 2008, 20:57
Hmm, i have a problem. I tweaked the file as written in this thread, and nothing works!

Bazooka, Sniper, Shotgun... nothing.
Where does the tweak work (multiplayer, tutorial, singleplayer, quickgame?)

I'm posing a part of kweaponbazooka: (tweaked)

<XContainerResourceDetails id='kWeaponBazooka'>
<Value href='kWeaponBazooka-0'/>
<Name>kWeaponBazooka</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<PayloadWeaponPropertiesContainer id='kWeaponBazooka-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsPoweredWeapon>true</IsPoweredWeapon>
<IsTargetingWeapon>false</IsTargetingWeapon>
<IsControlledBomber>false</IsControlledBomber>
<IsBomberWeapon>false</IsBomberWeapon>
<IsDirectionalWeapon>true</IsDirectionalWeapon>
<IsHoming>true</IsHoming>
<IsLowGravity>true</IsLowGravity>
<IsLaunchedFromWorm>true</IsLaunchedFromWorm>
<HasAdjustableFuse>false</HasAdjustableFuse>
<HasAdjustableBounce>false</HasAdjustableBounce>
<HasAdjustableHerd>false</HasAdjustableHerd>
<IsAffectedByGravity>true</IsAffectedByGravity>
<IsAffectedByWind>false</IsAffectedByWind>
<EndTurnImmediate>true</EndTurnImmediate>
<ColliderFlags>0</ColliderFlags>
<CameraId>PayloadTrackCamera</CameraId>
<PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>2</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>
<AnimSmallJump></AnimSmallJump>
<AnimBigJump></AnimBigJump>
<AnimArm></AnimArm>
<AnimSplashdown></AnimSplashdown>
<AnimSink></AnimSink>
<AnimIntermediate></AnimIntermediate>
<AnimImpact></AnimImpact>
<DirectionBlend>1</DirectionBlend>
<FuseTimerGraphicOffset>10</FuseTimerGraphicOffset>
<FuseTimerScale>0</FuseTimerScale>
<BasePower>0.125</BasePower>
<MaxPower>0.475</MaxPower>
<MinTerminalVelocity>0</MinTerminalVelocity>
<MaxTerminalVelocity>0</MaxTerminalVelocity>
<LogicalLaunchZOffset>0</LogicalLaunchZOffset>
<LogicalLaunchYOffset>0</LogicalLaunchYOffset>
<OrientationOption>2</OrientationOption>
<SpinSpeed>0</SpinSpeed>
<InterPayloadDelay>0</InterPayloadDelay>
<MinAimAngle>-1.57</MinAimAngle>
<MaxAimAngle>1.57</MaxAimAngle>
<DetonatesOnLandImpact>true</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>true</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>true</DetonatesOnWormImpact>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>
<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>50</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>
<LandDamageRadius>52</LandDamageRadius>
<ImpulseRadius>110</ImpulseRadius>
<ImpulseOffset>-45</ImpulseOffset>
<Mass>0</Mass>
...
...

can anyone find an error?

Thanks.

_Kilburn
22 Mar 2008, 21:20
What doesn't work exactly? If it doesn't home in on your target at all, it's normal because IsHoming works only on the homing missile. :-/

mr.faker.m
23 Mar 2008, 08:29
What doesn't work exactly? If it doesn't home in on your target at all, it's normal because IsHoming works only on the homing missile. :-/

Nothing works. I first set bazooka to launch 2 bomblets of holy hand grenade when to shell explodes. Nothing. I reverted everything to a back-up, and set the grenade or banana bomb to explode when touching a worm. Fail.
I just don't understand why won't the tweak files work.

_Kilburn
23 Mar 2008, 08:44
Now that's weird. How have you bought your game?

inertial.d
24 Mar 2008, 02:23
Ehm.. dunno what yer code is on the nades, but changing these values should force it to detonate on any type of impact, and expiry must be false otherwise it'll won't explode till it stops. If you just want worm impact only, just set LandImpact,ObjectImpact,and OnExpiry to false.

<DetonatesOnLandImpact>true</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>true</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>true</DetonatesOnWormImpact>


Make sure your grenade/banana bomb PayloadWeaponPropertiesContainer is set to this, and it should work correctly as far as I know. And as per the bazooka, not sure why that's not working. As _Kilburn stated the homing won't work but otherwise it looks good to go.

Vili
7 Apr 2008, 18:26
I try this on notepad but when i try to save it saves it to the notepad form. How do i get it to overwrite it to XML form???












Yes I am a noob

Raffeh
8 Apr 2008, 07:52
Save it as WeapTwk.xml or whatever file your trying to tweak.
Then go to properties and click on 'Opens With' and select your default browser (mine's Internet Explorer, though I always use FireFox).

And try using WordPad, it's a lot clearer.


If none of that works, uh-oh :(

_Kilburn
8 Apr 2008, 09:53
Try downloading Notepad++, it's a lot clearer. Anyway, if you open it using Notepad, and then click "Save" to save it, there shouldn't be any problem.

Muzer
8 Apr 2008, 10:02
You have to set the file type to "all files"

_Kilburn
8 Apr 2008, 20:03
He shouldn't need to. When you click "Save", it saves the file and doesn't ask for anything, whatever its name and type are.

Slushy96
25 May 2008, 00:17
Ok, i'm new here anyway, the file WeapTwk is an XML document not a text document...so therefore i can not edit it. BTW if it helps I use vista.

Muzer
25 May 2008, 21:57
just do open with... notepad

robowurmz
26 May 2008, 09:39
You'll find that most text-based documents will be openable with notepad.

_Kilburn
26 May 2008, 11:49
Actually, everything can be opened with Notepad. Absolutely everything. :cool:

Stryke
27 May 2008, 11:26
Uh... :(

Try to do something more original, that's way too simple.

well uuuh, we beginners in tweaking are just trying a few thins, i just started tweaking yesterday and i can now just make things look different, bigger, smaller, change sounds, change position of worm, change that thing what follows the bullet, change the explode, change the number of clusters and a bit more. i dont think we can do so much like you killburn, maybe you are allready tweaking like just when you played out this game, but we dont and we need to learn things... but still, i think you can make great weapons! tried your tweaked weapons pack 2 thingy, and its great...

robowurmz
27 May 2008, 12:14
Actually, everything can be opened with Notepad. Absolutely everything. :cool:

Very true. It just depends whether you can read it or not.

_Kilburn
27 May 2008, 14:28
i just started tweaking yesterday and i can now just make things look different, bigger, smaller, change sounds, change position of worm, change that thing what follows the bullet, change the explode, change the number of clusters and a bit more.

That's already really good, you basically know nearly everything from WeapTwk.xml now. All you need is good and balanced ideas. :) I was talking about fr33d0m who did nothing else than changing one or two values for making the weapons overpowered, which is pretty cheap.

Stryke
27 May 2008, 15:07
ooooh ok, now i understand then, i thought you was talking about those other guys who explained, not just about fr33dom, but eeeh, how do you do particle tweaking? (or however its called)

Stryke
28 May 2008, 08:23
Well done. :) Maybe I'll post a list of available GraphicResourceIDs. And a particle tweaking tutorial. :p



:rolleyes:

i had found an list with (i think so) ALMOST evry graphicresourceID, its not only for weapons but also just for sky, water, maps, or other stuff

here ya go:

http://w4tweaking.ftp.free.fr/graphicsids

hope it helps! (no effect ID's in there)

_Kilburn
28 May 2008, 10:10
Yeah, this is my list, I forgot to post it here. Actually, it's not almost every ID, it's ALL of them. Enjoy. :p

Stryke
28 May 2008, 10:52
Yeah, this is my list, I forgot to post it here. Actually, it's not almost every ID, it's ALL of them. Enjoy. :p

so uuuhh, i found your list? lol, well, whatever, its posted here now! :D

Midtown123
7 Jun 2008, 16:53
I am having a problem using vista :-/
I edit the .XML file on notepad and when I try to save it it says path no found... or on wordpad it says i do not have rights to the file. I have done this before on my old XP, but the files seem to be protected now.
In any case, it would be particularly helpful to give an answer to my yearning, if not, well... I'll once again blame my problems on vista for being so overprotective and incompatible.

Muzer
8 Jun 2008, 08:34
You need to open as administrator. I can't remember offhand how to do that, but I think you could probably open notepad first as admin (right click, run as admin) and open it from there, remembering to set the file type to all files.

gerar1995
19 Jul 2008, 03:17
Just to know.
When you add a new weapon on weaptwk.xml, you must to modify other file?
Because I tryed and the game closes.
The game leaves with no changes my other tweaked weapons. But the cluster bomb, that I modified to display the new bomblet added, was patched or something strange.It was returned to the original state!:confused:

Wilco500
4 Aug 2008, 19:01
What you mean with edit?:confused::confused:

iamamoron
27 Aug 2008, 12:43
here's a tweaked grenade... enjoy:D

jorgnkt
1 Sep 2008, 14:24
maby a stupid question but how do i acculy change the things. how do i cange <NumberOfBullets>2</NumberOfBullets> to <NumberOfBullets>100</NumberOfBullets> ?

Or more sayd i cant enit the stuff it like the same anymay pl answer.

Plasma
1 Sep 2008, 19:46
You are opening it in Notepad, right? If you open it up in, for example, Internet Explorer, you can't edit it.

jorgnkt
2 Sep 2008, 14:31
THx dude found it :)

CrashKiD
5 Sep 2008, 23:20
can you uplode the twiked file plz..? Cuz i cant do it myself

Lacx
17 Sep 2008, 15:51
This is a guide for newbs to tweaking to learn how to tweak.
Ok, go to "My Computer" then "Local Disc: C" then go into "Program files", "Codemasters", "Worms 4 Mayhem" and finally "Data" and "Tweak".

<snip>

does not go I:(

alivedead
28 Sep 2008, 13:08
i tweaked the bazooka exactly like there and when i fire it the game stops and closes. please help me kilburn

robowurmz
30 Sep 2008, 07:21
i tweaked the bazooka exactly like there and when i fire it the game stops and closes. please help me kilburn

You've obviously misspelled something or left something out. Read through the instructions again, and do it perfectly bit by bit.

Cold Gravy
1 Oct 2008, 20:19
i tweaked the bazooka exactly like there and when i fire it the game stops and closes. please help me kilburn

Sounds to me like you used an incorrect file name. As recommended by Robowurmz, check your spelling, and also check you replaced the right thing. Other than that, I don't think I can help you, sorry. :-/

koolies54
10 Oct 2008, 10:56
is it possible to make a weapon spin aroud is vertical circles like the old pastys magic bullet?

jelly worm
16 Oct 2008, 17:58
This is a guide for newbs to tweaking to learn how to tweak.
Ok, go to "My Computer" then "Local Disc: C" then go into "Program files", "Codemasters", "Worms 4 Mayhem" and finally "Data" and "Tweak".

Open the file called "WeapTwk" with Notepad or Wordpad, then find the weapon you want. For this example I'm going to use bazooka:

<snip>


Happy tweaking! ;)

Any questions you have feel free to post or PM me.

Also, comments please!

Edit: READ THIS BEFORE TWEAKING: http://forum.team17.co.uk/showthread.php?t=25887

can you tell me how to edit those things

koolies54
19 Oct 2008, 08:52
wat do you mean?

_Kilburn
19 Oct 2008, 12:31
can you tell me how to edit those things

Well, learn to read English, because you have just quoted the answer to your question.
Or learn to use a computer.

koolies54
19 Oct 2008, 21:46
i get wat u mean jelly worm, you just change values, for example you could set sheep to ajustable herd true, and press B to get the desired number of sheep in game, or you could change the number of clusters in cluster bomb from 4 to say 12.

P.S. can someone answer my question? (i mean the one on this thread)

scorch-95
8 Nov 2008, 13:14
Hey! I'm wondering how to Tweak a Ninja Rope (To make it Super Long or something like that). Please reply! Thank you! :)

koolies54
9 Nov 2008, 20:19
Thats in tweak, i mean the xml file called tweak. Some guy showed how to do all sorts stuff in the tweak file, he showed it on the "post your tweaks here" thread

T.r.i.p.
16 Nov 2008, 10:12
Hey nice instructions for tweaking...
I tried some things and made some nice balanced weapons. That's really funny but I think I know why some ppl. can't use the tweaked bazzoka:
<PayloadGraphicsResourceID>Grenade</PayloadGraphicsResourceID>
This doesn't seem to work for some ppl. (me,too). So change it back to
<PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
or try
this:
<PayloadGraphicsResourceID>Grenade.Payload</PayloadGraphicsResourceID>

Well, I hope I could you and I am going to write a little prog. to make the tweaking of WeapTweak.xml a bit easier ;-) for all of you

Have a nice day!
Greetings T.r.i.p.

sapataccc
20 Nov 2008, 16:12
For me, it doesn't works. I can't pass the whole copy/CTRL+F/Enter thing, can someone explain how to do it? :(

darkheart
21 Nov 2008, 06:27
hey whenever i tweak my game either:
Crashes
freezes
no damage to worm and cant do anything

HELP

Alex95
26 Nov 2008, 19:12
Thanks for the guide. That it was why my game always crashed! Thanks a lot.

andreiv24
13 Dec 2008, 12:58
Im gona do a cool tweaking /bannana bomber granade poison eco-> files tweaking. ok jeje thanks :p ;)

proffesional twekaing good im going to try ok ;)<WormDamageMagnitude>100</WormDamageMagnitude> :)

Iggyhopper
19 Dec 2008, 06:16
It would be a good idea to save a backup of this XML file, wouldn't it.

Also, I'm a programmer, so maybe I should make an app for this, and it would be teh ossim, and notably, a hell of a lot easier to manage.

andreiv24
7 Jan 2009, 08:46
can i do tweaks for worms 4 mayhem ps2. like get the disk of worms 4 ps2, insert it to my computer tweak it. and then put it back to the ps2 with the tweaks :) ;) :P :D jijiji =)

_Kilburn
7 Jan 2009, 09:49
No‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎‎.

andreiv24
13 Jan 2009, 10:20
can you make a tweak for worms 4 mayhem of time. like make the time infinit :) some thing like that, if yes reply to me. ok ;)

valkku
13 Jan 2009, 19:27
I think peopple should also post their ideas for other tweakers here. Here's ideas: a minestrike, and could there be a bomb creating landscape? Or maybe a big huge laser (like giantlaser on worms forts).

Also, I'd like to know how to get custom maps,beacause I don't get that mappack thing in this site. It was somekind of a chinese page where the file were.

andreiv24
14 Jan 2009, 10:50
can you tell me tweaks for worms 3D :D

corrado
15 Jan 2009, 16:03
I just read your guide and the particle tweaks guide, i'll start this weekend modifying / creating some weps and i'll try to balance em to play WITH em... not to get 1hit victory...

I planned something like:

Bazooka with napalm payload
Bazooka RPG-like
Bazooka Mortar-like
Bazooka double-barreled
Bazooka Flakcannon-like (hope to make fragmented shotgun shots)

Airstrike deploying something like a small mine-field
Airstrike releasing a "GrandSlam" conventional 1 unit explosive bomb
Airstrike releasing a parachule bomb/s (durandaal-like)
Airstrike releasing bunker-buster bomb/s (high penetration)
Airstrike releasing phosphore/chemicals/napalm

Cluster grenade with chemical bomblets

FlakGrenade

Mines that vertically cluster some bomblets to dig/drill

Shotgun thompson-like with 2 shots divided in 2 bursts (burst-mode, 3shots)
Shotgun with HE ammo, piercing ammo, hollow-point ammo, 1 shot.

Sniper with piercing and hollow-point ammo, 1 shot.

---------

Dunno, something like that... just planning...

andreiv24
17 Jan 2009, 18:17
I just read your guide and the particle tweaks guide, i'll start this weekend modifying / creating some weps and i'll try to balance em to play WITH em... not to get 1hit victory...

I planned something like:

Bazooka with napalm payload
Bazooka RPG-like
Bazooka Mortar-like
Bazooka double-barreled
Bazooka Flakcannon-like (hope to make fragmented shotgun shots)

Airstrike deploying something like a small mine-field
Airstrike releasing a "GrandSlam" conventional 1 unit explosive bomb
Airstrike releasing a parachule bomb/s (durandaal-like)
Airstrike releasing bunker-buster bomb/s (high penetration)
Airstrike releasing phosphore/chemicals/napalm

Cluster grenade with chemical bomblets

FlakGrenade

Mines that vertically cluster some bomblets to dig/drill

Shotgun thompson-like with 2 shots divided in 2 bursts (burst-mode, 3shots)
Shotgun with HE ammo, piercing ammo, hollow-point ammo, 1 shot.

Sniper with piercing and hollow-point ammo, 1 shot.

---------

Dunno, something like that... just planning...

ARE THIS tweaks that you wrote are for worms 3D? :)

Iggyhopper
19 Jan 2009, 16:50
I don't know how to tweak weapons for Worms 3D, and you will have more luck asking that in the W3D forum.

Muzer
19 Jan 2009, 20:16
http://forum.team17.co.uk/forumdisplay.php?f=33

Iggyhopper
22 Jan 2009, 05:39
How do I make a weapon like a grenade or banana stick to a wall when it touches it?

krdrt5367
23 Jan 2009, 19:59
Tweak:
<WeaponFactoryCollective id='DATA.LockedWeapons-0'>
<Weapons href='DATA.LockedWeapons-1'/>
<Weapons href='DATA.LockedWeapons-4'/>
<Weapons href='DATA.LockedWeapons-7'/>
<Weapons href='DATA.LockedWeapons-10'/>
<Weapons href='DATA.LockedWeapons-13'/>
<Weapons href='DATA.LockedWeapons-16'/>
<Weapons href='DATA.LockedWeapons-19'/>
</WeaponFactoryCollective>
<StoreWeaponFactory id='DATA.LockedWeapons-1'>
<StockWeapon>true</StockWeapon>
<Weapon href='DATA.LockedWeapons-2'/>
<Cluster href='DATA.LockedWeapons-3'/>
</StoreWeaponFactory>
<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
<Name>FETXT.AFewProblems</Name>
<Type>0</Type>
<Detonate>1</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>true</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>-1</RetreatTime>
<WormDamageRadius>0.75</WormDamageRadius>
<WormDamageMagnitude>0.5</WormDamageMagnitude>
<LandDamageRadius>0.1</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>0</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX></ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>41</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>3</ProjectileNumClusters>
<ProjectileMaxPower>0.9</ProjectileMaxPower>
<ClusterSpread>0.8</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer id='DATA.LockedWeapons-3'>
<Name></Name>
<Type>1</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>0</RetreatTime>
<WormDamageRadius>0.75</WormDamageRadius>
<WormDamageMagnitude>0.3</WormDamageMagnitude>
<LandDamageRadius>0.5</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>0.9</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX></ArielFX>
<DetonationFX>WXP_ExploCluster</DetonationFX>
<PayloadResourceId>41</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>0.8</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>

Criminal
17 Feb 2009, 11:00
I tryed to change the sentry guns bullet to poison arrow and the game chrashed

i tweaked this:<XContainerResourceDetails id='kWeaponSentryGunPayload'>

and replaced this : <PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>0</Scale>
<Radius>0</Radius>
<AnimTravel></AnimTravel>
<AnimSmallJump></AnimSmallJump>
<AnimBigJump></AnimBigJump>
<AnimArm></AnimArm>
<AnimSplashdown></AnimSplashdown>
<AnimSink></AnimSink>
<AnimIntermediate></AnimIntermediate>
<AnimImpact></AnimImpact>
<DirectionBlend>0</DirectionBlend>
with this:
<PayloadGraphicsResourceID>Arrow</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>1</Scale>
<Radius>1</Radius>
<AnimTravel></AnimTravel>
<AnimSmallJump></AnimSmallJump>
<AnimBigJump></AnimBigJump>
<AnimArm></AnimArm>
<AnimSplashdown></AnimSplashdown>
<AnimSink></AnimSink>
<AnimIntermediate></AnimIntermediate>
<AnimImpact>Hit</AnimImpact>
<DirectionBlend>1</DirectionBlend>

Its not working pls help

Teddy_
31 Mar 2009, 22:55
Hey _Killburn, i downloaded a pack of your weapons and it came witha C4...
I want to know how did you make that awesome weapon, the timer, and how do you put it like dinamite...

Sorry for my bad english, i am brazillian :)

raul1997
12 Apr 2009, 19:22
hi! I am new My name is Raul I have a question
when you enter in Local.xml,where can I find this program:W4MUnlimitedWeaponFactory.Please answer me

raul1997
12 Apr 2009, 20:08
And antoher quetion
someone knows how open or modifid files with the notepad?

RabbidsL
15 Apr 2009, 16:31
I think it has to be a Notepad format

raul1997
16 Apr 2009, 15:44
Hey,thaks Stryke,I found inside the list:FE.WP.SecretSuperWeapons.
Are they the Concrete Donkey,Sentry Gun,ect,right?
Abuot my question,I want the expert of tweaking or hacking,please answer the question.
Bye

raul1997
20 Apr 2009, 20:15
Just answer please ¬¬

Dino Dood
26 Apr 2009, 17:43
Hi
i tried to tweak just the shotgun and i also made a copy on if but it didnt work. So i deleted it then renamed the copy but it still wont let me play.
If possible could some 1 send me a genuin copy of the weap twk file plz, or just tell me how to fix it.
thx

Dino Dood
27 Apr 2009, 17:55
I decided to reinstall worms4.
I am going to copy all the files in the data (except tweak). then replace them after it is reinstalled. If you would like to tell me, then i would like to know how to fix it encase of me screwing up again.
thx.

raul1997
5 May 2009, 18:08
Um...Another future tweaker we´ve here.
If you did it,You can modify other normal weapons.
I wish you luck

JadedLight
11 Aug 2009, 14:27
Hey!I have a really big problem.
I did the same thing you did with a bazooka,and when i got into the game and i was about to fire with a bazooka,and the game it got me out of the game.
I tried it again but the same thing happened.

Please help,thanks! :)

Metalfreak
15 Aug 2009, 16:19
ÄHm i tried to rebuild the french sheep attack from WWP and it works good but ,i dont can really make the sheeps itself burning can U or someone help me???

sj1441
22 Oct 2009, 06:35
i can change the data but when i try to save it,it wont let me
can anyone help:-/

copjing
23 Nov 2009, 06:27
how do you give the tweaked weapons different names

Iceworm
27 Nov 2009, 01:40
Check the text line in the weapon. <DisplayName>Text.kWeaponDynamite</DisplayName>

Then at the top and the end of this list, insert a line like the one in bold.

<ContainerResources href='kWeaponSniperRifle'/>
<ContainerResources href='kWeaponStarburst'/>
<ContainerResources href='kWeaponSuperAirstrike'/>
<ContainerResources href='kWeaponSuperSheep'/>
<ColorResources href='Payload.FuseTimerInitialColor'/>
<ColorResources href='Payload.FuseTimerUrgentColor'/>
<StringResources href='Text.kWeaponDynamite' />

Then at the end of the file above the

</xomObjects>
</xomArchive>

insert

<XStringResourceDetails id='Text.kWeaponDynamite' >
<Value>Explosivonite</Value>
<Name>Text.kWeaponDynamite</Name>
<Flags>64</Flags>
</XStringResourceDetails>

The value line is where you insert the name.

Here if you want to look at it for yourself - http:/www.mediafire.com/?wixnwmlnmmh

Anidion
10 Jul 2010, 15:25
I tweaked the bazooka to drop 10 Concrete Donkeys at speed 12 :) But when I try to save it says access denied... Am I doing something wrong? Please help.
Thanks Anidion

Iceworm
9 Dec 2010, 20:47
You are probably using Vista or Windows 7. There are to ways to get around this.

1. Use save as to save the file in a different spot and then drag it back into the folder where you will then be asked to replace the other file.

2. You can use take ownership to take ownership of the Worms 4 Mayhem folder so you will never have to have problems saving it again. (don't ask what take ownership is, just Google it along with your OS.)