2
# FORMAT: tag enum, value representation (VR), value multiplicity (VM), default value
3
# VR: ST for text, US for unsigned, SI for signed, FP for floating point, GR for group,
4
# EN for group end, BO for boolean
5
# VM: Must be no longer than the size given here; set to 00 for repeating groups
6
# default value cannot be set for VM > 1, ST, GR or EN
8
01 ST 01 - # Format identifier: "WZTAGFILE1"
9
03 GR 01 - # MAP INFO GROUP
10
01 US 01 64 # Map width
11
02 US 01 64 # Map height
13
04 GR 01 - # CAMERA INFO GROUP
14
01 FP 03 - # Camera position
15
02 FP 03 - # Camera rotation
17
05 GR 00 - # TEXTURE GROUP
18
01 ST 80 - # Texture name
20
0a GR 00 - # TILE GROUP
21
01 US 01 0 # Terrain type
22
02 US 01 0 # Texture number
23
03 US 01 0 # Triangle flip
24
04 US 01 0 # Texture x flip
25
05 US 01 0 # Texture y flip
26
06 US 01 0 # Not blocking (even if structure or feature on it)
27
07 US 01 0 # *RETIRED* Do not draw flag
28
08 US 01 0 # Height of first corner
29
09 US 01 0 # Visibility bits
30
0a US 01 0 # Info bits
33
0b GR 00 - # GATEWAY GROUP
34
01 US 04 - # (x1, y1, x2, y2) coordinates
36
0c GR 00 - # TEXTURE <=> TERRAIN TYPE MAPPING GROUP
37
01 US 01 0 # The terrain type of this texture
39
0d GR 00 - # PLAYER INFO GROUP
40
01 GR 00 - # RESEARCH GROUP
41
01 US 01 1 # Is research possible of this tech?
42
02 US 01 0 # Research status
43
03 US 01 0 # Current research points
45
02 GR 00 - # STRUCTURE LIMITS GROUP
46
01 ST 80 - # Name of structure
49
03 GR 00 - # FLAGS GROUP
51
02 US 01 0 # Frame number last drawn
52
03 US 03 - # Screen coordinates and radius (x, y, r)
53
04 US 04 - # Player that the position belongs to
54
05 BO 05 0 # Is position selected by the player?
55
06 US 03 - # World coordinates (x, y, z)
56
07 US 01 0 # Factory index
57
08 US 01 0 # Factory type
58
09 US 01 - # Repair ID - only set if factory type is REPAIR_FLAG
59
0a BO 01 0 # Do not register flag in flag list (commanders)
61
04 GR 00 - # MESSAGE GROUP
62
01 SI 01 -1 # Object ID, if set, use it rather than name below; -1 means unset
64
03 BO 01 0 # Is message read?
67
0e GR 00 - # PRODUCTION RUNS GROUP (factory types)
68
01 GR 00 - # Number of factories
69
01 GR 00 - # Production runs for each factory
72
03 SI 01 -1 # Template multiplayerID, -1 if none
76
0f GR 00 - # OBJECT GROUP
77
01 GR 00 - # BASE OBJECT GROUP
78
01 US 01 - # Object type (always type droid)
79
02 US 01 - # Unique object id
80
03 US 03 - # (x, y, z) position coordinates
81
04 FP 01 - # Direction
85
08 US 01 - # Selection group
88
0b US 08 - # Visibility per player
89
0c US 01 - # Died (in game time)
90
0d US 01 - # Last smoke emission (in game time)
92
0f US 01 - # Burn start (in game time)
93
10 US 01 - # Total accumulated burn damage
95
02 GR 00 - # SENSOR GROUP
96
01 US 01 0 # Sensor range
97
02 US 01 0 # Sensor power
98
03 US 01 0 # ECM range
99
04 US 01 0 # ECM power
101
03 GR 00 - # OBJECT STAT GROUP
102
01 US 01 - # Original body points
103
02 US 01 2 # Number of weapon classes
104
03 GR 00 - # ARMOUR GROUP (for each defined side)
105
01 US 01 0 # Armour vs kinetic weapons
106
02 US 02 0 # Armour vs heat weapons
108
04 US 01 - # Resistance (used in electronic warfare)
110
04 GR 00 - # WEAPON GROUP
111
01 US 01 - # Weapon type
112
02 US 01 0 # Weapon rotation
113
03 US 01 0 # Weapon pitch
114
04 US 01 0 # hitPoints (EXPLAIN ME)
116
06 US 01 0 # Time frame it was last fired
117
07 US 01 0 # recoilValue (EXPLAIN ME)
118
08 SI 01 -1 # ID of weapon target, -1 if none
120
0a GR 00 - # DROID GROUP
121
01 US 01 - # Droid type
122
02 US 0a - # Components
123
03 BO 01 0 # Transport on mission?
125
08 US 01 - # Base speed
126
09 ST 60 - # Droid name (typically template name)
127
0a US 01 - # Current body points
128
0b FP 01 - # Experience
129
0c US 01 - # Name version (EXPLAIN ME)
130
0e SI 01 -1 # Current job target ID (repairing stuff etc)
131
0f SI 01 -1 # Current stats target ID (building stuff etc)
132
10 SI 01 -1 # Current base target ID (rearm pad etc)
133
11 US 01 0 # Current order
134
12 US 04 - # Current order parameters
135
13 GR 00 - # DROID ORDER GROUP (queued orders)
137
02 US 04 - # Order parameters
139
14 SI 01 0 # Formation direction
140
15 SI 01 0 # Formation X
141
16 SI 01 0 # Formation Y
142
17 US 03 - # VTOL ammo (for each weapon)
143
18 SI 02 - # Droid movement final destination (x, y)
144
19 SI 02 - # Droid movement origin (x, y)
145
1a SI 02 - # Droid movement immediate target (x, y)
146
1b FP 03 - # Fractions of x,y,z
147
1c FP 01 - # Droid speed
148
1d SI 02 - # Vector for the end of path boundary (x, y)
149
1e US 02 - # Position of last bump (x, y)
150
1f SI 01 - # Direction of motion (not the direction the droid is facing)
151
20 SI 01 - # Direction at last bump
152
21 US 01 - # Time of first bump with something
153
22 US 01 - # Time of last bump with a droid - relative to bumpTime
154
23 US 01 - # When MOVEPAUSE started - relative to bumpTime
155
24 US 01 - # VTOL movement speed
156
25 GR 00 - # PATH GROUP (each item is a position in a path)
157
01 US 01 - # (x, y) position node
159
26 US 01 0 # Path status
160
27 US 01 0 # Current position in path
162
0b GR 00 - # STRUCTURE GROUP (EXPLAIN ME)
163
01 US 01 - # Structure type
164
02 SI 01 0 # currentPowerAccrued
165
03 US 01 0 # lastResistance
166
04 US 01 0 # targetted
167
05 US 01 0 # timeLastHit
168
06 US 01 0 # lastHitWeapon
169
07 US 01 1 # status (0 = being built, 1 = built, 2 = being demolished)
170
08 SI 01 0 # currentBuildPts
172
0c GR 00 - # FEATURE GROUP
173
01 US 01 0 # Time frame it was created
175
0d GR 00 - # FACTORY GROUP
176
01 US 01 0 # Capacity (the max size of body the factory can produce)
177
02 US 01 0 # Quantity (the number of droids to produce OR for selectedPlayer, how many loops to perform)
178
03 US 01 0 # Loops performed
179
04 US 01 0 # Production output (droid build points produced per build cycle)
180
05 US 01 0 # powerAccrued (used to keep track of power before building a droid)
181
06 SI 01 -1 # ID of template used, -1 for none
182
07 US 01 0 # timeStarted
183
08 US 01 0 # timeToBuild
184
09 US 01 0 # timeStartHold
185
0a US 01 0 # secondaryOrder
186
0b SI 01 -1 # Factory number, also used to find right flag after game load, oddly enough; -1 for none
187
0c SI 01 -1 # Commander ID, if any, -1 if none
189
0e GR 00 - # RESEARCH GROUP
190
01 US 01 0 # Number of upgrades it has
191
02 US 01 0 # powerAccrued
192
03 US 01 0 # timeStartHold
193
04 US 01 0 # ID of research target
194
05 US 01 0 # Time frame research started
196
0f GR 00 - # RESOURCE EXTRACTOR GROUP
197
01 US 01 0 # Maximum amount of power that can be extracted from this resource
198
02 SI 01 -1 # ID of power plant that owns this resource, if any, -1 if none
200
10 GR 00 - # POWER PLANT GROUP
201
01 US 01 0 # Number of upgrades it has
203
11 GR 00 - # REPAIR FACILITY GROUP
204
01 US 01 0 # timeStarted
205
02 US 01 0 # powerAccrued
206
03 SI 01 -1 # Object being repaired, if any, -1 if none
207
04 SI 01 -1 # Research facility number, also used to find right flag after game load, -1 for none
209
12 GR 00 - # REARM PAD GROUP
210
01 US 01 0 # reArmPoints
211
02 US 01 0 # timeStarted
212
03 US 01 0 # currentPtsAdded
213
04 SI 01 -1 # Object being rearmed, if any, -1 if none
216
10 GR 00 - # GATEWAY ZONE LINES
217
01 US 01 0 # Size of binary blob.
218
02 US 01 - # Ugly binary blob of data. Someone please decode me!
220
11 GR 00 - # GATEWAY EQUIVALENCY ZONES
221
01 US 01 0 # Size of binary blob.
222
02 US 01 - # Ugly binary blob of data. Someone please decode me!