RuneStorm
http://www.runestorm.com/forums/

Itemizer Tutorial
http://www.runestorm.com/forums/viewtopic.php?f=95&t=60147
Page 1 of 1

Author:  Bjossi [ Sat Jun 07, 2008 11:38 pm ]
Post subject:  Itemizer Tutorial

I decided to write a tutorial to explain the itemizer. It seems to be a confusing feature to most people, so I wrote a tutorial that should explain pretty much everything.

THE ITEMIZER
Table of contents:
1. THE MUTATORS
....1.1 ITEMIZER TOOL
....1.2 ITEMIZER
2. PREPARING THE ITEMIZING
....2.1 THE INI FILE
3. ITEMIZING
....3.1 THE BROWSER
....3.2 ITEMIZER MECHANICS
........3.2.1 THE ITEMDB INI FILE
....3.3 SUCCESSFULLY ITEMIZING A MAP
....3.4 PLAYING ITEMIZED MAPS
4. THE END
5. INI PRESETS
....5.1 STOCK WEAPONS AND AMMO
....5.2 BWBP4 WEAPONS AND AMMO
....5.3 VEHICLES



1. THE MUTATORS
Lets start with the raw basics and give the two Itemizer mutators a brief description.

1.1: ITEMIZER TOOL
The Itemizer Tool mutator gives you the ability to add any items to a map.
It is strongly recommended that you do not have other mutators or mods activated with this one. The reason is the possibility of compatibility issues. For example, if you run Ballistic Weapons with the Itemizer Tool, you will be unable to use the itemizer GUI because of the weapon selection UI introduced by BW. It is also recommended that no bots or players are in the map, except you of course, but that is mainly for comfort reasons.

If you check out the config menu for this mutator, the only option available is Itemizer Group. Just type the name of the one you want to use. Itemizer groups will be given a closer look later in this tutorial, in part 2.1, 3.2 and 3.2.1 to be exact.

1.2: ITEMIZER
The Itemizer mutator spawns the items you added with the Itemizer Tool.
But using this mutator is not necessary, you can also use Ballistic Weapons. Go to BW's config menu, and look for the options 'Use Itemizer' and 'Itemizer Group'. The former option is a checkbox that tells BW to use the itemizer or not, and the latter option asks you to write the name of the itemizer group you created with the Itemizer Tool mutator. When these have been configured properly, just go into the game and enjoy the extra items.

Same as with Itemizer Tool, the Itemizer has the option of which itemizer group you want to use. Itemizer groups will be explained later, as was mentioned above.



2. PREPARING THE ITEMIZING
Now it's time to go into more details about the process of adding items to a map.

2.1: THE INI FILE
The first thing to do is to modify the ini file to include the items you want to add. You could use the default set, but perhaps you want custom items or vehicles added. Before we add items, we need to know how this file works. Lets dig into that now.

The file is called ItemizerV21.ini, you can find it in UT2004's System folder, which is C:\UT2004\System\ItemizerV21.ini by default. Open up the file. Below is a description of each feature inside.

[BallisticV21.Mut_ItemizerTool]
This line is kind of a header. No need to modify unless you want to break the itemizer.

ItemGroup=LukesToyz
This is pretty self explanationary. The item group is called LukesToyz.
But what is an item group? It is basically a plan, a list of items that can be added. By default we got all the BW weapons, BW ammo pickups and other BW pickups, but what if you want to add some other items as well? Then you simply add those items to the list and (optional) rename the item group to something you like better.

Then, when you start placing items, each and every item you place will be marked with item group name. With this method you could create many presets for the same map. For example if you place some items with the item group Bjossi1, you could place other items with item group Bjossi2 into the same map. So if you want items placed with Bjossi1 to appear, you just use Itemizer or Ballistic Weapons, write Bjossi1 into the Itemizer Group option, and start up the map. You will see that only Bjossi1 items appear, not Bjossi2 ones.

Just remember that you can only have one item group in this ini file at the same time, so rename the ItemGroup line, never create a new one.

You will understand the concept of item groups better when you read part 3.2 and 3.2.1 of this tutorial.

ClassGroup0=BallisticV21.X3Pickup
Now what in the world is this? This is the line that you will see repeated over and over again but with some differences each time. Each line represents an item. In the example line here, we can see that it represents the X3 Knife. But lets split the line into two parts and explain them independently.

ClassGroup0: This part tells the Itemizer Tool in which category the item belongs. For example, ClassGroup6 is for vehicles and ClassGroup1 for ammo pickups. The class groups will be explained better in the UI section of the tutorial.

BallisticV21.X3Pickup: This part is the classname of the item that is being included. BallisticV21 is the package, and X3Pickup is the class. So if you wanted to add a vehicle, you could for example write BallisticVehicles.Albatross. The best way to find out the classnames is to open up UCL or INT files of the mods you want to borrow items from.

Alright, now we got this covered. When you want more items to use with the itemizer, just create new lines with the appropriate class group and classname. I recommend that you keep the items in correct order; don't add ClassGroup2 items into the middle of ClassGroup1, for example.



3. ITEMIZING
Choose Instant Action and select a gametype. Then go to the mutators menu, remove all mutators and add Itemizer Tool. Then go to Game Rules and make sure there are no bots, we want some peace while we work. When all this is done, select a map and start up the "action".

Once in-game, there are three things to note about; you are unable to pick up items, the only weapon you have is an itemizer thingy dressed up like the translocator, and there is an UI list, or browser, at the top left of the screen.

3.1: THE BROWSER
That UI list mentioned earlier is the browser we will use. You see numbers that represent categories; first are weapons, then ammo, then armors, and so on.

Select a category of interest by pressing the correct number on the keyboard, the UI will now list the available items in that category. This is where the INI file kicks in: If you select vehicles category and there are no items available, it means there are no ClassGroup6 items in the INI file.

Now I'll document each feature of the UI list below.
1. Add weapons: Called ClassGroup0 in the INI file, pressing 1 lists available weapons that can be added
2. Add ammo: Called ClassGroup1 in the INI file, pressing 2 lists available ammo pickups
3. Add health: Called ClassGroup2 in the INI file, pressing 3 lists available health pickups
4. Add armor: Called ClassGroup3 in the INI file, pressing 4 lists available armor pickups
5. Add other: Called ClassGroup4 in the INI file, pressing 4 lists items such as powerups
6. Add extra: Called ClassGroup5 in the INI file. This one is empty by default, the idea is to add custom items in here that don't belong to other categories.
7. Add vehicles: Called ClassGroup6 in the INI file. Empty by default, intended for covering vehicles.
8. Remove item: Aim at the item you want to remove and press 8. This does not work on vehicles.
9. Rotate item: Aim at the item you want to rotate and press 9. You can now move the first person view around and the item will rotate in the same direction. Press 1 when you are done rotating the item.
This does not work on vehicles.
0. Utils: Pressing 0 will bring up a new menu that includes 3 menu items: 1. Grab item, 2. Control type: Trace/Position, and 3. Upright weapons. So this menu basically contains some extra utilities to manipulate the items you place, might work on pre-existing items as well. Below is a guide for each menu item of the utils menu.

0. Utils -> 1. Grab item: Stand close to the item you want to grab and press 1. The next option, Control type, determines how the grabbed item is moved around.
0. Utils -> 2. Control type: This determines how a grabbed item is moved around. The first option, Position, is just the traditional method, the grabbed item will act like you're holding a weapon. Just run around with the item and press 1 to let go. But the second option, Trace, moves the grabbed item with your crosshair. This is more useful if you want to move items over long distances. Just grab the item, stand still, and move the 1st person view around.
0. Utils -> 3. Upright weapons: This is an on/off switch that controls if you want the weapons you spawn to stand up or lie down on the ground when spawned. This does not affect grabbed weapons, just the spawning itself, which is done from the Add weapons menu.

3.2: ITEMIZER MECHANICS
Now that we got the browser fully covered, lets dig into the mechanics of itemizing a map.

When you place an item, the itemizer gives it X Y Z coordinates. That info, along with other info like classname, is stored in a new ini file called ItemDB_xx.ini, 'xx' being the gametype initials (DM, CTF, BR, you get the idea). This new ini file basically tells the Itemizer/BW mutator what to spawn, where, in which map, etc.

Naturally all maps are different, so the X Y Z coordinates will represent vastly different locations per map. For example, in Rankin you could place a X3 Knife in a corridor, but that same spot could be outside level geometry in other maps. This is why the Itemizer stores itemizing info for each map separately. This means you can freely place items in DM-PueblinCanino, without them appearing in any other map. Look at this as per-map itemizer presets.

But the Itemizer Tool won't create new ini files for each map. All DM-map itemizing plans will be stored in ItemDB_DM.ini, while all CTF-map itemizing plans will be stored in ItemDB_CTF, and so on. This will avoid nasty clutters in the the System folder.

In the next part, 3.2.1, we will take further look at what info is stored when you place items.

3.2.1: THE ITEMDB INI FILE:
Lets start the autopsy by writing these example lines from one ItemDB ini file:
[BallisticV21.ItemDB_ONS]
items=(MapName="ONS-Torlan",ItemClass=Class'BallisticV21.IP_Bandage',Spot=(X=7873.5,Y=10736,Z=-6956),Angle=(Pitch=0,Yaw=0,Roll=0),Group="Bjossi")

[BallisticV21.ItemDB_ONS]: This is the file header of the ini file, it tells us that this is a database for ONS maps.

MapName="ONS-Torlan": Explains itself, tells us that this particular item is in ONS-Torlan.

ItemClass=Class'BallisticV21.IP_Bandage': The classname of the item, it is obviously a bandage.

Spot=(X=7873.5,Y=10736,Z=-6956),Angle=(Pitch=0,Yaw=0,Roll=0): This tells us where in the map the item is spawned, and in which direction it is facing.

Group="Bjossi": This tells us that this particular item, the bandage, was spawned with the itemizer group Bjossi, and will therefore only spawn if you write Bjossi into the Itemizer Group dialog of Itemizer/BW mutator.

As you can see, quite a bit of info is stored when you place an item. Map, classname, position, heading and group, to be exact. When the Itemizer mutator is active, it will read the ItemDB_xx.ini files during map load and spawn items that meet the 2 requirements; map name and group name. If you make a typo in the Itemizer Group dialog, no items will spawn.

3.3: SUCCESSFULLY ITEMIZING A MAP
One might think you need to manually save changes and such when you itemize, but that isn't the case. The game will save item info to an ini file in real time. All you have to do is place items and then forfeit the "match" when you're done.

3.4: PLAYING ITEMIZED MAPS
A successful itemizer job does little if you don't know how to enjoy it in a real match. So lets take a look at how to use your itemizer plans in-game. Go back to part 1.2 of this tutorial and read it again, that info gives good outline.

The first thing to do is to decide which method to use; the Itemizer mutator, or Ballistic Weapons. As far as I know there is no real advantage or disadvantage in either approach, so choose whichever you want. I will cover each method separately:

Itemizer mutator: Activate this mutator and go to the mutator config. You'll see 'Itemizer Group', write the name of the one you used to itemize the map you are about to play; remember LukesToyz from part 2.1 of this tutorial? That is an itemizer group.

Ballistic Weapons: With this method you don't have to use the Itemizer mutator. Go to BW's mutator config and look for these options; Use Itemizer and Itemizer Group. All you have to do is flag Use Itemizer, and write the same thing as was explained above in the Itemizer mutator paragraph.



4. THE END
This wasn't so difficult was it? At least not if we consider the amount of fun one can have.

If you are unsure about something, or are experiencing problems that were not documented in this tutorial, just post the question in this thread.



5. INI PRESETS
Here are some useful ini presets that you can copy into your ItemizerV21.ini file and use for your itemizing funs.
Here the items are sorted in alphabetical order of the classname, but you can sort them in any order you like.

5.1 STOCK WEAPONS AND AMMO
These are lines for the stock weapons and ammo in UT2004. The itemized pickups will also be affected by the BW swapper so this can come in handy.

Code:
ClassGroup0=XWeapons.AssaultRiflePickup
ClassGroup0=XWeapons.BioRiflePickup
ClassGroup0=XWeapons.FlakCannonPickup
ClassGroup0=XWeapons.LinkGunPickup
ClassGroup0=XWeapons.MinigunPickup
ClassGroup0=XWeapons.PainterPickup
ClassGroup0=XWeapons.RedeemerPickup
ClassGroup0=XWeapons.RocketLauncherPickup
ClassGroup0=XWeapons.ShieldGunPickup
ClassGroup0=XWeapons.ShockRiflePickup
ClassGroup0=XWeapons.SniperRiflePickup
ClassGroup0=XWeapons.SuperShockRiflePickup
ClassGroup0=XWeapons.Transpickup
ClassGroup0=Onslaught.ONSAVRiLPickup
ClassGroup0=Onslaught.ONSGrenadePickup
ClassGroup0=Onslaught.ONSMineLayerPickup
ClassGroup0=OnslaughtFull.ONSPainterPickup
ClassGroup1=XWeapons.AssaultAmmoPickup
ClassGroup1=XWeapons.BioAmmoPickup
ClassGroup1=XWeapons.ClassicSniperAmmoPickup
ClassGroup1=XWeapons.FlakAmmoPickup
ClassGroup1=XWeapons.LinkAmmoPickup
ClassGroup1=XWeapons.MinigunAmmoPickup
ClassGroup1=XWeapons.RocketAmmoPickup
ClassGroup1=XWeapons.ShockAmmoPickup
ClassGroup1=XWeapons.SniperAmmoPickup
ClassGroup1=Onslaught.ONSAVRiLAmmoPickup
ClassGroup1=Onslaught.ONSGrenadeAmmoPickup
ClassGroup1=Onslaught.ONSMineAmmoPickup


5.2 BWBP4 WEAPONS AND AMMO
Code:
ClassGroup0=BWBPFour.GRS9Pickup
ClassGroup0=BWBPFour.E23Pickup
ClassGroup0=BWBPFour.leMatPickup
ClassGroup0=BWBPFour.MarlinPickup
ClassGroup0=BWBPFour.RSDarkPickup
ClassGroup0=BWBPFour.RSNovaPickup
ClassGroup0=BWBPFourB.MACPickup
ClassGroup0=BWBPFourB.MRLPickup
ClassGroup1=BWBPFour.AP_DarkDiamond
ClassGroup1=BWBPFour.AP_E23Clip
ClassGroup1=BWBPFour.AP_GRS9Clip
ClassGroup1=BWBPFour.AP_leMat
ClassGroup1=BWBPFour.AP_MarlinAmmo
ClassGroup1=BWBPFour.AP_NovaCrystal
ClassGroup1=BWBPFourB.AP_MACShells
ClassGroup1=BWBPFourB.AP_MRLRockets


5.3 VEHICLES
Here are some vehicles, from original game, BW and BWBP4.
Note that you can only spawn them in ONS. Or you can use a mutator that allows vehicles in other gametypes, such as CarLauncher.

Code:
ClassGroup6=BallisticVehicles.Tarantula
ClassGroup6=BallisticVehicles.StingRay
ClassGroup6=BallisticVehicles.Albatross
ClassGroup6=BWBP4Vehicles.DCTVThorTank
ClassGroup6=Onslaught.ONSAttackCraft
ClassGroup6=Onslaught.ONSHoverBike
ClassGroup6=Onslaught.ONSHoverTank
ClassGroup6=Onslaught.ONSPRV
ClassGroup6=Onslaught.ONSRV
ClassGroup6=OnslaughtFull.ONSGenericSD
ClassGroup6=OnslaughtBP.ONSArtillery
ClassGroup6=OnslaughtBP.ONSDualAttackCraft
ClassGroup6=OnslaughtBP.ONSShockTank

Author:  Jerry [ Sun Jul 06, 2008 11:56 am ]
Post subject:  Itemizer Tutorial

Useful, I'd say Sticky this.
Nice one Bjossi.

Author:  Treadhead [ Sun Jul 06, 2008 3:39 pm ]
Post subject:  Itemizer Tutorial

Hmmm.... This could be a good fix for people who can't get KF BW to work until a real fix comes out.


*Thinks of barricading self in room with LOTS of guns....*


Heheheheheh.....he... hmm.. heh...meh........

Author:  Glosmostinex [ Sat Sep 27, 2008 1:20 pm ]
Post subject:  Itemizer Tutorial

am I the only one that do not have the .INI? !sad
Any help here?

Author:  Glosmostinex [ Tue Sep 30, 2008 6:09 pm ]
Post subject:  Itemizer Tutorial

Hello?

Author:  ShadowBlade [ Wed Oct 01, 2008 4:06 pm ]
Post subject:  Itemizer Tutorial

you should have it.. if you have installed BW correctly..

Author:  Bjossi [ Wed Oct 01, 2008 5:48 pm ]
Post subject:  Itemizer Tutorial

Yeah, look into the BW2.0/2.1 archives and see if you can see the itemizer ini file.

Author:  Glosmostinex [ Wed Oct 01, 2008 7:53 pm ]
Post subject:  Itemizer Tutorial

No, I don't have the .ini... only .Ucs(?!), no .U or .Ucl or .Int or anything...
BUT they show in the mutators list, and work.
or the Itemizer codes are inside BW stuff?

Author:  Bjossi [ Wed Oct 01, 2008 8:59 pm ]
Post subject:  Itemizer Tutorial

Maybe the game will generate an ini file when you use the Itemizer mutator.

Author:  Glosmostinex [ Wed Oct 01, 2008 9:09 pm ]
Post subject:  Itemizer Tutorial

it didn't... only the ItemDB.Ini. or something like that.(where he stores the location of the itemin the map)

Author:  Arnox [ Tue Feb 15, 2011 12:19 pm ]
Post subject:  Re: Itemizer Tutorial

Is it possible to remove the weapons already placed in the map by UnrealEd with this? Or will I have to also use UnrealEd to do it?

Author:  Bjossi [ Mon Feb 28, 2011 8:33 am ]
Post subject:  Re: Itemizer Tutorial

The Itemizer tool can only add items and remove items that were added by you.

Page 1 of 1 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/