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[SA|DOC] IPL Definitions

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steve-m
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#151

Posted 14 March 2007 - 03:25 PM

QUOTE (ARMax @ Mar 13 2007, 19:41)
I don't believe i have seen this posted before..

See first post. tounge.gif

ARMax
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#152

Posted 31 March 2007 - 11:22 PM

Ah but, you're one only has Inst. Not.. EVERYTHING! Mine contains Inst, Cars, Cull, Etc..

I was doing a few stuff with the car section (Ripping them to another format, for other stuff). And i had done all this previously and thought "Oh for f*cks sake, not again!" and then thought "Ah, i'll back it up for others and myself this time!". And there you have it!

Fireman
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#153

Posted 04 April 2007 - 09:49 AM

QUOTE (spaceeinstein @ Jul 9 2005, 14:39)

List of Sky Colors by Fireman
Sky ColorDescriptions
0 Blue sky
1 White sky fading to black
2 Black with yellow circles in the sky
3 Same as 1
4 Same as 2
5 White fading to purple fading to black with yellow circles in the sky
6 White fading to black with yellow circles in the sky
7 White fading to green fading to black with yellow circles in the sky
8 Same as 6
9 Same as 6
10 Same as 2
11 Purple with some strange shadows and with a small seeing range
12 Same as 6
13 Same as 6
14 White fading to ocean blue fading to black with yellow circles in the sky
15 Same as 6
16 Same as 2
17 Night with fog
18 Blue fading yellow (Sunrise)
19 Blue air with white clouds
20 dDark blue air with light blue clouds
21 Dark blue air with white clouds
22 Orange with white clouds
23 Orange fading gray with orange clouds
24 Red fading to purple, you can't see anything, not even CJ.
25 Dark purple to grey with sun reflection
27 Same as 19
28 Big sun with blue sky and white clouds
29 Blue air with white clouds and a huge sun
30 Orange with dark orange clouds

Edited, will add the others later, since I'm bored again.

SmokingCookie
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#154

Posted 09 June 2007 - 11:03 AM

Isn't it an idea to list ALL interiors and their IDs?
I need the interior name of the shamal (seen in the mission "freefall") to continue with my latest mod.

spaceeinstein
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#155

Posted 09 June 2007 - 01:54 PM

Yes, it is a good idea.

SmokingCookie
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#156

Posted 09 June 2007 - 04:27 PM

Thanks, I hope to upload my mod REAL soon, it's my 3rd map mod

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#157

Posted 09 June 2007 - 06:40 PM

Can some1 help me? I have a problem with my ENEX code. This is what happens after loading a game:

I. I am in the save house of Santa Marina Beach (That's normal).
II. I am in the Victim. That's FAR from normal.

This is what my ENEX code looks like:

CODE

1927.528, -2599.03, 13.54683, 0, 1.6, 0.696777, 8, 1199.594, 23.04242, 1199.594, 0, 1, 0, "JETINT", 12, 0, 0, 24


I don't know what I've done wrong, so if any1 can tell me, I would appriciate that.

dertyjerzian
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#158

Posted 09 June 2007 - 07:50 PM

I didn't look over your IPL code smoking cookies, but will if this isn't the fix:

You must start a new game when placing new enex, otherwise all of the enex markers in-game and your new ones go haywire, sending you to *pretty much* random entry/exit points.

SmokingCookie
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#159

Posted 09 June 2007 - 08:28 PM Edited by SmokingCookie, 29 June 2007 - 07:10 AM.

Well, the ENEX works properly, but now I need to create a cullzone, and I don't know how (I mean: I can't get the right coordinates, there are many objects in the way, and if I remove them, I can no longer get the right coordinates.). Does anyone have a little program to create a cullzone?

user posted imageuser posted image

LordReco
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#160

Posted 04 July 2007 - 02:20 PM Edited by LordReco, 04 July 2007 - 02:26 PM.

Güzel Dökümanlar ( Good Documents ) thanks wink.gif

dertyjerzian
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#161

Posted 17 July 2007 - 05:22 AM

QUOTE (Jost_Vice @ Dec 23 2006, 12:17)
To add a door to a garage, just put the door in the entrance via MEd, also get the save garage working you need to add a code to the SCM:

CODE
0299: activate_garage 'name'

Do you also need to do this for other garages? Pay & Spray? Mine doesn't work :x

Paulobrien2007
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#162

Posted 09 August 2007 - 12:44 PM

smile.gif i've been trying for days with no success does anyone know how to make an enex from an exterior to an exterior like the los santos skyscraper?, all i want to make is an elevator so you stand in front of it and you get teleported to a different location, i also want to create an enex to a wardrobe but the wardrobe is enterable from an exterior aswell... does anyone know any of these, and where they are supposed to go?

A_GTA_GUY
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#163

Posted 18 August 2007 - 12:30 PM

Does anyone know the name to the Unused Safehouse?

DeeZire
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#164

Posted 18 August 2007 - 03:21 PM

There's a few but you probably mean SVLABIG

CJFUCKTHESA
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#165

Posted 18 August 2007 - 06:16 PM

SO THE YELLOW MARKERS ARE LOADING FROM IPL'S

OrionSR
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#166

Posted 04 September 2007 - 10:29 PM Edited by OrionSR, 06 September 2007 - 04:26 PM.

QUOTE (spaceeinstein @ Jul 9 2005, 07:39)


Jump
unique stunt jump locations
CODE
start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, radius_z, camera_x, camera_y, camera_z, reward



I couldn't get my jumps to work using the documented IPL description for unique jumps, so I compared the save file records of an IPL jump with a jump created with opcodes. The IPL line uses the same format as the save file record. The calculations required to determine the minimum and maximum coordinates based on the appropriate radius are listed below.

Documented: start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, radius_z, camera_x, camera_y, camera_z, reward

Abbreviated: sX, sY, sZ, sXr, sYr, sZr, lX, lY, lZ, lXr, lYr, lZr, camX, camY, camZ, reward

Converted: sX-sXr, sY-sYr, sZ-sZr, sX+sXr, sY+sYr, sZ+sZr, lX-lXr, lY-lYr, lZ-lZr, lX+lXr, lY+lYr, lZ+lZr, camX, camY, camZ, reward

Corrected: startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin, landXmax, landYmax, landZmax, camX, camY, camZ, reward

CODE

jump
# 1433.5, -187.0, 33.0, 2.0, 2.0, 2.0, 1400.0, -290.0, 2.0, 40.0, 15.0, 3.0, 1350.0, -235.0, 50, 2020
1431.5, -189.0, 31.0, 1435.5, -185.0, 35.0, 1360.0, -305.0, -1, 1440.0, -275, 5.0, 1350.0, -235.0, 50, 2020
end


After replacing my original line (#) with the one below, the ramp on the isolated mound near the beginning of the Wu Zi Mu race was functioning as a new unique stunt jump.

Added: I'm not sure if the IPL definitions are still getting updated or not, but here are couple of notes on the Cars format:

QUOTE
Cars
Parked vehicles, only used in binary IPLs, can be used in regular IPLs.
CODE
X, Y, Z, angle, car id, primary color, secondary color, bool?, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?)


X, Y, Z, Angle, Vid, Color 1, Color 2, Flag, Alarm, Lock, (usually 0), Value

Angle=Degrees/~57.2958: angle is in radian units for text IPLs
Flag = 1 (odd): always spawns (sets a flag of 2 in the save file)
* Player Owns: a flag of 8 can be set with opcode 0A17: set_parked_car_generator $xxxx flag 1

dword (radio?): is a word, and appears to be unused
dword (appearance delay?): is a word, and appears to be an unused monetary value (usually $10000)

GTAfanattic
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#167

Posted 06 September 2007 - 03:26 PM

Hi, sorry for bumping this a tad, but I've checked everywhere and can't find what I need. This IPL documentation has been a huge help, but there's one bit missing, which is the bit I need. What I would like is a cull created at a Pay 'n Spray, which makes the camera stop outside the garage when you'e driven in, like it does in all GTA's.

My current cull only has the camera stopping outside the Pay 'n Spray when the player is on foot, yet it doesn't work when the player is in a vehicle, which defies the point of a pay 'n spray. I just get a weird camera angle at the front of the vehicle I'm in. Am I using the wrong flag effect for the cullzone? If anyone could help me in the right direction it would be greatly appreciated. (I'm using San Andreas btw)

The line in the .ipl looks like this:

CODE

cull
#lots of other culls
589.719, -361.281, 20.25, 0, 12.438, 15.75, 7.938, 0, 24.75, 2
end

OrionSR
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#168

Posted 06 September 2007 - 04:43 PM Edited by OrionSR, 06 September 2007 - 07:06 PM.

QUOTE (GTAfanattic @ Sep 6 2007, 08:26)
Hi, sorry for bumping this a tad, but I've checked everywhere and can't find what I need. This IPL documentation has been a huge help, but there's one bit missing, which is the bit I need. What I would like is a cull created at a Pay 'n Spray, which makes the camera stop outside the garage when you'e driven in, like it does in all GTA's.

My current cull only has the camera stopping outside the Pay 'n Spray when the player is on foot, yet it doesn't work when the player is in a vehicle, which defies the point of a pay 'n spray. I just get a weird camera angle at the front of the vehicle I'm in. Am I using the wrong flag effect for the cullzone? If anyone could help me in the right direction it would be greatly appreciated. (I'm using San Andreas btw)

I am completely unfamiliar with how Cull works, so perhaps I'm way off base here, but I've been playing with the unused Pay'n'Spray in LV, and have made some observations that might be useful.

QUOTE
Grge
Creates garages for the main.scm to use.
CODE
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Garage, Name


When Door is set to 1, the camera will pull back when CJ enters the garage on foot or in a vehicle (like it does in all GTAs). If the garage type is also a Pay'n'Spray, CJ will be invisible to police when he's inside of the garage.

Perhaps this setting will provide the desired results without the need to create a new Cull. There are a few other garage door types that might work better depending on how your door moves, but I've only worked with type 1, and type 5 which has the same Open-Out door movements as type 1, but the camera doesn't change. Unfortunately, now I can't find my reference that had the more complete list of door types, I'll update with a link if I find it again.

Update: I found the reference I was looking for at GTAModding.com Check the link below.

< Mission Script, Garage, Grge Door Types >

AdamX08
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#169

Posted 14 September 2007 - 03:59 PM

New ZIP full of all the Binary IPL's decompiled.

This includes INST, CARS, and any others contained inside the Binary IPL's.

And don't say "Look at the first post".. That only contains INST.

CODE
http://rapidshare.com/files/55713649/BinaryIPL.zip


There's in total 164 .IPL files.

TangoR34
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#170

Posted 29 December 2007 - 03:49 PM

why is the DFF name all called dummy? I thought they have unique names.
I'm trying to find out object id and name of it. how can i do that?

AdamX08
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#171

Posted 04 January 2008 - 01:47 PM

QUOTE (TangoR34 @ Dec 29 2007, 15:49)
why is the DFF name all called dummy? I thought they have unique names.
I'm trying to find out object id and name of it. how can i do that?

I wondered why they was called dummy too, but playing around with normal IPL's later on it seemed that "name" parameter isn't needed, and i started using it for a (very) short description tounge.gif

And my BinaryIPL link is due to expire in a few weeks (Rapidshare account expires), so here is a link that will last another year:
CODE
http://rapidshare.com/files/81183585/GTASA_BinaryIPL.zip

GTAfanattic
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#172

Posted 04 January 2008 - 02:41 PM

Just like to start off by saying thanks for this SA IPL Documentation, as it came in really handy in the development of Beta 5 for the GTA SA: Liberty City mod, a TC for San Andreas. However, there was something I was wondering, and I hope I'm looking in the right place. My question is:

"In San Andreas, how do I get litter/garbage/trash objects to appear?"

- Is it done through the main.scm , col files , ipls , ides ... does anyone know?

For example, in GTA3 & GTAVC, there were bits like this:

user posted image

Whereas in SA:LC, there is nothing, as shown here:

user posted image

If anyone could point me in the right direction I'd be really grateful, as we're trying to re-create that GTA3 feeling as closely as possible.

spaceeinstein
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#173

Posted 04 January 2008 - 04:52 PM

It was hardcoded in GTA3/Vice City so there is nothing you can do in this topic.

JostVice
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#174

Posted 19 January 2008 - 10:47 PM

Hey there, I want to do some auzo's, but with custom sounds... I dont know a lot about these auzos, looked into gtamodding etc and my questions for if anyone know the answer:

Anyway to add new sounds using new IDs?
If not, whats the name of each sounds listed there so i can replace em?

derty
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#175

Posted 20 January 2008 - 03:57 PM

QUOTE (spaceeinstein @ Jan 4 2008, 11:52)
It was hardcoded in GTA3/Vice City so there is nothing you can do in this topic.

Cant do that with SCM coding though?

all it would take is some code (which i do not know how to write) that creates a
plane under the players feet and some planes with a newspaper UVd to them with
the behaviors of the GTAIII papers written into them.

I actually thought this feature was still present, but just full alpha'd out because
it kinda sucked blush.gif

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#176

Posted 20 January 2008 - 10:05 PM

QUOTE (Jost_Vice @ Jan 19 2008, 17:47)
Hey there, I want to do some auzo's, but with custom sounds... I dont know a lot about these auzos, looked into gtamodding etc and my questions for if anyone know the answer:

Anyway to add new sounds using new IDs?
If not, whats the name of each sounds listed there so i can replace em?

Read the first post. All the auzo IDs which are known to do something are listed there along with the radio station or ambience stream track number to which they map.

Adding new working IDs would require memory-hacking and I don't know if any of the resident exe-investigators have ever looked into audio zone functioning. Altering existing sounds is simply a matter of modifying the ambience stream; there are even several tracks which are most likely not used in the released game and so make good candidates for experimentation.

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#177

Posted 21 January 2008 - 06:50 PM

QUOTE (pdescobar @ Jan 20 2008, 23:05)
QUOTE (Jost_Vice @ Jan 19 2008, 17:47)
Hey there, I want to do some auzo's, but with custom sounds... I dont know a lot about these auzos, looked into gtamodding etc and my questions for if anyone know the answer:

Anyway to add new sounds using new IDs?
If not, whats the name of each sounds listed there so i can replace em?

Read the first post. All the auzo IDs which are known to do something are listed there along with the radio station or ambience stream track number to which they map.

Adding new working IDs would require memory-hacking and I don't know if any of the resident exe-investigators have ever looked into audio zone functioning. Altering existing sounds is simply a matter of modifying the ambience stream; there are even several tracks which are most likely not used in the released game and so make good candidates for experimentation.

Oh thank you, my bad, I did think you didnt specific the correct sound names ( i was waiting sometihng like 'sound.ogg' or some stuff) but after looking i found the stuff, tounge.gif

Relentless3000
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#178

Posted 31 January 2008 - 06:17 PM

Please help me, How do you use mods in the game i really wanna know

pdmods
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#179

Posted 10 February 2008 - 10:52 AM

i don't hear sound sad.gif

auzo
zipshop, 54, 1, 216.54, 58.3675, 57.9502, 196.54, 34.5675, 53.7502
end

Deji
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#180

Posted 15 April 2008 - 05:26 PM

erm. where are the other interiors? i think you missed some?




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