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[SA|DOC] IPL Definitions

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xmen
  • xmen

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#181

Posted 17 April 2008 - 03:05 AM

QUOTE (pdmods @ Feb 10 2008, 16:22)
i don't hear sound sad.gif

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

did you start a new game ? yawn.gif

OrionSR
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#182

Posted 18 April 2008 - 02:17 AM

QUOTE (xmen @ Apr 16 2008, 20:05)
QUOTE (pdmods @ Feb 10 2008, 16:22)
i don't hear sound sad.gif

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

did you start a new game ? yawn.gif

I suspect the question has long since been forgotten or resolved, but stilll... Are you sure a new game is required for new audio zones? So far, nothing in the save file has been associated with audio zones, so I suspect a new game isn't necessary.

OrionSR
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#183

Posted 26 April 2008 - 11:24 PM

Updated List of Enex Marker Flags

Reference Topic
CODE
BIT HEX   DEC NAME                  DESCRIPTION
00 0001     1 unknown interior      Only used for interior markers
01 0002     2 unknown pairing       Used mostly for interior markers; also Big Ear & LS Skyscraper
02 0004     4 create linked pair    Pair with unflagged mate during new game start
03 0008     8 reward interior       Sets flag 0010 on pair mate when used
04 0010    16 used reward entrance  Set by accessing reward interior
05 0020    32 cars and aircraft     Enable for cars and aircraft
06 0040    64 bikes and motorcycles Enable for bikes and motorcycles
07 0080   128 disable on foot       No foot traffic. Use for cars and/or bikes only

08 0100   256 accept NPC group      Group members accepted at destination of pair
09 0200   512 food date flag        Set and cleared by food date (cut-scene related)
10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors
11 0800  2048 disable exit          Player can enter but cannot exit a two-way pair
12 1000  4096 burglary access       Enabled and disabled during Burglary
13 2000  8192 entered without exit  Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair
14 4000 16384 enable access         Enabled by default; often cleared by scripts
15 8000 32768 delete enex           Enex is deleted when used


xmen
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#184

Posted 24 May 2008 - 03:20 PM Edited by xmen, 25 May 2008 - 02:28 AM.

Update the first post by adding ZONE

zone format :
CODE
GXT Key, type, x, y, z, x1, y1, z1, island, Name

james227uk
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#185

Posted 18 June 2008 - 09:24 PM

Sorry about bump, but this really has me stumped...I made an EnEx to Madd Dog's Mansion. It works fine and all that, but when I leave through the normal exit marker, CJ falls to his death from the sky, it doesn't put him where it normally does.

Fireman
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#186

Posted 04 July 2008 - 10:16 PM Edited by Fireman, 04 July 2008 - 10:37 PM.

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

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?)




The "bool?" has something to do with respawn rate:.
1. 1335.16, 289.5674, 20.56845, 240, 412, 89, 89, 1, 0, 0, 0, 0
2. 1340.16, 289.5674, 20.56845, 240, 481, 89, 89, 0, 0, 0, -1, -1
3. 1345.16, 289.5674, 20.56845, 240, 510, 89, 89, -1, 0, 0, -1, -1
4. 1355.16, 289.5674, 20.56845, 240, 471, 89, 89, 0, 0, 0, -1, -1

The 1 and -1 ALWAYS show up. The 0's show up each time you come back. Say I take vehicle 1, drive around the block and all vehicles will be there, I take another vehicle and drive around the block again now only vehicle 1 and 3 will be there. I have tested this. However I have no idea what it means. Urgh this is retarded I thought one of them had to do with hydraulics chance especially after I entered 100, 100 for the last two numbers and had a voodoo with hydraulics twice, however after I tried it a second time I didn't get hydraulics once -.-

No idea what this is about. However I can assure it has nothing to do with Radio or appearance delay.

OrionSR
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#187

Posted 06 July 2008 - 10:51 PM

Yeah, you are right. The documentation on the first page is a little out of date. That flag has been referred to as "force spawn" in more recent IPL and mission coding documentation. The Wiki tends to be a little more up to date. Here's a link to a post I made on the previous page.

http://www.gtaforums...dpost&p=4520350

Item Placement Wiki at gtamodding.com
http://www.gtamoddin...=Item_Placement


Fireman
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#188

Posted 07 July 2008 - 11:11 AM

QUOTE (OrionSR @ Jul 6 2008, 22:51)
Yeah, you are right. The documentation on the first page is a little out of date. That flag has been referred to as "force spawn" in more recent IPL and mission coding documentation. The Wiki tends to be a little more up to date. Here's a link to a post I made on the previous page.

http://www.gtaforums...dpost&p=4520350

Item Placement Wiki at gtamodding.com
http://www.gtamoddin...=Item_Placement

Welll.. that update wasn't very usefull ;P Apart from the force_spawn.

Also, I had a BMX spawn on top off a car before, shouldn't this be impossible?

OrionSR
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#189

Posted 07 July 2008 - 06:39 PM

QUOTE (Fireman @ Jul 7 2008, 04:11)
Welll.. that update wasn't very usefull ;P Apart from the force_spawn.

Also, I had a BMX spawn on top off a car before, shouldn't this be impossible?

Sorry. That's the best I could do. I tried a number of experiments but never found any variation or use for the unknown word or monetary (?) value. I would be very much surprised to learn that either of these fields controlled the random variation of vehicles that spawn some cars with hydraulics. There's a next variation opcode but I don't think it applies to car generators; only the next mission spawn vehicle.

The force spawn boolean sets a flag in a byte that also holds a player owned flag, an unknown scm flag, and another flag that I suspect indicates that the vehicle has recently been used. There doesn't appear to be any method to control hydraulics or radio through IPL.

Fireman
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#190

Posted 09 July 2008 - 07:16 PM

QUOTE (OrionSR @ Jul 7 2008, 18:39)
Sorry. That's the best I could do. I tried a number of experiments but never found any variation or use for the unknown word or monetary (?) value. I would be very much surprised to learn that either of these fields controlled the random variation of vehicles that spawn some cars with hydraulics. There's a next variation opcode but I don't think it applies to car generators; only the next mission spawn vehicle.

Ah, nevermind I never saw that you already found out the forcespawn on the other page.
However what could be added is that -1 also forces the spawning of the car.

Also I'll try to come up with a better and more "mature" list of the sky colors. Though I think I've already posted a better one somewhere. I'll also add the remaining sky colors.

feedemfish
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#191

Posted 19 August 2008 - 12:51 AM Edited by feedemfish, 19 August 2008 - 12:56 AM.

hello?

Andrew
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#192

Posted 23 April 2009 - 10:15 PM

Unpinned topic, topic is included in the forum header.

cometsrock
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#193

Posted 17 September 2009 - 10:48 PM

I have no time for looking thru ten pages of questions I don't understand.
My question is: where do you save the ipls you make, like with the ipl helper?????

OrionSR
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#194

Posted 18 September 2009 - 12:02 AM

Anywhere under the data folder. I usually keep mine in:

DATA\IPL\

But as long as you can reference it properly in GTA.DAT it shouldn't matter. If your new IPLs include enex connections then be sure to list it last in GTA.DAT.

Lev_Landau
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#195

Posted 17 August 2013 - 12:51 PM Edited by Lev_Landau, 16 December 2013 - 02:38 AM.

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