Creating New Unique Stunt Jumps by Editing IPL Files
There are a host of item placement files that control many features of San Andreas, but we don't want to scramble them when we add a few jumps. I would recommend making a backup copy of the entire maps folder for safe keeping, even though we don't intend to modify any standard files - except one. We are going to create a new IPL file for additions to the game in a new folder, and then add a reference to this file in gta.dat so San Andreas will find it.
These instructions assume that San Andreas is installed in C:\Program Files\Rockstar Games\GTA San Andreas\. Other folders mentioned will be subfolders of this directory (data\, or data\maps\.
Make a copy of data\maps\leveldes\leveldes.ipl in the new folder data\maps\addons\
Rename leveldes.ipl to chainusj.ipl
Make a backup copy of data\gta.dat
Open data\gta.dat with a text editor such as notepad (best not to use word)
Add this line near the bottom, just after IPL DATA\MAPS\audiozon.ipl
| IPL DATA\MAPS\addons\chainusj.ipl |
The new file should now be read by San Andreas when a new game is started from a fresh start of the game. This is definitely critical for vehicles and pickups. They only get installed on new games and fresh starts, so I'm in the habit of always following this procedure and never tested if it is true for jumps - probably is. Objects are a different matter, but let's not complicate things for now.
Open chainusj.ipl. There are several sections to this file, they start with a keyword, and end with "end". The unique stunt jumps are entered after "jump". The format for unique jumps (it's all supposed to be on 1 line) is listed below:
| startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, |
landXmin, landYmin, landZmin, landXmax, landYmax, landZmax, camX, camY, camZ, reward
You need to define 2 zones. The 1st zone will trigger the remote camera angle when a vehicle enters the zone while in the air. The 2nd zone is the landing zone. You need to specify the lower SW corner (actually the west (x), south(y), lower (z) corner to conform with the X, Y, Z format), and the upper NE corner to define each zone. Then specify a single point of view for the camera angle, and add a reward value. During testing I suggest adding a fairly large reward, enough to buy a house, but don't make it too high or it will count as a negative value.
Unfortunately, I don't have any standard jumps in this format. Below are the IPL format jumps I used for testing some new jumps that were added to the chain game. To test your setup, copy one or more of these lines between "jump" and "end" of your chainusj.ipl, save, and start a fresh new game. Check the stat menu to see if you have more than 70 jumps, and try them out if you want.
| 1431.5, -189.75, 31.0, 1435.5, -187.75, 35.0, 1360.0, -322.0, -1, 1440.0, -275.0, 5.0, 1446.567, -209.14, 41.4, 1000 // Isolated Mound|
960.0, -115.0, 21.5, 992.0, -101.0, 25.5, 947.5, -171.0, 10.0, 991.5, -133.0, 20.0, 995.5, -119.25, 25.0, 1000 // Narrows Jump
382.5, -302.0, 9.0, 402.5, -291.5, 14.0, 342.0, -310.0, -0.5, 362.0, -240.0, 9.5, 362.0, -301.75, 7.82, 1000 // Riverside Tree
405.0, -1805.5, 6.0, 410.0, -1798.5, 9.0, 309.0, -1817.0, 3.0, 355.0, -1791.0, 5.0, 369.75, -1806.75, 19.75, 1000 // Yacht Harbor Sign
The tool I use to take coordinate readings for item placement is Cords Compass (see links below). I use the format below for jumps, take 5 readings, add a reward, and edit the lines together for the jump.
| #xcord#, #ycord#, #zcord#, |
If you want to experiment with vehicles or pickups, these formats should be useful templates. Actually, I strongly suggest starting with vehicles and pickups, they are a lot less complicated than jumps.
| #xcord#, #ycord#, #zcord#, 0, 522, -1, -1, 1, 0, 0, -1, 20000 //NRG-500 |
25, #xcord#, #ycord#, #zcord# //MP5
For more information on IPL formats check the Wiki for Item Placement
I recommend using a good trainer for helping during editing and testing. San Andreas Control Center (SACC) and a number of useful features, including a hotkey teleport utility and vehicle spawner. You don't want to spend all day getting the proper vehicle, driving to the jump, driving back to the jump after a practice run, again and again. SACC also has a few bugs, and tons of default hotkeys. I recommend deactivating hotkeys you don't intend to use, and shutting it down for the end stages of testing.
If you want to create jumps in restricted areas of the map then the savegame editor can be used to unlock the cities, lower barriers, and edit some other properties of a gamesave. I'm still a little nervous about using this tool on my good saves, but I have found it very useful for tweaking test saves, and other than a minor problem with armor levels over 100 it does a pretty good job.
The last two links are for MEd, and the Map Viewer. These tools are useful for placing ramps to be used for jumps. And so far I've done this once, so I'm not going to try to explain it. However, there are the link. MEd will actually create the required files and add references to gta.dat, but it seems to get confused my some of my IPL files, so I frequently comment them out by adding a # to the beginning of the line and prevent them from loading until I'm finished with MEd. Currently I'm a litle nervous about adding new objects to the chain game. I suspect there is a limited number of object that can be added, and since I don't know what that limit is, I'm trying to keep the number of object to a minimum.
- Cords Compass -- takes coordinate readings for X, Y, and Z. Another tool is required if angles are needed. Custom formats can be created for IPL jump parts, pickup placement, and vehicle spawn locations.
- GTASA Control Center -- general trainer; highly useful but no longer developed and annoyingly maxes your health whenever you do pretty much anything
- SA Place Manager -- teleport-only trainer; would be a perfect single-job tool if only you could make the window bigger.
- Savegame Editor -- by pauljtuh. Useful for opening the map for testing.
- GTA Modding Wiki -- the premier documentation site for SA modding; where we go for reference and to publish new finds.
- Map Editor - MEd v0.30 Beta - Can be used to place objects properly in IPL format. The rotations displayed in the editor are helpful, but don't quite match the rotation setting used in coding.
- steve-m's Map Viewer v0.5 Alpha 4 - Very helpful and fast map viewer. The interface is not very intuitive so read the readme. This viewer displays considerable more information and additional types of objects that are not displayed in MEd. One handy feature of the Map Viewer is the ability to right-click when an object is in view, and the viewer will highlight the central object and display the model number in the Window Bar. I couldn't even see the dynamic (?) rotating UFO sign in MEd.