GTA SA modding book
This documentation covers important points on how the GTA SA game engine works and the job performed by various internal files. Arguably the greatest feature of the GTA SA Engine is its ability to render different weathers and permit advanced scripting with a lot of possibilities. Scripters can make complex missions: 1640 opcodes are available to use in scripts. IFP files allow the creation of animations which can be applied to pedestrians with SCM opcodes either in cutscenes or map objects. The player's wanted level can reach a maximum of six stars, similar to the previous installments GTA III and GTA: Vice City. In contrast to Vice City though where the player character drowns immediately in water, swimming is possible in GTA SA. The engine can render various effects. Vehicles are destructible and cars tunable. Garages and interiors can be added in IPL files. The player's money can range from (-10^9+1) to (10^9-1). The game features various weapons and as many as 10 can be carried at one time. Some weapons are mutually exclusive; for example the shovel and the baseball bat. Advanced path files control routes, including traffic lights for vehicles and pedestrians. The game map is subdivided into various zones whose upper and lower extents are specified by coordinates in IPL files. Models used for police peds and vehicles depend on the town zones of which there are 3 (LS, LV and SF in standard game). GTA SA uses a compact save file format that stores the most important data like weather, global variables, player info and so forth. The radar contains a lot of information and helps the player find points of interest on the map which are generated through SCM scripts.
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I started writing this book in 2011 and never had a time to finish it.