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Bunker IPLs

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ShadowTV
  • ShadowTV

    Player Hater

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  • Joined: 08 Dec 2015
  • Germany

#1

Posted 02 July 2017 - 03:04 PM Edited by ShadowTV, 02 July 2017 - 05:26 PM.

Found this in the latest scripts inside "am_mp_bunker.c" from line 109555 to 109590 from https://www.chiliadm...ru/gtav-scripts :

if ((GAMEPLAY::GET_FRAME_COUNT() % 2) == 0)
{
    if (!STREAMING::IS_NEW_LOAD_SCENE_ACTIVE())
    {
        iVar0 = 0;
        while (iVar0 < 12)
        {
            if (iVar0 != 8)
            {
                StringCopy(&cVar1, "GR_case", 24);
                StringIntConCat(&cVar1, iVar0, 24);
                StringConCat(&cVar1, "_BunkerClosed", 24);
                if (NETWORK::NETWORK_IS_ACTIVITY_SESSION())
                {
                    if (STREAMING::IS_IPL_ACTIVE(&cVar1))
                    {
                        STREAMING::REMOVE_IPL(&cVar1);
                    }
                    else if (GAMEPLAY::IS_BIT_SET(Global_2434604.f_3755, iVar0))
                    {
                        GAMEPLAY::CLEAR_BIT(&(Global_2434604.f_3755), iVar0);
                    }
                }
                else if (!STREAMING::IS_IPL_ACTIVE(&cVar1))
                {
                    STREAMING::REQUEST_IPL(&cVar1);
                }
                else if (!GAMEPLAY::IS_BIT_SET(Global_2434604.f_3755, iVar0))
                {
                    GAMEPLAY::SET_BIT(&(Global_2434604.f_3755), iVar0);
                }
            }
            iVar0++;
        }
    }
}

Works like this:

  • Set a variable "iVar0" to 0
  • while "iVar0" is below 12
  •  
  • - if "iVar0" is not 8
  • - Copy "GR_case" into "cVar1"
  • - Copy "iVar0" into "cVar1"
  • - Copy "_BunkerClosed" into "cVar1"
  •  
  • - if IPL "cVar1" is active
  • - - Unload "cVar1" IPL
  •  
  • - else
  • - - Load "cVar1" IPL

 

C# (loading)

Function.Call(Hash._ENABLE_MP_DLC_MAPS, true);
Function.Call(Hash._LOAD_MP_DLC_MAPS);

for (int i = 0; i < 12; i++)
{
	string bunkerIPL = "GR_case" + i + "_BunkerClosed";
	if (!Function.Call<bool>(Hash.IS_IPL_ACTIVE, bunkerIPL))
	{
		if (i != 8)
		{
			Function.Call(Hash.REQUEST_IPL, bunkerIPL);
		}
	}
}

if (!Function.Call<bool>(Hash.IS_IPL_ACTIVE, "DLC_GR_Bunker_Interior"))
{
	Function.Call(Hash.REQUEST_IPL, "DLC_GR_Bunker_Interior");
}

C# (unloading)

Function.Call(Hash._ENABLE_MP_DLC_MAPS, false);
Function.Call(Hash._UNLOAD_MP_DLC_MAPS);

for (int i = 0; i < 12; i++)
{
    string bunkerIPL = "GR_case" + i + "_BunkerClosed";
    if (Function.Call<bool>(Hash.IS_IPL_ACTIVE, bunkerIPL))
    {
        if (i != 8)
        {
            Function.Call(Hash.REMOVE_IPL, bunkerIPL);
        }
    }
}

if (Function.Call<bool>(Hash.IS_IPL_ACTIVE, "DLC_GR_Bunker_Interior"))
{
    Function.Call(Hash.REMOVE_IPL, "DLC_GR_Bunker_Interior");
}

Could someone make a C++ version of this ^?

 

 

IPL list as strings:

Exteriors:
"GR_case0_BunkerClosed"
"GR_case1_BunkerClosed"
"GR_case2_BunkerClosed"
"GR_case3_BunkerClosed"
"GR_case4_BunkerClosed"
"GR_case5_BunkerClosed"
"GR_case6_BunkerClosed"
"GR_case7_BunkerClosed"
"GR_case9_BunkerClosed"
"GR_case10_BunkerClosed"
"GR_case11_BunkerClosed"
"GR_case12_BunkerClosed"

Interior:
"DLC_GR_Bunker_Interior"
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Quant
  • Quant

    FC

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  • Joined: 07 Nov 2015
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#2

Posted 13 July 2017 - 07:30 AM

Interesting, I didn't know about those, have you tried them?

Bunker map spawn automatically when I enable mp maps (no need to load any IPL, this happens since last few patches in a few other mp maps too).

What you need to load are its different styles (props) with _ENABLE_INTERIOR_PROP (of course you need to ask first if others are enabled and if so disable them first)


main styles
"Bunker_Style_A"
"Bunker_Style_B"
"Bunker_Style_C"

different prop sets
"standard_bunker_set"
"upgrade_bunker_set"

"standard_security_set"
"security_upgrade"
"Office_blocker_set"
"Office_Upgrade_set"
"gun_range_blocker_set"
"gun_wall_blocker"
"gun_range_lights"
"gun_locker_upgrade"
"Gun_schematic_set"





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