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spaceeinstein

[SA|DOC] IPL Definitions

Recommended Posts

spaceeinstein

There are a whole lots new categories Rockstar made for the IPLs in San Andreas.

 

Inst

Item Placement

 

ID#, DFF Name, Interior#, X-Coord, Y-Coord, Z-Coord, RotationX, RotationY, RotationZ, RotationR, Flags

 

EX: 5105, Stordralas2, 0, 2543.460938, -2142.28125, 10.1953125, 0, 0, 0, 1, 99e

By Steve: Explanation of the new LOD system in SA

 

 

Cull

Creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary camera movements.

 

centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Effect, Vx, Vy, Vz, Cm

 

Vx, Vy, Vz - mirror direction (like [-1 0 0] or [0 1 0] or [0 0 -1])

Cm - mirror plane coordinate in direction axis (See this for more information)

Flags:

-1 - default for reflective surfaces; four stars, camera stops outside of cull area and tracks player remotely

0 - uses player viewpoint for realtime reflections

1 - normal reflection; forces a close camera mode

2 - no reflection; camera stops outside of cull area and tracks player remotely

4

8 - No weather effect (rain), shiney floor when wet

9 - (is listed in the file) no reflection

16 - no reflection

32

64

128

256

512

1024 - uses player viewpoint for realtime reflections

2048

4096 - uses player viewpoint for realtime reflections

8192

16384 - uses player viewpoint for realtime reflections

32768

33792 - uses player viewpoint for realtime reflections

 

EX: 1.7363, 29.5882, 198.602, 0, 8.15653, 198.602, 2.4303, 0, 203.101, 1, 0, 0, 1, 198.595

Reference

Reference 2

more findings here

Reference 3

 

 

Path

Creates permanent paths for vehicles, pedestrians, and boats (this is unused in San Andreas, use nodes.dat).

 

Type, Next, 0, X-Coord, Y-Coord, Z-Coord, Median (Width), Left, Right, Flag1, Flag2, Flag3, Flag4

 

EX: 2, 2, 0, -27704.7, 26283.1, 0, 5, 1, 1, 1, 0, 1, 0

Reference

By Steve: Explanation of new paths system in SA.

 

 

Grge

Creates garages for the main.scm to use.

 

X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Garage, Name

 

X, Y, Z = corners of garage, position doesn't matter as long as it makes a box

FrontX, Y = lower right, position doesn't matter as long as it makes a box

Door = Type of door

1 door opens up and out, camera remotely follows player

2 door opens straight up, camera remotely follows player

3 door opens up and in, camera remotely follows player

4 door opens straight up, camera follows player

5 door opens up and out, camera follows player

6 door opens straight up, camera follows player

7 door opens up and in, camera follows player

Garage = Type of garage

1 Placeholder garage (inactive garage)

2 Bomb shop with 5 second detonator

3 Bomb shop with engine ignition detonation

4 Bomb shop with remote-control detonator

5 Spray garage

15 ?

16 Save garage (Ganton)

17 Save garage (Santa Maria Beach)

18 Save garage (Rockshore West)

19 ?

24 Save garage (Fort Carson)

25 Save garage (Verdant Meadows)

26 Save garage (Dillimore)

27 Save garage (Prickle Pine)

28 Save garage (Whitewood Estates)

29 Save garage (Palomino Creek)

30 Save garage (Redsands West)

31 Save garage (El Corona)

32 Save garage (Muholland)

33 Los Santos impound lot

34 San Fierro impound lot

35 Las Venturas impound lot

36 Loco Low Co (opens only for lowriders)

37 Wheel Arch Angels (opens only for street racers)

38 Transfender (opens for anything else)

39 Save garage (Calton Heights)

40 Save garage (Paradiso)

41 Save garage (Doherty)

42 Save garage (Hashbury)

43 Burglary

44 AT 400 hangar (garage door opens very slow)

45 Verdant Meadows hangar

Name is used to edit garage through the SCM

EX: 2002.96, 2303.72, 9.61706, 2010.36, 2303.72, 2002.96, 2317.59, 13.9914, 1, 2, blob2

Reference

Reference 2

 

 

Enex

Creates interior connection to real world

 

X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off

 

XYZ1 - entrance location

ROT - ???, useless angle in radians?

R1 - X radius of entry

R2 - Y radius of entry

C8 - constant 8

XYZ2 - exit location

Rot2 - exit rotation in degrees

Int - The target interior number

Mark - The type of marker

Name - interior name, used to find the counterpart and to identify via mission script

Sky - Sky color changer

I2 - unknown integer flags, could be weather related

Time On - enables the marker at this time

Time Off - disables the marker at this time

 

Mark explanations by OrionSR and pdescobar

Brief tutorial by pdescobar (17th post down)

 

List of interiors by spaceeinstein (see rest at GTAModding.com)

 

Number Name Description

 

1 ABATOIR Sindacco Abattoir

 

1 AMMUN1 Ammu-Nation

 

1 CARMOD1 TransFender

 

1 FDREST1 World of Coq

 

1 GF1 Denise's

 

1 JETINT Shamal interior

 

1 LACS1 Sub Urban

 

1 LAHS1B House

 

1 MAFCAS Caligulas Casino

 

1 MAFCAS2 Penthouse Suites

 

1 - Saint Mark's

 

1 SMASHTV Warehouse

 

1 - Stadium with wooden sandbox

 

1 SVVGHO1 Hotel Suite

 

1 SWEETS Sweet's House

 

1 - Trailer

 

2 TSDINER Truck Stop

 

2 WUZIBET Wu Zi Mu's

 

2 BARBERS Barber

 

2 BDUPS1 B Dup's Crack Palace

 

2 CARMOD2 Loco Low Co.

 

2 CARTER Smokes Crack Palace

 

2 GF2 Katie's

 

2 LAHS1A House

 

2 LASTRIP Strip Club

 

2 RYDERS Ryder's Place

 

2 SVVGHO2 Hotel Suite

 

2 VGHSB1 House

 

2 VGHSB3 House

 

3 BARBER2 Barber

 

3 BDUPS B Dup's apartment

 

3 BIKESCH Bike School

 

3 BROTHL1 Whore House

 

3 CARLS The Johnson House

 

3 CARMOD3 Wheel Arch Angels

 

3 CHANGER Wardrobe

 

3 CSSPRT Pro-Laps

 

3 DRIVES Driving School

 

3 DRIVES2 Driving School

 

3 GENOTB Inside Track Betting

 

3 GF3 Helena's

 

3 LAHSB4 House

 

3 OGLOCS OG Loc's

 

3 PAPER Planning Department

 

3 PDOMES The Pleasure Domes

 

3 PDOMES2 The Pleasure Domes

 

3 POLICE3 LVPD HQ

 

3 SEXSHOP Sex Shop

 

3 S1TEST Middle of nowhere

 

3 STRIP2 Strip Club

 

3 STUDIO Blastin' Fools Records studio

 

3 TATTO3 Tattoo Parlor

 

3 LAHS1A House

 

3 LASTRIP Strip Club

 

3 RYDERS Ryder's Place

 

3 SVVGHO2 Hotel Suite

 

3 VGHSB1 House

 

3 VGHSB3 House

Not arsed to make the whole thing table

2 - Salvatore's Caligula room

3 BARBER2 Barber

3 BDUPS B Dup's apartment

3 BIKESCH Bike School

3 BROTHL1 Whore House

3 CARLS The Johnson House

3 CARMOD3 Wheel Arch Angels

3 CHANGER Wardrobe

3 CSSPRT Pro-Laps

3 DRIVES Driving School

3 DRIVES2 Driving School

3 GENOTB Inside Track Betting

3 GF3 Helena's

3 LAHSB4 House

3 OGLOCS OG Loc's

3 PAPER Planning Department

3 PDOMES The Pleasure Domes

3 PDOMES2 The Pleasure Domes

3 POLICE3 LVPD HQ

3 SEXSHOP Sex Shop

3 S1TEST Middle of nowhere

3 STRIP2 Strip Club

3 STUDIO Blastin' Fools Records studio

3 TATTO3 Tattoo Parlor

4 AMMUN2 Ammu-Nation

4 DINER1 Diner

4 DIRBIKE Dirt Stadium

4 GF4 Michelle's

4 LAHS2A House

4 LAHSS6 House

4 SFHSM2 House

4 X711S2 24-7

5 CSDESGN Victim

5 DINER2 Diner

5 FDPIZA Pizza Stack

5 GANG Vagos Gang House

5 GF5 Barbara's

5 GYM1 Ganton Gym

5 LACRAK Crack Den

5 LAHSB3 House

5 MADDOGS Madd Dogg's Crib

5 MDDOGS Madd Dogg's Crib

5 SFHSB1 House

5 SVHOT1 Hotel Suite

5 VGHSM2 House

6 AMMUN3 Ammu-Nation

6 AMMUN5 Ammu-Nation

6 BROTHEL Whore House

6 GF6 Millie's

6 GYM2 Cobra Marital Arts

6 LAHSB1 House

6 POLICE1 LSPD HQ

6 RCPLAY Zero's RC Shop

6 REST2 Secret Valley

6 SFHSB2 House

6 SFHSS2 House

6 SVc*nt Safe House

6 SVSFBG Safe House

6 SVSFSM Safe House

6 X7_11S 24-7

7 8TRACK 8-Track Stadium

7 AMMUN4 Ammu-Nation

7 GYM3 Below the Belt Gym

7 LAHSB2 House

7 OFTEST Middle of nowhere

8 BURHOUS Colonel Fuhrberger's

8 SFHSS1 House

8 SVLAMD Safe House

9 FDCHICK Cluckin' Bell

9 LAHS2B House

9 SFHSB3 House

9 SVGNMT2 Motel room

9 SVVGMD Safe House

10 DESHOUS Abandoned AC tower

10 FDBURG Burger Shot

10 POLICE2 SFPD HQ

10 SVGNMT1 Motel room

10 TRICAS The Four Dragon's

10 - The Four Dragon's Casino's maintenance room

10 SVSFMD Safe House

10 VGHSM3 House

10 X711S3 24-7

10 - Zero's No Man's Land

11 BAR2 Bar

11 SVLASM Safe House

12 BARBER3 Barber

12 CASINO2 Casino Floor

12 MOROOM Motel room

12 SVLABIG Safe House

14 CSEXL Didier Sachs

14 AIRPOR2 Los Santos International Airport

14 AIRPORT Francis Intl. Airport

15 CSCHP Binco

15 MOTEL1 Jefferson Motel

15 SFHSM1 House

15 VGHSS1 House

15 VGSHM2 House

15 VGSHM3 House

15 VGSHS2 House

16 - Stadium with giant round circular raised platform in middle

16 TATTOO Tattoo Parlor

16 X7_11C 24-7

17 BAR1 Bar

17 DAMIN Generator Hall

17 FDDONUT Rusty Brown's

17 TATTO2 Tattoo Parlor

17 X7_11D 24-7

18 ATRIUME Atrium

18 ATRIUMX Attrium

18 CLOTHGP Zip

18 GENWRHS Warehouse

18 UFOBAR Lil' Probe Inn

 

List of Sky Colors by Fireman

 

Sky Color Descriptions
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
EX: 2317.82, -1026.75, 1049.21, 0, 1.6, 0.696777, 8, 2317.82, -1024.75, 1049.21, 0, 9, 0, "SVVGMD", 12, 0, 0, 24

 

 

Pick

Creates permanent weapon pickups.

 

Weapon ID, X-coord, Y-coord, Z-coord

 

List of ID by pdescobar

 

ID Weapon Name Ammo

 

4 Brass Knuckles -

 

5 Nightstick -

 

6 Knife -

 

7 *Nothing* -

 

8 *Nothing* -

 

9 Golf Club -

 

10 Bat -

 

11 Shovel -

 

12 Pool Cue -

 

13 Katana -

 

14 Chainsaw -

 

15 Molotov 8

 

16 Grenades 8

 

17 Satchels 5

 

18 9mm Pistol 30

 

19 Silenced 9mm 10

 

20 Desert Eagle 10

 

21 Shotgun 15

 

22 SPAS Shotgun 10

 

23 Tec 9 60

 

24 Micro SMG 60

 

25 MP5 60

 

26 AK47 80

 

27 M4 80

 

28 Country Rifle 20

 

29 Sniper Rifle 10

 

30 *Nothing* -

 

31 Flamethrower 100

 

32 Minigun 500

 

33 Large Purple Dildo -

 

34 Small White Dildo -

 

35 Large White Vibrator -

 

36 Small Black Vibrator -

 

37 Flowers -

 

38 Cane -

 

39 Ringbox -

 

40 Necklace Box -

 

41 Cellphone -

 

42 *Nothing* -

 

43 Teargas 8

 

44 Minigun (Duplicate) 500

 

45 SPAS Shotgun (Duplicate) 10

 

46 Rocket Launcher 4

 

47 Heat Seeking Rocket Launcher 3

 

48 Detonator -

 

49 Spray can 500

 

50 Fire Extinguisher 500

 

51 Camera 36

 

52 Nightvision Goggles -

 

53 Infrared Goggles -

 

54 Jetpack -

 

55 Parachute -

 

EX: 50, 381.978, -56.9461, 1001.49

 

 

Jump

unique stunt jump locations

 

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

 

 

 

Tcyc

Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?

 

X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?

 

EX: 93.9904, -333.897, -2.55139, 379.222, 81.7061, 107.449, 800, 0, 0, 100, 0.9

 

 

Auzo

Creates an audio if you enter the zone.

 

Type 1:

Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2

 

Name - Name of the zone

ID - Sound played in this zone

Switch - Makes it always on or always off. Can be forced using the main.scm

EX: OTB, 24, 1, 817.121, -2.78276, 1001.62, 838.373, 12.6744, 1009.04

 

Type 2:

Name, ID, Switch, X, Y, Z, Volume

 

Name - Name of the zone

ID - Sound played in this zone

Switch - Makes it always on or always off. Can be forced using the main.scm

Volume - The distance the sound will be heard

EX: LOWRIDE, 13, 0, 1792.2, -1921.04, 12.3925, 75

List of IDs by pdescobar

 

AUZO ID What sound it plays Description of sound in the unmodified audio streams
4** Ambience track 9 St Mark's violin music
5* Ambience track 6 Beach party bkgd song
8 Ambience track 31 Unused loud hum
10* Ambience track 5 Awards ceremony music
12 Ambience track 34 Loud hum heard on ships
13* Ambience track 23 Low Rider Challenge bkgd song
15 Ambience track 30 Static sound heard on military bases
17 Ambience track 12 Casino bkgd medley
19 Ambience track 4 Quiet hum heard in Area 69
20 Ambience track 2 Fan-like clicking heard in Abattoir
21 Ambience track 1 Quiet hum heard in 24-7s
23 Ambience track 14 Loud hum heard in Dam interior
24 Ambience track 25 Racing sounds heard in ITB lobby
25 Ambience track 24 Quiet hum heard in Planning Dept
26 Ambience track 20 Quiet hum heard in safe houses
28 Ambience track 13 Dance Club bkgd medley
29 Ambience track 13 Dance Club bkgd medley
30 Favorite Radio Station Stream or User Tracks Player
34 Ambience track 28 Pleasure Domes bkgd medley
36 Ambience track 21 Loud hum heard in Jet interior
37 Ambience track 10 Muzak-type bkgd heard in unused diner interiors
39 Ambience track 29 Quiet hum heard in police stations
41 Ambience track 35 Stadium event bkgd medley
44 Ambience track 18 Fast Food Joint bkgd sounds
48 Ambience track 3 Ammunation PA loop
50 Ambience track 39 Quiet hum heard in warehouses
51 Ambience track 22 Very loud hum heard in cargo plane?
52 Radio stream CH Playback FM
53 Radio stream CO K-ROSE
54 Radio stream CR KDST
55 Radio stream DS Bounce FM
56 Radio stream HC SFUR
57 Radio stream MH Radio Los Santos
58 Radio stream MR Radio X
59 Radio stream NJ CSR
60 Radio stream RE K-JAH West
61 Radio stream RG MasterSounds
62 Radio stream TK WCTR
64 Ambience track 17 Unused quiet hum
66 Ambience track 36 Strip Club bkgd medley
67 Ambience track 37 Unused bkgd medley
Notes: Any ID value from 0-70 inclusive not listed above generated no background sound in my tests.

* - Type two only

** - Disabled by default, can be reenabled

 

 

Mult

?

 

 

Cars

Parked vehicles, only used in binary IPLs, can be used in regular IPLs.

 

X, Y, Z, angle, car id, primary color, secondary color, force spawn, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?)

 

 

 

Occl

Occlusions (research what this means)

 

direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, rotation

 

EX: -2353.98, 916.836, 44.4479, 32.0273, 57.4945, 47.0, 0.0

Reference

 

 

NOTE:

X1, Y1, Z1 = Lower left of area box

X2, Y2, Z2 = Upper right of area box

 

- - -

 

Edit by Steve: Since discrimination is against the forums rules, we can no longer tolerate the ostracization of binary ipl files: wink.gif

 

4 byte - fourcc, always 'bnry'4 byte int - number of item instances4 byte int - number of unknown 14 byte int - number of unknown 24 byte int - number of unknown 34 byte int - number of parked cars4 byte int - number of unknown 44 byte int - offset of item instances (should be 76)4 byte int - unused size (always 0)4 byte int - offset of unknown 14 byte int - unused size (always 0)4 byte int - offset of unknown 24 byte int - unused size (always 0)4 byte int - offset of unknown 34 byte int - unused size (always 0)4 byte int - offset of parked cars4 byte int - unused size (always 0)4 byte int - offset of unknown 44 byte int - unused size (always 0)followed by the data arrays...record sizes: item instances - 40 bytes parked cars    - 48 bytesrecord formats: item instances - pos (x, y, z); rot quat (x, y, z, w); ObjectID; InteriorID; Flags parked cars - pos (x, y, z); rot angle; ObjectID; 7 unknown DWORDs (coords are 4b floats; IDs and Flags are 4b DWORDs)

 

 

And a printout (all bin ipl entries (inst) in text format):

http://people.freenet.de/steve-m/binipl.rar

 

- - -

 

Thanks to y'all in this topic for helping me.

 

All information can easily be updated here.

Useful tool to help you here

Edited by spaceeinstein

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Opius

Inst

Map objects, just like VC/GTA3

 

Cull

Effect zones, just like VC/GTA3

[EDIT]Add 4096 to the third last value to make it so you get a 5-star wanted level for going inside it.

 

Path

Paths, just like VC/GTA3

 

Grge

Garages, vague guesses at parameters below.

X1, Y1, Z1, Unknown, Unknown, Unknown, Unknown, Unknown, enabled, type, name

Enabled: Enabled = 1, disabled = 0

Name is used to edit garage through the SCM

 

Enex

Yellow teleport markers, vague guesses at parameters below

SourceX, SourceY, SourceZ, unknown, unknown, unknown, unknown, DestinationX, DestinationY, DestinationZ, 0, 0, 4, "text to display", unknown, unknown, unknown, unknown

 

Pick

Probably makes a pickup, vague guess at parameters below

unknown, X, Y, Z

 

Jump

No idea

 

Tcyc

Seems to be custom weather for a zone, vague guesses at parameters below

X1, Y1, Z1, X2, Y2, Z2, unknown, unknown, unknown, unknown, unknown

 

Auzo

Seems to be custom background sound for a zone

 

Mult

No idea

 

[EDIT]Let's not forget CARS

 

carsend

 

Bear in mind a lot of this is probably in the binary IPLs which wil make it ever so fun to try to find them.

 

[EDIT]We need a wiki for this. sad.gif

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Hammer83

In GTA3 and GTAVC, all pick entries were ignored by the game when loading the IPL. Not sure about SA.

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DeeZire

 

Enex

Yellow teleport markers, vague guesses at parameters below

SourceX, SourceY, SourceZ, unknown, unknown, unknown, unknown, DestinationX, DestinationY, DestinationZ, 0, 0, 4, "text to display", unknown, unknown, unknown, unknown

About the the three numbers here - 0,0,4 - the first number is not always '0'. It determines the angle of orientation that the player is placed at when entering/has left the interior. It took me ages to realise this when I got the interior of SFPD working in game. If you look at most entries, they are multiples of 90 degrees.

 

I'm pretty sure that the 'text to display' entry is also used as an internal 'interior name ID' too. That name is almost always used in other files, particularly main.scm and Audiozon.IPL, to determine which interior a player is in.

Edited by DeeZire

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illspirit

Unless we're talking about the binary ipl's, I thought instances didn't have scale values anymore? Should be ID, Name, X, Y, Z, RotationX, RotationY, RotationZ, RotationW, LOD Flag. I think.

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nubbel

ENEX

\data\maps\interior\savehous.ipl:

 

 

markerX, markerY, markerZ, ?(0), ?(0.5), ?(2), ?(8), setbackX, setbackY, setbackZ, ANGEL, SOURCE_INT, TARGET_INT, INT_IDENTIFIER, ?(12), ?(2), ?(0), ?(24)

 

 

markerX, markerY, markerZ = position of the marker

setbackX, setbackY, setbackZ = position you will be put at if you leave the interior the marker points at

ANGEL = ...

SOURCE_INT = the interior ID the marker is in

TARGET_INT = the target interior ID the marker points at

INT_IDENTIFIER = seems not only to be a name

 

Example:

 

1292.53, -785.596, 1088.40, 0, 0.5, 2, 8, 1291.727, -787.9291, 1089.938, 270, 5, 4, "CHANGER", 12, 2, 0, 24

 

 

Creates a working marker to a changing room in the first left chamber inside Mad Doggs Crib.

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steve-m

Meh, why did I miss this post? Anyway, have been looking at the enex sections yesterday, to include them in my map viewer, and are still confused. I assumed the second location is the target it teleports you to, but that's only true for a few (like the dam) it seems, so how is it really done? How does the game know where to put you after you entered a marker?

 

My format guess:

 

X1, Y1, Z1, ROT, F1, F2, C8, X2, Y2, Z2, F3, INT_FROM, INT_TO, NAME, I1, I2, TIME_ON, TIME_OFF

 

XYZ1 - entrance location

ROT - rotation in radians (highest value is pi)

F1, F2 - unknown floats, presumably the door offset or something similar

C8 - constant 8

XYZ2 - exit location

F3 - no idea, can be very huge, definitely no angle (at least not for all of them)

INT_FROM, INT_TO - origin and target interior, although the second one can also be 4100, 4102 or 5126

NAME - interior name, used to find the counterpart and to identify via mission script

I1, I2 - unknown integer flags

TIME_ON, TIME_OFF - activation and deactivation hour, like in tobj section

 

---

 

Edit: It seems they are matched by name. Example:

 

-2213.54, 720.845, 48.4262, 0, 2, 1.14844, 8, -2214.06, 725.036, 48.4262, 36, 0, 4, "SVSFSM", 0, 2, 0, 24

 

2308.79, -1212.88, 1048.03, 0, 1.6, 0.696777, 8, 2308.79, -1210.88, 1048.03, 0, 6, 0, "SVSFSM", 12, 0, 0, 24

Flags I1 and I2 might solve the riddle.

 

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demonj0e

ooh cool thsi is really usefull for mapping now

 

would it be possible to make a mp3 player or ipod for cj using this code

 

 

Auzo

Creates an audio if you enter the zone.

 

Name, ?, ?, X1, Y1, Z1, x2, Y2, Z2 

 

 

 

 

so like make a mod for it and set it as sum sorta pickup then when its picke dp the music starts playing and u can switch songs liek changed a radio station or would that be mainly scm work?

 

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steve-m

some more enex examples:

 

 

gen_int3.ipl5, 1, "GYM1", 4, 2LAe2.ipl0, 4, "GYM1", 0, 2

 

 

gen_int5.ipl5, 9, "FDPIZA", 4, 8[exterior].ipl0, 4, "FDPIZA", 0, 2

 

 

gen_int5.ipl14, 0, "CHANGER",  4, 0int_LA.ipl3, 4, "CHANGER", 12, 0savehous.ipl5, 4, "CHANGER",  2, 21, 4, "CHANGER",  2, 22, 4, "CHANGER",  2, 26, 4, "CHANGER", 12, 211, 4, "CHANGER",  2, 210, 4, "CHANGER",  4, 29, 4, "CHANGER",  4, 212, 4, "CHANGER", 12, 26, 4, "CHANGER", 12, 26, 4, "CHANGER", 12, 28, 4, "CHANGER", 12, 29, 4, "CHANGER", 12, 210, 4, "CHANGER", 12, 2

 

 

Looks like the value in front of the name is the target interior, and the value after the name the interior the marker is located in.

 

 

Edit: Renamed and moved to maps forum.

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DeeZire

Just a gut feeling but I think one of the parameters may be used to determine whether or not peds are allowed in the interior and if so how many (max) there should be - unless of course thats all done with cullzones, but this theory would make more efficient sense code-wise.

 

I cant find anything else anywhere that looks likely to determine this unless Im looking in totally the wrong places?

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RainingAcid

Wow, neat! So, will this help us understand the IPL format and hopefully get an idea of making a SA mapper?

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dertyjerzian

Ok, where did my post go, guys? It's ok, it was but 2 words long and didnt need to remain since SpaceEinstien had a chance to put the uniquie stunt under jump into his layout up top. If it was just to save some space since the information belongs there anyway, then I applaud. But I'm left in hopes that it wasn't a personal thing against me confused.gif. Cheers? dontgetit.gif

 

I have been playing around with enex/end markers and the more I play with them, the funkier the effects are. Everytime I mess with them I end up first to another place, then upon exit I am sent to a fully detailed regular outside, some settings send me back to my start, others a third destination. The funny thing is, since I really cant say it after where I took the previous sentance haha is that though the final destination looks and behaves normal at ground level, the sky becomes white with the grey in areas, much like ghost world I guess? Much brighter...

 

It has to do with the 0's I'm sure of it, and the number that floats around in the teens and below. I think there is an order to many of them in regarss to creating new ones that work while being sure the original markers remain to function properly. Still looking into this, and going to talk with nubble about it some more at the spot.

 

 

Just a gut feeling but I think one of the parameters may be used to determine whether or not peds are allowed in the interior and if so how many (max) there should be - unless of course thats all done with cullzones, but this theory would make more efficient sense code-wise.

 

 

That actually makes sense, except ever notice that the peds always seem to be at the same place in interiors? I'll probably be working on putting my interior ingame for tests before I really get into it, I'll let you know. Or try.

 

 

Wow, neat! So, will this help us understand the IPL format and hopefully get an idea of making a SA mapper?

 

Actually,I have read here and have been told about it a couple of times that moo mapper is useable but takes a lot of work moving files and renaming folders or something, I cannot help you with that. And as far as a program like moo mapper for SA, I believe that it s now fully possible to write one and has been, however if all of the markers (enex) and possibly unique stunts (Jump) entries are figured out, then many more functions will become relelvent. Like spawning a marker directly from your mapper by capturing the coords values or placing a unique stunt bonus within an IPL instead of writing it into the scm, which in turn would make it mappable.

Edited by dertyjerzian

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DeeZire

 

That actually makes sense, except ever notice that the peds always seem to be at the same place in interiors? I'll probably be working on putting my interior ingame for tests before I really get into it, I'll let you know. Or try.

 

I never noticed that, but it does throw some light on some other work I was doing with interiors - if you look through main.scm theres a thread (called 'INTMAN' IIRC) that handles most of the interiors.

 

That thread looks for the text name of the interior (from the IPL file) and loads anims etc accordingly then jumps to relevant routines, like shopping, dancing etc. The only check it seems to perform on the interior itself is whether it is numbered '0' (outside, i.e. you're not actually in the interior) or '-1' (dunno). It loads CUSTOMER_PANIC which makes the peds cower and duck for cover if you get aggressive in the interior, but nowhere does the thread actually load or request the peds themselves - in fact, no thread does, which led me to think that its one of the params in the IPL file that allows a number of peds to 'wander' or 'spawn' in the interior in the same they appear outside.

 

I could do with figuring this bit out but hit nothing so far - other than that, I managed to make a perfect Rusty Browns store which works exactly like the other fast food places, except theres no peds in there blink.gif

 

EDIT: just a hunch, I think the '-1' setting I mentioned there indicates that the interior is used for cutscenes or special cases where peds should not appear at all - i.e. its an override.

Edited by DeeZire

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steve-m

 

Ok, where did my post go, guys? It's ok, it was but 2 words long and didnt need to remain since SpaceEinstien had a chance to put the uniquie stunt under jump into his layout up top. If it was just to save some space since the information belongs there anyway, then I applaud. But I'm left in hopes that it wasn't a personal thing against me confused.gif. Cheers?    dontgetit.gif

Sorry, that was me. It didn't contribute anything, just stating the obvious, and since this is a documentation topic I don't want it to get spammed up.

 

As always, peds in interiors are defined via path entries in ipl files (ie. compiled path data in nodes*.dat). I believe the last value in inst lines has something to do with the hierarchical LOD objects, with -1 meaning it's already the highest level. Just an unconfirmed guess though.

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spaceeinstein
Can some of the parameters be the weather? Check the two unused warehouses. One of the warehouse loads up a blue sky, the other a black sky. It's 1 AM here so I'll look into it tomorrow.

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steve-m

I thought that too first, but that's what they have the tcyc sections for, so that wouldn't make sense.

 

BTW, I found out how LOD hierarchies in SA work, will post about that later (have to do some testing first).

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Fireman

I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace.

 

inst

11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1

end

cull

end

path

end

grge

end

enex

2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24

end

pick

end

cars

end

jump

end

tcyc

end

auzo

end

mult

 

Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is.

Edited by Fireman

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dertyjerzian
I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace.

 

inst

11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1

end

cull

end

path

end

grge

end

enex

2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24

end

pick

end

cars

end

jump

end

tcyc

end

auzo

end

mult

 

Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is.

That, for one, does the exact same thng it did before you *ahem* "changed" it. That has no change in effect. It shoots you to cj's steps, then 10,000 feet up. Unless I'm missing something.

 

Um, it also sets them all out of whack. Like, you leave CJ's house on load and exit the old man with the gun's crib...

 

Dude Steve, it's cool. wink.gif

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Fireman
I've been trying out with Derty's ''map'' and I got it to work to put hidden interiors in as an arrow, I've got a file for ammunation (2 floors), Unused Safehouse and B-Dup's crack Palace.

 

inst

11110, dert_dog, 0, 2447.3, -1716.2, 12.7, 0, 0, 0, 1, -1

end

cull

end

path

end

grge

end

enex

2448.065918, -1715.455078, 13.713390, 0, 1.4, 1.4, 8, 315.750600, -143.658500, 999.6016, 90, 0, 4, "AMMUN4", 0, 2, 0, 24

end

pick

end

cars

end

jump

end

tcyc

end

auzo

end

mult

 

Btw, where are the coordinates where you come out the interior since with this you can go in good but when you go out you fall from the sky where the normal arrow is.

That, for one, does the exact same thng it did before you *ahem* "changed" it. That has no change in effect. It shoots you to cj's steps, then 10,000 feet up. Unless I'm missing something.

 

Um, it also sets them all out of whack. Like, you leave CJ's house on load and exit the old man with the gun's crib...

 

Dude Steve, it's cool. wink.gif

You are missing something this teleport you to the ammunation with 2 floors because of thse coordinates: 315.750600, -143.658500, 999.6016

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spaceeinstein
I thought that too first, but that's what they have the tcyc sections for, so that wouldn't make sense.

Get a teleporter. Teleport to the Warehouse required to load Liberty City. Now go to LC and you see a blue sky. Now go to Denise's interior and reload the interior. Now go to LC again and you see a black sky...

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spaceeinstein

F1 and F2 is tested. They are the radius of entry, X and Y. If you enter within the radius, you will go into the interior.

 

F3 is the exit angle the way I have tested.

 

I1 and I2 are color of sky or weather. Didn't test this one mmuch yet.

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Fireman

I found the heaven number blub:

ENEX:

 

1300.861, -62.04929, 1008.398, 0, 2.4, 0.8, 8, 1300.861, -62.04929, 1008.398, 180, 18, 4, "CSSPRT", 0, 2, 0, 24

 

180, 18, 4, "CSSPRT", 0, 2, 0, 24

 

18

 

This 18 indicates the heaven number because ot that numnber the marker was visible

 

 

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Fireman

 

Pick

Weapon pickups? No longer works.

 

Weapon number?, X-coord, Y-coord, Z-coord

 

EX: 50, 381.978, -56.9461, 1001.49

 

 

Yes, it works and actually the same way as you said it would work:

 

Weapon Number, x coordinate, y-coordinate, z-coordinate

 

Weapon Number:

1-9 Huh!!? Nothing.

10 Bat

11 Shovel

12 Pool cue

27 M4

25 Automatic Shotgun

22 SMG

20 Deagle

43 Teargas

 

I can post all the number here they go from 10 to 63 but these were the only one I had in my IPL now. Slurp Slurp, Hmmm... Sprunk!

 

EDIT: Oh, yeh there is no armor pickup?

 

The pickup in IPL's were used in some IPL's in interior and in countryW.IPL:

 

CountryW.IPL:

pick

29, -1435.85, -965.719, 200.167

2, -63.2628, -1574.58, 1.62064 <------------ Nothing?!? (maybe only in mission?)

end

 

Gen_int5.IPL:

pick

50, 381.978, -56.9461, 1001.49 <--- Fire extinguisher

50, 379.485, -116.57, 1001.33

50, 381.444, -188.315, 1000.56

end

 

This must mean you didn't try doing anything with the weapon pickups because if you changed coordinates of your example you should have noticed that it spawns a fire extinguisher!

 

Hmmm... When you place a marker CJ always goes to the enterable door.

Edited by Fireman

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steve-m
Good work. Maybe not all the weapons spawn all the time, try driving around a bit and come back and check again. I have no idea why only these few weapons should work.

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Fireman

Well all the weapons work though except I can't find the stuff in front of baseball bat (knife Nightstick etc) I'll post all the numbers here in a minute

Slurp Slurp, Hmmm... Sprunk!

 

Stuff I didn't find yet:

Knife

Nightstick

Golfclub

Skateboard (maybe deleting the # will do the thing)

Missile (probably no spawn for that)

Armour (or is it Armor?)

Goggles don't work hey picks it up and throw them away.

 

The rest is found even jetpack.:

 

Numbers!!!

10. Bat

11. Shovel

12. Poolcue

13. Katana

14. Chainsaw

15. Molotov

16. Grenades

17. Plastic Explosives

18. 9mm

19. Silenced

20. Deagle

21. Shotgun

22. Automatic shotgun

23. Tec 9

24. Micro SMG

25. SMG

26. AK74

27. M4

28. rifle

29. Sniper rifle

30. Flamethrower

31. Minigun

32. Purple Dildo

33. White vibrator

34. White Dildo

35. Vibrator

36. Flowers

37. Cane

38. Ringbox

39. Necklacebox

40. Nothing?

41. Cellphone

42.Nothing?

43. Teargas

44. Minigun

45. Automatic Shotgun

46 Rocket Launcher

47 Heat seeking rocket launcher.

48. Detonator

49 Spray can

50 Fire Extinguisher

51 Camera

52. Nightvision

53 Infrared

54. Jetpack

55. Parachute

Edited by Fireman

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Fireman

 

music.gifsleepy.gif About the rotation off the marker to enter the building I don't think there is any because CJ just walks to the closest enterable door. Slurp Slurp, Hmmm... Sprunk!

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Hammer83

Cars section in normal ipl takes exactly the same parameters as binary ipls:

 

x, y, z, angle, id, prim_color, sec_color, bool?, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?)

 

 

Jump section takes the same parameters as corresponding opcode:

 

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

 

 

Mult seems to be ignored by the game (although I'm not entirely positive).

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dertyjerzian

Excellent finds Fireman and Hammer83!

 

Though fireman had already shared that bit with me in pms wink.gif

 

Can't believe you figured out car lines, Hammer inlove.gif

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Fireman

Yes, that's great I needed the car spawning function, now I can almost do everything trough IPL's biggrin.gif (except for missions though....)

Edited by Fireman

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