MChanna03 Posted April 16, 2006 Share Posted April 16, 2006 I think I heard some where that you cannot add anymore garages to san andreas but I was wondering if I deleted garages... could I than add more to the game?? Link to comment Share on other sites More sharing options...
jarjar Posted April 16, 2006 Share Posted April 16, 2006 (edited) You can add and delete garages. Garages show up here in IPL Files: grge2602.6, 1438.84, 9.8337, 2616.4, 1438.84, 2602.6, 1462.11, 15.4891, 1, 1, vgElock2389.6, 1483.26, 9.81843, 2398.11, 1483.26, 2389.6, 1497.84, 15.6841, 5, 5, timy12382.28, 1044, 9.8337, 2391.14, 1044, 2382.28, 1059.73, 13.9338, 1, 1, vEcmod2449.5, 695.018, 10.4742, 2458.31, 695.018, 2449.5, 700.227, 12.9155, 1, 18, vEsvgrg GrgeCreates garages for the main.scm to use. CODE X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Flag, Type, Name FrontX, Y = lower right front Flag = type of garage 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 So thats the basics of how you add a garage. removing them is simple. Say you want to delete this garage: 2382.28, 1044, 9.8337, 2391.14, 1044, 2382.28, 1059.73, 13.9338, 1, 1, vEcmod All you simple have to do is find it: grge2602.6, 1438.84, 9.8337, 2616.4, 1438.84, 2602.6, 1462.11, 15.4891, 1, 1, vgElock2389.6, 1483.26, 9.81843, 2398.11, 1483.26, 2389.6, 1497.84, 15.6841, 5, 5, timy1--2382.28, 1044, 9.8337, 2391.14, 1044, 2382.28, 1059.73, 13.9338, 1, 1, vEcmod--2449.5, 695.018, 10.4742, 2458.31, 695.018, 2449.5, 700.227, 12.9155, 1, 18, vEsvgrg Then simple delete that line, like so: grge2602.6, 1438.84, 9.8337, 2616.4, 1438.84, 2602.6, 1462.11, 15.4891, 1, 1, vgElock2389.6, 1483.26, 9.81843, 2398.11, 1483.26, 2389.6, 1497.84, 15.6841, 5, 5, timy12449.5, 695.018, 10.4742, 2458.31, 695.018, 2449.5, 700.227, 12.9155, 1, 18, vEsvgrg You will also have to make sure there is no referances to it through the script or you will run into trouble, because the script will be looks for a non-exsistant garage. For more information of create garages go here. Garages can also be toggles on and off through the script, but for the moment that should cover it. Also, because this is to do with mapping basicly, and not the main.scm you should have proberly posted it in maps, but i can see it can be confussing. So don't worry about it, if Y_Less feels the need he will move it. Good luck Edited April 16, 2006 by jarjar Link to comment Share on other sites More sharing options...
MChanna03 Posted April 16, 2006 Author Share Posted April 16, 2006 alright JarJar thanks for the help man... Link to comment Share on other sites More sharing options...
jarjar Posted April 16, 2006 Share Posted April 16, 2006 alright jarjar thanks for the help man... No Problem, if you ever have anymore questions, just post here or PM me, i'm always avalible to help. Good luck, and happy modding Link to comment Share on other sites More sharing options...
ZAZ Posted April 16, 2006 Share Posted April 16, 2006 You can add and delete garages. Garages show up here in IPL Files: I didn´t tried it but my knowledge is: The IPL/grge/coords define the area for car-saving and not the building and not the garage door. Am I right ? I refer to this discussion CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Demarest Posted April 16, 2006 Share Posted April 16, 2006 Yes you are right. The doors are defined in an internal table of the EXE as objects to move when attached to garages and player is nearby. At least it was in GTA3 and VC. Link to comment Share on other sites More sharing options...
jarjar Posted April 17, 2006 Share Posted April 17, 2006 Yes you are right. The doors are defined in an internal table of the EXE as objects to move when attached to garages and player is nearby. At least it was in GTA3 and VC. I'm not sure wether the whole of the garage's actions are in the EXE in San Andreas. I'm no expert either in this but from what i've read this code: 2002.96, 2303.72, 9.61706, 2010.36, 2303.72, 2002.96, 2317.59, 13.9914, 1, 2, blob2 Creates a garage for the main.scm to use. The garage from that can be toggled on and off. So open and closed in other words. But thats about the end of my knowledge on the subject. Like i said i'm just going from what i've read. Heres a post Opius posted a while back: Here Garages are defined in the IPL files, found in /DATA/MAPS/[area] Example grge715.806, -462.403, 14.9635, 724.293, -462.403, 715.806, -447.29, 21.4398, 1, 5, CEspray2227.6, 168.649, 26.4635, 2234.93, 168.649, 2227.6, 176.333, 29.4635, 1, 29, burbdoo783.155, -492.75, 16.3361, 789.029, -492.75, 783.155, -485.118, 19.3361, 1, 26, burbdo2end The garages are referred to in the script by their 8-byte name, seen at the end of the of the line. Example. 0299: activate_garage 'BURBDOO' And then this: GrgeCreates garages for the main.scm to use. CODE X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Flag, Type, Name FrontX, Y = lower right front Flag = type of garage 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 From this i get the understanding what i have is correct. If it's not, sorry, and please explain to be why it isn't. Because all the information i have point to a garage being created that way. Link to comment Share on other sites More sharing options...
Demarest Posted April 17, 2006 Share Posted April 17, 2006 We were talking about the map object that is the door. You could change the IDE data to put that door ANYWHERE. And it will "open" when you get near it simply because that map object's name is in the table I mentioned. The coords you're on about is just the coords of a cube that retains cars within it. Link to comment Share on other sites More sharing options...
jarjar Posted April 17, 2006 Share Posted April 17, 2006 We were talking about the map object that is the door. You could change the IDE data to put that door ANYWHERE. And it will "open" when you get near it simply because that map object's name is in the table I mentioned. The coords you're on about is just the coords of a cube that retains cars within it. Ah crap, your apsoloutly right Dem. And i knew that, i got confused by what i was reading in these old topics. I think i need to have more coffee, i'm definatly not awake enough for posting here. Sorry about the confusion guys, i got confuessed. Thanks for clearing everything up for me Dem. I owe you big time Link to comment Share on other sites More sharing options...
ZAZ Posted April 17, 2006 Share Posted April 17, 2006 I tried it and got it to work also for car saving. Addet one more Hangar in Verdant Madows Grand Theft Auto San Andreas\data\maps\country\countn2.ipl>>16771, des_savhangr, 0, 104.797, 2507.72, 21.0547, 0, 0, 0, 1, -116773, door_savhangr1, 0, 97.477, 2529.63, 18.7156, 0, 0, 0, 1, -116775, door_savhangr2, 0, 112.117, 2529.63, 18.7156, 1.32679e-06, 1.32679e-06, -1, 1.76038e-12, -1endgrge83.843, 2486.28, 14.166, 125.862, 2486.28, 83.843, 2528.63, 23.4886, 4, 45, zhangar The door worked by default and could be deactivate and activate with main.scm>>0299: activate_garage 'ZHANGAR'02B9: deactivate_garage 'ZHANGAR' 02FA: garage 'ZHANGAR' change_to_type 5 ... didn´t work To delete the original des_savhangr seems not possible, because the objekt ipl are defined in the Exe. Only the lod_savhangr is defined in countn2.ipl CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
IDENTITY_CRISIS Posted April 20, 2006 Share Posted April 20, 2006 YES! Finally just what i was looking for. Thank's JAR JAR, I was looking everywhere for the dimensions of the various garages. I want to expand the save area of cj's garage (GROVE STREET). If all goes well, Ill be able to save more than just 2 cars in that garage. Ill post a sample pic when im done. hope it works Link to comment Share on other sites More sharing options...
IDENTITY_CRISIS Posted April 20, 2006 Share Posted April 20, 2006 also thanks ZAZ and DEMAREST, the dimensions editing was easy. the thing i wanna change now is the max capacity of a garage. found out that 3 cars is the max capacity for cj's garage (grove street). any other car you store will dissapear as soon as the garage door closes. I think the max car capacity for the hangar near the flight school is somewhere aroud 6???, so maybe you can compare the 2 garages and find something out? I'll wat i can get. Link to comment Share on other sites More sharing options...
jarjar Posted April 20, 2006 Share Posted April 20, 2006 also thanks ZAZ and DEMAREST, the dimensions editing was easy. the thing i wanna change now is the max capacity of a garage. found out that 3 cars is the max capacity for cj's garage (grove street). any other car you store will dissapear as soon as the garage door closes.I think the max car capacity for the hangar near the flight school is somewhere aroud 6???, so maybe you can compare the 2 garages and find something out? I'll wat i can get. Yes, you should really be thanking them, i didn't do much except get confussed. About the captivity issue, in Vice City it could be edited through the main.scm, but i don't think thats the case in San Andreas. Edit: Ah okay, i did a bit of searching: Posted by Dem here: If you had searched at all, you would know that it's set at 4 and cannot be changed. Looks like it can't be changed from 4, what a bugger that is. Though you may also find this topic usfull, it's all about save garage creation. Might help you with something. Link to comment Share on other sites More sharing options...
IDENTITY_CRISIS Posted April 20, 2006 Share Posted April 20, 2006 i did some reading on that thread and found something i liked.... 1 2 3 4 5 6 7 8 9 10 11------------------------------------------X, Y, Z, X, Y, X, Y, Z, 5, 31, NAME1-3: The x, y and z coordinate lower left front4-5: The x, y coordinate lower right front6-8: The x, y, z coordinate top left back9: Camera mode 1,3,4,5,7 (5 = normal view, 1 = garage view)10: Garage Type (1=Default GRG, 2=Bombshop, 5=Pay 'n' Spray, 16-45 different GRG)11: Identifier / Name (used in SCM) another thing was the code for the 80 car garage. ill wait til the bugs are fixed til i use it. ill post a pic anyways when im done with my moded garage. Link to comment Share on other sites More sharing options...
Demarest Posted April 20, 2006 Share Posted April 20, 2006 It's erroneous to call it a garage. Garage's are cubes that retain cars within them. The 80 car mess you're referring to is the code actively archiving the vehicles manually. Link to comment Share on other sites More sharing options...
IDENTITY_CRISIS Posted April 21, 2006 Share Posted April 21, 2006 ...i know very little about modding but have you ever tried something like this: grge2502.31, -1699.36, 12.4323, 2508.61, -1699.36, 2502.31, -1691.01, 16.5666, 1, 16, cjsafe2530, -1677.434, 14.83414, 2530, -1670.434, 2520.735, -1677.434, 18.41796, 1, 16, cjsafe(could be any name)end pretty much makes sweets garage door open and close, doesnt seem to do anything else. Link to comment Share on other sites More sharing options...
tcs66 Posted May 16, 2006 Share Posted May 16, 2006 Hi anybody! Can someone help me with adding a garage which can save cars in Verdant Madows? What I have done till now is: Put a building with map editor. Well I have copied the existing garage near the verdant madows airfield. (weehangar) I´ve also copied the garage door and set it to the new building. 3rd: I have defined new garage on the new coordinates in the countN2.ipl! The code of this is: 181.6780, 2533.93, 15.5514, 194.5150, 2533.9300, 181.6780, 2542.37, 20.1607, 1, 1, testgar (coordinates are clear but the other 2 variables not!) I tried to activate the garage in the main.scm but I´m not really sure about that topic. Where I have to activate or deactivate! I´ve done it under the point of buying the airfield. The problem is now that the garage door not opens and so I have no idea if the garage would work or not. Do I have to start a new game or are other posibilities? Does the garage door have to be on the building or on (or within) the defined garage? Is more to be done for adding a garage? Many Thanx for help! Link to comment Share on other sites More sharing options...
ZERO_SEQUENCE Posted October 9, 2006 Share Posted October 9, 2006 Q: if we create a new garage over an old one (more accurate two garages in the exactly same place) dont we change the capacity of the one??? i am newbie so please dont Link to comment Share on other sites More sharing options...
Demarest Posted October 9, 2006 Share Posted October 9, 2006 No. In fact, you're only asking for trouble. Never tried it myself, but I could see both trying to store a vehicle as its first. It would be funny if that yielded an effect where you store one car, let the door close, and now you have two! Link to comment Share on other sites More sharing options...
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