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Police Station Interiors


DaHellraiser
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DaHellraiser

I think this goes here.

 

(San Andreas)

 

How do i remove the yellow markers that allow you to access the LSPD, LVPD and that country police station (Dillimore?) interiors?

 

Thanks.

Edited by DaHellraiser
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I can think of two options off the top of my head:

 

a) Comment out the ENEX entries which point to 'POLICE1' 'POLICE2' and 'POLICE3' in the various IPL files. You will want to start a new game after doing this as saved games contain information on ENEX connections and changing the IPL ENEX entries confuses the hell out of that pool.

 

b) Do the following SCM modification. Use darkpacting or something like CLEO to inject into a current save:

 

07FB: toggle_interior 'POLICE1' access 007FB: toggle_interior 'POLICE2' access 007FB: toggle_interior 'POLICE3' access 0

 

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DaHellraiser

Method 1:

 

What do you mean comment out, you mean this:

 

// 246.784, 62.2002, 1002.64, 0, 3.12819, 2, 8, 246.784, 63.9002, 1002.64, 0, 6, 0, "POLICE1", 4, 15, 0, 24

// 246.376, 107.546, 1002.28, 0, 3.12819, 2, 8, 246.376, 109.246, 1002.28, 0, 10, 0, "POLICE2", 4, 20, 0, 24

// 288.746, 167.651, 1006.18, 0, 3, 2, 8, 288.746, 169.351, 1006.18, 0, 3, 0, "POLICE3", 4, 20, 0, 24

 

and i found POLICE 4, that the unused sfpd interior?

Edited by DaHellraiser
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DaHellraiser

Or the scm method, what do i do with the code, do i add that somewhere?

Edited by DaHellraiser
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DaHellraiser
Method 1:

 

What do you mean comment out, you mean this:

 

// 246.784, 62.2002, 1002.64, 0, 3.12819, 2, 8, 246.784, 63.9002, 1002.64, 0, 6, 0, "POLICE1", 4, 15, 0, 24

// 246.376, 107.546, 1002.28, 0, 3.12819, 2, 8, 246.376, 109.246, 1002.28, 0, 10, 0, "POLICE2", 4, 20, 0, 24

// 288.746, 167.651, 1006.18, 0, 3, 2, 8, 288.746, 169.351, 1006.18, 0, 3, 0, "POLICE3", 4, 20, 0, 24

 

and i found POLICE 4, that the unused sfpd interior?

Is this correct?

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'#' is used for comments in the IPL files, so use that instead of '//' See the pinned topic for more on the IPL format.

 

'POLICE2' is actually the SFPD interior; 'POLICE4' is the second door on LVPD so that should be included too. The relevant IPL files are countrye.IPL (dillimore entrance ), LAn.IPL (LS entrance), vegasN.ipl (both LVPD entrances) and gen_int4.ipl (all 4 exit markers). You probably don't even have to worry about the exit markers if you take care of the entrances.

 

 

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DaHellraiser

 

'#' is used for comments in the IPL files, so use that instead of '//' See the pinned topic for more on the IPL format.

 

'POLICE2' is actually the SFPD interior; 'POLICE4' is the second door on LVPD so that should be included too. The relevant IPL files are countrye.IPL (dillimore entrance ), LAn.IPL (LS entrance), vegasN.ipl (both LVPD entrances) and gen_int4.ipl (all 4 exit markers). You probably don't even have to worry about the exit markers if you take care of the entrances.

Thanks, for that.

 

EDIT: Now (with a saved and new game) none of the yellow markers lead to the correct interior/exterior.

Edited by DaHellraiser
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Are the markers off even if you completely exit out of SA and then restart it and start a new game?

 

It just occurred to me that a more reliable method might be to stick the entry markers somewhere inaccessible (like 10 meters or so below where they are) rather than actually commenting them out. That should be far less likely to screw up the marker pool.

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DaHellraiser
Are the markers off even if you completely exit out of SA and then restart it and start a new game?

 

It just occurred to me that a more reliable method might be to stick the entry markers somewhere inaccessible (like 10 meters or so below where they are) rather than actually commenting them out. That should be far less likely to screw up the marker pool.

Yeah the markers are off even when i restart SA.

 

How would i move the markers 10 meters down?

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DaHellraiser
Are the markers off even if you completely exit out of SA and then restart it and start a new game?

 

It just occurred to me that a more reliable method might be to stick the entry markers somewhere inaccessible (like 10 meters or so below where they are) rather than actually commenting them out. That should be far less likely to screw up the marker pool.

Yeah the markers are off even when i restart SA.

 

How would i move the markers 10 meters down?

I still need to know this.

 

Also i found a two level ammunation interior, how could i make this the interior for the downtown los santos ammunation?

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How would i move the markers 10 meters down?

I still need to know this.

To drop the interior marker you would change the z-coordinate (3rd value). So, for example, you'd open up LAn.ipl in a text editor and change this:

 

1554.95, -1674.99, 15.3283, 0, 2, 2, 8, 1552.45, -1674.99, 15.3283, 90, 0, 4, "POLICE1", 0, 2, 0, 24

to this:

 

1554.95, -1674.99, 5.3283, 0, 2, 2, 8, 1552.45, -1674.99, 15.3283, 90, 0, 4, "POLICE1", 0, 2, 0, 24

Completely untested, of course, but the theory's sound wink.gif

 

 

 

 

Also i found a two level ammunation interior, how could i make this the interior for the downtown los santos ammunation?

The unused ammunation (I think) is ammun4. So, you'd open up LAn2.ipl in a text editor and change this:

 

1368.35, -1279.06, 12.55, 0, 5.67432, 5.47485, 8, 1365.35, -1279.06, 12.55, 90, 0, 4, "AMMUN1", 0, 2, 0, 24

to this:

 

1368.35, -1279.06, 12.55, 0, 5.67432, 5.47485, 8, 1365.35, -1279.06, 12.55, 90, 0, 4, "AMMUN4", 0, 2, 0, 24

That will probably only work on a new game though since interior linkages are cached in the save file.

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Lowering the entrance marker will make the door inaccessible to you, and anyone else using your computer, on any save, but anyone using your save on another computer will still have their doors in the same location. If you want to prevent access to the police interiors on a specific save, the coding options might work fairly well as long as nothing in the mission code unlocks them again. Or, you could try mismatching the enex connections when you create a new save. The same modifications can also be done with a hex editor on an existing save.

 

I haven't tested the modification below, but based on other mistakes I have made, I think this should break the link to the LSPD interior, so the doors in LS and Dillimore should spit CJ out at the exit position of the door he enters. The other advantage to this method is all the edits for the other interiors are in the same file - gen_int4.ipl.

 

gen_int4.ipl

 

 

246.784, 62.2002, 1002.64, 0, 3.12819, 2, 8, 246.784, 63.9002, 1002.64, 0, 6, 0, "POLICE1", 4, 15, 0, 24
246.784, 62.2002, 1002.64, 0, 3.12819, 2, 8, 246.784, 63.9002, 1002.64, 0, 6, 4, "POLICE1", 4, 15, 0, 24
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