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OrionSR

San Andreas Enex Documentation

Recommended Posts

OrionSR

NEW: Add new enex links to remap all enex links on an existing save.
See http://www.gtaforums.com/index.php?showtop...st&p=1058457810


Start with the basic IPL Documentation from spaceeinstein's IPL Topic [sA|DOC] IPL Definitions

 


QUOTE Enex
Creates interior connection to real world

CODE X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off
XYZ1 - entrance location
ROT - ???
R1 - X radius of entry (update) X width of entry
R2 - Y radius of entry (update) Y width 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

 

 

 

Comments:

 

 

  • ROT - ???, or Rot1. Examples from standard IPLs suggests these are radian angles (that do nothing).
  • ROT - ???, or Rot1. Examination of enex data in memory casts doubt on the radian hypothesis.
  • Int - Interior IDs and World/Heaven numbers are available with the main IPL documentation.
  • Mark - Type/Flags, main focus of initial investigation
  • Name - I'm working on a more complete list that includes all standard exterior locations.
  • Sky - see IPL Documentation. May update later for completeness.
  • Peds - number of peds within interior (CJ seems to count as 1)
  • Field names are awkward to work with

Notes:

Temporary Burglary Connections are created and destroyed as time changes and CJ moves from one area to the next. These connections are appended at the end of the Enex Block in the save file. I have no idea where the coordinates for these enex connection are stored.

Opcodes should be able to control each marker type flag. However, no coding method for changing the destination of an enex has been identified.

The Yellow Markers for One-way connections appear in the "opposite heaven." A one-way connection from the normal world to an interior heaven will display the yellow marker in the normal world (because the destination in a heaven). A one-way connection between normal world destinations will display the marker in the heaven or interior view. However, it will continue to function as an invisible enex in the normal world. Use two-way connections to display the yellow marker in these situations, and disable or hide the other entrance if only the one-way link is needed.

Edited by OrionSR

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Enex Tutorial by pdescobar

Enex Flag Notes by pdescobar

 

This documentation is based on examination of the flags in the save file, and limited experimentation.

 

BIT HEX   DEC NAME                  DESCRIPTION00 0001     1 unknown interior      Only used for interior markers01 0002     2 unknown pairing       Used mostly for interior markers; also Big Ear & LS Skyscraper02 0004     4 create linked pair    Pair with unflagged mate during new game start03 0008     8 reward interior       Sets flag 0010 on pair mate when used04 0010    16 used reward entrance  Set by accessing reward interior05 0020    32 cars and aircraft     Enable for cars and aircraft06 0040    64 bikes and motorcycles Enable for bikes and motorcycles07 0080   128 disable on foot       No foot traffic. Use for cars and/or bikes only08 0100   256 accept NPC group      Group members accepted at destination of pair (passengers stripped)09 0200   512 food date flag        Set and cleared by food date (cut-scene related)10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors11 0800  2048 disable exit          Player can enter but cannot exit a two-way pair12 1000  4096 burglary access       Enabled and disabled during Burglary13 2000  8192 entered without exit  Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair14 4000 16384 enable access         Enabled by default; often cleared by scripts15 8000 32768 delete enex           Enex is deleted when used

 

 

It is my understanding that the documentation by PD was based on an examination of the Mark values in the text IPL files.

 

 

ENEX Marker FlagsBit Value Description or use in unmodified game--- ----- -------------------------------------00      1 ?? Only used for interior markers01      2 ?? Used mostly for interior markers; also Big Ear & LS Skyscraper02      4 ?? Used with almost all exterior markers that link to interiors03      8 ?? Used with unlockable non-mission interior markers04     16 -- Never used in standard game05     32 XX Marker transports cars06     64 XX Marker transports bikes/motorcycles07    128 -- Never used in standard game08    256 ?? Only used 3 times: Ganton Bar Ext, Vegas Club Ext, a Diner Int09    512 -- Never used in standard game10   1024 ?? Only used in some Burglary House Exterior markers11   2048 -- Never used in standard game12   4096 XX Marker only accessible on Burglar mission13   8192 -- Never used in standard game14  16384 -- Never used in standard game15  32768 -- Never used in standard game

 

Relevent Opcodes (Sanny format)

07FB: set_interior 'GYM1' access 1  // Ganton Gym0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 1  // Pizza Stack098E: unknown_set_interior 'BAR1' bitmask 256 flag 1  // Club09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 09E6: set_burglary_houses_accessible 1 //unsure on this one094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to [email protected] [email protected] [email protected] number_to [email protected]

 

Edited by OrionSR

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Hex Reference from a new save file (incomplete, and ugly formatting)

 

Decimal index

1st pair of bytes - Enex (source) Index

2nd pair of bytes - Mark/Type/Flags

3rd pair of bytes - Destination Index

Name, Source IPL, Description

 

 

0	00	00	04	40	37	01	POLICE1	LAn.ipl	LSPD_HQ1	01	00	04	40	07	01	ATRIUME	LAn.ipl	Atrium_North2	02	00	04	40	06	01	ATRIUMX	LAn.ipl	Atrium_West3	03	00	04	40	FD	00	X7_11S	LAn.ipl	Roboi_Food_Mart_24-74	04	00	04	00	50	01	CLOTHGP	LAn2.ipl	Downtown_LS_Zip5	05	00	04	40	2B	01	GENOTB	LAn2.ipl	LS_Inside_Track_Betting6	06	00	04	00	45	01	AMMUN1	LAn2.ipl	Market_Ammu-nation7	07	00	46	40	08	00	SKYLAN2	LAn2.ipl	LS_Tower_bottom8	08	00	42	40	07	00	SKYLAN2	LAn2.ipl	LS_Tower_top9	09	00	04	40	FE	00	X7_11B	LAs.IPL	Unity_69¢_24-7_10	0A	00	04	00	72	01	SVLAMD	LAs.IPL	El_Corona_Safe_House11	0B	00	04	00	46	01	FDCHICK	LAs2	Willowfield_Chicken12	0C	00	04	00	4D	01	BARBER3	LAs2	Playa_Del_Seville_Barber13	0D	00	04	00	53	01	AMMUN3	LAs2	Willowfield_Ammu-nation14	0E	00	04	00	FC	00	TATTOO	LAs2	Willowfield_Tattoos15	0F	00	04	00	60	01	SVLASM	LAs2	Willowfield_Safe_House16	10	00	04	60	E5	00	MOTEL1	LAe	Jefferson_Motel17	11	00	04	00	41	01	LACS1	LAe	Jefferson_Sub-Urban18	12	00	04	00	60	01	SVLASM	LAe	Jefferson_Safe_House19	13	00	04	00	44	01	BARBERS	LAe	Idlewood_Barber_Reece's_20	14	00	04	00	19	01	LACRAK	LAe	Crack_Den21	15	00	04	00	48	01	FDPIZA	LAe	Idlewood_Pizza22	16	00	04	00	FC	00	TATTOO	LAe	Idlewood_Tattoo23	17	00	04	40	4B	01	BAR1	LAe	Idlewood_Disco24	18	00	04	41	4F	01	BAR2	LAe2.ipl	Ten_Green_Bottles25	19	00	04	40	36	01	LASTRIP	LAe2.ipl	Pig_Pen26	1A	00	06	00	57	01	DINER2	LAe2.ipl	East_Beach_Diner27	1B	00	04	00	43	01	CSCHP	LAe2.ipl	Ganton_Binco28	1C	00	04	00	DB	00	CARLS	LAe2.ipl	Johnson's_House29	1D	00	04	40	DC	00	BURHOUS	LAe2.ipl	Colonel_Fuhrberger's30	1E	00	04	00	DD	00	GANG	LAe2.ipl	Vagos_Gang_House31	1F	00	04	00	46	01	FDCHICK	LAe2.ipl	East_Los_Santos_Chicken32	20	00	04	00	27	01	GYM1	LAe2.ipl	Ganton_Gym33	21	00	06	40	E4	00	CARTER	LAe2.ipl	Smoke's_Crack_Palace34	22	00	04	00	4C	01	BARBER2	LAw.ipl	Marina_Barber35	23	00	04	00	47	01	FDBURG	LAw.ipl	Marina_Burger_OG_Loc's36	24	00	04	00	72	01	SVLAMD	LAw.ipl	Verona_Beach_Safe_House37	25	00	04	40	FE	00	X7_11B	LaWn.ipl	Mulholland_East_24-738	26	00	04	00	47	01	FDBURG	LaWn.ipl	Mulholland_Burger39	27	00	04	40	01	01	X711S2	LaWn.ipl	Mulholland_West_24-740	28	00	04	00	46	01	FDCHICK	LaWn.ipl	Market_Chicken41	29	00	04	00	58	01	CSDESGN	LAw2.ipl	Rodeo_Victim42	2A	00	04	00	56	01	DINER1	LAw2.ipl	Santa_Maria_Diner_43	2B	00	04	00	42	01	CSSPRT	LAw2.ipl	Rodeo_Pro-Laps44	2C	00	06	00	4A	01	FDREST1	LAw2.ipl	Rodeo_Restaurant45	2D	00	04	00	51	01	CSEXL	LAw2.ipl	Rodeo_Didier_Sachs46	2E	00	04	00	72	01	SVLAMD	LAw2.ipl	Santa_Maria_Safe_House47	2F	00	04	00	71	01	SVSFBG	LAhills.ipl	Mulholland_Safe_House48	30	00	04	00	DE	00	MADDOGS	LAhills.ipl	Madd_Dogg_Front49	31	00	04	00	DF	00	MDDOGS	LAhills.ipl	Madd_Dogg_Back50	32	00	06	14	21	01	SFHSS1	SFn.ipl	Bayside_Burglary_Side_Door51	33	00	06	14	20	01	SFHSS2	SFn.ipl	Bayside_Burglary_North52	34	00	06	14	22	01	SFHSB1	SFn.ipl	Bayside_Burglary_South53	35	00	06	14	24	01	SFHSM2	SFn.ipl	Bayside_Burglary_Unrestricted54	36	00	04	00	2C	01	GYM2	SFs.ipl	SF_Gym55	37	00	04	00	45	01	AMMUN1	SFs.ipl	SF_Ammu-nation56	38	00	04	00	46	01	FDCHICK	SFs.ipl	Ocean_Flats_Chicken57	39	00	04	00	5F	01	SVSFMD	SFs.ipl	Hashbury_Safe_House58	3A	00	04	00	61	01	SVHOT1	SFs.ipl	Queens_Safe_House59	3B	00	04	00	4C	01	BARBER2	SFs.ipl	Barber's_Pole_-_Queens60	3C	00	06	00	4A	01	FDREST1	SFs.ipl	Biffin_Bridge_Restaurant61	3D	00	04	40	4B	01	BAR1	SFs.ipl	SF_Disco_Bar_Gaydar_Staion62	3E	00	04	00	47	01	FDBURG	SFs.ipl	Garcia_Burger63	3F	00	04	00	41	01	LACS1	SFs.ipl	Hashbury_Sub_Urban64	40	00	04	40	04	01	TATTO2	SFs.ipl	Hashbury_Tattoos_Hemlock65	41	00	06	10	20	01	SFHSS2	SFs.ipl	Ocean_Flats_N_Burglary66	42	00	06	10	21	01	SFHSS1	SFs.ipl	Ocean_Flats_S_Burglary67	43	00	06	10	21	01	SFHSS1	SFs.ipl	Hashbury_W_Burglary68	44	00	06	10	20	01	SFHSS2	SFs.ipl	Hashbury_N_Burglary69	45	00	06	10	21	01	SFHSS1	SFs.ipl	Hashbury_E_Burglary70	46	00	04	00	71	01	SVSFBG	SFSe.ipl	Doherty_Safe_House71	47	00	04	40	4F	01	BAR2	SFSe.ipl	Misty's_Bar_Garcia72	48	00	04	00	50	01	CLOTHGP	SFe.ipl	SF_Downtown_Zip73	49	00	04	00	48	01	FDPIZA	SFe.ipl	Financial_Pizza74	4A	00	04	00	71	01	SVSFBG	SFe.ipl	Calton_Heights_save75	4B	00	04	00	5D	01	SVSFSM	SFe.ipl	Chinatown_Safe_House76	4C	00	00	40	FF	FF	P69_ENT	SFe.ipl	Pier_69_Top77	4D	00	00	40	FF	FF	P69_ENT	SFe.ipl	Pier_69_Bottom78	4E	00	04	00	57	01	DINER2	SFe.ipl	Pier_69_Diner79	4F	00	04	00	48	01	FDPIZA	SFe.ipl	SF_Downtown_Pizza80	50	00	04	00	47	01	FDBURG	SFe.ipl	SF_Downtown_Burger81	51	00	04	00	58	01	CSDESGN	SFe.ipl	SF_Downtown_Victim82	52	00	00	40	FF	FF  	SFe.ipl	SF_Tower_Oneway_Up83	53	00	00	40	FF	FF  	SFe.ipl	SF_Tower_Oneway_Down84	54	00	04	10	21	01	SFHSS1	SFe.ipl	Calton_Heights_N_Burglary85	55	00	04	10	11	01	LAHS2A	SFe.ipl	Calton_Heights_N_Burglary86	56	00	04	10	11	01	LAHS2A	SFe.ipl	Calton_Heights_N_Burglary87	57	00	04	10	11	01	LAHS2A	SFe.ipl	SF_Downtown_Burglary88	58	00	04	10	21	01	SFHSS1	SFe.ipl	SF_Downtown_Burglary89	59	00	04	10	21	01	SFHSS1	SFe.ipl	Financial_Burglary90	5A	00	04	10	21	01	SFHSS1	SFe.ipl	Financial_Burglary91	5B	00	04	10	21	01	SFHSS1	SFe.ipl	Calton_Heights_S_Burglary92	5C	00	04	10	21	01	SFHSS1	SFe.ipl	Calton_Heights_S_Burglary93	5D	00	04	10	21	01	SFHSS1	SFe.ipl	Calton_Heights_S_Burglary94	5E	00	04	10	21	01	SFHSS1	SFe.ipl	Calton_Heights_S_Burglary95	5F	00	04	10	21	01	SFHSS1	SFe.ipl	Chinatown_Burglary96	60	00	04	10	16	01	LAHS1B	SFe.ipl	Calton_Stairs_Burglary97	61	00	04	10	21	01	SFHSS1	SFe.ipl	Chinatown_Burglary98	62	00	04	00	46	01	FDCHICK	SFe.ipl	SF_Downtown_Chicken99	63	00	04	00	4E	01	REST2	SFe.ipl	SF_Downtown_Restaurant_Secret_Valley100	64	00	04	00	5D	01	SVSFSM	SFw.ipl	Paradiso_Safe_House101	65	00	04	00	43	01	CSCHP	SFw.ipl	Juniper_Hill_Binco102	66	00	04	00	47	01	FDBURG	SFw.ipl	Juniper_Hollow_Burger103	67	00	04	00	57	01	DINER2	SFw.ipl	Juniper_Hollow_Diner104	68	00	04	10	20	01	SFHSS2	SFw.ipl	Juniper_Hill_Burglary105	69	00	04	10	21	01	SFHSS1	SFw.ipl	Juniper_Hill_Burglary106	6A	00	04	10	20	01	SFHSS2	SFw.ipl	Juniper_Hill_Burglary107	6B	00	04	10	21	01	SFHSS1	SFw.ipl	Juniper_Hill_Burglary108	6C	00	04	10	21	01	SFHSS1	SFw.ipl	Juniper_Hill_Burglary109	6D	00	04	10	23	01	SFHSM1	SFw.ipl	Juniper_Hill_Burglary110	6E	00	04	10	21	01	SFHSS1	SFw.ipl	Juniper_Hill_Burglary111	6F	00	04	10	1F	01	SFHSB3	SFw.ipl	Paradiso_Burglary112	70	00	04	10	1F	01	SFHSB3	SFw.ipl	Santa_Flora_Burglary113	71	00	04	10	22	01	SFHSB1	SFw.ipl	Paradiso_Burglary114	72	00	04	10	21	01	SFHSS1	SFw.ipl	Juniper_Hollow_Burglary115	73	00	04	10	21	01	SFHSS1	SFw.ipl	Juniper_Hollow_Burglary116	74	00	04	10	21	01	SFHSS1	SFw.ipl	Juniper_Hill_Burglary117	75	00	04	40	FD	00	X7_11S	vegasN.ipl	118	76	00	04	00	47	01	FDBURG	vegasN.ipl	119	77	00	04	00	46	01	FDCHICK	vegasN.ipl	120	78	00	04	40	FD	00	X7_11S	vegasN.ipl	121	79	00	04	00	4A	01	FDREST1	vegasN.ipl	Vice_-_Old_Strip_-_World_of_Coq122	7A	00	04	00	47	01	FDBURG	vegasN.ipl	123	7B	00	04	40	FE	00	X7_11B	vegasN.ipl	124	7C	00	04	00	52	01	AMMUN2	vegasN.ipl	125	7D	00	04	00	42	01	CSSPRT	vegasN.ipl	Pro-Laps126	7E	00	04	00	58	01	CSDESGN	vegasN.ipl	Victim127	7F	00	04	00	41	01	LACS1	vegasN.ipl	Sub_Urban128	80	00	04	00	48	01	FDPIZA	vegasN.ipl	129	81	00	04	00	46	01	FDCHICK	vegasN.ipl	130	82	00	04	40	FE	00	X7_11B	vegasN.ipl	131	83	00	04	00	48	01	FDPIZA	vegasN.ipl	132	84	00	04	00	47	01	FDBURG	vegasN.ipl	133	85	00	04	40	FD	00	X7_11S	vegasN.ipl	134	86	00	04	40	3F	01	POLICE3	vegasN.ipl	LVPD_HQ135	87	00	04	40	4F	01	BAR2	vegasN.ipl	Craw_Bar_-_Old_Strip136	88	00	04	40	36	01	LASTRIP	vegasN.ipl	Top_Heavy_Girls_-_Old_Strip137	89	00	04	00	62	01	SVVGHO1	vegasN.ipl	Clown's_Pocket_save138	8A	00	04	00	63	01	SVVGHO2	vegasN.ipl	Old_Venturas_Strip_save139	8B	00	04	00	5D	01	SVSFSM	vegasN.ipl	Creek140	8C	00	04	40	39	01	POLICE4	vegasN.ipl	LVPD_HQ141	8D	00	06	00	57	01	DINER2	vegasN.ipl	LV_Steakhouse_-_Old_Strip142	8E	00	04	00	43	01	CSCHP	vegasS.ipl	Binco143	8F	00	04	40	F5	00	JUMP1	vegasE.ipl	Caligula's_Roof_1_S144	90	00	04	40	F4	00	JUMP2	vegasE.ipl	Caligula's_Roof_2_N145	91	00	04	40	F1	00	MAFCAS	vegasE.ipl	Caligulas_Casino146	92	00	04	00	63	01	SVVGHO2	vegasE.ipl	Pirates_in_Men's_Pants_save147	93	00	04	40	F9	00	TRICAS	vegasE.ipl	The_Four_Dragon's148	94	00	04	00	62	01	SVVGHO1	vegasE.ipl	Camel's_Toe_save149	95	00	04	00	F6	00	PAPER	vegasE.ipl	Planning_Department150	96	00	04	40	31	01	STRIP2	vegasE.ipl	Nude_Stripers_Daily_by_Come-a-lot151	97	00	04	00	72	01	SVLAMD	vegasE.ipl	Rockshore_West_save152	98	00	04	41	4B	01	BAR1	vegasE.ipl	Disco_-_Camel's_Toe153	99	00	04	00	46	01	FDCHICK	vegasE.ipl	154	9A	00	04	00	48	01	FDPIZA	vegasE.ipl	155	9B	00	04	00	50	01	CLOTHGP	vegasE.ipl	Zip156	9C	00	04	00	52	01	AMMUN2	vegasE.ipl	157	9D	00	04	00	47	01	FDBURG	vegasW.ipl	Redsands_Burgershot_Asset158	9E	00	04	00	47	01	FDBURG	vegasW.ipl	Burgers_Whitewood159	9F	00	46	01	56	01	DINER1	vegasW.ipl	Diner_Redsands_West_-_by_Ballpark160	A0	00	04	40	05	01	TATTO3	vegasW.ipl	161	A1	00	04	40	03	01	SEXSHOP	vegasW.ipl	162	A2	00	04	40	FD	00	X7_11S	vegasW.ipl	163	A3	00	04	00	50	01	CLOTHGP	vegasW.ipl	Zip164	A4	00	04	00	48	01	FDPIZA	vegasW.ipl	165	A5	00	04	00	46	01	FDCHICK	vegasW.ipl	166	A6	00	04	00	43	01	CSCHP	vegasW.ipl	Binco167	A7	00	04	40	FD	00	X7_11S	vegasW.ipl	_168	A8	00	04	00	4C	01	BARBER2	vegasW.ipl	_169	A9	00	04	00	2D	01	GYM3	vegasW.ipl	Below_the_Belt_Gym170	AA	00	04	00	F8	00	ABATOIR	vegasW.ipl	Sindacco_Abattoir171	AB	00	04	00	72	01	SVLAMD	vegasW.ipl	Redsands_West_save172	AC	00	04	00	5C	01	SVVGMD	vegasW.ipl	Prickle_Pine_save173	AD	00	04	00	72	01	SVLAMD	vegasW.ipl	Whitewood_Estates_save174	AE	00	04	40	25	01	CASINO2	vegasW.ipl	Casino_Redsands_West175	AF	00	04	00	4A	01	FDREST1	vegasW.ipl	Streakhouse_World_of_Coq176	B0	00	04	00	64	01	SVc*nt	countryN.ipl	El_Quebrados_save177	B1	00	04	00	64	01	SVc*nt	countryN.ipl	Tierra_Robada178	B2	00	04	00	56	01	DINER1	countryN.ipl	Tierra_Robada_Diner179	B3	00	04	00	4E	01	REST2	countryN.ipl	Secret_Valley_Smokin_Beef_Grill_-_Las_Barrancas180	B4	00	04	00	4C	01	BARBER2	countryN.ipl	181	B5	00	04	00	55	01	AMMUN5	countryN.ipl	182	B6	00	04	00	46	01	FDCHICK	countryN.ipl	183	B7	00	00	40	FF	FF	DAMOUT	countn2.ipl	Top_of_Dam184	B8	00	00	40	BD	00	UFOBAR	countn2.ipl	Lil'_Probe_Inn185	B9	00	04	00	53	01	AMMUN3	countn2.ipl	186	BA	00	04	40	FF	FF	DESHOUS	countn2.ipl	Airstrip_Save187	BB	00	04	40	FF	FF	STUDRAN	countn2.ipl	Big_Spread_Ranch_-_Bone_County188	BC	00	00	40	FF	FF	DAMIN	countn2.ipl	Generator_Hall189	BD	00	04	40	B8	00	UFOBAR	countn2.ipl	Lil'_Probe_Inn190	BE	00	04	00	FF	FF	DESHOUS	countn2.ipl	Abandoned_AC_tower191	BF	00	04	40	31	01	STRIP2	countn2.ipl	Big_Spread_Ranch_-_Bone_County192	C0	00	04	00	57	01	DINER2	countn2.ipl	Fort_Carson193	C1	00	04	40	FD	00	X7_11S	countn2.ipl	194	C2	00	04	00	64	01	SVc*nt	countn2.ipl	Fort_Carson_save195	C3	00	02	40	FF	FF  	countn2.ipl	Big_Ear_Tower196	C4	00	04	00	53	01	AMMUN3	countn2.ipl	Fort_Carson_Ammu-nation197	C5	00	04	00	46	01	FDCHICK	countn2.ipl	198	C6	00	04	00	57	01	DINER2	countn2.ipl	Fort_Carson199	C7	00	04	00	46	01	FDCHICK	countryS.ipl	_200	C8	00	04	00	53	01	AMMUN3	countryS.ipl	_201	C9	00	04	40	FD	00	X7_11S	countryS.ipl	Whetstone_24-7202	CA	00	04	00	64	01	SVc*nt	countryS.ipl	Angel_Pine_country_save203	CB	00	04	40	2B	01	GENOTB	countrye.ipl	Inside_Track_Betting204	CC	00	04	00	64	01	SVc*nt	countrye.ipl	Dillimore_country_save205	CD	00	04	00	64	01	SVc*nt	countrye.ipl	Palomino_Creek_country_save206	CE	00	04	00	52	01	AMMUN2	countrye.ipl	Blueberry_Ammu-nation207	CF	00	04	40	37	01	POLICE1	countrye.ipl	Dillimore_PD_like_LSPD208	D0	00	04	00	4C	01	BARBER2	countrye.ipl	Barber_in_Dillimore209	D1	00	04	00	57	01	DINER2	countrye.ipl	Diner_in_Blueberry210	D2	00	04	00	64	01	SVc*nt	countrye.ipl	Blueberry_country_save211	D3	00	04	00	48	01	FDPIZA	countrye.ipl	Montgomery_Pizza212	D4	00	04	00	FB	00	TSDINER	countrye.ipl	Truck_Stop_in_Dillimore213	D5	00	04	00	52	01	AMMUN2	countrye.ipl	Palomino_Ammu-nation214	D6	00	04	00	48	01	FDPIZA	countrye.ipl	Palomino_Pizza215	D7	00	04	00	48	01	FDPIZA	countrye.ipl	Palomino_Pizza_duplicate?216	D8	00	04	00	48	01	FDPIZA	countrye.ipl	Montgomery_Pizza_duplicate217	D9	00	04	00	48	01	FDPIZA	countrye.ipl	Blueberry_Pizza218	DA	00	04	00	64	01	SVc*nt	countryw.ipl	Whetstone_Farm219	DB	00	00	00	1C	00	CARLS	int_LA.ipl	Johnson_House220	DC	00	00	40	1D	00	BURHOUS	int_LA.ipl	Colonel_Fuhrberger's221	DD	00	00	00	1E	00	GANG	int_LA.ipl	Burning_Desire222	DE	00	00	00	30	00	MADDOGS	int_LA.ipl	Maddog_Top_int223	DF	00	00	00	31	00	MDDOGS	int_LA.ipl	Maddog_Bottom_int224	E0	00	00	40	FF	FF	JETINT	int_LA.ipl	Free_Fall_Interior225	E1	00	00	40	FF	FF	SWEETS	int_LA.ipl	Sweet's226	E2	00	00	40	FF	FF	MOROOM	int_LA.ipl	Room_with_Mirror227	E3	00	04	40	59	01	CHANGER	int_LA.ipl	Johnson_House_Changer228	E4	00	00	40	21	00	CARTER	int_LA.ipl	Smokes_Crack_Palace229	E5	00	00	40	10	00	MOTEL1	int_LA.ipl	Jefferson_Motel230	E6	00	04	40	E7	00	DRIVES	int_SF.ipl	Driving_School231	E7	00	00	40	E6	00	DRIVES	int_SF.ipl	Driving_School232	E8	00	04	00	E9	00	RCPLAY	int_SF.ipl	Zero's_RC_Shop233	E9	00	00	00	E8	00	RCPLAY	int_SF.ipl	Zero's_RC_Shop234	EA	00	00	40	EB	00	DRIVES2	int_SF.ipl	Driving_School235	EB	00	04	40	EA	00	DRIVES2	int_SF.ipl	Driving_School236	EC	00	04	00	EF	00	PDOMES	int_SF.ipl	Top_of_Pleasure_Domes237	ED	00	00	00	EE	00	PDOMES2	int_SF.ipl	The_Pleasure_Domes238	EE	00	04	00	ED	00	PDOMES2	int_SF.ipl	The_Pleasure_Domes239	EF	00	00	00	EC	00	PDOMES	int_SF.ipl	The_Pleasure_Domes240	F0	00	00	40	FF	FF	WUZIBET	int_SF.ipl	Wu_Zi_Mu's241	F1	00	00	40	91	00	MAFCAS	int_veg.ipl	Caligula's_Casino242	F2	00	06	40	F3	00	MAFCAS2	int_veg.ipl	Penthouse_Suites243	F3	00	02	40	F2	00	MAFCAS2	int_veg.ipl	Penthouse_Suites244	F4	00	00	40	90	00	JUMP2	int_veg.ipl	Caligula's_Roof_2245	F5	00	00	40	8F	00	JUMP1	int_veg.ipl	Caligula's_Roof_1246	F6	00	00	00	95	00	PAPER	int_veg.ipl	Planning_Department247	F7	00	00	40	FF	FF	BIKESCH	int_veg.ipl	Bike_School248	F8	00	00	00	AA	00	ABATOIR	int_veg.ipl	Sindacco_Abattoir249	F9	00	00	40	93	00	TRICAS	int_veg.ipl	4_Dragons250	FA	00	00	40	FF	FF  	int_veg.ipl	In_Water_east_of_Palomino251	FB	00	00	00	D4	00	TSDINER	int_cont.ipl	Truck_Stop_in_Dillimore252	FC	00	08	00	16	00	TATTOO	gen_int1.ipl	253	FD	00	01	40	C9	00	X7_11S	gen_int1.ipl	254	FE	00	01	40	82	00	X7_11B	gen_int1.ipl	255	FF	00	01	40	FF	FF	X7_11C	gen_int1.ipl	unused256	00	01	01	40	FF	FF	X7_11D	gen_int1.ipl	unused257	01	01	01	40	27	00	X711S2	gen_int1.ipl	Mulholland_West_24-7258	02	01	01	40	FF	FF	X711S3	gen_int1.ipl	unused259	03	01	00	40	A1	00	SEXSHOP	gen_int1.ipl	260	04	01	08	40	40	00	TATTO2	gen_int1.ipl	261	05	01	08	40	A0	00	TATTO3	gen_int1.ipl	262	06	01	00	40	02	00	ATRIUMX	gen_int1.ipl	263	07	01	00	40	01	00	ATRIUME	gen_int1.ipl	264	08	01	01	40	FF	FF	VGHSB1	gen_int2.ipl	Burglary_Shotgun_no_exit265	09	01	01	40	FF	FF	LAHSS6	gen_int2.ipl	Burglary_Pistol_and_Exit266	0A	01	03	40	FF	FF	VGHSB3	gen_int2.ipl	Burlary_red_Bat_no_Exit267	0B	01	01	40	FF	FF	VGSHS2	gen_int2.ipl	Burlary_Knife_no_Exit268	0C	01	01	40	FF	FF	LAHSB4	gen_int2.ipl	Burlary_orange_Pistol_with_Exit269	0D	01	00	40	FF	FF	LAHSB1	gen_int2.ipl	Burlary_blue_Bat_no_Exit270	0E	01	00	40	FF	FF	LAHSB2	gen_int2.ipl	Burlary_no_Exit271	0F	01	00	40	FF	FF	LAHSB3	gen_int2.ipl	Burglary_greenish_Bat_Shotgun_no_Exit272	10	01	00	40	FF	FF	LAHS2B	gen_int2.ipl	Burlary_no_Exit273	11	01	00	40	57	00	LAHS2A	gen_int2.ipl	Burlary_pink_floral_with_Exit274	12	01	00	40	FF	FF	VGSHM2	gen_int2.ipl	Burlary_Pistol_Knife_no_exit275	13	01	00	40	FF	FF	VGSHM3	gen_int2.ipl	Burlary_Pistol_no_exit276	14	01	00	40	FF	FF	VGHSS1	gen_int2.ipl	Burlary_no_Exit277	15	01	00	40	FF	FF	LAHS1A	gen_int2.ipl	Burlary_with_Exit278	16	01	00	40	60	00	LAHS1B	gen_int2.ipl	Burlary_with_Exit279	17	01	03	40	FF	FF	OFTEST	gen_intb.ipl	Middle_of_nowhere280	18	01	03	40	FF	FF	S1TEST	gen_intb.ipl	Middle_of_nowhere281	19	01	01	00	14	00	LACRAK	gen_intb.ipl	Crack_Den282	1A	01	00	40	FF	FF	BROTHEL	gen_intb.ipl	Brothel_no_audio283	1B	01	00	40	FF	FF	RYDERS	gen_intb.ipl	Ryder's_Place284	1C	01	00	10	FF	FF	VGHSM2	gen_intb.ipl	Burlary_with_Exit285	1D	01	00	40	FF	FF	VGHSM3	gen_intb.ipl	Burlary_with_Exit286	1E	01	00	40	FF	FF	SFHSB2	gen_intb.ipl	Fall287	1F	01	00	40	70	00	SFHSB3	gen_intb.ipl	Burlary_Bat_with_Exit288	20	01	00	40	6A	00	SFHSS2	gen_intb.ipl	Burlary_with_Exit289	21	01	00	40	74	00	SFHSS1	gen_intb.ipl	Burlary_with_Exit290	22	01	00	40	71	00	SFHSB1	gen_intb.ipl	Burlary_Pistol_Bat_with_Exit291	23	01	00	40	6D	00	SFHSM1	gen_intb.ipl	Burlary_nasty_lighting_with_Exit292	24	01	00	40	35	00	SFHSM2	gen_intb.ipl	Burlary_wood_with_Exit293	25	01	03	40	AE	00	CASINO2	gen_int3.ipl	Small_Green_Rug294	26	01	0B	40	FF	FF	BROTHL1	gen_int3.ipl	Pole_Dancing_Large295	27	01	01	00	20	00	GYM1	gen_int3.ipl	Ganton_Gym296	28	01	2B	40	FF	FF	CARMOD2	gen_int3.ipl	Loco_Low_Co297	29	01	2B	40	FF	FF	CARMOD3	gen_int3.ipl	Wheel_Arch_Angels298	2A	01	62	40	FF	FF	GENWRHS	gen_int3.ipl	Warehouse299	2B	01	00	40	CB	00	GENOTB	gen_int3.ipl	Inside_Track_Betting300	2C	01	01	00	36	00	GYM2	gen_int3.ipl	Cobra_Martial_Arts301	2D	01	01	00	A9	00	GYM3	gen_int3.ipl	Below_the_Belt_Gym302	2E	01	62	40	FF	FF	SMASHTV	gen_int3.ipl	SmashTV_Warehouse303	2F	01	00	40	FF	FF	BDUPS	gen_int3.ipl	B_Dup's_apartment304	30	01	00	40	FF	FF	BDUPS1	gen_int3.ipl	B_Dup's_Crack_Palace305	31	01	01	40	BF	00	STRIP2	gen_int3.ipl	Neon_White_Hearts306	32	01	02	40	FF	FF	STUDIO	gen_int3.ipl	Studio307	33	01	03	40	FF	FF	BROTHL2	gen_int3.ipl	Tiger_Rug_Brothel308	34	01	03	40	FF	FF	OGLOCS	gen_int3.ipl	OG_Loc's309	35	01	2B	40	FF	FF	CARMOD1	gen_int3.ipl	TransFender310	36	01	01	40	88	00	LASTRIP	gen_int3.ipl	Pig_Pen311	37	01	00	40	CF	00	POLICE1	gen_int4.ipl	LSPD_HQ312	38	01	00	40	FF	FF	POLICE2	gen_int4.ipl	SFPD_HQ313	39	01	00	40	8C	00	POLICE4	gen_int4.ipl	LVPD_HQ314	3A	01	00	00	FF	FF	GF1	gen_int4.ipl	Denise's315	3B	01	00	00	FF	FF	GF2	gen_int4.ipl	Katie's316	3C	01	00	00	FF	FF	GF3	gen_int4.ipl	Helena's317	3D	01	00	00	FF	FF	GF4	gen_int4.ipl	Michelle's318	3E	01	00	00	FF	FF	GF5	gen_int4.ipl	Barbara's_Jail319	3F	01	00	40	86	00	POLICE3	gen_int4.ipl	LVPD_HQ320	40	01	00	00	FF	FF	GF6	gen_int4.ipl	Millie's321	41	01	08	00	7F	00	LACS1	gen_int5.ipl	Sub_Urban322	42	01	08	00	7D	00	CSSPRT	gen_int5.ipl	Pro-Laps323	43	01	08	00	A6	00	CSCHP	gen_int5.ipl	Binco324	44	01	09	00	13	00	BARBERS	gen_int5.ipl	Reeces325	45	01	08	00	37	00	AMMUN1	gen_int5.ipl	Ammu-Market_&_SF326	46	01	08	00	C7	00	FDCHICK	gen_int5.ipl	Cluckin'_Bell327	47	01	09	00	9E	00	FDBURG	gen_int5.ipl	Burger_Shot328	48	01	09	00	D9	00	FDPIZA	gen_int5.ipl	Well_Stacked_Pizza329	49	01	00	40	FF	FF	FDDONUT	gen_int5.ipl	Rusty_Brown's330	4A	01	02	00	AF	00	FDREST1	gen_int5.ipl	World_of_Coq331	4B	01	01	40	98	00	BAR1	gen_int5.ipl	Disco_Bar332	4C	01	08	00	D0	00	BARBER2	gen_int5.ipl	333	4D	01	08	00	0C	00	BARBER3	gen_int5.ipl	334	4E	01	23	00	B3	00	REST2	gen_int5.ipl	Secret_Valley335	4F	01	01	40	87	00	BAR2	gen_int5.ipl	10_Green_Bottles?336	50	01	08	00	A3	00	CLOTHGP	gen_int5.ipl	Zip337	51	01	08	00	2D	00	CSEXL	gen_int5.ipl	Didier_Sachs338	52	01	09	00	D5	00	AMMUN2	gen_int5.ipl	339	53	01	09	00	C8	00	AMMUN3	gen_int5.ipl	340	54	01	09	00	FF	FF	AMMUN4	gen_int5.ipl	unused341	55	01	09	00	B5	00	AMMUN5	gen_int5.ipl	342	56	01	03	00	B2	00	DINER1	gen_int5.ipl	343	57	01	03	00	D1	00	DINER2	gen_int5.ipl	344	58	01	09	00	7E	00	CSDESGN	gen_int5.ipl	Victim345	59	01	00	40	65	01	CHANGER	gen_int5.ipl	Wardrobe_Int346	5A	01	00	40	FF	FF	DIRBIKE	stadint.ipl	Dirt_Bike347	5B	01	00	40	FF	FF	8TRACK	stadint.ipl	8_Track348	5C	01	00	40	AC	00	SVVGMD	savehous.ipl	Prickle_Pine_Int349	5D	01	00	40	8B	00	SVSFSM	savehous.ipl	Creek_Int350	5E	01	00	40	FF	FF	SVLABIG	savehous.ipl	Removed_Mulholland?351	5F	01	00	40	39	00	SVSFMD	savehous.ipl	Hashbury_Int352	60	01	00	40	12	00	SVLASM	savehous.ipl	Jefferson_Int353	61	01	00	40	3A	00	SVHOT1	savehous.ipl	Queens_Int354	62	01	00	40	94	00	SVVGHO1	savehous.ipl	Camel's_Toe_Int355	63	01	00	40	92	00	SVVGHO2	savehous.ipl	Pirates_Int356	64	01	00	40	DA	00	SVc*nt	savehous.ipl	Whetstone_Int357	65	01	04	40	59	01	CHANGER	savehous.ipl	Queens_Int358	66	01	00	40	FF	FF	SVGNMT2	savehous.ipl	Red_Bed_Room_Int359	67	01	00	40	FF	FF	SVGNMT1	savehous.ipl	Tan_Bed_Room_Int360	68	01	04	40	59	01	CHANGER	savehous.ipl	Camel's_Toe_Changer361	69	01	04	40	59	01	CHANGER	savehous.ipl	Pirates_Changer362	6A	01	04	40	59	01	CHANGER	savehous.ipl	Whetstone_Changer363	6B	01	04	40	59	01	CHANGER	savehous.ipl	Jefferson_Int_Changer364	6C	01	04	40	59	01	CHANGER	savehous.ipl	Red_Bed_Room_Changer365	6D	01	04	40	59	01	CHANGER	savehous.ipl	Tan_Bed_Room_Changer366	6E	01	04	40	59	01	CHANGER	savehous.ipl	LA_Big_House_Changer367	6F	01	04	40	59	01	CHANGER	savehous.ipl	Creek_Changer368	70	01	04	40	59	01	CHANGER	savehous.ipl	Calton_Heights_Changer369	71	01	00	40	4A	00	SVSFBG	savehous.ipl	Calton_Heights_Int370	72	01	00	40	AD	00	SVLAMD	savehous.ipl	Whitewood_Estates__Int371	73	01	04	40	59	01	CHANGER	savehous.ipl	Whitewood_Estates__Changer372	74	01	04	40	59	01	CHANGER	savehous.ipl	Prickle_Pine_Changer373	75	01	04	40	59	01	CHANGER	savehous.ipl	Hashbury_Changer374	76	01	00	40	FF	FF	AIRPORT	levelmap.ipl	Los_Santos_International_Airport375	77	01	00	40	FF	FF	AIRPOR2	levelmap.ipl	Francis_Intl._Airport

 

Edited by OrionSR

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derty

Not sure what you're putting together here, but I'll come play together. smile.gif

 

ROT is the direction CJ faces upon exiting an ENEX jump/teleport, iirc.

 

edit: Oops, it's Rot2. blush.gif

 

I2 = Interior 2? There are different interiors and variables to each, though I think the I2 label came from us...

Edited by derty

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OrionSR

Complete Enex Reference in the default sequence

 

Combine this with a spreadsheet created with the data above.

 

 

1554.95, -1674.99, 15.3283, 0, 2, 2, 8, 1552.45, -1674.99, 15.3283, 90, 0, 4, "POLICE1", 0, 2, 0, 241727.64, -1636.88, 19.2198, 0, 2, 0.3, 8, 1727.63, -1633.88, 19.2195, 0, 0, 4, "ATRIUME", 0, 12, 0, 241699.36, -1667.16, 19.2198, 0, 1, 1.5, 8, 1696.36, -1667.16, 19.2195, 90, 0, 4, "ATRIUMX", 0, 12, 0, 241352.31, -1758.3, 12.5149, 0, 2.33765, 2.41919, 8, 1352.33, -1755.71, 12.5149, -2520.26, 0, 4, "X7_11S", 0, 2, 0, 241456.77, -1138.02, 23.2872, 0, 4, 4, 8, 1458.77, -1140.02, 23.2872, -141, 0, 4, "CLOTHGP", 0, 2, 0, 241631.86, -1172.57, 23.1349, 0, 3, 3, 8, 1631.86, -1168.57, 23.1349, -3240.3, 0, 4, "GENOTB", 0, 2, 0, 241368.35, -1279.06, 12.55, 0, 5.67432, 5.47485, 8, 1365.35, -1279.06, 12.55, 90, 0, 4, "AMMUN1", 0, 2, 0, 241571.24, -1336.67, 15.7288, 0, 3, 3, 8, 1577.24, -1330.67, 15.7288, -46, 0, 70, "SKYLAN2", 0, 2, 0, 241548.64, -1364.02, 325.289, 0, 3, 3, 8, 1548.14, -1366.42, 325.289, 90, 0, 66, "SKYLAN2", 0, 2, 0, 241833.54, -1843.38, 12.5595, 0, 1, 1, 8, 1831.54, -1843.38, 12.5595, 90, 0, 4, "X7_11B", 0, 2, 0, 241684.74, -2099, 12.8507, 0, 2, 2, 8, 1684.76, -2101.99, 12.8507, -180, 0, 4, "SVLAMD", 0, 2, 0, 242397.83, -1898.65, 12.7131, 0, 0.381348, 0.746826, 8, 2397.83, -1895.65, 12.7131, 0, 0, 4, "FDCHICK", 0, 2, 0, 242723.76, -2026.72, 12.5753, 0, 0.4, 1.5, 8, 2719.76, -2026.72, 12.5753, 90, 0, 4, "BARBER3", 0, 2, 0, 242400.5, -1981.48, 12.5604, 0, 0.381348, 0.746826, 8, 2400.5, -1978.48, 12.5604, 0, 0, 4, "AMMUN3", 0, 2, 0, 241975.79, -2036.65, 12.5753, 4.26485e-007, 0.4, 1.5, 8, 1971.79, -2036.65, 12.5753, 90, 0, 4, "TATTOO", 0, 2, 0, 242483.38, -1996.19, 12.8507, 0, 2, 2, 8, 2483.4, -1999.18, 12.8507, -180, 0, 4, "SVLASM", 0, 2, 0, 242232.87, -1159.71, 24.9416, 0, 1.4, 1.4, 8, 2229.02, -1159.8, 24.9416, 90, 0, 4, "MOTEL1", 0, 2, 0, 242112.73, -1211.7, 22.9614, 5.56363e-008, 1.4, 1.4, 8, 2112.87, -1214.79, 22.9614, 180, 0, 4, "LACS1", 0, 2, 0, 242111.23, -1279.71, 24.9546, -1.74846e-007, 2, 2, 8, 2111.23, -1281.21, 24.7546, 180, 0, 4, "SVLASM", 0, 2, 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1049.72, 0, 12, 0, "SVLABIG", 12, 0, 0, 242270.39, -1210.45, 1046.57, 0, 1.6, 1.6, 8, 2268.39, -1210.45, 1046.57, 90, 10, 0, "SVSFMD", 12, 0, 0, 242282.91, -1140.29, 1049.91, 0, 1.6, 0.696777, 8, 2282.91, -1138.29, 1049.91, 0, 11, 0, "SVLASM", 2, 0, 0, 242233.8, -1115.36, 1049.91, 0, 1.6, 0.696777, 8, 2233.8, -1113.36, 1049.91, 0, 5, 0, "SVHOT1", 2, 0, 0, 242217.54, -1076.29, 1049.52, 1.5708, 2, 2, 8, 2216.54, -1076.29, 1049.52, 90, 1, 0, "SVVGHO1", 2, 0, 0, 242237.59, -1080.87, 1048.07, 0, 1.6, 2, 8, 2237.59, -1078.87, 1048.07, 0, 2, 0, "SVVGHO2", 12, 0, 0, 242333.11, -1077.1, 1048.04, -1.5708, 1, 2, 8, 2333.11, -1075.1, 1048.04, 0, 6, 0, "SVc*nt", 12, 0, 0, 242231.65, -1112.23, 1049.88, 0, 0.5, 2, 8, 2232.65, -1112.23, 1049.88, 270, 5, 4, "CHANGER", 2, 2, 0, 242259.4, -1135.94, 1049.64, 1.5708, 1.6, 0.696777, 8, 2261.4, -1135.94, 1049.64, 270, 10, 0, "SVGNMT2", 4, 0, 0, 242255.14, -1140.09, 1049.65, 1.5708, 1.6, 0.696777, 8, 2253.14, -1140.09, 1049.65, 90, 9, 0, "SVGNMT1", 4, 0, 0, 242215.88, -1074.59, 1049.51, -1.5708, 0.5, 2, 8, 2215.88, -1075.59, 1049.51, 180, 1, 4, "CHANGER", 2, 2, 0, 242236.37, -1073.94, 1048.04, 0, 2, 2, 8, 2237.37, -1073.94, 1048.04, 270, 2, 4, "CHANGER", 2, 2, 0, 242334.8, -1073.6, 1048.05, 0, 0.5, 2, 8, 2333.8, -1073.6, 1048.05, 90, 6, 4, "CHANGER", 12, 2, 0, 242286.34, -1137.63, 1049.93, 0, 0.5, 2, 8, 2285.34, -1137.63, 1049.93, 90, 11, 4, "CHANGER", 2, 2, 0, 242263.16, -1132.55, 1049.67, 1.5708, 0.5, 2, 8, 2263.16, -1133.55, 1049.67, 180, 10, 4, "CHANGER", 4, 2, 0, 242251.52, -1143.25, 1049.67, 1.5708, 0.5, 2, 8, 2251.52, -1142.25, 1049.67, 0, 9, 4, "CHANGER", 4, 2, 0, 242332.68, -1144.33, 1053.32, 0, 2, 2, 8, 2332.68, -1142.33, 1053.32, 0, 12, 4, "CHANGER", 12, 2, 0, 242319.48, -1212.72, 1048.07, 3.14159, 2, 1, 8, 2319.48, -1210.72, 1048.07, 0, 6, 4, "CHANGER", 12, 2, 0, 242194.97, -1210.64, 1047.8, -3.14159, 0.5, 2, 8, 2193.97, -1210.64, 1047.8, 90, 6, 4, "CHANGER", 12, 2, 0, 242196.79, -1204.35, 1048.05, 1.5708, 1.6, 0.696777, 8, 2194.79, -1204.35, 1048.05, 90, 6, 0, "SVSFBG", 12, 0, 0, 242365.3, -1134.92, 1049.91, 0, 1.6, 2, 8, 2365.3, -1132.92, 1049.91, 0, 8, 0, "SVLAMD", 12, 0, 0, 242363.94, -1127.46, 1049.91, 0, 1, 2, 8, 2364.94, -1127.46, 1049.91, 270, 8, 4, "CHANGER", 12, 2, 0, 242316.31, -1010.77, 1053.72, 0, 1, 2, 8, 2317.31, -1010.77, 1053.72, 270, 9, 4, "CHANGER", 12, 2, 0, 242261.9, -1216.73, 1048.04, -3.14159, 2.5, 2, 8, 2260.9, -1216.73, 1048.04, 90, 10, 4, "CHANGER", 12, 2, 0, 24-1863.15, -21.6598, 1060.15, 0, 4, 2.27, 8, -1863.15, -19.6598, 1060.15, 0, 14, 0, "AIRPORT", 0, 2, 0, 24-1861.68, 58.8643, 1054.2, 0, 4, 2.27, 8, -1861.68, 60.8643, 1054.2, 0, 14, 0, "AIRPOR2", 1, 2, 0, 24

 

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OrionSR

 

Not sure what you're putting together here, but I'll come play together. smile.gif

 

ROT is the direction CJ faces upon exiting an ENEX jump/teleport, iirc.

 

edit: Oops, it's Rot2.  blush.gif

 

I2 = Interior 2? There are different interiors and variables to each, though I think the I2 label came from us...

Sorry Derty. Your response got lost in the data dump. I'm fighting with the flood control.

 

Rot2 appears to function as expected as an exit heading, but Rot1 is the weird one. I was peeking at the Burglary script and opcode 094C wondering if Rot1 might be used as the reverse heading when CJ runs out of time, but it doesn't appear to work. CJ always faces south when kicked out of the burglary house when time expires, no matter the direction entered, or the values of Rot1 or Rot2.

 

So, I'm stuck with Rot1 as an unknown radian angle. Maybe someone will figure out how the values are used - if at all. Rot1 could be a legacy setting from a time when one enex worked in two directions.

 

 

I think I2 implies Integer 2. Looking at the IPL files it appears that a larger value is used for large interiors with lots of peds. However, changing this setting did nothing to alter the ped density in the interiors I tested, so I'm still stumped.

 

What I'm trying to put together is a more complete reference for the enex connections. Right now there's a pretty big hole in the IPL and Save File documentation for the flags, so that's the main drive at the momement. I've finished an initial investigation and have posted my results. Hopefully people will be able to fill in some details as I continue with a few more experiements. Otherwise... this list is a bit more complete, but doesn't shed much light on many of the mysteries.

 

I was trying to write some basic Enex Documentation for Xmen and his IPL Helper utility, but the lack of complete information was making things very difficult. Also, I've been getting questions on how to hex edit enex destinations, so the information above has a dual purpose.

Edited by OrionSR

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derty

I didn't realize you were still posting too, I would have waited blush.gif

 

As I sit here and ponder your post; what about rotation of the camera angle based on the local origin of the door? We know the enex is a sprite and always faces the observer, and it's definitely not which way he should walk, because the door controls that. It has to control something. I'm going to skim the sheets above to see if anything stands out, I;ve never really looked at the ENEX with any plan or goal, other than my buggy doghouse.

 

I'm glad to see someone taking more interest in map data files, big props for this, especially the good causes.

 

edit: in fact, some of my old interior tests ignored this setting and those often had CJ trying to walk in place, eventually turning toward the door. This of course is not supported by your tests though, and I haven't done it watching.

Edited by derty

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OrionSR

Cool. I figured something out already.

 

Question: Why are the doors to the Pier Lift invisible?

 

 

 4C	00	00	40	FF	FF	P69_ENT	SFe.ipl	Pier 69 Top4D	00	00	40	FF	FF	P69_ENT	SFe.ipl	Pier 69 Bottom-1673.01, 1337.93, 6.18842, -0.785398, 2.24048, 3.3855, 8, -1689.35, 1335.56, 16, -48, 0, 0, "P69_ENT", 0, 2, 0, 24-1690.75, 1334.37, 15.318, -2.35619, 2.24048, 1.3855, 8, -1675.09, 1335, 6.31796, -222, 0, 0, "P69_ENT", 0, 2, 0, 24

 

A better question: Why aren't the Pier 69 enex connections paired? They have the same name.

 

07	00	46	40	08	00	SKYLAN2	LAn2.ipl	LS Tower bottom08	00	42	40	07	00	SKYLAN2	LAn2.ipl	LS Tower top1571.24, -1336.67, 15.7288, 0, 3, 3, 8, 1577.24, -1330.67, 15.7288, -46, 0, 70, "SKYLAN2", 0, 2, 0, 241548.64, -1364.02, 325.289, 0, 3, 3, 8, 1548.14, -1366.42, 325.289, 90, 0, 66, "SKYLAN2", 0, 2, 0, 24 

 

It has something to do with the pairing or exterior flag. Pier 69 didn't get paired because no flags are set to trigger the pairing.

 

 

I strongly suspect that Rot1 is unused. Too many of the IPL entries have no value for this setting. I get the impression that the intended function was dropped during development and some people never got the word, or the files were already complete, or a tool was built that made it easier to enter the old info than set it back to 0.

Edited by OrionSR

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OrionSR

Marker Flags Updated: 12 of 16 defined

 

 

BIT HEX   DEC NAME                  DESCRIPTION00 0001     1 unknown interior      Only used for interior markers01 0002     2 unknown pairing       Used mostly for interior markers; also Big Ear & LS Skyscraper02 0004     4 create linked pair    Pair with unflagged mate during new game start03 0008     8 reward interior       Sets flag 0010 on pair mate when used04 0010    16 used reward entrance  Set by accessing reward interior05 0020    32 cars and aircraft     Enable for cars and aircraft06 0040    64 bikes and motorcycles Enable for bikes and motorcycles07 0080   128 disable on foot       No foot traffic. Use for cars and/or bikes only08 0100   256 accept NPC group      Group members accepted at destination of pair09 0200   512 food date flag        Set and cleared by food date (cut-scene related)10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors11 0800  2048 disable exit          Player can enter but cannot exit a two-way pair12 1000  4096 burglary access       Enabled and disabled during Burglary13 2000  8192 entered without exit  Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair14 4000 16384 enable access         Enabled by default; often cleared by scripts15 8000 32768 delete enex           Enex is deleted when used 

 

 

The Unknowns

00 0001 1 unknown interior - No idea. Not sure what else to check.

01 0002 2 unknown pairing - No idea. Sometimes set when door is used.

09 0200 512 food date flag - cuts to black screen, but doesn't crash. (CJ is still talking to Denise)

 

Updated Burglary Flag Information <Link to Post>

10 0400 1024 unknown burglary - Read from file, ignored in save: door randomly doesn't work.

 

Applied to Exit

08 0100 256 accept NPC group - applied to exit info, or destination of two-way link

11 0800 2048 disable exit - Disables the exit location for the door. A visible marker will remain visible.

 

Perhaps rename enable access to:

14 4000 16384 enable entrance Enabled by default; often cleared by scripts

 

Use With Great Care

15 8000 32768 delete enex Deletes save info and cached enex info from memory. Restart required to reload enex data.

 

02 0004 4 create linked pair Pair with unflagged mate during new game start

 

The Create Linked Pair flag is usually enabled on exterior locations. In many cases this appears to be simply a matter of convention, but in other situations this is necessary because many doors connect to the same interior. Each of these doors needs to establish it's own link when a new game is created. Exterior locations with the same destination will not pair together because only the interior has the proper name without the create link flag. An interior example is that all wardrobe doors are flagged to create a link with the single wardrobe interior.

 

The Create Linked Pair flag is retained in the save file but appears to serve no purpose after creating the initial link.

 

A fun experiment with the NPC flag was to permit a small group of homies into the Ganton Gym. I started the boxing lesson and after the first punch the homies cut loose with SMGs and Desert Eagles while the boxer ran back and forth against the ropes trying to figure out how to get at them. I had to keep CJ off to the side to avoid stray gunfire.

Edited by OrionSR

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melolo

Hi, OrionSR. I´m starting to mod SA, very excited with the results until now, and your posts about enex has been of great help, like the ones from all the other people who posts tutorials and helping stuff here or in gtamodding. I think i can be of a little help for you, and i would expect you can help me back, in reward.

 

My finding is about the "2" flag for pairing enex. It seems its still unkown what it does, but as a side effect, i discovered a thing in which it helps: as we don't know what the "2" means, and putting it or not in a double sided exterior-to-exterior enex (like in a "building to roof"), seemed to have no effect, i simply did not put it. So the number for entering a building base was just 68 (with bikes), and not 70, like in the LS Tower. But then i realized that (don´t ask me why...), when you hit against the wall behind the enex with your bike and fall, in the LS tower you spawn on rooftop on foot; but in the 68 numbered enex i did for buildings, that made the game crash to Windows desktop. Then i added the "2" flag to all of them, and it got fixed: if you hit the wall and fall off the bike and you are on air while the screen fades to black, you exit on the other side of the enex on foot, without crashing your game. I hope this can be of any help. Oh, and another good thing from the "2" flag: For the exits at the roofs i created a little "access hut" with an unsused object from the game; then attached a door to it to give the illusion of a roof acces. Problem was thar CJ detected the door and when entering the enex, he walked towards the door and opened it (to nowhere, because there where not a black space bahind it, only the concrete wall of the access hut...), giving an ugly effect. But with the flag "2" enabled in an exterior-to-exterior enex, CJ does not try to open the door, which looks much better.

 

And, what i need your help for, is this: I´m putting a lot of enex to the mod; all of them in a same IPL; (by the way, i've read in several places that you need to start a new game for new enex to work... thats not correct, a new game is needed for new cars, jumps and pickups, but i got all the new enex into "audiozone.ipl", and they work both for new and for saved games; the problems come when you try to put the enex into their correct area map ipl, i mean, to put an enex which will be located in the LAe area, into LAe.ipl. That works for the new game, but makes go crazy the enex for the saved games, changing all their connections or directly losing them (i kept losing the enex to exit fron CJ's home!... xD ).

 

Well, the problem is that, when i've reached the number 24 of new added enex... the game does not accept any more. The new ones are ignored, unless i switch off with a "#" some of the previous ones, being the number of allowed enex lines just 24... thats so bad sad.gif

Any ideas? The enexes i had until now link to already existing interiors (bar2, etc), to existing but unused interiors (fddonut, etc), and to other non previously defined areas i always give some name to, in strings of, maximum, seven upcase letters (like LSSK2). I hope this info helps you to guess what the problem is with my enexes; or is just that you can't go beyond 24 new enex?? That would be bad! And i read somewhere that the limit for enex is 400... i don't think there are already 376 enex in the game!

 

 

Edited by melolo

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melolo

EDIT: Now that i think of it, in fact i would be very grateful for any help to know the other limits too (cars, unique jumps and pickups, all added simply via notepad and ipl's. Specially worried about the jumps limit) .I was working with the idea that the limit for enex was 400, and for jumps 256, (the mod is called The 200 jumps mod, so its obviously focused on unique jumps). But this idea about the limits came from looking at the file of the "SA limit adjuster" by Sacky. I took granted that the numbers in his file where the original ones (thus 400 for enex, 256 for jumps), and that what the tool did was allow you to raise that numbers if you wanted. but taking a closer look it seems i was wrong, and that those numbers are not the original limits, but the new limits that the tool allows to have! So, then, what are the original limits? I'm worried because the mod is getting big and very time-consumming, and don't want to work with a scope that at some moment along the way will turn impossible to go on. As i said the goal of the mod, among other little tweaks and stuff, are the 200 jumps, that is add 130 to the original 70 jumps of SA. I'm still in Los Santos area, and already close to 50 new jumps (LS will have more jumps than other areas for being more complex and varied city); It would be a pain in the ass to work so much hours with that scope, only to find one day that the real limit is, say, 60 new jumps, and that if i want to balance all the areas in the map, i need to get ride of 3/4 of Los Santos jumps..... suicidal.gif

Raising the limits with "SA limit adjuster" doesn't seem a good idea, it crashes my game and could crash other people's, i guess, and i don't want the mod to rely on the use of a tool that can work or not for each user depending on his PC and specs. So i would like to stick to original limits if possible, but i need to knoe them perfectly well before going on working with the scope i had till now. Searches in forums did not gave me result, any search about limits drives you eventually to Becky's limit adjuster.

Any help about a precise knowing of this original limits would be much apreciated.

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OrionSR

Just a few quick comments, I've got to run out for the evening.

 

I've posted notes on limits, try using the search feature under Misc and Maps and see if you can find the post. There are hard limits and practical limits to worry about. If you add too many items the game is likely to become unstable, depending on the system.

 

There are 376 enex connections in the standard text IPLs. Sometimes mysterious additional enex connections appear in the save file. I'm not sure what they do or what would happen if all 400 enex connections were using in text IPLs and there wasn't room for the game to do whatever it is doing with the extra enexes.

 

Some standard enex connections are not used or are duplicates and can be reused for other purposes. I recommend leaving the standard links in sequence (edit unused or duplicates, add new links to a new file) in order to maintain as much compatibility as possible. Add new enex lines in an IPL that is loaded after the standard IPLs.

 

The 2 flag is definitely strange. I'm not sure what you are getting at just yet, but I have noticed that the 2 flag tends to get added to enex links in the save file when some links are used. That's another reason I gave up worrying about what that flag does. I figured if it needed to be set the game would handle it. Also, having the flag changed when the link is used made testing very difficult - how can I compare with or without if the flag changes?

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OrionSR

Enex Links:

 

Investigation into "Extra" enex data in the save file.

http://www.gtaforums.com/index.php?showtopic=357551

 

GTASA SaveGame ENEX Updater (very powerful, but use with extreme caution)

http://www.gtagarage.com/mods/show.php?id=4105

 

 

by the way, i've read in several places that you need to start a new game for new enex to work... thats not correct

Okay, this goes against all of my experience. Let me be more specific to the method I used, perhaps you can find the loophole.

 

All new enex connections are added to a new IPL file. This file is referenced at the end of the IPL list in GTA.DAT in order to preserve the sequence of the default enex links. I have not tried adding enex lines to audiozon.ipl, I'm not sure why that would make a difference.

 

I frequently change the link names and flags for standard enex connections. It is my observation that after the save is create the links between connections and flags are not adjusted by the game. Perhaps 1-way links can be added later, but I can't see how to initiate the creation of new links between connections.

 

I am confused about how the game is able to distinguish between extra IPL lines added after the save was created, and the extra enex links frequently appear in the save file. Many of these links appear to be burglary doors, especially on new game starts, but connections to other interiors have been observed as well. This leads me to beleive it is possible to trick the game into using new enex links, but I haven't been able to get any of them to appear.

 

I have not tested the long term effects of maxing out the enex connections with IPL entries. I have concerns that using all 400 enex links might somehow mess up the creation of the temporary burglary doors (all burglary doors in LS and LV are 'temporary', they are not part of the standard list of connections). However, I seem to remember reports that the burglar doors still work even if the enex links are maxed, so I'm not sure how that works.

 

I am intrigued by your hypothesis on the 2 flag being related to opening doors. I'm curious if the hypothesis can be refined by observing changes to the flag in the save file.

 

I don't want to get into limits unrelated to enex connections in this topic.

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melolo

Hi again. Thanks for your quick and long reply, your help is more than welcome!

 

I couldn't believe there were already 376 ENEX in the game, i would have said no more than 50... biggrin.gif

 

I tried more searches, but i found nothing. I'll keep trying, here and in other gta sites. I understand you dont want to mess with other questions in this ENEX thread, i'll ask stuff somewhere else.

 

Tried again SALA and worked fine, i had done something wrong last time; new ENEXs over 400 working fine now. About the investigation on savegames ENEX thread, i've read through all of it and understand like nothing, i'm newbie to all this stuff and know 0 about coding, hex, etc. But what the thread teaches anyway, is that this enex stuff is way much more intrincated that i thought. All my enex work fine, both in new and saved games, but after reading all that i'm afraid that could be just coincidence and not normal thing for any user. One important point may be the fact that i almost never, ever, ever, never, play burglary missions; so the saved game i use for testing map outside LS (which is a game with all the storyline missions completed), probably has never gone through a burglary mission... This could explain things.

 

About how i make the enex, well, i compiled some months ago posts from you and others, mostly from you, made a txt document with all, and that's the stuff i've been using for doing the ENEXs till now. In fact, i was about to enter the forums to see if you had new info on ENEX flags, when this limit problem came up. Anyway, to my delight yeah, you had exactly that, new info on most of flags... colgate.gif So now i can go into the bars with the hommies. By the way, when i searched the bar enex to change the flag to allow group, i found it actually was set already, so original R* intention was that; but then they refused the idea and put the flag in the interior to no group, so the hommies where not entering. Oh, and after changed that, i tried another bar i put in another place, the hommies came inside with me but they didnt came out. I entered again and there they were, trapped inside... because i had no put the group flag to the outside door of that bar rolleyes.gif

 

Till now, i got one way links from exterior to interiors; o.w.l. from int. to ext; o.w.l. from exterior to exterior; and two way links in exteriors and between ext. and interiors, both used and unused interiors. Everything works fine, both in new and saved game (that saved game i mentioned...), and i never added new line to gta.dat or a new .ipl file for the enex, just put all of them with all the other stuff (cars, pickups, jumps...) into the last .ipl the game loads, audiozone. I guess my game will explode some day.

 

 

One question about the 24-7s. Well, two.

First thing, all the interior to exterior connections work well except one from a new 24-7 i added (a conection to the 24-7 called X7_11B, if this helps). All the other enex give the correct sky color and time of day when you spawn outside, but this one (the ENEX line is correct, or at least is the same than in the other ENEXs, and has number 0 for "sky" (interior number). But this one gives a completly blue sky. I didn´t noticed it at first testing because, well, i tested at the start of new game, in a sunny day; but then i tested at night...and when coming out that 24-7, all the lighting, postlamps, buildings, was night and dark...but with totally blue sky! It is very cool looking and sci-fi, but a bug anyway. The effect keeps repeating in all the testings. Maaybe 24-7's do something different? Linked to this question comes the other: I´ve put pick ups in all the interiors, and all are respawn after picking them. But into the 24-7's, the pick ups spawn only once, the first time you enter. After that, you pick the objects or not, they never respawn into the 24-7!.

 

Oh, and another one issue with the objects in places where you arrive via ENEX: Even if i force-spawn vehicles on top of skyscrappers, like the LS tower, they only spawn, as many times as i use the ENEX, as long as i NEVER touch the vehicle. The first time i take the vehicle up there, it nevers spawns again. Oh, (last "oh", i promise), and another issue, not important, but curious... If the cops are after you and you use a building ENEX (LS tower), you spawn upside alone. But in my enex, you spawn with a number of cops related to your wanted level, like when you exit an interior. I've tested changing the "4" flag from floor level to roof level and the "0" flag to floor level, i've tested adding and resting the "2" flag, and giving both sides of the connection the same number (without ading "4" to one of them), but the cops keep spawning. Anyway, not a big problem, the roofs are more alive with the police on your ass, but i thought you could find this bit of some interest.

 

Thanks again for your help, i'll keep you updated if find something relevant or funny in the ENEX area.

 

 

EDIT: Oops... first problems with the testing. For the saved games, all new added ENEX work well, but existing ones (original ones) that i moddified (like adding the "group allowed" flag to bar), ignore the moddifications and act like originally.

Edited by melolo

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OrionSR

Adding Enex Connections:

 

I ran a few tests and have had limited success adding new enex connection after the save was created. One-way, and two-way to an existing interior connection both work and flags and links appear correct in the save file. However, I was only able to add two of the 4 links in my IPL on the first restart and reload, and a 3rd after saving and loading again. All 4 links function properly on a fresh start with the added IPL file, so I don't understand why I can't get them all to work.

 

Test condition was a new game using my custom Chain Game IPL files (designed to be compatible with default IPL files). The extra links were added to enex.ipl and a new reference was added to the end of the list in gta.dat. I also duplicated the save and tried 2 new links in 2 files but still ran into the limit of 2 and then 1 more new links.

 

Can you offer any clues?

 

Update: I tried again on an End of the Line save and all 4 new enex connections were functional.

 

Update 2: The extra enex connections are definitely playing a roll in how new enex links are added to the save. The In the Beginning save I was using had 3 blank spots between the last default link (0x0177) and the first extra enex (0x017A). The End of the Line save only had the 376 standard links.

 

Editing the first additional enex connection with an index of -1 caused a new game to start when the save was loaded. Removing the extra connections from the block (and pasting the cut to the end of the file to maintain size) allowed the game to add all 4 new links to my In the Beginning save. Removing all enex connections also caused a new game start; I was hoping I could force a remapping of all connections. Figured it out. I'm not sure what I did wrong on my first test.

 

Have you made any progress on the 2 flag in light of observations that the flag is often adjusted during game play? Can you explain your hypothesis again? I don't understand how I can confirm your observations.

 

I didn't have any luck finding my old post on limits either. Do you want to start a new topic?

 

Added:

 

It doesn't matter if you trigger the burglary missions or not. The extra enex connections get created anyway. It seems that these connections get added with the map surroundings, but I can't figure out how. The burglary connections tend to be present on the In the Beginning save I make in the Jefferson neighborhood, but sometimes other types of connections appear in the save.

 

NPC Flag: I don't think Rockstar had the homies in mind when the NPC flag was attached to the bar. The bars usually have the NPC flag set by the dating mission. Only a few IPL have this setting, and I suspect it's liable to get turned off after a date. This flag has been causing problems with my warps (connections between 2 outdoor enex links). The GFs are getting removed from the vehicles. Sometimes they make it to the other side and a standing next to the vehicle, other times I lose them completely.

 

Off Topic: Vehicle respawns in high places continues to be a problem even with the force spawn flag. The generators have timers and a used flag that need to be reset before it will spawn again, but when warping in from an enex it doesn't seem to get the chance. If you do a flyby of the tower and return by air the LS Maverick will probably spawn again until the next time it gets used.

 

24-7s: I'm not sure why that 24-7 is messing with the sky colors. I haven't experimented with the skies so I'm not sure what they do. I would expect the sky to be set be the exit destination. In this case, enter the 24-7 from outside and the settings from the 24-7 line are used for the interior. Exit back to the outside world and the sky settings for the outside door are applied - I think. You might learn something by investigating the roof access of the Pleasure Domes. If CJ exits back out of the roof then the sky or world isn't set correctly.

 

I ran some tests a while ago with the flags and cops, but never got any results. Still everything is worth checking. Perhaps the cops are on the roof because you've warped in from farther away. SA doesn't calculate Z coordinates very well. If you enter from the bottom and appear at the top I'm not sure the game will respawn the cops since there are already some nearby. (Nope, still no cops. Which roof? LS Tower doesn't have a ped zone. Why would cops spawn there?

Edited by OrionSR

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OrionSR

Extra Enex Connections

 

Okay, I've been running all over the map and checking the enex table in different locations of the map. Jefferson is full of extra enexes, but if CJ enters the Jefferson safe house they get cleared. In all tests entering an interior to save cleared the extra connections from the save.

 

I've been using the cleo show save screen script to test saves in outdoor locations. Areas with lots of temporary burglary doors get lots of extra enexes. I have checked the destinations, but the flags are almost alway 0x1406 and sometimes 0x1006. Ocean Flats in SF and Rockshore West in LV also have lots of extra enexes. Downtown LV doesn't have any. Neither did much of nothern SF. Time doesn't appear to be a factor.

 

I tested the Johnson House and Madd Dogg's Crib, both interiors cleared the extra connections. I was worried they might stick since the interior is directly about the exterior unlike most other interiors.

 

So far the only natural source of extra enexes appears to be at 4 Dragon's Casino, especially if approached from the south. Angle Pine, Fern Ridge, and Toreno's Ranch should be far from burglary doors. Doherty might be close enough to something, but not during my tests. The airstrip is pretty much an outdoor save disk so it might get something left over from Whitewood - maybe, I doubt it.

 

The main point is that it is difficult to get extra enex links, so most of the time adding new links to existing saves should work without the conflicts I was running into with my outdoor saves at the Jefferson alley.

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OrionSR

Remapping Enex Links

 

It looks like I'll need to make some serious modifications to the enex documentation. The following procedures are based on melolo's report that new enex connections can be added to an existing save under the proper conditions.

 

Adding new enex links: Save indoors to avoid extra enex links. Add new enex links after all existing links for that save. I suggest a new file and adding a reference to that file at the end of the list in gta.dat to avoid modification to the default files. Start the game with the new lines in place and they should get installed properly.

 

Reworking all enex links: Open the save with a hex editor. Select all enex data. Leave the Count and Path ID, -1 (FF FF) terminator, and block markers in place. This is the edited block from my outdoor save.

 

 

00028096h: 42 4C 4F 43 4B 00 00 00 00 FF FF 42 4C 4F 43 4B; BLOCK....ÿÿBLOCK

 

 

Cut the enex data. Scroll near the end of the save and paste the enex data somewhere in the slack, just ahead of the checksum dword at the end of the file. Start the game and load the save. All links will be remapped according to the current enex configuration.

 

Note: This procedure will unlock most interiors. It looks like only the burglary doors remain locked. Several of the diners and restaurants have interiors that are not solid. Starting a food date should close these dangerous interiors.

 

Note: Remapping the enex links on an existing indoor save may lead to unexpected exit locations. Unique interiors such as the Johnson House, Prickle Pine, Hashbury, Queens, Madd Dogg's Crib would avoid this problem, Jefferson/Willowfield should be safe enough.

 

Update: The source index stored in the beginning of the enex block is used to set the "anticipation" zone name of where CJ is going - which is usually correct unless you mix and match custom and standard IPLs as much as I do. Up until now it was beleived to serve no purpose.

Edited by OrionSR

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melolo

I only mod via notepad with the normal text ipls, can't offer any feedback on modding saves or that sanscrit-like gigablocks of hex code wink.gif

 

Good point about the End of the Line save being free of extra ENEX, that must be the reason for my saved game (a post-storyline save) accepting all the new ENEX. I think it would be good idea to release the mod with a warning that the enex could not be totally compatible in saved games, depending on the save, better than saying the mod is oldsaves-friendly.

 

-On the "2" flag stuff: As you said, seems the game adds or rests this flag in certain ENEX; I'm not sure if this explains something, but maybe it helps you figuring stuff out: I created ENEX in all donut shops to the donut interior; all work, but with some special facts, related to the use of doors that i'm sure its linked to the 2 flag: None of them (interior ENEX or the exterior ones) have the 2 flag; but if I use in first place the one in SF, CJ walks towards the door and tries to open (which he can't do), and keeps walking and pushing while the screen goes black. This repeats everytime you enter that donut shop. BUT if you now go to the donut place in LS (which has a working door), CJ opens correctly; and if you go back now to the donut shop in SF, CJ never tries to open door again; screen simply goes black, ignoring the door object. I think the game must do something with the 2 flag in this experiment. As i said, the 2 flag added to my exterior-to-exterior ENEX was making CJ ignore the door objects and not try to open them while the screen goes black. And still better, avoiding the game crash if you were falling off from bike right in the moment you were entering the ENEX and screen going black. This "good" effect was useful too in exterior-to-interior and interior-to-exterior ENEX that now accept bikes in my mod (like the Atrium); without the 2 flag, hiting the wall while screen fades resulted in game crash.

 

-On the cops on roofs: Not in the LS Tower, that is an original ENEX from the game and i've never seen cops up there. But in any other building you make and ENEX like the one in LS Tower, you get cops on roof. In fact i think the game "cheats" in this issue, because the cops are always spawned in front of you... at the closest ground-level position under their feet (i have an ENEX that spawns you over the sea, and the cops spawn actually ON THE OCEANS FLOOR, running down there and shooting up towards you, who are swimming way over their heads). So, i'm afraid what the game does is:

-LS Tower: You dont spawn on the rooftop, but in a narrow stair; cops spawn in front of you but in closest ground level.... 300 mts lower, so you never see or heard them.

-SF Pointy building: pointy exit, only room for you, cops spawn 200 mts below.

 

(Just taking a guess on this stuff... but i'm testing this with the desert antenna and check things out)

 

 

-One question, from your Documentation on flags, what is meant by a "reward interior"? An stadium with a competition?

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gta_gamer1

thanks cheers

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melolo
(Just taking a guess on this stuff... but i'm testing this with the desert antenna and check things out)

 

 

 

Checked! Yeah, it goes like that biggrin.gif

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OrionSR

 

One question, from your Documentation on flags, what is meant by a "reward interior"? An stadium with a competition?

Reward Interior is a label I gave to that flag to make it easier to identify by name. The labels may or may not be accurate descriptions of the purpose of the flag. A reward interior is a location that is unlocked by progressing through the missions. Ammu-nations, clothes shops, food joints, tattoo, barbers, but not gyms for some reason.

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melolo

Thanks for the info! I will try to make some interiors unlockable with game progress.

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OrionSR

 

I only mod via notepad with the normal text ipls

I had an idea but haven't tested it because editing the save is an easy process for me. However, I suspect this will work as a method of removing the current enex information from the save so the links can be remapped.

 

Make a copy of the maps folder and comment out all of the enex lines. Load the save, wait a second or two, and save again. Close San Andreas, rename the folders so your custom map files are in place and load SA again.

Edited by OrionSR

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_CP_

It's posibble to change marker color to blue?

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james227uk
It's posibble to change marker color to blue?

Yes, you can change the colour. gtasbigfoot, an expert scripter did it. I don't know if he did it IPL or memory addressing.

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OrionSR

 

It's posibble to change marker color to blue?

Yes, you can change the colour. gtasbigfoot, an expert scripter did it. I don't know if he did it IPL or memory addressing.

It is not possible to change the color of the enex markers using standard methods. There is nothing in the save or IPL line to record this information. You could simulate a colored marker by placing one-way links with invisible doors and adding an "Entrance Marker" using opcode 0A40. Entrance markers are used at the airports to mark the ticket booth. Entrance Markers don't do anything other than mark a location, but it is possible to control their color.

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_CP_

@OrionSR

Thanks, it works!

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melolo

Make a copy of the maps folder and comment out all of the enex lines. Load the save, wait a second or two, and save again. Close San Andreas, rename the folders so your custom map files are in place and load SA again.

Thanks for the idea; but i don't want to remap existing ENEXs, i want to keep all the original conections in place, so as nobody miss any. By now, the SALA is working, i've raised the limit from 400 to 500 and it seems to work.

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melolo

@OrionSR, here´s an small more finding, maybe you can figure some stuff out of it:

I had a problem with a 24/7 that always was giving me blue sky when leaving it, even in the middle of the night, and the line was just like other ENEX lines for 24/7 i've got. But i found the problem: in the name chain ("X7_11D"), i had an space at the end ("X7_11D "), and that was all.

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OrionSR

Thanks for the update, melolo. That little mystery had me completely stumped. I made a little unexpected progress on a couple of other enex puzzlers. I'm not sure what to make of it just yet but I need to document my notes somewhere.

 

 

BIT HEX   DEC NAME                  DESCRIPTION10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors12 1000  4096 burglary access       Enabled and disabled during Burglary 

 

 

The IPL information for these flags appears to alter the way the enex functions on existing saves. The game does not appear to update these flags in existing save files. The flags in the save and IPL files don't necessarily need to match.

 

The Unknown Burglary Flag 1024 apparent does nothing if set in the save file. If set in the IPL file then the enex may be "borrowed" by the game when it first starts. If the enex is borrowed it won't be available unless the game is restarted until the door is not randomly borrowed. I'm still not sure what the game is doing with the borrowed enex other than preventing all attempts to unlock or enter the door.

 

The Burglary Access Flag 4096 allows the game to change the access with the burglary access opcode used by the burglary mission if the flag is set in the save file. When read from the IPL file the game will ignore the hours of availability.

 

This is the first time I've noticed that the flags in the IPL file change the way the enexes function beyond the settings recorded for a new game. I'm not sure exactly what to make of it all. I had not considered this possibility and may not have always been consistent with my methods for testing the operation of the flags.

 

 

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