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[GTAIV][Q]Enterable Building


vob775
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user posted image

 

user posted image

 

user posted image

 

I'm modifing " int_door.ide " at " pc/data/maps/props/doors " .

And I can enter Bank of Liberty and Lawyer Office so far.

Just delete these lines...

 

 

BM_lawyerDoor_2b, null, 100, 79822848, 6, -1.5095, -0.0926045, -1.25, -0.000214338, 0.0956695, 1.25071, -0.754859, 0.0015325, 0.000357389, 1.46347, nullCJ_BANK_DOOR_L, null, 100, 79822848, 6, 0.0006724, -0.0576333, -1.25018, 1.50073, 0.0576334, 1.25018, 0.750701, 4.84288e-008, -5.96046e-007, 1.45905, nullCJ_BANK_DOOR_R, null, 100, 79822848, 6, -1.49921, -0.0576333, -1.25018, 0.000845551, 0.0576334, 1.25018, -0.749183, 4.84288e-008, -5.96046e-007, 1.45905, null

 

 

I tried to change parameters, but the door still close....

Does anyone know how to change door's open flag?

 

 

sry for my english blush.gif

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!!!!!!!!! I LOVE THIS! This bank is like the coolest building ever. Good luck on your endeavor!

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BlazeHoliday

Very intresting. Need to make the house near the sultanRS a mansion that's enterable.

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KingBulleT 8747

Yo, you can easier make that w/o deleting the doors.

 

Just open objects.dat (common/data) and search all doors, and edit the line for 'swing door'

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Yo, you can easier make that w/o deleting the doors.

 

Just open objects.dat (common/data) and search all doors, and edit the line for 'swing door'

I think that file not in use.

All object names are used in GTA:SA.

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Yo, you can easier make that w/o deleting the doors.

 

Just open objects.dat (common/data) and search all doors, and edit the line for 'swing door'

Thanks for your hint.

Maybe you said this flag...

 

(J) Special Collision Response Cases   0:none(default) 1:lampost  2:smallbox 3:bigbox  4:fencepart  5:grenade 6:SWINGDOOR  7:LOCKDOOR  8:HANGING  9:OB_COL_POOLBALL

 

I changed all doors (J) values to "6", but it doesn't work for me. sad.gif

Can you upload some screens or object.dat file please?

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Yo, you can easier make that w/o deleting the doors.

 

Just open objects.dat (common/data) and search all doors, and edit the line for 'swing door'

Thanks for your hint.

Maybe you said this flag...

 

(J) Special Collision Response Cases   0:none(default) 1:lampost  2:smallbox 3:bigbox  4:fencepart  5:grenade 6:SWINGDOOR  7:LOCKDOOR  8:HANGING  9:OB_COL_POOLBALL

 

I changed all doors (J) values to "6", but it doesn't work for me. sad.gif

Can you upload some screens or object.dat file please?

yeah, upload it please

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does anyone know what the section "amat" stands for? Maybe you have to make some entries there too

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Yo, you can easier make that w/o deleting the doors.

 

Just open objects.dat (common/data) and search all doors, and edit the line for 'swing door'

hmm...i've searched the GTA IV object.dat for the bank-doors...nothing. So, I compare the GTA IV and GTA SA object.dat...totally the same.

I don't know if you just add the Bank-Doors and it works or you got a super-special-game-version or you simply talked BS. wink.gif

 

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CJ_BANK_DOOR_R, null, 100, 79822848, 6, -1.49921, -0.0576333, -1.25018, 0.000845551, 0.0576334, 1.25018, -0.749183, 4.84288e-008, -5.96046e-007, 1.45905, null

 

Maybe the fifth value is the flag for what kind of collision it has? (6 i saw is for swingdoor)

 

Strange thing: when i deleted only the right door, the left could be pushed open.

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i tried to add those two doors of the bank in the object.dat with swing doors.

But no effect ingame...

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im not sure what the fifth value is, on some doors ingame its 0 on others its 6, changing it has no effect. If you change the first null value, the doors become invisible. Nothing else has any effect on the doors.

 

PS Does anybody know where to find the frontdoor of Comrades bar? I can not find it

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im not sure what the fifth value is, on some doors ingame its 0 on others its 6, changing it has no effect. If you change the first null value, the doors become invisible. Nothing else has any effect on the doors.

 

PS Does anybody know where to find the frontdoor of Comrades bar? I can not find it

There is a rear door too.

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"objects.dat" is no more use. it works only for filecheck.

Try delete this file and run game. It works completely! colgate.gif

 

And I think "int_door.ide" is OBJECT's data.

So just delete the line, it will disapper.

Maybe not include place information and open flag.

For exsample, lawyer office left door at main entrance cannot open.

But inside office's door can open...

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im not sure what the fifth value is, on some doors ingame its 0 on others its 6, changing it has no effect. If you change the first null value, the doors become invisible. Nothing else has any effect on the doors.

 

PS Does anybody know where to find the frontdoor of Comrades bar? I can not find it

This link can help us to find the missions inside buildings "the bank, museum, hotels..."

 

http://grandtheftauto.ign.com/maps/1/Liberty-City-Map

 

Its pretty cool, GTA4 GoogleMaps biggrin.gif

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And I think "int_door.ide" is OBJECT's data.

Your right about that, it is object data. I though wether the door can open or not would be here too though.

 

@Fedora: That will come in handy, however it isnt what im looking for. Im meant in what .ide are comrades bars doors.

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spaceeinstein

I think you could open it through scripting, too.

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I think you could open it through scripting, too.

I was thinking that, some of the doors that are locked in SP are open in MP mode. Like the Lawyers office for example.

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Yeah, that's what I was thinking, maybe worthwhile to look at packie3.sco in the script.img file, to see if they actually use a native to give access to the bank, look at other relevant missions for other areas.

 

 

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KingBulleT 8747

Notice: Every Door is open-able in Multiplayer, but only in Co-op Modes, Hangmans Noose, bomb da base and deal breaker.

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SET_STATE_OF_CLOSEST_DOOR_OF_TYPE()

 

This is the only thing i could find in packie3.sco that may have something to do with it. I havent tried scripting for gta4 yet, but i will look into this one soon.

 

BTW i found this in the first mission script too (the very first mission with roman, where you get your safehouse)

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I'm just thinking:

I'm seeing the following in packie3.sco

 

 

SET_CHAR_COORDINATES 1531 -23.2061f -468.0389f 14.4072f

and

SET_ROOM_FOR_CHAR 1531, "bank3_hall"

 

 

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spaceeinstein

vlad1.sco (Bull in China Shop)

SET_STATE_OF_CLOSEST_DOOR_OF_TYPE(0x43af35c4, (float)1283, (float)400, (float)23, 1, 0.0f);

SET_STATE_OF_CLOSEST_DOOR_OF_TYPE(0xcdc2ca01, (float)1286, (float)400, (float)23, 1, 0.0f);

SET_STATE_OF_CLOSEST_DOOR_OF_TYPE(0x171bd4fb, (float)928, (float)-489, (float)16, 1, 0.0f);

http://www.gtamodding.com/index.php?title=...c_models_hashes

http://www.gtamodding.com/index.php?title=...models_hashes_2

Second to last parameter seems to be an lock/unlock flag. You might be able to enter that shop with these.

 

roman1.sco (first mission)

SET_STATE_OF_CLOSEST_DOOR_OF_TYPE(0x820550a0, L[520].v0, L[520].v1, L[520].v2, 1, 0.0f);

This seems to be Niko's first safehouse.

 

Etc. I don't have the game to test so you're on your own from there.

Edited by spaceeinstein
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im not sure what the fifth value is, on some doors ingame its 0 on others its 6, changing it has no effect. If you change the first null value, the doors become invisible. Nothing else has any effect on the doors.

 

PS Does anybody know where to find the frontdoor of Comrades bar? I can not find it

Think it is this one going by the wiew in SparkIV: cj_int_door_6.wdr.

 

Yes it is. smile.gif

user posted image

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