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[SA] Map Problem


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I made new map in 3ds Max.

 

Everything went fine, the DFF was exported nice, the COL was fine, surface edited and everything.

(I made new terrain...)

 

I made IDE and IPL and they are correct to where the are at and the correct dff and txd.

 

But it keeps crashing!

 

What is the problem???

 

 

IDE:

#IDE file generated from Kam's GTA Map IO
objs
14904, Plane01, land, 0, 299, 1
14906, land3, land, 0, 299, 1
14910, Plane03, land, 0, 299, 1
14905, sphincter, sphincter, 0, 299, 1
14914, profess_a, profess_a, 0, 299, 1
14906, sphincter2, sphincter, 0, 299, 1
14908, land, land, 0, 299, 1
14905, land2, land, 0, 299, 1
14907, land4, land, 0, 299, 1
14909, land5, land, 0, 299, 1
14912, Box01, box01, 0, 299, 1
14913, Box02, box01, 0, 299, 1
end
tobj
end
path
end
2dfx
end
IPL:
#IPL file generated from Kam's GTA Map IO
inst
14904, Plane01, 0, 0.684708, -5.59685, 2.36448, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0
14906, land3, 0, -53.4136, -124.506, 4.83674, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0
14910, Plane03, 0, 6.16264, -66.5094, 7.00025, 1.0, 1.0, 1.0, 0.0, -0.014689, 0.0, 0.999892
14905, sphincter, 0, -35.599, -28.179, 28.3753, 0.340873, 0.243807, 0.243807, 0.0, 0.0, 0.707732, 0.706481
14914, profess_a, 0, -98.6243, -226.533, 13.0584, 0.103013, 0.103013, 0.466404, 0.0, 0.0, 0.0, 1.0
14906, sphincter2, 0, 31.5863, -29.0409, 28.2772, 0.340873, 0.243807, 0.243807, 0.0, 0.0, -0.70169, 0.712482
14908, land, 0, 45.7689, -221.381, 6.25489, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0
14905, land2, 0, 58.4679, -99.0131, 3.73954, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0
14907, land4, 0, 58.476, -155.098, 7.19824, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0
14909, land5, 0, -65.5768, -226.479, 3.95808, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0
14912, Box01, 0, -60.2526, -104.522, 14.7724, 0.181218, 0.181218, 0.181218, 0.0178527, 0.0619154, -0.761413, 0.645057
14913, Box02, 0, 86.4855, -155.398, 14.5002, 0.181218, 0.181218, 0.181218, 0.052295, 0.0471619, 0.677124, 0.732492
end
cull
end
path
end
pick
end
GTA.DAT;
#
# Generated by SA Map Cleaner 0.5
#
#
# Load IDEs first, then the models and after that the IPLs
#
#IMG DATA\PATHS\CARREC.IMG
#IMG DATA\SCRIPT\SCRIPT.IMG
#IMG MODELS\CUTSCENE.IMG
IMG DATA\MAPS\basic\basicmap.IMG
IMG DATA\MAPS\basic\land.IMG
#SPLASH loadsc2
#
# Object types
#
IDE DATA\MAPS\generic\vegepart.IDE
IDE DATA\MAPS\generic\barriers.IDE
IDE DATA\MAPS\generic\dynamic.IDE
IDE DATA\MAPS\generic\dynamic2.IDE
IDE DATA\MAPS\generic\multiobj.IDE
IDE DATA\MAPS\generic\procobj.IDE
#IDE DATA\MAPS\LA\LAn.IDE
#IDE DATA\MAPS\LA\LAn2.IDE
#IDE DATA\MAPS\LA\LAs.IDE
#IDE DATA\MAPS\LA\LAs2.IDE
#IDE DATA\MAPS\LA\LAe.IDE
#IDE DATA\MAPS\LA\LAe2.IDE
#IDE DATA\MAPS\LA\LAw2.IDE
#IDE DATA\MAPS\LA\LAw.IDE
#IDE DATA\MAPS\LA\LAwn.IDE
#IDE DATA\MAPS\LA\LAhills.IDE
#IDE DATA\MAPS\LA\LAxref.IDE
#IDE DATA\MAPS\SF\SFn.IDE
#IDE DATA\MAPS\SF\SFs.IDE
#IDE DATA\MAPS\SF\SFse.IDE
#IDE DATA\MAPS\SF\SFe.IDE
#IDE DATA\MAPS\SF\SFw.IDE
#IDE DATA\MAPS\SF\SFxref.IDE
#IDE DATA\MAPS\vegas\vegasN.IDE
#IDE DATA\MAPS\vegas\vegasS.IDE
#IDE DATA\MAPS\vegas\vegasE.IDE
#IDE DATA\MAPS\vegas\vegasW.IDE
#IDE DATA\MAPS\vegas\vegaxref.IDE
#IDE DATA\MAPS\country\countryN.IDE
#IDE DATA\MAPS\country\countN2.IDE
#IDE DATA\MAPS\country\countryS.IDE
#IDE DATA\MAPS\country\countryE.IDE
#IDE DATA\MAPS\country\countryW.IDE
#IDE DATA\MAPS\country\counxref.IDE
#IDE DATA\MAPS\interior\int_LA.IDE
#IDE DATA\MAPS\interior\int_SF.IDE
#IDE DATA\MAPS\interior\int_veg.IDE
#IDE DATA\MAPS\interior\int_cont.IDE
#IDE DATA\MAPS\leveldes\levelmap.IDE
IDE DATA\MAPS\leveldes\levelxre.IDE
#IDE DATA\MAPS\interior\gen_int1.IDE
#IDE DATA\MAPS\interior\gen_int2.IDE
#IDE DATA\MAPS\interior\gen_intb.IDE
#IDE DATA\MAPS\interior\gen_int3.IDE
#IDE DATA\MAPS\interior\gen_int4.IDE
#IDE DATA\MAPS\interior\gen_int5.IDE
#IDE DATA\MAPS\interior\savehous.IDE
#IDE DATA\MAPS\interior\stadint.IDE
#IDE DATA\MAPS\leveldes\seabed.IDE
IDE DATA\MAPS\basic\basicmap.IDE
IDE DATA\MAPS\basic\land.IDE
# interiors
#IDE DATA\MAPS\interior\props.IDE
#IDE DATA\MAPS\interior\props2.IDE
#IDE DATA\MAPS\interior\propext.IDE
# vehicle upgrade models
IDE DATA\MAPS\veh_mods\veh_mods.IDE
# txd parents
IDE DATA\TXDCUT.IDE
# have to load map.zon before any of the IPLs
IPL DATA\MAP.ZON
# IPL DATA\NAVIG.ZON
IPL DATA\INFO.ZON
#
# Scene information
#
#SPLASH loadsc2
#IPL DATA\MAPS\LA\LAn.IPL
#IPL DATA\MAPS\LA\LAn2.IPL
#IPL DATA\MAPS\LA\LAs.IPL
#IPL DATA\MAPS\LA\LAs2.IPL
#IPL DATA\MAPS\LA\LAe.IPL
#IPL DATA\MAPS\LA\LAe2.IPL
#IPL DATA\MAPS\LA\LAw.IPL
#IPL DATA\MAPS\LA\LAwn.IPL
#IPL DATA\MAPS\LA\LAw2.IPL
#IPL DATA\MAPS\LA\LAhills.IPL
#IPL DATA\MAPS\SF\SFn.IPL
#IPL DATA\MAPS\SF\SFs.IPL
#IPL DATA\MAPS\SF\SFse.IPL
#IPL DATA\MAPS\SF\SFe.IPL
#IPL DATA\MAPS\SF\SFw.IPL
#IPL DATA\MAPS\vegas\vegasN.IPL
#IPL DATA\MAPS\vegas\vegasS.IPL
#IPL DATA\MAPS\vegas\vegasE.IPL
#IPL DATA\MAPS\vegas\vegasW.IPL
#IPL DATA\MAPS\country\countryN.IPL
#IPL DATA\MAPS\country\countN2.IPL
#IPL DATA\MAPS\country\countrys.IPL
#IPL DATA\MAPS\country\countryE.IPL
#IPL DATA\MAPS\country\countryW.IPL
IPL DATA\MAPS\basic\basicmap.IPL
IPL DATA\MAPS\basic\land.IPL
# interiors
#IPL DATA\MAPS\interior\int_LA.IPL
#IPL DATA\MAPS\interior\int_SF.IPL
#IPL DATA\MAPS\interior\int_veg.IPL
#IPL DATA\MAPS\interior\int_cont.IPL
#IPL DATA\MAPS\interior\gen_int1.IPL
#IPL DATA\MAPS\interior\gen_int2.IPL
#IPL DATA\MAPS\interior\gen_intb.IPL
#IPL DATA\MAPS\interior\gen_int3.IPL
#IPL DATA\MAPS\interior\gen_int4.IPL
#IPL DATA\MAPS\interior\gen_int5.IPL
#IPL DATA\MAPS\interior\stadint.IPL
#IPL DATA\MAPS\interior\savehous.IPL
# level design
#IPL DATA\MAPS\leveldes\levelmap.IPL
#IPL DATA\MAPS\leveldes\seabed.IPL
#IPL DATA\MAPS\paths.ipl
#IPL DATA\MAPS\paths2.ipl
#IPL DATA\MAPS\paths3.ipl
#IPL DATA\MAPS\paths4.ipl
#IPL DATA\MAPS\paths5.ipl
#IPL DATA\MAPS\cull.ipl
#IPL DATA\MAPS\tunnels.ipl
#IPL DATA\MAPS\occluSF.ipl
#IPL DATA\MAPS\occluveg.ipl
#IPL DATA\MAPS\occluLA.ipl
#IPL DATA\MAPS\occluint.ipl
#IPL DATA\MAPS\audiozon.ipl
#
# Interiors
#
#SPLASH loadsc4
HELLLLPPPPP PLSSSS :((

 

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TXD or Col?

white model indicates txd not allocated

if col failure, either game crashs or you can walk through or check it ingame

 

use MEd, render the scene and select the object

then there should be green hooks at "idenifier" and "dff"

then click the tab IDE, that opens ide window for selected object

there should also be green hooks at "model name" and "texture name"

then click to button "COL" inside the ide window

it should show the col model

 

check also if the col model have correct position:

the selected object have a red border of a virtual cube that indicates the border of the col model

 

If everthing is ok, then it can have two reasons for white model

1. the texture name inside the txd archiv is wrong

2. img failure because you didn't run "rebuild archiv"

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TXD or Col?

white model indicates txd not allocated

if col failure, either game crashs or you can walk through or check it ingame

 

use MEd, render the scene and select the object

then there should be green hooks at "idenifier" and "dff"

then click the tab IDE, that opens ide window for selected object

there should also be green hooks at "model name" and "texture name"

then click to button "COL" inside the ide window

it should show the col model

 

check also if the col model have correct position:

the selected object have a red border of a virtual cube that indicates the border of the col model

 

If everthing is ok, then it can have two reasons for white model

1. the texture name inside the txd archiv is wrong

2. img failure because you didn't run "rebuild archiv"

 

 

Okay, I was able to get Coll to work, but now TXD is doesn't connect.

 

I went in MEd and it has green hooks on DFF model and TXD

 

What should the txd be called?

 

5000, plane, plane, 300, 0

 

dff and txd are both named correctly.

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it needs to open dff with 3d editor, 3dmax or zmodeler and check the texture name that is allocated

it must be same name as in properties of each texture inside txd archiv

Okay, So I have one texture one it

 

WoodPlanksDirty01.png

 

I opened Magic.TXD and placed it in there, same name.

 

Still won't show up?

Edited by deltaCJ
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Did you tried to install this object with modloader on another GTASA installation with stock map and where you have modloader?
Replace an unused object ide, 1246, line, for example inside of dynamic.ide

#1246, line, icons, 100, 1281246, plane, plane, 300, 0

put dff, txd and col into modloader folder

then add an ipl line anywhere or spawn it by cleo

 

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Did you tried to install this object with modloader on another GTASA installation with stock map and where you have modloader?

Replace an unused object ide, 1246, line, for example inside of dynamic.ide

#1246, line, icons, 100, 1281246, plane, plane, 300, 0

put dff, txd and col into modloader folder

then add an ipl line anywhere or spawn it by cleo

 

 

 

Thank you! This worked.

 

I have another quesiton though

 

How do I make an Interior? With a script that has automatic doors open.

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Thank you! This worked.

so it seem that the img archiv is buggy

 

I have another quesiton though

How do I make an Interior?

just give the ipl line an inter number, bigger than 0

well, R* placed all interior file inside an extra img for better load performance

that's not required but it's better

 

 

With a script that has automatic doors open.

script or enex?

 

Interior doors are hardcoded and are working automaticly

take a look inside object.dat

these are the interior doors INSIDE of interiors (they're working also outside)

;***********interior doors*************Gen_doorEXT10,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT01,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT02,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT03,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT04,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT05,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		none

they are swinging when walking through, into bath room or bed room for example

 

they can also be placed by script and there are script codes to dis/enable

0107: 111@ = create_object #GEN_DOORINT01 at 368.8954 161.5299 1013.274 0453: set_object 111@ XY_rotation 0.0 0.0 angle 90.0 0905: set_door 111@ openable 1

for the wardrobe is used an extra door which does an animation

075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1

back to object.dat

these are the exterior doors

;**********entry exit doors**********Gen_doorEXT01,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT02,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT03,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT04,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT05,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT06,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT07,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT08,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT09,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorSHOP01,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorSHOP02,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorSHOP3,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT11,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT12,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT14,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT15,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT17,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT18,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT19,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneCJ_WS_DOOR,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT7_11R,	5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT7_11L,	5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_wardrobe,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneADAM_V_DOOR,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		nonesl_dtdoor1,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		nonec*ntGIRLDOOR,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		none

they're working together with enex, you know, door open, CJ walk in animation and fade

position of enex in relation to door must be placed exactly and door must be placed by 0.0 , 90.0 , 180.0 , or 270.0 degree, otherwise it don't work

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Thank you! This worked.

so it seem that the img archiv is buggy

 

I have another quesiton though

How do I make an Interior?

just give the ipl line an inter number, bigger than 0

well, R* placed all interior file inside an extra img for better load performance

that's not required but it's better

 

 

With a script that has automatic doors open.

script or enex?

 

Interior doors are hardcoded and are working automaticly

take a look inside object.dat

these are the interior doors INSIDE of interiors (they're working also outside)

;***********interior doors*************Gen_doorEXT10,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT01,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT02,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT03,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT04,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorINT05,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		none

they are swinging when walking through, into bath room or bed room for example

 

they can also be placed by script and there are script codes to dis/enable

0107: 111@ = create_object #GEN_DOORINT01 at 368.8954 161.5299 1013.274 0453: set_object 111@ XY_rotation 0.0 0.0 angle 90.0 0905: set_door 111@ openable 1

for the wardrobe is used an extra door which does an animation

075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1

back to object.dat

these are the exterior doors

;**********entry exit doors**********Gen_doorEXT01,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT02,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT03,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT04,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT05,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT06,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT07,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT08,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT09,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorSHOP01,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorSHOP02,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorSHOP3,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT11,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT12,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT14,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT15,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT17,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT18,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT19,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneCJ_WS_DOOR,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT7_11R,	5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_doorEXT7_11L,	5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneGen_wardrobe,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		noneADAM_V_DOOR,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		nonesl_dtdoor1,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		nonec*ntGIRLDOOR,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	7,	1, 	0,	0,	0.0, 0.0, 0.0,		none

they're working together with enex, you know, door open, CJ walk in animation and fade

position of enex in relation to door must be placed exactly and door must be placed by 0.0 , 90.0 , 180.0 , or 270.0 degree, otherwise it don't work

 

 

Script

 

I want to make a pod where the player can go into to sleep or save the game.

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