deltaCJ Posted April 12, 2017 Share Posted April 12, 2017 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 ( Link to comment https://gtaforums.com/topic/885283-sa-map-problem/ Share on other sites More sharing options...
ZAZ Posted April 13, 2017 Share Posted April 13, 2017 Ipl looks invalid, last value of ipl line should be -1, unless it should link to a LOD, but never a float Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069513915 Share on other sites More sharing options...
deltaCJ Posted April 13, 2017 Author Share Posted April 13, 2017 Ipl looks invalid, last value of ipl line should be -1, unless it should link to a LOD, but never a float ok ill try it out Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069513935 Share on other sites More sharing options...
ZAZ Posted April 13, 2017 Share Posted April 13, 2017 Also it seems to have too much parameter, like vc ipl Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069513943 Share on other sites More sharing options...
deltaCJ Posted April 13, 2017 Author Share Posted April 13, 2017 Also it seems to have too much parameter, like vc ipl Yeah, turns out that I exported the ipl in VC format. Going to fix that. Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069513972 Share on other sites More sharing options...
deltaCJ Posted April 13, 2017 Author Share Posted April 13, 2017 Also it seems to have too much parameter, like vc ipl So i changed the IPL but it still crashes? Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069515001 Share on other sites More sharing options...
ZAZ Posted April 13, 2017 Share Posted April 13, 2017 ide format is also invalid Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069515319 Share on other sites More sharing options...
deltaCJ Posted April 14, 2017 Author Share Posted April 14, 2017 ide format is also invalid Whats wrong with it? Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069515451 Share on other sites More sharing options...
ZAZ Posted April 14, 2017 Share Posted April 14, 2017 did you never look into existing ide? yours: 14904, Plane01, land, 0, 299, 1existing sa object: 1581, keycard, dyn_keycard, 40, 128basic map object: 5000, gplane, basicmain, 300, 0 Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069515953 Share on other sites More sharing options...
deltaCJ Posted April 14, 2017 Author Share Posted April 14, 2017 did you never look into existing ide? yours: 14904, Plane01, land, 0, 299, 1existing sa object: 1581, keycard, dyn_keycard, 40, 128basic map object: 5000, gplane, basicmain, 300, 0 I'm sorry im still trying to map. I'll try this out. Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069516930 Share on other sites More sharing options...
deltaCJ Posted April 15, 2017 Author Share Posted April 15, 2017 (edited) Okay, New problem. I have map in game, but TXD or Col don't work! It's just white land model in game! Edited April 15, 2017 by deltaCJ Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069517656 Share on other sites More sharing options...
ZAZ Posted April 15, 2017 Share Posted April 15, 2017 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" Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069517755 Share on other sites More sharing options...
deltaCJ Posted April 15, 2017 Author Share Posted April 15, 2017 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. Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069517764 Share on other sites More sharing options...
ZAZ Posted April 15, 2017 Share Posted April 15, 2017 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 Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069518203 Share on other sites More sharing options...
deltaCJ Posted April 15, 2017 Author Share Posted April 15, 2017 (edited) 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 April 15, 2017 by deltaCJ Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069518529 Share on other sites More sharing options...
ZAZ Posted April 15, 2017 Share Posted April 15, 2017 (edited) Okay, So I have one texture one it WoodPlanksDirty01.png where do you have one texture on it?In 3dMax? If yes, is the texture shown there on the model? Edited April 15, 2017 by ZAZ Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069518651 Share on other sites More sharing options...
deltaCJ Posted April 15, 2017 Author Share Posted April 15, 2017 Okay, So I have one texture one it WoodPlanksDirty01.png where do you have one texture on it?In 3dMax? If yes, is the texture shown there on the model? Yes, it shows. Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069519026 Share on other sites More sharing options...
ZAZ Posted April 16, 2017 Share Posted April 16, 2017 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 Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069520587 Share on other sites More sharing options...
deltaCJ Posted April 16, 2017 Author Share Posted April 16, 2017 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. Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069520589 Share on other sites More sharing options...
ZAZ Posted April 16, 2017 Share Posted April 16, 2017 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 Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069520733 Share on other sites More sharing options...
deltaCJ Posted April 16, 2017 Author Share Posted April 16, 2017 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. Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069520880 Share on other sites More sharing options...
ZAZ Posted April 17, 2017 Share Posted April 17, 2017 a teleport script and a a save script you mean? can you find in the tutorial Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069521393 Share on other sites More sharing options...
deltaCJ Posted April 17, 2017 Author Share Posted April 17, 2017 a teleport script and a a save script you mean? can you find in the tutorial No, I know how to make a script to save, I mean I just want to make the door automatically open when you go near it. Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069521598 Share on other sites More sharing options...
ZAZ Posted April 17, 2017 Share Posted April 17, 2017 I just want to make the door automatically open when you go near it.Aha, good to know thatand where's the problem? did you already made a script? if yes then post it Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069522189 Share on other sites More sharing options...
deltaCJ Posted April 17, 2017 Author Share Posted April 17, 2017 (edited) No I just want to know how I can do that. Example: The automatic doors Edited April 18, 2017 by deltaCJ Link to comment https://gtaforums.com/topic/885283-sa-map-problem/#findComment-1069522389 Share on other sites More sharing options...
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