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EAZYJ

[SA] Remove peds from interiors

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EAZYJ
Posted (edited)

Hi,

 

I'm trying to remove every possible pedestrian on the map, I successfully did on the streets but I cannot remove peds in interiors like houses.

I tried clear_area and clear_peds_from_cube_cornerA cornerB , it's not working. But it seems that these peds are scripted, it's always the same ped I find in the burglary interior I want to clear.

 

So, how can I achieve this ? Thanks for any help.

 

Edited by EAZYJ

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OrionSR

Enex Documentation

 

If interiors are entered via enexes (the normal yellow-arrow "doors") then peds can be limited by adjusting the 3rd to the last value in the appropriate enex lines. However, only a handful of SF burglary houses are coded in IPL. Most burglary houses are managed by a hard-coded process.

 

Have you tried a... "restricted cube corner" or whatever the opcodes are that restricts areas to ped and/or cars? These are usually used temporarily during missions but some, like to avoid the bridge barriers, persist in the save until disabled by the YKBB mission. I kind of doubt this will stop a coded burglary ped but it's worth a shot.

 

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EAZYJ

Sadly, none of the opcodes I try seem to work, not even  0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to [email protected] closest_ped_to [email protected] + Actor.Destroy([email protected])

 

My interior is a custom one made with enex leading to a burg house I've closed the access. Where exactly can I find these houses code line to limit peds ?

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OrionSR

Well... the Enex Documentation topic I linked had a complete reference of all enexes and in which ipl they can be found. Still does, but the forum upgrade has adjusted the lists of hundreds of entries into one very long line. So... the current documentation isn't very useful, sorry. Maybe I'll look into fixing things once the forum tweaks settle down. 

 

If your enex always works as expected and doesn't randomly disappear for no reason until you restart, then you are probably using one of the standard ipl burglary enexes. These will be located somewhere in the many SF ipl files located under DATA\Maps. You can make a reasonable guess as to which one might contain your enex based on the location - western and northern, mostly.

 

While you are at it, you might want to remove the burglary flag so the clock or mission doesn't lock the door on you.

 

Still, I expect you will continue to have problems with any burglary interior. They look great but have odd properties that make them difficult to use outside of burglary missions. Peds, for example, but also... the furniture changes if a different entrance to the same interior is used, and any pickups. and probably objects, get deleted when CJ exits, so it's an awkward place to put a save disk.

 

You might have better luck with the unused LA Big House. It's a very nice and large interior without all the odd issues with burglary interiors.

 

Thing is though, I would recommend against messing with any of the standard enexes. If you make the slightest mistake you'll scramble your links to most interiors. Be sure to backup the entire Maps folder before you mess with anything, and keep backups of individual files and lines. Comment the original with #. Run tests on original saves to make sure everything still works.

 

To avoid issues with scrambling enexes, make a new IPL file just for your enex, and place it in a folder off of DATA, and don't mess with maps at all. Add a reference line to GTA.DAT for your new enex. Something like IPL data\ipl\myenexes.ipl. Add your reference line after all other IPL lines or you'll scramble the links in old saves (you lose compatibility).

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EAZYJ
Posted (edited)

Thanks my enex was in int_sf.ipl, I did as you say. It works fine. Surprisingly enough now I have 2 different peds sitting in the house.

 

Is what you're referring to located in data\maps\SF\SFe.ipl ? My interior must be certainly mentioned in it, although I still see no option to limitate peds ?

 

Edited by EAZYJ

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OrionSR

Maybe SFe, but I don't have enough reference to draw any conclusions. If you post the enex line you identified in int_sf then I might be able to find a match.

 

The text "name" of the enex line is used to find a matching name to form an enex link. Few enexes lead from one place to another. Usually they link so the exterior has it's exit a little ways from the entrance. Each side of the link controls it's sky and world view settings. The advantage is that many exterior enexes can link to the same interior. The interior will switch links to the most recently used connection. The exterior doesn't need to know which world view is needed by the interior.

 

And now that I think about it, I believe it's the interior enex setting that need to limit the peds, not the exterior, so you are in the right place. This was a late discovery and not documented well, but the 3rd to last entry on the enex line should be the ped limiter. But... not sure how it works for weird burglary houses.

 

Enexes are confusing and difficult to work with. Players tend to go with teleport codes unless they are doing full map mods.

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EAZYJ

It's not in SFe.ipl actually, I figured that the enexes there are the exit of the burg interiors, that'd explain why I got teleported to SF when I forgot to disable the original exit.

 

The only exenes I've encountered so far had this form:

X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off

 

Also you're correct, it seems that it's the usage of enex that spawns peds indoors. So unless I can figure out how to delete them, I'm gonna have to use teleports. But I'd rather use enex because it keeps things immersive in my opinon.

 

So where is located the file with the ped limiter ?

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OrionSR
Posted (edited)

The "I2" from your line above should be the ped field, Look at examples for Pizza, Burger, and Chicken. A setting of 0 should be appropriate for no peds allowed.

If you need more information you will need to provide some details. "Post your code." In this case your enex entries. Also note which files you've modified. 

 

Or give up now and switch to coding. Almost everyone does. It's my understanding that ZAZ has some great intro tutorials for teleport codes.

 

Have I mentioned that enexes are weird, confusing, and difficult to work with?


Added: Maybe this enum from my save template can provide some useful clues as to where to look for burglary interiors. It looks like the general interior files are your best bet. (Burglary notes about weapons and exits are from early experiments and may not be appropriate.)

Spoiler

 

enum <INT16> eEnexLinks 
{
    LS_LSPD = 0,                            //,  POLICE1,   LAn,        LSPD HQ
    LS_AtriumNorth = 1,                     //,  ATRIUME,   LAn,        Atrium North
    LS_AtriumWest = 2,                      //,  ATRIUMX,   LAn,        Atrium West
    LS_RoboiFoodMart = 3,                   //,  X7_11S,    LAn,        Roboi Food Mart 24-7
    LS_ZipDowntown = 4,                     //,  CLOTHGP,   LAn2,       Downtown LS Zip
    LS_InsideTrackBetting = 5,              //,  GENOTB,    LAn2,       LS Inside Track Betting
    LS_MarketAmmunation = 6,                //,  AMMUN1,    LAn2,       Market Ammu-nation
    LS_TowerBottom = 7,                     //,  SKYLAN2,   LAn2,       LS Tower bottom
    LS_TowerTop = 8,                        //,  SKYLAN2,   LAn2,       LS Tower top
    LS_Unity69_247 = 9,                     //,  X7_11B,    LAs,        Unity 69¢ 24-7 
    LS_ElCoronaSafeHouse = 10,              //,  SVLAMD,    LAs,        El Corona Safe House
    LS_WillowfieldChicken = 11,             //,  FDCHICK,   LAs2,       Willowfield Chicken
    LS_PlayaDelSevilleBarber = 12,          //,  BARBER3,   LAs2,       Playa Del Seville Barber
    LS_WillowfieldAmmunation = 13,          //,  AMMUN3,    LAs2,       Willowfield Ammu-nation
    LS_WillowfieldTattoos = 14,             //,  TATTOO,    LAs2,       Willowfield Tattoos
    LS_WillowfieldSafeHouse = 15,           //,  SVLASM,    LAs2,       Willowfield Safe House
    LS_JeffersonMotel = 16,                 //,  MOTEL1,    LAe,        Jefferson Motel
    LS_JeffersonSubUrban = 17,              //,  LACS1,     LAe,        Jefferson Sub-Urban
    LS_JeffersonSafeHouse = 18,             //,  SVLASM,    LAe,        Jefferson Safe House
    LS_ReecesBarber = 19,                   //,  BARBERS,   LAe,        Idlewood Barber Reece's 
    LS_CrackDen = 20,                       //,  LACRAK,    LAe,        Crack Den
    LS_IdlewoodPizza = 21,                  //,  FDPIZA,    LAe,        Idlewood Pizza
    LS_IdlewoodTattoo = 22,                 //,  TATTOO,    LAe,        Idlewood Tattoo
    LS_IdlewoodDisco = 23,                  //,  BAR1,      LAe,        Idlewood Disco
    LS_TenGreenBottles = 24,                //,  BAR2,      LAe2,       Ten Green Bottles
    LS_PigPen = 25,                         //,  LASTRIP,   LAe2,       Pig Pen
    LS_EastBeachDiner = 26,                 //,  DINER2,    LAe2,       East Beach Diner
    LS_GantonBinco = 27,                    //,  CSCHP,     LAe2,       Ganton Binco
    LS_JohnsonsHouse = 28,                  //,  CARLS,     LAe2,       Johnson's House
    LS_ColonelFuhrbergers = 29,             //,  BURHOUS,   LAe2,       Colonel Fuhrberger's
    LS_VagosGangHouse = 30,                 //,  GANG,      LAe2,       Vagos Gang House
    LS_EastLosSantosChicken = 31,           //,  FDCHICK,   LAe2,       East Los Santos Chicken
    LS_GantonGym = 32,                      //,  GYM1,      LAe2,       Ganton Gym
    LS_SmokesCrackPalace = 33,              //,  CARTER,    LAe2,       Smoke's Crack Palace
    LS_MarinaBarber = 34,                   //,  BARBER2,   LAw,        Marina Barber
    LS_MarinaBurger = 35,                   //,  FDBURG,    LAw,        Marina Burgershot OG Loc's
    LS_VeronaBeachSafeHouse = 36,           //,  SVLAMD,    LAw,        Verona Beach Safe House
    LS_MulhollandEast247 = 37,              //,  X7_11B,    LaWn,       Mulholland East 24-7
    LS_MulhollandBurger = 38,               //,  FDBURG,    LaWn,       Mulholland Burgershot
    LS_MulhollandWest247 = 39,              //,  X711S2,    LaWn,       Mulholland West 24-7
    LS_MarketChicken = 40,                  //,  FDCHICK,   LaWn,       Market Chicken
    LS_RodeoVictim = 41,                    //,  CSDESGN,   LAw2,       Rodeo Victim
    LS_SantaMariaDiner = 42,                //,  DINER1,    LAw2,       Santa Maria Diner 
    LS_RodeoProLaps = 43,                   //,  CSSPRT,    LAw2,       Rodeo Pro-Laps
    LS_RodeoRestaurant = 44,                //,  FDREST1,   LAw2,       Rodeo Restaurant
    LS_RodeoDidierSachs = 45,               //,  CSEXL,     LAw2,       Rodeo Didier Sachs
    LS_SantaMariaSafeHouse = 46,            //,  SVLAMD,    LAw2,       Santa Maria Safe House
    LS_MulhollandSafeHouse = 47,            //,  SVSFBG,    LAhills,    Mulholland Safe House
    LS_MaddDoggFront = 48,                  //,  MADDOGS,   LAhills,    Madd Dogg Front
    LS_MaddDoggBack = 49,                   //,  MDDOGS,    LAhills,    Madd Dogg Back
    SF_BaysideBurglarySideDoor = 50,        //,  SFHSS1,    SFn,        Bayside Burglary Side Door
    SF_BaysideBurglaryNorth = 51,           //,  SFHSS2,    SFn,        Bayside Burglary North
    SF_BaysideBurglarySouth = 52,           //,  SFHSB1,    SFn,        Bayside Burglary South
    SF_BaysideBurglaryUnrestricted = 53,    //,  SFHSM2,    SFn,        Bayside Burglary Unrestricted
    SF_CobraMaritalArtsGym = 54,            //,  GYM2,      SFs,        SF Gym Cobra Marital Arts
    SF_Ammunation = 55,                     //,  AMMUN1,    SFs,        SF Ammu-nation
    SF_OceanFlatsChicken = 56,              //,  FDCHICK,   SFs,        Ocean Flats Chicken
    SF_HashburySafeHouse = 57,              //,  SVSFMD,    SFs,        Hashbury Safe House
    SF_QueensSafeHouse = 58,                //,  SVHOT1,    SFs,        Queens Safe House
    SF_BarbersPoleQueens = 59,              //,  BARBER2,   SFs,        Barber's Pole - Queens
    SF_BiffinBridgeRestaurant = 60,         //,  FDREST1,   SFs,        Biffin Bridge Restaurant
    SF_SFDiscoBarGaydarStaion = 61,         //,  BAR1,      SFs,        SF Disco Bar Gaydar Staion
    SF_GarciaBurger = 62,                   //,  FDBURG,    SFs,        Garcia Burger
    SF_HashburySubUrban = 63,               //,  LACS1,     SFs,        Hashbury Sub Urban
    SF_HashburyTattoosHemlock = 64,         //,  TATTO2,    SFs,        Hashbury Tattoos Hemlock
    SF_OceanFlatsNBurglary = 65,            //,  SFHSS2,    SFs,        Ocean Flats N Burglary
    SF_OceanFlatsSBurglary = 66,            //,  SFHSS1,    SFs,        Ocean Flats S Burglary
    SF_HashburyWBurglary = 67,              //,  SFHSS1,    SFs,        Hashbury W Burglary
    SF_HashburyNBurglary = 68,              //,  SFHSS2,    SFs,        Hashbury N Burglary
    SF_HashburyEBurglary = 69,              //,  SFHSS1,    SFs,        Hashbury E Burglary
    SF_DohertySafeHouse = 70,               //,  SVSFBG,    SFSe,       Doherty Safe House
    SF_MistysBarGarcia = 71,                //,  BAR2,      SFSe,       Misty's Bar Garcia
    SF_SFDowntownZip = 72,                  //,  CLOTHGP,   SFe,        SF Downtown Zip
    SF_FinancialPizza = 73,                 //,  FDPIZA,    SFe,        Financial Pizza
    SF_CaltonHeightssave = 74,              //,  SVSFBG,    SFe,        Calton Heights save
    SF_ChinatownSafeHouse = 75,             //,  SVSFSM,    SFe,        Chinatown Safe House
    SF_Pier69Top = 76,                      //,  P69_ENT,   SFe,        Pier 69 Top
    SF_Pier69Bottom = 77,                   //,  P69_ENT,   SFe,        Pier 69 Bottom
    SF_Pier69Diner = 78,                    //,  DINER2,    SFe,        Pier 69 Diner
    SF_DowntownPizza = 79,                  //,  FDPIZA,    SFe,        SF Downtown Pizza
    SF_DowntownBurger = 80,                 //,  FDBURG,    SFe,        SF Downtown Burger
    SF_DowntownVictim = 81,                 //,  CSDESGN,   SFe,        SF Downtown Victim
    SF_TowerOnewayUp = 82,                  //,        ,    SFe,        SF Tower Oneway Up
    SF_TowerOnewayDown = 83,                //,        ,    SFe,        SF Tower Oneway Down
    SF_CaltonHeightsNBurglary1 = 84,        //,  SFHSS1,    SFe,        Calton Heights N Burglary
    SF_CaltonHeightsNBurglary2 = 85,        //,  LAHS2A,    SFe,        Calton Heights N Burglary
    SF_CaltonHeightsNBurglary3 = 86,        //,  LAHS2A,    SFe,        Calton Heights N Burglary
    SF_DowntownBurglary1 = 87,              //,  LAHS2A,    SFe,        SF Downtown Burglary
    SF_DowntownBurglary2 = 88,              //,  SFHSS1,    SFe,        SF Downtown Burglary
    SF_FinancialBurglary1 = 89,             //,  SFHSS1,    SFe,        Financial Burglary
    SF_FinancialBurglary2 = 90,             //,  SFHSS1,    SFe,        Financial Burglary
    SF_CaltonHeightsSBurglary1 = 91,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_CaltonHeightsSBurglary2 = 92,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_CaltonHeightsSBurglary3 = 93,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_CaltonHeightsSBurglary4 = 94,        //,  SFHSS1,    SFe,        Calton Heights S Burglary
    SF_ChinatownBurglary1 = 95,             //,  SFHSS1,    SFe,        Chinatown Burglary
    SF_CaltonStairsBurglary = 96,           //,  LAHS1B,    SFe,        Calton Stairs Burglary
    SF_ChinatownBurglary2 = 97,             //,  SFHSS1,    SFe,        Chinatown Burglary
    SF_SFDowntownChicken = 98,              //,  FDCHICK,   SFe,        SF Downtown Chicken
    SF_DowntownRestaurantSecretValley = 99, //,  REST2,     SFe,        SF Downtown Restaurant Secret Valley
    SF_ParadisoSafeHouse = 100,             //,  SVSFSM,    SFw,        Paradiso Safe House
    SF_JuniperHillBinco = 101,              //,  CSCHP,     SFw,        Juniper Hill Binco
    SF_JuniperHollowBurger = 102,           //,  FDBURG,    SFw,        Juniper Hollow Burger
    SF_JuniperHollowDiner = 103,            //,  DINER2,    SFw,        Juniper Hollow Diner
    SF_JuniperHillBurglary1 = 104,          //,  SFHSS2,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary2 = 105,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary3 = 106,          //,  SFHSS2,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary4 = 107,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary5 = 108,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary6 = 109,          //,  SFHSM1,    SFw,        Juniper Hill Burglary
    SF_JuniperHillBurglary7 = 110,          //,  SFHSS1,    SFw,        Juniper Hill Burglary
    SF_ParadisoBurglary1 = 111,             //,  SFHSB3,    SFw,        Paradiso Burglary
    SF_SantaFloraBurglary = 112,            //,  SFHSB3,    SFw,        Santa Flora Burglary
    SF_ParadisoBurglary2 = 113,             //,  SFHSB1,    SFw,        Paradiso Burglary
    SF_JuniperHollowBurglary1 = 114,        //,  SFHSS1,    SFw,        Juniper Hollow Burglary
    SF_JuniperHollowBurglary2 = 115,        //,  SFHSS1,    SFw,        Juniper Hollow Burglary
    SF_JuniperHillBurglary = 116,           //,  SFHSS1,    SFw,        Juniper Hill Burglary
    LV_RocaEscalante247 = 117,              //,  X7_11S,    vegasN,     Roca Escalante 24-7 south of LVPD
    LV_OldStripBurgerW = 118,               //,  FDBURG,    vegasN,     Old Venturas Strip Burgershot West
    LV_OldStripChicken = 119,               //,  FDCHICK,   vegasN,     Old Venturas Strip Cluck'n Bell
    LV_OldStrip247 = 120,                   //,  X7_11S,    vegasN,     Old Venturas Strip 24-7
    LV_OldStripWorldofCoq = 121,            //,  FDREST1,   vegasN,     "Vice" - Old Strip - World of Coq
    LV_OldStripBurgerE = 122,               //,  FDBURG,    vegasN,     Old Venturas Strip Burgershot East
    LV_StarfishCasino247_East = 123,        //,  X7_11B,    vegasN,     24-7: Starfish Casino, LV
    LV_OldStripAmmuNation = 124,            //,  AMMUN2,    vegasN,     Old Venturas Strip Ammu-Nation
    LV_CreekProLaps = 125,                  //,  CSSPRT,    vegasN,     Pro-Laps: Creek, LV
    LV_CreekVictim = 126,                   //,  CSDESGN,   vegasN,     Victim: Creek, LV
    LV_CreekSubUrban = 127,                 //,  LACS1,     vegasN,     Sub Urban: Creek, LV
    LV_CreekPizza = 128,                    //,  FDPIZA,    vegasN,     Pizza: Creek, LV
    LV_CreekChicken = 129,                  //,  FDCHICK,   vegasN,     Cluckin' Bell: Creek, LV
    LV_Creek247 = 130,                      //,  X7_11B,    vegasN,     24-7: Creek, LV
    LV_RocaEscalanteChicken = 131,          //,  FDPIZA,    vegasN,     Cluckin' Bell: Roca Escalante, LV
    LV_SpinybedBurger = 132,                //,  FDBURG,    vegasN,     Burger Shot: Spinybed, LV
    LV_StarfishCasino247_West = 133,        //,  X7_11S,    vegasN,     24-7: Starfish Casino, LV
    LV_LVPD = 134,                          //,  POLICE3,   vegasN,     LVPD HQ
    LV_CrawBarOldStrip = 135,               //,  BAR2,      vegasN,     Craw Bar - Old Strip
    LV_TopHeavyGirlsOldStrip = 136,         //,  LASTRIP,   vegasN,     Top Heavy Girls - Old Strip
    LV_ClownsPocketSave = 137,              //,  SVVGHO1,   vegasN,     Clown's Pocket save
    LV_OldVenturasStripSave = 138,          //,  SVVGHO2,   vegasN,     Old Venturas Strip save
    LV_CreekSave = 139,                     //,  SVSFSM,    vegasN,     Creek Safehouse
    LV_LVPDHQ = 140,                        //,  POLICE4,   vegasN,     LVPD HQ
    LV_OldStripSteakhouse = 141,            //,  DINER2,    vegasN,     LV Steakhouse - Old Strip
    LV_LasVenturasAirportBinco = 142,       //,  CSCHP,     vegasS,     Binco: Las Venturas Airport, LV
    LV_CaligulasRoofS = 143,                //,  JUMP1,     vegasE,     Caligula's Roof 1 S
    LV_CaligulasRoofN = 144,                //,  JUMP2,     vegasE,     Caligula's Roof 2 N
    LV_CaligulasCasino = 145,               //,  MAFCAS,    vegasE,     Caligulas Casino
    LV_PiratePantsSave = 146,               //,  SVVGHO2,   vegasE,     Pirates in Men's Pants save
    LV_FourDragons = 147,                   //,  TRICAS,    vegasE,     The Four Dragon's
    LV_CamelsToeSave = 148,                 //,  SVVGHO1,   vegasE,     Camel's Toe save
    LV_PlanningDepartment = 149,            //,  PAPER,     vegasE,     Planning Department
    LV_NudeStripersDaily = 150,             //,  STRIP2,    vegasE,     Nude Stripers Daily by Come-a-lot
    LV_RockshoreWestSave = 151,             //,  SVLAMD,    vegasE,     Rockshore West save
    LV_DiscoCamelsToe = 152,                //,  BAR1,      vegasE,     Disco - Camel's Toe
    LV_PilgrimChicken = 153,                //,  FDCHICK,   vegasE,     Cluckin' Bell: Pilgrim, LV
    LV_PilgrimPizza = 154,                  //,  FDPIZA,    vegasE,     Pizza: Pilgrim, LV
    LV_PilgrimZip = 155,                    //,  CLOTHGP,   vegasE,     Zip: Pilgrim, LV
    LV_ComeALotAmmuNation = 156,            //,  AMMUN2,    vegasE,     Ammu-Nation: Come-A-Lot, LV
    LV_RedsandsBurgershot = 157,            //,  FDBURG,    vegasW,     Redsands Burgershot Asset
    LV_BurgersWhitewood = 158,              //,  FDBURG,    vegasW,     Burgers Whitewood
    LV_DinerRedsandsWest = 159,             //,  DINER1,    vegasW,     Diner Redsands West - by Ballpark
    LV_OpenTattoo = 160,                    //,  TATTO3,    vegasW,     Always open tattoo shop North Strip
    LV_MilliesSexShop = 161,                //,  SEXSHOP,   vegasW,     Millie's Sex Shop from Key to Her Heart
    LV_EmeraldIsle247 = 162,                //,  X7_11S,    vegasW,     24-7: Emerald Isle, LV
    LV_EmeraldIsleZip = 163,                //,  CLOTHGP,   vegasW,     Zip: Emerald Isle, LV
    LV_EmeraldIslePizza = 164,              //,  FDPIZA,    vegasW,     Pizza: Emerald Isle, LV
    LV_EmeraldIsleChicken = 165,            //,  FDCHICK,   vegasW,     Cluckin' Bell: Emerald Isle, LV
    LV_EmeraldIsleBinco = 166,              //,  CSCHP,     vegasW,     Emerald Isle Binco
    LV_RedsandsEast247 = 167,               //,  X7_11S,    vegasW,     Redsamds East 24-7
    LV_GayGordosBoufonBoutique = 168,       //,  BARBER2,   vegasW,     Gay Gordos Boufon Boutique
    LV_BelowtheBeltGym = 169,               //,  GYM3,      vegasW,     Below the Belt Gym
    LV_SindaccoAbattoir = 170,              //,  ABATOIR,   vegasW,     Sindacco Abattoir
    LV_RedsandsWestsave = 171,              //,  SVLAMD,    vegasW,     Redsands West Safehouse
    LV_PricklePineSave = 172,               //,  SVVGMD,    vegasW,     Prickle Pine save
    LV_WhitewoodEstatesSave = 173,          //,  SVLAMD,    vegasW,     Whitewood Estates Safehouse
    LV_CasinoRedsandsWest = 174,            //,  CASINO2,   vegasW,     Casino Redsands West
    LV_StreakhouseWorldofCoq = 175,         //,  FDREST1,   vegasW,     Streakhouse World of Coq
    CN_ElQuebradosSave = 176,               //,  SVc*nt,    countryN,   El Quebrados Safehouse
    CN_TierraRobadaSave = 177,              //,  SVc*nt,    countryN,   Tierra Robada Safehouse
    CN_TierraRobadaDiner = 178,             //,  DINER1,    countryN,   Tierra Robada Diner
    CN_SecretValleySmokinBeefGrill = 179,   //,  REST2,     countryN,   Secret Valley Smokin Beef Grill - Las Barrancas
    CN_ElQueUnmarkedBarber = 180,           //,  BARBER2,   countryN,   Unmarked Barber in El Quebradoes
    CN_ElQueAmmunation = 181,               //,  AMMUN5,    countryN,   El Quebrados Ammu-nation
    CN_TierraRobadaChicken = 182,           //,  FDCHICK,   countryN,   Cluckin' Bell west of Sherman Dam
    CN_TopofDam = 183,                      //,  DAMOUT,    countn2,    Top of Dam
    CN_LilProbeInterior = 184,              //,  UFOBAR,    countn2,    Lil' Probe Inn below ground interior
    CN_TruckStopAmmunation = 185,           //,  AMMUN3,    countn2,    Truck Stop Ammu-Nation by Big Spread Ranch
    CN_AirstripSave = 186,                  //,  DESHOUS,   countn2,    Airstrip Save
    Int_BigSpreadRanchOut = 187,            //,  STUDRAN,   countn2,    Big Spread Ranch - Interior Exit
    CN_GeneratorHall = 188,                 //,  DAMIN,     countn2,    Generator Hall
    CN_LilProbeInn = 189,                   //,  UFOBAR,    countn2,    Lil' Probe Inn
    CN_AirstripSaveAC = 190,                //,  DESHOUS,   countn2,    Abandoned AC tower 
    CN_BigSpreadRanchIn = 191,              //,  STRIP2,    countn2,    Big Spread Ranch - Bone County
    CN_FortCarsonDinerMain = 192,           //,  DINER2,    countn2,    Fort Carson Diner on Main Street
    CN_FortCarsonLiquor = 193,              //,  X7_11S,    countn2,    Fort Carson 24-7 and Liquor - limited hours
    CN_FortCarsonSave = 194,                //,  SVc*nt,    countn2,    Fort Carson Safehouse
    CN_BigEarTower = 195,                   //,        ,    countn2,    Big Ear Base Jump Tower
    CN_FortCarsonAmmunation = 196,          //,  AMMUN3,    countn2,    Fort Carson Ammu-nation
    CN_FortCarsonChicken = 197,             //,  FDCHICK,   countn2,    Fort Carson Cluckin' Bell
    CN_FortCarsonMotelDiner = 198,          //,  DINER2,    countn2,    Fort Carson Motel Diner
    CS_AngelPineChicken = 199,              //,  FDCHICK,   countryS,   Angel Pine Cluckin' Bell
    CS_AngelPineAmmunation = 200,           //,  AMMUN3,    countryS,   Angel Pine Ammunation
    CS_Whetstone247 = 201,                  //,  X7_11S,    countryS,   Whetstone 24-7
    CS_AngelPineSave = 202,                 //,  SVc*nt,    countryS,   Angel Pine country save
    CE_InsideTrackBetting = 203,            //,  GENOTB,    countrye,   Inside Track Betting
    CE_DillimoreSave = 204,                 //,  SVc*nt,    countrye,   Dillimore country save
    CE_PalominoCreekSave = 205,             //,  SVc*nt,    countrye,   Palomino Creek country save
    CE_BlueberryAmmunation = 206,           //,  AMMUN2,    countrye,   Blueberry Ammu-nation
    CE_DillimoreLSPD = 207,                 //,  POLICE1,   countrye,   Dillimore PD like LSPD
    CE_DillimoreBarber = 208,               //,  BARBER2,   countrye,   Barber in Dillimore
    CE_BlueberryDiner = 209,                //,  DINER2,    countrye,   Diner in Blueberry
    CE_BlueberrySave = 210,                 //,  SVc*nt,    countrye,   Blueberry country save
    CE_MontgomeryPizza = 211,               //,  FDPIZA,    countrye,   Montgomery Pizza
    CE_TruckStopinDillimore = 212,          //,  TSDINER,   countrye,   Truck Stop in Dillimore
    CE_PalominoAmmunation = 213,            //,  AMMUN2,    countrye,   Palomino Ammu-nation
    CE_PalominoPizza = 214,                 //,  FDPIZA,    countrye,   Palomino Pizza
    CE_PalominoPizzaDupe = 215,             //,  FDPIZA,    countrye,   Palomino Pizza duplicate?
    CE_MontgomeryPizzaDupe = 216,           //,  FDPIZA,    countrye,   Montgomery Pizza duplicate
    CE_BlueberryPizza = 217,                //,  FDPIZA,    countrye,   Blueberry Pizza
    CE_WhetstoneFarm = 218,                 //,  SVc*nt,    countryw,   Whetstone Farm
    Int_JohnsonHouse = 219,                 //,  CARLS,     int_LA,     Johnson House
    Int_ColonelFuhrbergers = 220,           //,  BURHOUS,   int_LA,     Colonel Fuhrberger's
    Int_BurningDesire = 221,                //,  GANG,      int_LA,     Burning Desire
    Int_MaddogTop = 222,                    //,  MADDOGS,   int_LA,     Maddog Top int
    Int_MaddogBottom = 223,                 //,  MDDOGS,    int_LA,     Maddog Bottom int
    Int_FreeFallJet = 224,                  //,  JETINT,    int_LA,     Free Fall Jet Interior
    Int_Sweets = 225,                       //,  SWEETS,    int_LA,     Sweet's
    Int_RoomwithMirror = 226,               //,  MOROOM,    int_LA,     Room with Mirror
    Int_JohnsonHouseWardrobe = 227,         //,  CHANGER,   int_LA,     Johnson House Changer
    Int_SmokesCrackPalace = 228,            //,  CARTER,    int_LA,     Smokes Crack Palace
    Int_JeffersonMotel = 229,               //,  MOTEL1,    int_LA,     Jefferson Motel
    Int_DrivingSchoolBack = 230,            //,  DRIVES,    int_SF,     Driving School Int
    Ext_DrivingSchoolBack = 231,            //,  DRIVES,    int_SF,     Driving School Exterior
    Ext_ZerosRCShop = 232,                  //,  RCPLAY,    int_SF,     Zero's RC Shop Exterior
    Int_ZerosRCShop = 233,                  //,  RCPLAY,    int_SF,     Zero's RC Shop Int
    Int_DrivingSchool = 234,                //,  DRIVES2,   int_SF,     Driving School Int
    Ext_DrivingSchool = 235,                //,  DRIVES2,   int_SF,     Driving School Exterior
    Int_TopPleasureDomes1 = 236,            //,  PDOMES,    int_SF,     Top of Pleasure Domes
    Int_ThePleasureDomes1 = 237,            //,  PDOMES2,   int_SF,     The Pleasure Domes
    Int_ThePleasureDomes2 = 238,            //,  PDOMES2,   int_SF,     The Pleasure Domes
    Int_TopPleasureDomes2 = 239,            //,  PDOMES,    int_SF,     The Pleasure Domes
    Int_WuZiMus = 240,                      //,  WUZIBET,   int_SF,     Wu Zi Mu's
    Int_CaligulasCasino = 241,              //,  MAFCAS,    int_veg,    Caligula's Casino
    Int_PenthouseSuitesLower = 242,         //,  MAFCAS2,   int_veg,    Penthouse SuitesLower
    Int_PenthouseSuitesUpper = 243,         //,  MAFCAS2,   int_veg,    Penthouse SuitesUpper
    Int_CaligulasRoof2N = 244,              //,  JUMP2,     int_veg,    Caligula's Roof 2 North
    Int_CaligulasRoof1S = 245,              //,  JUMP1,     int_veg,    Caligula's Roof 1 South
    Int_PlanningDepartment = 246,           //,  PAPER,     int_veg,    Planning Department
    Int_BikeSchool = 247,                   //,  BIKESCH,   int_veg,    Bike School
    Int_SindaccoAbattoir = 248,             //,  ABATOIR,   int_veg,    Sindacco Abattoir
    Int_FourDragons = 249,                  //,  TRICAS,    int_veg,    4 Dragons
    Int_WaterEastOfPalomino = 250,          //,         ,   int_veg,    In Water east of Palomino
    Int_TruckStopDillimore = 251,           //,  TSDINER,   int_cont,   Truck Stop in Dillimore
    Int_WillowfieldTattoos = 252,           //,  TATTOO,    gen_int1,   Willowfield Tattoos
    Int_RoboiX7_11S = 253,                  //,  X7_11S,    gen_int1,   Roboi Food Mart and many others
    LS_Unity69X7_11B = 254,                 //,  X7_11B,    gen_int1,   Unity 69¢ 24-7 
    Int_unusedX7_11C = 255,                 //,  X7_11C,    gen_int1,   unused
    Int_unusedX7_11D = 256,                 //,  X7_11D,    gen_int1,   unused
    Int_MulhollandWest247 = 257,            //,  X711S2,    gen_int1,   Mulholland West 24-7
    Int_unusedX711S3 = 258,                 //,  X711S3,    gen_int1,   unused
    Int_MilliesSexShop = 259,               //,  SEXSHOP,   gen_int1,   Millie's Sex Shop from Key to Her Heart
    Int_HemlockTattoo2 = 260,               //,  TATTO2,    gen_int1,   Hashbury Tattoos Hemlock Int
    Int_OpenTattoo3 = 261,                  //,  TATTO3,    gen_int1,   Always open tattoo shop North Strip
    Int_AtriumWest = 262,                   //,  ATRIUMX,   gen_int1,   Atrium West
    Int_AtriumNorth = 263,                  //,  ATRIUME,   gen_int1,   Atrium North
    Int_BurglaryVGHSB1 = 264,               //,  VGHSB1,    gen_int2,   Burglary Shotgun no exit
    Int_BurglaryLAHSS6 = 265,               //,  LAHSS6,    gen_int2,   Burglary Pistol and Exit
    Int_BurglaryVGHSB3 = 266,               //,  VGHSB3,    gen_int2,   Burlary red Bat no Exit
    Int_BurglaryVGSHS2 = 267,               //,  VGSHS2,    gen_int2,   Burlary Knife no Exit
    Int_BurglaryLAHSB4 = 268,               //,  LAHSB4,    gen_int2,   Burlary orange Pistol with Exit
    Int_BurglaryLAHSB1 = 269,               //,  LAHSB1,    gen_int2,   Burlary blue Bat no Exit
    Int_BurglaryLAHSB2 = 270,               //,  LAHSB2,    gen_int2,   Burlary no Exit
    Int_BurglaryLAHSB3 = 271,               //,  LAHSB3,    gen_int2,   Burglary greenish Bat Shotgun no Exit
    Int_BurglaryLAHS2B = 272,               //,  LAHS2B,    gen_int2,   Burlary no Exit
    Int_BurglaryLAHS2A = 273,               //,  LAHS2A,    gen_int2,   Burlary pink floral with Exit
    Int_BurglaryVGSHM2 = 274,               //,  VGSHM2,    gen_int2,   Burlary Pistol Knife no exit
    Int_BurglaryVGSHM3 = 275,               //,  VGSHM3,    gen_int2,   Burlary Pistol no exit
    Int_BurglaryVGHSS1 = 276,               //,  VGHSS1,    gen_int2,   Burlary no Exit
    Int_BurglaryLAHS1A = 277,               //,  LAHS1A,    gen_int2,   Burlary with Exit
    Int_BurglaryLAHS1B = 278,               //,  LAHS1B,    gen_int2,   Burlary with Exit
    Int_OFTEST = 279,                       //,  OFTEST,    gen_intb,   Middle of nowhere
    Int_S1TEST = 280,                       //,  S1TEST,    gen_intb,   Middle of nowhere
    Int_CrackDen = 281,                     //,  LACRAK,    gen_intb,   Crack Den
    Int_BrothelNoAudio = 282,               //,  BROTHEL,   gen_intb,   Brothel no audio
    Int_RydersPlace = 283,                  //,  RYDERS,    gen_intb,   Ryder's Place
    Int_BurglaryVGHSM2 = 284,               //,  VGHSM2,    gen_intb,   Burlary with Exit
    Int_BurglaryVGHSM3 = 285,               //,  VGHSM3,    gen_intb,   Burlary with Exit
    Int_Fall = 286,                         //,  SFHSB2,    gen_intb,   Fall
    Int_BurglarySFHSB3 = 287,               //,  SFHSB3,    gen_intb,   Burlary Bat with Exit
    Int_BurglarySFHSS2 = 288,               //,  SFHSS2,    gen_intb,   Burlary with Exit
    Int_BurglarySFHSS1 = 289,               //,  SFHSS1,    gen_intb,   Burlary with Exit
    Int_BurglarySFHSB1 = 290,               //,  SFHSB1,    gen_intb,   Burlary Pistol Bat with Exit
    Int_BurglarySFHSM1 = 291,               //,  SFHSM1,    gen_intb,   Burlary nasty lighting with Exit
    Int_BurglarySFHSM2 = 292,               //,  SFHSM2,    gen_intb,   Burlary wood with Exit
    Int_SmallGreenRug = 293,                //,  CASINO2,   gen_int3,   Small Green Rug
    Int_PoleDancingLarge = 294,             //,  BROTHL1,   gen_int3,   Pole Dancing Large
    Int_GantonGym = 295,                    //,  GYM1,      gen_int3,   Ganton Gym
    Int_LocoLowCo = 296,                    //,  CARMOD2,   gen_int3,   Loco Low Co
    Int_WheelArchAngels = 297,              //,  CARMOD3,   gen_int3,   Wheel Arch Angels
    Int_Warehouse = 298,                    //,  GENWRHS,   gen_int3,   Warehouse
    Int_InsideTrackBetting = 299,           //,  GENOTB,    gen_int3,   Inside Track Betting
    Int_CobraMaritalArts = 300,             //,  GYM2,      gen_int3,   Cobra Marital Arts
    Int_BelowtheBeltGym = 301,              //,  GYM3,      gen_int3,   Below the Belt Gym
    Int_SmashTVWarehouse = 302,             //,  SMASHTV,   gen_int3,   SmashTV Warehouse
    Int_BDupsApartment = 303,               //,  BDUPS,     gen_int3,   B Dup's apartment
    Int_BDupsCrackPalace = 304,             //,  BDUPS1,    gen_int3,   B Dup's Crack Palace
    Int_NeonWhiteHearts = 305,              //,  STRIP2,    gen_int3,   Neon White Hearts
    Int_Studio = 306,                       //,  STUDIO,    gen_int3,   Studio
    Int_TigerRugBrothel = 307,              //,  BROTHL2,   gen_int3,   Tiger Rug Brothel
    Int_OGLocs = 308,                       //,  OGLOCS,    gen_int3,   OG Loc's
    Int_TransFender = 309,                  //,  CARMOD1,   gen_int3,   TransFender
    Int_PigPen = 310,                       //,  LASTRIP,   gen_int3,   Pig Pen
    Int_LSPDHQ1 = 311,                      //,  POLICE1,   gen_int4,   LSPD HQ
    Int_SFPDHQ2 = 312,                      //,  POLICE2,   gen_int4,   SFPD HQ
    Int_LVPDHQ4 = 313,                      //,  POLICE4,   gen_int4,   LVPD HQ
    Int_Denises = 314,                      //,  GF1,       gen_int4,   Denise's
    Int_Katies = 315,                       //,  GF2,       gen_int4,   Katie's
    Int_Helenas = 316,                      //,  GF3,       gen_int4,   Helena's
    Int_Michelles = 317,                    //,  GF4,       gen_int4,   Michelle's
    Int_BarbarasJail = 318,                 //,  GF5,       gen_int4,   Barbara's Jail
    Int_LVPDHQ3 = 319,                      //,  POLICE3,   gen_int4,   LVPD HQ
    Int_Millies = 320,                      //,  GF6,       gen_int4,   Millie's
    Int_SubUrban = 321,                     //,  LACS1,     gen_int5,   Sub Urban
    Int_ProLaps = 322,                      //,  CSSPRT,    gen_int5,   Pro-Laps
    Int_Binco = 323,                        //,  CSCHP,     gen_int5,   Binco
    Int_ReecesBarber = 324,                 //,  BARBERS,   gen_int5,   Reeces
    Int_MarketAmmunation1 = 325,            //,  AMMUN1,    gen_int5,   Ammu-Market & SF
    Int_CluckinBell = 326,                  //,  FDCHICK,   gen_int5,   Cluckin' Bell
    Int_BurgerShot = 327,                   //,  FDBURG,    gen_int5,   Burger Shot
    Int_WellStackedPizza = 328,             //,  FDPIZA,    gen_int5,   Well Stacked Pizza
    Int_RustyBrowns = 329,                  //,  FDDONUT,   gen_int5,   Rusty Brown's
    Int_WorldofCoq = 330,                   //,  FDREST1,   gen_int5,   World of Coq
    Int_DiscoBar1 = 331,                    //,  BAR1,      gen_int5,   Disco Bar
    Int_DillimoreBarber = 332,              //,  BARBER2,   gen_int5,   Barber in Dillimore
    Int_PlayaDelSevilleBarber3 = 333,       //,  BARBER3,   gen_int5,   Playa Del Seville Barber
    Int_SecretValley = 334,                 //,  REST2,     gen_int5,   Secret Valley
    Int_TenGreenBottles2 = 335,             //,  BAR2,      gen_int5,   10 Green Bottles
    Int_Zip = 336,                          //,  CLOTHGP,   gen_int5,   Zip
    Int_DidierSachs = 337,                  //,  CSEXL,     gen_int5,   Didier Sachs
    Int_PalominoAmmunation2 = 338,          //,  AMMUN2,    gen_int5,   Palomino Ammu-nation
    Int_AngelPineAmmunation3 = 339,         //,  AMMUN3,    gen_int5,   Angel Pine Ammunation
    Int_UnusedAmmunation4 = 340,            //,  AMMUN4,    gen_int5,   unused
    Int_ElQueAmmunation5 = 341,             //,  AMMUN5,    gen_int5,   El Quebrados Ammu-nation
    Int_TierraRobadaDiner1 = 342,           //,  DINER1,    gen_int5,   Tierra Robada Diner
    Int_BlueberryDiner2 = 343,              //,  DINER2,    gen_int5,   Blueberry Diner
    Int_Victim = 344,                       //,  CSDESGN,   gen_int5,   Victim
    Int_Wardrobe = 345,                     //,  CHANGER,   gen_int5,   Wardrobe Int
    Int_DirtBike = 346,                     //,  DIRBIKE,   stadint,    Dirt Bike
    Int_8Track = 347,                       //,  8TRACK,    stadint,    8 Track
    Int_PricklePineSave = 348,              //,  SVVGMD,    savehous,   Prickle Pine Int
    Int_CreekSave = 349,                    //,  SVSFSM,    savehous,   Chinatown Paradiso Creek Int
    Int_LABigHouseSave = 350,               //,  SVLABIG,   savehous,   Removed Mulholland?
    Int_HashburySave = 351,                 //,  SVSFMD,    savehous,   Hashbury Int
    Int_JeffersonSave = 352,                //,  SVLASM,    savehous,   Willowfield Jefferson Int
    Int_QueensSave = 353,                   //,  SVHOT1,    savehous,   Queens Int
    Int_CamelsToeSave = 354,                //,  SVVGHO1,   savehous,   Clown's Pocket Camel's Toe Int
    Int_PiratePantsSave = 355,              //,  SVVGHO2,   savehous,   Old Strip Pirates Int
    Int_WhetstoneSave = 356,                //,  SVc*nt,    savehous,   Country Safehouse Int
    Int_QueensWardrobe = 357,               //,  CHANGER,   savehous,   Queens Int
    Int_RedBedRoom = 358,                   //,  SVGNMT2,   savehous,   Red Bed Room Int
    Int_TanBedRoom = 359,                   //,  SVGNMT1,   savehous,   Tan Bed Room Int
    Int_CamelsToeWardrobe = 360,            //,  CHANGER,   savehous,   Camel's Toe Changer
    Int_PiratesWardrobe = 361,              //,  CHANGER,   savehous,   Pirates Changer
    Int_WhetstoneWardrobe = 362,            //,  CHANGER,   savehous,   Whetstone Changer
    Int_JeffersonWardrobe = 363,            //,  CHANGER,   savehous,   Jefferson Int Changer
    Int_RedBedRoomWardrobe = 364,           //,  CHANGER,   savehous,   Red Bed Room Changer
    Int_TanBedRoomWardrobe = 365,           //,  CHANGER,   savehous,   Tan Bed Room Changer
    Int_LABigHouseWardrobe = 366,           //,  CHANGER,   savehous,   LA Big House Changer
    Int_CreekWardrobe = 367,                //,  CHANGER,   savehous,   Creek Changer
    Int_CaltonHeightsWardrobe = 368,        //,  CHANGER,   savehous,   Calton Heights Changer
    Int_CaltonHeightsSave = 369,            //,  SVSFBG,    savehous,   Mulholland Doherty Calton Heights Int
    Int_WhitewoodEstatesSave = 370,         //,  SVLAMD,    savehous,   Corona Verona Maria Rockshore Redsands Whitewood  Int
    Int_WhitewoodEstatesWardrobe = 371,     //,  CHANGER,   savehous,   Whitewood Estates  Changer
    Int_PricklePineWardrobe = 372,          //,  CHANGER,   savehous,   Prickle Pine Changer
    Int_HashburyWardrobe = 373,             //,  CHANGER,   savehous,   Hashbury Changer
    Int_LSInternationalAirport = 374,       //,  AIRPORT,   levelmap,   Los Santos International Airport
    Int_FrancisIntlAirport = 375,           //,  AIRPOR2,   levelmap,   Francis Intl. Airport
    Int_OneWayEnex = -1,                    //,  null,      null,       One Way Enex
};

 

 

 

 

Edited by OrionSR

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EAZYJ
Posted (edited)

Well I know how to make teleports but I really like the sky effect and entrance markers with enex interiors.

 

This is my custom IPL which leads to one of the burg houses from gen_intb.ipl I put below:

 

 

# IPL generated from Max file int_SF.max
inst
end
cull
end
path
end
grge
end
enex
-2437.5044, 2354.9343, 4.7431, 0, 1.5, 1.5, 8, 260.7997, 1238.2179, 1083.2578, 0, 9, 1, "BLUEH", 8, 0, 0, 24
end
pick
end
jump
end
tcyc
end
auzo
end
mult
end

 

 

This is gen_intb.ipl

 

 

# IPL generated from Max file gen_intb.max
inst
end
cull
end
path
end
grge
end
enex
-72.15, 780.976, 1122.32, 0, 3.2, 7, 8, -72.15, 786.476, 1122.32, 0, 7, 3, "OFTEST", 0, 2, 0, 24
-131.446, 787.523, 1122.33, 0, 3.2, 7, 8, -131.446, 793.023, 1122.33, 0, 3, 3, "S1TEST", 0, 0, 0, 24
318.565, 1115.21, 1082.98, 3.14159, 2, 2, 8, 318.565, 1118.21, 1082.98, 0, 5, 1, "LACRAK", 12, 2, 0, 24
744.527, 1431.31, 1101.74, 0, 3.42078, 3.17188, 8, 744.543, 1437.67, 1101.74, -0.834778, 6, 0, "BROTHEL", 1, 2, 0, 24
2468.29, -1698.1, 1012.51, -1.5708, 3.24721, 1.76891, 8, 2464.11, -1698.66, 1012.51, 91.8502, 2, 0, "RYDERS", 12, 0, 0, 24
22.7783, 1403.46, 1083.45, 0, 2, 1, 8, 22.7783, 1404.96, 1083.45, 0, 5, 4096, "VGHSM2", 13, 0, 0, 24
24.1327, 1340.15, 1083.45, 0, 2.4, 1, 8, 27.1327, 1341.15, 1083.45, -43, 10, 0, "VGHSM3", 13, 0, 0, 24
87.9854, 1366.21, 1082.96, 0, 3, 1, 8, -2624.7546, 2283.29, 8.2917, 0, 6, 0, "SFHSB2", 13, 0, 0, 24
82.9451, 1322.44, 1082.89, 0, 2, 1, 8, 83.3451, 1324.44, 1082.89, -40, 9, 0, "SFHSB3", 13, 0, 0, 24
-68.6941, 1351.97, 1079.28, 0, 2, 2, 8, -68.2941, 1353.47, 1079.28, 0, 6, 0, "SFHSS2", 13, 0, 0, 24
-42.582, 1405.61, 1083.45, 0, 2, 1, 8, -42.582, 1408.11, 1083.45, 0, 8, 0, "SFHSS1", 13, 0, 0, 24
140.178, 1366.58, 1082.97, 0, 4, 2, 8, 140.278, 1368.98, 1082.97, 0, 5, 0, "SFHSB1", 13, 0, 0, 24
-2627.637, 2283.3748, 8.3149, 90, 2.4, 1, 8, 24.056, 1340.5, 1084.25, 90, 10, 0, "SFHSM1", 13, 0, 0, 24
-260.602, 1456.62, 1083.45, 1.5708, 2.4, 1, 8, -262.602, 1456.62, 1083.45, 90, 4, 0, "SFHSM2", 13, 0, 0, 24
end
pick
end
jump
end
tcyc
end
auzo
end
mult
end

 

 

 

All the l2 values are already set to 0, still peds in the house...

 

If nobody figured out how to disable them yet, I guess I'm gonna have to use teleports.

 

 

Edited by EAZYJ

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OrionSR

This enex from gen_int2 seems to match your destination coordinates.

260.542, 1237.51, 1083.26, 0, 2, 1, 8, 260.942, 1238.51, 1083.26, -2, 9, 0, "LAHS2B", 13, 0, 23, 6

This is all you need; you can omit the unused sections if you want.

enex
-2437.5044, 2354.9343, 4.7431, 0, 1.5, 1.5, 8, 260.7997, 1238.2179, 1083.2578, 0, 9, 1, "BLUEH", 8, 0, 0, 24
end

This isn't really int_SF.ipl, is it? What happened to the other enexes that should be in int_SF? Hopefully int_SF was just used as a template and this is a different file stored in a different folder.

 

Anyway, what you've got here is a one-way enex. There is no matching "BLUEH" line to link with. How do you get back out? If you use the standard burglary exit then your exit location will change based on which exterior burglary entrance was last used to access that interior.

 

Not that it matters anyway. It looks like you are correct. The burglary interiors have 0 peds set by default, yet peds spawn anyway. I suspect the burglary scripts are spawning the peds when it detects CJ in a burglary interior. I'm not sure if teleport codes would work any better. A properly formed script should be able to recreate an enex spawn pretty effectively.

 

Have you checked out the unused LA Big House interior? It's very nice, doesn't have these burglary issues, and even has a functioning wardrobe. Prickle Pine can be added as an alternative safe house and comes with it's own save disk.

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EAZYJ
Posted (edited)

Yeah my bad, it isn't int_SF.ipl, I just copy/pasted from it without paying attention to the comment. I know it has no exit yet, I planned to create it after I dealt with the ped spawning indoors problem.

 

I checked LA Big House interior, I knew about it, it gave me an idea for a save point. But I have to match this one with an interior that looks like it from the outside, and only few burglary interiors look decent for it.

By the way, do you know if there's a way to make a white text appear just like when you're enterring a location ? (ex: The Johnson house) Correct me if I'm wrong but I think only enex can do it.

 

Edited by EAZYJ

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OrionSR

You mean the zone name? The text appears when CJ changes zones, which includes entering an enex but, enexes are weird in that they displayed the zone name of the expected destination before CJ has even left the building. If you want to display text with scripting there are lots of codes to choose from but I would expect it to be displayed anyway. The trick would be to anticipate the destination.

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EAZYJ

Yes, for the zone name font.

I'm looking for an opcode that can draw this kind of text for a gxt line, but I didn't find any. I guess with scripting, I could make it look like enex so it displays a specific text on a specific entrance / exit.

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