Lioshenka 1,150 Posted October 15, 2006 Share Posted October 15, 2006 hey I use Max7 and when i click run script and select the pathgenerator nothing happens. WTF? Link to post Share on other sites
DexX 50 Posted October 16, 2006 Share Posted October 16, 2006 hey I use Max7 and when i click run script and select the pathgenerator nothing happens. WTF? Check the MaxScript Rollout in your Utility Panel after running the script. Bear in mind that the script will not "generate a path", per se, you'll create that by hand. Link to post Share on other sites
Lioshenka 1,150 Posted November 27, 2006 Share Posted November 27, 2006 hey I use Max7 and when i click run script and select the pathgenerator nothing happens. WTF? Check the MaxScript Rollout in your Utility Panel after running the script. Bear in mind that the script will not "generate a path", per se, you'll create that by hand. oh thank you, will do! didnt think about it, cos KAMs scripts usually have got their own floating windows. Link to post Share on other sites
Lioshenka 1,150 Posted November 30, 2006 Share Posted November 30, 2006 no, it still des not work. just nothing happens after i click runs script and select it Link to post Share on other sites
aad 1 Posted December 12, 2006 Share Posted December 12, 2006 just go the utilities panel and scroll down there is just paths. script BUMP click and load and there is your window maximize it and done, NOTE it isnt the same floating window as Kam Scripts it stays in place. Link to post Share on other sites
insomniacnumba1 0 Posted December 29, 2006 Share Posted December 29, 2006 asmuch as this is irrelevant is there this precise program for GTA III if so PM the link to me Link to post Share on other sites
AK-73 2 Posted January 24, 2007 Share Posted January 24, 2007 I don't know if this thread still reflects the current state of knowledge but in case it doesn't... Paths flags revealed (at least for car paths) Flag1: node speed limit (0-slow, 1-medium, 2-fast); fast means cars can get very well more than 55mph, medium would be more like 40mphm slow means something like 27.5mph. A fourth speed limit could be easily hacked into the exe but high speeds (2xfast) cause after a brief time a stack overflow error in a proc that recursively calls itself. Still my upcoming VC:Traffic mod will enable such a fourth speed limit state. Flag2: 1st bit("1"): backroad bit, cars don't drive onto the backroads (turn around if necessary) and cop cars don't get spawned on them either when the player has wanted stars. 2nd bit:("2"): police roadblock bit, police can set-up roadblocks only on nodes with the 2nd bit set; this flag gets also accessed when the game sets-up traffic lights on start-up so there might be interdependencies there. 3rd bit ("4"): restricted access area. Cars with a certain flag set (at +168 into the vehicle block, 3rd bit ("4")) cannot enter the path just as normal vehicles do not enter backroads (see above). You can set the flag to true for a specific vehicle with the 0428 opcode Flag3: as mentioned in an above post, spawn frequency, float, 0.0f-1.0f; 0 means never spawn, 1 means always spawn when the node has been chosen for a spawn Alex Link to post Share on other sites
Monkee88 0 Posted March 10, 2007 Share Posted March 10, 2007 Ok i am a noob and I reeally wanna add in a new map I downloaded. Can anybody explain how to do it? Would be greatly appreciated. Link to post Share on other sites
Lioshenka 1,150 Posted September 16, 2007 Share Posted September 16, 2007 Hey, BUMP. How do I use the script? I mean, i ran it (finally!) and created the line, clicked generate path, copied the text from Script listener into my IPL and there are no people there. I did not change any values except for path width, i left it 0 once and then changed into 1, still, nothing happens. Can someone give me a hint on how to use the script... pretty please... Link to post Share on other sites
spaceeinstein 1,811 Posted August 5, 2015 Share Posted August 5, 2015 Swoorup's documentation mentions that nodes with a value of 8 (bit 3) in column 11 does nothing. So I mapped out all of those nodes to see if I can find any pattern. It seems like it would have allowed boats to maneuver tight spaces. Seemann 1 Link to post Share on other sites
gtafan2u 202 Posted August 31, 2015 Share Posted August 31, 2015 Swoorup's documentation mentions that nodes with a value of 8 (bit 3) in column 11 does nothing. So I mapped out all of those nodes to see if I can find any pattern. It seems like it would have allowed boats to maneuver tight spaces. Doesnot these looks like the paths used in some missions. For ex- *Path near the golf club is used for the Fastest Boat mission to guide the opponents boats. *Other paths looks like used for a mission(I forgot its name) in which you have to throw bombs from a RC plane to the cubans gang in Starfish Island. I thinks it is used to guide the boats in that mission. Well this is only a guess! Link to post Share on other sites
Swoorup 120 Posted September 1, 2015 Share Posted September 1, 2015 Those Swoorup's documentation mentions that nodes with a value of 8 (bit 3) in column 11 does nothing. So I mapped out all of those nodes to see if I can find any pattern. It seems like it would have allowed boats to maneuver tight spaces. Doesnot these looks like the paths used in some missions. For ex- *Path near the golf club is used for the Fastest Boat mission to guide the opponents boats. *Other paths looks like used for a mission(I forgot its name) in which you have to throw bombs from a RC plane to the cubans gang in Starfish Island. I thinks it is used to guide the boats in that mission. Well this is only a guess! Those flags are not loaded at all by the game. When the game reads off the file line by line, these flags are ignored. Link to post Share on other sites
gtafan2u 202 Posted September 1, 2015 Share Posted September 1, 2015 Those Swoorup's documentation mentions that nodes with a value of 8 (bit 3) in column 11 does nothing. So I mapped out all of those nodes to see if I can find any pattern. It seems like it would have allowed boats to maneuver tight spaces. Doesnot these looks like the paths used in some missions. For ex- *Path near the golf club is used for the Fastest Boat mission to guide the opponents boats. *Other paths looks like used for a mission(I forgot its name) in which you have to throw bombs from a RC plane to the cubans gang in Starfish Island. I thinks it is used to guide the boats in that mission. Well this is only a guess! Those flags are not loaded at all by the game. When the game reads off the file line by line, these flags are ignored. It was just a guess! Link to post Share on other sites
spaceeinstein 1,811 Posted November 8, 2016 Share Posted November 8, 2016 (edited) Check out these paths map from GTA III! Many thanks to Seemann for developing the GTA III Paths Visualizer that generates these amazing maps. If you want to make these maps yourself, the original code was missing rotations so I added them into the code here. Click the images to see full size; they are very large maps. car: ped: There are some oddities in the maps, like the car paths in Torrington and the ped paths in Rockford. I haven't looked into the cause for them yet. Edited November 8, 2016 by spaceeinstein goodidea82, Silent, Wesser and 3 others 6 Link to post Share on other sites
Seemann 308 Posted May 18, 2019 Share Posted May 18, 2019 (edited) I've updated the Visualizer to add support for Vice City. Here are the paths rendered in a similar fashion to those posted by @spaceeinstein. car traffic ped traffic Full size images can be found here https://github.com/x87/GTA-III-Paths-Visualizer/tree/master/render Edited May 22, 2019 by Seemann Grinch_ and Wesser 2 Link to post Share on other sites
skatefilter5 171 Posted September 21, 2020 Share Posted September 21, 2020 is it possibile to do more than 10 paths? any alter way of create custom paths by copying coords from the player in sanny builder to paste, seems better. Link to post Share on other sites