Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    2. GTANet 20th Anniversary

    1. GTA Online

      1. The Cayo Perico Heist
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

      1. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    6. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    7. GTA III

      1. Guides & Strategies
      2. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

      1. Court House
    3. Suggestions

Paths Documentation for SA, VC and GTA3


REspawn

Recommended Posts

 

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
  • 1 month later...

 

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
  • 2 weeks later...

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
  • 3 weeks later...
  • 4 weeks later...

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
  • 1 month later...
  • 6 months later...

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
  • 7 years later...

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.

path_boat_th.jpg

Link to post
Share on other sites
  • 4 weeks later...

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.

path_boat_th.jpg

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! :santa:

Link to post
Share on other sites

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.
path_boat_th.jpg

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! :santa:

 

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

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.

path_boat_th.jpg

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! :santa:

 

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
  • 1 year later...

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:

iii_path_car_crop_th.png

 

ped:

iii_path_ped_crop_th.png

 

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 by spaceeinstein
Link to post
Share on other sites
  • 2 years later...

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

25yumg9.png

 

ped traffic

9pwg29.png

 

Full size images can be found here https://github.com/x87/GTA-III-Paths-Visualizer/tree/master/render

Edited by Seemann
  • Like 2
Link to post
Share on other sites
  • 1 year later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.