Difference between revisions of "PATH (IDE Section)"
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{{IdeSection | {{IdeSection | ||
| name = PATH | | name = PATH | ||
− | | game = | + | | game = {{Icon|3}} <span title="Vice City (unstable)">{{Icon|VC|16|}}</span> |
| description = Used to define paths for traffic | | description = Used to define paths for traffic | ||
}} | }} | ||
− | '''PATH''' is a section in the [[item definition]] file. It is used to define paths for traffic. Path nodes in GTA III are attached to existing objects in a similar manner to [[2DFX]]. In Vice City, the format of this section is equivalent to its [[PATH|IPL counterpart]] but this section is unstable and can crash the game unexpectedly. | + | '''PATH''' is a section in the [[item definition]] file in [[GTA III]] and [[Vice City]]. It is used to define paths for traffic. Path nodes in GTA III are attached to existing objects in a similar manner to [[2DFX]]. In Vice City, the format of this section is equivalent to its [[PATH|IPL counterpart]] but this section is unstable and can crash the game unexpectedly. |
== Format == | == Format == |
Revision as of 09:11, 9 December 2015
Supported games: | ||||||||||||||||
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Brief description: | Used to define paths for traffic | |||||||||||||||
IDE Sections:
|
PATH is a section in the item definition file in GTA III and Vice City. It is used to define paths for traffic. Path nodes in GTA III are attached to existing objects in a similar manner to 2DFX. In Vice City, the format of this section is equivalent to its IPL counterpart but this section is unstable and can crash the game unexpectedly.
Format
path GroupType, Id, ModelName NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes end
Identifier | Type | Description | |
---|---|---|---|
Group | |||
A | GroupType | string |
|
B | Id | integer | associated to existing object ID defined in OBJS or TOBJ section |
C | ModelName | string | associated to existing object model name defined in OBJS or TOBJ section |
Node | |||
A | NodeType | integer |
|
B | NextNode | integer |
|
C | IsCrossRoad | integer | Boolean determining if there is a cross road in the imaginary line joined by two nodes |
D,E,F | X, Y, Z | float[3] | X, Y, and Z coordinates relative to the center of the object * 16 |
G | unknown | float | Always 160 |
H | LeftLanes | integer | Number of lanes left of the node (ignored for ped path nodes) |
I | RightLanes | integer | Number of lanes right of the node (ignored for ped path nodes) |
See also
- PATH, a similar section in the item placement file for Vice City