Difference between revisions of "Item Placement"
(→External Links: fixed link to Cebera's VC paths specification) |
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Locations and properties for instances of static and dynamic ([[object.dat]]) map objects. | Locations and properties for instances of static and dynamic ([[object.dat]]) map objects. | ||
− | + | ''GTA3 format'' | |
id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw | id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw | ||
− | '' | + | ''Vice City format'' |
id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw | id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw | ||
− | '' | + | ''San Andreas format'' |
id, name, int, x, y, z, rx, ry, rz, rw, lod | id, name, int, x, y, z, rx, ry, rz, rw, lod | ||
Line 30: | Line 30: | ||
===CULL=== | ===CULL=== | ||
− | This creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary fixed camera positions. | + | This creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary fixed camera positions. |
− | ''GTA3 and | + | |
+ | ''GTA3 and Vice City format'' | ||
x1, y1, z1, x2, y2, z2, x3, y3, z3, flag, 0 | x1, y1, z1, x2, y2, z2, x3, y3, z3, flag, 0 | ||
;x2, y2, z2: lower-left corner of the areabox | ;x2, y2, z2: lower-left corner of the areabox | ||
;x3, y3, z3: upper-right corner of the areabox | ;x3, y3, z3: upper-right corner of the areabox | ||
− | '' | + | ''San Andreas format 1'' |
centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Flag 2 | centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Flag 2 | ||
− | '' | + | ''San Andreas format 2'' |
centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Vx, Vy, Vz, Cm | centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Vx, Vy, Vz, Cm | ||
Cull zone boundaries in San Andreas are aligned to the nearest world unit.<br> | Cull zone boundaries in San Andreas are aligned to the nearest world unit.<br> | ||
Line 48: | Line 49: | ||
===PATH=== | ===PATH=== | ||
+ | ''Vice City only'' | ||
+ | |||
'''Ped, Car and Boat Paths''', defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img. This is a quite complicated format and hardly usable without an editing program (such as [[Ked]]). | '''Ped, Car and Boat Paths''', defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img. This is a quite complicated format and hardly usable without an editing program (such as [[Ked]]). | ||
Line 53: | Line 56: | ||
===GRGE=== | ===GRGE=== | ||
− | This creates [[Garage|garages]] for the <code>[[main.scm]]</code> to use. Only used in San Andreas. | + | This creates [[Garage|garages]] for the <code>[[main.scm]]</code> to use. Only used in San Andreas. |
− | '' | + | |
+ | ''San Andreas format'' | ||
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Type, Name | X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Type, Name | ||
;X1, Y1, Z1: Lower left front | ;X1, Y1, Z1: Lower left front | ||
Line 64: | Line 68: | ||
===ENEX=== | ===ENEX=== | ||
− | This creates entrances to exits or [[interior]] connections to real world by placing yellow markers on the map for CJ to walk through. Note that changes to the flags and links of existing markers are not updated by the text files after the save is created so maintaining the proper sequence of enex lines is a primary concern. New connections can be added to an existing save if temporary (burglary) connections are not present in the save data. Indoor saves generally have no temporary enex data. Add the markers at the very end of the <code>[[gta.dat]]</code> else it can negatively affect currently placed markers. 376 of 400 possible enex connections are used in a standard game. | + | This creates entrances to exits or [[interior]] connections to real world by placing yellow markers on the map for CJ to walk through. Note that changes to the flags and links of existing markers are not updated by the text files after the save is created so maintaining the proper sequence of enex lines is a primary concern. New connections can be added to an existing save if temporary (burglary) connections are not present in the save data. Indoor saves generally have no temporary enex data. Add the markers at the very end of the <code>[[gta.dat]]</code> else it can negatively affect currently placed markers. 376 of 400 possible enex connections are used in a standard game. |
− | '' | + | ''San Andreas format'' |
X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off | X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off | ||
;X1, Y1, Z1: entrance location | ;X1, Y1, Z1: entrance location | ||
Line 83: | Line 87: | ||
;Time Off: disables the marker at this time | ;Time Off: disables the marker at this time | ||
− | ====Enex Flags==== | + | ====San Andreas Enex Flags==== |
{| | {| | ||
! Flag | ! Flag | ||
Line 154: | Line 158: | ||
|} | |} | ||
− | ====Enex Sky Colors==== | + | ====San Andreas Enex Sky Colors==== |
{| | {| | ||
! Sky Color | ! Sky Color | ||
Line 251: | Line 255: | ||
===PICK=== | ===PICK=== | ||
− | This creates permanent [[weapon]] pickups. Rockstar only used this to create fire extinguisher pickups at fast food restaurants. | + | This creates permanent [[weapon]] pickups. Rockstar only used this to create fire extinguisher pickups at fast food restaurants. |
− | '' | + | |
+ | ''San Andreas format'' | ||
Weapon ID, X, Y, Z | Weapon ID, X, Y, Z | ||
− | ====Pick Weapon IDs==== | + | ====San Andreas Pick Weapon IDs==== |
{| | {| | ||
! ID | ! ID | ||
Line 471: | Line 476: | ||
===JUMP=== | ===JUMP=== | ||
− | Creates a Unique Stunt Jump based on the minimum and maximum coordinates for the starting and landing zones. This format conforms with the encoding provided by opcode [[0814]]. | + | Creates a Unique Stunt Jump based on the minimum and maximum coordinates for the starting and landing zones. This format conforms with the encoding provided by opcode [[0814]]. |
− | '' | + | |
+ | ''San Andreas format'' | ||
startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin, | startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin, | ||
landXmax, landYmax, landZmax, camX, camY, camZ, reward | landXmax, landYmax, landZmax, camX, camY, camZ, reward | ||
===TCYC=== | ===TCYC=== | ||
− | Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather? | + | Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather? |
− | '' | + | |
+ | ''San Andreas format'' | ||
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ? | X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ? | ||
===AUZO=== | ===AUZO=== | ||
− | This creates an audio if you enter the zone. | + | This creates an audio if you enter the zone. |
− | '' | + | |
+ | ''San Andreas format type 1'' | ||
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2 | Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2 | ||
;Name: Name of the zone | ;Name: Name of the zone | ||
;ID: Sound played in this zone | ;ID: Sound played in this zone | ||
− | ;Switch: Makes it always on or always off. Can be forced using the main.scm using opcode [[0917]] | + | ;Switch: Makes it always on or always off. Can be forced using the main.scm using opcode [[0917]] |
− | '' | + | |
+ | ''San Andreas format type 2'' | ||
Name, ID, Switch, X, Y, Z, Volume | Name, ID, Switch, X, Y, Z, Volume | ||
;Name: Name of the zone | ;Name: Name of the zone | ||
Line 495: | Line 504: | ||
;Volume: The distance the sound will be heard | ;Volume: The distance the sound will be heard | ||
− | ====Auzo Audio IDs==== | + | ====San Andreas Auzo Audio IDs==== |
{| | {| | ||
! ID | ! ID | ||
Line 670: | Line 679: | ||
===MULT=== | ===MULT=== | ||
− | San Andreas only, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game. | + | ''San Andreas and GTA4 only'' |
+ | |||
+ | In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game. | ||
===CARS=== | ===CARS=== | ||
Only used in San Andreas, this creates permanent parked vehicles around the state. This section is similar to the opcode [[014B]], the only difference to the opcode is that an IPL-Spawned car got an check if another car is already parked in an specific radius at this position. Rockstar used it only in binary IPLs but it can also be used in regular IPLs.<br> | Only used in San Andreas, this creates permanent parked vehicles around the state. This section is similar to the opcode [[014B]], the only difference to the opcode is that an IPL-Spawned car got an check if another car is already parked in an specific radius at this position. Rockstar used it only in binary IPLs but it can also be used in regular IPLs.<br> | ||
− | + | ''San Andreas format'' | |
− | '' | ||
X, Y, Z, angle, car id, primary color, secondary color, force_spawn, | X, Y, Z, angle, car id, primary color, secondary color, force_spawn, | ||
alarm_probability, door_lock_probability, unknown (word), unknown (word) | alarm_probability, door_lock_probability, unknown (word), unknown (word) | ||
Line 685: | Line 695: | ||
===OCCL=== | ===OCCL=== | ||
− | This creates [[occlusion]] boxes around Vice City and San Andreas. | + | This creates [[occlusion]] boxes around Vice City and San Andreas. |
− | '' | + | |
+ | ''Vice City and San Andreas format'' | ||
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, | direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, | ||
rotation | rotation | ||
Line 692: | Line 703: | ||
===ZONE=== | ===ZONE=== | ||
Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>). | Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>). | ||
+ | |||
+ | ===BLOK=== | ||
+ | ''GTA4 only'' | ||
+ | |||
+ | ===VNOD=== | ||
+ | ''GTA4 only'' | ||
+ | |||
+ | ===LINK=== | ||
+ | ''GTA4 only'' | ||
+ | |||
+ | ===MLO+=== | ||
+ | ''GTA4 only'' | ||
+ | |||
+ | ===RTFX=== | ||
+ | ''GTA4 only'' | ||
+ | |||
+ | ===LODM=== | ||
+ | ''GTA4 only'' | ||
+ | |||
+ | ===SLOW=== | ||
+ | ''GTA4 only'' | ||
+ | |||
+ | ===2DFX=== | ||
+ | ''GTA4 only'' | ||
==Useful Tools== | ==Useful Tools== |
Revision as of 01:54, 20 December 2008
Item PLacement files are map files used to place objects into the GTA world, as well as define zones, paths, garages, interior portals, and a lot more. IPL files can easily be opened using any text-editing program like Notepad.
Contents
Structure
The .ipl
files are split up into many sections. Not all of them have to be used, leaving them empty works as well. Each section starts with a section identifier and ends with the keyword "end", both in a separate line.
Example:
inst ... end
INST
Locations and properties for instances of static and dynamic (object.dat) map objects.
GTA3 format
id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw
Vice City format
id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw
San Andreas format
id, name, int, x, y, z, rx, ry, rz, rw, lod
- ID
- Unique object identifier. Must match in IDE file identifier. (integer)
- Name
- Usually same as the
.dff
model file, without extension. (string) - int
- Interior number; zero for outside. (integer)
- x, y, z
- Item placement coordinates. (floating point numbers)
- sx, sy, sz
- Item scale, scales visible model only, doesn't scale the collision model. (floating point numbers)
- rx, ry, rz, rw
- Item rotations. Defined as quaternion, quite sophisticated math is needed to translate it to Euler angles. A map editing program should be used to edit these.
- lod
- San Andreas only. This is the line number in the current IPL file for the LOD which belongs to this object. The first item in IPL file is line number 0, second is number 1 and so on. A value of -1 means no LOD is used. (integer)
CULL
This creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary fixed camera positions.
GTA3 and Vice City format
x1, y1, z1, x2, y2, z2, x3, y3, z3, flag, 0
- x2, y2, z2
- lower-left corner of the areabox
- x3, y3, z3
- upper-right corner of the areabox
San Andreas format 1
centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Flag 2
San Andreas format 2
centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Vx, Vy, Vz, Cm
Cull zone boundaries in San Andreas are aligned to the nearest world unit.
Flags:
1 Camera close in into player using closest third-person view camera mode, does not close in if in first person or cinematic mode, camera mode cannot be changed while in the zone
2 camera remotely placed outside the zone, no control of camera, camera mode cannot be changed while in the zone
4 Unknown
8 Rain-free, police helicopter-free zone
4096 5-star military zone
PATH
Vice City only
Ped, Car and Boat Paths, defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img. This is a quite complicated format and hardly usable without an editing program (such as Ked).
GTA SA uses compiled binary files for its paths.
GRGE
This creates garages for the main.scm
to use. Only used in San Andreas.
San Andreas format
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Type, Name
- X1, Y1, Z1
- Lower left front
- frontX, frontY
- Lower right front
- X2, Y2, Z2
- Upper left rear
- Door
- Type of door
- Type
- Type of garage
- Name
- Used to edit garage through the SCM
ENEX
This creates entrances to exits or interior connections to real world by placing yellow markers on the map for CJ to walk through. Note that changes to the flags and links of existing markers are not updated by the text files after the save is created so maintaining the proper sequence of enex lines is a primary concern. New connections can be added to an existing save if temporary (burglary) connections are not present in the save data. Indoor saves generally have no temporary enex data. Add the markers at the very end of the gta.dat
else it can negatively affect currently placed markers. 376 of 400 possible enex connections are used in a standard game.
San Andreas format
X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
- X1, Y1, Z1
- entrance location
- ROT
- ???
- W1
- X width of entry
- W2
- Y width of entry
- C8
- constant 8
- X2, Y2, Z2
- exit location
- Rot2
- exit rotation in degrees
- Int
- The target interior number
- Flag
- The type of marker
- Name
- Interior name, used to find the counterpart and to identify via mission script
- Sky
- Sky color changer
- I2
- unknown integer flags, could be weather related
- Time On
- enables the marker at this time
- Time Off
- disables the marker at this time
San Andreas Enex Flags
Flag | Name | Description |
---|---|---|
1 | unknown interior | Only used for interior markers |
2 | unknown pairing | Used mostly for interior markers; also Big Ear & LS Skyscraper |
4 | Create linked pair | Pair with unflagged mate during new game start |
8 | Reward interior | Sets flag 0010 on pair mate when used |
16 | Used reward entrance | Set by accessing reward interior |
32 | Cars and aircraft | Enable for cars and aircraft |
64 | Bikes and motorcycles | Enable for bikes and motorcycles |
128 | Disable on foot | No foot traffic. Use for cars and/or bikes only |
256 | Accept NPC group | Group members accepted at destination of pair (passengers stripped) |
512 | Food date flag | Set and cleared by food date (cut-scene related) |
1024 | unknown burglary | Set on Bayside and Temporary Burglary doors |
2048 | Disable exit | Player can enter but cannot exit a two-way pair |
4096 | Burglary access | Enabled and disabled during Burglary |
8192 | Entered without exit | Set by Entrance, Cleared by Exit; Applies to one side of a two |
16384 | Enable access | Enabled by default; often cleared by scripts |
32768 | Delete enex | Enex is deleted when used |
San Andreas Enex Sky Colors
Sky Color | Descriptions |
---|---|
0 | blue sky |
1 | white fading to black |
2 | Black with yellow lights. |
3 | same as 1 |
4 | same as 2 |
5 | white fading to purple fading to black with yellow lights |
6 | white fading to black with yellow lights. |
7 | white fading to green fading to black with yellow light (probably clouds) |
8 | same as 6 |
9 | same as 6 |
10 | same as 2 |
11 | Purple (gay) retarded shadows not much sight. |
12 | same as 6 |
13 | same as 6 |
14 | same as 7 only green is ocean blue |
15 | same as 6 |
16 | same as 2..... |
17 | Nightly Mist |
18 | Blue fading yellow (sunrise i think) |
19 | Blue air with white clouds |
20 | darker blue air with lightblue clouds |
21 | Darker Blue air with white clouds |
22 | Orange with white clouds |
23 | Orange fading gray with orange clouds (weird) |
24 | this is red fading PURPLE with no seeing rang that you can't even see yourself |
25 | Dark Purple to grey with nice sun reflection |
27 | same as 19 |
28 | the best one: big sun white clouds and blue air |
29 | Blue air white clouds HUGE SUN |
30 | Orange with dark orange clouds |
PICK
This creates permanent weapon pickups. Rockstar only used this to create fire extinguisher pickups at fast food restaurants.
San Andreas format
Weapon ID, X, Y, Z
San Andreas Pick Weapon IDs
ID | Weapon Name | Ammo |
---|---|---|
4 | Brass Knuckles | - |
5 | Nightstick | - |
6 | Knife | - |
7 | *Nothing* | - |
8 | *Nothing* | - |
9 | Golf Club | - |
10 | Bat | - |
11 | Shovel | - |
12 | Pool Cue | - |
13 | Katana | - |
14 | Chainsaw | - |
15 | Molotov | 8 |
16 | Grenades | 8 |
17 | Satchels | 5 |
18 | 9mm Pistol | 30 |
19 | Silenced 9mm | 10 |
20 | Desert Eagle | 10 |
21 | Shotgun | 15 |
22 | SPAS Shotgun | 10 |
23 | Tec 9 | 60 |
24 | Micro SMG | 60 |
25 | MP5 | 60 |
26 | AK47 | 80 |
27 | M4 | 80 |
28 | Country Rifle | 20 |
29 | Sniper Rifle | 10 |
30 | *Nothing* | - |
31 | Flamethrower | 100 |
32 | Minigun | 500 |
33 | Large Purple Dildo | - |
34 | Small White Dildo | - |
35 | Large White Vibrator | - |
36 | Small Black Vibrator | - |
37 | Flowers | - |
38 | Cane | - |
39 | Ringbox | - |
40 | Necklace Box | - |
41 | Cellphone | - |
42 | *Nothing* | - |
43 | Teargas | 8 |
44 | Minigun (Duplicate) | 500 |
45 | SPAS Shotgun (Duplicate) | 10 |
46 | Rocket Launcher | 4 |
47 | Heat Seeking Rocket Launcher | 3 |
48 | Detonator | - |
49 | Spray can | 500 |
50 | Fire Extinguisher | 500 |
51 | Camera | 36 |
52 | Nightvision Goggles | - |
53 | Infrared Goggles | - |
54 | Jetpack | - |
55 | Parachute | - |
JUMP
Creates a Unique Stunt Jump based on the minimum and maximum coordinates for the starting and landing zones. This format conforms with the encoding provided by opcode 0814.
San Andreas format
startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin, landXmax, landYmax, landZmax, camX, camY, camZ, reward
TCYC
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
San Andreas format
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
AUZO
This creates an audio if you enter the zone.
San Andreas format type 1
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
- Name
- Name of the zone
- ID
- Sound played in this zone
- Switch
- Makes it always on or always off. Can be forced using the main.scm using opcode 0917
San Andreas format type 2
Name, ID, Switch, X, Y, Z, Volume
- Name
- Name of the zone
- ID
- Sound played in this zone
- Switch
- Makes it always on or always off. Can be forced using the main.scm using opcode 0917
- Volume
- The distance the sound will be heard
San Andreas Auzo Audio IDs
ID | What sound it plays | Description of sound in the unmodified audio streams |
---|---|---|
4 | Ambience track 9 | St Mark's violin music |
5 | Ambience track 6 | Beach party bkgd song |
8 | Ambience track 31 | Unused loud hum |
10 | Ambience track 5 | Awards ceremony music |
12 | Ambience track 34 | Loud hum heard on ships |
13 | Ambience track 23 | Low Rider Challenge bkgd song |
15 | Ambience track 30 | Static sound heard on military bases |
17 | Ambience track 12 | Casino bkgd medley |
19 | Ambience track 4 | Quiet hum heard in Area 69 |
20 | Ambience track 2 | Fan-like clicking heard in Abattoir |
21 | Ambience track 1 | Quiet hum heard in 24-7s |
23 | Ambience track 14 | Loud hum heard in Dam interior |
24 | Ambience track 25 | Racing sounds heard in ITB lobby |
25 | Ambience track 24 | Quiet hum heard in Planning Dept |
26 | Ambience track 20 | Quiet hum heard in safe houses |
28 | Ambience track 13 | Dance Club bkgd medley |
29 | Ambience track 13 | Dance Club bkgd medley |
30 | Favorite Radio Station | Stream or User Tracks Player |
34 | Ambience track 28 | Pleasure Domes bkgd medley |
36 | Ambience track 21 | Loud hum heard in Jet interior |
37 | Ambience track 10 | Muzak-type bkgd heard in unused diner interiors |
39 | Ambience track 29 | Quiet hum heard in police stations |
41 | Ambience track 35 | Stadium event bkgd medley |
44 | Ambience track 18 | Fast Food Joint bkgd sounds |
48 | Ambience track 3 | Ammunation PA loop |
50 | Ambience track 39 | Quiet hum heard in warehouses |
51 | Ambience track 22 | Very loud hum heard in cargo plane? |
52 | Radio stream CH | Playback FM |
53 | Radio stream CO | K-ROSE |
54 | Radio stream CR | KDST |
55 | Radio stream DS | Bounce FM |
56 | Radio stream HC | SFUR |
57 | Radio stream MH | Radio Los Santos |
58 | Radio stream MR | Radio X |
59 | Radio stream NJ | CSR |
60 | Radio stream RE | K-JAH West |
61 | Radio stream RG | MasterSounds |
62 | Radio stream TK | WCTR |
64 | Ambience track 17 | Unused quiet hum |
66 | Ambience track 36 | Strip Club bkgd medley |
67 | Ambience track 37 | Unused bkgd medley |
Notes: Any ID value from 0-70 inclusive not listed above generated no background sound.
Audio 4 type two only
Audios 5, 10, 12, and 13 disabled by default, can be re-enabled
MULT
San Andreas and GTA4 only
In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.
CARS
Only used in San Andreas, this creates permanent parked vehicles around the state. This section is similar to the opcode 014B, the only difference to the opcode is that an IPL-Spawned car got an check if another car is already parked in an specific radius at this position. Rockstar used it only in binary IPLs but it can also be used in regular IPLs.
San Andreas format
X, Y, Z, angle, car id, primary color, secondary color, force_spawn, alarm_probability, door_lock_probability, unknown (word), unknown (word)
Angle is in radian units: degrees/~57.2958
Car ID can be random: -1
Vehicles spawn more reliably if force_spawn is true: 1
OCCL
This creates occlusion boxes around Vice City and San Andreas.
Vice City and San Andreas format
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, rotation
ZONE
Although technically an IPL section, this is usually only used in zone files (extension .zon
).
BLOK
GTA4 only
VNOD
GTA4 only
LINK
GTA4 only
MLO+
GTA4 only
RTFX
GTA4 only
LODM
GTA4 only
SLOW
GTA4 only
2DFX
GTA4 only
Useful Tools
- IPL Helper - by Xmen
External Links
- GTA SA IPL Documentation - Topic by spaceeinstein covering details of the IPL format in GTA SA.
- Explanation of GTA SA LOD System - GTA Forums message by Steve-M, explaining the LOD system for IPL files in GTA SA.
- Explantation of the path-section in a VC IPL - by Cerbera
- Enex Documentation