Difference between revisions of "JUMP"
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Revision as of 08:14, 19 April 2009
Short description: | Creates a unique stunt jump | |||||||||||||||||||||
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Supported games: | GTA SA GTA IV | |||||||||||||||||||||
IPL Sections:
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Unique stunt jumps are stunts the player can optinaly search and perform to finish the game completely. Usually they are created using SCM or SCO, but just like the CARS section they can also be stored in plain text ipls since this is more easily to handle. Since unique stunt jumps are related into savegames a new game must be started before changed or added entries are applied. In it is possible to add new stunt jumps without starting a new game using CLEO.
Format
Basicly a unique stunt jump is defined by 3 parameters: A plane which the player needs to pass (in a car and with a specific speed), a plane a player needs to reach and the position of the camera. If the player passes the start plane then the game enables a slow motion and sets the camera to the camera position. The camera follows the player during his flight. If the player reaches the ground without passing the target plane the stunt failed. If he has crossed it and reaches the ground (even if he falls of a bike or dies due a vehicle explosion or something else) the stunt jump has been successfully passed. If the player has triggered a stunt jump (no matter if it fails or not) it is marked as found for the game and the savegame. If the player has successfully passed the target plane the stunt jump gets marked as done. To finish the game completely all stunt jumps need to be done, but for the statistics[1][2] found stunt jumps are also important.
GTA San Andreas
The planes for target and start (as descriped above) are defined by 6 floating point values, where 3 of them allways represent a point in real world coordinates.
StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ, TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward
The information above is divided into two lines since it does not fit into one. If you create a stunt jump then the data needs to be written into 1 line (1 for each entry), just like the IPL specification sais.
Identifier | Description |
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Those 3 values define a point in the world as floating point values. The point represents one of the lower edge points of the plane representing the start of the unique stunt jump. | |
Those values are used in the same way as the first ones. They represent a point on the upper edge of the plane (diagonal opposite). | |
A point on the lower edge of the target plane. | |
A point on the upper edge of the target plane (diagonal opposite). | |
The position of the camera (see above). | |
The amount of cash the player earns after he has finished this stunt successfully. |
GTA IV
Script representation
- 0814 – SCM Opcode defining a unique stunt jump
- ADD_STUNT_JUMP – SCO native function defining a unique stunt jump
- ALLOW_STUNT_JUMPS_TO_TRIGGER – SCO native function to control a stunt jump's behaviour
See also
External Link
- GTAForums: Documentation of San Andreas IPL file format
Grand Theft Auto IV | |
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File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |