Difference between revisions of "Item Placement"
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===MULT=== | ===MULT=== | ||
San Andreas only, this was never used in the game. This section is currently unknown and may never be known. | San Andreas only, this was never used in the game. This section is currently unknown and may never be known. | ||
+ | |||
+ | Maybe it was an Commentsection for times the engine didnt know the #-Command, because you can add anything you want there and the game doesnt crash. That means this section is ignored. | ||
===CARS=== | ===CARS=== |
Revision as of 17:16, 3 March 2007
Contents
Introduction
Item PLacement files are used to place objects into the GTA world, including objects, zones, paths, and a lot more.
Structure
The .ipl
files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.
Example:
inst ... end
INST
Positions of static and dynamic (object.dat) map objects.
GTA3 format:
id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw
GTAVC format:
id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw
GTASA 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 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 VC 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
SA format:
centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Flag, Vx, Vy, Vz, Cm
Cull zone boundaries in San Andreas are aligned to the nearest world unit.
PATH
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.
SA only:
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Type, Name
- FrontX, Y
- lower right front
- Door
- Type of door
- Type
- type of garage
- Name
- used to edit garage through the SCM
Grge Door Types
ID | Description |
---|---|
1 | door rotates up and away from garage front |
2 | door rolls straight up and down |
Grge Garage Types
ID | Description |
---|---|
2 | Carbomb with 5 second detonator |
3 | Carbomb which detonates when vehicle is next started after you exit it |
4 | Carbomb with remote-control detonator, like the satchel charges |
5 | Spray garage |
ENEX
This creates interior connection to real world by placing yellow markers on the map for CJ to walk through.
SA only:
X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off
- X1, Y1, Z1
- entrance location
- ROT
- ???
- R1
- X radius of entry
- R2
- Y radius of entry
- C8
- constant 8
- X2, Y2, Z2
- exit location
- Rot2
- exit rotation in degrees
- Int
- The target interior number
- Mark
- 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
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.
SA only:
Weapon ID, X, Y, Z
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
SA only:
start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, radius_z, camera_x, camera_y, camera_z, reward
TCYC
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
SA only:
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
AUZO
This creates an audio if you enter the zone.
SA 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
SA 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
- Volume
- The distance the sound will be heard
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 reenabled
MULT
San Andreas only, this was never used in the game. This section is currently unknown and may never be known.
Maybe it was an Commentsection for times the engine didnt know the #-Command, because you can add anything you want there and the game doesnt crash. That means this section is ignored.
CARS
Only used in San Andreas, this creates permanent parked vehicles around the state. Rockstar only used in binary IPLs but it can also be used in regular IPLs.
SA only:
X, Y, Z, angle, car id, primary color, secondary color, bool?, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?)
OCCL
This creates occlusion boxes around Vice City and San Andreas.
VC and SA only:
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, rotation
External Links
- GTASA IPL Documentation - GTA Forums topic covering details of the IPL format in GTASA.
- Explanation of GTASA LOD System - GTA Forums message by Steve-M, explaining the LOD system for IPL files in GTASA.