Difference between revisions of "Paths"
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Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes). | Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes). | ||
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'''HOW VICE CITY STORES A LINE(Path):''' | '''HOW VICE CITY STORES A LINE(Path):''' |
Revision as of 05:57, 1 October 2011
Paths are special structures of waypoints which define random AI spawns (such as peds, cars and boats) and the possible route an AI agent can take.
All 3D GTA games use different paths systems. GTA III uses an IDE-related paths system, which binds paths to certain objects. GTA Vice City uses groups of mapped paths defined in IPLs. GTA San Andreas and GTA IV use a collection of binary files which are linked to each other.
INTRODUCTION:
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).
HOW VICE CITY STORES A LINE(Path):
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line. Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.
See also
External Links
- GTAForums: Paths Documentation for SA, VC and GTA3 - Topic by REspawn detailing Vice City's paths
- Explanation of the path-section in a VC IPL - by Cerbera
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 |