Difference between revisions of "MODIFY CHAR MOVE STATE"

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'''Myriad Islands''' is a community map project that is planned to [[total conversion|totally convert]] the entire map of [[San Andreas]] into a user-made paradise. It has entirely new land, some new cars and weapons, a completely fresh new [[mission script]], and much more.
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{{Cleanup-rewrite}}
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{{IplSection
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| game        = [[GTA 3]] [[GTA VC]] [[GTA SA]] [[GTA LCS]] [[GTA VCS]] [[GTA IV]]
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| description =
 +
}}
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A '''zone''' is an area in the game used to show the text of the zone being entered, to load islands, and to create locations to spawn specific vehicles and pedestrians. It is controlled by <code>.zon</code> files, which use the [[IPL]] format.
  
==History==
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==Structure==
The project was first started by [[User:illspirit|illspirit]] in 2003 for [[Vice City]]. The entire map of Vice City was replaced by two islands. People were allowed to request sections of land to build buildings on them. After a few years, two more islands were created north of this. When San Andreas for PC was released, the map from Vice City was converted to San Andreas. In 2006, another project similar to this called [[Grand Tani Islands]] was merged into the Myriad Islands project.
 
  
==Construction==
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All the <code>.zon</code> files start with a section identifier and ends with the keyword "end", both in a single line.
The islands are split into lots. Empty lots can be requested by players so they can model their own buildings on it. There are certain limits on what can be built on them, but the general rule is to be realistic. If lack of progress is shown, the lot can be revoked from the player. All GTA vehicles and weapons will eventually be replaced by custom models. Players can request a vehicle or weapon to replace and model a vehicle or weapon that should be better than the model that is being replaced.
 
  
==Problems==
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Example:
Since the entire map is user-made, there can be some oddities that can visually look bad, as well as glitches that can crash the game on the VC engine. Most glitches should be traceable, but some are not. The islands are not entirely stable on the VC engine but the mod is very stable to play with it for hours on the SA engine.
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zone
 +
...
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end
  
==XBox==
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==Format==
Some people have managed to install Myriad Islands onto the XBox, most notably [[User:Opius|Opius]]. The team does not directly support this version since it is a lot harder to mod on the XBox than on the PC.
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The basic format for a <code>.zon</code> file for GTA3 and Vice City is:
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Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island
 +
And for San Andreas and GTA IV:
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Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island, Text
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;Name: Name and text of zone used from the <code>.gxt</code> file
 +
;Type: Type of zone
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;X1, Y1, Z1: The bottom left corner of the zone
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;X2, Y2, Z2: The top right corner of the zone
 +
;Island: The island number
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;Text: Text of the zone used from the [[GXT]] file<br>
 +
Note that for San Andreas, the text of the zone to be displayed is also related to by an internally hardcoded table which links that zone name to its respective audio description for the police radio. This is actually the cause of a bug in the game - the zone 'SUN' (which is correctly named 'Temple' in the GXT file) gets announced as 'Sunnyside' on the police radio. This is because the internal table has two consecutive entries called 'SUN' and only the second one gets used, meaning whenever the player is in a zone named and defined as 'SUN' in this file, the police will always announce this as 'Sunnyside' since 'SUN' points to that audio entry.
  
==Links==
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===GTA3===
* {{GTAF|section|98|Myriad Islands}}
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Island number 1: Portland<br>
* [http://www.myriadislands.com/ Myriad Islands official website]
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Island number 2: Staunton<br>
* [irc://irc.gtanet.com/myriad Myriad Islands IRC channel]
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Island number 3: Shoreside Vale
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====Gta3.zon====
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Type: 0, 1, or 2<br>
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The <code>gta3.zon</code> controls the text of the zone that shows up in the game as you enter a new zone. The <code>main.scm</code> uses this to check if you are in the zone. The <code>gta3.zon</code> can be viewed through [[KEd]] but it can be only edited by hand. The <code>main.scm<//code>.
  
{{SA-navi}}
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====Map.zon====
[[Category:Modifications]][[Category:GTA VC]][[Category:GTA SA]]
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Type: 3<br>
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The <code>map.zon</code> controls the loading of an entire island as you travel from one island to another. It tells the game where to load. The <code>map.zon</code> can be viewed through KEd but it can be only edited by hand.
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 +
===Vice City===
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Island number 1: Vice City Beach<br>
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Island number 2: Vice City Mainland
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====Info.zon====
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Type: 2<br>
 +
The <code>info.zon</code>, with the help of the <code>main.scm</code>, controls which pedestrian and vehicles spawn in that specific zone. The <code>info.zon</code> can be viewed through [[KEd]] but it can be only edited by hand. The <code>main.scm</code> uses this file so you cannot just delete the lines in the file without editing the <code>main.scm</code>. This zone uses island number 1.
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 +
====Map.zon====
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Type: 3<br>
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The <code>map.zon</code> controls the loading of an entire island as you travel from one island to another. It tells the game where to load. The <code>map.zon</code> can be viewed through KEd but it can be only edited by hand. You can make the loading of the islands by deleting the entire section.
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====Navig.zon====
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Type: 0 or 1<br>
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 +
 
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===San Andreas===
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Island number 1: Los Santos<br>
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Island number 2: San Fierro<br>
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Island number 3: Las Venturas
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====Info.zon====
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Type: 0<br>
 +
 +
 
 +
====Map.zon====
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Type: 3<br>
 +
The <code>map.zon</code> controls the island zones and also the type of cop car (LA,SF or LV) if there is no zone, it spawns the country cop car. The last value is always UNUSED for zones controlling the island-ID's. Normally you have all zone-names stored in the <code>map.zon</code> and the island-boundary-zones with their ID's in the map.zon. The last number is the Island-ID.
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You can lock/unlock them using SCM.
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 +
==Useful Tools==
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* {{GTAF|410193|SA Zon script for 3DMax}} - by {{U|Jost_Vice}}
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* {{GTAF|218318|Map IO in Kams script pack}} - by {{U|Kam}}
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 +
==External Link==
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* {{GTAF|140597|Map File Definitions}}
 +
 
 +
{{N|SA|4}}
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 +
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA VCS]][[Category:GTA LCS]]

Revision as of 17:27, 6 July 2009

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MODIFY CHAR MOVE STATE (IPL section)
Supported games:GTA 3 GTA VC GTA SA GTA LCS GTA VCS GTA IV
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

A zone is an area in the game used to show the text of the zone being entered, to load islands, and to create locations to spawn specific vehicles and pedestrians. It is controlled by .zon files, which use the IPL format.

Structure

All the .zon files start with a section identifier and ends with the keyword "end", both in a single line.

Example:

zone
...
end

Format

The basic format for a .zon file for GTA3 and Vice City is:

Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island

And for San Andreas and GTA IV:

Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island, Text
Name
Name and text of zone used from the .gxt file
Type
Type of zone
X1, Y1, Z1
The bottom left corner of the zone
X2, Y2, Z2
The top right corner of the zone
Island
The island number
Text
Text of the zone used from the GXT file

Note that for San Andreas, the text of the zone to be displayed is also related to by an internally hardcoded table which links that zone name to its respective audio description for the police radio. This is actually the cause of a bug in the game - the zone 'SUN' (which is correctly named 'Temple' in the GXT file) gets announced as 'Sunnyside' on the police radio. This is because the internal table has two consecutive entries called 'SUN' and only the second one gets used, meaning whenever the player is in a zone named and defined as 'SUN' in this file, the police will always announce this as 'Sunnyside' since 'SUN' points to that audio entry.

GTA3

Island number 1: Portland
Island number 2: Staunton
Island number 3: Shoreside Vale

Gta3.zon

Type: 0, 1, or 2
The gta3.zon controls the text of the zone that shows up in the game as you enter a new zone. The main.scm uses this to check if you are in the zone. The gta3.zon can be viewed through KEd but it can be only edited by hand. The main.scm<main.scm.

Map.zon

Type: 3
The map.zon controls the loading of an entire island as you travel from one island to another. It tells the game where to load. The map.zon can be viewed through KEd but it can be only edited by hand.

Vice City

Island number 1: Vice City Beach
Island number 2: Vice City Mainland

Info.zon

Type: 2
The info.zon, with the help of the main.scm, controls which pedestrian and vehicles spawn in that specific zone. The info.zon can be viewed through KEd but it can be only edited by hand. The main.scm uses this file so you cannot just delete the lines in the file without editing the main.scm. This zone uses island number 1.

Map.zon

Type: 3
The map.zon controls the loading of an entire island as you travel from one island to another. It tells the game where to load. The map.zon can be viewed through KEd but it can be only edited by hand. You can make the loading of the islands by deleting the entire section.

Navig.zon

Type: 0 or 1
The navig.zon controls the text of the zone that shows up in the game as you enter a new zone. The main.scm uses this to check if you are in the zone. The navig.zon can be viewed through KEd but it can be only edited by hand. The main.scm<main.scm. This zone uses island number 1.

San Andreas

Island number 1: Los Santos
Island number 2: San Fierro
Island number 3: Las Venturas

Info.zon

Type: 0
The Info.zon controls the text of the zone that shows up in the game as you enter a new zone. It also controls which pedestrian and vehicles spawn in that specific zone, with the help of the main.scm. The main.scm<main.scm. This zone uses island number 1 only.

Map.zon

Type: 3
The map.zon controls the island zones and also the type of cop car (LA,SF or LV) if there is no zone, it spawns the country cop car. The last value is always UNUSED for zones controlling the island-ID's. Normally you have all zone-names stored in the map.zon and the island-boundary-zones with their ID's in the map.zon. The last number is the Island-ID.

You can lock/unlock them using SCM.

Useful Tools

External Link