Difference between revisions of "MODIFY CHAR MOVE STATE"
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− | ''' | + | {{Cleanup-rewrite}} |
+ | {{IplSection | ||
+ | | game = [[GTA 3]] [[GTA VC]] [[GTA SA]] [[GTA LCS]] [[GTA VCS]] [[GTA IV]] | ||
+ | | description = | ||
+ | }} | ||
+ | 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. | ||
− | == | + | ==Structure== |
− | |||
− | + | All the <code>.zon</code> 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 <code>.zon</code> 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 <code>.gxt</code> 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<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. | ||
− | == | + | ===GTA3=== |
− | + | Island number 1: Portland<br> | |
− | + | Island number 2: Staunton<br> | |
− | + | Island number 3: Shoreside Vale | |
+ | ====Gta3.zon==== | ||
+ | Type: 0, 1, or 2<br> | ||
+ | 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- | + | ====Map.zon==== |
− | [[Category: | + | Type: 3<br> |
+ | 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. | ||
+ | |||
+ | ===Vice City=== | ||
+ | Island number 1: Vice City Beach<br> | ||
+ | Island number 2: Vice City Mainland | ||
+ | ====Info.zon==== | ||
+ | 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. | ||
+ | |||
+ | ====Map.zon==== | ||
+ | Type: 3<br> | ||
+ | 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. | ||
+ | |||
+ | ====Navig.zon==== | ||
+ | Type: 0 or 1<br> | ||
+ | |||
+ | |||
+ | ===San Andreas=== | ||
+ | Island number 1: Los Santos<br> | ||
+ | Island number 2: San Fierro<br> | ||
+ | Island number 3: Las Venturas | ||
+ | ====Info.zon==== | ||
+ | Type: 0<br> | ||
+ | |||
+ | |||
+ | ====Map.zon==== | ||
+ | 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. | ||
+ | |||
+ | You can lock/unlock them using SCM. | ||
+ | |||
+ | ==Useful Tools== | ||
+ | * {{GTAF|410193|SA Zon script for 3DMax}} - by {{U|Jost_Vice}} | ||
+ | * {{GTAF|218318|Map IO in Kams script pack}} - by {{U|Kam}} | ||
+ | |||
+ | ==External Link== | ||
+ | * {{GTAF|140597|Map File Definitions}} | ||
+ | |||
+ | {{N|SA|4}} | ||
+ | |||
+ | [[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA VCS]][[Category:GTA LCS]] |
Revision as of 17:27, 6 July 2009
This article may need to be rewritten. Please help improve this article. The discussion page may contain suggestions. |
Supported games: | GTA 3 GTA VC GTA SA GTA LCS GTA VCS GTA IV | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IPL Sections:
|
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.
Contents
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.
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
- GTAForums: SA Zon script for 3DMax - by Jost_Vice
- GTAForums: Map IO in Kams script pack - by Kam
External Link
- GTAForums: Map File Definitions
Grand Theft Auto IV 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