descripes the usage of the CARS section inside a plain text
IPL. For the definition of vehicle models see
CARS (IDE Section)
The CARS section is a simplified method to create parked cars. Usually parked cars are created by the Script, but just as unique stunt jumps they can be seperated and written inside plain text or binary IPLs. Since parked car generators are related into savegames a new game must be started before they are applied to the game. It is possible to create parked car generators without starting a new game using CLEO.[1]
Format
CARS or parked car generators are used to place permanently, randomly or limited cars which are placed (parked) around the world. For this they need a position, a rotation, information about which car should be placed, the car's colors and some additional information.
GTA San Andreas
PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2
Identifier
|
Description
|
PosX, PosY, PosZ |
The real world coordinates of the car as floating point values.
|
Angle |
The angle of the car in dagrees.
|
CarID |
The ID number of the car as defined in the IDE or -1 for random car parks (influened by the pocycle.dat file)
|
Binary format
This section is incomplete. You can help by fixing and expanding it.
GTA IV
Script representation
- 014B – Creates a parked car generator in SCM
- 014C – Sets the flags for the parked car generator.
- 09E2 – Creates a parked car generator where the car has a special numplate text.
- 0A17 – Identifies a parked car generator to be owned by the player
This section is incomplete. You can help by fixing and expanding it.
See also
External Link