The CARS section is a simplified method to create parked cars. Usually parked cars are created by the scripts, but just as unique stunt jumps they can be separated and written inside plain text or binary IPLs. Since parked car generators are related to savegames[1] 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[2].
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.
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 popcycle.dat file)
|
PrimCol, SecCol |
A car color defined in the carcols.dat file. If it is set to -1 the color will be randomly choosed.
|
ForceSpawn |
Vehicles spawn more reliably if this is 1.
|
Alarm |
The probability of triggering the alarm system (0 - 100).
|
DoorLock |
The propability that the doors of the vehicle is locked (0 - 100).
|
Unknown1, Unknown2 |
Unknown (Zero).
|
Binary format
CARS is one of the known sections which can be used in binary format inside streaming IPLs. For detailed information about the format see the format specification in the supposed article.
GTA IV
Scripts
- 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 – Sets a parked car generator as owned by the player
References
^ Car generators in save files
^ Creating a parked car generator via scripts.
External Link