ZONE
Supported games: | GTA 3 GTA VC GTA SA GTA LCS GTA VCS GTA IV | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
IPL Sections:
|
ZONE is a section in the item placement file. It creates 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. The section is mainly placed in .zon
files, which use the IPL format, but it can also be placed in .ipl
files.
Contents
Format
Identifier | Type | Description | ||
---|---|---|---|---|
A | Name | string | Name and text of zone used from the .gxt file
| |
B | Type | integer | Type of zone | |
C,D,E | X1,Y1,Z1 | float[3] | The bottom left corner of the zone | |
F,G,H | X2,Y2,Z2 | float[3] | The top right corner of the zone | |
I | Island | integer | The island number | |
- | J | Text | string | 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.
Major files
Most of these zone files are saved into the game save so any changes made to these files require starting a new game.
GTA III
- 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 original main.scm<
CITYZON 0 -4000.0 -4000.0 -500.0 4000.0 4000.0 500.0 0
map.zon
- Type: 3
The map.zon
controls the loading of an entire island as you travel from one island to another. There is a zone of this zone type hardcoded into the game that would have an entry similar to this line:
THEMAP 3 -4000.0 -4000.0 -500.0 4000.0 4000.0 500.0 0
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 how cars, peds, and gangs spawn in the map. The original main.scm
uses this file throughout the script so you cannot simply delete the lines in the file without editing the script file. This zone uses island number 1. There is a zone of this zone type hardcoded into the game that would have an entry similar to this line:
CITYINF 2 -2400.0 -2000.0 -500.0 1600.0 2000.0 500.0 0
map.zon
- Type: 3
The map.zon
controls the loading of an entire island as you travel from one island to another. You can disable the loading of the islands by deleting the entire section. There is a zone of this zone type hardcoded into the game that would have an entry similar to this line:
THEMAP 3 -2400.0 -2000.0 -500.0 1600.0 2000.0 500.0 0
- 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. A zone of type 1 means that the text of that zone will take priority if there are more than one overlapping zones (Junk Yard over Escobar International in this case). There is a zone of this zone type hardcoded into the game that would have an entry similar to this line:
VICE_C 0 -2400.0 -2000.0 -500.0 1600.0 2000.0 500.0 0
The original main.scm<
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.
There is a zone of this zone type hardcoded into the game that would have an entry similar to this line:
THE_MAP, 3, -3000.0, -3000.0, -2000.0, 3000.0, 3000.0, 2000.0, 0, UNUSED
You can lock/unlock them using SCM.
GTA IV
GTA IV uses the same format like San Andreas, but the section identifier has been changed to mzon for type 0.
This section is incomplete. You can help by fixing and expanding it.
Tools
External links
- GTAForums: Map File Definitions
- GTAForums: SA Zon script for 3DMax, by Jost_Vice
- GTAForums: Map IO in Kams script pack, by Kam
- GTAForums: (SA and IV) Zon-IO in GTA-IV script centre, by Gforce
- San Andreas' info.zon map, by pdescobar
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