Item Placement
Contents
Introduction
Item PLacement (.ipl) files are used to place objects into gta world, this includes objects, zones and paths.
Structure
The .ipl files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.
Example:
inst ... end
INST
Positions of static and dynamic (object.dat) map objects.
GTA3 format:
id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw
GTAVC format:
id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw
GTASA format:
id, name, int, x, y, z, rx, ry, rz, rw lod
- ID
- Unique object identifier. Must match in IDE file identifier. (integer)
- Name
- Usually same as the .dff model file, without extension (string)
- int
- Interior number. Zero for outside. (integer)
- x, y, z
- Item placement coordinates. (floating point numbers)
- sx, sy, sz
- Item scale, scales visible model only, doesn't scale the collision model. (floating point numbers)
- rx, ry, rz, rw
- Item rotations. Defined as quaternion, quite sophisticated math is needed to translate it to Euler angles. A map editing program should be used to edit these.
- lod
- San Andreas only. This the line number in the current IPL file for the LOD which belongs to this object. The first item in IPL file is line number 0, second is number 1 and so on. A value of -1 means no LOD is used. (integer)
CULL
GTA3 and VC format:
x1, y1, z1, x2, y2, z2, x3, y3, z3, flag, 0
- x2, y2, z2
- lower-left corner of the areabox
- x3, y3, z3
- upper-right corner of the areabox
SA format:
centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Effect, Vx, Vy, Vz, Cm
PATH
Ped, Car and Boat Paths, defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img. This is a quite complicated format and hardly usable without an editing program (such as Ked).
GTA SA uses compiled binary files for its paths.
GRGE
This reates garages for the main.scm to use. Only used in San Andreas. SA only:
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Flag, Type, Name
- FrontX, Y
- lower right front
- Flag
- type of garage
- Name
- used to edit garage through the SCM
ENEX
This creates interior connection to real world by placing yellow markers on the map for CJ to walk through. SA only:
X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off
- X1, Y1, Z1
- entrance location
- ROT
- ???
- R1
- X radius of entry
- R2
- Y radius of entry
- C8
- constant 8
- X2, Y2, Z2
- exit location
- Rot2
- exit rotation in degrees
- Int
- The target interior number
- Mark
- The type of marker
- Name
- interior name, used to find the counterpart and to identify via mission script
- Sky
- Sky color changer
- I2
- unknown integer flags, could be weather related
- Time On
- enables the marker at this time
- Time Off
- disables the marker at this time
PICK
This creates permanent weapon pickups. This was only used to create fire extinguisher pickups at fast food restaurants. SA only:
Weapon ID, X, Y, Z
Weapon IDs
ID | Weapon Name | Ammo |
---|---|---|
4 | Brass Knuckles | - |
5 | Nightstick | - |
6 | Knife | - |
7 | *Nothing* | - |
8 | *Nothing* | - |
9 | Golf Club | - |
10 | Bat | - |
11 | Shovel | - |
12 | Pool Cue | - |
13 | Katana | - |
14 | Chainsaw | - |
15 | Molotov | 8 |
16 | Grenades | 8 |
17 | Satchels | 5 |
18 | 9mm Pistol | 30 |
19 | Silenced 9mm | 10 |
20 | Desert Eagle | 10 |
21 | Shotgun | 15 |
22 | SPAS Shotgun | 10 |
23 | Tec 9 | 60 |
24 | Micro SMG | 60 |
25 | MP5 | 60 |
26 | AK47 | 80 |
27 | M4 | 80 |
28 | Country Rifle | 20 |
29 | Sniper Rifle | 10 |
30 | *Nothing* | - |
31 | Flamethrower | 100 |
32 | Minigun | 500 |
33 | Large Purple Dildo | - |
34 | Small White Dildo | - |
35 | Large White Vibrator | - |
36 | Small Black Vibrator | - |
37 | Flowers | - |
38 | Cane | - |
39 | Ringbox | - |
40 | Necklace Box | - |
41 | Cellphone | - |
42 | *Nothing* | - |
43 | Teargas | 8 |
44 | Minigun (Duplicate) | 500 |
45 | SPAS Shotgun (Duplicate) | 10 |
46 | Rocket Launcher | 4 |
47 | Heat Seeking Rocket Launcher | 3 |
48 | Detonator | - |
49 | Spray can | 500 |
50 | Fire Extinguisher | 500 |
51 | Camera | 36 |
52 | Nightvision Goggles | - |
53 | Infrared Goggles | - |
54 | Jetpack | - |
55 | Parachute | - |
JUMP
SA only:
start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, radius_z, camera_x, camera_y, camera_z, reward
TCYC
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather? SA only:
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
AUZO
Creates an audio if you enter the zone. SA Type 1:
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
- Name
- Name of the zone
- ID
- Sound played in this zone
- Switch
- Makes it always on or always off. Can be forced using the main.scm
SA Type 2:
Name, ID, Switch, X, Y, Z, Volume
- Name
- Name of the zone
- ID
- Sound played in this zone
- Switch
- Makes it always on or always off. Can be forced using the main.scm
- Volume
- The distance the sound will be heard
MULT
San Andreas only, this was never used in the game. This section is currently unknown and may never be known.
CARS
Parked vehicles, only used in binary IPLs by default, can be used in regular IPLs. SA only:
X, Y, Z, angle, car id, primary color, secondary color, bool?, alarm_probability, door_lock_probability, dword (radio?), dword (appearance delay?)
OCCL
This creates occlusion boxes around Vice City and San Andreas. VC and SA only:
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, rotation
External Links
- GTASA IPL Documentation - GTA Forums topic covering details of the IPL format in GTASA.
- Explanation of GTASA LOD System - GTA Forums message by Steve-M, explaining the LOD system for IPL files in GTASA.