ZONE
Contents
Introduction
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.
Structure
All the .zon
files start with a section identifier and ends with the keyword "end", both in a single line.
Example:
zone ... end
GTA3
Gta3.zon
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.
Format:
Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island
- 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
The gta3.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 to prevent the zone’s text from popping up in the game without editing the main.scm
.
Map.zon
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.
Format:
Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island
- Name
- Name of zone
- 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
The map.zon
can be viewed through KEd but it can be only edited by hand.
Vice City
Info.zon
The info.zon
, with the help of the main.scm
, controls which pedestrian and vehicles spawn in that specific zone.
Format:
Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island
- Name
- Name of zone
- Type
- Type of zone (always 2)
- X1, Y1, Z1
- The bottom left corner of the zone
- X2, Y2, Z2
- The top right corner of the zone
- Island
- The island number (always 1)
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
.
Map.zon
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.
Format:
Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island
- Name
- Name of zone
- Type
- Type of zone (always 3)
- X1, Y1, Z1
- The bottom left corner of the zone
- X2, Y2, Z2
- The top right corner of the zone
- Island
- The island number (either 1 or 2)
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.
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.
Format:
Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island
- Name
- Name and text of zone used from the
.gxt
file - Type
- Type of zone (either 0 or 1)
- X1, Y1, Z1
- The bottom left corner of the zone
- X2, Y2, Z2
- The top right corner of the zone
- Island
- The island number (always 1)
The navig.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 to prevent the zone’s text from popping up in the game without editing the main.scm
.
San Andreas
The navig.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
.
Format:
Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island, Text
- Name
- Name of zone
- Type
- Type of zone (always 0)
- X1, Y1, Z1
- The bottom left corner of the zone
- X2, Y2, Z2
- The top right corner of the zone
- Island
- The island number (always 1)
- Text
- Text of the zone used from the
.gxt
file
The main.scm
uses this file so you cannot just delete the lines in the file to prevent the zone’s text from popping up in the game without editing the main.scm
.
Map.zon
The map.zon
is not used in San Andreas.