GRGE is one of the plain-text IPL sections, introduced with San Andreas. It replaces the previously used opcodes 0219, 03BB and 057A. It creates an invisible cube which interacts as a garage. Each garage can be used differently, for example by the script.
Format
|
Identifier
|
Type
|
Description
|
A,B,C |
PosX, PosY, PosZ |
float[3] |
A coordinate of one of the corner marks
|
D,E |
LineX, LineY |
float[2] |
Those values are added to the first position values. They define one edge of the box
|
F,G,H |
CubeX, CubeY, CubeZ |
float[3] |
Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world.
|
I |
DoorType |
integer |
The type of the door (see below)
|
J |
GarageType |
integer |
The type of the garage[1]
|
K |
Name |
string |
A string which is used to manipulate the behaviour of garages through the main.scm [2]
|
Types of doors
Flag
|
Description
|
1
|
door opens up and out, camera remotely follows player
|
2
|
door opens straight up, camera remotely follows player
|
3
|
door opens up and in, camera remotely follows player
|
4
|
door opens straight up, camera follows player
|
5
|
door opens up and out, camera follows player
|
6
|
door opens straight up, camera follows player
|
7
|
door opens up and in, camera follows player
|
The garage door only opens if the IDE flag value of the door is 2048 and the door is defined in the object.dat
file.
Notes
Garage doors are very important for the camera rotation. They control how the camera moves after you have entered a garage. If your camera moves wrong, then simply rotate the pivot of your garage door, map the new one and rotate it until it fits with the rotation you want. Then test if the camera moves correctly in-game.
If you have not mapped a garage door the camera will move to the west, which corresponds to a garage door rotation of 0 degrees around the z axis.
See also
External links