Difference between revisions of "GRGE"

From GTAMods Wiki
Jump to navigation Jump to search
m
Line 20: Line 20:
 
| <center>I</center> || <center>DoorType</center> || integer || The type of the door ([[#Types of doors|see below]])
 
| <center>I</center> || <center>DoorType</center> || integer || The type of the door ([[#Types of doors|see below]])
 
|-
 
|-
| <center>J</center> || <center>GarageType</center> || integer || The type of the garage{{ref|1}}
+
| <center>J</center> || <center>Garage Flags</center> || integer || The garage behaviour{{ref|1}}
 
|-
 
|-
 
| <center>K</center> || <center>Name</center> || string || A string which is used to manipulate the behaviour of garages through the <code>[[main.scm]]</code>{{ref|2}}
 
| <center>K</center> || <center>Name</center> || string || A string which is used to manipulate the behaviour of garages through the <code>[[main.scm]]</code>{{ref|2}}
 
|}
 
|}
  
=== Types of doors ===
+
=== Garage flags ===
 +
{|{{Prettytable}}
 +
! Flag
 +
! Description
 +
|-
 +
| 0x1
 +
| door opens up
 +
|-
 +
| 0x2
 +
| door goes in
 +
|-
 +
| 0x4
 +
| camera follow players
 +
|}
 +
Sum the flags to mix them
 +
 
 +
Example of flag combination and their results:
 
{|{{Prettytable}}
 
{|{{Prettytable}}
 
! Flag
 
! Flag
Line 51: Line 67:
 
| door opens up and in, camera follows player
 
| door opens up and in, camera follows player
 
|}
 
|}
 +
  
 
The garage door only opens if the [[IDE#Object_Flags|IDE]] flag value of the door is 2048 and the door is defined in the <code>object.dat</code> file.
 
The garage door only opens if the [[IDE#Object_Flags|IDE]] flag value of the door is 2048 and the door is defined in the <code>object.dat</code> file.

Revision as of 19:18, 8 November 2012

GRGE (IPL section)
Short description:Creates a garage
Supported games:GTA SA
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

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

San Andreas 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
Garage Flags
integer The garage behaviour[1]
K
Name
string A string which is used to manipulate the behaviour of garages through the main.scm[2]

Garage flags

Flag Description
0x1 door opens up
0x2 door goes in
0x4 camera follow players

Sum the flags to mix them

Example of flag combination and their results:

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