Difference between revisions of "GRGE"

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| <center>F,G,H</center> || <center>CubeX, CubeY, CubeZ</center> || float[3] || Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world.
 
| <center>F,G,H</center> || <center>CubeX, CubeY, CubeZ</center> || float[3] || Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world.
 
|-
 
|-
| <center>I</center> || <center>DoorType</center> || integer || The type of the door ([[#Types of doors|see below]])
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| <center>I</center> || <center>Garage Flags</center> || integer || The garage behaviour ([[#Garage flags|see below]])
 
|-
 
|-
| <center>J</center> || <center>Garage Flags</center> || integer || The garage behaviour{{ref|1}}
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| <center>J</center> || <center>Garage type</center> || integer || The garage type{{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}}

Revision as of 17:10, 15 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
Garage Flags
integer The garage behaviour (see below)
J
Garage type
integer The garage type[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 and rotate
0x2 door goes in
0x4 camera follow players

Sum the flags to mix them

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