Difference between revisions of "GRGE"

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(I don't think LCS/VCS have any interface to load normal IPL files.)
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{{IplSection
 
{{IplSection
| game        = [[GTA SA]] <!--- GTA IV?! well at least it DOES check for this section to exist --->
+
| game        = {{Icon|SA}} {{Icon|4}}
 
| description = Creates a garage
 
| description = Creates a garage
 
}}
 
}}
'''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]].
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'''GRGE''' is a section in the [[item placement]] file in [[San Andreas]] and [[GTA IV]]. It creates an invisible cube which interacts as a [[garage]]. The section replaces some functions that were controlled through the [[script]] in previous games, like opcodes [[0219]], [[03BB]] and [[057A]].
  
 
== Format ==
 
== Format ==
{|{{Prettytable}} width="100%"
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{{Pre|
! width="10px"| {{Icon|SA}}
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grge
! width="150px"| Identifier
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PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, Flag, Type, Name
! width="100px"| Type
+
end
 +
}}
 +
 
 +
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
 +
! style="width: 3em;"| {{Icon|SA}}
 +
! style="width: 12em;"| Identifier
 +
! style="width: 6em;" | Type
 
! Description
 
! Description
 
|-
 
|-
| <center>A,B,C</center> || <center>PosX, PosY, PosZ</center> || float[3] || A coordinate of one of the corner marks
+
| A,B,C || PosX, PosY, PosZ || float[3] || A coordinate of one of the corner marks
 
|-
 
|-
| <center>D,E</center> || <center>LineX, LineY</center> || float[2] || Those values are [[Wikipedia:Euclidean_vector#Addition_and_subtraction|added]] to the first position values. They define one edge of the box
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| D,E || LineX, LineY || float[2] || Those values are [[Wikipedia:Euclidean_vector#Addition_and_subtraction|added]] to the first position values. They define one edge of the box
 
|-
 
|-
| <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.
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| 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.
 
|-
 
|-
| <center>I</center> || <center>DoorType</center> || integer || The type of the door ([[#Types of doors|see below]])
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| I || Flags || integer || The garage behaviour ([[#Garage flags|see below]])
 
|-
 
|-
| <center>J</center> || <center>GarageType</center> || integer || The type of the garage{{ref|1}}
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| J || Type || integer || The [[Garage#San Andreas|garage type]]
 
|-
 
|-
| <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}}
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| K || Name || string || The [[Garage#San Andreas 2|garage name]], a string which is used to manipulate the behaviour of garages through the <code>[[main.scm]]</code>
 
|}
 
|}
  
=== Types of doors ===
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=== Garage flags ===
{|{{Prettytable}}
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{|class="wikitable"
 +
! 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:
 +
{|class="wikitable"
 
! Flag
 
! Flag
 
! Description
 
! Description
Line 52: Line 74:
 
|}
 
|}
  
 +
== Notes ==
 +
=== Garage Doors ===
 
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.
  
=== 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.
 
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.
 
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 ==
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=== Limits ===
* {{note|1}} [[Garage#San_Andreas|Garage types (SA)]]
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GTA San Andreas have a limit of 50 garages, and those 50 garages are already used by default in the game.
* {{note|2}} [[Garage#San_Andreas_2|List of all default garage names (SA)]]
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See [[#Tools|Tools]] for solutions.
 +
 
 +
== Tools ==
 +
{{Icon|SA}} {{GTAF|536465|Garage eXtender}} &ndash; Increases the garages limit and more - by {{U|Link2012}}
  
 
== External links ==
 
== External links ==
Line 68: Line 94:
  
 
{{SA-navi}}
 
{{SA-navi}}
 
[[Category:GTA_LCS]][[Category:GTA_VCS]]
 

Latest revision as of 20:02, 1 June 2016

GRGE (IPL section)
Short description:Creates a garage
Supported games:San Andreas GTA IV
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 a section in the item placement file in San Andreas and GTA IV. It creates an invisible cube which interacts as a garage. The section replaces some functions that were controlled through the script in previous games, like opcodes 0219, 03BB and 057A.

Format

grge
PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, Flag, Type, Name
end
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 Flags integer The garage behaviour (see below)
J Type integer The garage type
K Name string The garage name, a string which is used to manipulate the behaviour of garages through the main.scm

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

Notes

Garage Doors

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.

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.

Limits

GTA San Andreas have a limit of 50 garages, and those 50 garages are already used by default in the game. See Tools for solutions.

Tools

San Andreas GTA Net GTAForums: Garage eXtender – Increases the garages limit and more - by Link2012

External links