Difference between revisions of "Item Placement"

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  end
 
  end
  
===INST===
+
===[[INST]]===
Locations and properties for instances of static and [[Dynamic_Object|dynamic map objects]].
+
Used to place objects in the world.
  
''GTA3 format''
+
''GTA III format''
  id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw
+
  ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] file inside the map system.
 +
|-
 +
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>)
 +
|-
 +
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.<br>''Note:'' the decimal seperator must be ".", not ",".
 +
|-
 +
|<center>ScaleX, ScaleY, ScaleZ</center>||The scaling of the object as floating point values. By default each value is ''1.0'', which means the object is not scaled at all.<br>''Note:'' the decimal seperator must be ".", not ",".
 +
|-
 +
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].<br>''Note:'' the decimal seperator must be ".", not ",".
 +
|}
  
 
''Vice City format''
 
''Vice City format''
  id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw
+
  ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
 +
|-
 +
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>)
 +
|-
 +
|<center>Interior</center>||A number defining the [[interior]] (render-level) the object is located in. It is an optional parameter; by default the object's interior is 0.
 +
|-
 +
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
 +
|-
 +
|<center>ScaleX, ScaleY, ScaleZ</center>||The scaling of the object as floating point values. By default each value is ''1.0'', which means the object is not scaled at all.
 +
|-
 +
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].
 +
|}
  
 
''San Andreas format''
 
''San Andreas format''
  id, name, int, x, y, z, rx, ry, rz, rw, lod
+
  ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
  
;ID: Unique object identifier. Must match in [[IDE]] file identifier. (integer)
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
;Name: Usually same as the <code>.dff</code> [[model file]], without extension. (string)
+
!width="250px"|Identifier
;int: [[Interior#List|Interior number]]; zero for outside. (integer)
+
!Description
;x, y, z: Item placement coordinates. (floating point numbers)
+
|-
;sx, sy, sz: Item scale, scales visible model only, doesn't scale the [[collision model]]. (floating point numbers)
+
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
;rx, ry, rz, rw: Item rotations.  Defined as [[Wikipedia:quaternion|quaternion]], quite sophisticated math is needed to translate it to [[Wikipedia:Euler angles|Euler angles]]. A map editing program should be used to edit these.
+
|-
;lod: San Andreas only.  This is the line number in the current IPL file for the [[LOD]] which belongs to this object.  The first item in IPL file is line number 0, second is number 1 and so on.  A value of -1 means no LOD is used. (integer)
+
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>). The parameter doesn't seem to function in the game. Any name used will not affect the rendering of the model.
 +
|-
 +
|<center>Interior</center>||A number defining the [[interior]] (render-level) the object is located in.
 +
|-
 +
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
 +
|-
 +
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].<br>''Note:'' the decimal seperator must be ".", not ",".
 +
|-
 +
|<center>LOD</center>||The number of the [[LOD]] which is located inside the same instance block as the current model.<br>By default this is ''-1'' which means no LOD is defined.
 +
|}
 +
 
 +
===[[CULL]]===
 +
Create a culling zone.
  
===CULL===
+
''GTA III and Vice City format''
This creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary fixed camera positions.
+
CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>CenterX, CenterY, CenterZ</center>||A point which defines the center of the box in real world coordinates
 +
|-
 +
|<center>LowerLeftX, LowerLeftY, LowerLeftZ</center>||A point which corresponds to the ''lower left'' corner of the box.
 +
|-
 +
|<center>UpperRightX, UpperRightY, UpperRightZ</center>||A point which corresponds to the ''upper right'' corner of the box.
 +
|-
 +
|<center>Flags</center>||The [[CULL#Flags|behaviour of the cull zone]].
 +
|-
 +
|<center>Unknown</center>||Always 0
 +
|}
  
''GTA3 and Vice City format''
 
x1, y1, z1, x2, y2, z2, x3, y3, z3, flag, 0
 
;x2, y2, z2: lower-left corner of the areabox
 
;x3, y3, z3: upper-right corner of the areabox
 
 
''San Andreas format 1''
 
''San Andreas format 1''
  centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Flag 2
+
  CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Unknown3
 +
 
 
''San Andreas format 2''
 
''San Andreas format 2''
  centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Vx, Vy, Vz, Cm
+
  CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Vx, Vy, Vz, Cm
Cull zone boundaries in San Andreas are aligned to the nearest world unit.<br>
 
Flags:<br>
 
1 Camera close in into player using closest third-person view camera mode, does not close in if in first person or cinematic mode, camera mode cannot be changed while in the zone<br>
 
2 camera remotely placed outside the zone, no control of camera, camera mode cannot be changed while in the zone<br>
 
4 Unknown<br>
 
8 Rain-free, police helicopter-free zone<br>
 
4096 5-star military zone
 
  
 
===PATH===
 
===PATH===
Line 57: Line 106:
 
GTA SA uses [[GTA SA Paths|compiled binary files]] for its paths.
 
GTA SA uses [[GTA SA Paths|compiled binary files]] for its paths.
  
===GRGE===
+
===[[GRGE]]===
This creates [[Garage|garages]] for the <code>[[main.scm]]</code> to use. Only used in San Andreas.
+
Creates a garage.
  
 
''San Andreas format''
 
''San Andreas format''
  X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Type, Name
+
  PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name
;X1, Y1, Z1: Lower left front
+
 
;frontX, frontY: Lower right front
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
;X2, Y2, Z2: Upper left rear
+
!width="250px"|Identifier
;Door: [[Grge#Types_of_doors|Types of doors]]
+
!Description
;Type: [[Garage#San_Andreas|Type of garage]]
+
|-
;Name: [[Garage#San_Andreas_2|Used to edit garage through the SCM]]
+
|<center>PosX, PosY, PosZ</center>||A coordinate of one of the corner marks
 +
|-
 +
|<center>LineX, LineY</center>||Those values are [[Wikipedia:Euclidean_vector#Addition_and_subtraction|added]] to the first position values. They define one edge of the box
 +
|-
 +
|<center>CubeX, CubeY, CubeZ</center>||Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world.
 +
|-
 +
|<center>DoorType</center>||The [[GRGE#Types_of_doors|type of the door]]
 +
|-
 +
|<center>GarageType</center>||The [[Garage#San_Andreas|type of the garage]]
 +
|-
 +
|<center>Name</center>||[[Garage#San_Andreas_2|A string]] which is used to manipulate the garages behaviour through the <code>[[main.scm]]</code>
 +
|-
 +
|}
  
 
===ENEX===
 
===ENEX===
Line 256: Line 317:
 
|}
 
|}
  
===PICK===
+
===[[PICK]]===
This creates permanent [[weapon]] pickups. Rockstar only used this to create fire extinguisher pickups at fast food restaurants.
+
Creates a weapon pickup.
  
 
''San Andreas format''
 
''San Andreas format''
  Weapon ID, X, Y, Z
+
  ID, PosX, PosY, PosZ
  
====San Andreas Pick Weapon IDs====
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|
+
!width="250px"|Identifier
! ID
+
!Description
! Weapon Name
 
! Ammo
 
 
|-
 
|-
| 4
+
|<center>ID</center>||A [[PICK#San_Andreas_Weapon_List|number]] which defines a [[weapon]]
| Brass Knuckles
 
| -
 
 
|-
 
|-
| 5
+
|<center>PosX, PosY, PosZ</center>||Floating point values defining where the pickup should be placed in the world.
| Nightstick
+
|}
| -
+
 
|-
+
===[[JUMP]]===
| 6
+
Creates a unique stunt jump.
| Knife
+
 
| -
+
''San Andreas format''
|-
+
<pre>StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ,
| 7
+
TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward</pre>
| *Nothing*
+
 
| -
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
|-
+
!width="250px"|Identifier
| 8
+
!Description
| *Nothing*
 
| -
 
|-
 
| 9
 
| Golf Club
 
| -
 
|-
 
| 10
 
| Bat
 
| -
 
|-
 
| 11
 
| Shovel
 
| -
 
|-
 
| 12
 
| Pool Cue
 
| -
 
|-
 
| 13
 
| Katana
 
| -
 
|-
 
| 14
 
| Chainsaw
 
| -
 
|-
 
| 15
 
| Molotov
 
| 8
 
|-
 
| 16
 
| Grenades
 
| 8
 
|-
 
| 17
 
| Satchels
 
| 5
 
|-
 
| 18
 
| 9mm Pistol
 
| 30
 
|-
 
| 19
 
| Silenced 9mm
 
| 10
 
|-
 
| 20
 
| Desert Eagle
 
| 10
 
|-
 
| 21
 
| Shotgun
 
| 15
 
|-
 
| 22
 
| SPAS Shotgun
 
| 10
 
|-
 
| 23
 
| Tec 9
 
| 60
 
|-
 
| 24
 
| Micro SMG
 
| 60
 
|-
 
| 25
 
| MP5
 
| 60
 
|-
 
| 26
 
| AK47
 
| 80
 
|-
 
| 27
 
| M4
 
| 80
 
|-
 
| 28
 
| Country Rifle
 
| 20
 
|-
 
| 29
 
| Sniper Rifle
 
| 10
 
|-
 
| 30
 
| *Nothing*
 
| -
 
|-
 
| 31
 
| Flamethrower
 
| 100
 
|-
 
| 32
 
| Minigun
 
| 500
 
|-
 
| 33
 
| Large Purple Dildo
 
| -
 
|-
 
| 34
 
| Small White Dildo
 
| -
 
|-
 
| 35
 
| Large White Vibrator
 
| -
 
|-
 
| 36
 
| Small Black Vibrator
 
| -
 
|-
 
| 37
 
| Flowers
 
| -
 
|-
 
| 38
 
| Cane
 
| -
 
|-
 
| 39
 
| Ringbox
 
| -
 
 
|-
 
|-
| 40
+
|<center>StartLowerX, StartLowerY, StartLowerZ</center>||These values define a point in the world as floating point values. The point represents one of the lower edge points of the plane representing the start of the unique stunt jump.
| Necklace Box
 
| -
 
 
|-
 
|-
| 41
+
|<center>StartUpperX, StartUpperY, StartUpperZ</center>||These values are used in the same way as the first ones. They represent a point on the upper edge of the plane (diagonal opposite).
| Cellphone
 
| -
 
 
|-
 
|-
| 42
+
|<center>TargetLowerX, TargetLowerY, TargetLowerZ</center>||A point on the lower edge of the ''target plane''.
| *Nothing*
 
| -
 
 
|-
 
|-
| 43
+
|<center>TargetUpperX, TargetUpperY, TargetUpperZ</center>||A point on the upper edge of the ''target plane'' (diagonal opposite).
| Teargas
 
| 8
 
 
|-
 
|-
| 44
+
|<center>CameraX, CameraY, CameraZ</center>||The position of the camera.
| Minigun (Duplicate)
 
| 500
 
 
|-
 
|-
| 45
+
|<center>Reward</center>||The amount of cash the player earns after he has finished this stunt successfully.
| SPAS Shotgun (Duplicate)
 
| 10
 
|-
 
| 46
 
| Rocket Launcher
 
| 4
 
|-
 
| 47
 
| Heat Seeking Rocket Launcher
 
| 3
 
|-
 
| 48
 
| Detonator
 
| -
 
|-
 
| 49
 
| Spray can
 
| 500
 
|-
 
| 50
 
| Fire Extinguisher
 
| 500
 
|-
 
| 51
 
| Camera
 
| 36
 
|-
 
| 52
 
| Nightvision Goggles
 
| -
 
|-
 
| 53
 
| Infrared Goggles
 
| -
 
|-
 
| 54
 
| Jetpack
 
| -
 
|-
 
| 55
 
| Parachute
 
| -
 
 
|}
 
|}
 
===JUMP===
 
Creates a Unique Stunt Jump based on the minimum and maximum coordinates for the starting and landing zones. This format conforms with the encoding provided by opcode [[0814]].
 
 
''San Andreas format''
 
startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin,
 
landXmax, landYmax, landZmax, camX, camY, camZ, reward
 
  
 
===TCYC===
 
===TCYC===
Line 490: Line 362:
 
  X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
 
  X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
  
===AUZO===
+
===[[AUZO]]===
 
This creates an audio if you enter the zone.
 
This creates an audio if you enter the zone.
  
''San Andreas format type 1''
+
''San Andreas format 1''
 
  Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
 
  Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
;Name: Name of the zone
 
;ID: Sound played in this zone
 
;Switch: Makes it always on or always off. Can be forced using the main.scm using opcode [[0917]]
 
  
''San Andreas format type 2''
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
Name, ID, Switch, X, Y, Z, Volume
+
!width="250px"|Identifier
;Name: Name of the zone
+
!Description
;ID: Sound played in this zone
 
;Switch: Makes it always on or always off. Can be forced using the main.scm using opcode [[0917]]
 
;Volume: The distance the sound will be heard
 
 
 
====San Andreas Auzo Audio IDs====
 
{|
 
! ID
 
! What sound it plays
 
! Description of sound in the unmodified audio streams
 
 
|-
 
|-
| 4
+
|<center>Name</center>||Name used to identify the zone
| Ambience track 9
 
| St Mark's violin music
 
 
|-
 
|-
| 5
+
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone
| Ambience track 6
 
| Beach party bkgd song
 
 
|-
 
|-
| 8
+
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]]
| Ambience track 31
 
| Unused loud hum
 
 
|-
 
|-
| 10
+
|<center>X1, Y1, Z1</center>||A point which corresponds to the corner of the box, usually the lower left.
| Ambience track 5
 
| Awards ceremony music
 
 
|-
 
|-
| 12
+
|<center>X2, Y2, Z2</center>||A point which corresponds to the opposite corner of the box, usually the upper right.
| Ambience track 34
+
|}
| Loud hum heard on ships
+
 
 +
''San Andreas format 2''
 +
Name, ID, Switch, X, Y, Z, Radius
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 
|-
 
|-
| 13
+
|<center>Name</center>||Name used to identify the zone.
| Ambience track 23
 
| Low Rider Challenge bkgd song
 
 
|-
 
|-
| 15
+
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone.
| Ambience track 30
 
| Static sound heard on military bases
 
 
|-
 
|-
| 17
+
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]].
| Ambience track 12
 
| Casino bkgd medley
 
 
|-
 
|-
| 19
+
|<center>X, Y, Z</center>||The center of the zone.
| Ambience track 4
 
| Quiet hum heard in Area 69
 
 
|-
 
|-
| 20
+
|<center>Radius</center>||The distance the sound will be heard.
| Ambience track 2
+
|}
| Fan-like clicking heard in Abattoir
+
 
|-
+
===MULT===
| 21
+
''San Andreas and GTA4 only''
| Ambience track 1
+
 
| Quiet hum heard in 24-7s
+
In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.
|-
+
 
| 23
+
===[[CARS (IPL Section)|CARS]]===
| Ambience track 14
+
Creates a parked car generator
| Loud hum heard in Dam interior
+
 
|-
+
''San Andreas format''
| 24
+
PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2
| Ambience track 25
+
 
| Racing sounds heard in ITB lobby
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 
|-
 
|-
| 25
+
|<center>PosX, PosY, PosZ</center>||The real world coordinates of the car as floating point values.
| Ambience track 24
 
| Quiet hum heard in Planning Dept
 
 
|-
 
|-
| 26
+
|<center>Angle</center>||The angle of the car in radians (degrees/~57.2958).
| Ambience track 20
 
| Quiet hum heard in safe houses
 
 
|-
 
|-
| 28
+
|<center>CarID</center>||The ID number of the car as defined in the [[IDE]] or -1 for random car parks (influenced by the <code>[[popcycle.dat]]</code> file)
| Ambience track 13
 
| Dance Club bkgd medley
 
 
|-
 
|-
| 29
+
|<center>PrimCol, SecCol</center>||A car color defined in the <code>[[carcols.dat]]</code> file. If it is set to -1 the color will be randomly chosen.
| Ambience track 13
 
| Dance Club bkgd medley
 
 
|-
 
|-
| 30
+
|<center>ForceSpawn</center>||Vehicles spawn more reliably if this is set to 1.
| Favorite Radio Station
 
| Stream or User Tracks Player
 
 
|-
 
|-
| 34
+
|<center>Alarm</center>||The probability of triggering the alarm system (0 - 100).
| Ambience track 28
 
| Pleasure Domes bkgd medley
 
 
|-
 
|-
| 36
+
|<center>DoorLock</center>||The probability that the doors of the vehicle is locked (0 - 100).
| Ambience track 21
 
| Loud hum heard in Jet interior
 
 
|-
 
|-
| 37
+
|<CeNtEr>Unknown1, Unknown2</CeNtEr>||Unknown (Zero).
| Ambience track 10
+
|}
| Muzak-type bkgd heard in unused diner interiors
+
 
|-
+
===[[OCCL]]===
| 39
+
Creates zones for separated rendering.
| Ambience track 29
+
 
| Quiet hum heard in police stations
+
''Vice City and San Andreas format''
 +
mid x, mid y, bottom height z, width x, width y, height from bottom height to top, rotation
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 
|-
 
|-
| 41
+
|<center>mid x, mid y</center>||The middle of the occlusion box in X and Y coordinates.
| Ambience track 35
 
| Stadium event bkgd medley
 
 
|-
 
|-
| 44
+
|<center>bottom height z</center>||The bottom Z coordinate of the occlusion box.
| Ambience track 18
 
| Fast Food Joint bkgd sounds
 
 
|-
 
|-
| 48
+
|<center>width x, width y</center>||The width of the occlusion box in units.
| Ambience track 3
 
| Ammunation PA loop
 
 
|-
 
|-
| 50
+
|<center>height from bottom height to top</center>||The difference in height from the top of the occlusion box to the bottom.
| Ambience track 39
 
| Quiet hum heard in warehouses
 
 
|-
 
|-
| 51
+
|<center>rotation</center>||The rotation of the occlusion box in angles.
| Ambience track 22
 
| Very loud hum heard in cargo plane?
 
|-
 
| 52
 
| Radio stream CH
 
| Playback FM
 
|-
 
| 53
 
| Radio stream CO
 
| K-ROSE
 
|-
 
| 54
 
| Radio stream CR
 
| KDST
 
|-
 
| 55
 
| Radio stream DS
 
| Bounce FM
 
|-
 
| 56
 
| Radio stream HC
 
| SFUR
 
|-
 
| 57
 
| Radio stream MH
 
| Radio Los Santos
 
|-
 
| 58
 
| Radio stream MR
 
| Radio X
 
|-
 
| 59
 
| Radio stream NJ
 
| CSR
 
|-
 
| 60
 
| Radio stream RE
 
| K-JAH West
 
|-
 
| 61
 
| Radio stream RG
 
| MasterSounds
 
|-
 
| 62
 
| Radio stream TK
 
| WCTR
 
|-
 
| 64
 
| Ambience track 17
 
| Unused quiet hum
 
|-
 
| 66
 
| Ambience track 36
 
| Strip Club bkgd medley
 
|-
 
| 67
 
| Ambience track 37
 
| Unused bkgd medley
 
 
|}
 
|}
Notes: Any ID value from 0-70 inclusive not listed above generated no background sound.<br>
 
Audio 4 type two only<br>
 
Audios 5, 10, 12, and 13 disabled by default, can be re-enabled
 
 
===MULT===
 
''San Andreas and GTA4 only''
 
 
In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.
 
 
===CARS===
 
Only used in San Andreas, this creates permanent parked vehicles around the state. This section is similar to the opcode [[014B]], the only difference to the opcode is that an IPL-Spawned car got an check if another car is already parked in an specific radius at this position. Rockstar used it only in [[Binary_IPL|binary IPL]]s but it can also be used in regular IPLs.<br>
 
 
''San Andreas format''
 
X, Y, Z, angle, car id, primary color, secondary color, force_spawn,
 
alarm_probability, door_lock_probability, unknown (word), unknown (word)
 
 
Angle is in radian units: degrees/~57.2958<br>
 
Car ID can be random: -1<br>
 
Vehicles spawn more reliably if force_spawn is true: 1
 
 
===OCCL===
 
This creates [[occlusion]] boxes around Vice City and San Andreas.
 
 
''Vice City and San Andreas format''
 
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top,
 
rotation
 
  
 
===ZONE===
 
===ZONE===

Revision as of 09:29, 9 August 2009

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Item placement files, known by the extension .ipl, are map files used to place objects into the GTA world, as well as define zones, paths, garages, interior portals, and a lot more. Most IPL files can easily be opened and edited using any text-editing program like Notepad. In San Andreas there are also binary IPL files which are located in the IMG archives of the game. Those you can only open using a special editor.

Structure

The .ipl files are split up into many sections. Not all of them have to be used, leaving them empty works as well. Each section starts with a section identifier and ends with the keyword "end", both in a separate line.

Example:

inst
...
end

INST

Used to place objects in the world.

GTA III format

ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW

Vice City format

ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW

San Andreas format

ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD

CULL

Create a culling zone.

GTA III and Vice City format

CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown

San Andreas format 1

CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Unknown3

San Andreas format 2

CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Vx, Vy, Vz, Cm

PATH

Vice City only

Ped, Car and Boat Paths, defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img. This is a quite complicated format and hardly usable without an editing program (such as Ked).

GTA SA uses compiled binary files for its paths.

GRGE

Creates a garage.

San Andreas format

PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name

ENEX

This creates entrances to exits or interior connections to real world by placing yellow markers on the map for CJ to walk through. Note that changes to the flags and links of existing markers are not updated by the text files after the save is created so maintaining the proper sequence of enex lines is a primary concern. New connections can be added to an existing save if temporary (burglary) connections are not present in the save data. Indoor saves generally have no temporary enex data. Add the markers at the very end of the gta.dat else it can negatively affect currently placed markers. 376 of 400 possible enex connections are used in a standard game.

San Andreas format

X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
X1, Y1, Z1
entrance location
ROT
 ???
W1
X width of entry
W2
Y width of entry
C8
constant 8
X2, Y2, Z2
exit location
Rot2
exit rotation in degrees
Int
The target interior number
Flag
The type of marker
Name
Interior name, used to find the counterpart and to identify via mission script
Sky
Sky color changer
I2
unknown integer flags, could be weather related
Time On
enables the marker at this time
Time Off
disables the marker at this time

San Andreas Enex Flags

Flag Name Description
1 unknown interior Only used for interior markers
2 unknown pairing Used mostly for interior markers; also Big Ear & LS Skyscraper
4 Create linked pair Pair with unflagged mate during new game start
8 Reward interior Sets flag 0010 on pair mate when used
16 Used reward entrance Set by accessing reward interior
32 Cars and aircraft Enable for cars and aircraft
64 Bikes and motorcycles Enable for bikes and motorcycles
128 Disable on foot No foot traffic. Use for cars and/or bikes only
256 Accept NPC group Group members accepted at destination of pair (passengers stripped)
512 Food date flag Set and cleared by food date (cut-scene related)
1024 unknown burglary Set on Bayside and Temporary Burglary doors
2048 Disable exit Player can enter but cannot exit a two-way pair
4096 Burglary access Enabled and disabled during Burglary
8192 Entered without exit Set by Entrance, Cleared by Exit; Applies to one side of a two
16384 Enable access Enabled by default; often cleared by scripts
32768 Delete enex Enex is deleted when used

San Andreas Enex Sky Colors

Sky Color Descriptions
0 blue sky
1 white fading to black
2 Black with yellow lights.
3 same as 1
4 same as 2
5 white fading to purple fading to black with yellow lights
6 white fading to black with yellow lights.
7 white fading to green fading to black with yellow light (probably clouds)
8 same as 6
9 same as 6
10 same as 2
11 Purple (gay) retarded shadows not much sight.
12 same as 6
13 same as 6
14 same as 7 only green is ocean blue
15 same as 6
16 same as 2.....
17 Nightly Mist
18 Blue fading yellow (sunrise i think)
19 Blue air with white clouds
20 darker blue air with lightblue clouds
21 Darker Blue air with white clouds
22 Orange with white clouds
23 Orange fading gray with orange clouds (weird)
24 this is red fading PURPLE with no seeing rang that you can't even see yourself
25 Dark Purple to grey with nice sun reflection
27 same as 19
28 the best one: big sun white clouds and blue air
29 Blue air white clouds HUGE SUN
30 Orange with dark orange clouds

PICK

Creates a weapon pickup.

San Andreas format

ID, PosX, PosY, PosZ

JUMP

Creates a unique stunt jump.

San Andreas format

StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ,
TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward

TCYC

Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?

San Andreas format

X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?

AUZO

This creates an audio if you enter the zone.

San Andreas format 1

Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2

San Andreas format 2

Name, ID, Switch, X, Y, Z, Radius

MULT

San Andreas and GTA4 only

In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.

CARS

Creates a parked car generator

San Andreas format

PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2

OCCL

Creates zones for separated rendering.

Vice City and San Andreas format

mid x, mid y, bottom height z, width x, width y, height from bottom height to top, rotation

ZONE

Although technically an IPL section, this is usually only used in zone files (extension .zon).

BLOK

GTA4 only

VNOD

GTA4 only

LINK

GTA4 only

MLO+

GTA4 only

RTFX

GTA4 only

LODM

GTA4 only

SLOW

GTA4 only

2DFX

GTA4 only

Useful Tools

External Links