Difference between revisions of "Item Placement"

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(compressing, looks much cleaner)
(ENEX)
Line 130: Line 130:
 
|}
 
|}
  
===ENEX===
+
===[[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 <code>[[gta.dat]]</code> else it can negatively affect currently placed markers. 376 of 400 possible enex connections are used in a standard game.
+
Creates an entrance to an exit
  
 
''San Andreas format''
 
''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, 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#San_Andreas_2|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====
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|
+
!width="250px"|Identifier
! Flag
+
!Description
! Name
 
! Description
 
 
|-
 
|-
| 1
+
|<center>X1, Y1, Z1</center>||entrance location
| unknown interior
 
| Only used for interior markers
 
 
|-
 
|-
| 2
+
|<center>ROT</center>||
| unknown pairing
 
| Used mostly for interior markers; also Big Ear & LS Skyscraper
 
 
|-
 
|-
| 4
+
|<center>W1</center>||X width of entry
| Create linked pair
 
| Pair with unflagged mate during new game start
 
 
|-
 
|-
| 8
+
|<center>W2</center>||Y width of entry
| Reward interior
 
| Sets flag 0010 on pair mate when used
 
 
|-
 
|-
| 16
+
|<center>C8</center>||constant 8
| Used reward entrance
 
| Set by accessing reward interior
 
 
|-
 
|-
| 32
+
|<center>X2, Y2, Z2</center>||exit location
| Cars and aircraft
 
| Enable for cars and aircraft
 
 
|-
 
|-
| 64
+
|<center>Rot2</center>||exit rotation in degrees
| Bikes and motorcycles
 
| Enable for bikes and motorcycles
 
 
|-
 
|-
| 128
+
|<center>Int</center>||The target interior number
| Disable on foot
 
| No foot traffic. Use for cars and/or bikes only
 
 
|-
 
|-
| 256
+
|<center>Flag</center>||The type of marker
| Accept NPC group
 
| Group members accepted at destination of pair (passengers stripped)
 
 
|-
 
|-
| 512
+
|<center>Name</center>||[[Interior#San_Andreas_2|Interior name]], used to find the counterpart and to identify via mission script
| Food date flag
 
| Set and cleared by food date (cut-scene related)
 
 
|-
 
|-
| 1024
+
|<center>Sky</center>||Sky color changer
| unknown burglary
 
| Set on Bayside and Temporary Burglary doors
 
 
|-
 
|-
| 2048
+
|<center>I2</center>||unknown integer flags, could be weather related
| Disable exit
 
| Player can enter but cannot exit a two-way pair
 
 
|-
 
|-
| 4096
+
|<center>Time On</center>||enables the marker at this time
| Burglary access
 
| Enabled and disabled during Burglary
 
 
|-
 
|-
| 8192
+
|<center>Time Off</center>||disables the marker at this time
| 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
 
 
|}
 
|}
  

Revision as of 11:26, 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

Creates an entrance to an exit

San Andreas format

X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off

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