Item Placement

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Introduction

Item PLacement (.ipl) files are used to place objects into gta world, this includes objects, zones and paths.

Structure

The .ipl files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.

Example:

inst
...
end

INST

Positions of static and dynamic (object.dat) map objects.

GTA3 format:

id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTAVC format:

id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTASA format:

id, name, int, x, y, z, rx, ry, rz, rw lod
ID
Unique object identifier. Must match in IDE file identifier. (integer)
Name
Usually same as the .dff model file, without extension (string)
int
Interior number. Zero for outside. (integer)
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)
rx, ry, rz, rw
Item rotations. Defined as quaternion, quite sophisticated math is needed to translate it to Euler angles. A map editing program should be used to edit these.
lod
San Andreas only. This 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)

CULL

GTA3 and VC 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

SA format:

centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Effect, Vx, Vy, Vz, Cm

PATH

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

This reates garages for the main.scm to use. Only used in San Andreas. SA only:

X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Flag, Type, Name
FrontX, Y
lower right front
Flag
type of garage
Name
used to edit garage through the SCM

ENEX

This creates interior connection to real world by placing yellow markers on the map for CJ to walk through. SA only:

X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off
X1, Y1, Z1
entrance location
ROT
 ???
R1
X radius of entry
R2
Y radius of entry
C8
constant 8
X2, Y2, Z2
exit location
Rot2
exit rotation in degrees
Int
The target interior number
Mark
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

PICK

This creates permanent weapon pickups. This was only used to create fire extinguisher pickups at fast food restaurants. SA only:

Weapon ID, X, Y, Z

Weapon IDs

ID Weapon Name Ammo
4 Brass Knuckles -
5 Nightstick -
6 Knife -
7 *Nothing* -
8 *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 Necklace Box -
41 Cellphone -
42 *Nothing* -
43 Teargas 8
44 Minigun (Duplicate) 500
45 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

SA only:

start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, 
radius_z, camera_x, camera_y, camera_z, reward

TCYC

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

X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?

AUZO

Creates an audio if you enter the zone. SA Type 1:

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

SA Type 2:

Name, ID, Switch, X, Y, Z, Volume
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
Volume
The distance the sound will be heard

MULT

San Andreas only, this was never used in the game. This section is currently unknown and may never be known.

CARS

Parked vehicles, only used in binary IPLs by default, can be used in regular IPLs. SA only:

X, Y, Z, angle, car id, primary color, secondary color, bool?, alarm_probability, 
door_lock_probability, dword (radio?), dword (appearance delay?)

OCCL

This creates occlusion boxes around Vice City and San Andreas. VC and SA only:

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

External Links