Difference between revisions of "JUMP"

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{{This|descripes the usage of unique stunt jumps in plain text [[IPL]]s. For information about the jump operation in a [[SCM|script]] see [[0002]].}}
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{{This|This article describes the usage of unique stunt jumps in plain text [[IPL]]s. For information about the jump operation in a [[SCM|script]] see [[0002]].}}
 
{{IplSection
 
{{IplSection
| game        = [[GTA SA]] [[GTA IV]]
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| game        = {{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}}
 
| description = Creates a unique stunt jump
 
| description = Creates a unique stunt jump
 
}}
 
}}
  
Unique stunt jumps are stunts the player can optinaly search and perform to finish the game completely. Usually they are created using [[SCM]] or [[SCO]], but just like the [[CARS]] section they can also be stored in plain text ipls since this is more easily to handle. Since unique stunt jumps are related into [[Saves_(GTA_SA)#Block_24:_Unique_Stunt_Jumps|savegames]] a new game must be started before changed or added entries are applied. In [[Category:GTA SA|San Andreas]] it is possible to add new stunt jumps without starting a new game using [[CLEO]].
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'''JUMP''' is a section in the [[item placement]] file functionally working in [[San Andreas]]. Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in San Andreas. Usually they are created using [[SCM]] or [[SCO]], but just like the [[CARS]] section they can also be stored in plain text ipls in San Andreas and GTA IV since this is more easy to handle. Since unique stunt jumps are related to [[Saves_(GTA_SA)#Block_24:_Unique_Stunt_Jumps|savegames]], a new game must be started before changed or added entries are applied. It is also possible to add new stunt jumps without starting a new game using an external scripts technology like [[CLEO]] or [[Alice]].
  
 
==Format==
 
==Format==
  
Basicly a unique stunt jump is defined by 3 parameters: A plane which the player needs to pass (in a car and with a specific speed), a plane a player needs to reach and the position of the camera. If the player passes the ''start plane'' then the game enables a slow motion and sets the camera to the ''camera position''. The camera follows the player during his flight. If the player reaches the ground without passing the ''target plane'' the stunt failed. If he has crossed it and reaches the ground (even if he falls of a bike or dies due a vehicle explosion or something else) the stunt jump has been successfully passed. If the player has triggered a stunt jump (no matter if it fails or not) it is marked as ''found'' for the game and the [[Saves (GTA SA)|savegame]]. If the player has successfully passed the target plane the stunt jump gets marked as ''done''. To finish the game completely all stunt jumps need to be done, but for the statistics{{ref|1}}{{ref|2}} found stunt jumps are also important.
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A unique stunt jump is defined by three parameters: A plane which the player needs to pass (in a car and with a specific speed), a plane a player needs to reach and the position of the camera. If the player passes the ''start plane'' then the game enables a slow motion and sets the camera to the ''camera position''. The camera follows the player during his flight. If the player reaches the ground without passing the ''target plane'' the stunt fails. If he has crossed it and reaches the ground (even if he falls of a bike or dies due a vehicle explosion or something else) the stunt jump has been successfully passed. If the player has triggered a stunt jump (no matter if it fails or not) it is marked as ''found'' for the game and the [[Saves (GTA SA)|savegame]]. If the player has successfully passed the target plane the stunt jump gets marked as ''done''. In San Andreas, it is not required to complete these stunts in order to complete the game but required in GTA IV. These stunts are recorded in the player's statistics{{ref|1}}{{ref|2}}.
  
===GTA San Andreas===
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The planes for target and start as described above are defined by six floating point values, where three of them always represent a point in [[unit|real world coordinates]].
  
The planes for target and start (as descriped above) are defined by 6 floating point values, where 3 of them allways represent a point in [[unit|real world coordinates]].
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{{Pre|
 +
jump
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StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ, TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward
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end
 +
}}
  
<pre>StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ,
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{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward</pre>
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!style="width: 3em;"| {{Icon|SA}}
''The information above is divided into two lines since it does not fit into one. If you create a stunt jump then the data needs to be written into '''1''' line (1 for each entry), just like the [[IPL]] specification sais.''
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!style="width: 16em;"| Identifier
 
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!style="width: 6em;" | Type
{|{{Prettytable}} width="100%" class="collapsible"
 
!width="250px"|Identifier
 
 
!Description
 
!Description
 
|-
 
|-
|<center>StartLowerX, StartLowerY, StartLowerZ</center>||Those 3 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.
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|A,B,C ||StartLowerX, StartLowerY, StartLowerZ ||float[3] ||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.
 
|-
 
|-
|<center>StartUpperX, StartUpperY, StartUpperZ</center>||Those values are used in the same way as the first ones. They represent a point on the upper edge of the plane (diagonal opposite).
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|D,E,F ||StartUpperX, StartUpperY, StartUpperZ ||float[3] ||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).
 
|-
 
|-
|<center>TargetLowerX, TargetLowerY, TargetLowerZ</center>||A point on the lower edge of the ''target plane''.
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|G,H,I ||TargetLowerX, TargetLowerY, TargetLowerZ ||float[3] ||A point on the lower edge of the ''target plane''.
 
|-
 
|-
|<center>TargetUpperX, TargetUpperY, TargetUpperZ</center>||A point on the upper edge of the ''target plane'' (diagonal opposite).
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|J,K,L ||TargetUpperX, TargetUpperY, TargetUpperZ ||float[3] ||A point on the upper edge of the ''target plane'' (diagonal opposite).
 
|-
 
|-
|<center>CameraX, CameraY, CameraZ</center>||The position of the camera (see [[JUMP#Format|above]]).
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|M,N,O ||CameraX, CameraY, CameraZ ||float[3] ||The position of the camera (see [[JUMP#Format|above]]).
 
|-
 
|-
|<center>Reward</center>||The amount of cash the player earns after he has finished this stunt successfully.
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|P ||Reward ||integer ||The amount of cash the player earns after he has finished this stunt successfully.
 
|}
 
|}
 
===GTA IV===
 
 
{{Research}}
 
  
 
==Script representation==
 
==Script representation==
 
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* [[0814]] &ndash; [[SCM]] [[opcode]] defining a unique stunt jump
* [[0814]] &ndash; [[SCM]] [[Opcode]] defining a unique stunt jump
 
 
* [[ADD_STUNT_JUMP]] &ndash; [[SCO]] [[native function]] defining a unique stunt jump
 
* [[ADD_STUNT_JUMP]] &ndash; [[SCO]] [[native function]] defining a unique stunt jump
 
* [[ALLOW_STUNT_JUMPS_TO_TRIGGER]] &ndash; SCO native function to control a stunt jump's behaviour
 
* [[ALLOW_STUNT_JUMPS_TO_TRIGGER]] &ndash; SCO native function to control a stunt jump's behaviour
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* [[Hyperjump]] &ndash; script that displays, records, and rewards insane stunt bonuses
  
 
==See also==
 
==See also==
Line 50: Line 48:
 
* {{note|2}} {{Icon|SA}} [[List of statistics (SA)]]
 
* {{note|2}} {{Icon|SA}} [[List of statistics (SA)]]
  
==External Link==
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==External link==
* {{GTAF|202532|Documentation of San Andreas IPL file format}}
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* {{GTAF|post|202532|3127018|Jump format explained}}
 
 
{{N|SA|4}}
 
  
[[Category:Map Formats]]
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{{N|SA}}

Latest revision as of 11:22, 10 November 2016

This article describes the usage of unique stunt jumps in plain text IPLs. For information about the jump operation in a script see 0002.
JUMP (IPL section)
Short description:Creates a unique stunt jump
Supported games:San Andreas GTA IV (not functional)
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

JUMP is a section in the item placement file functionally working in San Andreas. Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in San Andreas. Usually they are created using SCM or SCO, but just like the CARS section they can also be stored in plain text ipls in San Andreas and GTA IV since this is more easy to handle. Since unique stunt jumps are related to savegames, a new game must be started before changed or added entries are applied. It is also possible to add new stunt jumps without starting a new game using an external scripts technology like CLEO or Alice.

Format

A unique stunt jump is defined by three parameters: A plane which the player needs to pass (in a car and with a specific speed), a plane a player needs to reach and the position of the camera. If the player passes the start plane then the game enables a slow motion and sets the camera to the camera position. The camera follows the player during his flight. If the player reaches the ground without passing the target plane the stunt fails. If he has crossed it and reaches the ground (even if he falls of a bike or dies due a vehicle explosion or something else) the stunt jump has been successfully passed. If the player has triggered a stunt jump (no matter if it fails or not) it is marked as found for the game and the savegame. If the player has successfully passed the target plane the stunt jump gets marked as done. In San Andreas, it is not required to complete these stunts in order to complete the game but required in GTA IV. These stunts are recorded in the player's statistics[1][2].

The planes for target and start as described above are defined by six floating point values, where three of them always represent a point in real world coordinates.

jump
StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ, TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward
end
San Andreas Identifier Type Description
A,B,C StartLowerX, StartLowerY, StartLowerZ float[3] 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.
D,E,F StartUpperX, StartUpperY, StartUpperZ float[3] 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).
G,H,I TargetLowerX, TargetLowerY, TargetLowerZ float[3] A point on the lower edge of the target plane.
J,K,L TargetUpperX, TargetUpperY, TargetUpperZ float[3] A point on the upper edge of the target plane (diagonal opposite).
M,N,O CameraX, CameraY, CameraZ float[3] The position of the camera (see above).
P Reward integer The amount of cash the player earns after he has finished this stunt successfully.

Script representation

See also

External link