Difference between revisions of "PATH (IDE Section)"

From GTAMods Wiki
Jump to navigation Jump to search
m
Line 58: Line 58:
 
| G || ''unknown'' || float || Always ''160''
 
| G || ''unknown'' || float || Always ''160''
 
|-
 
|-
| H || LeftLanes || integer || Number of lanes left of the node
+
| H || LeftLanes || integer || Number of lanes left of the node (ignored for ped path nodes)
 
|-
 
|-
| I || RightLanes || integer || Number of lanes right of the node
+
| I || RightLanes || integer || Number of lanes right of the node (ignored for ped path nodes)
 
|}
 
|}
  

Revision as of 14:27, 5 September 2015

PATH (IDE section)
Supported games:GTA III, GTA VC
Brief description:Used to define paths for traffic
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

PATH is a section in the item definition file. It is used to define paths for traffic. Path nodes in GTA III are attached to existing objects in a similar manner to 2DFX. In Vice City, the format of this section is equivalent to its IPL counterpart but this section is unstable and can crash the game unexpectedly.

Format

path
GroupType, Id, ModelName
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
	NodeType, NextNode, IsCrossRoad, X, Y, Z, unknown, LeftLanes, RightLanes
end
GTA III Identifier Type Description
Group
A GroupType string
  • ped = pedestrian traffic
  • car = road traffic
B Id integer associated to existing object ID defined in OBJS or TOBJ section
C ModelName string associated to existing object model name defined in OBJS or TOBJ section
Node
A NodeType integer
  • 0 = Null
  • 1 = External
  • 2 = Internal
B NextNode integer
  • -1 = Do not link to any other node in this group
  • 0 to 11 = Link to this node number in this group
C IsCrossRoad integer Boolean determining if there is a cross road in the imaginary line joined by two nodes
D,E,F X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object * 16
G unknown float Always 160
H LeftLanes integer Number of lanes left of the node (ignored for ped path nodes)
I RightLanes integer Number of lanes right of the node (ignored for ped path nodes)

See also

  • PATH, a similar section in the item placement file for Vice City