Talk:Saves (GTA SA)

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Revision as of 05:46, 5 September 2007 by Pdescobar (talk | contribs) (Unique Stunt Jump coordinates)
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Note that the initial version is pretty confusing. Only the first block has been written in any detail and the rest are CyQ's shorthand notes from 2 years ago. It'll get better, at least those parts I have any understanding of will. ;) pdescobar 16:01, 1 Sep 2007 (CDT)

ah, nice to see you again contributing to the GTA modding! I will add some save format info that I know later. Seemann 13:36, 2 Sep 2007 (CDT)
Thanks, Seemann; it's good to be back. And thanks for the additions/corrections you've already added. pdescobar 17:34, 3 Sep 2007 (CDT)

Unique Stunt Jump coordinates

How confident are you in the format of the Jump block? Orion_SR has been doing some testing with me and his contention is that the coordinates in that block are not the point/radius format seen in the SCM opcode but instead take the format "startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin, landXmax, landYmax, landZmax, camX, camY, camZ" and I think the min/max format looks more likely after some quick examinations. pdescobar 19:00, 4 Sep 2007 (CDT)

Yes, you're right. Although to be more specific, they aren't the min/max points, it's a diagonal of the cube (there are 2 cubes: start and land); where the first XYZ is a lower cube angle, and the second is a upper angle. If a vehicle coords while in air are in the start cube the UJ begins. If it's landed in the land cube, the UJ is successful, otherwise it's not. Please, write this in the article. Seemann 23:43, 4 Sep 2007 (CDT)
Updated. Note that I reinserted the word unique so now the block is called "Unique Stunt Jumps" as this is the term most commonly used from my experience. pdescobar 00:46, 5 Sep 2007 (CDT)