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GTA Modification Forums
Cannot delete spawns GTA SA
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Crystalii  |
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Player Hater

Group: Members
Joined: Jun 23, 2010

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Hello! I have a few questions about mapping and i hope you could answer them  1. I am using med mapeditor for San andreas and i was trying to delete the hydra spawns at area 51 landing strip. The reason is because i can't land something while they are in the way. So how do i delete the hydra spawns from the landing strip? 2. I made my own landing strip in the desert but when i fly there.. grass and small trees has grown on the landing strip, is there some configuration i have to make to prevent anything from growing there? 3. Does anyone know how to make hangars that actually saves whatever it is inside ? I mean i can make the hangar but it does not save :S 4. And last but not least, how can i make doors that only opens to pilots aka me ? I mean there's one in every airport but when you got there on the mapeditor, the doors are not there ?
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OrionSR  |
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Chain Game Development Team

Group: Members
Joined: May 23, 2007


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Yeah, okay... I suppose that since I figured out how to extract and view the binary IPLs I could probably figure out how to edit one and repackage it back into GTA3.IMG. But it's not really my thing. My specialty is save file editing. I prefer to keep my data files in their original state. What concerns me about this process is that I might have problems getting the binary IPL files back into the archive in the same order as this would screw with the bridge barriers and other streamed objects (Truth's crops, SF crack factory building, Smoke's Crack Palace entry) which depend on the sequence of the binary IPLs to determine which objects are enabled (a major difference between v1 and v2). It would also confuse tools that analyze these objects in the save file. So... I can't do more than point the TC in the general direction of a solution. If you decide to pursue this type of modification then try looking in countn2_stream7.ipl for the lines listed below. Hopefully I haven't confused these binary IPL files with the ones I extracted from PS2. | CODE | cars 296.12701, 1925.94995, 17.24620, 218.17, 548, -1, -1, 0, 0, 0, -1, -1 301.80801, 1863.88000, 17.24620, -0.00, 433, -1, -1, 0, 0, 0, -1, -1 304.80600, 1839.45996, 19.61630, 43.63, 470, -1, -1, 0, 0, 0, -1, -1 end | 2. grass and small trees I haven't a clue, sorry. 3 & 4. The way the game normally handles save garages is to place a garage zone around the garage object in the "text" IPL files found in the \DATA\MAPS folder. The game engine handles all the details for opening and closing the door and saving the vehicles inside. Unfortunately, all of the garages are used in a standard game. To work around this limitation for the custom Chain Game saves I moved one of the standard garages (Redsands West) to a different location (the dock by Toreno's Ranch) in order to create a boat garage. I did not make any garage buildings or doors so the vehicles simply appear and disappear when the garage is used. This type of modification would normally require a new game to move the garage but I have learned to move a garage using memory writes in a CLEO 3 script. I could provide some example codes if you are interesting in this type of modification. Item Placement: Garage Documentation4. Garage Doors: Again, I have very little experience with map editing, but I remember reading a report on the unused Pay'n'Spray in LV that stated the reason this garage did not work was because the door was placed backwards. If you could track down this topic you might be able to learn more about where the garage doors are recorded and how to set them up properly. Apparently the doors need a special flag to allow them to move, but that's all I can remember on the subject. Actually, there is probably better documentation on garage objects and doors someplace, but I don't know where to look. People have also written CLEO scripts to handle their newly created garages. Perhaps modifying one of these mods would provide a better solution. I suggest that you avoid any method that uses global variables to save the vehicles. This post has been edited by OrionSR on Sunday, Jan 8 2012, 20:30
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