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 [SA|DOC] IPL Definitions

 item placement files
 
Fireman  
Posted: Thursday, Nov 9 2006, 17:42
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Cunning Stunter
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I got exactly the same thing like a long time ago!

I had to reinstall to fix it =/
But it wasn't because of an IPL though... maybe it's just a bug...
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Rooftopper  
Posted: Friday, Nov 10 2006, 01:26
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QUOTE (Fireman @ Nov 9 2006, 17:42)
I got exactly the same thing like a long time ago!

I had to reinstall to fix it =/
But it wasn't because of an IPL though... maybe it's just a bug...

Thanks, folks!

I gave up and just used the x1, y1, z1, x2, y2, z2 method of audiozone. It was hit and miss trying to figure out the start and stop coordinates for the zone. The audio x doesn't seem to correspond exactly to physical positioning x coordinates.

I sure got used to riding the bike from the alley to the Grove St. "hood."
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Cerbera  
Posted: Saturday, Dec 16 2006, 09:15
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Ben "Cerbera" Millard
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After a lot of frustrating tinkering, I've realised that CULL zone boundaries are aligned to the nearest world unit. This was causing a 1-unit gap between some of the zones I've been making.

Here's an example of CULL rounding in action in Myriad Islands. I've set up a weatherless CULL zone (Flags set to 8) for a tent using this data line in an IPL:
CODE
cull
# PosX, PosY, PosZ, 0, SizeY, BottomZ, SizeX, 0, TopZ, Flags, 0
-540.45, 435.8, 13.2, 0, 7.4, 10.4, 7.15, 0, 16, 8, 0 # base
end
Now, let's calculate where the Eastern boundary should be:
CODE
PosX = -540.45
SizeX = 7.15
Eastern boundary = PosX + SizeX
Eastern boundary = -540.45 + 7.15
Eastern boundary = -533.3
And yet when we try it in-game, the boundary is at -533.000... as shown below.

On the Western side of -533.0, it is present:
user posted image
1280 x 1024, 159kB.

On the eastern side of -533.0, it is absent:
user posted image
1280 x 1024, 48kB.

So the game has rounded -533.3 to the nearest integer, that being -533.0. Weird as it seems, this rounding always happens. I wonder what else it rounds off in-game?

(EDIT2) Here are some values for the Type attribute of the GRGE zones:
  1. Not sure.
  2. Carbomb with 5 second detonator.
  3. Carbomb which detonates when vehicle is next started after you exit it.
  4. Carbomb with remote-control detonator, like the satchel charges.
  5. Pay 'n' Spray.
I couldn't find any specific effect from 6 up to 12. I haven't tested whether any of these act as savepoint garages. I also haven't tried getting garage doors to work with them.

Creating a timed detonator bomb shop (Type set to 2) using a grge zone and trying out my purchase:
user posted image
1280 x 1024, 114kB.

When the dust (and car parts) have settled:
user posted image
1280 x 1024, 120kB.

A working Pay 'n' Spray shop (Type set to 5):
user posted image
1280 x 1024, 119kB.

I intend to see if the Flags have a noticable effect somewhen. And I want to test cull zones with water, to see if we can turn off the underwater effects like in the GTAVC Marina carpark.

This post has been edited by Cerbera on Monday, Dec 18 2006, 14:58
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Jost_Vice  
Posted: Saturday, Dec 23 2006, 17:17
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some things with GRGE

QUOTE
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Type of door, Type of garage, Name


CODE

Coords (X1, Y1, Z1, frontX, frontY, X2, Y2, Z2)
type of door
type of garage
Name is used to edit garage through the SCM


CODE
type of door:
1:  door rotates up and away from garage front
2: door rolls straight up and down

CODE
type of garage:
5: spray garage
2: bomb garage
16: save garage



The 90 degress doors in spray/bombs garage works wrong, instead of the save garages where they work nice
To add a door to a garage, just put the door in the entrance via MEd, also get the save garage working you need to add a code to the SCM:

CODE
0299: activate_garage 'name'


bye

This post has been edited by Jost_Vice on Saturday, Dec 23 2006, 20:23
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Deniska  
Posted: Saturday, Dec 23 2006, 21:53
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About CULL.
Sometime "BOXES" not enouth for CULL - need rotated boxes. Aspecialy under bridges, tunnels.....

This is original SA cull zones fragment
user posted image

Imported with this 3dmax script.
Not always correct import, but export working (tested).
After run script, you have 2 ways to create CULL zone
1 simply press "create" button in script rollout and youll find cull object in [0 0 0]
2 create BOX(es), select it and press "BOX TO CULL" button.

DO NOT ROTATE CULL OBJs. JUST CHANGE "PAR4" and "PAR8" in cull-obect
parameters rollout. And dont forget set effect.

Next select cull-objects and press "EXPORT" button... Then open Listener (F11)..

------------------------------------------------------------------------------------------------

Also script can export mirrors. Just use checkbox "mirror" in object parameters and
set "mirror direction" to one of #(north, south, west, east, top, floor)
note: using mirrors in interior 0 (outside) - bad idea

example:

room with hole for mirror...
user posted image

create cull-object and place it like this
user posted image

PAR4 and PAR8 must be 0.
in this case set "mirror direction" to EAST (at east side of mirrored area).

select cull-object and press EXPORT... Open Listener (F11)
---------------------------------------------------------------------------------------------------
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Cerbera  
Posted: Sunday, Dec 24 2006, 21:46
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Working garage door on a sprayshop. Used the methods Jost_Vice was using in other places and it worked. Camera is looking West in the picture:
user posted image
1280 x 1024, 128kB.

The relevant lines from illcom_Dynamic.ipl:
CODE
inst
13302, ODmansion, 0, -433.6, 468.1, 14.95, 0, 0, 0, 0, -1 # TRN-IA double garage, north half
13302, ODmansion, 0, -433.6, 460.75, 14.95, 0, 0, 0, 0, -1 # TRN-IA double garage, south half
end
grge
-433.6, 464.9, 11.2, -433.6, 471.2, -447.6, 464.9, 15.7, 1, 5, trnian # TRN-IA double garage, north half
-433.6, 457.6, 11.2, -433.6, 464.0, -447.6, 457.6, 15.7, 1, 5, trnias # TRN-IA double garage, south half
end
Adding these doors fixed the camera angle, too. smile.gif

I then tried making a garage door work for a garage where the camera would be facing East. The garage works fine, I even switched it from a bombshop to a sprayshop. But the door does nothing:
user posted image
1280 x 1024, 92kB.

The relevant lines from illcom_Dynamic.ipl:
CODE
inst
13302, ODmansion, 0, -454.7, 450.375, 16, 0, 0, 0, 0, -1 # TRN-IA single garage
end
grge
-456.25, 456.25, 11, -456.25, 450.6, -447.75, 456.25, 15.25, 2, 5, trniaw # TRN-IA single garage
end
I tried the rotating and the rolling door types and neither worked. Not sure what I've not got right with it.

This post has been edited by Cerbera on Tuesday, Dec 26 2006, 23:06
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M&Ms  
Posted: Sunday, Jan 7 2007, 22:25
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Here are all the GRGE type values used in the /maps/ IPLs...
1
2
5
16
17
18
24
25
26
27
28
29
30
31
32
33
34
35
39
40
41
42
44
45

Not sure what they all do/represent.

This post has been edited by M&Ms on Monday, Jan 8 2007, 14:14
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Jost_Vice  
Posted: Tuesday, Jan 23 2007, 11:37
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Deniska, I have some questions about mirrors.

If I want to have the mirror mirroring (that word is correct bored.gif ?) a house interior, in the way you enter you'll see cj under the floor (z mirror, though) I need to make the box UNDER the house with 'floor'? or the box envolving all the house?

Nice find.
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Deniska  
Posted: Thursday, Jan 25 2007, 12:21
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I was try to place two mirrors face2face - dont work... In original SA each interior
have only 1 mirror... I think you can put more but zones shoud not intersection....
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ARMax  
Posted: Tuesday, Mar 13 2007, 18:41
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AKA, ARMaxMods
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I have decompiled all 164 Binary IPL's into PlainText, and put them in a ZIP.

I don't believe i have seen this posted before..

http://www.X-Projects.co.uk/GTAF/BinaryIPL.zip
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steve-m  
Posted: Wednesday, Mar 14 2007, 15:25
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QUOTE (ARMax @ Mar 13 2007, 19:41)
I don't believe i have seen this posted before..

See first post. tounge.gif
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ARMax  
Posted: Saturday, Mar 31 2007, 23:22
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Ah but, you're one only has Inst. Not.. EVERYTHING! Mine contains Inst, Cars, Cull, Etc..

I was doing a few stuff with the car section (Ripping them to another format, for other stuff). And i had done all this previously and thought "Oh for f*cks sake, not again!" and then thought "Ah, i'll back it up for others and myself this time!". And there you have it!
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Fireman  
Posted: Wednesday, Apr 4 2007, 09:49
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Cunning Stunter
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QUOTE (spaceeinstein @ Jul 9 2005, 14:39)

List of Sky Colors by Fireman
Sky ColorDescriptions
0 Blue sky
1 White sky fading to black
2 Black with yellow circles in the sky
3 Same as 1
4 Same as 2
5 White fading to purple fading to black with yellow circles in the sky
6 White fading to black with yellow circles in the sky
7 White fading to green fading to black with yellow circles in the sky
8 Same as 6
9 Same as 6
10 Same as 2
11 Purple with some strange shadows and with a small seeing range
12 Same as 6
13 Same as 6
14 White fading to ocean blue fading to black with yellow circles in the sky
15 Same as 6
16 Same as 2
17 Night with fog
18 Blue fading yellow (Sunrise)
19 Blue air with white clouds
20 dDark blue air with light blue clouds
21 Dark blue air with white clouds
22 Orange with white clouds
23 Orange fading gray with orange clouds
24 Red fading to purple, you can't see anything, not even CJ.
25 Dark purple to grey with sun reflection
27 Same as 19
28 Big sun with blue sky and white clouds
29 Blue air with white clouds and a huge sun
30 Orange with dark orange clouds

Edited, will add the others later, since I'm bored again.
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SmokingCookie  
Posted: Saturday, Jun 9 2007, 11:03
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Isn't it an idea to list ALL interiors and their IDs?
I need the interior name of the shamal (seen in the mission "freefall") to continue with my latest mod.
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spaceeinstein  
Posted: Saturday, Jun 9 2007, 13:54
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Yes, it is a good idea.
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SmokingCookie  
Posted: Saturday, Jun 9 2007, 16:27
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Thanks, I hope to upload my mod REAL soon, it's my 3rd map mod
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SmokingCookie  
Posted: Saturday, Jun 9 2007, 18:40
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Can some1 help me? I have a problem with my ENEX code. This is what happens after loading a game:

I. I am in the save house of Santa Marina Beach (That's normal).
II. I am in the Victim. That's FAR from normal.

This is what my ENEX code looks like:

CODE

1927.528, -2599.03, 13.54683, 0, 1.6, 0.696777, 8, 1199.594, 23.04242, 1199.594, 0, 1, 0, "JETINT", 12, 0, 0, 24


I don't know what I've done wrong, so if any1 can tell me, I would appriciate that.
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dertyjerzian  
Posted: Saturday, Jun 9 2007, 19:50
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I didn't look over your IPL code smoking cookies, but will if this isn't the fix:

You must start a new game when placing new enex, otherwise all of the enex markers in-game and your new ones go haywire, sending you to *pretty much* random entry/exit points.
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SmokingCookie  
Posted: Saturday, Jun 9 2007, 20:28
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Well, the ENEX works properly, but now I need to create a cullzone, and I don't know how (I mean: I can't get the right coordinates, there are many objects in the way, and if I remove them, I can no longer get the right coordinates.). Does anyone have a little program to create a cullzone?

user posted imageuser posted image

This post has been edited by SmokingCookie on Friday, Jun 29 2007, 07:10
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LordReco  
Posted: Wednesday, Jul 4 2007, 14:20
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Güzel Dökümanlar ( Good Documents ) thanks wink.gif

This post has been edited by LordReco on Wednesday, Jul 4 2007, 14:26
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