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GTA Modification Forums
Compiled Path Nodes nodes*.dat
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rjcnz333  |
Posted: Thursday, Dec 11 2008, 15:58
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Player Hater

Group: Members
Joined: Dec 10, 2008

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Hi, guys. I`m making bots for MTA SA DM (multiplayer for GTA SA), and my purpose is to make them to emulate the road traffic. I decompiled standart path files and as a whole have understood its structure. But I still can`t get one moment: Why the node will have only one Link ID, if it is connected with 2 or more other nodes? How to find another nodes with which our node is linked? I need to collect all nodes and navi-nodes in one array, and store for each node IDs of all nodes it connected with. Also I will be glad if someone can explain me GTA paths system from the beginning, especially in Russian, so I will be sure I do all correctly. Sorry for bad English, I`m from Russia This post has been edited by rjcnz333 on Thursday, Dec 11 2008, 16:00
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NTAuthority  |
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member_title

Group: Members
Joined: Sep 9, 2008



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Some information on path node flag bits 16-19 and their relation to paths.ipl. These values relate to 'Flag3' in paths.ipl, which contains a floating point value of which the purpose is was unknown. These bits are the value of the following formula: The usual one (1) indeed comes out to 15 (1111). Other examples used for this are 1 (1.5, floor() makes it 1, 0001) and 0.5 (official nodes contain 0111, 7 -- 0.5 * 15 = 7.5, floor(7.5) = 7, 7 = 0111). Knowing these values, and that the different values used indeed differ between VC and SA may help somebody with figuring out what this value does... it might be some sort of multiplier  These also, possibly, correlate to 4 of the unknown bits of the node flag in IV... EDIT: it's the spawn chance.. which was known since 2006, strangely. EDIT2: also, not every path from VC can be converted to SA unchanged, some ped paths have a width of > 32... but it might be VC already ignores those. This post has been edited by NTAuthority on Friday, Oct 16 2009, 10:36
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