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 [Official] Paths and Mission Scripts

 We need to get something sorted out...
 
Cran.  
Posted: Thursday, Jul 6 2006, 10:33
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All paths aren't hardcoded. There is only a few things that are hardcoded I think. Like the popup headlights on the ZR350, for instance.
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Blackadder.  
Posted: Thursday, Jul 6 2006, 11:58
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I meant encrypted as in you don't NEED an editor to change it. An editor would help though....
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JasonB  
Posted: Thursday, Jul 6 2006, 12:02
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QUOTE (blackadder18 @ Jul 6 2006, 20:01)
For the Train Paths, is it encrypted like ped and car parts? If not then some people can start the Train Paths for release of Train

EDIT: It seems it ISN'T encrypted but there are 3 files: tracks.dat, train.dat and train2.dat Is anyone working on them?

No point doings that till we have atleast part of the tracks in game. Besides, no one person has a complete set of the co-ordinates. Just a question, does anyone know how to define where the train stops?
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Blackadder.  
Posted: Thursday, Jul 6 2006, 12:20
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QUOTE (JasonB @ Jul 6 2006, 12:02)
No point doings that till we have atleast part of the tracks in game. Besides, no one person has a complete set of the co-ordinates. Just a question, does anyone know how to define where the train stops?

Probably set it in the same spot for a few coordinates? Check out the SA-LC mod. They got it but it stuffs up at stops (Train goes through itself)
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Cerbera  
Posted: Thursday, Jul 6 2006, 14:51
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Respawn said he would do tests with railway paths in November 2005, but I don't think they ever happened. As far as I know, the GTASA paths for trains are in the same format as vehicle and pedestrian paths. The only difference is that the trains are the only vehicle to spawn on them and they stop at stations.

I think Steve-M has been working on a paths export script recently. He's done a lot of research into exactly how they work.

This post has been edited by Cerbera on Thursday, Jul 6 2006, 15:32
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Mark  
Posted: Thursday, Jul 6 2006, 16:26
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QUOTE (Cran. @ Jun 28 2006, 07:38)
Err, I don't think so. And the damage, as far as I know is hardcoded, as to how much it can take.

But I dont think this is the right topic to talk about that.

wtf does damage multiplier do? I've never played with it, so excuse my ignorance.
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Cerbera  
Posted: Thursday, Jul 6 2006, 17:35
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Replied in the appropriate thread.

A local or global moderator could split the car discussion posts from this topic into the proper thread.
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Blackadder.  
Posted: Friday, Jul 7 2006, 00:22
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QUOTE (Cerbera @ Jul 6 2006, 14:51)
As far as I know, the GTASA paths for trains are in the same format as vehicle and pedestrian paths.

Nope they are in a readable format by notepad, whereas the vehicle/ped paths are not.
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Cerbera  
Posted: Friday, Jul 7 2006, 10:56
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Hey, you're right! They are just lists of 3D coordinates, easily editable:
user posted image
1024 x 768, 150kB.

I havn't played with the nodes near stations, the behaviour near them might be controlled using SCM.
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Blackadder.  
Posted: Friday, Jul 7 2006, 11:24
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Glad I could help. That Train looks funny btw. Maybe we could make some futuristic thing where the train is a hover-train? tounge.gif
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Blackadder.  
Posted: Tuesday, Jul 25 2006, 13:35
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BUMP. Is Steve-M still working on the car paths?
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Cerbera  
Posted: Tuesday, Jul 25 2006, 15:01
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I think he's working on an export script for 3DS Max which will generate the binary path files used by GTASA. I think he posted a preview pic somewhere of a preliminary test.
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steve-m  
Posted: Wednesday, Jul 26 2006, 00:01
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Yep, but I didn't have time to do any work on them the last weeks. Will continue next month.
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locO G  
Posted: Wednesday, Jul 26 2006, 00:15
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QUOTE (steve-m @ Jul 26 2006, 00:01)
Yep, but I didn't have time to do any work on them the last weeks. Will continue next month.

Please do (and I'm sure you will, given time).

Now that illspirit has sorted out the pre lighting standard, those paths are the key to all GTA-SA modding and not just for MI.
They're the Holy Grail.
What use is a city without it's inhabitants.

Oh, if only R* hadn't gone into 'lockdown' mode after 'Hot Coffee'.

Let's hope they totally 'miss the plot' with GTA-IV.
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Blackadder.  
Posted: Thursday, Jul 27 2006, 09:50
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Hey Steve-M are you releasing the tool? or is it just personal use so you can do paths for Myriad?
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locO G  
Posted: Thursday, Jul 27 2006, 17:42
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QUOTE (blackadder18 @ Jul 27 2006, 09:50)
Hey Steve-M are you releasing the tool? or is it just personal use so you can do paths for Myriad?

It would seem odd for steve-m not to share any of his findings.
We are a community and people in communities help one another.
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Cerbera  
Posted: Thursday, Jul 27 2006, 19:34
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Refining experimental work to make it useful to the public is quite time-consuming and difficult. Let's be patient; Steve says he hopes to work more on it next month. smile.gif
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Blackadder.  
Posted: Thursday, Jul 27 2006, 23:54
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Ok, it's just Myriad is so lonely.

Kinda Offtopic: Maybe a Myriad Islands thats compatible with SA-MP? So until we get paths you can play with other people?
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mickarrow  
Posted: Friday, Jul 28 2006, 00:22
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QUOTE
So until we get paths you can play with other people?

That's what real life is for tounge2.gif

But seriously. All in good time. Now if you got other questions, there's a FAQ.

We're talking about Myriad here...patience is a must biggrin.gif

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locO G  
Posted: Friday, Jul 28 2006, 01:10
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QUOTE (mickarrow @ Jul 28 2006, 00:22)
QUOTE
So until we get paths you can play with other people?

That's what real life is for tounge2.gif

But seriously. All in good time. Now if you got other questions, there's a FAQ.

We're talking about Myriad here...patience is a must biggrin.gif

I second.
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