2DFX and Ped Type: Difference between pages

(Difference between pages)
(contributions from myself, DK22Pac, Solom, and Wesser)
 
m (Spaceeinstein moved page Ped type to Ped Type)
 
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{{IdeSection
'''Pedestrian types''' are groups that define the relationship between different pedestriants. For [[Grand Theft Auto: San Andreas]] the default type for each pedestrian is defined inside the [[PEDS|peds.ide]] file. The type is also an additional parameter of the character-spawning opcodes (009A and similar).
| game        = {{Icon-square|3}} {{Icon-square|vc}} {{Icon-square|4}}
| description = Used to place 2D effects and ped behaviors on objects
}}
'''2DFX''' is a section in the item definition file in [[Grand Theft Auto III]], [[Grand Theft Auto: Vice City]], and [[Grand Theft Auto IV]]. It is used to place 2D effects (like lights and particles) and ped behaviors on objects. This section is somewhat unique compared to other sections because it needs to be attached to an existing object rather than defining itself. If too many effects are loaded or drawn in the game, some of the effects will load in and out or won't appear at all.


== GTA III and GTA Vice City ==
Since [[Grand Theft Auto IV]], pedestrian types are called '''relationship groups'''.
{{Pre|
2dfx
# [[#Type 0: Lights|type 0: lights]] (III/VC)
Id, X, Y, Z, R, G, B, unknown, 2DFXType, "Corona", "Shadow", Distance, OuterRange, Size, InnerRange, ShadowIntensity, Flash, Wet, Flare, Flags
# [[#Type 1: Particles|type 1: particles]] (III/VC)
Id, X, Y, Z, R, G, B, unknown, 2DFXType, Particle, StrengthX, StrengthY, StrengthZ, Scale
# [[#Type 2|type 2]] (III/VC)
Id, X, Y, Z, R, G, B, unknown, 2DFXType, unknown, unk1, unk2, unk3, unknown
# [[#Type 3: Peds|type 3: peds]] (VC)
Id, X, Y, Z, R, G, B, unknown, 2DFXType, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
# [[#Type 4: Sun Reflections|type 4: sun reflections]] (VC)
Id, X, Y, Z, R, G, B, unknown, 2DFXType
end
}}


=== Type 0: Lights ===
== Pedestrian types ==
This can create a complex light source on an object. If the object has a sub object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked).


{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
=== GTA III – GTA Liberty City Stories ===
!style="width: 3em;" |{{Icon-square|3}} {{Icon-square|vc}}
 
!style="width: 12em;" |Identifier
{|class="mw-collapsible sortable wikitable"
!style="width: 6em;" |Type
!rowspan="2" |Number ||colspan="4" |Supported<br>games ||rowspan="2" |Name ||rowspan="2" |Description
!Description
|-
|-
|A ||Id ||integer ||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section
!{{Icon-square|3}} ||{{Icon-square|vc}} ||{{Icon-square|sa}} ||{{Icon|LCS}}
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|style="text-align: center;" |0 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2713; ||PLAYER1 ||Primary player definition
|-
|-
|E,F,G ||R, G, B ||integer[3] ||color of the light and everything associated with it in RGB format, also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible)
|style="text-align: center;" |1 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2713; ||PLAYER2 ||Secondary player definition
|-
|-
|H ||''unknown'' ||integer ||usually 0 or 200
|rowspan="2" style="text-align: center;" |2 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||PLAYER3 ||rowspan="2" |Tertiary player definition
|-
|-
|I ||2DFXType ||integer ||always 0 for lights
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||PLAYER_NETWORK
|-
|-
|J ||Corona ||string ||corona texture associated to the light, texture defined in <code>particle.txd</code>, usually "coronastar" for lights
|rowspan="2" style="text-align: center;" |3 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||PLAYER4 ||rowspan="2" |Quarternary player definition
|-
|-
|K ||Shadow ||string ||light texture that is cast on the ground, texture defined in <code>particle.txd</code>, usually "shad_exp" for lights
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||PLAYER_UNUSED
|-
|-
|L ||Distance ||float ||view distance of the light, is limited by the draw distance of the host object
|style="text-align: center;" |4 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2713; ||CIVMALE ||Male civilian pedestrians
|-
|-
|M ||OuterRange ||float ||the range the light can cast on objects, cars, and peds
|style="text-align: center;" |5 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2713; ||CIVFEMALE ||Female civilian pedestrians
|-
|-
|N ||Size ||float ||the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
|style="text-align: center;" |6 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2713; ||COP ||Policemen
|-
|-
|O ||InnerRange ||float ||the range the light can cast on the ground (shadow)
|rowspan="3" style="text-align: center;" |7 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2713; ||rowspan="3" |GANG1 ||[[Leone Family|Leones]]
|-
|-
|P ||ShadowIntensity ||integer ||shadow intensity (0 - 255), usually 40
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Cubans
|-
|-
|Q ||Flash ||integer ||sets the type of flashing ([[2DFX#Types of Flashes|see below]])
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||Ballas
|-
|-
|R ||Wet ||integer ||sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining<br>0 - not reflective when wet, 1 - reflective when wet
|rowspan="3" style="text-align: center;" |8 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2713; ||rowspan="3" |GANG2 ||[[Portland Triads|Triads]]
|-
|-
|S ||Flare ||integer ||sets the particle to create a lens flare on the screen, similar to what the sun does<br>0 - no lens flare, 1 - yellow lens flare, 2 - white lens flare
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Haitians
|-
|-
|T ||Flags ||integer ||bit 0 - disable z-test for corona, bits 1-2 - fog (dust) type
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||Grove Street Families
|}
 
====Types of Flashes====
{|class="wikitable center-col-1"
|0 ||constantly lit all time
|-
|-
|1 ||constantly lit at night
|rowspan="3" style="text-align: center;" |9 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2713; ||rowspan="3" |GANG3 ||[[Diablos]]
|-
|-
|2 ||occasional flicker all time
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Streetwannabe's
|-
|-
|3 ||occasional flicker at night
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||Los Santos Vagos
|-
|-
|4 ||1.02 seconds flashes
|rowspan="3" style="text-align: center;" |10 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2713; ||rowspan="3" |GANG4 ||[[Yakuza in 3D Universe|Yakuza]]
|-
|-
|5 ||1.02 seconds flashes at night
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Diaz' gang
|-
|-
|6 ||2.04 seconds flashes
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||San Fierro Rifa
|-
|-
|7 ||2.04 seconds flashes at night
|rowspan="3" style="text-align: center;" |11 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2713; ||rowspan="3" |GANG5 ||[[Uptown Yardies|Yardies]]
|-
|-
|8 ||4.08 seconds flashes
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Security guards
|-
|-
|9 ||4.08 seconds flashes at night
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||Da Nang Boys
|-
|-
|10 ||random flicker
|rowspan="3" style="text-align: center;" |12 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2713; ||rowspan="3" |GANG6 ||[[Colombian Cartel|Colombians]]
|-
|-
|11 ||random flicker at night
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Biker gang
|-
|-
|12 ||hardcoded traffic lights properties
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||Mafia
|-
|-
|13 ||{{Icon-square|3}} 1.02 seconds flashes only during lift bridge's alarm
|rowspan="3" style="text-align: center;" |13 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2713; ||rowspan="3" |GANG7 ||[[Southside Hoods|Hoods]]
|-
|-
|14 ||{{Icon-square|3}} unused, flashes only during lift bridge's alarm
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Vercetti gang
|}
All night flashes occur between 19:00 and 7:00. Type 12 is involved in hardcoded properties of traffic lights. It is mainly used to position the lights on the traffic light. A traffic light without a 2DFX entry will crash the game when the traffic light is loading.
 
===Type 1: Particles===
This can create simple particles on an object
 
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|3}} {{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|-
|A ||Id ||integer ||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||Mountain Cloud Triads
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|rowspan="4" style="text-align: center;" |14 ||&#x2713; ||&#x2717; ||&#x2717; ||&#x2717; ||rowspan="4" |GANG8 ||''unused''
|-
|-
|E,F,G ||R, G, B ||integer[3] ||useless values
|&#x2717; ||&#x2713; ||&#x2717; ||&#x2717; ||Golfers
|-
|-
|H ||''unknown'' ||integer ||usually 63 or 200
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||Varrio Los Aztecas
|-
|-
|I ||2DFXType ||integer ||always 1 for particles
|&#x2717; ||&#x2717; ||&#x2717; ||&#x2713; ||Forellis
|-
|-
|J ||Particle ||integer ||particle type ([[#Types of Particles|see below]])
|rowspan="2" style="text-align: center;" |15 ||&#x2713; ||&#x2713; ||&#x2713; ||&#x2717; ||rowspan="2" |GANG9 ||''unused''
|-
|-
|K,L,M ||StrengthX, StrengthY, StrengthZ ||float[3] ||X, Y, and Z strength representing the direction and length of movement of the particle
|&#x2717; ||&#x2717; ||&#x2717; ||&#x2713; ||Sindaccos
|-
|-
|N ||Scale ||float ||scale of the particle
|rowspan="2" style="text-align: center;" |16 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||EMERGENCY ||Ambulance and emergency personnel
|}
 
====Types of Particles====
{|class="wikitable center-col-1"
!{{Icon-square|3}} ||{{Icon-square|vc}} ||Name ||Description
|-
|colspan="2" |0 ||POBJECT_<wbr>PAVEMENT_<wbr>STEAM ||small white smoke
|-
|-
|colspan="2" |1 ||POBJECT_<wbr>WALL_<wbr>STEAM ||small white smoke
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||GANG10 ||''unused''
|-
|-
|colspan="2" |2 ||POBJECT_<wbr>DRY_<wbr>ICE ||larger white smoke
|rowspan="2" style="text-align: center;" |17 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||FIREMAN ||Firefighters
|-
|-
|colspan="2" |3 ||POBJECT_<wbr>SMALL_<wbr>FIRE ||fire (start new game to see)
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||DEALER ||Drug dealing pedestrians
|-
|-
|colspan="2" |4 ||POBJECT_<wbr>DARK_<wbr>SMOKE ||black smoke
|rowspan="2" style="text-align: center;" |18 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||CRIMINAL ||Criminal pedestrians
|-
| - || style="text-align: center;" |5 ||POBJECT_<wbr>WATER_<wbr>FOUNTAIN_<wbr>VERT ||water fountain (will spray water droplets on the screen)
|-
| - || style="text-align: center;" |6 ||POBJECT_<wbr>WATER_<wbr>FOUNTAIN_<wbr>HORIZ ||water spray (will spray water droplets on the screen)
|}
 
===Type 2===
This causes peds to investigate interesting spots.<ref>[https://www.youtube.com/watch?v=zcQvqQlIYTM Video demonstration of type 2], by Nick007J</ref> This type was never used in GTA Vice City but it can be used.
 
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|3}} {{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||integer ||
|-
|B,C,D ||X, Y, Z ||float[3] ||
|-
|E,F,G ||R, G, B ||integer[3] ||
|-
|H ||''unknown'' ||integer ||usually 63 or 200
|-
|I ||2DFXType ||integer ||always 2
|-
|J ||''unknown'' ||integer ||
|-
|K,L,M ||''unk1'', ''unk2'', ''unk3'' ||float[3] ||
|-
|N ||''unknown'' ||integer ||
|}
 
===Type 3: Peds===
This can make a ped have simple behaviors around the object.
 
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|-
|A ||Id ||integer ||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||EMERGENCY ||Ambulance and emergency personnel
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|rowspan="2" style="text-align: center;" |19 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||- ||Additional pedestrians
|-
|-
|E,F,G ||R, G, B ||integer[3] ||useless values
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||FIREMAN ||Firefighters
|-
|-
|H ||''unknown'' ||integer ||usually 0 or 200
|rowspan="2" style="text-align: center;" |20 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||PROSTITUTE ||Prostitutes
|-
|-
|I ||2DFXType ||integer ||always 3 for peds
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||CRIMINAL ||Criminal pedestrians
|-
|-
|J ||Behavior ||integer ||behavior type ([[#Types of Behaviors|see below]])
|rowspan="2" style="text-align: center;" |21 ||&#x2713; ||&#x2713; ||&#x2717; ||&#x2713; ||SPECIAL ||Reserved for special characters
|-
|-
|K,L,M ||''unk1'', ''unk2'', ''unk3'' ||float[3] ||unknown, useless values?
|&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||BUM ||-
|-
|-
|N,O,P ||RotX, RotY, RotZ ||float[3] ||rotation of ped when animation is playing
|style="text-align: center;" |22 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||SPECIAL ||Additional pedestrians
|}
 
====Types of Behaviors====
{|class="wikitable"
|0 ||walks to the coordinates to use an ATM then walks away
|-
|-
|1 ||walks to the coordinates to sit down for a while then stand back up and walks away
|style="text-align: center;" |23 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||PROSTITUTE ||Prostitutes
|-
|-
|2 ||walks to the coordinates to wait for a bus; additional peds will line up behind each other
|style="text-align: center;" |24 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION1 ||Mission slot 1
|-
|-
|3 ||walks to the coordinates, stands for a very short while, then leave (like window shopping)
|style="text-align: center;" |25 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION2 ||Mission slot 2
|-
|-
|4 ||runs to shelter from rain<ref>[https://www.youtube.com/watch?v=DjEPUpccqx0 Video demonstration of type 3, behavior 4], by Nick007J</ref>
|style="text-align: center;" |26 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION3 ||Mission slot 3
|}
 
===Type 4: Sun Reflections===
This can create a sun "reflection" exactly and behaving like the ones seen on cars.
 
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|-
|A ||Id ||integer ||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section
|style="text-align: center;" |27 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION4 ||Mission slot 4
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|style="text-align: center;" |28 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION5 ||Mission slot 5
|-
|-
|E,F,G ||R, G, B ||integer[3] ||useless values
|style="text-align: center;" |29 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION6 ||Mission slot 6
|-
|-
|H ||''unknown'' ||integer ||usually 120
|style="text-align: center;" |30 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION7 ||Mission slot 7
|-
|-
|I ||2DFXType ||integer ||always 4 for sun reflections
|style="text-align: center;" |31 ||&#x2717; ||&#x2717; ||&#x2713; ||&#x2717; ||MISSION8 ||Mission slot 8
|}
|}


== GTA IV ==
=== GTA IV ===
GTA IV 2DFX Category doesn't have all Types description. More description about 2dfx types will be added later.


=== Type 0: Lights ===
{|class="collapsible wikitable"
 
!Number
Type ''Lights'' ignore by the game. GTA IV using light in .wdr/wft models
 
=== Type 1: Particles ===
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|4}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
!Description
|-
|-
|A ||Id ||string ||associated to existing object ID defined in OBJS or TOBJ section
|0
|PLAYER
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|1
|CIVMALE
|-
|-
|E ||Type ||integer ||always 1
|2
|CIVFEMALE
|-
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||Rotation in quaternion
|3
|COP
|-
|-
|J ||Name ||string ||particle name, defined in <code>common\data\effects\</code>
|4
|GANG_ALBANIAN
|-
|-
|K || ||integer ||stages of destruction? (between 0 and 4)
|5
|GANG_BIKER_1
|-
|-
|L || ||integer ||?
|6
|GANG_BIKER_2
|-
|-
|M ||Size ||float ||size of particle
|7
|GANG_ITALIAN
|-
|-
|N ||Draw distance ||integer ||draw distance
|8
|GANG_RUSSIAN
|-
|-
|O || ||integer ||? (between 0 and 5)
|9
|GANG_RUSSIAN_2
|-
|-
|P,Q,R ||Color ||integer[3] ||RGB color when applicable
|10
|}
|GANG_IRISH
 
=== Type 2: Explosion ===
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|4}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|-
|A ||Id ||string ||associated to existing object ID defined in OBJS or TOBJ section
|11
|GANG_JAMAICAN
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|12
|GANG_AFRICAN_AMERICAN
|-
|-
|E ||Type ||integer ||always 2
|13
|GANG_KOREAN
|-
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||rotation in quaternion
|14
|GANG_CHINESE_JAPANESE
|-
|-
|J || ||integer ||
|15
|GANG_PUERTO_RICAN
|-
|-
|K || ||integer  ||
|16
|DEALER
|-
|-
|L || ||integer ||
|17
|MEDIC
|-
|-
|M || ||integer ||
|18
|}
|FIREMAN
 
=== Type 10: Escalator ===
 
GTA SA Using Escalator attribute in .dff models, GTA IV has the Escalator Attribute too, but all parameters are unknown and possible section maybe call the game crash.
 
=== Type 12: Proc Object ===
 
=== Type 13: WorldPoint ===
 
=== Type 14: Ladder ===
 
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!width="40px"|{{Icon-square|4}}
!style="width: 12em;"|Identifier
!style="width: 6em;" |Type
!Description
|-
|-
|A ||Name ||string ||Model name, who using Ladder Section
|19
|CRIMINAL
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates
|20
|BUM
|-
|-
|E ||2DFX Type ||Integer ||This is 2DFX Type. Always use the value 14 for Ladder
|21
|PROSTITUTE
|-
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||Rotation in quaternion
|22
|SPECIAL
|-
|-
|J,K,L ||StartX,StartY,StartZ ||float[3] ||Start Ladder Position (When player start to climb)
|23-30
|MISSION(1-8)
|-
|-
|M,N,O ||EndX,EndY,EndZ ||float[3] ||End Ladder Position (When player finished to climb)
|31-62
|NETWORK_PLAYER_(1-32)
|-
|-
|P,Q,R ||ClimbDirectionX, ClimbDirectionY, ClimbDirectionZ ||float[3] ||Climb Direction Position
|62-69
|-
|NETWORK_TEAM_(1-8)
|S ||Flag ||Integer ||Unknown Flag, Always(?) using value 1
|}
|}


=== Type 15: Audio ===
== Relationship groups ==
Different pedestrian types can get a defined relationship to pedestrians of other types. Those relationships are grouped by keywords or indices and get defined inside the script for GTA III and GTA Vice City or can be predefined inside the <code>ped.dat</code> file for GTA San Andreas and GTA IV.


=== Type 17: SpawnPoint ===
The following table shows a table of relationship groups:
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
{|class="wikitable"
!style="width: 3em;"|{{Icon-square|4}}
!{{Icon-square|4}}
!style="width: 12em;"|Identifier
!
!style="width: 6em;" |Type
!Description
!Description
|-
|-
|A ||Id ||string ||associated to existing object ID defined in OBJS or TOBJ section
|1 ||Respect ||A relationship group respects another one.
|-
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|2 ||Like ||A relationship group will not attack another one.
|-
|-
|E ||Type ||integer ||Always 17
|3 ||Ignore ||A relationship group will ignore another one.
|-
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||Rotation in quaternion
|4 ||Dislike ||A relationship group will react more aggressive towards another one.
|-
|-
|J,K,L,M ||||integer[4] ||Flags
|5 ||Hate ||A relationship group will attack another one.
|}
|}


=== Type 18: LightShaft ===
In addition it is possible to define threats and aspects or relationship groups the pedestrian type avoids. If a pedestrian type is defined to handle an aspect as threat he runs away as soon as such an situation happens near enought to him. If a pedestrian avoids a specified situation he acts more carefully in the same case. Threats or avoided situations can not only be other pedestrian types, also explosions, dead pedestrians, guns or vehicle groups.
 
=== Type 19: ScrollBar ===
 
=== Type 21: SwayableAttr ===
 
=== Type 22: BouyancyAttr ===
 
=== Type 23: WalkDontWalkAttr ===
 
== Statistics ==
Total number of 2DFX entries in:
:GTA III: 927 (max 2000)
::Type 0: 859
::Type 1: 53
::Type 2: 15
 
:GTA Vice City: 1069 (max 1210)
::Type 0: 834
::Type 1: 63
::Type 2: 0
::Type 3: 162
::Type 4: 10
 
:GTA IV: 17043
::Type 0: 13831
::Type 1: 2385
::Type 2: 23
::Type 12: 60
::Type 14: 103
::Type 15: 246
::Type 17: 117
::Type 18: 204
::Type 19: 34
::Type 21: 11
::Type 22: 10
::Type 23: 19


== References ==
== See also ==
<references />
* [[PEDS|Pedestrian definition]]


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[[Category:Mission Script]]

Latest revision as of 20:24, 7 July 2018

Pedestrian types are groups that define the relationship between different pedestriants. For Grand Theft Auto: San Andreas the default type for each pedestrian is defined inside the peds.ide file. The type is also an additional parameter of the character-spawning opcodes (009A and similar).

Since Grand Theft Auto IV, pedestrian types are called relationship groups.

Pedestrian types

GTA III – GTA Liberty City Stories

Number Supported
games
Name Description
GTA III GTA Vice City GTA San Andreas GTA Liberty City Stories
0 PLAYER1 Primary player definition
1 PLAYER2 Secondary player definition
2 PLAYER3 Tertiary player definition
PLAYER_NETWORK
3 PLAYER4 Quarternary player definition
PLAYER_UNUSED
4 CIVMALE Male civilian pedestrians
5 CIVFEMALE Female civilian pedestrians
6 COP Policemen
7 GANG1 Leones
Cubans
Ballas
8 GANG2 Triads
Haitians
Grove Street Families
9 GANG3 Diablos
Streetwannabe's
Los Santos Vagos
10 GANG4 Yakuza
Diaz' gang
San Fierro Rifa
11 GANG5 Yardies
Security guards
Da Nang Boys
12 GANG6 Colombians
Biker gang
Mafia
13 GANG7 Hoods
Vercetti gang
Mountain Cloud Triads
14 GANG8 unused
Golfers
Varrio Los Aztecas
Forellis
15 GANG9 unused
Sindaccos
16 EMERGENCY Ambulance and emergency personnel
GANG10 unused
17 FIREMAN Firefighters
DEALER Drug dealing pedestrians
18 CRIMINAL Criminal pedestrians
EMERGENCY Ambulance and emergency personnel
19 - Additional pedestrians
FIREMAN Firefighters
20 PROSTITUTE Prostitutes
CRIMINAL Criminal pedestrians
21 SPECIAL Reserved for special characters
BUM -
22 SPECIAL Additional pedestrians
23 PROSTITUTE Prostitutes
24 MISSION1 Mission slot 1
25 MISSION2 Mission slot 2
26 MISSION3 Mission slot 3
27 MISSION4 Mission slot 4
28 MISSION5 Mission slot 5
29 MISSION6 Mission slot 6
30 MISSION7 Mission slot 7
31 MISSION8 Mission slot 8

GTA IV

Number Description
0 PLAYER
1 CIVMALE
2 CIVFEMALE
3 COP
4 GANG_ALBANIAN
5 GANG_BIKER_1
6 GANG_BIKER_2
7 GANG_ITALIAN
8 GANG_RUSSIAN
9 GANG_RUSSIAN_2
10 GANG_IRISH
11 GANG_JAMAICAN
12 GANG_AFRICAN_AMERICAN
13 GANG_KOREAN
14 GANG_CHINESE_JAPANESE
15 GANG_PUERTO_RICAN
16 DEALER
17 MEDIC
18 FIREMAN
19 CRIMINAL
20 BUM
21 PROSTITUTE
22 SPECIAL
23-30 MISSION(1-8)
31-62 NETWORK_PLAYER_(1-32)
62-69 NETWORK_TEAM_(1-8)

Relationship groups

Different pedestrian types can get a defined relationship to pedestrians of other types. Those relationships are grouped by keywords or indices and get defined inside the script for GTA III and GTA Vice City or can be predefined inside the ped.dat file for GTA San Andreas and GTA IV.

The following table shows a table of relationship groups:

GTA IV Description
1 Respect A relationship group respects another one.
2 Like A relationship group will not attack another one.
3 Ignore A relationship group will ignore another one.
4 Dislike A relationship group will react more aggressive towards another one.
5 Hate A relationship group will attack another one.

In addition it is possible to define threats and aspects or relationship groups the pedestrian type avoids. If a pedestrian type is defined to handle an aspect as threat he runs away as soon as such an situation happens near enought to him. If a pedestrian avoids a specified situation he acts more carefully in the same case. Threats or avoided situations can not only be other pedestrian types, also explosions, dead pedestrians, guns or vehicle groups.

See also

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