GRGE: Difference between revisions
m (→See also: clean up, replaced: {{SA-navi}} → {{gtasa}}) |
No edit summary |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{IplSection | {{IplSection | ||
| game = [[GTA SA]], [[GTA LCS]], [[GTA VCS]] <!--- GTA IV?! well at least it DOES check for this section to exist ---> | | game = [[Grand Theft Auto: San Andreas|GTA SA]], [[Grand Theft Auto: Liberty City Stories|GTA LCS]], [[Grand Theft Auto: Vice City Stories|GTA VCS]] <!--- GTA IV?! well at least it DOES check for this section to exist ---> | ||
| description = Creates a garage | | description = Creates a garage | ||
}} | }} | ||
'''GRGE''' is one of the plain-text [[IPL]] sections, introduced with [[San Andreas]]. It replaces the previously used opcodes [[0219]], [[03BB]] and [[057A]]. It creates an invisible cube which interacts as a [[garage]]. Each garage can be used differently, for example by the [[script]]. | '''GRGE''' is one of the plain-text [[Item Placement|IPL]] sections, introduced with [[Grand Theft Auto: San Andreas|San Andreas]]. It replaces the previously used opcodes [[0219]], [[03BB]] and [[057A]]. It creates an invisible cube which interacts as a [[garage]]. Each garage can be used differently, for example by the [[script]]. | ||
== San Andreas Format == | == San Andreas Format == | ||
Line 16: | Line 16: | ||
|<center>PosX, PosY, PosZ</center>||A coordinate of one of the corner marks | |<center>PosX, PosY, PosZ</center>||A coordinate of one of the corner marks | ||
|- | |- | ||
|<center>LineX, LineY</center>||Those values are [[ | |<center>LineX, LineY</center>||Those values are [[:wp:Euclidean_vector#Addition_and_subtraction|added]] to the first position values. They define one edge of the box | ||
|- | |- | ||
|<center>CubeX, CubeY, CubeZ</center>||Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world. | |<center>CubeX, CubeY, CubeZ</center>||Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world. | ||
Line 63: | Line 63: | ||
== See also == | == See also == | ||
* | * [[Garage#San_Andreas|Garage types (SA)]] | ||
* | * [[Garage#San_Andreas_2|List of all default garage names (SA)]] | ||
{{gtasa}} | {{gtasa}} | ||
{{fdl}} |
Revision as of 20:57, 12 August 2012
Supported games: | GTA SA, GTA LCS, GTA VCS | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Short description: | Creates a garage | ||||||||||||
IPL Sections:
|
GRGE is one of the plain-text IPL sections, introduced with San Andreas. It replaces the previously used opcodes 0219, 03BB and 057A. It creates an invisible cube which interacts as a garage. Each garage can be used differently, for example by the script.
San Andreas Format
The format itself is easy, but understanding it seems hard. However the position values are pretty flexible and you can describe one garage in multiple ways.
PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name
Identifier | Description |
---|---|
A coordinate of one of the corner marks | |
Those values are added to the first position values. They define one edge of the box | |
Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world. | |
The type of the door | |
The type of the garage | |
A string which is used to manipulate the garages behaviour through the main.scm
|
Types of doors
Flag | Description |
---|---|
1 | door opens up and out, camera remotely follows player |
2 | door opens straight up, camera remotely follows player |
3 | door opens up and in, camera remotely follows player |
4 | door opens straight up, camera follows player |
5 | door opens up and out, camera follows player |
6 | door opens straight up, camera follows player |
7 | door opens up and in, camera follows player |
The garage door only opens if the IDE flag value of the door is 2048 and the door is defined in the object.dat
file.
Notes
Garage doors are very important for the camera rotation. They control how the camera moves after you have entered a garage. If your camera moves wrong, then simply rotate the pivot of your garage door, map the new one and rotate it until it fits with the rotation you want. Then test if the camera moves correctly in-game.
If you have not mapped a garage door the camera will move to the west, which corresponds to a garage door rotation of 0 degrees around the z axis.
See also
This page is licensed under the GNU Free Documentation Licence. This page has a separate license to the CC-BY-SA that applies to most of Grand Theft Wiki.
The full text of the GNU FDL v1.2 is here. Click the "History" button to see the full list of authors. See Grand Theft Wiki:Copyright for more detail on our copyright policy.
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. See Grand Theft Wiki:Copyright for more information. |