Difference between revisions of "JUMP"

From Grand Theft Wiki
Jump to: navigation, search
 
Line 5: Line 5:
 
}}
 
}}
  
Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in San Andreas. Usually they are created using [[Main.scm|scm]] or [[SCO]], but just like the [[CARS]] section they can also be stored in plain text ipls in San Andreas and GTA IV since this is more easy to handle. Since unique stunt jumps are related to [[Saves_(GTA_SA)#Block_24:_Unique_Stunt_Jumps|savegames]], a new game must be started before changed or added entries are applied. In [[San Andreas]] it is possible to add new stunt jumps without starting a new game using [[CLEO]].
+
Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in San Andreas. Usually they are created using [[Main.scm|scm]] or [[SCO]], but just like the [[CARS]] section they can also be stored in plain text ipls in San Andreas and GTA IV since this is more easy to handle. Since unique stunt jumps are related to [[Saves_(GTA_SA)#Block_24:_Unique_Stunt_Jumps|savegames]], a new game must be started before changed or added entries are applied. In [[Grand Theft Auto: San Andreas|San Andreas]] it is possible to add new stunt jumps without starting a new game using [[CLEO]].
  
 
==Format==
 
==Format==

Latest revision as of 21:57, 12 August 2012

Template:This

JUMP (IPL section)
Supported games:GTA SA, GTA IV
Short description:Creates a unique stunt jump
IPL Sections:
AUZO CARS CULL ENEX GRGE INST
JUMP MULT OCCL PATH PICK TCYC

Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in San Andreas. Usually they are created using scm or SCO, but just like the CARS section they can also be stored in plain text ipls in San Andreas and GTA IV since this is more easy to handle. Since unique stunt jumps are related to savegames, a new game must be started before changed or added entries are applied. In San Andreas it is possible to add new stunt jumps without starting a new game using CLEO.

Format

A unique stunt jump is defined by three parameters: A plane which the player needs to pass (in a car and with a specific speed), a plane a player needs to reach and the position of the camera. If the player passes the start plane then the game enables a slow motion and sets the camera to the camera position. The camera follows the player during his flight. If the player reaches the ground without passing the target plane the stunt fails. If he has crossed it and reaches the ground (even if he falls of a bike or dies due a vehicle explosion or something else) the stunt jump has been successfully passed. If the player has triggered a stunt jump (no matter if it fails or not) it is marked as found for the game and the savegame. If the player has successfully passed the target plane the stunt jump gets marked as done. In San Andreas, it is not required to complete these stunts in order to complete the game but required in GTA IV. These stunts are recorded in the player's statistics[1][2].

San Andreas

The planes for target and start as described above are defined by six floating point values, where three of them always represent a point in real world coordinates.

StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ,
TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward

The information above is divided into two lines since it does not fit into one. If you create a stunt jump then the data needs to be written in 1 line (1 for each entry), just like the IPL specification sais.

Identifier Description
StartLowerX, StartLowerY, StartLowerZ
These values define a point in the world as floating point values. The point represents one of the lower edge points of the plane representing the start of the unique stunt jump.
StartUpperX, StartUpperY, StartUpperZ
These values are used in the same way as the first ones. They represent a point on the upper edge of the plane (diagonal opposite).
TargetLowerX, TargetLowerY, TargetLowerZ
A point on the lower edge of the target plane.
TargetUpperX, TargetUpperY, TargetUpperZ
A point on the upper edge of the target plane (diagonal opposite).
CameraX, CameraY, CameraZ
The position of the camera (see above).
Reward
The amount of cash the player earns after he has finished this stunt successfully.

GTA 4

Script representation

See also

Copyrighted

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.

GNU 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.