JUMP
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Short description: | Creates a unique stunt jump | ||||||||||||
IPL Sections:
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jump
is a section in the item placement file functionally working in Grand Theft Auto: San Andreas. Unique stunt jumps are stunts the player can search and perform to complete the game, optionally in GTA 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 GTA 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. It is also possible to add new stunt jumps without starting a new game using an external scripts technology like CLEO or Alice.
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 GTA 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.
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.
jump StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ, TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward end
External link