Paths: Difference between revisions
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* {{Icon|VC}} [[Item Placement#PATH|GTA VC's Paths System]] | * {{Icon|VC}} [[Item Placement#PATH|GTA VC's Paths System]] | ||
* {{Icon|SA}} [[Paths (GTA SA)|GTA SA's Paths System]] | * {{Icon|SA}} [[Paths (GTA SA)|GTA SA's Paths System]] | ||
* {{Icon|4}} [[Paths ( | * {{Icon|4}} [[Paths (GTA IV)|GTA IV's Paths System]] | ||
Latest revision as of 01:31, 21 September 2010
Paths are special structures of waypoints which define random AI spawns (such as peds, cars and boats) and the possible route an AI agent can take.
All 3D GTA games use different paths systems. GTA III uses an IDE-related paths system, which binds paths to certain objects.GTA Vice City uses groups of mapped paths defined in IPLs. GTA San Andreas and GTA IV use a collection of binary files which are linked to each other.
See also
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Technical | IMG | DFF | TXD | IDE | GXT | Handling | Carcols | Dynamic Object |
Mods | Hot Coffee Modification | Create a Mission |
Tools | GGMM |
Game Files | Animviewer.dat/GTAVC | Bink | Default.dat/GTAVC | Chassis Vlo | Fistfite.dat/GTAVC | Flight.dat | Gta vc.dat | Object.dat/GTAVC | OpenGTA2 |Particle.cfg/GTAVC | Particle (SA) | Paths | Ped.dat/GTAVC | Pedgrp.dat/GTAVC | Pedstats.dat/GTAVC | Scenarios.dat | Scripted Path | Surface.dat/GTAVC | Surfaud.dat | TimeCyc Definition | Timecyc.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train2.dat/GTAVC | WAD | WBD-WBN | WPFL | Water.dat | Water.dat/GTAVC | Weapon.dat/GTAVC Weaponinfo.xml |
Multiplayer | Multi Theft Auto, Vice City Multiplayer, San Andreas Multiplayer |