JUMP

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This article describes the usage of unique stunt jumps in plain text IPLs. For information about the jump operation in a script see 0002.
JUMP (IPL section)
Short description:Creates a unique stunt jump
Supported games:San Andreas GTA IV (not functional)
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

JUMP is a section in the item placement file functionally working in San Andreas. 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. 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 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].

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
San Andreas Identifier Type Description
A,B,C StartLowerX, StartLowerY, StartLowerZ float[3] 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.
D,E,F StartUpperX, StartUpperY, StartUpperZ float[3] 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).
G,H,I TargetLowerX, TargetLowerY, TargetLowerZ float[3] A point on the lower edge of the target plane.
J,K,L TargetUpperX, TargetUpperY, TargetUpperZ float[3] A point on the upper edge of the target plane (diagonal opposite).
M,N,O CameraX, CameraY, CameraZ float[3] The position of the camera (see above).
P Reward integer The amount of cash the player earns after he has finished this stunt successfully.

Script representation

See also

External link