Epic GTA2 Map Editor (0.6.6602) Beta

Anything to do with GTA1/GTA2 modding (tools, scripts and more).
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Gustavob »

Adding extra lines to the mmp files doesnt cause a crash, but I dont know if there are limits
You just lost the game.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

i tested some things.
gta is able to handle:
at least 64000 characters per line
at least 64000 lines
comments when the line starts with ";"
utf8 without bom
ucs2 little endian
ansi
windows, unix & mac newlines
multiple entries (the first one gets chosen)

gta is not able to handle:
utf8 with bom
ucs2 big endian
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

elypter wrote:comments when the line starts with ";"
I dont think this is actually a comment function: it just ignores the line because it cant recognize commands like ";GMPFile" when it should be "GMPFile", so basically you could put anything on front of the line to make it as a"comment". Fortunately my editor does support these kind of "comments" ;)
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

I am adding extra objects/functions in the script editor now, tell me your requests before the next release!

Edit: moved on next page
Last edited by T.M. on 08 Aug 2010, 10:26, edited 11 times in total.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

-sounds
-point arrow at something + declare+switch off (doc page 18)
-management of doors
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

elypter wrote:-sounds
Sound objects already are visible
elypter wrote:-point arrow at something + declare+switch off (doc page 18)
What does that mean? I didnt find anything about arrows on page 18...
elypter wrote:-management of doors
Does this require modifying the map blocks?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by BenMillard »

Good list. Do you include a placeholder image for tunnel_blocker? Something like the UK "ungated level crossing" sign might be nice.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

TradeMark wrote:
elypter wrote:-sounds
Sound objects already are visible
sorry, i didn't notice yet.
TradeMark wrote:
elypter wrote:-point arrow at something + declare+switch off (doc page 18)
What does that mean? I didnt find anything about arrows on page 18...
maybe i have a different doc. i just post it

DECLARE ARROW
This command ‘declares’ space for an arrow to be later used in the game. Currently, you really only need one arrow for each possible colour, but it’s possible to set up multiple arrows of the same colour. Current maximum is likely to be around 4 or 6, but this could be changed if necessary.

ARROW_DATA name

NOTE:
name: a unique namestring
POINT ARROW AT SOMETHING
Sets an existing arrow to point towards either a location, character, car or object. All items must be valid existing items. If target is an object, the arrow must be cancelled before object gets deleted.

POINT_ARROW_AT ( arrname, name )
POINT_ARROW_AT ( arrname, float x , float y , float z )

NOTE:
arrname: name of an arrow declared with an ARROW_DATA
name: name of either a car, character or object
xyz: must be a valid float (X,Y,Z) coordinate.

SWITCH OFF ARROW
Clears a previously created arrow

REMOVE_ARROW ( arrname )

NOTE:
arrname: name of an arrow declared with an ARROW_DATA
TradeMark wrote:
elypter wrote:-management of doors
Does this require modifying the map blocks?
you need to position the door once on declare

DOOR DECLARE on page 37

DOOR DECLARE
Doors in GTA2 are one way - their primary use is on buildings for ‘garages’. They give the illusion of the player entering a building & dumping a car inside. They will usually be used in conjunction with a ‘PARK’ command to take the player inside & dump his/her car.

These may appear to be a little fiddly to set up properly, but they give you a lot of different power.. Doors must be declared & created at the top of your file outside any functions. At the moment, all doors are automatic & default to closed – barriers will come later.

Doors can either be single or double. If you select double, the game will automatically position another door to the ‘right’ of your coordinates, depending on the direction the door should face.
i.e. if facing top, it will generate one block to the right,
if facing bottom, it will generate one block to the left,
if facing right, it will generate one block to the bottom,
if facing left, it will generate one block to the top.

Double doors’ opening logic defaults to being over both blocks immediately in front of the two doors, instead of the single block in front that happens with single doors. You can now change this easily through the ‘check’ values – this is a float (XYZ) which is the centre of the range to check, plus a width & height giving the size of the area to check.

The “gr_id” is a single integer value telling the game what set of ‘graphics’ to use. This value is basically a reference to a DECLARE_DOOR_INFO. If you want this door to use the second door_info data, set this to 1, if you want the first,use 0.

Open_type is the rule for opening this door. See bottom of document for list. Basically, at the moment you can order doors to open for players, for any car, for particular cars you’ve created, for a particular model of car. If you want the door to open for a particular car, you need to give its name at the end of the line, see ‘somename’. If you want the door to open for a particular model, you need to give this as ‘somename’.

Close_type is the rule for closing the door. This is a little more straightforward. If you give the door a ‘close never’ type, it will stay permanently open & will let anything go through. All other types will only let the ‘type’ that opened it through, e.g the player, a particular car. Another common close type will be ‘delayed’ which waits a certain number of game cycles & then attempts to close the door.

One word of warning: at the moment, the game will not close the door while whatever opens the door is still standing on the opening trigger in front of the door…

DOOR_DATA name = style ( int X , int Y , int Z ) ( float check X , check Y , check Z , check width ,
check height ) face gr_id open_type close_type delay flip reverse
DOOR_DATA name = style ( int X , int Y , int Z ) ( float check X , check Y , check Z , check width ,
check height ) face gr_id open_type close_type delay flip reverse somename
DOOR_DATA name = style ( int X , int Y , int Z ) ( float check X , check Y , check Z , check width ,
check height ) face gr_id open_type close_type delay flip reverse value

NOTE:
name: unique string giving a name for this door
style: either SINGLE or DOUBLE to tell game what style of door it is
XYZ: integer values giving the coordinates of the block to put the door ‘on’
Check XYZ: floats describing the ‘door check’ trigger opening position…
Check width/height: width & height of the new trigger position
Set these check values to 0.0 to make the game automatically generate a trigger covering the area ‘in front’ of the door. (same way as GTA did it).
Face: facetype is either TOP, BOTTOM, LEFT, RIGHT detailing which face to
physically place the door on.
gr_id: an integer detailing which ‘DOOR_INFO’ to use. 0 is the first valid door_info!
open_type: An open_type string from the bottom of the document
close_type: Again, a close_type string from the bottom of the document
delay: Integer detailing the number of cycles to wait. 255 is the maximum wait.
flip: String which is either “FLIP_RIGHT” or “NOT_FLIPPED”
If flipright, the righthand door has its graphic flipped.
somename: Usually the name of a car or carmodel – only used with specific open_types
value: integer value not currently used – you do not need to worry about putting in
any sort of value for it.
Reverse: extra flag detailing “backwards door” – use this for the ‘fudged’ doors where you effectively have two doors on the one block. SEE ME!
Should be either REVERSED or NOT_REVERSED
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

BenMillard wrote:Good list. Do you include a placeholder image for tunnel_blocker? Something like the UK "ungated level crossing" sign might be nice.
It was "X" before or something like that ,but once i noticed the tunnel blocker object is buggy, i changed it into this:
Image
Which should be self explanatory: it will block only at one side properly, left/right will bug a bit (once hit, it changes jump direction to the object rotation direction), and the bottom of that pic is the buggiest part: you can jump through it!

--

elypter, i dont know how should i display those arrows, they appear only at the player? while i cant really display a player in the editor, only startpositions...

I'll take a look at the DOOR_DATA if i can implement it somehow.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

TradeMark wrote: elypter, i dont know how should i display those arrows, they appear only at the player? while i cant really display a player in the editor, only startpositions
arrows can point at players cars and i guess objects but they can also point at locations:
POINT_ARROW_AT ( arrname, float x , float y , float z )
It would be nice if that location could be modified in editor. but i admit it's not that high priority.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Lantyz »

Arrows may point to many different locations during a game, so if you plan to show them in the editor it may be wise to make it a separate setting to prevent lots and lots of markers when you don't need them.

Some more suggestions:
  • RADIO_STATIONs
  • DESTRUCTORs
  • Save point
  • Start positions of the trains
  • Some visual markers (or mouse-over?) for cars that are bulletproof, fireproof, no_collision, have a car alarm or emergency lights, etc.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Lantyz wrote:RADIO_STATIONs
Added to list
Lantyz wrote:DESTRUCTORs
Already in my list!
Lantyz wrote:Save point
Command name please!
Lantyz wrote:Start positions of the trains
Ah, yeah, i almost forgot these! Need to make trains visible. So i need to implement SET_STATION_INFO command.
Lantyz wrote:Some visual markers (or mouse-over?) for cars that are bulletproof, fireproof, no_collision, have a car alarm or emergency lights, etc.
Mouseover seems best, added to my list: SET_CAR_BULLETPROOF, SET_CAR_FLAMEPROOF, SET_CAR_ROCKETPROOF, GIVE_CAR_ALARM, SET_CAR_EMERG_LIGHTS. What else?

IT would help a lot more if you could tell the command names, so i can just CTRL+F in the "GTA2 Scripting.doc"
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

this should be the other options that are available for cars:
MAKE_CAR_A_DUMMY ( name )
SET_CAR_NO_COLLIDE ( carname )
CHANGE CAR LOCK ( car name , lock type )
PUT_CAR_ON_TRAILER ( car name , trailer name )
SET_CAR_JAMMED_ACCELERATOR ( car name , ON )


locktypes page 105

Code: Select all

Lock Types
NO_LOCK
LOCKED			// locks out everyone, including players
LOCKOUT_THIEF		// locks out only carthiefs
UNLOCKED			// unlocked
LOCKED_PERMANENTLY	// ALWAYS locked for everyone!!
LOCKOUT_PLAYER		// locks out ONLY players!
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Thanks, added to list!
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Gustavob »

TradeMark wrote:
Lantyz wrote:Save point
Command name please!
Save points are made like this:

Code: Select all

//[...]
FORWARD savethegame:
THREAD_TRIGGER trigger_savethegame = THREAD_WAIT_FOR_CHAR_IN_AREA ( player , X.x , Y.y , Z.z , Float:X , Float:Y , savethegame: )

savethegame:
PERFORM_SAVE_GAME ( trigger_savethegame , X.x , Y.y , Z.z , Float:X , Float:Y )
RETURN
//[...]
So, basically, the game-saving command is PERFORM_SAVE_GAME ( trigger_name , X.x , Y.y , Z.z , Float:X , Float:Y ).
You just lost the game.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Theres only 3 maps that use that command... but i will add support for it though
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

I added animated textures on the conveyors, this is how it looks like:
Image
They move at the direction you set conveyors to move, and with the speed you set them to move.

Its not pretty, so if you have spare time you can make 32x32 or 64x64 image for it. Gray scale: white = solid, black = transparent. Or 32bit image with alpha channel, preferrably TGA, or two 24bit images next to each: left side the colors, and right side the alpha channel in gray scale color format (white = solid, black = transparent).
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by BenMillard »

Sound icon looks great, I guess that's a PYLON at the back? Displaying the type of sound on mouseover could be a neat enhancement.

TOWER objects seem to be 2 blocks high. If you use (x,y,255.0) then I think the bottom part ends up underground, because they blocked my subway trains on MultiSlayer City by default.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

BenMillard wrote:Sound icon looks great, I guess that's a PYLON at the back? Displaying the type of sound on mouseover could be a neat enhancement.
Yeah, it does display the sound type of course!
BenMillard wrote:TOWER objects seem to be 2 blocks high. If you use (x,y,255.0) then I think the bottom part ends up underground, because they blocked my subway trains on MultiSlayer City by default.
Yeah, i know, I tested the exact height of the TOWER object (and all other objects you can hit...), its rendered properly in my editor! The precise total height is 2.25, no more or less! :D Although, i am not 100% sure how to determine their heights perfectly.. I am assuming player doesnt have height at all.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Pyro »

That looks awesome!

Maybe instead of a double arrow which moves for the conveyor icon perhaps a single, smaller arrow will suffice? I know you're looking for a replacement but unfortunately I don't know much about graphic programs to help you.

Also, if you're going about the SET_STATION_INFO stuff, maybe show a graphic of what the train with carriages would look like? Example would be the actual train followed by, say, 2 passenger carriages, 1 freight cart and 1 box cart. If you need more info about trains, check out my train guide on Ben's website (and has a very basic map that I made that demonstrates how it's scripted and how the map is made and zoned). As stated on the guide, a train can have a maximum of nine (9) carriages so that'd be something to see!

Also, I'm not sure but if I remember your viewer doesn't seem to show cars if they are in a different loop? If you want an example take a look at the MIS file of Jailbreak (found here) right near the end of the code, you'll see things like characters and a box truck that get spawned but your viewer doesn't show them.

Anything else just yell! 8-)

PS - another command for a car, namely the GT-A1, is "SET_CAR_NUMBER_GRAPHIC ( car_name , number )", and the numbers range from 0 to 9. Also, there is "SET_CAR_NO_COLLIDE" as well as "SET_CAR_JAMMED_ACCELERATOR". Quite a few other commands but usually affect characters in cars (such as drive speed, aggression etc).

Also, characters could have their threat search (SET_CHAR_THREAT_SEARCH), reaction (SET_CHAR_THREAT_REACTION) and objective (SET_CHAR_OBJECTIVE) listed when you mouse over? If they don't have one/any then they can show up as "(not defined)" or something like that? Characters can also use SET_CHAR_SHOOTING_SKILL and SET_CHAR_BRAVERY but, as far as I know, were never implemented into GTA2. Just pointing those ones out!

There are loads of commands like that that could be shown over mouse over, but up to you what you want to add!

Edit - just noticed your stuff about doors as well, more info in my guide can be found here on Ben's site as well. If you want a working example, my Bootcamp map has them, feel free to look in the MIS and check out the map!
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