How to Add Powerups |
Howto |
How_AddPowerups.html |
Brought To You By GOURANGA!
"This calls for a very special blend of psychology and extreme violence"
Last Update: |
03 Dec 97 |
Demented author who wrote all this BS: |
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Demented author's e-mail address: |
c674228@cclabs.missouri.edu |
Web Site: |
GOURANGA!
http://www.cclabs.missouri.edu/~c674228 |
HTML translation: |
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See also (Reference Guide): |
POWERUP and POWERUP_ON |
Before I get started I want to give credit to ZyNTaX because it is ZyNTaX's FAQ that got me started on this whole thing.
ZyNTaX's Site can be found at http://gudmund.vgs.no/~eirikso/
This isn't hard to do, its just really hard to explain.
The grids below this intro are the grids of the starting point on the San Andreas 3Dfx Demo. The first one is of the orginal unedited mission.ini. The second one shows the changes I have made by adding powerups. Just under both grids is the section of the mission.ini that I altered. The grids are there to show the coordiates of the power ups and other objects. They aren't even really necessary, but I thought they might help visualize where I got the coordinates from.
There is a small slightly easier to understand graphic of the map right above each grid, but unless you have the demo and can see it for yourself it might be pretty difficult to understand what the hell I'm talking about. The small graphic covers a little more area so its easier to visualize.
I altered the mission.ini to place all the powerups right by the starting position in the game. The reason I did this with the 3Dfx only mission is because it only has 2 power ups and it was very easy to find out what the grid locations of the adjacent squares were so I could place more. The Liberty City demo looks like it might pose more of a challenge but as soon as I have time I'll work on it as well.
So far it looks like you can place the powerups anywhere except in a building. If placed where a parked car exists you will have to drive the car to get to the object, which looks like a good way to hide powerups because you only see the car and not the crate. If placed on a startup position you will just start out right on top of a crate. If placed where a phone is, the phone will appear on top of the crate, but you can still get to the crate. Trees are offset sitting right on gridlines so you can put crates right next to them. Just placing an INFO SIGN will crash the game if you try and retrieve it.
If you can't understand the grids just skip over them and look at the mission.ini on the bottom, look at the coordiantes of the powerups and then look at the second grid again.
If you still don't understand it try messing around with the mission.ini. It took me about an hour to figure out kinda what was going on, and then another hour to test my theories, but whatever you do make a backup of your original MISSION.INI before you start messing around with it.
R = ROAD OR ROAD/SIDEWALK (WHERE THE ROAD CURVES IN BUT DOES NOT TAKE UP THE ENTIRE GRID SQUARE)
C = PARKED CAR
P = POWERUP
S = PLAYER START POSITION
X = PHONE
ANY OPEN SQUARES ON THE GRID ARE SIDEWALK OR OTHERWISE OPEN AREA
The roads are not shown in the graphic with an R, instead they are just drawn in, but on the grid they are represented by an R.
As you can see you start at (S) right next to your car (C). Just to your upper right there are 2 power ups (P), then a phone (X), all right next to a building (B). Across the road there is another building (B) and a side walk that goes around it
__/ | BBBBBBBB | BBBBBBBB __ | BBBBBBBB \ | BBBBBBBB B | | BBBBBBBB B | / PPXBBBB B | C|S BBBB B | | BBBB _ / \__/-------
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The roads are not shown in the graphic with an R, instead they are just drawn in, but on the grid they are represented by an R.
As you can see you start at (S) right next to your car (C). Just to your upper right there are 2 power ups (P), then a phone (X), all right next to a building (B). Just below the phone are 3 more power ups (P) that I added. Across the road there is another building (B) and a side walk that goes around it with some power ups (P) that I added next to the building (B).
__/ | BBBBBBBB | BBBBBBBB __ | BBBBBBBB P\ | BBBBBBBB BP| | BBBBBBBB BP| / PPXBBBB BP| C|S PBBBB BP| | PPBBBB _P/ \__/-------
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/------------------------------------------------- ENTRY NUMBER / /------------------------------------------ GRID COORDINATE (X, Y, ?) / / /----------------------------- POWERUP NUMBER / / / /---------------------- AMMO/KILL FRENZY | | | | 99 OR LESS = AMMO AMT 100 = UNLIMITED KILL FRENZY 1000 (95,127,4) POWERUP 1 99 101+ = KILL FRENZY TIME LIMIT 1010 (96,127,4) POWERUP 2 99 EXAMPLES: 5000 = 195 SECS 1020 (97,128,4) POWERUP 3 99 10000 = 395 SECS 1030 (97,129,4) POWERUP 4 99 1040 (96,129,4) POWERUP 10 0 1050 (91,125,4) POWERUP 6 0 1060 (91,126,4) POWERUP 11 0 1070 (91,127,4) POWERUP 12 0 1080 (91,128,4) POWERUP 15 0 1090 (91,129,4) POWERUP 13 0 2000 (91,130,4) POWERUP 9 0 /------------------------------------------- ENTRY NUMBER / /------------------------------------ NOT SURE / / /----------------------------- ENTRY NUMBER OF POWERUP / / | /-------------------------- NOT SURE, BUT IF SET TO 0 0 0 0 | | | | IT WILL GO ON TO THE NEXT LINE | | | | AND LOOK AT THE NEXT POWERUP LISTED, AND IF SET TO -1 0 0 0 IT WILL -1 NOT GO ON TO NEXT LINE AND WON'T 0 DONOWT 0 0 0 0 0 RECOGNIZE ANY FURTHER POWERUPS. 100 STARTUP 120 0 -1 0 0 SO YOU HAVE TO MAKE SURE THAT ALL 110 POWERUP_ON 1000 0 0 0 0 THE POWERUP_ON ENTRIES ARE SET TO 120 POWERUP_ON 1010 0 0 0 0 0 0 0 0 EXCEPT THE LAST ENTRY WHICH 130 POWERUP_ON 1020 0 0 0 0 SHOULD BE SET TO -1 0 0 0 OTHERWISE 140 POWERUP_ON 1030 0 0 0 0 IT WON'T ADD ANY POWER UP ENTRIES 150 POWERUP_ON 1040 0 0 0 0 BELOW THE -1 0 0 0 ENTRY TO THE MAP. 160 POWERUP_ON 1050 0 0 0 0 170 POWERUP_ON 1060 0 0 0 0 180 POWERUP_ON 1070 0 0 0 0 190 POWERUP_ON 1080 0 0 0 0 200 POWERUP_ON 1090 0 0 0 0 210 POWERUP_ON 2000 -1 0 0 0
13 = Extra Life
14 = Info Sign <DONT USE>
15 = Extra Life (With different audio)
MISSION.INI |
Last change: 31 Dez 1997 |
unofficial GTA Reference |