How to Add Powerups
Howto
How_AddPowerups.html

How to add Powerups to the map by editing the MISSION.INI file

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:

schu

Demented author's e-mail address:

c674228@cclabs.missouri.edu

Web Site:

GOURANGA! http://www.cclabs.missouri.edu/~c674228
OR
http://gta.home.ml.org

HTML translation:

Michael Mendelsohn

See also (Reference Guide):

POWERUP and POWERUP_ON

Credit

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/

Instructions

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.

Legend:

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


This is before I altered the mission.ini

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
_ /  \__/-------



90

91

92

93

94

95

96

97

98


126

R

R

R

R

R

B

B

B

B


125



R

R

R

B

B

B

B


126

B


R

R

R

B

B

B

B


126

B


R

R

R

P

P

X

B


128

B


R

C

S




B


129

B


R

R





B


130



R

R



R

R

R


131

R

R

R

R

R

R

R

R

R


132

R

R

R

R

R

R

R

R

R













This is after I altered the mission.ini

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/  \__/-------



90

91

92

93

94

95

96

97

98


126

R

R

R

R

R

B

B

B

B


125


P

R

R

R

B

B

B

B


126

B

P

R

R

R

B

B

B

B


126

B

P

R

R

R

P

P

X

B


128

B

P

R

C

S



P

B


129

B

P

R

R



P

P

B


130


P

R

R



R

R

R


131

R

R

R

R

R

R

R

R

R


132

R

R

R

R

R

R

R

R

R















The following is the portion of the mission.ini and a key to the different power up numbers

   /------------------------------------------------- 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


Powerup Number Index (used in the first set of entries)

1 = Pistol
2 = Machine Gun
3 = Rocket Launcher
4 = Flame Thrower
5 = <NOTHING>
6 = Car Speed Up
7 = <NOTHING>
8 = <NOTHING>
9 = Police Bribe
10 = Armor
11 = Multiplier Up
12 = Get Out Of Jail Free Card

13 = Extra Life

14 = Info Sign <DONT USE>

15 = Extra Life (With different audio)




MISSION.INI

Last change: 31 Dez 1997

unofficial GTA Reference