MISSION.INI |
Files |
Fil_MISSION.INI.html |
MISSION.INI - contains objects and actions for all missions
gtadata\mission.ini
all GTA Demos, GTA Full Version
This file contains the "logic" of the missions. If GTA was a pinball table, this would be the underside. It defines the works. Contained in this file are objects and actions that set them in motion when the player triggers them. A little programming experience helps when trying to understand the actions.
MISSION.INI Structure - Overall Structure of MISSION.INI
Mission ID Number and Config Statement - first part of a mission, contains general information
Object Code Section - second part of a mission, contains objects
Program Statement Section - third part of a mission, contains actions
MISSION.INI is a text file that can be modified by any editor that can handle large files. A search function comes in handy.
This file contains information for several missions in sequence:
<Mission> <Mission> <Mission> ....
Every <Mission> consists of several parts:
[ID Number] <Mission Config Statement> <Object Codes> -1 <Program Statements> -1
After the final 1 follows the ID Number of the next mission.
Every Mission has a unique ID number. The first mission, "gangsta bang", has the ID [1] . The multiplayer missions have four-digit ids such as [1001].
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Example: Easy Liberty City NEW, 22, nyc.cmp, 0, 100 1 1 1 1 0 |
description is not used by
the game but helps you find your way in MISSION.INI.
map
is the name of the city map file that this mission uses; I will talk
about these files below.
p7 indicates whether the mission
will have police: 1=police, 0=no police
I do not know the meaning
of p1-p6 and p8 yet.
See also: List of ID Numbers and Config Statements from the full game
This sections contains a list of objects that are used by a mission. Most are placed on the map when a mission starts (e.g. PARKED=parked car, POWERUP=crate with goodie). Some objects remain invisible and fulfill some other function (e.g. CARTRIGGER=triggers an action when a car is entered, MISSION_COUNTER=holds the number of completed jobs). These objects can be manipulated by program statements in the next section or start a program routine in that section when the player performs some action.
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Example: 0 1 (108,108,4) TELEPHONE 0 768 262 (207,224,4) TRIGGER 4080 0 |
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See also: Object
Codes Overview, Coordinates
GTA responds to a players actions with programmed responses. Most often they are triggered by player when he passes the location of TRIGGER objects. Actions may alter the state of game objects and player attributes (e.g. DROP_WANTED_LEVEL ), display messages and advance the missions.
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Examples: 105 POWERUP_ON 528 0 0 0 0 205 P_BRIEF_TIMED 0 0 0 18 1500 210 ANSWER 72 0 420 10 2500 |
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See also: Program
Statements Overview
Information contributed by Michael Mendelsohn.
It is unknown whether additional missions placed in MISSION.INI are acccessible from the game.
MISSION.INI |
Last change: 27 Dez 1997 |
unofficial GTA Reference |