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GOURANGA! Forums > Editing > General > [GTA2] Vehicle Spawns
Post 1 | New
Deleted Member
    Hello. I'm new to these here Forums and GTA2 Modding altogether, I decided to join after witnessing some of the talent you people have here. I hope that you can help me fufill my dreams of creating a fully function GTA2 Mod'.

    At the moment I'm just looking to start of with some simple stuff. What I would like to know is what files do I have to edit in order Spawn a Vehicle at a set location (i.e Spawn a Firetruck next to the Church in the Downtown district)?
    Post 2 | New
    Cerbera
    Ben 'Cerbera' Millard

    Cerbera's Avatar


    • Joined: Feb '03
    • Posts: 1,800
    You've started in the right manner; start out making neat small things and if you like it you can expand into larger projects.

    The timescale of creating new cities in GTA1/2 is measured in years, though.  Unless you really want to spend every moment of your life for the next few years thinking about modding GTA2, I highly recommend you find a different hobby.  Having said that, GTA2 multiplayer is still quite popular thanks to GTA2 Game Hunter by Sektor.  GTA2 has really good support for adding new multiplayer levels to the game and a multiplayer level won't need you to figure out a storyline, characters and write thousands of lines of mission code.

    Therefore, after you figure out relevant aspects of GTA2 mission coding you can put together a good multiplayer level quite easily.  As long as you keep it small (around the size of Hidden Surprise) you could create a multiplayer level within a few months. smile 


    Anyway, to answer your question, vehicle spawn locations are set in the .scr binary data files (compiled mission code).  You have to write new mission source code from scratch (.mis text data files) but you can copy from other levels who release their mission source code (like I've done with MultiSlayer).  Delfi's MISpad for GTA2 is a great tool for writing .mis files and compiling them into .scr mission code.


    Oh, this tutorial covers vehicle spawning.

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    Post 3 | New
    Deleted Member
      Thanks Cerbera. Another quick question: How do I load up the maps to check that everything is running smoothly and that my spawns are working?
      Post 4 | New
      Sektor
      Sektor's Avatar


      • Joined: Feb '03
      • Posts: 288
      Download GTA2 mispad

      Start mispad and click "Run".
      Type the filesnames of the files you want to use.
      .gmp is a map file and can be edited with the official map editor (it has glitches and stability problems on XP, best to use 98)
      .sty is the style file.  It contains all the graphics, tiles, sprites, cars.  You can edit it with GTA2 sty tool.
      .scr is the compiler mission scipt.  To create an .scr file, you need .mis file and then you compile it with either mispad or the official  compiler.

      http://gtamp.com/mispad.jpg

      That's the fastest way to test a script/map.  If you want it to replace one of the singleplayer levels then later you can edit test1.seq with notepad.

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      Post 5 | New
      Delfi
      Programmer

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      • Joined: Feb '03
      • Posts: 842
      gta2 mispad uses a modified offical script compiler that it can integrate better incase you are affraid, so files will be same if generated by mispad or "offical compiler".

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      Post 6 | New
      Deleted Member
        Delfi wrote:
        gta2 mispad uses a modified offical script compiler that it can integrate better incase you are affraid, so files will be same if generated by mispad or "offical compiler".


        So good he posted it twice!   biggrin 

        Thanks for the Help guys. I have yet another question though, on the DMA Map Editor how can I find out the Map Coordinates?
        Post 7 | New
        Pyro
        GTA2 Scripter & Mapper

        • Joined: Jun '03
        • Posts: 247
        To get the co-ordinates, just load up your map and click on an area of interest that you want the co-ordinates for. Now just look near the bottom right hand corner of the program and it will have 3 little boxes with an X, Y and Z number. These are your co-ordinates!

        However, scripting requires most co-ordinate values to be floating point values (e.g 125.5). For the centre of a square, a co-ordinate would be 127.5 , 127.5. Top left would be 127.0 , 127.0 whilst bottom right would be 127.9 , 127.9. Quite straight forward, but remember to change the co-ordinates to what you need.

        Any more assistance, just ask! smile

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