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steve-m.com

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----- Русский -----

Если ваш сайт содержит большую коллекцию SCM/CLEO-скриптов (больше 16), напишите на мой e-mail, и я добавлю его в список. Приветствуются скрипты, которые не встречаются на других сайтах ... Спасибо. ))))


----- English -----

If your website has a big enough collection of SCM/CLEO scripts (more than 16) notify me by e-mail
, and I will add it to the list. The unique scripts are preferable ... Thank you. ))))
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Carrec.img File

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1Carrec.img File Empty Carrec.img File Sun Feb 08, 2009 5:04 am

gtasbigfoot

gtasbigfoot
Admin

About Carrec.img


Carrec.img file is located in San Andreas/data/Paths
The file contains a set of R3 files(files with an extension .rrr).
These files contain path information used by the mission script in the game.

The paths are predefined and look unnatural during game play because the movement of the vehicle is very rigid. The paths ignore many stuff in the game including gravity and obstacles. Original San Andreas installation has 426 R3 paths. Pay attention that the maximum number of these paths is 475.

You can use Seemann's script<see links below>
After recording the path with this, the file is stored in San Andreas/data/Paths

"How to make them"


1: Get Seemann's script: http://cleo.sannybuilder.com/scripts/carrec.rar
2: Put it in to the CLEO folder, run the game and get into a vehicle you want.
3: Press SHIFT+R to start recording the route. Now the game is recording you're vehicle drive the car around were you wanna create the path.
4: When you have finished, press SHIFT+R to stop recording.
5: Quit the game, go to GTA San Andreas/Data/Paths/
6: See a file called carrec.img? Open it with whatever img editor you use.
7: There is a file in GTA San Andreas/Data/Paths/called carrec900.rrr , this is the path you recorded.
8: Add it into carrec.img
9: Write you're script(You must note: whatever number you're file is say if you rename it carrec880.rrr
then you would load path in your script with that number):

Example:
Code:

07C0: load_path 880

10: Use opcode 07C1: to check if available in you're script.
11: Assign vehicle to the path using opcode 05EB:
12: Release path when finished with opcode 0873:


(IMPORTANT NOTE: Do NOT name the paths all the same if you do more than one)

To make it easier for you're self:
I would name my first for example carrec880.rrr

Then my second for example:
carrec881.rrr

RRR file structure


These files has no header, only a binary data, being a set of structures of 32 bytes in length each, described separate path points. The data in each checkpoint structure goes as the following:

Code:

Offset                  Type                  Description

00                 dword                 time
04                 word                 velocity in direction X * 16383.5
06                 word                 velocity in direction Y * 16383.5
08                 word                 velocity in direction Z * 16383.5
10                 byte                 XYZ.right.x * 127.0
11                 byte                 XYZ.right.y * 127.0
12                 byte                 XYZ.right.z * 127.0
13                 byte                 XYZ.top.x * 127.0
14                 byte                 XYZ.top.y * 127.0
15                 byte                 XYZ.top.z * 127.0
16                 byte                 Steering Angle * 20.0
17                 byte                 Gas Pedal Power * 100.0
18                 byte                 Break Pedal Power * 100.0
19                 byte                 Handbrake used flag
20                 float                 XYZ.pos.x
24                 float                 XYZ.pos.y
28                 float                 XYZ.pos.z
32                 end



Links

Allows to make a new .RRR file in game

Topic on GTAForums

http://gtamodding.com

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