Note: This will walk you through adding a new safe house to the vanilla version of the game.
As I understand it there is no more space for any more safe houses in the GOTR version.
Note 2: I have covered moving previously existing properties in my 'Creating The Claflin Compound' tutorial but here I am going to be creating a new property not just moving one.
To add a new safe house you will need to pick a location and get some coordinates. I will be again using Mt Claflin, for the most part but we will be making a brief stop at Aisha's house later on.
Mt Claflin has what looks to be a few abandoned buildings that I think will be perfect for my purposes. So I will need to gather some coordinates. I am using Powertools, but other
programs will work just as well.
I will need several sets of coordinates:
Car Garage
Car Garage Trigger
Heli Garage
Heli Garage Trigger
Money Cache
Weapons Cache
Wardrobe Closet
TV
Clipboard
For Sale Sign
Spawn Point
The Spawn Point is where you are standing when your game loads (if you happen
to be at that property.)
Since I am most familiar with Powertools that is what I will give the instructions for.
Note: I am going to assume that you have powertools downloaded and installed already
Start your game and press the Scroll Lock Key on your keyboard. you should see some
coordinates pop up in the upper left part of your screen. You can either write the coordinates
down by hand or use a screenshot program. I use Fraps.
Go to the location where you want to place your safe house assets and press pause. Now either
write down or screenshot your coordinates. Do this as many times as is necessary to place all
your assets (money, clothes etc...) making sure that you note the direction that you are facing
at each position and then you can press scroll lock again and let the coordinates disappear.
At this point you can turn off the game and collect the files that you need to edit.
The first file that should be edited is cribs.xtbl.
As I understand it there is no more space for any more safe houses in the GOTR version.
Note 2: I have covered moving previously existing properties in my 'Creating The Claflin Compound' tutorial but here I am going to be creating a new property not just moving one.
To add a new safe house you will need to pick a location and get some coordinates. I will be again using Mt Claflin, for the most part but we will be making a brief stop at Aisha's house later on.
Mt Claflin has what looks to be a few abandoned buildings that I think will be perfect for my purposes. So I will need to gather some coordinates. I am using Powertools, but other
programs will work just as well.
I will need several sets of coordinates:
Car Garage
Car Garage Trigger
Heli Garage
Heli Garage Trigger
Money Cache
Weapons Cache
Wardrobe Closet
TV
Clipboard
For Sale Sign
Spawn Point
The Spawn Point is where you are standing when your game loads (if you happen
to be at that property.)
Since I am most familiar with Powertools that is what I will give the instructions for.
Note: I am going to assume that you have powertools downloaded and installed already
Start your game and press the Scroll Lock Key on your keyboard. you should see some
coordinates pop up in the upper left part of your screen. You can either write the coordinates
down by hand or use a screenshot program. I use Fraps.
Go to the location where you want to place your safe house assets and press pause. Now either
write down or screenshot your coordinates. Do this as many times as is necessary to place all
your assets (money, clothes etc...) making sure that you note the direction that you are facing
at each position and then you can press scroll lock again and let the coordinates disappear.
At this point you can turn off the game and collect the files that you need to edit.
The first file that should be edited is cribs.xtbl.
First you need to copy an entry for one of the existing cribs into a blank
document, that way you don't have edit anything on the original until you
are ready to add an entry.
This is the entry for the Mall adjacent safehouse in the HE (High End Retail) District.
You will need to do some serious editing of this code.
Right now this code contains several options that your new safe house probably will not have.
There is no need to keep the style and furniture upgrades so they can be removed.
When you are done removing code it should look something like this (but not
exactly like it)
Now you change the HE_crib parts to whatever name you want to give your new
property.
As you can see I call mine The Claflin Compound.
The first part of the code:
deals with the property name and whether it is unlocked at the start of the game.
The <Locked>true</Locked> line means that you have to wait until after the Public
Defender mission to be able to unlock it.
The AR us the district code it stands for Arena.
The next part of the code deals with purchasing the property
[CODE[<Purchase>
<Trigger>cribs_sr2_city_$AR_Claflin_Compound</Trigger>
<Price>50000</Price>
<Trigger_Message>purchase the Claflin Compound for $50,000</Trigger_Message>
<Purchased_Message>CRIB_SHOP_PURCHASED_TEXT</Purchased_Message>
<Confirm_Message>BUILDING_PURCHASE_CRIB</Confirm_Message>
</Purchase>[/CODE]
This is where we add any garages that we might want.
and this:
Is where we add any assets that we want to be contained "within" our safe house
Once you get your entries created then copy the new property back into the
cribs.xtbl and be sure to watch your spelling and capitalization. If the entries
are different then the safe house will not work properly
document, that way you don't have edit anything on the original until you
are ready to add an entry.
Code:
<Cribs>
<Name>HE_Loft_Crib</Name>
<DisplayName>Crib_HE</DisplayName>
<Locked>true</Locked>
<_Editor>
<Category>Entries</Category>
</_Editor>
<CribSave>
<Respawns>
<Element>cribs_sr2_city_$HE_crib_spawn1</Element>
<Element>cribs_sr2_city_$HE_crib_spawn2</Element>
<Element>cribs_sr2_city_$HE_crib_spawn3</Element>
</Respawns>
<Interior_Spawn>True</Interior_Spawn>
</CribSave>
<CribWeapon>cribs_sr2_city_$HE_crib_weapons</CribWeapon>
<Walk_Style_Trigger>cribs_sr2_city_$HE_crib_walk_syle</Walk_Style_Trigger>
<Cash_Navpoint>cribs_sr2_city_$HE_crib_cash</Cash_Navpoint>
<Customize_Trigger>cribs_sr2_city_$HE_crib_customize</Customize_Trigger>
<Clothing>cribs_sr2_city_$HE_crib_clothing</Clothing>
<Clipboard_Trigger>cribs_sr2_city_$HE_crib_clipboard</Clipboard_Trigger>
<Radio_Trigger>cribs_sr2_city_$HE_crib_radio</Radio_Trigger>
<television_trigger>cribs_sr2_city_$HE_crib_zombie</television_trigger>
<Garage>HE_Loft_Crib</Garage>
<CribIcon>cribs_sr2_city_$HE_crib</CribIcon>
<Customization>
<Default_Chunk_Name>SR2_IntWRCribLoft_avg</Default_Chunk_Name>
<Levels>
<Level>
<Level>1</Level>
<Price>0.0</Price>
<Respect>0</Respect>
<Chunk_Name>SR2_IntWRCribLoft_avg</Chunk_Name>
<Display_Name>CRIB_HE_AVERAGE</Display_Name>
</Level>
<Level>
<Level>2</Level>
<Price>8000</Price>
<Respect>800</Respect>
<Chunk_Name>SR2_IntWRCribLoft_pimp</Chunk_Name>
<Display_Name>CRIB_HE_PIMP</Display_Name>
</Level>
</Levels>
<Sets>
<Set>
<Category_Name>table</Category_Name>
<ID>1</ID>
<Levels>
<Level>
<Level>1</Level>
<Name>ratty table</Name>
<Price>0.0</Price>
<Respect>0</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_HE_ITEM_TABLE_RATTY</Level_Display_Name>
</Level>
<Level>
<Level>2</Level>
<Name>avg table</Name>
<Price>500</Price>
<Respect>50</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_HE_ITEM_TABLE_AVERAGE</Level_Display_Name>
</Level>
<Level>
<Level>3</Level>
<Name>pimp table</Name>
<Price>1000</Price>
<Respect>100</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_PI_ITEM_TABLE_PIMP</Level_Display_Name>
</Level>
</Levels>
<Set_Display_Name>CRIB_HE_ITEM_TABLE</Set_Display_Name>
<Flags>
</Flags>
</Set>
<Set>
<Category_Name>TV</Category_Name>
<ID>2</ID>
<Levels>
<Level>
<Level>1</Level>
<Name>ratty tv</Name>
<Price>0.0</Price>
<Respect>0</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_SU_ITEM_ENTERTAINMENT_RATTY</Level_Display_Name>
</Level>
<Level>
<Level>2</Level>
<Name>avg tv</Name>
<Price>500</Price>
<Respect>50</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_SU_ITEM_ENTERTAINMENT_AVERAGE</Level_Display_Name>
</Level>
<Level>
<Level>3</Level>
<Name>pimp tv</Name>
<Price>1000</Price>
<Respect>100</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_HE_ITEM_TV_PIMP</Level_Display_Name>
</Level>
</Levels>
<Set_Display_Name>CRIB_HE_ITEM_TV</Set_Display_Name>
<Flags>
</Flags>
</Set>
<Set>
<Category_Name>pole</Category_Name>
<ID>3</ID>
<Levels>
<Level>
<Level>1</Level>
<Name>ratty pole</Name>
<Price>0.0</Price>
<Respect>0</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_HE_ITEM_POLE_RATTY</Level_Display_Name>
</Level>
<Level>
<Level>2</Level>
<Name>avg pole</Name>
<Price>500</Price>
<Respect>50</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_HE_ITEM_POLE_AVERAGE</Level_Display_Name>
</Level>
<Level>
<Level>3</Level>
<Name>pimp pole</Name>
<Price>1000</Price>
<Respect>100</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_HE_ITEM_POLE_PIMP</Level_Display_Name>
</Level>
</Levels>
<Set_Display_Name>CRIB_HE_ITEM_POLE</Set_Display_Name>
<Flags>
</Flags>
</Set>
<Set>
<Category_Name>bed</Category_Name>
<ID>4</ID>
<Levels>
<Level>
<Level>1</Level>
<Name>ratty couch</Name>
<Price>0.0</Price>
<Respect>0</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_SU_ITEM_BED_RATTY</Level_Display_Name>
</Level>
<Level>
<Level>2</Level>
<Name>avg couch</Name>
<Price>200</Price>
<Respect>20</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_SU_ITEM_BED_PIMP</Level_Display_Name>
</Level>
<Level>
<Level>3</Level>
<Name>pimp couch</Name>
<Price>400</Price>
<Respect>40</Respect>
<Is_TV>False</Is_TV>
<Level_Display_Name>CRIB_SR_ITEM_BED_PIMP</Level_Display_Name>
</Level>
</Levels>
<Set_Display_Name>CRIB_SU_ITEM_BED</Set_Display_Name>
<Flags>
</Flags>
</Set>
</Sets>
</Customization>
<Trigger></Trigger>
<Purchase>
<Trigger>cribs_sr2_city_$HE_purchase</Trigger>
<Price>40000</Price>
<Purchase_Camera_Start_Navpoint>cribs_sr2_city_$HE_purchase_camera1</Purchase_Camera_Start_Navpoint>
<Trigger_Message>Crib_HE_PURCHASE</Trigger_Message>
<Purchase_Camera_End_Navpoint>cribs_sr2_city_$HE_purchase_camera2</Purchase_Camera_End_Navpoint>
<Purchased_Message>CRIB_SHOP_PURCHASED_TEXT</Purchased_Message>
<Confirm_Message>BUILDING_PURCHASE_CRIB</Confirm_Message>
</Purchase>
<Garages>
<Garage>HE_Loft_Crib</Garage>
<Garage>HE_Loft_Crib_Airport</Garage>
</Garages>
<crib_icon_name>photo_high_end_condo</crib_icon_name>
<Doors>
<DoorName>cribs_sr2_city_$HE_door1</DoorName>
</Doors>
<Misc_Triggers></Misc_Triggers>
<WeaponLS>
<Filename>custom_start_lightsets.xtbl</Filename>
<Preload>true</Preload>
</WeaponLS>
<ClothingLS>
<Filename>custom_start_lightsets.xtbl</Filename>
<Preload>true</Preload>
</ClothingLS>
<InteriorChunk>False</InteriorChunk>
<clipboard_camera_nav>cribs_sr2_city_$HE_crib_clipboard_cam</clipboard_camera_nav>
<television_camera_nav>cribs_sr2_city_$HE_crib_tv_trigger_cam</television_camera_nav>
</Cribs>
This is the entry for the Mall adjacent safehouse in the HE (High End Retail) District.
You will need to do some serious editing of this code.
Right now this code contains several options that your new safe house probably will not have.
There is no need to keep the style and furniture upgrades so they can be removed.
Code:
<Cribs>
<Name>HE_Loft_Crib</Name>
<DisplayName>HE_Loft_Crib</DisplayName>
<Locked>false</Locked>
<CribIcon>cribs_sr2_city_$HE_Loft_Crib</CribIcon>
<Purchase>
<Trigger>cribs_sr2_city_$HE_Loft_Crib_Airport</Trigger>
<Price>50000</Price>
<Trigger_Message>purchase HE_Loft_Crib for $50,000</Trigger_Message>
<Purchased_Message>CRIB_SHOP_PURCHASED_TEXT</Purchased_Message>
<Confirm_Message>BUILDING_PURCHASE_CRIB</Confirm_Message>
</Purchase>
<crib_icon_name>photo_HE_Loft</crib_icon_name>
<Garages>
<Garage>HE_Crib</Garage>
<Garage>HE_Loft_Crib_Airport</Garage>
</Garages>
<_Editor>
<Category>Entries</Category>
</_Editor>
<CribWeapon>cribs_sr2_city_$HE_weapons</CribWeapon>
<Clothing>cribs_sr2_city_$HE_clothes</Clothing>
<Cash_Navpoint>cribs_sr2_city_$HE_cash</Cash_Navpoint>
<television_trigger>cribs_sr2_city_$HE_tv</television_trigger>
<Clipboard_Trigger>cribs_sr2_city_$HE_clipboard</Clipboard_Trigger>
<InteriorChunk>True</InteriorChunk>
<Misc_Triggers></Misc_Triggers>
</Cribs>
When you are done removing code it should look something like this (but not
exactly like it)
Now you change the HE_crib parts to whatever name you want to give your new
property.
Code:
<Cribs>
<Name>Claflin Compound</Name>
<DisplayName>The Claflin Compound</DisplayName>
<Locked>false</Locked>
<CribIcon>cribs_sr2_city_$AR_Claflin_Compound</CribIcon>
<Purchase>
<Trigger>cribs_sr2_city_$AR_Claflin_Compound</Trigger>
<Price>50000</Price>
<Trigger_Message>purchase the Claflin Compound for $50,000</Trigger_Message>
<Purchased_Message>CRIB_SHOP_PURCHASED_TEXT</Purchased_Message>
<Confirm_Message>BUILDING_PURCHASE_CRIB</Confirm_Message>
</Purchase>
<crib_icon_name>photo_Claflin</crib_icon_name>
<Garages>
<Garage>AR_Claflin_Compound</Garage>
<Garage>AR_Claflin_Compound_heligar</Garage>
</Garages>
<_Editor>
<Category>Entries</Category>
</_Editor>
<CribWeapon>cribs_sr2_city_$AR_Claflin_Compound_weapons</CribWeapon>
<Clothing>cribs_sr2_city_$AR_Claflin_Compound_clothes</Clothing>
<Cash_Navpoint>cribs_sr2_city_$AR_Claflin_Compound_cash</Cash_Navpoint>
<television_trigger>cribs_sr2_city_$AR_Claflin_Compound_tv</television_trigger>
<Clipboard_Trigger>cribs_sr2_city_$AR_Claflin_Compound_clipboard</Clipboard_Trigger>
<InteriorChunk>True</InteriorChunk>
<Misc_Triggers></Misc_Triggers>
</Cribs>
As you can see I call mine The Claflin Compound.
The first part of the code:
Code:
<Cribs>
<Name>Claflin Compound</Name>
<DisplayName>The Claflin Compound</DisplayName>
<Locked>true</Locked>
<CribIcon>cribs_sr2_city_$AR_Claflin_Compound</CribIcon>
deals with the property name and whether it is unlocked at the start of the game.
The <Locked>true</Locked> line means that you have to wait until after the Public
Defender mission to be able to unlock it.
The AR us the district code it stands for Arena.
The next part of the code deals with purchasing the property
[CODE[<Purchase>
<Trigger>cribs_sr2_city_$AR_Claflin_Compound</Trigger>
<Price>50000</Price>
<Trigger_Message>purchase the Claflin Compound for $50,000</Trigger_Message>
<Purchased_Message>CRIB_SHOP_PURCHASED_TEXT</Purchased_Message>
<Confirm_Message>BUILDING_PURCHASE_CRIB</Confirm_Message>
</Purchase>[/CODE]
Code:
<crib_icon_name>photo_Claflin</crib_icon_name>
<Garages>
<Garage>AR_Claflin_Compound</Garage>
<Garage>AR_Claflin_Compound_heligar</Garage>
</Garages>
This is where we add any garages that we might want.
and this:
Code:
<CribWeapon>cribs_sr2_city_$AR_Claflin_Compound_weapons</CribWeapon>
<Clothing>cribs_sr2_city_$AR_Claflin_Compound_clothes</Clothing>
<Cash_Navpoint>cribs_sr2_city_$AR_Claflin_Compound_cash</Cash_Navpoint>
<television_trigger>cribs_sr2_city_$AR_Claflin_Compound_tv</television_trigger>
<Clipboard_Trigger>cribs_sr2_city_$AR_Claflin_Compound_clipboard</Clipboard_Trigger>
<InteriorChunk>True</InteriorChunk>
<Misc_Triggers></Misc_Triggers>
Is where we add any assets that we want to be contained "within" our safe house
Once you get your entries created then copy the new property back into the
cribs.xtbl and be sure to watch your spelling and capitalization. If the entries
are different then the safe house will not work properly
There are two sections that have to be edited:
#NAVPOINTS
and
#TRIGGERS
Change the Navpoint name and the coordinates in the Navpoints section
and remember to change the orient values as well.
Picture courtesy of Nclok1405 post about angles
The only thing that you need to change in the triggers section is the $Trigger line.
Once again capitalization and spelling matter here.
#NAVPOINTS
Code:
$Navpoint: "cribs_sr2_city_$AR_Claflin_Compound"
$Type: "ground"
$Pos: <1256.691162 32.586853 -274.872650>
$Orient: [1.55]
$Navpoint: "cribs_sr2_city_$AR_Claflin_Compound_weapons"
$Type: "ground"
$Pos: <1265.664795 32.254982 -250.966019>
$Orient: [1.55]
$Navpoint: "cribs_sr2_city_$AR_Claflin_Compound_clothes"
$Type: "ground"
$Pos: <1228.80 34.172 -230.668>
$Orient: [-1.246697]
$Navpoint: "cribs_sr2_city_$AR_Claflin_Compound_cash"
$Type: "ground"
$Pos: <1259.035400 32.394630 -236.197571>
$Orient: [1.66]
$Navpoint: "cribs_sr2_city_$AR_Claflin_Compound_clipboard"
$Type: "ground"
$Pos: <1246.006836 32.395217 -279.601440>
$Orient: [4.7]
$Navpoint: "cribs_sr2_city_$AR_Claflin_Compound_tv"
$Type: "ground"
$Pos: <1235.433960 32.808173 -243.699341>
$Orient: [4.7]
$Navpoint: "cribs_sr2_city_$AR_Claflin_Compound_purchase"
$Type: "ground"
$Pos: <1244.116577 32.041656 -288.977356>
$Orient: [3.15]
and
#TRIGGERS
Code:
$Trigger: "cribs_sr2_city_$AR_Claflin_Compound_weapons"
$Trigger type: "bounding box"
$Trigger action: "crib weapons"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$AR_Claflin_Compound_weapons"
$Box size: -0.800000 0.000000 -0.600000 0.800000 2.000000 0.600000
+Ignore Vehicles
$Trigger: "cribs_sr2_city_$AR_Claflin_Compound_clothes"
$Trigger type: "bounding box"
$Trigger action: "crib clothing"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$AR_Claflin_Compound_clothes"
$Box size: -1.000000 0.000000 -1.000000 1.000000 2.000000 1.000000
+Ignore Vehicles
$Trigger: "cribs_sr2_city_$AR_Claflin_Compound_cash"
$Trigger type: "bounding box"
$Trigger action: "cash pickup"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$AR_Claflin_Compound_cash"
$Box size: -0.450000 0.000000 -0.500000 0.450000 2.000000 0.500000
+Ignore Vehicles
$Trigger: "cribs_sr2_city_$AR_Claflin_Compound_clipboard"
$Trigger type: "bounding box"
$Trigger action: "crib clipbool"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$AR_Claflin_Compound_clipboard"
+UseActivated
$Box size: -1.000000 0.000000 -1.000000 1.000000 2.000000 1.000000
+Ignore Vehicles
$Trigger: "cribs_sr2_city_$AR_Claflin_Compound_tv"
$Trigger type: "bounding box"
$Trigger action: "crib television trigger"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$AR_Claflin_Compound_tv"
+UseActivated
$Box size: -1.000000 0.000000 -1.000000 1.000000 2.000000 1.000000
+Ignore Vehicles
$Trigger: "cribs_sr2_city_$AR_Claflin_Compound_purchase"
$Trigger type: "bounding box"
$Trigger action: "crib purchase"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$AR_Claflin_Compound_purchase"
+Disabled
+UseActivated
$Box size: -1.000000 0.000000 -1.000000 1.000000 2.000000 1.000000
+Ignore Vehicles
Change the Navpoint name and the coordinates in the Navpoints section
and remember to change the orient values as well.
Picture courtesy of Nclok1405 post about angles
The only thing that you need to change in the triggers section is the $Trigger line.
Once again capitalization and spelling matter here.
This is also a cts file with two sections to be edited and it is done in the same
way. The only difference is that this file deals with the garages, of which we
have added two
#NAVPOINTS
[CODE[$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_inside"
$Type: "ground"
$Pos: <1260.74 33.04 -259.50>
$Orient:
$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_foot"
$Type: "ground"
$Pos: <1266.48 32.482 -258.573>
$Orient: [180.839081]
//YT_Heli
$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_heligar_inside"
$Type: "ground"
$Pos: <1234.80 32.585 -268.165>
$Orient: [180.0]
$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_heligar_foot"
$Type: "ground"
$Pos: <1246.9 32.123 -266.85>
$Orient: [90.839081][/CODE]
#TRIGGERS
way. The only difference is that this file deals with the garages, of which we
have added two
#NAVPOINTS
[CODE[$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_inside"
$Type: "ground"
$Pos: <1260.74 33.04 -259.50>
$Orient:
$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_foot"
$Type: "ground"
$Pos: <1266.48 32.482 -258.573>
$Orient: [180.839081]
//YT_Heli
$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_heligar_inside"
$Type: "ground"
$Pos: <1234.80 32.585 -268.165>
$Orient: [180.0]
$Navpoint: "garage_sr2_city_$AR_Claflin_Compound_heligar_foot"
$Type: "ground"
$Pos: <1246.9 32.123 -266.85>
$Orient: [90.839081][/CODE]
#TRIGGERS
Code:
$Trigger: "garage_sr2_city_$AR_Claflin_Compound_inside"
$Trigger type: "bounding box"
$Trigger action: "save vehicle"
$Trigger max fires: 0
$Trigger delay: 500
$Start nav: "garage_sr2_city_$AR_Claflin_Compound_inside"
+Disabled
$Box size: -6.400000 0.000000 -4.550000 6.400000 4.600000 4.550000
+Ignore On Foot
$Trigger: "garage_sr2_city_$AR_Claflin_Compound_foot"
$Trigger type: "sphere"
$Trigger action: "garage enter"
$Trigger max fires: 0
$Trigger delay: 500
$Start nav: "garage_sr2_city_$AR_Claflin_Compound_foot"
$Sphere radius: 1.000000
+Ignore Vehicles
$Trigger: "garage_sr2_city_$AR_Claflin_Compound_heligar_inside"
$Trigger type: "bounding box"
$Trigger action: "save vehicle"
$Trigger max fires: 0
$Trigger delay: 500
$Start nav: "garage_sr2_city_$AR_Claflin_Compound_heligar_inside"
+Disabled
$Box size: -6.400000 0.000000 -4.550000 6.400000 4.600000 4.550000
+Ignore On Foot
$Trigger: "garage_sr2_city_$AR_Claflin_Compound_heligar_foot"
$Trigger type: "sphere"
$Trigger action: "garage enter"
$Trigger max fires: 0
$Trigger delay: 500
$Start nav: "garage_sr2_city_$AR_Claflin_Compound_heligar_foot"
$Sphere radius: 1.000000
+Ignore Vehicles
This is the xtbl where your garages are defined.
<Garages>
<Name>AR_Claflin_Compound</Name>
<Type>crib valet</Type>
<Inside_Trigger>garage_sr2_city_$AR_Claflin_Compound_inside</Inside_Trigger>
<Foot_Trigger>garage_sr2_city_$AR_Claflin_Compound_foot</Foot_Trigger>
<Flags>
<Flag>outdoor_garage</Flag>
<Flag>allow_large_vehicles</Flag>
</Flags>
<Vehicle_Type>cars</Vehicle_Type>
<_Editor>
<Category>Entries</Category>
</_Editor>
</Garages>
<Garages>
<Name>AR_Claflin_Compound_heligar</Name>
<Type>crib helipad</Type>
<Inside_Trigger>garage_sr2_city_$AR_Claflin_Compound_heligar_inside</Inside_Trigger>
<Foot_Trigger>garage_sr2_city_$AR_Claflin_Compound_heligar_foot</Foot_Trigger>
<Flags>
<Flag>outdoor_garage</Flag>
<Flag>allow_large_vehicles</Flag>
</Flags>
<Vehicle_Type>helicopters</Vehicle_Type>
<_Editor>
<Category>Entries</Category>
</_Editor>
</Garages>
Make sure that everything is spelled and capitalized correctly.
<Garages>
<Name>AR_Claflin_Compound</Name>
<Type>crib valet</Type>
<Inside_Trigger>garage_sr2_city_$AR_Claflin_Compound_inside</Inside_Trigger>
<Foot_Trigger>garage_sr2_city_$AR_Claflin_Compound_foot</Foot_Trigger>
<Flags>
<Flag>outdoor_garage</Flag>
<Flag>allow_large_vehicles</Flag>
</Flags>
<Vehicle_Type>cars</Vehicle_Type>
<_Editor>
<Category>Entries</Category>
</_Editor>
</Garages>
<Garages>
<Name>AR_Claflin_Compound_heligar</Name>
<Type>crib helipad</Type>
<Inside_Trigger>garage_sr2_city_$AR_Claflin_Compound_heligar_inside</Inside_Trigger>
<Foot_Trigger>garage_sr2_city_$AR_Claflin_Compound_heligar_foot</Foot_Trigger>
<Flags>
<Flag>outdoor_garage</Flag>
<Flag>allow_large_vehicles</Flag>
</Flags>
<Vehicle_Type>helicopters</Vehicle_Type>
<_Editor>
<Category>Entries</Category>
</_Editor>
</Garages>
Make sure that everything is spelled and capitalized correctly.
For this we will use Aisha's House.
You only need to edit two files for this: cribs.xtbl and cribs_sr2_city.cts
In cribs.xtbl :
You only need to add to line about the radio:
<Radio_Trigger>cribs_sr2_city_$SB_Aisha_radio</Radio_Trigger>
You add it with the rest of the assets under the editor entries
In cribs_sr2_city.cts there are a couple of entries that need to be made:
#NAVPOINTS
$Navpoint: "cribs_sr2_city_$SB_Aisha_radio"
$Type: "ground"
$Pos: <427.869720 23.869720 -2026.249023>
$Orient:
# TRIGGERS
$Trigger: "cribs_sr2_city_$SB_Aisha_radio"
$Trigger type: "sphere"
$Trigger action: "crib radio"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$SB_Aisha_radio"
$Sphere radius: 1.000000
+Ignore Vehicles
#AMBIENT
$Ambient: "cribs_sr2_city_$Aisha_ambient"
$Navpoint: "cribs_sr2_city_$Aisha_ambient"
$Shape: "Sphere"
$Inner Radius: 0.25
$Outer Radius: 20.00
$Inner Offset: <0 0 0>
$Attachment Type: "None"
$Emitter: "list_0"
$Volume: 0.2500
$Priority: 0.0000
$Radio: "107.77 THE MIX FM"
$Min ToD: 0
$Max ToD: 0
$ToD Fade In: 0
$ToD Fade Out: 0
+Masked
You only need to edit two files for this: cribs.xtbl and cribs_sr2_city.cts
In cribs.xtbl :
Code:
<Cribs>
<Name>SB_Aisha</Name>
<DisplayName>Aisha's House</DisplayName>
<Locked>false</Locked>
<CribIcon>cribs_sr2_city_$SB_Aisha</CribIcon>
<Purchase>
<Trigger>cribs_sr2_city_$AISHA_purchase</Trigger>
<Price>1</Price>
<Trigger_Message>purchase Aisha's Crib for $1</Trigger_Message>
<Purchased_Message>CRIB_SHOP_PURCHASED_TEXT</Purchased_Message>
<Confirm_Message>BUILDING_PURCHASE_CRIB</Confirm_Message>
</Purchase>
<Garages>
<Garage>SB_Aisha</Garage>
<Garage>SB_Aisha_heligar</Garage>
</Garages>
<crib_icon_name>photo_aishacrib</crib_icon_name>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Cash_Navpoint>cribs_sr2_city_$SB_Aisha_cash</Cash_Navpoint>
<Clothing>cribs_sr2_city_$SB_Aisha_clothes</Clothing>
<CribWeapon>cribs_sr2_city_$SB_Aisha_weapons</CribWeapon>
<television_trigger>cribs_sr2_city_$SB_Aisha_tv</television_trigger>
<Radio_Trigger>cribs_sr2_city_$SB_Aisha_radio</Radio_Trigger>
<Clipboard_Trigger>cribs_sr2_city_$HE_crib_clipboard</Clipboard_Trigger>
<Misc_Triggers>
<Trigger_Name>suburbs_$SB_aisha_in</Trigger_Name>
<Trigger_Name>suburbs_$SB_aisha_out</Trigger_Name>
</Misc_Triggers>
<InteriorChunk>True</InteriorChunk>
</Cribs>
You only need to add to line about the radio:
<Radio_Trigger>cribs_sr2_city_$SB_Aisha_radio</Radio_Trigger>
You add it with the rest of the assets under the editor entries
In cribs_sr2_city.cts there are a couple of entries that need to be made:
#NAVPOINTS
$Navpoint: "cribs_sr2_city_$SB_Aisha_radio"
$Type: "ground"
$Pos: <427.869720 23.869720 -2026.249023>
$Orient:
# TRIGGERS
$Trigger: "cribs_sr2_city_$SB_Aisha_radio"
$Trigger type: "sphere"
$Trigger action: "crib radio"
$Trigger max fires: 0
$Trigger delay: 10000
$Start nav: "cribs_sr2_city_$SB_Aisha_radio"
$Sphere radius: 1.000000
+Ignore Vehicles
#AMBIENT
$Ambient: "cribs_sr2_city_$Aisha_ambient"
$Navpoint: "cribs_sr2_city_$Aisha_ambient"
$Shape: "Sphere"
$Inner Radius: 0.25
$Outer Radius: 20.00
$Inner Offset: <0 0 0>
$Attachment Type: "None"
$Emitter: "list_0"
$Volume: 0.2500
$Priority: 0.0000
$Radio: "107.77 THE MIX FM"
$Min ToD: 0
$Max ToD: 0
$ToD Fade In: 0
$ToD Fade Out: 0
+Masked
I am including the files for you to use / study.
Note: These files are built on vanilla so there are a few things missing that GOTR users are used to
The three properties are: Claflin Compund, Aisha's House (Rearranged) and The Brotherhood Hideout
Attachments
Last edited: