These values are used in the same way as the first ones. The point represents one of the lower edge points of the plane representing the start of the unique stunt jump. These values define a point in the world as floating point values. StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ, TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward
The planes for target and start as described above are defined by six floating point values, where three of them always represent a point in real world coordinates. These stunts are recorded in the player's statistics. In San Andreas, it is not required to complete these stunts in order to complete the game but required in GTA IV. If the player has successfully passed the target plane the stunt jump gets marked as done. If the player has triggered a stunt jump (no matter if it fails or not) it is marked as found for the game and the savegame. If he has crossed it and reaches the ground (even if he falls of a bike or dies due a vehicle explosion or something else) the stunt jump has been successfully passed.
If the player reaches the ground without passing the target plane the stunt fails. The camera follows the player during his flight. If the player passes the start plane then the game enables a slow motion and sets the camera to the camera position. A unique stunt jump is defined by three parameters: A plane which the player needs to pass (in a car and with a specific speed), a plane a player needs to reach and the position of the camera.