Difference between revisions of "Pickup"
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[[File:Gta3_weapon_pickup.jpg|thumb|Weapon pickup with a red halo in GTA III]] | [[File:Gta3_weapon_pickup.jpg|thumb|Weapon pickup with a red halo in GTA III]] | ||
− | A '''pickup''' is a spinning object (with a glowing halo in [[GTA III]] and [[Vice City]]) that can disappear when the player goes through it or interacts with it. If the model is a usable [[weapon]], the player can "pick" it up and use it. | + | A '''pickup''' is a spinning object (with a glowing halo in [[GTA III]] and [[Vice City]]) that can disappear when the player goes through it or interacts with it. If the model is a usable [[weapon]], the player can "pick" it up and use it. Some pickups are created as [[collectibles]]. They are usually difficult to find but collecting them is required for a 100% completion of the game. Mines are classified as a type of pickup though their usage is limited to GTA III. All pickups are saved in [[Saves (GTA 3)#Block 7: Pickups|block 7 of the save file]] in GTA III, [[Saves (GTA VC)#Block 8: Pickups|block 8]] in Vice City, and [[Saves (GTA SA)#Block 6: Pickups|block 6]] in San Andreas. |
== Mission script == | == Mission script == | ||
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|- | |- | ||
| [[0215]] || {{Icon|t}} || removes the pickup | | [[0215]] || {{Icon|t}} || removes the pickup | ||
+ | |- | ||
+ | | [[02E1]] || {{Icon|t}} || creates a money pickup | ||
+ | |- | ||
+ | | [[02EC]] || {{Icon|3}} {{Icon|VC}} || creates a hidden package | ||
+ | |- | ||
+ | | [[02F0]] || {{Icon|3}} || creates a mine | ||
+ | |- | ||
+ | | [[02F1]] || {{Icon|3}} || creates a nautical mine | ||
|- | |- | ||
| [[032B]] || {{Icon|t}} || creates a pickup with ammo, equivalent to 0213 with an additional parameter to set a weapon's ammo | | [[032B]] || {{Icon|t}} || creates a pickup with ammo, equivalent to 0213 with an additional parameter to set a weapon's ammo | ||
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==See also== | ==See also== | ||
− | * {{Icon|VC}} {{Icon|SA}} [[Save pickup]] | + | * {{Icon|VC}} {{Icon|SA}} [[Save pickup]], a code snippet that allows the ability to save the game when a pickup is picked up. |
[[Category:Mission Script]] | [[Category:Mission Script]] |
Revision as of 06:28, 5 June 2015
A pickup is a spinning object (with a glowing halo in GTA III and Vice City) that can disappear when the player goes through it or interacts with it. If the model is a usable weapon, the player can "pick" it up and use it. Some pickups are created as collectibles. They are usually difficult to find but collecting them is required for a 100% completion of the game. Mines are classified as a type of pickup though their usage is limited to GTA III. All pickups are saved in block 7 of the save file in GTA III, block 8 in Vice City, and block 6 in San Andreas.
Mission script
0213 | creates a pickup | |
0214 | checks if the pickup has been collected | |
0215 | removes the pickup | |
02E1 | creates a money pickup | |
02EC | creates a hidden package | |
02F0 | creates a mine | |
02F1 | creates a nautical mine | |
032B | creates a pickup with ammo, equivalent to 0213 with an additional parameter to set a weapon's ammo | |
035B | creates a drop-off package, used in the Donald Love's mission "A Drop In The Ocean" | |
03DC | adds a blip to the pickup | |
03DD | adds a sprite blip to the pickup | |
048C | checks if there is any pickup at the coordinates point | |
04A6 | creates a protection pickup | |
0517 | creates a locked property pickup | |
0518 | creates a for sale property pickup | |
055B | creates a clothes pickup | |
0958 | creates a snapshot | |
0959 | creates a horseshoe | |
095A | creates an oyster |
See also
- Save pickup, a code snippet that allows the ability to save the game when a pickup is picked up.