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. 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. | + | 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. Other than script-based creations listed below, the only other time a pickup is created in the game is when a character dies and drops money or weapons. |
== Mission script == | == Mission script == |
Revision as of 08:45, 7 September 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. Other than script-based creations listed below, the only other time a pickup is created in the game is when a character dies and drops money or weapons.
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.
Buying property, a code snippet that allows to buy a property and view a cinematic scene.