Difference between revisions of "0213"
(→Pickup types) |
|||
Line 12: | Line 12: | ||
| native = [[CREATE_PICKUP]] | | native = [[CREATE_PICKUP]] | ||
}} | }} | ||
− | This opcode creates a pickup at a coordinate that can be "picked" up by the player. Pickup is a spinning object (with a glowing halo in GTA3 and Vice City) that disappears when the player goes through it. If the model is a useable [[weapon]], the player | + | This opcode creates a pickup at a coordinate that can be "picked" up by the player. Pickup is a spinning object (with a glowing halo in GTA3 and Vice City) that disappears when the player goes through it. If the model is a useable [[weapon]], the player can "pick" it up and use it. |
[[Sanny Builder]] example:<source lang="scm">0213: 0@ = create_pickup #INFO type 3 at 100.0 -10.0 12.5</source> | [[Sanny Builder]] example:<source lang="scm">0213: 0@ = create_pickup #INFO type 3 at 100.0 -10.0 12.5</source> | ||
Line 79: | Line 79: | ||
=== Vice City === | === Vice City === | ||
− | Ammo count applies to all but | + | Ammo count applies to all but types 2 and 15. For types 2 and 15, divide the ammo count by two. Cost applies to only type 1. |
{|{{Prettytable}} | {|{{Prettytable}} | ||
! Pickup | ! Pickup | ||
Line 185: | Line 185: | ||
| $500 | | $500 | ||
|} | |} | ||
+ | Any other pickups will display a cost of $0. | ||
== Pickup types == | == Pickup types == | ||
Line 205: | Line 206: | ||
|- | |- | ||
|4 | |4 | ||
− | | | + | |weapon/item pickup<br>one-time pickup, disappears in ~30s |
|item picked-up, does not respawn. | |item picked-up, does not respawn. | ||
|- | |- | ||
Line 212: | Line 213: | ||
|- | |- | ||
|6 | |6 | ||
− | |hidden package pickup<br> | + | |hidden package pickup<br>behaves exactly like a package including stat update and money reward |
|unpickable | |unpickable | ||
|- | |- | ||
Line 220: | Line 221: | ||
|- | |- | ||
|8 | |8 | ||
− | |"money" pickup<br>no money added, money dialogue plays, doesn't respawn | + | |"money" pickup<br>no money added, money dialogue plays, doesn't respawn and will disappear |
|item picked-up, does not respawn. | |item picked-up, does not respawn. | ||
|- | |- | ||
Line 236: | Line 237: | ||
|- | |- | ||
|13 | |13 | ||
− | |no object model, just | + | |no object model, if it's a weapon will just show its halo, unpickable |
|item photo-op, fake pickup drops slowly down, real visible when photographed. | |item photo-op, fake pickup drops slowly down, real visible when photographed. | ||
|- | |- | ||
|14 | |14 | ||
− | |colspan="2"|vehicle pickup, drive | + | |colspan="2"|vehicle pickup, drive through it to pick it up, can't be picked up on foot, does not respawn. |
|- | |- | ||
|15 | |15 | ||
Line 254: | Line 255: | ||
|- | |- | ||
|18 | |18 | ||
− | | | + | |pressing the Action button picks up the item |
|paycash pickup, pay amount to make it dissapear. (originally property) | |paycash pickup, pay amount to make it dissapear. (originally property) | ||
|- | |- | ||
Line 316: | Line 317: | ||
[[Pickup to object]] - a function to convert pickup's handle to an object one. | [[Pickup to object]] - a function to convert pickup's handle to an object one. | ||
− | == External | + | == External link == |
* {{GTAF|205020|Generic SA SCM Documentation}} | * {{GTAF|205020|Generic SA SCM Documentation}} | ||
− | |||
− |
Revision as of 20:50, 11 March 2010
{{{games}}}
- Description
- Creates a pickup
- Syntax
- {{{syntax1}}}
- Parameter
- Native analog
- CREATE_PICKUP
This opcode creates a pickup at a coordinate that can be "picked" up by the player. Pickup is a spinning object (with a glowing halo in GTA3 and Vice City) that disappears when the player goes through it. If the model is a useable weapon, the player can "pick" it up and use it.
Sanny Builder example:
0213: 0@ = create_pickup #INFO type 3 at 100.0 -10.0 12.5
Notes
The above format is more commonly used. The actual format of this opcode is in order:
0213=6,%1d% %2o% %3d% %4d% %5d% %6d%
The format to use depends on which INI file you use.
In Sanny Builder, this opcode is equivalent to the command Pickup.Create().
Example:
Pickup.Create(0@, #INFO, 3, 100.0, -10.0, 12.5)
Pickups
This opcode can create weapon pickups with a set amount of ammo. To have a custom ammo count, use opcode 032B. All these values are hardcoded.
GTA III
Ammo count applies to all but types 2 and 15. For types 2 and 15, divide the ammo count by five. Cost applies to only type 1.
Pickup | Ammo | Cost |
---|---|---|
Armor | none | $3000 |
Bat | none | $10 |
Pistol | 45 | $250 |
Uzi | 125 | $800 |
Shotgun | 25 | $1,500 |
AK47 | 150 | $3,000 |
M16 | 300 | $5,000 |
Sniper Rifle | 25 | $10,000 |
Flamethrower | 25 | $25,000 |
Molotov Cocktail | 5 | $2,000 |
Grenade | 5 | $2,000 |
Vice City
Ammo count applies to all but types 2 and 15. For types 2 and 15, divide the ammo count by two. Cost applies to only type 1.
Pickup | Ammo | Cost |
---|---|---|
Health | none | $20 |
Armor | none | $10 |
All melee weapons | none | $10 |
Grenade | 8 | $1,000 |
Detonator Grenade | 8 | $1,000 |
Tear Gas | 8 | $1,000 |
Molotov Cocktail | 8 | $500 |
Pistol | 68 | $250 |
.357 | 24 | $400 |
Chrome Shotgun | 32 | $1,200 |
S.P.A.S. Shotgun | 28 | $1,250 |
Stubby Shotgun | 20 | $1,250 |
Tec 9 | 200 | $800 |
Uz-I | 120 | $800 |
Mac | 120 | $650 |
MP5 | 120 | $1,200 |
M4 | 120 | $5,000 |
Ruger | 120 | $400 |
Rocket Launcher | 8 | $8,000 |
Flamethrower | 30 | $8,000 |
M60 | 200 | $8,000 |
Minigun | 1,000 | $10,000 |
Sniper Rifle | 40 | $10,000 |
.308 Sniper | 28 | $10,000 |
Camera | 36 | $500 |
Any other pickups will display a cost of $0.
Pickup types
This is a list of all known types of pickups. This list mainly applies to San Andreas.
Value | Vice City | San Andreas |
---|---|---|
0 | unused | |
1 | weapon/item pickup with cost, respawn time ~5s | |
2 | weapon/item pickup respawn time ~30s, respawn distance ~15m | |
3 | weapon/item pickup one-time pickup, does not respawn. | |
4 | weapon/item pickup one-time pickup, disappears in ~30s |
item picked-up, does not respawn. |
5 | weapon/item pickup, one-time pickup, does not respawn. | |
6 | hidden package pickup behaves exactly like a package including stat update and money reward |
unpickable |
7 | out of stock pickup darkened model, unpickable |
unpickable |
8 | "money" pickup no money added, money dialogue plays, doesn't respawn and will disappear |
item picked-up, does not respawn. |
9 | proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs | |
10 | proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs | |
11 | proximity bomb?, selfdestruct when player driving in proximity 20m, explodes upon contact with vehs | |
12 | proximity bomb?, selfdestruct when player in proximity 40m, explodes upon contact with vehs | |
13 | no object model, if it's a weapon will just show its halo, unpickable | item photo-op, fake pickup drops slowly down, real visible when photographed. |
14 | vehicle pickup, drive through it to pick it up, can't be picked up on foot, does not respawn. | |
15 | item pickup, respawns after time. | |
16 | unpickable, (originally property) | |
17 | shows cancel popup. (originally property) | |
18 | pressing the Action button picks up the item | paycash pickup, pay amount to make it dissapear. (originally property) |
19 | getcash pickup, get amount to make it dissapear. | |
20 | snapshot pickup, photograph it to make it dissapear, adds 1 snapshot collected. | |
21 | 2nd player pickup, press second controller to make it disappear. | |
22 | invisible | |
23 | unpickable | |
24 | unpickable | |
25 | unpickable | |
26 | unpickable | |
27 | unpickable | |
28 | unpickable | |
29 | unpickable | |
30 | unpickable | |
31 | unpickable |
Keywords
create, pickup, weapon
See also
Pickup to object - a function to convert pickup's handle to an object one.
External link
- GTAForums: Generic SA SCM Documentation