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. | + | 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. Nearly 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 == | ||
− | {| | + | {|class="nowrap-col-2" |
− | | [[0213]] || | + | |[[0213]] ||{{Icon|t}} ||creates a pickup |
+ | |- | ||
+ | |[[0214]] ||{{Icon|t}} ||checks if the pickup has been collected | ||
+ | |- | ||
+ | |[[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 | ||
+ | |- | ||
+ | |[[035B]] ||{{Icon|3}} ||creates a drop-off package, used in the Donald Love's mission "A Drop In The Ocean" | ||
|- | |- | ||
− | | [[ | + | |[[03DB]] ||{{Icon|3}} ||adds a [[blip]] with properties to the pickup |
|- | |- | ||
− | | [[ | + | |[[03DC]] ||{{Icon|t}} ||adds a blip to the pickup |
|- | |- | ||
− | | [[ | + | |[[03DD]] ||{{Icon|3}} ||adds a sprite blip to the pickup |
|- | |- | ||
− | | [[ | + | |[[048C]] ||{{a|r}} |{{Icon|VC}} {{Icon|SA}} ||checks if there is any pickup at the coordinates point |
|- | |- | ||
− | | [[ | + | |[[04A6]] ||{{a|r}} |{{Icon|VC}} {{Icon|SA}} ||creates a protection pickup |
|- | |- | ||
− | | [[ | + | |[[0517]] ||{{a|r}} |{{Icon|VC}} {{Icon|SA}} ||creates a locked property pickup |
|- | |- | ||
− | | [[ | + | |[[0518]] ||{{a|r}} |{{Icon|VC}} {{Icon|SA}} ||creates a for sale property pickup |
|- | |- | ||
− | | [[ | + | |[[055B]] ||{{a|c}} |{{Icon|VC}} ||creates a clothes pickup |
|- | |- | ||
− | | [[ | + | |[[0958]] ||{{a|r}} |{{Icon|SA}} ||creates a snapshot |
|- | |- | ||
− | | [[ | + | |[[0959]] ||{{a|r}} |{{Icon|SA}} ||creates a horseshoe |
|- | |- | ||
− | | [[ | + | |[[095A]] ||{{a|r}} |{{Icon|SA}} ||creates an oyster |
+ | |} | ||
+ | |||
+ | == Pac-Man pickups == | ||
+ | [[File:02C7.jpg|thumb|Platinum pickups in GTA III]] | ||
+ | Pac-Man pickups are a collection of pickups unique to GTA III. The entire collection is interestingly named "Pac Man" and the pickups "Power Pills," references to the [[wikipedia:Pac-Man|''Pac-Man'']] arcade game. They can only be collected while the player is in a vehicle and have a spinning halo that is unique from all other pickups in the game. There are two types of pickups: "race" used for donkey magazines during "Big'N'Veiny", and "scramble" used for platinums during "Bullion Run". These pickups are a separate class from the above so pickup opcodes do not work on them and they aren't saved into the save file. | ||
+ | |||
+ | {| | ||
+ | |[[02C3]] ||Creates a collection of donkey magazine pickups | ||
|- | |- | ||
− | | [[ | + | |[[02C5]] ||Gets the number of donkey magazine pickups collected |
|- | |- | ||
− | | [[ | + | |[[02C6]] ||Removes all donkey magazine and platinum pickups |
|- | |- | ||
− | | [[ | + | |[[02C7]] ||Creates a collection of platinum pickups |
|- | |- | ||
− | | [[ | + | |[[02C8]] ||Gets the number of platinum pickups collected in a vehicle |
|- | |- | ||
− | | [[ | + | |[[02C9]] ||Clears the number of platinum pickups collected in a vehicle |
|- | |- | ||
− | | [[ | + | |[[02D9]] ||Clears the number of donkey magazine pickups collected |
|- | |- | ||
− | | [[ | + | |[[02DA]] ||Creates a single donkey magazine pickup |
|} | |} | ||
Latest revision as of 18:00, 15 July 2017
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. Nearly 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" | |
03DB | adds a blip with properties to the pickup | |
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 |
Pac-Man pickups
Pac-Man pickups are a collection of pickups unique to GTA III. The entire collection is interestingly named "Pac Man" and the pickups "Power Pills," references to the Pac-Man arcade game. They can only be collected while the player is in a vehicle and have a spinning halo that is unique from all other pickups in the game. There are two types of pickups: "race" used for donkey magazines during "Big'N'Veiny", and "scramble" used for platinums during "Bullion Run". These pickups are a separate class from the above so pickup opcodes do not work on them and they aren't saved into the save file.
02C3 | Creates a collection of donkey magazine pickups |
02C5 | Gets the number of donkey magazine pickups collected |
02C6 | Removes all donkey magazine and platinum pickups |
02C7 | Creates a collection of platinum pickups |
02C8 | Gets the number of platinum pickups collected in a vehicle |
02C9 | Clears the number of platinum pickups collected in a vehicle |
02D9 | Clears the number of donkey magazine pickups collected |
02DA | Creates a single donkey magazine pickup |
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.