Difference between revisions of "0213"

From GTAMods Wiki
Jump to navigation Jump to search
m (Weapons: adrenaline)
(unique objects, so much info!)
Line 409: Line 409:
 
|}
 
|}
 
Any other pickups will display a cost of $0.
 
Any other pickups will display a cost of $0.
 +
 +
==Unique objects==
 +
There are objects that have unique properties when used with this opcode. An example would be the object "bribe" that can only be picked up when the player has a wanted level. The uniqueness of the object is based on the model name of the object, independent of the [[IDE|ID number]] of the object. Here is a list of all unique objects.
 +
===Vice City===
 +
By default, objects have concentric halos when used as a pickup, similar to the halos seen around weapon pickups but not around health pickups. Also by default, when an object gets picked up, it produces a sound. Some objects can have a unique sound, different from generic objects.
 +
{| {{prettytable}} class="sortable"
 +
! Model
 +
! {{Hint|Concentric<br>halos?|by default, yes}}
 +
! {{Hint|Unique<br>sound?|by default, no}}
 +
! Other properties
 +
|-
 +
| briefcase
 +
| no
 +
| no
 +
| unique glow, shows no price when used as type 1
 +
|-
 +
| adrenaline
 +
| no
 +
| no
 +
| creates slow motion and super strength effects when picked up, shows no price when used as type 1
 +
|-
 +
| bodyarmour
 +
| yes
 +
| yes
 +
| gives the player full armor when picked up
 +
|-
 +
| info
 +
| no
 +
| yes
 +
|
 +
|-
 +
| health
 +
| no
 +
| yes
 +
| gives the player full health when picked up, shows no price when used as type 1
 +
|-
 +
| bonus
 +
| no
 +
| yes
 +
|
 +
|-
 +
| bribe
 +
| no
 +
| yes
 +
| lowers the player's wanted level by one for most types when picked up, can usually be picked up for most types only when the player has a wanted level
 +
|-
 +
| killfrenzy
 +
| no
 +
| yes
 +
|
 +
|-
 +
| camerapickup
 +
| no
 +
| no
 +
| can only be picked up while driving, doesn't self destruct for types 9 to 12
 +
|-
 +
| bigdollar
 +
| no
 +
| no
 +
|
 +
|-
 +
| pickupsave
 +
| no
 +
| no
 +
|
 +
|-
 +
| property_locked
 +
| no
 +
| no
 +
|
 +
|-
 +
| property_fsale
 +
| no
 +
| no
 +
|
 +
|-
 +
| clothesp
 +
| no
 +
| no
 +
|
 +
|-
 +
| barrel1
 +
| no
 +
| no
 +
| unique glow, shows no price when used as type 1
 +
|-
 +
| barrel2
 +
| no
 +
| no
 +
| unique glow, shows no price when used as type 1
 +
|-
 +
| package1
 +
| no
 +
| no
 +
| unique glow, shows no price when used as type 1
 +
|-
 +
| money
 +
| no
 +
| no
 +
| unique glow, shows no price when used as type 1
 +
|}
  
 
== Keywords ==
 
== Keywords ==

Revision as of 16:29, 29 April 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 GTA 3 and Vice City) that disappears when the player goes through it. If the model is a usable 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)

Pickup types

This is a list of all known types of pickups.

GTA III

Value Type Description
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, does not respawn, disappears in 20s
5 hidden package pickup behaves exactly like a package including stat update and money reward
6 out of stock pickup object model darkened, unpickable
7 money pickup no money actually added but money sound plays, one-time pickup, does not respawn, disappears in 30s
8 proximity bomb selfdestructs in ~10s if player is in vehicle, explodes upon contact with player vehicle
9 proximity bomb selfdestructs in ~10s if player is in vehicle, explodes upon contact with player vehicle
10 proximity bomb selfdestructs in ~10s, explodes upon contact with player vehicle, can float above water but weapon halo doesn't float with object, does not respawn
11 proximity bomb selfdestructs in ~10s, explodes upon contact with player vehicle, can float above water but weapon halo doesn't float with object, does not respawn
12 vehicle pickup drive through it to pick it up, can't be picked up on foot, object model sinks through ground, can only float on water, does not respawn
13 vehicle pickup drive through it to pick it up, can't be picked up on foot, can float on water, does not respawn
14 weapon/item pickup respawn time ~30s, respawn distance ~15m

Vice City

Value Type Description
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, does not respawn, disappears in 20s
5 weapon/item pickup one-time pickup, does not respawn, disappears in 120s
6 hidden package pickup behaves exactly like a package including stat update and money reward
7 out of stock pickup object model darkened, unpickable
8 money pickup no money actually added but money dialogue and sound plays, one-time pickup, does not respawn, disappears in 30s
9 proximity bomb selfdestructs in ~10s if player is in vehicle, explodes upon contact with player vehicle
10 proximity bomb selfdestructs in ~10s if player is in vehicle, explodes upon contact with player vehicle
11 proximity bomb selfdestructs in ~10s, explodes upon contact with player vehicle, can float above water but weapon halo doesn't float with object, does not respawn
12 proximity bomb selfdestructs in ~10s, explodes upon contact with player vehicle, can float above water but weapon halo doesn't float with object, does not respawn
13 vehicle pickup drive through it to pick it up, can't be picked up on foot, object model sinks through ground, can only float on water but weapon halo doesn't float with object, does not respawn
14 vehicle pickup drive through it to pick it up, can't be picked up on foot, can float on water but weapon halo doesn't float with object, does not respawn
15 weapon/item pickup respawn time ~30s, respawn distance ~15m
16 property pickup unpickable
17 property pickup unpickable
18 property pickup press the Action button to pick it up

San Andreas

Value Description
1 pickups with cost, unpickable for most
2 item pickup, respawn time 30s, respawn distance 15m
3 item pickup, does not respawn.
4 item picked-up, does not respawn.
5 item pickup, does not respawn.
6 unpickable
7 unpickable
8 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 item photo-op, fake pickup drops slowly down, real visible when photographed.
14 vehicle pickup, drive thru it to make it dissapear, does not respawn.
15 item pickup, respawns after time.
16 unpickable, (originally property)
17 shows cancel popup. (originally property)
18 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 dissapear.
22 invisible
23 unpickable

Weapons

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 14. For types 2 and 14, divide the ammo count by five. Cost applies to only type 1.

Pickup Ammo Cost
Armor none $3,000
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
Adrenaline 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.

Unique objects

There are objects that have unique properties when used with this opcode. An example would be the object "bribe" that can only be picked up when the player has a wanted level. The uniqueness of the object is based on the model name of the object, independent of the ID number of the object. Here is a list of all unique objects.

Vice City

By default, objects have concentric halos when used as a pickup, similar to the halos seen around weapon pickups but not around health pickups. Also by default, when an object gets picked up, it produces a sound. Some objects can have a unique sound, different from generic objects.

Model Concentric
halos?
Unique
sound?
Other properties
briefcase no no unique glow, shows no price when used as type 1
adrenaline no no creates slow motion and super strength effects when picked up, shows no price when used as type 1
bodyarmour yes yes gives the player full armor when picked up
info no yes
health no yes gives the player full health when picked up, shows no price when used as type 1
bonus no yes
bribe no yes lowers the player's wanted level by one for most types when picked up, can usually be picked up for most types only when the player has a wanted level
killfrenzy no yes
camerapickup no no can only be picked up while driving, doesn't self destruct for types 9 to 12
bigdollar no no
pickupsave no no
property_locked no no
property_fsale no no
clothesp no no
barrel1 no no unique glow, shows no price when used as type 1
barrel2 no no unique glow, shows no price when used as type 1
package1 no no unique glow, shows no price when used as type 1
money no no unique glow, shows no price when used as type 1

Keywords

create, pickup, weapon

See also

Pickup to object - a function to convert pickup's handle to an object one.

External link