Difference between revisions of "0213"

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(Pickup types)
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| 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 will be able to pick it up and use it.
+
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>
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=== Vice City ===
 
=== Vice City ===
Ammo count applies to all but type 15. For type 15, just divide the ammo count by two. Cost applies to only type 1.
+
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
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| $500
 
| $500
 
|}
 
|}
 +
Any other pickups will display a cost of $0.
  
 
== Pickup types ==
 
== Pickup types ==
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|-
 
|-
 
|4
 
|4
|unpickable, disappears in ~30s
+
|weapon/item pickup<br>one-time pickup, disappears in ~30s
 
|item picked-up, does not respawn.
 
|item picked-up, does not respawn.
 
|-
 
|-
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|-
 
|-
 
|6
 
|6
|hidden package pickup<br>adds to stat and rewards money
+
|hidden package pickup<br>behaves exactly like a package including stat update and money reward
 
|unpickable
 
|unpickable
 
|-
 
|-
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|-
 
|-
 
|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.
 
|-
 
|-
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|-
 
|-
 
|13
 
|13
|no object model, just glow, unpickable
+
|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 thru it to make it disappear, can't be picked up on foot, does not respawn.
+
|colspan="2"|vehicle pickup, drive through it to pick it up, can't be picked up on foot, does not respawn.
 
|-
 
|-
 
|15
 
|15
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|-
 
|-
 
|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)
 
|-
 
|-
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[[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 Link ==
+
== External link ==
 
* {{GTAF|205020|Generic SA SCM Documentation}}
 
* {{GTAF|205020|Generic SA SCM Documentation}}
 
[[Category:OpCodes]]
 

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