Pickup
Revision as of 06:28, 5 June 2015 by Spaceeinstein (talk | contribs)
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.
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.