0213
{{{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
- GTAForums: Generic SA SCM Documentation