0213

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GTA III Vice City San Andreas


Description

Spawns a pickup

Syntax

0213: [var] = create_pickup [int1] type [int2] at [flt1] [flt2] [flt3]
Pickup.Create( [var], [int1], [int2], [flt1] [flt2] [flt3] )

Parameter

[var]
Variable to store the handle of the pickup
[int1]
Valid object model ID number as defined in the IDE file; also acceptable is model's DFF name identified by a hash character
[int2]
Type
[flt1]
X-coordinate
[flt2]
Y-coordinate
[flt3]
Z-coordinate

Native analog

CREATE_PICKUP

This opcode spawns a pickup at a coordinates point that can be "collected" by the player. Pickup is a spinning object (with a glowing halo in GTA III 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.

The maximum number of pickups that can be spawned in GTA III and Vice City is 336 and in San Andreas is 620. Passing the limit will no longer spawn anymore pickups but the game will not crash.

Example

The following example, using Sanny Builder, will spawn a type 2 adrenaline pickup close to the player character.

// set constants
const
PICKUP_MODEL = #ADRENALINE
PICKUP_HANDLE = 0@
X_POS = 1@
Y_POS = 2@
Z_POS = 3@
end

// spawn pickup
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
X_POS += 4.0
0213: PICKUP_HANDLE = create_pickup PICKUP_MODEL type 2 at X_POS Y_POS Z_POS

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
Missile 8 $8,000
Pistol 68 $250
.357 24 $400
Shotgun 32 $1,200
S.P.A.S. 12 28 $1,250
Stubby Shotgun 20 $1,250
Tec 9 200 $800
Uz-1 120 $800
Mac 120 $650
MP 120 $1,200
M4 120 $5,000
Kruger 120 $400
Rocket Launcher 8 $8,000
Flame Thrower 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 mostly on the model name of the object, independent of the ID number of the object with the exception of weapons. 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
brassknuckle yes no gives the player Brass Knuckles when picked up
screwdriver yes no gives the player a Screwdriver when picked up, light teal halos
golfclub yes no gives the player a Golf Club when picked up, light teal halos
nitestick yes no gives the player a Nightstick when picked up, light teal halos
knifecur yes no gives the player a Knife when picked up, light teal halos
bat yes no gives the player a Bat when picked up, light teal halos
hammer yes no gives the player a Hammer when picked up, light teal halos
cleaver yes no gives the player a Meat Cleaver when picked up, light teal halos
machete yes no gives the player a Machete when picked up, light teal halos
katana yes no gives the player a Katana when picked up, light teal halos
chnsaw yes no gives the player a Chainsaw when picked up, light teal halos
grenade yes no gives the player Grenades when picked up, light blue halos
teargas yes no gives the player a Tear Gas when picked up, light blue halos
molotov yes no gives the player Molotov Cocktails when picked up, light blue halos
missile no no gives the player a Missile when picked up
colt45 yes no gives the player a Pistol when picked up, light green halos
python yes no gives the player a .357 when picked up, light green halos
ruger yes no gives the player a Kruger when picked up, orange halos
chromegun yes no gives the player a Shotgun when picked up, green halos
shotgspa yes no gives the player a S.P.A.S. 12 when picked up, green halos
buddyshot yes no gives the player a Stubby Shotgun when picked up, green halos
m4 yes no gives the player an M4 when picked up, orange halos
tec9 yes no gives the player a Tec 9 when picked up, yellow halos
uzi yes no gives the player an Uz-1when picked up, yellow halos
ingramsl yes no gives the player a Mac when picked up, yellow halos
mp5lng yes no gives the player an MP when picked up, yellow halos
sniper yes no gives the player a Sniper Rifle when picked up, pink halos
laser yes no gives the player a .308 Sniper when picked up, pink halos
rocketla yes no gives the player a Rocket Launcher when picked up, purple halos
flame yes no gives the player a Flame Thrower when picked up, purple halos
m60 yes no gives the player an M60 when picked up, purple halos
minigun yes no gives the player a Minigun when picked up, contains two models within one pickup (minigun and minigun2), purple halos
bomb yes no gives the player Detonator Grenades when picked up, light blue halos
camera yes no gives the player Camera when picked up

Keywords

create, pickup, weapon

See also

  • 0214 – checks if the pickup has been collected
  • 0215 – deletes the pickup
  • 032B – creates a weapon pickup, equivalent to this opcode with an additional parameter to set a weapon's ammo
  • 03DC – creates a blip above the pickup
  • Pickup to object – a function to convert pickup's handle to an object one.

External link