CreatePickup: Difference between revisions

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     x, y, z = getElementPosition ( source ) --get the position of the person who died and define it as x, y and z
     x, y, z = getElementPosition ( source ) --get the position of the person who died and define it as x, y and z
     local money=createPickup ( x, y, z, 3, 1212, 10000)
     local money=createPickup ( x, y, z, 3, 1212, 10000)
     setElementData(money,"Amount",getPlayerMoney(source)) --get the amount of money the dead person has and set it for the pickup
     local playermoney = getPlayerMoney(source) --get the amount of money the dead person has
    setElementData(money,"Amount",playermoney) --now let's set the value of the pickup
    takePlayerMoney(source,playermoney) --Let's take away all their money
end
end
addEventHandler ( "onPlayerWasted", getRootElement(), createDeathPickup ) --add an event handler for onPlayerWasted
addEventHandler ( "onPlayerWasted", getRootElement(), createDeathPickup ) --add an event handler for onPlayerWasted

Revision as of 01:21, 9 September 2012

This function creates a pickup element, which is placed in the GTA world and can be picked up to retrieve a health, armour or a weapon.

Syntax

pickup createPickup ( float x, float y, float z, int theType, int amount/weapon/model, [ int respawnTime = 30000, int ammo = 50 ] )         

Required Arguments

  • x: A floating point number representing the X coordinate on the map.
  • y: A floating point number representing the Y coordinate on the map.
  • z: A floating point number representing the Z coordinate on the map.
  • theType: This is an integer representing the type of pickup, representing the following types:
    • 0: Health Pickup
    • 1: Armour Pickup
    • 2: Weapon Pickup
    • 3: Custom Pickup
  • amount: This is an integer representing the amount of Health points or Armour points a pickup has.

OR

  • weapon: If the type is a Weapon pickup, then it represents the weapon ID of the weapon pickup. When used with the weapon pickup type set, the ammo parameter can be used.

OR

  • model: If the pickup is a custom model, this is the model id to use. Many non-pickup models can be used, though some may cause crashes. The following is a list of models designed to be used as pickups.
    • 370: Jetpack
    • 1212: Money (Wad of Cash)
    • 1240: Health (heart)
    • 1242: Armour
    • 1272: House (blue)
    • 1273: House (green)
    • 1274: Money (dollar symbol)
    • 1277: Save (floppy disk)

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • respawnTime: How long before the pickup respawns in milliseconds
  • ammo: An integer representing the amount of ammo a pickup contains. This is only valid when the pickup type is a weapon pickup.

Returns

Returns pickup element if the pickup was created succesfully, otherwise returns false.

Example

Click to collapse [-]
Server

This example creates a pickup after a player dies so that he drops his weapon.

function createDeathPickup ( totalammo, killer, killerweapon, bodypart ) --when a player dies
    x, y, z = getElementPosition ( source ) --get the position of the person who died and define it as x, y and z
    currentweapon = getPlayerWeapon ( source ) --get the current weapon of the dead person
    createPickup ( x, y, z, 3, currentweapon, 10000, totalammo )
end
addEventHandler ( "onPlayerWasted", getRootElement(), createDeathPickup ) --add an event handler for onPlayerWasted
Click to expand [+]
Server

See Also