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.
pickup createPickup ( float x, float y, float z, int theType, int amount/weapon/model, [ int respawnTime = 30000, int ammo = 50 ] )
OOP Syntax Help! I don't understand this!
- Method: Pickup(...)
- 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.
- 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.
- 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.
- 1212: Money (Wad of Cash)
- 1240: Health (heart)
- 1242: Armour
- 1239: Info icon
- 1272: House (blue)
- 1273: House (green)
- 1274: Money (dollar symbol)
- 1241: Adrenaline
- 1247: Bribe
- 1248: GTA III sign
- 1252: Bomb from GTA III
- 1253: Photo op
- 1254: Skull
- 1274: Money icon
- 1275: Blue t-shirt
- 1277: Save disk
- 1313: 2 Skulls
- 1276: Tiki statue
- 1310: Parachute (with leg straps)
- 1318: Down arrow
- 1279: Drug bundle
OR Other ID Object
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 (This parameter is ignored on the client!)
- ammo: An integer representing the amount of ammo a pickup contains. This is only valid when the pickup type is a weapon pickup.
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, 2, currentweapon, 10000, totalammo ) end addEventHandler ( "onPlayerWasted", getRootElement(), createDeathPickup ) --add an event handler for onPlayerWasted