CreatePickup: Difference between revisions

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pickup createPickup ( float x, float y, float z, int theType, int amount/weapon/model, [ int respawnTime = 30000, int ammo = 50 ] )         
pickup createPickup ( float x, float y, float z, int theType, int amount/weapon/model, [ int respawnTime = 30000, int ammo = 50 ] )         
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||Pickup}}
===Required Arguments===  
===Required Arguments===  
* '''x''': A floating point number representing the X coordinate on the map.
* '''x''': A floating point number representing the X coordinate on the map.
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** '''2''': Weapon Pickup
** '''2''': Weapon Pickup
** '''3''': Custom Pickup
** '''3''': Custom Pickup
* '''amount''': This is an integer representing the amount of Health points or Armour points a pickup has.
* '''amount''': This is an integer representing the amount of Health points or Armour points a pickup has.
'''OR'''
'''OR'''
* '''weapon''': If the type is a Weapon pickup, then it represents the [[Weapon|weapon ID]] of the weapon pickup the 'ammo' field must be entered if the type is Weapon Pickup.
* '''weapon''': If the type is a Weapon pickup, then it represents the [[Weapon|weapon ID]] of the weapon pickup. When used with the weapon pickup type set, the ammo parameter can be used.
'''OR'''
'''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.
* {{PickupTypes|'''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.}}
** '''1240:''' Health (heart)
 
** '''1242:''' Armour
'''OR'''
** '''1272:''' House (blue)
Other ID Object
** '''1273:''' House (green)
** '''1274:''' Money (dollar symbol)
** '''1277:''' Save (floppy disk)


===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
* '''respawnTime''': How long before the pickup respawns in milliseconds
* '''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, and must be entered.
* '''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===
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     createPickup ( x, y, z, 2, currentweapon, 10000, totalammo )
     createPickup ( x, y, z, 2, currentweapon, 10000, totalammo )
end
end
addEventHandler ( "onPlayerWasted", getRootElement(), createDeathPickup ) --add an event handler for onPlayerWasted
addEventHandler ( "onPlayerWasted", root, createDeathPickup ) --add an event handler for onPlayerWasted
</syntaxhighlight>
</section>
<section name="Server" class="server" show="false">
This example creates a custom pickup(money) after a player dies and sets it's value.
<syntaxhighlight lang="lua">
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
    local money=createPickup ( x, y, z, 3, 1212, 10000)
    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
addEventHandler ( "onPlayerWasted", root, createDeathPickup ) --add an event handler for onPlayerWasted
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>


==See Also==
==See Also==
{{IDs}}


{{Pickup functions}}
{{Pickup functions}}

Latest revision as of 19:32, 21 May 2023

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 ] )         

OOP Syntax Help! I don't understand this!

Method: Pickup(...)


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.
    • 1212: Money (wad of cash)
    • 1239: Info icon
    • 1240: Health (heart)
    • 1241: Adrenaline
    • 1242: Armour
    • 1247: Bribe
    • 1248: GTA III sign
    • 1252: Bomb from GTA III
    • 1253: Photo op
    • 1254: Skull
    • 1272: House (blue)
    • 1273: House (green)
    • 1274: Money icon
    • 1275: Blue t-shirt
    • 1276: Tiki statue
    • 1277: Save disk
    • 1279: Drug bundle
    • 1310: Parachute (with leg straps)
    • 1313: 2 Skulls
    • 1314: 2 Players icon
    • 1318: Down arrow


OR Other ID Object

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 (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.

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, 2, currentweapon, 10000, totalammo )
end
addEventHandler ( "onPlayerWasted", root, createDeathPickup ) --add an event handler for onPlayerWasted
Click to expand [+]
Server

See Also