CreatePickup: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Server client function}} | |||
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. | 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== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
pickup createPickup ( float x, float y, float z, int | 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. | ||
* '''y''': A floating point number representing the Y 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. | * '''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 | ** '''0''': Health Pickup | ||
** '''1''': Armour Pickup | ** '''1''': Armour Pickup | ||
** '''2''': Weapon Pickup | ** '''2''': Weapon Pickup | ||
** '''3''': Custom Pickup | ** '''3''': Custom Pickup | ||
* '''amount | |||
* | * '''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|weapon ID]] of the weapon pickup. When used with the weapon pickup type set, the ammo parameter can be used. | |||
'''OR''' | |||
* {{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.}} | |||
'''OR''' | |||
Other ID Object | |||
===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 | * '''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== | ==Example== | ||
<section name="Server" class="server" show="true"> | |||
This example creates a pickup after a player dies so that he drops his weapon. | This example creates a pickup after a player dies so that he drops his weapon. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function createDeathPickup ( totalammo, killer, killerweapon, bodypart ) --when a player dies | |||
function | |||
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 | ||
currentweapon = | currentweapon = getPlayerWeapon ( source ) --get the current weapon of the dead person | ||
createPickup ( x, y, z, 2, currentweapon, 10000, totalammo ) | createPickup ( x, y, z, 2, currentweapon, 10000, totalammo ) | ||
end | end | ||
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> | |||
==See Also== | ==See Also== | ||
{{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 [-]
ServerThis 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 [+]
ServerSee Also