CreatePickup: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
pickup createPickup ( float x, float y, float z, int type, int amount/weapon, [ int respawnTime = 30000, int ammo = 50 ] ) | pickup createPickup ( float x, float y, float z, int type, int amount/weapon/model, [ int respawnTime = 30000, int ammo = 50 ] ) | ||
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** '''2''': Weapon Pickup | ** '''2''': Weapon Pickup | ||
** '''3''': Custom Pickup | ** '''3''': Custom Pickup | ||
* '''amount/weapon''': This is an integer representing the amount of Health points or Armour points a pickup has. 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. | * '''amount/weapon/model''': This is an integer representing the amount of Health points or Armour points a pickup has. 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. If the pickup is a custom model, this is the model id to use. For example, model 1273 is a 'house' icon. | ||
===Optional Arguments=== | ===Optional Arguments=== |
Revision as of 15:22, 29 March 2008
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 type, 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.
- type: 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/weapon/model: This is an integer representing the amount of Health points or Armour points a pickup has. If the type is a Weapon pickup, then it represents the weapon ID of the weapon pickup the 'ammo' field must be entered if the type is Weapon Pickup. If the pickup is a custom model, this is the model id to use. For example, model 1273 is a 'house' icon.
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, and must be entered.
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 = getPlayerCurrentWeaponID ( 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
See Also
GTASA IDs (vehicles, weapons, weathers, characters, colors): http://info.vces.net/ (Special thanks to Brophy and Ratt for making these lists)