CreatePickup: Difference between revisions
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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 = getPlayerCurrentWeaponID ( source ) --get the current weapon of the dead person | currentweapon = getPlayerCurrentWeaponID ( 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", getRootElement(), createDeathPickup ) --add an event handler for onPlayerWasted | |||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 21:47, 15 July 2007
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, [ 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: 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.
- amount/weapon: will be the model id, if you're creating a 'custom pickup'
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
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 = 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)