Object::createPickup: Difference between revisions

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mp.game.object.createPickup(pickupHash, posX, posY, posZ, p4(rotation), value(ammo, money depends on pickup), p6(bool), modelHash);  
mp.game.object.createPickup(pickupHash, posX, posY, posZ, p4(rotation), value(ammo, money depends on pickup), p6(bool), modelHash);  


P6 = if true pickup will stay exactly on the spawnpoint, not shown on radar
P6 = didn't see a difference between true/false
P6 = if false pickup will fall down to the floor, green blip shown on minimap
 
*/
*/



Latest revision as of 09:10, 24 August 2020

Syntax

mp.game.object.createPickup(pickupHash, posX, posY, posZ, p4, value, p6, modelHash);

Required Arguments

  • pickupHash: Model hash or name
  • posX: float
  • posY: float
  • posZ: float
  • p4: int
  • value: int
  • p6: Boolean
  • modelHash: Model hash or name

Return value

  • Pickup

Example

/*create a health pickup 1 time 
mp.game.object.createPickup(pickupHash, posX, posY, posZ, p4(rotation), value(ammo, money depends on pickup), p6(bool), modelHash); 

P6 = didn't see a difference between true/false

*/

mp.events.add("pickup", () => { mp.game.object.createPickup(2406513688, -605.2752, -1631.4392, 33.325176, 250, 1, true, 2406513688); });

See also

  • [[Object::disableGlow|mp.game.object.disableGlow