Pickup Types

From SA-MP Wiki

Jump to: navigation, search

Types of pickups, to be used in CreatePickup and AddStaticPickup.

Available Pickup Types

Most other IDs are either undocumented or are similar to type 1 (but do not use them just because they seem similar to ID 1, they might have side-effects like ID 18 and 20).

 0
The pickup does not always display. If displayed, it can't be picked up and does not trigger OnPlayerPickUpPickup and it will stay after server shutdown.

 1
Exists always. Disables pickup scripts such as horseshoes and oysters to allow for scripted actions ONLY. Will trigger OnPlayerPickUpPickup every few seconds.

 2
Disappears after pickup, respawns after 30 seconds if the player is at a distance of at least 15 meters.

 3
Disappears after pickup, respawns after death.

 4
Disappears after 15 to 20 seconds. Respawns after death.

 8
Disappears after pickup, but has no effect.

 11
Blows up a few seconds after being created (bombs?)

 12
Blows up a few seconds after being created.

 13
Invisible. Triggers checkpoint sound when picked up with a vehicle, but doesn't trigger OnPlayerPickUpPickup.

 14
Disappears after pickup, can only be picked up with a vehicle. Triggers checkpoint sound.

 15
Same as type 2.

 18
Similar to type 1. Pressing Tab (KEY_ACTION) makes it disappear but the key press doesn't trigger OnPlayerPickUpPickup.

 19
Disappears after pickup, but doesn't respawn. Makes "cash pickup" sound if picked up.

 20
Similar to type 1. Disappears when you take a picture of it with the Camera weapon, which triggers "Snapshot # out of 0" message. Taking a picture doesn't trigger OnPlayerPickUpPickup.

 22
Same as type 3.

Personal tools
Navigation
Toolbox