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How to create a script which spawn weapon pickup


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GTA IV or GTA V?

If IV, .NET Scripthook, C++ Scripthook, or SCOCL?

If .NET, then I believe the function is World.CreateWeaponPickup. I'm currently on my phone so I cannot confirm this.

Edited by LetsPlayOrDy

GTA IV or GTA V?

If IV, .NET Scripthook, C++ Scripthook, or SCOCL?

If .NET, then I believe the function is World.CreateWeaponPickup. I'm currently on my phone so I cannot confirm this.

Gta iv. I will try world.createweaponpickup

 

But how can I determine the weapon type on the script and the location?

here i made this a long time ago, you can have it...

void CreateRandomPickupAroundPlayer(){    Random random = new Random();    Pickup pickup = null;    int pickupSelection = random.Next(0, 3);    switch (pickupSelection)    {        case 0:            switch (episode == GameEpisode.GTAIV ? (random.Next(0, 9)) : episode == GameEpisode.TBOGT ? (random.Next(0, 2) == 0 ? random.Next(0, 9) : random.Next(9, 18)) : (random.Next(0, 2) == 0 ? random.Next(0, 9) : random.Next(18, 23)))            {                case 0: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Handgun_DesertEagle, 500); break;                case 1: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.SMG_MP5, 500); break;                case 2: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Shotgun_Baretta, 500); break;                case 3: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Rifle_M4, 500); break;                case 4: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Thrown_Grenade, 500); break;                case 5: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Rifle_M4, 500); break;                case 6: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Heavy_RocketLauncher, 500); break;                case 7: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.SniperRifle_M40A1, 500); break;                case 8: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Thrown_Grenade, 500); break;                //tbogt                case 9: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_AdvancedMG, 600); break;                case 10: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_AdvancedSniper, 600); break;                case 11: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_AssaultSMG, 600); break;                case 12: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_ExplosiveShotgun, 600); break;                case 13: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_GoldenSMG, 600); break;                case 14: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_GrenadeLauncher, 600); break;                case 15: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_NormalShotgun, 600); break;                case 16: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_Pistol44, 600); break;                case 17: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_StickyBomb, 600); break;                //tlad                case 18: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_AssaultShotgun, 600); break;                case 19: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_Automatic9mm, 600); break;                case 20: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_GrenadeLauncher, 600); break;                case 21: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_PipeBomb, 600); break;                case 22: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_SawedOffShotgun, 600); break;            }            break;        case 1:            pickup = Pickup.CreatePickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), "CJ_FIRST_AID_PICKUP", PickupType.Weapon);//health            break;        case 2:            pickup = Pickup.CreatePickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), 0x972daa10, PickupType.Weapon);//Armor            break;    }    if (!Game.Exists(pickup)) return;    Blip blip = pickup.AttachBlip();    blip.Name = pickupSelection == 0 ? "Weapon" : pickupSelection == 1 ? "Health" : "Armour";    blip.Color = pickupSelection == 0 ? BlipColor.Orange : pickupSelection == 1 ? BlipColor.LightRed : BlipColor.Cyan;//you can use BlipIcon if you like, I decided to just use colors for some reason    //pickupList.Add(pickup); pickupBlipList.Add(blip);//you can track what you create by creating lists if you want to refer to them later}
Edited by byteMe420
  • Like 2
Scrumilation

 

here i made this a long time ago, you can have it...

void CreateRandomPickupAroundPlayer(){    Random random = new Random();    Pickup pickup = null;    int pickupSelection = random.Next(0, 3);    switch (pickupSelection)    {        case 0:            switch (episode == GameEpisode.GTAIV ? (random.Next(0, 9)) : episode == GameEpisode.TBOGT ? (random.Next(0, 2) == 0 ? random.Next(0, 9) : random.Next(9, 18)) : (random.Next(0, 2) == 0 ? random.Next(0, 9) : random.Next(18, 23)))            {                case 0: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Handgun_DesertEagle, 500); break;                case 1: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.SMG_MP5, 500); break;                case 2: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Shotgun_Baretta, 500); break;                case 3: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Rifle_M4, 500); break;                case 4: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Thrown_Grenade, 500); break;                case 5: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Rifle_M4, 500); break;                case 6: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Heavy_RocketLauncher, 500); break;                case 7: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.SniperRifle_M40A1, 500); break;                case 8: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.Thrown_Grenade, 500); break;                //tbogt                case 9: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_AdvancedMG, 600); break;                case 10: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_AdvancedSniper, 600); break;                case 11: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_AssaultSMG, 600); break;                case 12: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_ExplosiveShotgun, 600); break;                case 13: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_GoldenSMG, 600); break;                case 14: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_GrenadeLauncher, 600); break;                case 15: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_NormalShotgun, 600); break;                case 16: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_Pistol44, 600); break;                case 17: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TBOGT_StickyBomb, 600); break;                //tlad                case 18: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_AssaultShotgun, 600); break;                case 19: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_Automatic9mm, 600); break;                case 20: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_GrenadeLauncher, 600); break;                case 21: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_PipeBomb, 600); break;                case 22: pickup = Pickup.CreateWeaponPickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), Weapon.TLAD_SawedOffShotgun, 600); break;            }            break;        case 1:            pickup = Pickup.CreatePickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), "CJ_FIRST_AID_PICKUP", PickupType.Weapon);//health            break;        case 2:            pickup = Pickup.CreatePickup(Game.LocalPlayer.Character.Position.Around(random.Next(15, 25)).ToGround(), 0x972daa10, PickupType.Weapon);//Armor            break;    }    if (!Game.Exists(pickup)) return;    Blip blip = pickup.AttachBlip();    blip.Name = pickupSelection == 0 ? "Weapon" : pickupSelection == 1 ? "Health" : "Armour";    blip.Color = pickupSelection == 0 ? BlipColor.Orange : pickupSelection == 1 ? BlipColor.LightRed : BlipColor.Cyan;//you can use BlipIcon if you like, I decided to just use colors for some reason    //pickupList.Add(pickup); pickupBlipList.Add(blip);//you can track what you create by creating lists if you want to refer to them later}

what are arrays

baby dont hurt me

no more

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