CR7_LM10_RVP20_SH1 Posted June 21, 2019 Share Posted June 21, 2019 (edited) okay i figured out how to make them spin around, but now i've got a new problem... how can i check if a pickup has been collected? there's a function Hash.HAS_PICKUP_BEEN_COLLECTED(Pickup pickup) but when i try to use it, i get the following error: cannot convert from GTA.Pickup to GTA.Native.InputArgument also, now that i've created the pickups, how am i gonna be able to declare them as variables (dunno how to explain it), for instance, if you create a pickup without using hashes, you just have to type: Pickup name = World.CreatePickup(parameters)... but nwo that i have Function.Call(Hash...) i can't just do it like Pickup name = Function.Call(Hash...) because it won't be able to convert void to Pickup Edited June 21, 2019 by CR7_LM10_RVP20_SH1 solved the initial problem but came across 2 more lol Link to comment Share on other sites More sharing options...
notphoon Posted August 7, 2019 Share Posted August 7, 2019 (edited) I might be a little late, but you can try using the .Handle part of the call. Function.Call(Hash.HAS_PICKUP_BEEN_COLLECTED,myPickup.Handle);. I have also run into cases where it doesn't want what it says it wants for the Hash and you need to implicitly convert. Ex. Function.Call(Hash.SET_CURRENT_PED_WEAPON,Game.Player.Character, (uint)WeaponHash.Unarmed,true); -- Works Function.Call(Hash.SET_CURRENT_PED_WEAPON,Game.Player.Character, WeaponHash.Unarmed,true); -- Compile Error You can also return items from a native with implicit conversions int mode = Function.Call<int>(Hash.GET_FOLLOW_VEHICLE_CAM_VIEW_MODE); The Native CREATE_PICKUP(Hash pickupHash, float posX, float posY, float posZ, int p4, int value, BOOL p6, Hash modelHash) Returns a Pickup, so I would think it would be something like Pickup myPickup = Function.Call<Pickup>(Hash.CREATE_PICKUP, parameters here); I hope this helps. Edited August 7, 2019 by notphoon added second part Link to comment Share on other sites More sharing options...