31.08.2016, 07:44
(
Last edited by rootcause; 03/09/2016 at 12:25 PM.
Reason: sqlite version
)
This filterscript allows players to collect oysters and horseshoes just like in singleplayer. Players can track and reset their progress using /collectibles menu.
Since oyster and horseshoe positions are taken from GTA files, I'm pretty sure every collectible is added by default.
And this script is not limited to just oysters and horseshoes, you can create your own types of collectibles such as briefcases. (tutorial below)
Config
#define COLLECTIBLE_REWARD - Amount of money given on collecting a collectible. (Default: 250)
#define COMPLETION_REWARD - Amount of money given on collecting every collectible of one type. (Default: 15000)
Adding New Collectibles
You can add more collectible types if you want to, just follow these steps:
Step 1) Add your type to the types array
Code:
new CollectibleTypes[][E_COLLECTIBLE_TYPE] = { {"Oyster", 953}, // index 0 {"Horseshoe", 954}, // index 1 {"Briefcase", 1210} // index 2 - new type };
Code:
enum _:E_COLLECTIBLE_TYPE_REF { TYPE_OYSTER, // reference to CollectibleTypes index 0 TYPE_HORSESHOE, // reference to CollectibleTypes index 1 TYPE_BRIEFCASE // reference to CollectibleTypes index 2 - new type }
New collectibles always must be added to the end!
Code:
new CollectibleData[][E_COLLECTIBLE] = { {TYPE_HORSESHOE, 1224.0, 2617.0, 11.0}, ... {TYPE_HORSESHOE, 1526.22, 751.0, 29.04}, {TYPE_OYSTER, 979.0, -2210.0, -3.0}, ... {TYPE_OYSTER, 2179.0, 235.0, -5.0}, {TYPE_BRIEFCASE, 123.4, 567.8, 1.618} // new briefcase collectible };
Credits
Slice for SQLite Improved
Yashas for Improved ZCMD
****** & Misiur for YSI.
Notes
* Don't forget to create a directory named collectibles on your scriptfiles. (If you're not using SQLite version.)
Downloads