What is the next step?
The `onScriptLoad` function within the module resides in a separate context table; therefore, to access methods located outside this table, you must use the double-colon weak reference syntax. This problem needs to be solved.
Additionally, the timer currently only supports creation and deletion; pause and resume methods still need to be added.
You can create custom classes that inherit from the `PickupClass` and override the `onPickupPickedUp` function to implement your own pickup logic. The `onPickupPickedUp` function executes automatically once a player picks up the item; simply creating a `WepPickup` instance within the `onScriptLoad` event is sufficient to implement a weapon pickup.
The Module Manager automatically dispatches the `onPickupPickedUp` event; by inheriting from `PickupClass`, the `onPickupPickedUp` method can be automatically executed within `WepClass`. That, in essence, is the underlying principle.
Code Select
function onScriptLoad() {
gate <- ::CreateObject(310, 1, -276.618, -495.992, 10.2778, 255);
gateStatus <- true;
key_M <- ::BindKey(true, 0x4D, 0, 0);
}
The `onScriptLoad` function within the module resides in a separate context table; therefore, to access methods located outside this table, you must use the double-colon weak reference syntax. This problem needs to be solved.
Additionally, the timer currently only supports creation and deletion; pause and resume methods still need to be added.
Code Select
class WepPickup extends PickupClass {
wepID = null;
ammo = null;
constructor(model, pos, wepID, ammo) {
base.constructor(model, pos);
this.wepID = wepID;
this.ammo = ammo;
}
function onPickupPickedUp(player) {
player.GiveWeapon(wepID, ammo);
}
}
You can create custom classes that inherit from the `PickupClass` and override the `onPickupPickedUp` function to implement your own pickup logic. The `onPickupPickedUp` function executes automatically once a player picks up the item; simply creating a `WepPickup` instance within the `onScriptLoad` event is sufficient to implement a weapon pickup.
The Module Manager automatically dispatches the `onPickupPickedUp` event; by inheriting from `PickupClass`, the `onPickupPickedUp` method can be automatically executed within `WepClass`. That, in essence, is the underlying principle.
