OnPlayerDrop
The player dropped an item and the world made a pickup of it.
The player’s own game dropped the item; the server made pickup id of it so everyone sees it lying there and anyone may take
it. Nothing to veto - the dropper’s screen already shows it; a mode that wants it gone calls DestroyEntity. A drop the
server refuses makes no pickup and this does not run: a dead player’s, one farther than six metres from where the player is,
an item class the server cannot read, a flood of drops (more than four seconds’ worth waiting), a drop while the world is full
([world] max_entities), and - under [audit] mode = "enforce" - more than the records explain, or one in the first seconds
of a visit. The item then lies on the dropper’s screen alone, and taking it back is no violation. A stack the records explain
only in part becomes a pickup of that part.
A player’s pickups are made one per quarter of a second at most: a drop that comes sooner (two items dropped at once) waits
its turn, so this can run a moment after the drop itself. A drop its dropper takes back before its turn never becomes a
pickup and this does not run; a player who leaves with drops still waiting gets them made at once, before
OnPlayerDisconnect.
Syntax
Section titled “Syntax”function OnPlayerDrop(pid, id) -- ...end| Parameter | Type | |
|---|---|---|
pid |
number | the player |
id |
number | the new pickup entity |
Returns
Section titled “Returns”nothing
Example
Section titled “Example”-- dropped items vanish after two minutesfunction OnPlayerDrop(pid, id) SetTimer(function() DestroyEntity(id) end, 120000)endSee also
Section titled “See also”OnPlayerPickup · DestroyEntity · GetEntityTemplate · the Items and inventory group of the index
