function onGetPriorityPickListType(self, msg) local myPriority = 0.8 if ( myPriority > msg.fCurrentPickTypePriority ) then msg.fCurrentPickTypePriority = myPriority msg.ePickType = 14 -- Interactive pick type end return msg end function onStartup(self) GAMEOBJ:GetTimer():AddTimerWithCancel(1, "BrickMissionWait", self ) end function onTimerDone(self, msg) if msg.name == "BrickMissionWait" then local player = GAMEOBJ:GetObjectByID(GAMEOBJ:GetLocalCharID()) if player:Exists() then MissionCheck(self); else GAMEOBJ:GetTimer():AddTimerWithCancel(1, "BrickMissionWait", self ) end end end function onNotifyClientObject(self, msg) if msg.name == "Pickedup" then MissionCheck(self) end end function MissionCheck(self) local player = GAMEOBJ:GetObjectByID(GAMEOBJ:GetLocalCharID()) if player:GetMissionState{missionID = 1183}.missionState == 2 then if player:Exists() then local lootLOT = self:GetVar("Loot") if player:GetInvItemCount{ iObjTemplate = lootLOT}.itemCount == 0 then self:SetVisible{visible = true, fadeTime = 0} self:SetCollisionGroup{colGroup = 1} else self:SetVisible{visible = false} self:SetCollisionGroup{colGroup = 16} end end else self:SetVisible{visible = false} self:SetCollisionGroup{colGroup = 16} end end