Custom items not in item lists ?
Custom items not in item lists ?
Don't know if i'm alone to have this issue, but all my custom items don't appear in the item lists. Show list, surface, sockets, containers, etc.
My question is for AH Devs ; is there a way to make them usable in theses elements ? ( already giving traits or using base_object, but nothing help ).
Thanks in advance
My question is for AH Devs ; is there a way to make them usable in theses elements ? ( already giving traits or using base_object, but nothing help ).
Thanks in advance
Re: Custom items not in item lists ?
Little bump to yell help putting the custom items in the items lists ( just to be selectionnable and can be added in the alcoves, altars, etc ).
- QuintinStone
- Posts: 72
- Joined: Sat Nov 01, 2014 9:58 pm
Re: Custom items not in item lists ?
Whenever my items haven't shown in the lists, I added a baseobject and they start to work.
Crypt of Zulfar
Re: Custom items not in item lists ?
Already tried, but for totaly new item ( who have no item reference ) ? For modified items, i agree with that solution, but when you create ...QuintinStone wrote:Whenever my items haven't shown in the lists, I added a baseobject and they start to work.
Re: Custom items not in item lists ?
I've had the same problem by not declaring which editorIcon to use, maybe it could be that?
Re: Custom items not in item lists ?
To see your custom assets in the "any" list, you must define 2 elements : the name and the editorIcon. However, these assets, when they are item, are not findable in the "item" list, neither in the lists of the alcoves, altars, etc.Sutekh wrote:I've had the same problem by not declaring which editorIcon to use, maybe it could be that?
That's why my question : How declare custom item, to make them findable in the lists. ( For example, custom items named "user_item" can be find in the any list, added to the map, but not in the alcoves, even if we manually write it's name in the alcove items )
Re: Custom items not in item lists ?
Ok, I'm stupid ( or just don't know some elements in the definitions ).
Declaring item with baseObject = "base_XXX", seems giving the custom assets an existence in the XXX lists ... something like that :
base_item, base_food, base_door, base_herb, base_monster, etc ... however, base_logic, base_decoration or other things are not working ...
Is there an hardcoded list of "predefined" assets, or could it be added ( that could help to sort assets ) ?
Declaring item with baseObject = "base_XXX", seems giving the custom assets an existence in the XXX lists ... something like that :
base_item, base_food, base_door, base_herb, base_monster, etc ... however, base_logic, base_decoration or other things are not working ...
Is there an hardcoded list of "predefined" assets, or could it be added ( that could help to sort assets ) ?
- QuintinStone
- Posts: 72
- Joined: Sat Nov 01, 2014 9:58 pm
Re: Custom items not in item lists ?
I suspect that there are some elements that we don't know about. Using baseobject populates them.Doridion wrote:Ok, I'm stupid ( or just don't know some elements in the definitions ).
Declaring item with baseObject = "base_XXX", seems giving the custom assets an existence in the XXX lists ... something like that :
base_item, base_food, base_door, base_herb, base_monster, etc ... however, base_logic, base_decoration or other things are not working ...
Is there an hardcoded list of "predefined" assets, or could it be added ( that could help to sort assets ) ?
I'll have to see what I can discover about predefined base objects.
Crypt of Zulfar
Re: Custom items not in item lists ?
What bother me, is that baseObject is to "clone" object .... I can fully create an asset, doing what it's created for, but if I don't include baseObject, it not appear in the alcoves item lists .... so, it seems that my custom asset not having all elements to be "correct item" for the editor. That seems more else, than the assets types are hardcoded. Doors, Items ( food, herbs, weapons ) Obstacles, Spells, and what about logics, lights, containers ( alcoves, altars, sockets ), decorations, etc ? If you don't know the cemetery_sky existence or name, you've just got to scroll down the mouse wheel ...QuintinStone wrote:I suspect that there are some elements that we don't know about. Using baseobject populates them.
I'll have to see what I can discover about predefined base objects.
Re: Custom items not in item lists ?
the baseobject used throughout pretty much everything in the game is base_item, even in the main campaign, so that seems to be the true "base object". And using "base_item" does NOT give it an ItemComponent
Links to my YouTube playlist of "tutorials" and to my forum thread.