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Custom items not in item lists ?
Posted: Tue Nov 18, 2014 7:53 pm
by Doridion
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
Re: Custom items not in item lists ?
Posted: Wed Nov 19, 2014 6:55 pm
by Doridion
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 ).
Re: Custom items not in item lists ?
Posted: Wed Nov 19, 2014 6:58 pm
by QuintinStone
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 ?
Posted: Wed Nov 19, 2014 7:14 pm
by Doridion
QuintinStone wrote:Whenever my items haven't shown in the lists, I added a baseobject and they start to work.
Already tried, but for totaly new item ( who have no item reference ) ? For modified items, i agree with that solution, but when you create ...
Re: Custom items not in item lists ?
Posted: Wed Nov 19, 2014 7:19 pm
by Sutekh
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 ?
Posted: Wed Nov 19, 2014 7:35 pm
by Doridion
Sutekh wrote:I've had the same problem by not declaring which editorIcon to use, maybe it could be that?
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.
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 ?
Posted: Wed Nov 19, 2014 8:43 pm
by Doridion
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 ) ?
Re: Custom items not in item lists ?
Posted: Wed Nov 19, 2014 9:06 pm
by QuintinStone
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 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 ?
Posted: Wed Nov 19, 2014 9:30 pm
by Doridion
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.
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 ...
Re: Custom items not in item lists ?
Posted: Wed Nov 19, 2014 9:40 pm
by Prozail
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