For reference, in PoP we call our sort script:Vades said:Thanks Somebody for the ideas!
No. As far as I know there is no practically reachable limit.Lumos said:Though, IIRC, MadVader's said that PoP has the maximum number of items and that adding any more will make the game crash, so perhaps the PoP coders will know better,
Yes, but I fail to see the situation where ti_on_init_item, ti_on_weapon_attack, and ti_on_missile_hit can be used in combination, as the second should only work on launchers like bows and the latter on their ammunition, unless you're making arrows with heraldic banners or something.dlwnsdn4 said:I have a question with item trriger
is it possible putting a couple of triggers into one item?
Somebody(past☺) said:Yes, but I fail to see the situation where ti_on_init_item, ti_on_weapon_attack, and ti_on_missile_hit can be used in combination, as the second should only work on launchers like bows and the latter on their ammunition, unless you're making arrows with heraldic banners or something.
ti_on_weapon_attack is used on launchers (bows, crossbows, throwing), while ti_on_missile_hit is used on projectiles (arrows, bolts, throwing). You can use both on the same item, but it only makes sense for throwing weapons.The_dragon said:ti_on_weapon_attack work for eny weapon(doesen't matter if it is ranged or melee)
Docm30 said:As I recall, it's either very high or there's no limit at all. I've got over 1100 items in my mod (I believe original limit was 1024), so it's at least that.
Lumos said:I think that someone somewhere mentioned something about the items being linked to the number of defined scene props. Not quite certain what is was exactly, but I'll attempt to find the piece of information.
EDIT: Right, my memory has failed me (sort of).
It was a quote from cmp who explained why items dropped on the ground in MP could change identities, but that apparently only happened after 2048 items and was resolved by increasing the number of scene props one had. So I guess it's only partially related to an "item limit", and I'm willing to accept that the item limit does not exist anymore.
Though, IIRC, MadVader's said that PoP has the maximum number of items and that adding any more will make the game crash, so perhaps the PoP coders will know better,
MadVader said:No. As far as I know there is no practically reachable limit.Lumos said:Though, IIRC, MadVader's said that PoP has the maximum number of items and that adding any more will make the game crash, so perhaps the PoP coders will know better,
But we are mindful how adding more resources (like new meshes for items) will make those fans with 2Gb laptops suffer a bit more. Any comments were probably made for performance reasons only.
["elephant","War Elephant", [("elephant_norm", 0)], itp_merchandise|itp_type_horse, 0, 200,abundance(100)|hit_points(500)|body_armor(100)|difficulty(4)|horse_speed(25)|horse_maneuver(28)|horse_charge(57)|horse_scale(114),imodbits_horse_basic|imodbit_champion, [], [fac_kingdom_1, fac_kingdom_4, fac_kingdom_5]],
["elephant","War Elephant", [("elephant_diff", 0)], itp_merchandise|itp_type_horse, 0, 200,abundance(100)|hit_points(500)|body_armor(100)|difficulty(4)|horse_speed(25)|horse_maneuver(28)|horse_charge(57)|horse_scale(114),imodbits_horse_basic|imodbit_champion, [], [fac_kingdom_1, fac_kingdom_4, fac_kingdom_5]],
Not if they're the same item type without using triggers.Zirkhovsky said:Is there a way to guarantee 2 or more melee weapons? If I add 2 melee weapons, some will only have weapon1 and some will only have weapon2, while I want all of them to have both.
...You add the mesh, not the texture names. And you only need one entry since there is only one elephant mesh using a material that uses those 2 textures.Michadr said:while we are the topic of items... i have been trying to add a elephant
cmpxchg8b said:ti_on_weapon_attack is used on launchers (bows, crossbows, throwing), while ti_on_missile_hit is used on projectiles (arrows, bolts, throwing). You can use both on the same item, but it only makes sense for throwing weapons.The_dragon said:ti_on_weapon_attack work for eny weapon(doesen't matter if it is ranged or melee)
The other triggers you mentioned are mission template triggers, not item triggers.
Somebody said:Not if they're the same item type without using triggers.Zirkhovsky said:Is there a way to guarantee 2 or more melee weapons? If I add 2 melee weapons, some will only have weapon1 and some will only have weapon2, while I want all of them to have both.
...You add the mesh, not the texture names. And you only need one entry since there is only one elephant mesh using a material that uses those 2 textures.Michadr said:while we are the topic of items... i have been trying to add a elephant