Indarello Posted September 29, 2019 Author Posted September 29, 2019 6 hours ago, dagobaking said: Yeah. That wouldn't work. Those conditions are for determining which animations/positions should be available within a positionTree, based on stats of individual actors. To accomplish what you are trying to do: Put conditions="orgasmSpurt" in the male actor node as described here: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/animation.md#!animation Make a positionTree with useConditions and strictExiting on as described here: https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/positionTree.md#!positiontree Put the orgasm animation/position at the end of a positionTree branch and designate it as an exit. Now, AAF should go through whatever positions you made before the orgasm first. Then, when it reaches the end it will keep playing the end loop until the Happiness stat reaches the range in the condition. Then the exit position you made will become available and be played, ending the scene afterward. Position tree is not for good gameplay, in AAF:Violate your control menu is hidden, it will be hard to change Violate Also position tree sometimes cant be exit by custom mod like violate, actors just freeze until you reload save game or press end (normaly there is setting for this mod, how much time animation takes, and mod exit animation when timer is over) Now I making stages for animations, and maybe I will make in another way, just change sounds appearence not for "Arousal" stat, but for stage of animations It will be synchronized with squirt
dagobaking Posted September 29, 2019 Posted September 29, 2019 On 9/28/2019 at 3:10 PM, Bazinga said: Nice. I mean this would probably be ideal and linking both the orgasm moans and the cum effect to the last stage and triggering stage advances via arousal rather than timing sounds like a cool idea too. But someone would have to rearrange a lot of animations for that. Yes. Most animations so far were not made with this structure in mind. I've tried to write about and explain the idea. But, can't really control how people make things. And I've opted to give options so that conforming to this model isn't required. Other mod authors can decide. But, I think over time it will make more sense. On 9/28/2019 at 8:08 PM, Indarello said: Position tree is not for good gameplay, in AAF:Violate your control menu is hidden, it will be hard to change Violate positionTree works without the control menu too. ( See "isNPCControlled" here https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/API/SceneSettings.md#!struct-scenesettings ) Quote Also position tree sometimes cant be exit by custom mod like violate, actors just freeze until you reload save game or press end (normaly there is setting for this mod, how much time animation takes, and mod exit animation when timer is over) As far as I know, this only happens if you use pgup/pgdown during an animation which would be outside of anything related to Violate. AAF is not intended to be a replica of another mod or fit into a prototype for a type of a mod. The way it is set up is deliberate with ideas in mind for how it could work. This simply may not match what your expectations are. Quote Now I making stages for animations, and maybe I will make in another way, just change sounds appearence not for "Arousal" stat, but for stage of animations It will be synchronized with squirt The way it was intended is to be tied to positions rather than stages or stats. The positions that will run should be dependent on stats. I don't really like the idea of characters moving exactly the same way but sounding completely different. In real life, when people make different noises, they usually move differently too.
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