TRX_Trixter Posted February 8, 2020 Posted February 8, 2020 Situation: 1. Dwemer milking machine. 2. Scripn on activation lunch sequence of zaz animations with NPC. 12 stages. Problem: I have no Sexlab thret in script but on last animation stage i need to fire up SexLab Orgasm event. Not only visual and audio effects but fully functional event with proper changing of all SexLab stats related to this event. Is there any way to do this via script? Script example (its only example for better understanding) Spoiler Event OnActivate(ObjectReference akActionRef) If akActionRef == main_Lib.PlayerREF int counter = 1 actor PlayerRef = Game.GetPlayer() int DevCount = PlayerRef.GetItemCount(SuctionCups) if (DevCount == 0) PlayerRef.AddItem(SuctionCups, 1, true) endif PlayerRef.EquipItem(SuctionCups,true) While counter <= 12 if counter == 1 Debug.Notification("STAGE 1") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_01") elseif counter == 2 Debug.Notification("STAGE 2") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_02") elseif counter == 3 Debug.Notification("STAGE 3") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_03") elseif counter == 4 Debug.Notification("STAGE 4") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_07") elseif counter == 5 Debug.Notification("STAGE 5") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_12") elseif counter == 6 Debug.Notification("STAGE 6") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_13") elseif counter == 7 Debug.Notification("STAGE 7") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_14") elseif counter == 8 Debug.Notification("STAGE 8") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_14") elseif counter == 9 Debug.Notification("STAGE 9") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_07") elseif counter == 10 Debug.Notification("STAGE 10") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_06") elseif counter == 11 Debug.Notification("STAGE 11") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_02") elseif counter == 12 Debug.Notification("STAGE 12") Debug.SendAnimationEvent(PlayerRef,"ZaZMOMBoundFurn_01") ;HERE I NEED SEXLAB ORGASM EVENT endif counter = counter+1 utility.wait(10) endwhile endif EndEvent
Yinkle Posted February 8, 2020 Posted February 8, 2020 2 hours ago, m4mk203 said: Is there any way to do this via script? Not entirely sure but I think you'd need to be running a sexlab thread using those specific animations and then use SendTrackedEvent From the SexlabFramework markup: Spoiler ;/* SendTrackedEvent * * Sends a custom tracked event for an actor that is tracked, if they have any associated callbacks themselves or belong to a tracked factions. * * The actual event name that is sent is the <callback defined to track the actor>_<hook name>, and you have to RegisterForModEvents with this name to being able to receive them. * * * * @param: Actor ActorRef - The actor you want to send a custom tracked event for. * * @param: string Hook - The event type you want to send, used in place of the default Added, Start, End, Orgasm hook types as "<Hook>_<Callback>" * * @param: int id - An optional id number to send with your custom tracked event. This is normally the associated animation thread id number, but can be anything you want. Edit: A simpler way might be to make a custom SLAL pack using those animations and then trigger a Sexlab thread specifying your custom "Tag" etc in your OnActivate() event. I've seen a similar thing in a mod before but it used a ready made animation pack.
TRX_Trixter Posted February 8, 2020 Author Posted February 8, 2020 Hm.... So it no way to do this without SexLab thret? May be easyest way is just simulate effect and change related stas via script? But what stats Orgasm event change?
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