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triggering specific animation via code


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Posted

So, I'm trying to trigger the default aggressive animation and I'm telling you it can't be done. A scene is triggering but not the specific one. WTF! Halp!

 

;BEGIN CODE
actor[] sexActors = new actor[2]
sexActors[0] = akSpeaker
sexActors[1] = Game.GetPlayer()
sslBaseAnimation[] anims
anims = SexLab.getAnimationsByTag(2, "Arrok,BBP,Penis,Vaginal,Missionary,Laying,Lying,Facing,Beds,Creampie,Dirty,Aggressive,AggressiveDefault", RequireAll=True)
SexLab.StartSex(sexActors, anims)
;END CODE

Posted

i never had ur problem but i hate this tag system in slab, anyway

 

my solution to this would be something like:

 

1. install sexlab tools

2. go to mcm of slab tools - assign a key for the tools menu to show up during a scene

3. enter a scene and press the hotkey - change the tag - wait for a few secs

4. press "0" (change animation) - the animation list should be changed depending on the tag u have chosen.

Posted
5 minutes ago, 0wnyx said:

i never had ur problem but i hate this tag system in slab, anyway

 

my solution to this would be something like:

 

1. install sexlab tools

2. go to mcm of slab tools - assign a key for the tools menu to show up during a scene

3. enter a scene and press the hotkey - change the tag - wait for a few secs

4. press "0" (change animation) - the animation list should be changed depending on the tag u have chosen.

 

Thx 0wnyx, but I'm trying to script into my mod. If Ashal made it I'm sure there is some way of making it work. Be it on some different dimension that we can't comprehend or what not.

Posted
5 hours ago, Shakx88 said:

GetAnimationByName/GetCreatureAnimationByName

 

 

I was unable to make GetAnimationByName to compile w/out an error. Thank you for your help.

However mission accomplished because like an idiot, I eventually realized I was activating the incorrect script when testing with GetAnimationsByTag. I should have walked away.

 

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