Someone92 Posted July 30, 2013 Share Posted July 30, 2013 Can it be that SexLab has some safeguarding to not start animations during combat? No matter what I've tried the enemies just beat me to death. And where can I read up the names and tags of all anims? Supposedly the arrays "sslBaseAnimation anims = SexLab.GetAnimationsByTag(2, "Cowgirl")" or "anims[0]=SexLab.GetAnimationByName("Reverse Cowgirl")" are empty?! Link to comment
Ashal Posted July 30, 2013 Share Posted July 30, 2013 "sslBaseAnimation anims = SexLab.GetAnimationsByTag(2, "Cowgirl")" GetAnimationsByTag returns an array, and your not trying to store it in an array, you need to do "sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Cowgirl")" "anims[0]=SexLab.GetAnimationByName("Reverse Cowgirl")" are empty?! Assuming this is being called on the same anims as above, there is no anims[0] for it to fill since anims isn't an array. Link to comment
Someone92 Posted July 31, 2013 Author Share Posted July 31, 2013 This is the code I'm using: SexLabFramework Property SexLab Auto event onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ; (...) RapeMe(akAggressor) ; (...) endEvent function RapeMe(ObjectReference akAggressor) ; Debug.Notification("RapeMe has started.") Actor akAgg = akAggressor as Actor ActorBase BaseOfakAgg = akAgg.GetBaseObject() as ActorBase actor[] actorList = new actor[2] actorList[0] = Game.GetPlayer() actorList[1] = akAgg actor playerRef = Game.GetPlayer() sslBaseAnimation[] anims anims = SexLab.GetAnimationsByTag(2, "Cowgirl") if anims[0] != none Debug.Notification("Array is not empty!") elseIf anims[0] == none Debug.Notification("Array is empty!") endIf actorList = SexLab.SortActors(actorList) SexLab.StartSex(actorList, anims, victim=playerRef, allowBed=false, hook="_SLC_AbusedPlayer") endFunction As far as I could I have tested it with notifications, the code works fine, I get into the RapeMe function but then in-game I always get the message "Array is empty!"; however even if the array is empty SexLab should automatically choose a fitting anim but that doesn't work either. Link to comment
Ashal Posted July 31, 2013 Share Posted July 31, 2013 This is the code I'm using: SexLabFramework Property SexLab Auto event onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ; (...) RapeMe(akAggressor) ; (...) endEvent function RapeMe(ObjectReference akAggressor) ; Debug.Notification("RapeMe has started.") Actor akAgg = akAggressor as Actor ActorBase BaseOfakAgg = akAgg.GetBaseObject() as ActorBase actor[] actorList = new actor[2] actorList[0] = Game.GetPlayer() actorList[1] = akAgg actor playerRef = Game.GetPlayer() sslBaseAnimation[] anims anims = SexLab.GetAnimationsByTag(2, "Cowgirl") if anims[0] != none Debug.Notification("Array is not empty!") elseIf anims[0] == none Debug.Notification("Array is empty!") endIf actorList = SexLab.SortActors(actorList) SexLab.StartSex(actorList, anims, victim=playerRef, allowBed=false, hook="_SLC_AbusedPlayer") endFunction As far as I could I have tested it with notifications, the code works fine, I get into the RapeMe function but then in-game I always get the message "Array is empty!"; however even if the array is empty SexLab should automatically choose a fitting anim but that doesn't work either. Check the debug log, getanimationsbytag always prints a notice to the debug log of the animations it selects. That should tell you if it's finding any or not for sure. Besides that; if anims[0] != none Debug.Notification("Array is not empty!") elseIf anims[0] == none Debug.Notification("Array is empty!") endIf Would be more accurately tested as if anims.Length > 0 Debug.Notification("Array is not empty!") else Debug.Notification("Array is empty!") endIf Link to comment
Someone92 Posted July 31, 2013 Author Share Posted July 31, 2013 Check the debug log, getanimationsbytag always prints a notice to the debug log of the animations it selects. That should tell you if it's finding any or not for sure.Where do I find thid debug log? Neither my Skyrim nor my %USERNAME\bla\Skyrim folder has a file named debug or log. I'll try out the NewThread() method and see if I get the animations working that way. Link to comment
Ashal Posted July 31, 2013 Share Posted July 31, 2013 Check the debug log, getanimationsbytag always prints a notice to the debug log of the animations it selects. That should tell you if it's finding any or not for sure.Where do I find thid debug log? Neither my Skyrim nor my %USERNAME\bla\Skyrim folder has a file named debug or log. I'll try out the NewThread() method and see if I get the animations working that way. http://forums.steampowered.com/forums/showpost.php?p=31562721&postcount=2 Link to comment
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