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SexLab animations during combat; how?


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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?!

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"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.

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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.

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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
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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.

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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

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