RichterQ87 Posted January 14, 2014 Posted January 14, 2014 So I want to learn how to use a Sexlab animation after dialogue. I have the dialogue all setup so now I just want to learn how to add the animations for each fitting dialogue. I was going to use the API but it appears to be down for some reason so I was wondering if any of you could answer me?
TheDriedFinger Posted January 14, 2014 Posted January 14, 2014 There are some text boxes at the bottom of the window when you open up an Info - one for when the dialogue begins and one for afterward. You probably want to script some things to happen after the dialogue is finished. So, you start by typing something, anything that will compile in that box. I recommend ";code". After it compiles, a script name will appear in the bottom right. Click OK to close the window, and then reopen it. At this point, you'll need to double click the script and add a Property of type "SexLabFramework" and name "SexLab", and then proceed to fill the property with the only possible option. You can now use SexLab functions in that script. If you want to initiate sex between the player and the NPC dialogue target, the simplest thing to do would be to type in: Actor[] SexActors = new Actors[2] SexActors[0] = SexLab.PlayerRef SexActors[1] = akSpeaker sslBaseAnimation[] anims SexLab.StartSex(SexActors, anims) Alternatively, you could attach a script to the quest that holds your Info and then create function (that is then called by the script fragment attached to the Info) in much the same way as described above. Also, that is the most basic way of calling animations in Framework v1.20-1.24. v1.30 introduced something called a quickstart, but I don't know what that is. For more complex things, like threads which give you more control, you'll have to wait for the site to come back up.
RichterQ87 Posted January 14, 2014 Author Posted January 14, 2014 There are some text boxes at the bottom of the window when you open up an Info - one for when the dialogue begins and one for afterward. You probably want to script some things to happen after the dialogue is finished. So, you start by typing something, anything that will compile in that box. I recommend ";code". After it compiles, a script name will appear in the bottom right. Click OK to close the window, and then reopen it. At this point, you'll need to double click the script and add a Property of type "SexLabFramework" and name "SexLab", and then proceed to fill the property with the only possible option. You can now use SexLab functions in that script. If you want to initiate sex between the player and the NPC dialogue target, the simplest thing to do would be to type in: Actor[] SexActors = new Actors[2] SexActors[0] = SexLab.PlayerRef SexActors[1] = akSpeaker sslBaseAnimation[] anims SexLab.StartSex(SexActors, anims) Alternatively, you could attach a script to the quest that holds your Info and then create function (that is then called by the script fragment attached to the Info) in much the same way as described above. Also, that is the most basic way of calling animations in Framework v1.20-1.24. v1.30 introduced something called a quickstart, but I don't know what that is. For more complex things, like threads which give you more control, you'll have to wait for the site to come back up. When I double clicked the script this is what popped up: "Errors encountered while attempting to reload the script"
TheDriedFinger Posted January 15, 2014 Posted January 15, 2014 Some people report similar issues, but I don't know the cause. Perhaps, someone else will know.
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