Jump to content

identifying player as actor


Recommended Posts

Posted

Hi,

 

I'm working on a mod and as part of it, I'm hooking on the end of any sex scene and want to check if the player was part of it or not.

 

From the API, I found this example code that does pretty much what I'm aiming for :

ScriptName ExampleGlobal extends Quest

SexLabFramework property SexLab auto

event OnInit()
    ; // Register globally onto AnimationEnd, with our callback PlayerSatiate whenever the script is first initialized
    RegisterForModEvent("AnimationEnd", "PlayerSatiate")
endEvent

; // Our callback we registered onto the global event AnimationEnd
event PlayerSatiate(string eventName, string argString, float argNum, form sender)
    ; // Use the HookController() function to get thread controller that triggered this event
    sslThreadController controller = SexLab.HookController(argString)
    ; // Only show our satiation message if player was involved
    if controller.HasPlayer
        Debug.Notification("You feel a little more satisfied after that bit of fun...")
    endIf
endEvent

The thing is, going over the documentation, it seems that the .HasPlayer function is outdated, so does it has a replacement ? Checking around the various files, I found the IsPlayerActor(Actor ActorRef) function, but would it work if I just pass it an array with the involved actors ?

 

I can think of a few ways to go around this, but it would involve more coding, so would first check if there's a built-in function that is not documented first. ^^;

Posted

Well, made my own function to do that, so kinda resolved, but still interested in knowing if there's one in the api that isn't outdated.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...