Surgat Posted June 24, 2016 Posted June 24, 2016 Okay, so usually I try and figure things out on my own, but this one is a complete mystery -  I'm working on a mod that triggers specific tagged animations depending on your dialogue choices (standard stuff for many SexLab mods). So basically I want choice A to trigger animations with tags 1, 2 and 3, but not tags 4, 5 and 6 for example, etc.  Problem is, SexLab just seems to do whatever it wants - making a new animation selection over my script. I choose the dialogue, the program enters making state, my tag conditions pop up just fine, then the program says, "Thread[0] - Selecting new creature animations - []" (Oh yeah, some of my actors are creatures, not sure if that changes things...) and then some random animation is selected.  --------------------------------------------------------------------  Here is my code: Scriptname TestDial1 Extends TopicInfo Hidden;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODEactor[] sexActors = new actor[2]sexActors[0] = SexLab.PlayerRefsexActors[1] = akSpeakersslBaseAnimation[] animsanims = SexLab.GetAnimationsByTags(2, "Vaginal", "Oral,Anal")SexLab.StartSex(sexActors, anims);END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentSexLabFramework property SexLab Auto   --------------------------------------------------------------------  Again, it compiles and runs fine, I just can't get it to follow my tag parameters. It's like some other script is overwriting my code or something...  - Surgat
Surgat Posted July 11, 2016 Author Posted July 11, 2016 Could anyone provide me with some source code for initiating tagged animations after a dialogue? I'm trying to crack this but so far I have no idea why the game is selecting a new animation after my script executes. Â Perhaps my code is missing something? I've tried to follow the scripting examples to the letter... Again, it initiates a sex animation, but SexLab overrides my tag request.
Sailing Rebel Posted July 11, 2016 Posted July 11, 2016 There are some special considerations when filtering creature animations. ;/* GetCreatureAnimationsByRaceTags * * Gets an array of creature animations that have a specified set of tags AND are valid for a specific creatures race. * * * * @param: int ActorCount - The total number of actors, between 1-5 the returned animations should be intended for. * * @param: Race RaceRef - The race the returned animations should be usable by. * * @param: string Tags - A comma separated list of animation tags you want to use as a filter for the returned animations. * * @param: string TagSuppress - A comma separated list of animation tags you DO NOT want present on any of the returned animations. * * @param: bool RequireAll - If TRUE, all tags in the provided "string Tags" list must be present in an animation to be returned. When FALSE only one tag in the list is needed. * * @return: sslBaseAnimation[] - An array of animations that fit the provided search arguments. */; sslBaseAnimation[] function GetCreatureAnimationsByRaceTags(int ActorCount, Race RaceRef, string Tags, string TagSuppress = "", bool RequireAll = true) return CreatureSlots.GetByRaceTags(ActorCount, RaceRef, Tags, TagSuppress, RequireAll) endFunction There are more creature related functions documented in SexLabFramework.psc
Surgat Posted July 13, 2016 Author Posted July 13, 2016 Ahh, thank you! I figured there was something I was missing, but didn't realize there was an entirely separate function just for creature animations. This explains why my human actors were functioning fine but not my animal ones - cheers!
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