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The Sexoutng Api (How-To For Modders)


prideslayer

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Posted

So why are you peeking at actid anyway? There is nothing relevant there. It's entire purpose is to give me a unique number to use as part of a temporary NX key namespace so multiple acts don't overwrite each others variables.

 

Edit: Screw your edit! Also still don't know why/how that is going to work. That number over time is going to get really huge.

Posted

Maybe I just want to be a peeping tomodder.

 

It worked in my head.  It might still work in my head.  It was supposed to make it easier to cycle through the cells of my 2d array.  I suppose that it could also cycle through ActorBs, but I wasn't planning on setting masturbating NPCs to ActorB (even though I could).

 

 

Edit: Screw your edit!

 

:o This means war, sir!  Hmm...now where did I put that glove so that I can slap you in the face with it proper-like.

 

 

Posted

You can just know that that value is... internal. I can't guarantee I won't change (or even get rid of) it later. For now it's serving its purpose but I hope to one day eliminate the need for it.

Posted

Hah, thanks. Trying to get it there. GFM is really limited compared to the forum formatting stuff or even mediawiki though. I'll get it figured out.

Guest tomm434
Posted

I still haven't figured out how to call dialogues.

call fnSexoutActSetFloat "CBDialogA" greeting

doesn't comply. Int too. I need to type a number on its end, yes?

Guest tomm434
Posted

It's a form not a float :)

 

Thanks. I think this function needs to be added to wiki page(because it's clearly isn't there)

 

By the way, new system is good. No need to worry about who do I cast spell on anymore. Good when you start 5 acts at once.

Posted

 

It's a form not a float :)

 

Thanks. I think this function needs to be added to wiki page(because it's clearly isn't there)

 

Is that sarcasm? Because it clearly *IS* there. :P

Guest tomm434
Posted

Oh wait. I though Jaam meant

 

;call fnSexoutActSetForm"CBDialogeA" greeting

 

and I forgot that I put ";" before code and it complied. So I thought that was new function. I'm sorry. Feel so stupid.

 

How do I call dialogue?

Posted

It's not form in the function call, it's "ref". He was just telling you that you are trying to set a form, so the udf for floats is the wrong one to use.

 

The UDFs are all documented in the wiki in a section titled "UDFs". The six most important ones are

 

fnSexoutActorInuse ref:actor

fnSexoutActPrep

fnSexoutActSetFloat string:name float:val

fnSexoutActSetInt string:name int:val

fnSexoutActSetRef string:name ref:val

fnSexoutActRun

Guest tomm434
Posted

Ok thanks. I thought Ref was only for setting actors.

Posted

No, they're all for setting whatever the var type is. So you need to use ref for actors, refsurface, all the CB settings, etc. Anything that... takes a ref!

Guest tomm434
Posted

 

To be fair, and reassuringly pedantic, CB dialogs and spells aren't refs xsmile.png.pagespeed.ic.5Yux4gu5_h.png

Hear, hear :P

Posted

 

You wanna start a nerd fight?

 

As far as geck variable types go, they are. :P

 

Ooh, hiding behind Beth's skirts, are we? :cool:

 

Their crazy is so strong you can't possibly penetrate it. What safer place is there to be? Don't hate the player, son. Hate the game (engine).

  • 2 weeks later...
Posted

Pride you mentioned in a previous post about having greater group possible but how the code currently in place ??

 

I have found an easy way to get multiple things done in blender  So was wondering how big a group can currently be before sexout will crash. :D

 

 

 

post-160974-0-06764900-1405441790_thumb.jpgpost-160974-0-17114700-1405441800_thumb.jpg

 

I was thinking more in the line of groups of 8 or higher. these are just quick getting BloatFly in place.

 

 

Posted

I haven't put the work in for that yet, but in theory it's pretty easy; I just need to extend the allowed/copied/validated vars from A-C up to A-G or whatever. After the 84/85 fiasco I've been on a bit of a break but I should be getting back into it this week or next.

Posted

Cool So it will look skyrim now.

 

The only thing i had to redo was allot of my older rigs where too complicated to manage so i had to simplify the controls so now the bloat fly rig has only a few bones for easy animating the IK for the legs and full body bone and one for the head and for the wings i created drivers so i only need to move 2 bones up down to make a flapping wings movements.

 

Other then that there is nothing else to animate. Once i get this done it will be cool to see how sexout controls all animations at once. :D Especially the syncing part.

 

So once this part is done i will be doing some Robots next.

Posted

Yay robots!

 

Syncing is going to continue to be problematic. I'm going to do what I can to help it along but at the end of the day, I can't "force" it -- every actor is an entirely separate entity playing an entirely separate animation, after all. The best I can do is ensure the delay between starting one and the next is minimal.

Guest tomm434
Posted

I have a question concerning fnSexoutActorInuse

In my mod I have repeatable scenes. One of them ends with 2 actors having sex with each other. Then goes FadeToBlack and while screen is black I cios "SexoutNGFinish" on one of the actors. Then after 7 seconds I have them disabled abd moved elsewhere. Then when scene starts again(with these actors) sometimes one of them immediately plays sex animation after being enabled.

 

Therefore I did this check at the end of each scene. Screen fades to black and remains that way unless:

if eval (0 == call fnSexoutActorInuse Actor2) && eval (0 == call fnSexoutActorInuse Actor1)

Then these 2 actors get disabled and moved to the marker. So I have a question - is that reliable? Should I wait sometime before disabling them after this condition is true?

Thanks.

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