prideslayer Posted June 28, 2014 Author Posted June 28, 2014 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.
nyaalich Posted June 28, 2014 Posted June 28, 2014 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! 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.
prideslayer Posted June 28, 2014 Author Posted June 28, 2014 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.
prideslayer Posted July 1, 2014 Author Posted July 1, 2014 All concerned, Please see the OP. I've spoilered the API in this thread and added a link to the wiki, which I am updating as I have time.
prideslayer Posted July 1, 2014 Author Posted July 1, 2014 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 July 1, 2014 Posted July 1, 2014 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 July 1, 2014 Posted July 1, 2014 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.
prideslayer Posted July 1, 2014 Author Posted July 1, 2014 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.
Guest tomm434 Posted July 1, 2014 Posted July 1, 2014 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?
prideslayer Posted July 1, 2014 Author Posted July 1, 2014 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 July 1, 2014 Posted July 1, 2014 Ok thanks. I thought Ref was only for setting actors.
prideslayer Posted July 1, 2014 Author Posted July 1, 2014 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!
DoctaSax Posted July 1, 2014 Posted July 1, 2014 To be fair, and reassuringly pedantic, CB dialogs and spells aren't refs
prideslayer Posted July 2, 2014 Author Posted July 2, 2014 You wanna start a nerd fight? As far as geck variable types go, they are.
DoctaSax Posted July 2, 2014 Posted July 2, 2014 You wanna start a nerd fight? As far as geck variable types go, they are. Ooh, hiding behind Beth's skirts, are we?
Guest tomm434 Posted July 2, 2014 Posted July 2, 2014 To be fair, and reassuringly pedantic, CB dialogs and spells aren't refs Hear, hear
prideslayer Posted July 2, 2014 Author Posted July 2, 2014 You wanna start a nerd fight? As far as geck variable types go, they are. Ooh, hiding behind Beth's skirts, are we? 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).
D_ManXX2 Posted July 15, 2014 Posted July 15, 2014 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. I was thinking more in the line of groups of 8 or higher. these are just quick getting BloatFly in place.
prideslayer Posted July 15, 2014 Author Posted July 15, 2014 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.
D_ManXX2 Posted July 15, 2014 Posted July 15, 2014 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. Especially the syncing part. So once this part is done i will be doing some Robots next.
prideslayer Posted July 15, 2014 Author Posted July 15, 2014 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 July 20, 2014 Posted July 20, 2014 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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