rosheen Posted July 20, 2019 Posted July 20, 2019 hi thank you for this great game but how do i set relationships between created npcs? i created a mother and father for my mc but they are not married and i dont see any options to make it so. 1
vinfamy Posted July 21, 2019 Author Posted July 21, 2019 19 hours ago, chimiz said: Really liking this far, and it looks very moddable, which meant I had to dive in immediately of course! I'm having an issue getting If and Elseif to work correctly however. A couple of simple lines as such; If Random(0,100) < 33 "Random is less than 33." Elseif Random(0,100) <50 "Random is less than 50." Else "Else" Endif Causes all three of the above to occur, which shouldn't happen at all of course. I've been trying different things for a few hours now but I'm still tearing my hair out trying to figure out why it doesn't work. I also have a question regarding the following in the Random function description "USE: returns a random float number between the entered float parameters. Commonly used to influence the chance a condition is true based on an actor stat." " If Random(30, 100) > attractiveness // condition is only possible if attractiveness is higher than 30, and more likely to happen the higher attractiveness is If Random(50,300) < Actor:perversion // only possible perversions is higher than 50, but only has a 20% chance of happening" I'm a little confused as the description seems a bit contradictory, but perhaps I'm just missing something. It first says it returns a random float between the entered float parameters. No questions there. Straight forward. (0, 100) would mean a number between 0 and 100. But the last parts is where it gets confusing. Random(30, 100) would return a value between 30 and 100. And then > attactiveness. So it would check if said value is larger than attractiveness, no? So if it generates 73. Then compares it to attractiveness which could be say 45. It would return true. But it would seem that it does the opposite. Raising attractiveness would make it harder to make the statement true. If you have 65 attractiveness it would need to roll higher no? In the lowest example, it would return a value between 50 and 300. And check if it is smaller than Actor:Perversion. The math says that it's only possible if perversion is higher than 50, no problem there. But what makes it a flat 20% chance of happening? Wouldn't it depend on the randomized number? Make sure you use spaces not tabs for indentation (most IDEs / text editors have this feature that can be turned on) - the parser I wrote couldn't read space characters because of a limitation in UE4's FString form Yes, I just made a mistake in the explanation, it should have be "Random(30, 100) < attractiveness" 20% flat chance is incorrect too, not sure why I put it in there. Yes, of course it depends on randomized number 1
Strec Posted July 21, 2019 Posted July 21, 2019 Note that your logicis surprising (but perhaps working as intended) If Random(0,100) < 33 <<== a random number is generated "Random is less than 33." Elseif Random(0,100) <50 <<== ANOTHER random number is generated "Random is less than 50." Else "Else" Endif Your objective isn't this one? : n = Random(0,100) If n< 33 "Random is less than 33." Elseif n <50 "Random is less than 50." Else "Else" Endif doing the 2 tests with the same number?
vinfamy Posted July 21, 2019 Author Posted July 21, 2019 5 hours ago, Strec said: Note that your logicis surprising (but perhaps working as intended) chimiz probably intended to generate two different random numbers, considering that it's <50 that's used for the Elseif , not <66
chimiz Posted July 23, 2019 Posted July 23, 2019 On 7/21/2019 at 7:25 AM, vinfamy said: Make sure you use spaces not tabs for indentation (most IDEs / text editors have this feature that can be turned on) - the parser I wrote couldn't read space characters because of a limitation in UE4's FString form Yes, I just made a mistake in the explanation, it should have be "Random(30, 100) < attractiveness" 20% flat chance is incorrect too, not sure why I put it in there. Yes, of course it depends on randomized number Ooh. I'll have to doublecheck that. It's very possible there might be some tab indentations. On 7/21/2019 at 11:53 AM, Strec said: Note that your logicis surprising (but perhaps working as intended) If Random(0,100) < 33 <<== a random number is generated "Random is less than 33." Elseif Random(0,100) <50 <<== ANOTHER random number is generated "Random is less than 50." Else "Else" Endif Your objective isn't this one? : n = Random(0,100) If n< 33 "Random is less than 33." Elseif n <50 "Random is less than 50." Else "Else" Endif doing the 2 tests with the same number? Yeah that was going to be the goal, but since I was having trouble getting things to work right I was trying the above solution. The one you posted is obviously better. Gonna go through and check for tabs and see if that solves it all!
chimiz Posted July 23, 2019 Posted July 23, 2019 Seems like I've gotten things to work. My problem was apparently that my If conditions were on lines directly under other lines, which interfered. (e.g; 0:: "An option" 1:: "Another option" If 1 "Stuff happens" Didn't work, while 0:: "An option" 1:: "Another option" If 1 "Stuff happens" did) A couple of questions of curiosity then! Will the generateCreature or generatePerson commands be able to take more options when used or be able to be modified without the use of while loops? something like, Actor.sex = male/female etc or is that possible? Is there a way to designate a name to actors? A way to decide what dog breed you spawn in? Will it be possible to separate the big dogs and the small dogs for future animations? Is there/Will there be a way to start a specific animation or create sextext for specific animations?
Frednotbob Posted July 26, 2019 Posted July 26, 2019 On 7/21/2019 at 2:53 AM, Strec said: Note that your logicis surprising (but perhaps working as intended) If Random(0,100) < 33 <<== a random number is generated "Random is less than 33." Elseif Random(0,100) <50 <<== ANOTHER random number is generated "Random is less than 50." Else "Else" Endif Your objective isn't this one? : n = Random(0,100) If n< 33 "Random is less than 33." Elseif n <50 "Random is less than 50." Else "Else" Endif doing the 2 tests with the same number? It's not doing two tests with the same number, per se; the problem is that the above conditions are true by the nature of arithmetic. The statement above checks to see if the number given by Random(0,100) is less than 33 and also if it's less than 50. There's no mathematical way to make 33 greater than 50, so by the nature of mathematics, both conditions are always going to be 'true' (unless Random(0,100) rolls a 50 or above).
chimiz Posted July 26, 2019 Posted July 26, 2019 13 hours ago, Frednotbob said: It's not doing two tests with the same number, per se; the problem is that the above conditions are true by the nature of arithmetic. The statement above checks to see if the number given by Random(0,100) is less than 33 and also if it's less than 50. There's no mathematical way to make 33 greater than 50, so by the nature of mathematics, both conditions are always going to be 'true' (unless Random(0,100) rolls a 50 or above). I'm not sure what you mean when you say that both conditions are always going to be true unless it rolls 50 and above, that's just not true at all. It could roll 40. Or 34. Then Elseif is true but not If. Elseif can only ever be checked if "If" is false.
tinkerbelle Posted July 30, 2019 Posted July 30, 2019 On 7/26/2019 at 9:52 AM, chimiz said: I'm not sure what you mean when you say that both conditions are always going to be true unless it rolls 50 and above, that's just not true at all. It could roll 40. Or 34. Then Elseif is true but not If. Elseif can only ever be checked if "If" is false. Actually, if the parser uses standard rules (I haven't used a CK since Oblivion came out) ... edit: oops, thought I was in a skyrim or fallout04 forum, still should apply though If Random(0,100) < 33 ; Creates a random number and checks if it is less than 33 "Random is less than 33." ; runs if the first random number is less than 33 Elseif Random(0,100) <50 ; Creates a NEW random number and checks if it is less than 50 ; be aware that some parsers will create the new random number ; even if the first number is 33 or greater. I don't know about Beth parsers "Random is less than 50." ; runs if the the second random number is less than 50 Else ; this else is tied to the elseif "Else" ; runs if the second random number is 50 or greater and the first number is ; 33 or greater Endif
chimiz Posted July 30, 2019 Posted July 30, 2019 4 hours ago, tinkerbelle said: Actually, if the parser uses standard rules (I haven't used a CK since Oblivion came out) ... edit: oops, thought I was in a skyrim or fallout04 forum, still should apply though If Random(0,100) < 33 ; Creates a random number and checks if it is less than 33 "Random is less than 33." ; runs if the first random number is less than 33 Elseif Random(0,100) <50 ; Creates a NEW random number and checks if it is less than 50 ; be aware that some parsers will create the new random number ; even if the first number is 33 or greater. I don't know about Beth parsers "Random is less than 50." ; runs if the the second random number is less than 50 Else ; this else is tied to the elseif "Else" ; runs if the second random number is 50 or greater and the first number is ; 33 or greater Endif I was commenting on Frednotbob's statement that "The statement above checks to see if the number given by Random(0,100) is less than 33 and also if it's less than 50. There's no mathematical way to make 33 greater than 50, so by the nature of mathematics, both conditions are always going to be 'true' (unless Random(0,100) rolls a 50 or above)." Which didn't make sense to me. If Frednotbob was refering to the first set of code, then there are two different Random numbers being checked, so that doesn't really make sense. If Frednotbot was refering to the second (more logical) set of codes, checking the same variable in If and Elseif. It still doesn't make sense to say that both conditions are always going to be "true" unless random rolls a 50 or above. The random could roll a 40. Then If is not true. But Elseif is true.
Frednotbob Posted August 1, 2019 Posted August 1, 2019 On 7/26/2019 at 7:52 AM, chimiz said: I'm not sure what you mean when you say that both conditions are always going to be true unless it rolls 50 and above, that's just not true at all. It could roll 40. Or 34. Then Elseif is true but not If. Elseif can only ever be checked if "If" is false. That's not quite accurate. If If Random(0,100) < 33 is false, then Elseif Random(0,100) <50 must be true. But -- if If Random(0,100) < 33 is true, Elseif Random(0,100) <50 is still true, because 33 is less than 50. Let's look at the code in question:If Random(0,100) < 33 <<== If the random number is < 33 "Random is less than 33." <<== Do something. Elseif Random(0,100) <50 <<== If the random number is > 33 "Random is less than 50." <<== Do something else Else "Else" Endif 33 is less than 50, so both conditions are simultaneously true on a roll of 32 or lower. Granted, I'm not certain that Random(0,100) works that way in this particular case. I'm certainly not an expert, and I'm not even particularly good at math! *lol*
vinfamy Posted August 3, 2019 Author Posted August 3, 2019 LifePlay v2.5 Released! - Add horses to the game, with customizable coat colors and patterns - Some scenes about being a horse owner - 14 bestiality animations and scenes to trigger them for those that play with the Bestiality module enabled - Bug fixes and other improvements, with a public beta testing period 2
vinfamy Posted August 4, 2019 Author Posted August 4, 2019 5 hours ago, qw11 said: soooo, any mods besides all the maps? https://f95zone.to/threads/lifeplay-v2-5-vinfamy.11321/ check under 'Player-Made Mods:' 1
helpmeoppa Posted August 5, 2019 Posted August 5, 2019 I can't launch it? I get two errors: the code execution cannot proceed because X3DAudio1_7.dll was not found and same as above but XAPOFX1_5.dll was not found? I just downloaded the link and then unzipped it with 7-zip and launched the application and that's what I got
vinfamy Posted August 5, 2019 Author Posted August 5, 2019 36 minutes ago, helpmeoppa said: I can't launch it? I get two errors: the code execution cannot proceed because X3DAudio1_7.dll was not found and same as above but XAPOFX1_5.dll was not found? I just downloaded the link and then unzipped it with 7-zip and launched the application and that's what I got you'll need DirectX Runtime http://www.microsoft.com/en-us/download/confirmation.aspx?id=8109
D Hine Posted August 6, 2019 Posted August 6, 2019 Well, in v.2.5 I found 2 funny glitches during sex scenes (Poses: Anal Reverse Cowgirl (New) and Anal Standing Doggy(New) so far). What I can say, guy was quite surprised (Or maybe happy, I dunno)... ☺️ Spoiler 2
Mithril Posted August 6, 2019 Posted August 6, 2019 On 8/3/2019 at 12:07 AM, vinfamy said: LifePlay v2.5 Released! - Add horses to the game, with customizable coat colors and patterns - Some scenes about being a horse owner - 14 bestiality animations and scenes to trigger them for those that play with the Bestiality module enabled - Bug fixes and other improvements, with a public beta testing period So, umm....what's the ETA on when Mares will be available?
BlunderingFool Posted August 13, 2019 Posted August 13, 2019 Question, is there any form of demographics control? It'd be cool to weight the looks of people who can show up to better match the demographics of the place in question. Or in this case, the map loaded. 1
vinfamy Posted August 15, 2019 Author Posted August 15, 2019 On 8/14/2019 at 1:29 AM, BlunderingFool said: Question, is there any form of demographics control? It'd be cool to weight the looks of people who can show up to better match the demographics of the place in question. Or in this case, the map loaded. each map already has demographic data included - go to Tokyo and 99% of NPCs will use the east asian presets I might make this demographic data customizable in the future
vinfamy Posted August 17, 2019 Author Posted August 17, 2019 LifePlay v2.6 Released! This update covers the rest of the adult animation types not yet covered in v2.1, v2.2 and v2.3. After this update, with virtually all sex scenes you can trigger in game, you will be able to enjoy new, better-looking animations made specifically for the new Daz character models: 34 new animations, made specifically for the new character models so that they look much better than the old converted ones, consisting of: - 10 shemale on female animations - 6 shemale on male animations (when you start a sex scene between a shemale and a man, the shemale will be bottom by default, you'll need to click anywhere > Swap roles to see these new animations) - 4 reverse gangbang animations - 10 gay animations - 2 tittyfuck and 2 footjob animations (male-female) 1
ILSM Posted August 19, 2019 Posted August 19, 2019 The new animations look good, but for X reason the characters (at X event) don't spawn till my character "is X who is Y" (for example)... but that's nothing to be worried honestly.. Apart, i wonder when the Female Animals would be avaidable to have sex with the player & others... I understand the Male one but.. why not add the same option for the Female? Also! after a time with the "Take over Business" option that really works so good! i love it!... I think it would be nice if the Player could buy other houses and rent them, X valor according to the zone of the map (more close to the Center of the City, a little more expensive to buy/rent) or something like that... After all, the Business is a thing to handle, Wages, Publicity and else.. while having X residense to rent, it's more "Easy", but also when it comes to expenses.. the player if the building wasn't rented, should pay more... example: if it cost 30 K... and wasn't rented yet, the cost to mantain your 2nd house will be 40% of it's value.. or else, that's up to you or X player if want to edit.. But that would be the thing, the... adition of Female Animals to have sex (between other animals/player/character x), the ability to buy a 2nd house and rent it (2/3/up to the player).. that would be nice~ 1
kekkisdong Posted August 20, 2019 Posted August 20, 2019 Are there any plans to add genetic inheritance into the game? Currently, it appears like a random character of either parent's race is generated after a pregnancy and as far as I'm aware there is no way to mod this feature in yet.
vinfamy Posted August 21, 2019 Author Posted August 21, 2019 7 hours ago, kekkisdong said: Are there any plans to add genetic inheritance into the game? Currently, it appears like a random character of either parent's race is generated after a pregnancy and as far as I'm aware there is no way to mod this feature in yet. hmm, your child should be the same race as you at least. I thought I already fixed this plus adding some facial similarity (the latter I admit might not be very noticeable) Will double check
chimiz Posted August 22, 2019 Posted August 22, 2019 Would it be possible to add sex tags that differentiates between non-creature and creature? Is it/Would it be possible to dictate what breed is spawned when using the GenerateCreature or GenerateTemporaryCreature commands, or alternatively change it via commands afterwards?
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