Parity

Plugins + Scripts Parity

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Arachnut

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Arachnut submitted a new resource:

Parity - Single point for large, re-used triggers.

🔀 Parity
Single point for large, re-used triggers.

Stop juggling and bug-hunting triggers! Parity pulls everything into one place– a simple system that lets your trigger count grow without the usual mess of duplicating actions across trigger points.

Built for us who are tired of copy & pasting triggers and want something that has them all in one place (or just a couple!).


Read more about this resource...
 
Thanks for creating this, I think this is a plugin I have been hoping for but I am unsure how exactly it works. Firstly, if you have a demo scene or a manual showing some examples of how it can be used, that would be super helpful.

If not then please give me an idea how you think it can improve my current trigger situation. Here's an example I might have in a scene. There will be separate buttons to trigger each sex position (example: BJ, Doggy, Missionary, Hand job, etc). For each button I have lots of triggers to do things like: call the timeline, turn on or off lights, turn on or off VamMoan, turn on or off Titty magic, etc. So for each trigger I have to duplicate it into each button. So for example, for BJ, Hand job, Doggy I have a trigger on each button to set Titty magic set to False, however for Missionary I have a Titty magic trigger set to True. It's a pain as I don't know any way in Vam to do a trigger like: If X is True, Do this, Else Do this. So I just end up repeating a trigger for each button for either true (on) or false (off).

Here's another example. Let's say I have a light I have setup just for the Doggy position, so I create a trigger in the Doggy Button to turn on the light, but for ever other Button I have to have a trigger for the Doggy Light to be off.

I think your plugin is aimed at making this situation easier, I just don't quite understand how to accomplish it. Thanks for any help you can lend.
 
Firstly, if you have a demo scene or a manual showing some examples of how it can be used, that would be super helpful.
Ha! So funny, I constantly say "I wont be making a help file for this" but clearly I did a bad job on round one and it needs it! Adding this to the todo list, now. Also wanna improve the UI a bit as well! So be on the lookout.
There will be separate buttons to trigger each sex position (example: BJ, Doggy, Missionary, Hand job, etc). For each button I have lots of triggers to do things like: call the timeline, turn on or off lights, turn on or off VamMoan, turn on or off Titty magic, etc. So for each trigger I have to duplicate it into each button. So for example, for BJ, Hand job, Doggy I have a trigger on each button to set Titty magic set to False, however for Missionary I have a Titty magic trigger set to True. It's a pain as I don't know any way in Vam to do a trigger like: If X is True, Do this, Else Do this. So I just end up repeating a trigger for each button for either true (on) or false (off).
What you're describing is the problem that Parity attempts to solve! However, you're describing something more 'automatic' as well. Parity doesn't do anything automatically. Instead, what I would do with it is this:

  • In Parity make a Slot for each here:
    • BJ
    • Hand job
    • Doggy
  • Then whichever triggers need to be triggered when calling "BJ", you put in the BJ slot of Partiy. Hand job triggers inside the "Hand job" slot, etc, etc...
  • Then in your button, instead of a handful of triggers, you instead trigger the "BJ" slot on Parity.

So, if you need to edit what happens when BJ is called, you're not duplicating those across all buttons manuall-- all in one place. I hope that makes sense! Here's the screenshots of before and after what your Button should look like if done properly...

First, before placing these in a Parity slot, I had these all inside my button:
1777139568393.png
But once I create a slot called "ZZZPOV" (ignore the name, ha!) this is what the button calls. Atom > #plugin Ararchnut.Parity > "Trigger_ZZZPOV" (obviously, the actual routing will be different and more accurate, this is merely as an illustration)
1777139603576.png

Let me know if you need more help! Cheers!💓🕷️
 
Thanks for the explanation. I am unsure how it would help out my situation.

Right now I have for example something like this, two UI buttons :

UIButton_Doggy. When I click, it triggers:
Timeline female(calls the Doggy segment)
Timeline male (calls the Doggy segment)
VamMoan female On
VamMoan female intensity 2
VamMoan male On
VamMoan Pelvic Slap On
Titty Magic Off
Doggy Light On


UIButton_BJ. When I click, it triggers:
Timeline female(calls the BJ segment)
Timeline male (calls the BJ segment)
VamMoan female On
VamMoan female intensity breathing
VamMoan male On
VamMoan Pelvic Slap Off
Titty Magic On
Doggy Light Off


If I add more timeline animations like, Missionary, Handjob, Footjob, LapDance etc, then I have to create more UIButtons and repeat all of those triggers and set them accordingly for the respective animation.

If I do what you are saying and create a parity slot for Doggy, BJ, etc then I still need to put all of those triggers into each respective parity slot. So instead of having triggers in the UIButton, they are just in Parity slots. So then Parity just becomes a different way to organize the triggers?

Am I missing some function that could help?
 
If I add more timeline animations like, Missionary, Handjob, Footjob, LapDance etc, then I have to create more UIButtons and repeat all of those triggers and set them accordingly for the respective animation.

If I do what you are saying and create a parity slot for Doggy, BJ, etc then I still need to put all of those triggers into each respective parity slot. So instead of having triggers in the UIButton, they are just in Parity slots. So then Parity just becomes a different way to organize the triggers?

Am I missing some function that could help?
You are correct! Parity doesn't do anything fancy-- it's merely a way of having all your triggers in one spot, and with a name. So, to continue your example:

If you want to add those groups of triggers to Parity events called "Doggy" and "BJ" respectively, you could then have your buttons call "Doggy" and "BJ" from Parity. Then, if you want to add Speech recognition, or another button that can also trigger them, you don't need to copy and paste all of your triggers, just "Doggy" and "BJ" calls to Parity.

I hope that clears it up, mate!
 
Arachnut updated Parity with a new update entry:

Parity v2 (backwards compat) - A few extras, and many Quality of Life updates

🔀Parity v2 (hub v2) - Release Notes​

New Features:
  • 100% backwards compatible (but please take care when upgrading, save a backup!)
  • Edit Mode / Tidy Fire Mode toggle
  • Enable/Disable per slot (defaults enabled)
🪛Little Fixes
  • "Actions" button (renamed from OnEnabled)
  • Fire | Actions twin buttons
📋[COLOR=rgb(226, 80...[/B]


Read the rest of this update entry...
 
Is this similar to VAM Story's Director plugin? or does it work differently?
 
Is this similar to VAM Story's Director plugin? or does it work differently?
Truthfully, I've not used it! But from what I can gleen, they are different. And Parity is probably a much smaller & lighter tool.

You can picture Parity like the Logic Bricks "Relay". But instead of loading Relay as a plugin once per every group of triggers, you can use Parity. In Parity, you can add as many Slots or "groups" of triggers as you'd like.

Does that explanation clarify at all? Cheers!
 
Truthfully, I've not used it! But from what I can gleen, they are different. And Parity is probably a much smaller & lighter tool.

You can picture Parity like the Logic Bricks "Relay". But instead of loading Relay as a plugin once per every group of triggers, you can use Parity. In Parity, you can add as many Slots or "groups" of triggers as you'd like.

Does that explanation clarify at all? Cheers!
I'll check it out. :)
 
Arachnut updated Parity with a new update entry:

Parity v3 (backwards compat) - UI Overhaul, Grouping

Parity v3 (hub v3) - Release Notes​

New Features:
  • 100% backwards compatible (but please take care when upgrading, save a backup! double check!)
  • COMPLETE UI OVERHAUL
  • Added ability to reorganize slots
  • Grouping
  • Group Triggers (recursive)
  • Color coding
  • Saving/loading
🪛Little Fixes
  • THE WHOLE UI, really.
  • Scalable UI via % or draggable slider -- snap between that and 1:1
View attachment 608297

Read the rest of this update entry...
 
Arachnut updated Parity with a new update entry:

Parity v4 (backwards compat) - MEGA UPDATE: Pick Random, Delays, Looping, Instancing, Help Page+

Parity v4 (hub v4) - Release Notes​

TRULY a massive update with some awesome functionality! WE ARE AT PEAK PARITY.

View attachment 610478

New Features:
  • 100% backwards compatible (but please take care when upgrading, save a backup! double check!)
  • Groups can "Pick Random" (pick a random child Group or Trigger to activate randomly when fired)
  • Delays for Triggers and Groups in Seconds with Countdown bar
  • Looping on Groups and...

Read the rest of this update entry...
 
there is an error in parity.cslist
folder name with p instead of capital letter :giggle:
going to play with it right now
Drat! Has that caused an error on your end, @ccammell ? It didn't stop me when building and testing! So I'm shocked!

Edit: You bet it causes an error! Fixed, uploaded, awaiting approval. Sorry to anyone who wanted to use it but came up against my horrible typing skills! I was only typing with one hand!
 
Last edited:
Drat! Has that caused an error on your end, @ccammell ? It didn't stop me when building and testing! So I'm shocked!

Edit: You bet it causes an error! Fixed, uploaded, awaiting approval. Sorry to anyone who wanted to use it but came up against my horrible typing skills! I was only typing with one hand!
yep, parity.cs not found because of the capital letter in the folder name, also unpacked wasn't working, i needed to fix the typo and it worked (y) and that was the easy part, now i need to learn how it works :p
 
yep, parity.cs not found because of the capital letter in the folder name, also unpacked wasn't working, i needed to fix the typo and it worked (y)
Copy! I updated it, and the error should be snuffed out. :)
and that was the easy part, now i need to learn how it works :p
It's not too bad! But the UI still needs to be made sexy and more intuitive. I was starting a "this is how it works!" scene-- but as they are want to do, it has morphed into a "full scene" that I'm stoked to release. 😈

I'm happy to answer questions, and I do think the new "HELP" page is rather... well... Helpful!
Monty Python Ugh GIF
 
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