Sure I'll check it out!Maybe you could check my configuration or run some tests. Here's an affected scene: https://hub.virtamate.com/resources/the-grind-of-your-life.55091/
Sure I'll check it out!Maybe you could check my configuration or run some tests. Here's an affected scene: https://hub.virtamate.com/resources/the-grind-of-your-life.55091/
I ran some additional tests and it seems spanking works if and only if, all of these are enabled:Umhhh! Really?
Reactions should work, you're using specific triggers?
And for spanking, do you have the soft body enabled?
lGluteTrig = containingAtom.rigidbodies.First(rb => rb.name == "AutoColliderFemaleAutoCollidersLGlute1Joint");
rGluteTrig = containingAtom.rigidbodies.First(rb => rb.name == "AutoColliderFemaleAutoCollidersRGlute1Joint");
rbHipAS = containingAtom.rigidbodies.First(rb => rb.name == "hip");
lGluteTrig.gameObject.AddComponent<SexTriggerCollide>().OnCollide += GluteTrigObserver;
rGluteTrig.gameObject.AddComponent<SexTriggerCollide>().OnCollide += GluteTrigObserver;
protected void initSpankHandler(){
...
var left = containingAtom.GetComponentsInChildren<Collider>().FirstOrDefault(c => c.name == "AutoColliderFemaleAutoCollidersLGlute1Joint");
lGluteTrig = containingAtom.rigidbodies.First(rb => rb.name == "AutoColliderFemaleAutoCollidersLGlute1Joint");
SuperController.LogMessage(left.attachedRigidbody.name);
SuperController.LogMessage(lGluteTrig.name);
SuperController.LogMessage((lGluteTrig == left.attachedRigidbody).ToString());
...
}
AutoColliderFemaleAutoCollidersLGlute1Joint
AutoColliderFemaleAutoCollidersLGlute1Joint
False
var colliders = containingAtom.GetComponentsInChildren<Collider>();
lGluteTrig = colliders.First(c => c.name == "AutoColliderFemaleAutoCollidersLGlute1Joint").attachedRigidbody;
rGluteTrig = colliders.First(c => c.name == "AutoColliderFemaleAutoCollidersRGlute1Joint").attachedRigidbody;
lGluteTrig = containingAtom.rigidbodies.First(rb => rb.gameObject.activeInHierarchy && rb.name == "AutoColliderFemaleAutoCollidersLGlute1Joint");
rGluteTrig = containingAtom.rigidbodies.First(rb => rb.gameObject.activeInHierarchy && rb.name == "AutoColliderFemaleAutoCollidersRGlute1Joint");
Thanks, that's great. I'd appreciate if you could give me a quick ping once you release the vammoan2 patch. I'm about to update a scene, which I'll postpone to include the fix.This is very nice of you @TBD !
I'll merge it with the next update, I'm doing some updates atm : )
Thanks, that's great. I'd appreciate if you could give me a quick ping once you release the vammoan2 patch. I'm about to update a scene, which I'll postpone to include the fix.
That's also very much appreciated but I was just asking for a notification. I suppose I can simply click "watch" on vammoan2 and let the hub software do that, though.I always ping for bug reports or contributions. You'll be added in the code contributions/credits for the plugin : )
protected void GluteTrigObserver(object sender, CollideEventArgs e)
{
...
// Preventing any other sounds to be played
StartCoroutine("spankTimeout");
float colMagnitude = e.collision.relativeVelocity.magnitude;
// If the velocity isn't enough, then we ignore this (to prevent the timeout)
if( colMagnitude < 0.6f ) return;
...
PlayAudioSpank(spkclip,0.85f,1.15f);
...
}
Maybe I'd have a better understanding of the code if it wasn't one humongous class with 4500 lines of codeOr you look at the code (like you did above) and you don't half ass the look up and try to understand it
To iterate on this, I agree that there are arguments for both approaches.However, it seems quirky behaviour to interrupt a voice line in the middle of a word to play a reaction sound.
However, it seems quirky behaviour to interrupt a voice line in the middle of a word to play a reaction sound.
As of now, there's no way to trigger moans or reactions with a distinction between "mouth full" or "mouth free" states, if that makes sense.
To some degree. You could prevent moans and voice lines from playing altogether while there's something in her mouth but you couldn't, let's say, make it play "mmmm" sounds but prevent "aaaahhhh"s or gasps.In a normal situation (ie: scripted/arbitrary), VAMM2 offers pretty much everything you need to control a coherent state even for that situation as long as you're in a controlled animation.
In terms of scripting, tagging these and preventing playback when vamm is set to the BJ state is feasible. It would have to be a feature of vamm since you wouldn't want the external script or trigger logic in a scene to decide which exact clip vamm should play.
You could prevent moans and voice lines from playing altogether while there's something in her mouth but you couldn't, let's say, make it play "mmmm" sounds but prevent "aaaahhhh"s or gasps.
Not exactly, I wouldn't want to prevent moans from playing but limit clip selection to those, which make sense with a stuffed mouth.So you're saying that, more or less, you put the girl in BJ state and something else tries to trigger/schedule let's say "moans"... and you'd want the state to prevent this.
there isn't a way to trigger playback of specific clips.