for(var i = 0; i < _makemegoaway_.numChildren; i++)
_makemegoaway_.getChildAt(i).visible = false;
So instead of:Faceless said:Code:for(var i = 0; i < _makemegoaway_.numChildren; i++) _makemegoaway_.getChildAt(i).visible = false;
where _makemegoaway_ is whatever you want to hide. Don't forget to make them visible again when unloading the mod.
for(var i = 0; i < _makemegoaway_.numChildren; i++)
_makemegoaway_.getChildAt(i).visible = false;
for(var i = 0; i < ear.numChildren; i++)
ear.getChildAt(i).visible = false;
Faceless said:If you've already defined ear, then sure. Otherwise you'll get some tasty null pointer exceptions.
Faceless said:Yes, by setting the right arm position to handjob before loading the fingers. It's only a problem because the reference to the right glove fingers doesn't seem to exist except in handjob mode.
main.her.rightForeArmContainer.upperArmCostume.foreArmCostume.handCostume.glove.grip.addChild(fingerr);
main.her.rightForeArmContainer.upperArm.foreArm.hand.grip.addChild(fingerr);
Faceless said:How are you doing handjob mode? Manually, or through ActionScript?
main.g.inGameMenu.loadData("arms:handjob,handjob");
//---------------------------right hand
var handr = new newhandr();
//adds as skin - follows HSL sliders on Options tab
main.her.rightForeArmContainer.upperArm.foreArm.hand.addChild(handr);
//adds as costume - ignores HSL sliders on Options tab
main.her.rightForeArmContainer.upperArmCostume.foreArmCostume.handCostume.addChild(handr);
//---------------------------right fingers
var fingerr = new newfingerr();
//costume positioning
fingerr.x = main.her.rightForeArmContainer.upperArm.foreArm.hand.grip.x;
fingerr.y = main.her.rightForeArmContainer.upperArm.foreArm.hand.grip.y;
fingerr.rotation = main.her.rightForeArmContainer.upperArm.foreArm.hand.grip.rotation;
//---------------------------right handjob support
handr.stop();
main.her.addEventListener(Event.ENTER_FRAME,rhandpos);
//code for right hand job
function rhandpos(e:Event){
if(main.her.currentRightArmPosition==3){
handr.gotoAndStop("handjob");
//adds as skin - follows HSL sliders on Options tab
if(!main.her.rightForeArmContainer.upperArm.foreArm.hand.grip.contains(fingerr)){
main.her.rightForeArmContainer.upperArm.foreArm.hand.grip.addChild(fingerr);
}
//adds as costume - ignores HSL sliders on Options tab
if(!main.her.rightForeArmContainer.upperArmCostume.foreArmCostume.handCostume.glove.contains(fingerr)) {
main.her.rightForeArmContainer.upperArmCostume.foreArmCostume.handCostume.glove.addChild(fingerr);
main.her.rightForeArmContainer.upperArmCostume.foreArmCostume.handCostume.setChildIndex(
main.her.rightForeArmContainer.upperArmCostume.foreArmCostume.handCostume.glove,
handr);
}
fingerr.visible = true;
fingerr.scaleY = main.her.rightForeArmContainer.upperArm.foreArm.hand.grip.scaleY;
}
else{
handr.gotoAndStop("normal");
fingerr.visible = false;
}
}
main.loadCustomFull(thighr,".|Her.torso.rightThighCostume","x:0;y:0;r:0;a:1");
var main;
if (this.parent.parent != null){
main = this.parent.parent;
...
main.unloadMod();
}
var main;
function initl(l){
main = l;
...
l.unloadMod();
}
main.loadCustomFull(browrf,".|Her.rightEyebrow","x:38.5;y:27;r:0;a:1");
main.loadManual(...);
addEnterFrame(f) Calls f every frame till unloaded. f(l){}, l is loader.
addEnterFramePersist(f) ^ but will continue calling after unload.
Faceless said:Well, yes. There's code included to disable and restore the thigh mask.
Welp, that should be done, I think. As always, let me know if anything's broken.MG said:Faceless, consider reading the dev guide and refining the template for the new loader mod style.
*snip*
main.XYRA(thighr, "x:-141.5;y:-141;r:0;a:1");