Tease AI General Discussion

Webteases are great, but what if you're in the mood for a slightly more immersive experience? Chat about Tease AI and other offline tease software.

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SkyHimeros
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Re: Tease AI Open Beta - Updated to Patch 51

Post by SkyHimeros »

Is it possible to put one variable into another? Im trying to make a script that chooses a punishment, remembers the last one and the one before that and skips those when choosing a new one. I've tried @ChangeVar und @SetVar but it doesn't work:
Spoiler: show
Set LastPunishment as example @SetVar[LastPunishment]=[Example] and NextToLastPunishment too @SetVar[NextToLastPunishment]=[Example]
(NewPunishment)
NextToLastPunishment: #Var[NextToLastPunishment] LastPunishment: #Var[LastPunishment] and Goto Punishment @Goto(Crop, Face, Balls, Cock)
(Crop)
@RapidCodeOn @NullResponse @If[NextToLastPunishment]=[Crop]Then(NewPunishment) @If[LastPunishment]=[Crop]Then(NewPunishment)
Set Var LastPunishment to Crop @ChangeVar[NextToLastPunishment]=[LastPunishment] @SetVar[LastPunishment]=[Crop] @Goto(NewPunishment)
(Face)
@RapidCodeOn @NullResponse @If[NextToLastPunishment]=[Face]Then(NewPunishment) @If[LastPunishment]=[Face]Then(NewPunishment)
Set Var LastPunishment to Face @ChangeVar[NextToLastPunishment]=[LastPunishment] @SetVar[LastPunishment]=[Face] @Goto(NewPunishment)
(Balls)
@RapidCodeOn @NullResponse @If[NextToLastPunishment]=[Balls]Then(NewPunishment) @If[LastPunishment]=[Balls]Then(NewPunishment)
Set Var LastPunishment to Balls @ChangeVar[NextToLastPunishment]=[LastPunishment] @SetVar[LastPunishment]=[Balls] @Goto(NewPunishment)
(Cock)
@RapidCodeOn @NullResponse @If[NextToLastPunishment]=[Cock]Then(NewPunishment) @If[LastPunishment]=[Cock]Then(NewPunishment)
Set Var LastPunishment to Cock @ChangeVar[NextToLastPunishment]=[LastPunishment] @SetVar[LastPunishment]=[Cock] @Goto(NewPunishment)
(StartStroking)
#StartStroking @StartStroking
@End
(I know it's an infinite loop, it's just a test-script.) Or is there another way to make that script work perhaps?
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Re: Tease AI Open Beta - Updated to Patch 51

Post by SkyHimeros »

One more thing and then I shut up: It would be great if you could use @RandomText inside Vocabulary Files. I think that worked at one point (or I think it did) but with the newest patch it doesn't.
Again these are all just suggestions: If it's too complicated or other things have priority that's fine too.
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Re: Tease AI Open Beta - Updated to Patch 51

Post by avatarbr »

SkyHimeros wrote:One more thing and then I shut up: It would be great if you could use @RandomText inside Vocabulary Files. I think that worked at one point (or I think it did) but with the newest patch it doesn't.
Again these are all just suggestions: If it's too complicated or other things have priority that's fine too.
But the Vocabulary files are already ramdom. TeaseAI will pick 1 ramdom line from the vocabulary file to replace the #Word in the script. You dont need to put the @RandomText there, just put the alternative text in another line.
SkyHimeros wrote:Is it possible to put one variable into another? Im trying to make a script that chooses a punishment, remembers the last one and the one before that and skips those when choosing a new one. I've tried @ChangeVar und @SetVar but it doesn't work:
I dont know that, but what I did was using this:

Code: Select all

#StopStroking @StopStroking @RapidCodeOn
@NullResponse @CheckFlag(CREATE_YOUR_VARIABLE_NotFirstTime)
@NullResponse @SetVar[CREATE_YOUR_VARIABLE]=[0]
@NullResponse @SetFlag(CREATE_YOUR_VARIABLE_NotFirstTime)
(CREATE_YOUR_VARIABLE_NotFirstTime)
@NullResponse @RapidCodeOn
@NullResponse @If[CREATE_YOUR_VARIABLE]=[0]Then(Part1_1)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1]Then(Part1_2)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[10]Then(Part1_3)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[100]Then(Part1_4)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1000]Then(Part1_5)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[11]Then(Part1_6)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[101]Then(Part1_7)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[111]Then(Part1_8)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[110]Then(Part1_9)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1001]Then(Part1_10)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1011]Then(Part1_11)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1111]Then(Part1_12)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1010]Then(Part1_13)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1110]Then(Part1_14)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1100]Then(Part1_15)
@NullResponse @If[CREATE_YOUR_VARIABLE]=[1101]Then(Part1_16)
(Mod1)
@NullResponse @ChangeVar[CREATE_YOUR_VARIABLE]=[CREATE_YOUR_VARIABLE]+[1]
@NullResponse @Goto(Modulo1)
(Mod2)
@NullResponse @ChangeVar[CREATE_YOUR_VARIABLE]=[CREATE_YOUR_VARIABLE]+[10]
@NullResponse @Goto(Modulo2)
(Mod3)
@NullResponse @ChangeVar[CREATE_YOUR_VARIABLE]=[CREATE_YOUR_VARIABLE]+[100]
@NullResponse @Goto(Modulo3)
(Mod4)
@NullResponse @ChangeVar[CREATE_YOUR_VARIABLE]=[CREATE_YOUR_VARIABLE]+[1000]
@NullResponse @Goto(Modulo4)
(Part1_1)
@NullResponse @Goto(Mod1,Mod2,Mod3,Mod4)
(Part1_2)
@NullResponse @Goto(Mod2,Mod3,Mod4)
(Part1_3)
@NullResponse @Goto(Mod1,Mod3,Mod4)
(Part1_4)
@NullResponse @Goto(Mod1,Mod2,Mod4)
(Part1_5)
@NullResponse @Goto(Mod1,Mod2,Mod3)
(Part1_6)
@NullResponse @Goto(Mod3,Mod4)
(Part1_7)
@NullResponse @Goto(Mod2,Mod4)
(Part1_8)
@NullResponse @Goto(Mod4)
(Part1_9)
@NullResponse @Goto(Mod1,Mod4)
(Part1_10)
@NullResponse @Goto(Mod2,Mod3)
(Part1_11)
@NullResponse @Goto(Mod3)
(Part1_12)
@NullResponse @Goto(Fim)
(Part1_13)
@NullResponse @Goto(Mod1,Mod3)
(Part1_14)
@NullResponse @Goto(Mod1)
(Part1_15)
@NullResponse @Goto(Mod1,Mod2)
(Part1_16)
@NullResponse @Goto(Mod2)
(Fim)
@NullResponse @SetVar[CREATE_YOUR_VARIABLE]=[0]
@End
(Modulo1)
PLACE A NEW MODULE HERE
(Modulo2)
PLACE A NEW MODULE HERE
(Modulo3)
PLACE A NEW MODULE HERE
(Modulo4)
PLACE A NEW MODULE HERE
First run will pick between Modulo1, Modulo2, Modulo3, Modulo4. If the script pick Modulo2, next time will pick between Modulo1, Modulo3, Modulo4 and so on. When all are picked, will be reseted.
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Re: Tease AI Open Beta - Updated to Patch 51

Post by SkyHimeros »

Thanks a lot!
I like your idea but for me personally it seems a bit too complicated whenever I want to add new modules. If anyones is interested I came up with a similar way using flags and a counter. The Variable NumberOfPunishmentsSet basically counts how many punishments (or modules) have been set. Once it reaches the number (4 in this case) it deletes all Flags and resets itself to 0. Seems to work:

Code: Select all

(NewPunishment)
(Check if all punishments have been set)
@RapidCodeOn @NullResponse  @If[NumberOfPunishmentsSet]>=[4]Then(ResetAllPunishments)
@NullResponse @Goto(Crop, Face, Balls, Cock)
(Crop)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentCropSet, NewPunishment)
Crop Punishment...
Crop Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentCropSet) @Goto(NewPunishment)
(Face)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentFaceSet, NewPunishment)
Face Slapping Punishment...
Face Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentFaceSet) @Goto(NewPunishment)
(Balls)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentBallsSet, NewPunishment)
Balls Punishment...
Balls Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentBallsSet) @Goto(NewPunishment)
(Cock)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentCockSet, NewPunishment)
Cock Punishment...
Cock Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentCockSet) @Goto(NewPunishment)
(ResetAllPunishments)
Delete all SetPunishment-Flags @DeleteFlag(PunishmentCropSet, PunishmentFaceSet, PunishmentBallsSet, PunishmentCockSet)
Set NumberOfPunishmentsSet to 0 @SetVar[NumberOfPunishmentsSet]=[0] @Goto(NewPunishment)
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Re: Tease AI Open Beta - Updated to Patch 50

Post by genome231 »

1885 wrote:
Added @PlayVideo() Command -
  • @PlayVideo() allows you to play a video for the amount of time specified in parentheses.

    For example, @PlayVideo(15) will play a random video for 15 seconds. When the 15 seconds are up, the video will stop and the tease will continue as normal.

    This is especially good to combine with @JumpVideo to create shorter, randomized clips in your tease session
Added Command @JumpVideo -
  • If there is a video currently playing, @JumpVideo will jump to a new point in the video somewhere between 10% and 60% of its run time.

    If @JumpVideo is used in the same line as @PlayVideo, @PlayVideo() or @PlayVideo[], then the video will start at a random position between 10 and 60% instead of the beginning
Hi 1885!
Just a quick question about the @PlayVideo command.
If I wanna play a specific video for lets say 5 minutes, would this be correct way to do it:
@NullResponse @PlayVideo[PathToVideo] @PlayVideo(300) ? :-D

Regards
Genome
Tribute to 1885 & those involved with Tease-AI.
Thank you for spending time on this awesome project! :-)
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Re: Tease AI Open Beta - Updated to Patch 51

Post by avatarbr »

SkyHimeros wrote:Thanks a lot!
I like your idea but for me personally it seems a bit too complicated whenever I want to add new modules. If anyones is interested I came up with a similar way using flags and a counter. The Variable NumberOfPunishmentsSet basically counts how many punishments (or modules) have been set. Once it reaches the number (4 in this case) it deletes all Flags and resets itself to 0. Seems to work:

Code: Select all

(NewPunishment)
(Check if all punishments have been set)
@RapidCodeOn @NullResponse  @If[NumberOfPunishmentsSet]>=[4]Then(ResetAllPunishments)
@NullResponse @Goto(Crop, Face, Balls, Cock)
(Crop)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentCropSet, NewPunishment)
Crop Punishment...
Crop Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentCropSet) @Goto(NewPunishment)
(Face)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentFaceSet, NewPunishment)
Face Slapping Punishment...
Face Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentFaceSet) @Goto(NewPunishment)
(Balls)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentBallsSet, NewPunishment)
Balls Punishment...
Balls Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentBallsSet) @Goto(NewPunishment)
(Cock)
@RapidCodeOn @NullResponse @CheckFlag(PunishmentCockSet, NewPunishment)
Cock Punishment...
Cock Punishment Done @ChangeVar[NumberOfPunishmentsSet]=[NumberOfPunishmentsSet]+[1] @SetFlag(PunishmentCockSet) @Goto(NewPunishment)
(ResetAllPunishments)
Delete all SetPunishment-Flags @DeleteFlag(PunishmentCropSet, PunishmentFaceSet, PunishmentBallsSet, PunishmentCockSet)
Set NumberOfPunishmentsSet to 0 @SetVar[NumberOfPunishmentsSet]=[0] @Goto(NewPunishment)

Can work (if I understood the code), but I think you can enter in a really long loop in the @Goto(Crop, Face, Balls, Cock) part, untill the program find a line without a flag set done.

PS: Dont forget the @SetFlag(NewPunishment). And I dont know if multiples CheckFlag in the same line works in the new versions, maybe you will need to change and put 1 by line.

I really miss the Set command in TeaseME. You could set a line, and the @Goto part would ignore that line till you unset it.
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Re: Tease AI Open Beta - Updated to Patch 51

Post by genome231 »

Is there any way to tell TEASE-AI that it should run a @CustomTask() at least X amount of times?
Something like this?

Code: Select all

@NullResponse @CustomTask(Spanking, 10) <-- Would be cool if this ran at least 10 lines
I've tried a few @CustomTasks now and sometimes it runs only the CustomTask_First.

Dont think it exists, but asking anyway xD Is there a @CustomMode() command? Like YesMode, but customary to a certain phrase?
I have a script where the sub has to hold his/her balance for a random amount of time.
Would be awesome if something like this existed:

Code: Select all

If you lose control tell me "I lost my balance" @CustomMode(i lost my balance, Goto, LineWithinScript)
Love a lot of the new commands!
They bring a lot of awesome new functions to TEASE-AI :D

Regards
Genome
Tribute to 1885 & those involved with Tease-AI.
Thank you for spending time on this awesome project! :-)
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Re: Tease AI Open Beta - Updated to Patch 51

Post by dukiesnud »

Getting the following error when I am choosing which scripts to use, when I click to Modules, Link and End tabs:
Capture.PNG
Capture.PNG (16.06 KiB) Viewed 3073 times
This is with SpicyTease141. I thought I got it with another personality, but I'll have to try them again.
Spoiler: show
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '-1' is not valid for 'index'.
Parameter name: index
at System.Windows.Forms.ListBox.ObjectCollection.get_Item(Int32 index)
at Tease_AI.FrmSettings.ModuleTab() in C:\Users\Elijah\Documents\Visual Studio 2010\Projects\Tease AI\Tease AI\Form2.vb:line 7160
at Tease_AI.FrmSettings.CLBModuleList_SelectedIndexChanged(Object sender, EventArgs e) in C:\Users\Elijah\Documents\Visual Studio 2010\Projects\Tease AI\Tease AI\Form2.vb:line 7113
at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.CheckedListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListBox.NativeRemoveAt(Int32 index)
at System.Windows.Forms.ListBox.ObjectCollection.RemoveAt(Int32 index)
at System.Windows.Forms.ListBox.ObjectCollection.Remove(Object value)
at Tease_AI.FrmSettings.ModuleTab() in C:\Users\Elijah\Documents\Visual Studio 2010\Projects\Tease AI\Tease AI\Form2.vb:line 7152
at Tease_AI.FrmSettings.CLBModuleList_SelectedIndexChanged(Object sender, EventArgs e) in C:\Users\Elijah\Documents\Visual Studio 2010\Projects\Tease AI\Tease AI\Form2.vb:line 7113
at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.CheckedListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListBox.SetSelected(Int32 index, Boolean value)
at Tease_AI.FrmSettings.TCScripts_TabIndexChanged(Object sender, EventArgs e) in C:\Users\Elijah\Documents\Visual Studio 2010\Projects\Tease AI\Tease AI\Form2.vb:line 6668
at System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.TabControl.WmSelChange()
at System.Windows.Forms.TabControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1078.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Tease AI
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///M:/Adobe%20CS4/Master%20Collection/USB%204.0%20PC%20Card%20Adapter/Tease%20AI/Tease%20AI.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1075.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1078.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Speech
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Speech/v4.0_4.0.0.0__31bf3856ad364e35/System.Speech.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///M:/Adobe%20CS4/Master%20Collection/USB%204.0%20PC%20Card%20Adapter/Tease%20AI/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///M:/Adobe%20CS4/Master%20Collection/USB%204.0%20PC%20Card%20Adapter/Tease%20AI/Interop.WMPLib.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.mshtml
Assembly Version: 7.0.3300.0
Win32 Version: 7.0.3300.0
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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Re: Tease AI Open Beta - Updated to Patch 51

Post by Stefaf »

dukiesnud wrote:Getting the following error when I am choosing which scripts to use, when I click to Modules, Link and End tabs:



This is with SpicyTease141. I thought I got it with another personality, but I'll have to try them again.
EDIT:

I think i was able to reconstruct the error. Have you recently renamed or removed files from your modules and the other folders? If that's the case, simply go to your settings and goto Script->Modules and so on. On error click continue and click on one of the entries in the list. After selecting one of the entries, the Error should be gone. I'll take a look to prevent this in future releases.
Spoiler: show
Orignal Post:

Would you mind if you post your "Modules" folder and the "\ System \ ModuleCheckList.cld" file, located in your DommeFolder?
Alternatively, you can post here a screenshot of the entire folder contents. The file "ModuleCheckList.cld" you can open with NotePad, mark all and copy, and post here.
I would prefer the former, because I will not have to replicate your data to get the same error.

To solve the problem in the short term you can then simply delete the file "ModuleCheckList.cld". Your recent module settings will be lost, but at least you can make new ones. I think at least. :-)
btw.: It would be clearer if bugs were posted in the thread for this. Otherwise, they could be lost and forgotten.
Here's the link: viewtopic.php?f=2&t=16203
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Re: Tease AI Open Beta - Updated to Patch 51

Post by dukiesnud »

I have recently updated my folders with all new patches, all the way up to 51.

Nothing should have been renamed or removed, at least not purposely.

The error only comes up once for each of the three tabs (modules, link, end).

Attached:

\Tease AI\Scripts\SpicyTeaseBeta141\System\ModuleCheckList.cld

\Tease AI\Scripts\SpicyTeaseBeta141\Module\

- Not really trying to hide this content, nor is it clear why bugs have another separate thread which really isn't updated. Bugs are reported here, right? It also seems this topic has not been resolved with previous suggestions in the other thread (my glitter contacts are updated), and I thought I had it happen with the wicked script also, but I can't reproduce now. So, it's shared here.

Appreciate your help!
Attachments
ModuleCheckList.rar
(584 Bytes) Downloaded 75 times
Modules.rar
(64.53 KiB) Downloaded 73 times
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Re: Tease AI Open Beta - Updated to Patch 51

Post by Stefaf »

In several attempts, I got no error - that's weird. Anyway, I think that should be solved. If you care: The error occurs because no entry is selected in the list, but the program tries to read the status of the script that is selected. Why no entry is selected, I can only guess.

Why the bugs come in the other thread? Because it's there?
(Excuse me, I'm German and we follow the rules.)

Why it is not updated? Here I can only guess. But I think that comes through the various publications and 1885 absence. Here we should find a better solution, or at least update the thread. At the moment the thread is a bit unfortunate, because I can not understand what belongs to which publication and whether it is still unsolved - I didn't even try. I just want to code and not try to find things that might no longer exist.

Long story short: The Issue is solved, pushed to Github and pull Request is merged.
dukiesnud wrote:Appreciate your help!
You're welcome. ;-)
Last edited by Stefaf on Thu Apr 21, 2016 5:46 am, edited 1 time in total.
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Re: Tease AI Open Beta - Updated to Patch 51

Post by 1885 »

SkyHimeros wrote:This is how the command looks: ... @FollowUp40(@RandomText(and let the inherent truth of these words seep in, and don't forget it, and let the message seep in, and let the message sink in, and let it sink in, and learn it, and say it passionately))
Putting a RandomText inside a FollowUp seems to work in principle, however sometimes the line that is being randomly selected is shown in the previous line (without the first word however) and then again in the next line.
Currently Tease AI doesn't really support nested Commands that use parentheses like @FollowUp() and @RandomText(). This may change in a future update, but currently I wouldn't recommend trying to nest parentheses. A #Keyword would work in this case if you wanted to go that route
SkyHimeros wrote:Is it possible to put one variable into another? Im trying to make a script that chooses a punishment, remembers the last one and the one before that and skips those when choosing a new one. I've tried @ChangeVar und @SetVar but it doesn't work:
You're supposed to be able to, but I can see that it doesn't quite work out and needs to be addressed. It won't be in Patch 52, but I'll put this on high priority for Patch 53
SkyHimeros wrote:One more thing and then I shut up: It would be great if you could use @RandomText inside Vocabulary Files. I think that worked at one point (or I think it did) but with the newest patch it doesn't.
Like avatar said, Vocabulary Files already do what @RandomText() does. @RandomText() even only came about because I was tired of making Vocabulary Files for every little thing, many of which were one-offs. Just put each each on a separate line. If you want some choices to get called more than others, just put multiple lines with those choices
genome231 wrote:If I wanna play a specific video for lets say 5 minutes, would this be correct way to do it:
@NullResponse @PlayVideo[PathToVideo] @PlayVideo(300) ?
No, @PlayVideo[] and @PlayVideo() are separate Commands that each play a video. In this case, @PlayVideo() would override @PlayVideo[]. I'll try to put in some limiter to do what you're talking about here for patch 53
genome231 wrote:Is there any way to tell TEASE-AI that it should run a @CustomTask() at least X amount of times?
genome231 wrote:Dont think it exists, but asking anyway xD Is there a @CustomMode() command? Like YesMode, but customary to a certain phrase?
These are great ideas, I'll put them in the suggestion list for Patch 53
dukiesnud wrote:Getting the following error when I am choosing which scripts to use, when I click to Modules, Link and End tabs:
Sorry you've been having trouble with this. Hopefully Stefaf's fix in Patch 52 will get this sorted out for you, but if you have any more problems once Patch 52 is out please let us know


Patch 52 should be uploaded fairly soon. I had to overhaul the Image Settings and address a few lingering bugs, but right now I'm stress testing to make sure everything works like it's supposed to. Once I'm not catching any more bugs, I'll get 52 up and then get back to work on the various other overhauls going on
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Re: Tease AI Open Beta - Updated to Patch 51

Post by turnipking »

I don't really post but a big shout out to you 1885 and everyone else working so hard on this, we the community love you guys!!
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Re: Tease AI Open Beta - Updated to Patch 51

Post by SkyHimeros »

Ditto! And thank you for the answers!
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Re: Tease AI Open Beta - Updated to Patch 51

Post by FCK88 »

Hi to all fellow Milovanians out there around the world :wave:

I keep getting this error every time I start Tease AI - anyone who can help me out so I can start using this stuff?

Can't find the given directory: 'Images\System\DislikedImageURLs.txt' ---> System.IO.DirectoryNotFoundException: Can't find the given directory: 'Images\System\DislikedImageURLs.txt'

Thank you very much in advance ;-)
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