def __init__(self, name, model, damage, hitSfx, idleSfx = None, particlesFx = None, anim = None, wantParticles = True): TrapGag.__init__(self, name, model, damage, hitSfx, anim) self.wantParticles = wantParticles self.particles = None self.particlesFx = particlesFx self.idleSfx = None if game.process == 'client': if idleSfx: self.idleSfx = base.audio3d.loadSfx(idleSfx) return
def __init__(self, name, model, damage, hitSfx, collRadius, mode = 0, anim = None, autoRelease = True, activateSfx = None): TrapGag.__init__(self, name, model, damage, hitSfx, anim, doesAutoRelease=autoRelease) LocationGag.__init__(self, 10, 50, shadowScale=0.25) self.trapMode = mode self.entities = [] self.lifeTime = 120 self.minSafeDistance = 5 self.collRadius = collRadius self.activateSfx = None if game.process == 'client': if activateSfx: self.activateSfx = base.audio3d.loadSfx(activateSfx) return
def __init__(self, name, model, damage, hitSfx, collRadius, mode=0, anim=None, autoRelease=True, activateSfx=None): TrapGag.__init__(self, name, model, damage, hitSfx, anim, doesAutoRelease=autoRelease) LocationGag.__init__(self, 10, 50, shadowScale=0.25) self.trapMode = mode self.entities = [] self.lifeTime = 120 self.minSafeDistance = 5 self.collRadius = collRadius self.activateSfx = None self.entityTrack = None if game.process == 'client': if activateSfx: self.activateSfx = base.audio3d.loadSfx(activateSfx) return
def __init__(self, name, model, damage, hitSfx, idleSfx=None, particlesFx=None, anim=None, wantParticles=True): TrapGag.__init__(self, name, model, damage, hitSfx, anim) self.wantParticles = wantParticles self.particles = None self.particlesFx = particlesFx self.idleSfx = None self.timeout = 5.0 if game.process == 'client': if idleSfx: self.idleSfx = base.audio3d.loadSfx(idleSfx)
def __init__(self, name, model, damage, hitSfx, collRadius, mode=0, anim=None, autoRelease=True, activateSfx=None): TrapGag.__init__(self, name, model, damage, hitSfx, anim, doesAutoRelease=autoRelease) LocationGag.__init__(self, 10, 50, shadowScale=0.25) # This is the mode the trap gag is on. 0) Trapdoor/Quicksand and 1) Banana Peel, marbles, etc. self.trapMode = mode # This keeps track of the entities we drop. self.entities = [] # This is the length (in seconds) of how long an entity exists. self.lifeTime = 120 # This is the minimum distance an entity has to be from another. self.minSafeDistance = 5 # This is the radius of the CollisionSphere that detects suits. self.collRadius = collRadius # This is the sound effect called when a trap is tripped. self.activateSfx = None self.entityTrack = None if game.process == 'client': if activateSfx: self.activateSfx = base.audio3d.loadSfx(activateSfx)