def playSoundEffect(self, ammoSkillId):
     if ammoSkillId in ammoFiringSfx:
         boomSfx = ammoFiringSfx[ammoSkillId]
         base.playSfx(boomSfx, node = self.pivot, cutoff = 3500)
         return None
     
     Cannon.playSoundEffect(self, ammoSkillId)
Example #2
0
    def playSoundEffect(self, ammoSkillId):
        if ammoSkillId in ammoFiringSfx:
            boomSfx = ammoFiringSfx[ammoSkillId]
            base.playSfx(boomSfx, node=self.pivot, cutoff=3500)
            return None

        Cannon.playSoundEffect(self, ammoSkillId)
Example #3
0
 def setPivots(self):
     Cannon.setPivots(self)
     bundle = self.root.node().getBundle(0)
     joint = bundle.findChild('def_cannon_animate')
     if joint:
         self.repeater = self.attachNewNode(ModelNode('def_cannon_animate'))
         self.repeater.setMat(joint.getDefaultValue())
         bundle.controlJoint('def_cannon_animate', self.repeater.node())
         self.repeater.reparentTo(self.pivot)
 def setPivots(self):
     Cannon.setPivots(self)
     bundle = self.root.node().getBundle(0)
     joint = bundle.findChild('def_cannon_animate')
     if joint:
         self.repeater = self.attachNewNode(ModelNode('def_cannon_animate'))
         self.repeater.setMat(joint.getDefaultValue())
         bundle.controlJoint('def_cannon_animate', self.repeater.node())
         self.repeater.reparentTo(self.pivot)
 def __init__(self, cr, parent, distance, height, targetNps, island):
     Cannon.__init__(self, cr)
     self.loadModel(None, InventoryType.CannonL1)
     self._started = False
     self._targetNps = targetNps
     self._skillId = 12906
     self._ammoSkillId = self._skillId
     self._pivotNode = parent.attachNewNode('phantomCannonPivot')
     self._island = island
     self.reparentTo(self._pivotNode)
     self._pivotNode.reparentTo(parent)
     self.setPos(0, distance, height)
     self.stash()
 def __init__(self, cr, parent, distance, height, targetNps, island):
     Cannon.__init__(self, cr)
     self.loadModel(None, InventoryType.CannonL1)
     self._started = False
     self._targetNps = targetNps
     self._skillId = 12906
     self._ammoSkillId = self._skillId
     self._pivotNode = parent.attachNewNode('phantomCannonPivot')
     self._island = island
     self.reparentTo(self._pivotNode)
     self._pivotNode.reparentTo(parent)
     self.setPos(0, distance, height)
     self.stash()
 def playAttack(self,
                skillId,
                ammoSkillId,
                projectileHitEvent,
                targetPos=None,
                wantCollisions=0,
                flightTime=None,
                preciseHit=False,
                buffs=[],
                timestamp=None,
                numShots=1,
                shotNum=-1):
     if ammoSkillId == InventoryType.DefenseCannonScatterShot:
         numShots = 4
     Cannon.playAttack(self, skillId, ammoSkillId, projectileHitEvent,
                       targetPos, wantCollisions, flightTime, preciseHit,
                       buffs, timestamp, numShots, shotNum)
Example #8
0
 def __init__(self, cr, shipCannon=False):
     Cannon.__init__(self, cr, shipCannon)
     self.repeater = None
 def playAttack(self, skillId, ammoSkillId, projectileHitEvent, targetPos = None, wantCollisions = 0, flightTime = None, preciseHit = False, buffs = [], timestamp = None, numShots = 1, shotNum = -1):
     if ammoSkillId == InventoryType.DefenseCannonScatterShot:
         numShots = 4
     
     Cannon.playAttack(self, skillId, ammoSkillId, projectileHitEvent, targetPos, wantCollisions, flightTime, preciseHit, buffs, timestamp, numShots, shotNum)
 def __init__(self, cr, shipCannon = False):
     Cannon.__init__(self, cr, shipCannon)
     self.repeater = None