def load(self): DistributedEntityAI.load(self) self.setModel("models/cage.bam", True) self.setModelScale(self.getEntityValueVector("scale")) self.optimizeModel() self.enableModelCollisions()
def load(self): DistributedEntityAI.load(self) from panda3d.core import VirtualFileSystem vfs = VirtualFileSystem.getGlobalPtr() self.scriptSrc = vfs.readFile(self.scriptFilename, True) self.target = self.bspLoader.getPyEntityByTargetName( self.getEntityValue("scriptTarget"))
def load(self): DistributedEntityAI.load(self) self.setHpr(self.cEntity.getAngles()) self.setPos(self.cEntity.getOrigin()) self.setModel("phase_9/models/cogHQ/square_stomper.bam") self.setModelScale(self.scale) self.getModelNP().find("**/shaft").setSy(self.height / 16.0) self.optimizeModel() box = BulletBoxShape((self.scale[1], 1.0, self.scale[0])) gh = BulletGhostNode('trigger_hurt') gh.addShape(box, TransformState.makePos((0, -0.5, 0))) self.floorColl = self.getModelNP().attachNewNode(gh) self.floorColl.setCollideMask(CIGlobals.WallGroup | CIGlobals.CharacterGroup) self.enableModelCollisions() for bNP in self.getModelNP().findAllMatches("**/+BulletRigidBodyNode"): bNP.setSurfaceProp("metal") self.b_setEntityState(self.StateUp)