def __init__(self, cr): DistributedSuitBase.__init__(self, cr) InvasionSuitBase.__init__(self) FSM.__init__(self, 'InvasionSuitFSM') self.spawnPointId = 0 self.moveTask = None self._lerpTimestamp = 0 self._turnInterval = None self._staticPoint = (0, 0, 0) self.explodeTrack = None self.attackTarget = 0 self.attackProp = '' self.attackDamage = 0 self.exploding = False self.invasionFinale = False self._attackInterval = None self.phraseSequence = None self.finaleBrainstormSequence = None self.stashed = False self.brainstormSfx = loader.loadSfx('phase_5/audio/sfx/SA_brainstorm.ogg') self.quakeLiftSfx = loader.loadSfx('phase_5/audio/sfx/General_throw_miss.ogg') self.quakeLandSfx = loader.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg') phasePath = 'phase_3.5/audio/dial/' self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg') self.speechStatementSfx = loader.loadSfx(phasePath + 'COG_VO_statement.ogg') self.speechQuestionSfx = loader.loadSfx(phasePath + 'COG_VO_question.ogg') self.speechGruntSfx = loader.loadSfx(phasePath + 'COG_VO_grunt.ogg') self.shakerRadialAttack = None self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg') self.msStompLoop = None self.msStartStomp = None self.msSoundLoop = Sequence(SoundInterval(self.stompSfx, duration=1.6, startTime=0.3, volume=0.4, node=self)) return
def __init__(self, cr): DistributedSuitBase.__init__(self, cr) InvasionSuitBase.__init__(self) FSM.__init__(self, 'InvasionSuitFSM') self.spawnPointId = 0 self.moveTask = None self._lerpTimestamp = 0 self._turnInterval = None self._staticPoint = (0, 0, 0) self.explodeTrack = None self.attackTarget = 0 self.attackProp = '' self.attackDamage = 0 self.exploding = False self.invasionFinale = False self._attackInterval = None self.phraseSequence = None self.finaleBrainstormSequence = None # For the Director's attacks self.brainstormSfx = loader.loadSfx( 'phase_5/audio/sfx/SA_brainstorm.ogg') self.quakeLiftSfx = loader.loadSfx( 'phase_5/audio/sfx/General_throw_miss.ogg') self.quakeLandSfx = loader.loadSfx( 'phase_3.5/audio/sfx/ENC_cogfall_apart.ogg') # Cog speeches, for when we want to manually define it phasePath = 'phase_3.5/audio/dial/' self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg') self.speechStatementSfx = loader.loadSfx(phasePath + 'COG_VO_statement.ogg') self.speechQuestionSfx = loader.loadSfx(phasePath + 'COG_VO_question.ogg') self.speechGruntSfx = loader.loadSfx( phasePath + 'COG_VO_grunt.ogg' ) # This one is currently the only one used in this file. Remove the rest if they aren't used before deploying. # Get a few things defined for our Shakers self.shakerRadialAttack = None self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg') self.msStompLoop = None self.msStartStomp = None self.msSoundLoop = Sequence( SoundInterval(self.stompSfx, duration=1.6, startTime=0.3, volume=0.4, node=self))
def __init__(self, air, invasion): DistributedSuitBaseAI.__init__(self, air) InvasionSuitBase.__init__(self) FSM.__init__(self, 'InvasionSuitFSM') self.invasion = invasion self.stateTime = globalClockDelta.getRealNetworkTime() self.spawnPointId = 0 self.brain = InvasionSuitBrainAI(self) self.lastMarchTime = 0.0 self.__walkTimer = None self.finale = False self._explodeDelay = None return
def __init__(self, air, invasion): DistributedSuitBaseAI.__init__(self, air, None) InvasionSuitBase.__init__(self) FSM.__init__(self, 'InvasionSuitFSM') self.invasion = invasion self.stateTime = globalClockDelta.getRealNetworkTime() self.spawnPointId = 0 self.brain = InvasionSuitBrainAI(self) dna = None self.lastMarchTime = 0.0 self.__walkTimer = None self.finale = False self._explodeDelay = None
def __init__(self, cr): DistributedSuitBase.__init__(self, cr) InvasionSuitBase.__init__(self) FSM.__init__(self, 'InvasionSuitFSM') self.spawnPointId = 0 self.moveTask = None self._lerpTimestamp = 0 self._turnInterval = None self._staticPoint = (0, 0, 0) self.explodeTrack = None self.attackTarget = 0 self.attackProp = '' self.attackDamage = 0 self.exploding = False self.invasionFinale = False self._attackInterval = None self.phraseSequence = None self.finaleBrainstormSequence = None # For the Director's attacks self.brainstormSfx = loader.loadSfx('phase_5/audio/sfx/SA_brainstorm.ogg') self.quakeLiftSfx = loader.loadSfx('phase_5/audio/sfx/General_throw_miss.ogg') self.quakeLandSfx = loader.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg') # Cog speeches, for when we want to manually define it phasePath = 'phase_3.5/audio/dial/' self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg') self.speechStatementSfx = loader.loadSfx(phasePath + 'COG_VO_statement.ogg') self.speechQuestionSfx = loader.loadSfx(phasePath + 'COG_VO_question.ogg') self.speechGruntSfx = loader.loadSfx(phasePath + 'COG_VO_grunt.ogg') # This one is currently the only one used in this file. Remove the rest if they aren't used before deploying. # Get a few things defined for our Shakers self.shakerRadialAttack = None self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg') self.msStompLoop = None self.msStartStomp = None self.msSoundLoop = Sequence(SoundInterval(self.stompSfx, duration=1.6, startTime=0.3, volume=0.4, node=self))