def announceGenerate(self): DistributedEntityAI.announceGenerate(self) DistributedNodeAI.announceGenerate(self) assert self.cEntity self.setPos(self.cEntity.getOrigin()) self.setHpr(self.cEntity.getAngles()) pos = self.getPos() hpr = self.getHpr() self.d_setPosHpr(pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2])
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) self.b_setModel("phase_14/models/props/creampie_gib.bam") self.setMass(5.0) self.setSolid(self.SOLID_MESH) self.initPhysics() self.getPhysNode().setFriction(50.0) #self.getPhysNode().setLinearDamping(3.0) #self.getPhysNode().setAngularDamping(3.0) self.startPosHprBroadcast() self.setNextThink(3.0)
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) AvatarShared.announceGenerate(self) self.accept('globalrule', self.handleRule) self.setupPhysics() # Add ourself to the avatar list for the zone # But if we somehow are already in there, remove us. base.air.removeAvatar(self) base.air.addAvatar(self) if self.Moving: self.lastPos = self.getPos(render) taskMgr.add(self.__avatarTick, self.uniqueName('avatarTick'))
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) print(self.getEntityValueBool("playnow")) if self.getEntityValueBool("playnow"): print("Play now!") self.Play()
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) if self.hasSpawnFlags(self.SF_ExecuteImmediately): self.ExecuteScript()
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) self.b_setModel('phase_4/models/cogHQ/gagTank.bam')
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) self.startPosHprBroadcast() render.ls()
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) self.sendCurrentPosition()
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) if self.hasSpawnFlags(self.StartsEnabled): print("Smoke starts enabled") self.Start()