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Old 08-23-2006, 12:45 PM
betancourtb82 betancourtb82 is offline
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Join Date: Jan 2006
Posts: 103
Avatars in an array and link/unlink

I was wondering if I can get some assistance on this. I created a program that introduces 3 avatars to a user. The user then shoots the avatar by clicking on the avatar that his "holding" a weapon. The 3 avatars can have either a gun in hand, a cell phone in hand or a camera around his/her neck.

Once an avatar is shot, the avatar is supposed to unlink with the object and come back w/ another object. The problem i'm having is that only the last avatar is working. I've tried changing which avatar is last and removing an avatar, leaving only 1 or 2, and what i've noticed is that anytime i remove or change the avatar order, only the last avatar functions correctly. I've gone over the code many times and can't figure out the problem. PLEASE HELP. I've included the relavent parts of the code for your reference.

To get the weapons:
Code:
def GetWeapon(avatar,number):
 global link, objectlink
 if number == 0:
  #weapons to use
  objectlink = viz.add(viz.GROUP) #for gun
  gun = objectlink.add('M16M203.WRL')
  avatar.gun = gun
  gun.scale(.0005,.0005,.0005)
  objectlink.link(hand)
 elif number == 1:
  objectlink = viz.add(viz.GROUP) #for phone
  phone = objectlink.add('C:\Program Files\Vizard25\resources/phone.3ds')
  #avatar.phone = phone
  phone.scale(1.5,1.5,1.5)
  phone.rotate(-90,0,-90)
  phone.translate(0,0.03,0.02)
  objectlink.link(hand)
 else:
  objectlink = viz.add(viz.GROUP)  #for camera
  camera = objectlink.add('camera.WRL')
  #avatar.camera = camera
  camera.scale(.0005,.0005,.0005)
  camera.translate(0,-.25,.17)
  camera.rotate(180)
  objectlink.link(neck)
To initialize the avatars:
Code:
for x in range(0,3):
 if x == 0:
  male = viz.add(people[x])
  male.scale(.11,.11,.11)
 #  male.face(faces[0])
  hand = male.getbone('skel_HandRF')
  neck = male.getbone('skel_Neck')
  GetWeapon(male,0)
  #phonelink.link(hand)
  male.tag = 0
  male.threatening = TRUE
  male.appearance = 0
  male.facepic = 0 
 elif x == 1:
  male = viz.add(people[1])
  male.scale(.11,.11,.11)
#  male.visible(0,'gz_mstky_headlat.cmf')
#  male.face(faces[2])
  hand = male.getbone('skel_HandRF')
  neck = male.getbone('skel_Neck')
  GetWeapon(male,1)
  #cameralink.link(neck)
  male.tag = 1
  male.threatening = FALSE
  male.appearance = 0
  male.facepic = 0
 elif x ==2:
  male = viz.add(people[0])
  male.scale(.11,.11,.11)
  male.visible(0,'gz_mave_headwht.cmf')
  male.face(faces[0])
  hand = male.getbone('skel_HandRF')
  neck = male.getbone('skel_Neck')
  GetWeapon(male,2)
  #gunlink.link(hand)
  #male.face(faces[1])
  male.tag = 2
  male.threatening = FALSE
  male.appearance = 0
  male.facepic = 0
 male.translate(3*x,-10,10)
 male.rotate(180)
 #Add the avatar to the waiting and lemming list
 waitlist.append(male)
 characters.append(male)
To remove and restore the avatars (w/unlink and link)
Code:
def RemoveAvatar(avatar):
 global avatarCount, objectlink
 avatar.visible(0) #Hide avatar
 avatar.speed(1) #Restore speed
# THIS ONE MIGHT WORK!
# objectlink.unlink()
 objectlink.translate(0,0,10)
 characters.remove(avatar) #Remove from list
 dead_list.append(avatar) #Add to dead list
# objectlink.unlink()
# GetWeapon(deadlist[0],weaponchoice)
 avatarCount += 1
 print 'avatar count is: ', avatarCount
def RestoreAvatar():
 global keyindex, weaponchoice, objectlink
 objectlink.unlink()
 if weaponchoice > 3:
  weaponchoice = 0
 print 'weapon choice is',weaponchoice
 if len(dead_list):
  print "avatar restored"
  avatar = dead_list.pop() #Ressurrect dead avatar
  weaponchoice += 1
  GetWeapon(avatar,weaponchoice)
  avatar.visible(1) #Make it visible
  characters.append(avatar) #Add it to avatar list
When the avatars are shot:
Code:
def MoveBullet(bullet,elapsed):
 global avatarsHit, autospawn, soldierCount, maleCount, femaleCount, threatCount, nonthreatCount
 #get the bullet's current position
 pos = bullet.get(viz.POSITION)
 
 #calculate the balls future position based on it's velocity
 futurePos = pos + (bullet.vector * elapsed)
 
 #Check if bullet intersected with anything
 info = viz.intersect(pos,futurePos)
 if info.intersected:
  if info.object in characters:
   info.object.disable(viz.COLLISION)
   #print "in characters"
   if info.object.tag == 0:
    soldierCount += 1
    if info.object.threatening == TRUE:
     threatCount += 1
    elif info.threatening == FALSE:
     nonthreatCount += 1
   elif info.object.tag == 1:
    maleCount += 1
    if info.object.threatening == TRUE:
     threatCount += 1
    elif info.object.threatening == FALSE:
     nonthreatCount += 1
   elif info.object.tag == 2:
    femaleCount += 1
    if info.object.threatening == TRUE:
     threatCount += 1
    elif info.object.threatening == FALSE:
     nonthreatCount += 1
   avatarsHit = avatarsHit + 1
   viz.playsound('arrgh.wav')
   WaitThenFreeze = vizact.sequence( vizact.waittime(info.object.getduration(6)-.85), vizact.speed_node(0) )
   info.object.execute(6)
   info.object.clear(viz.ALL)
   info.object.clear(viz.CURRENT_ACTION)
   info.object.add(WaitThenFreeze) #Add the action to the avatar
   RemoveAvatarAction = vizact.call(RemoveAvatar,info.object)
   info.object.add(RemoveAvatarAction) #Add action to remove avatar
  bullet.visible(0)
  bullet.active = 0
 #Update balls positions
 bullet.translate(futurePos.get())
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