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())