#1
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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) 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) 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 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()) |
#2
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Still need help
I posted this last week and still have not received a response. Please help. I have to get this done sometime this week and I would appreciate the help. If it would help, I can include the code for the entire program.
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#3
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At a quick glance the code looks sound. Can you send as concise a copy as possbile of the simulation that replicates this problem to support@worldviz.com and maybe we can find out what's wrong?
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#4
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Just a guess: Somewhere along the line you are using the same global varable to hold the link/gun/avatar/whatever object. So when you setting up the avatars you are overwriting references to the link/whatever objects you need. Keep these things assoated with the avatars you create.
Code:
#Setting up avatar avatar1.currentWeapon = avatar1.getChild("hand").add( 'gun.wrl') . . . #Swap in new weapon tempWeapon = avatar1.currentWeapon avatar1.currentWeapon = sidelinedWeapon sidelinedWeapon = tempWeapon avatar1.currentWeapon.parent( avatar1.getChild("hand") ) avatar1.currentWeapon.visible( viz.ON ) sidelinedWeapon.visible( viz.OFF )
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Paul Elliott WorldViz LLC |
#5
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That sounds like that might work, however, I'm having a hard time finding the child object for hand and neck. I know you can't just put hand and neck, but I'm not sure where to find what the actual name of the child objects are. The avatar file is above the 1.0MB limit, therefore I cannot attach it as a reference. I did try to right-click on the the avatar in the resources window, but no properties came up.
Last edited by betancourtb82; 09-05-2006 at 01:51 PM. |
#6
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There should be a plus icon next to the avatar in the resources window. Expand that to show bones icon which then has a list of avatar bones
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Paul Elliott WorldViz LLC |
#7
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I did that. For this avatar, the hand is named skel_HandRF (for right hand finger). I used the following code. I received the following errors:
** ERROR: Could not find child with name 'skel_HandRF' ** ERROR: Could not find child with name 'skel_HandRF' ** ERROR: Could not find child with name 'skel_Neck' Code:
for x in range(0,3): if x == 0: male = viz.add(people[2]) male.scale(.11,.11,.11) # GetWeapon(male,0) male.currentWeapon = male.getchild('skel_HandRF').add("M16M203.WRL") 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.currentWeapon = male.getchild('skel_HandRF').add("C:\Program Files\Vizard25\resources/phone.3ds") # GetWeapon(male,1) 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]) # GetWeapon(male,2) male.currentWeapon = male.getchild('skel_Neck').add("camera.WRL") 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) Last edited by betancourtb82; 09-05-2006 at 02:11 PM. |
#8
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To get a bone, use the <VizAvatar>.getbone() fucntion, not getchild.
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Paul Elliott WorldViz LLC |
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