How to fix task.done errors and start option?(UNSOLVED)

Hi there,
I have problems with closing a task and begin the new one.

from panda3d.core import loadPrcFile
if debug:
loadPrcFile(“config/config.prc”)

import direct.directbase.DirectStart
from direct.gui.OnscreenText import OnscreenText
from direct.gui.DirectGui import *
from panda3d.core import *
from pandac.PandaModules import CardMaker
from pandac.PandaModules import NodePath
from direct.directnotify import DirectNotifyGlobal
from direct.distributed import DistributedObject

import direct.directbase.DirectStart

base.setBackgroundColor(0, 0, 0)

from pandac.PandaModules import CardMaker
from pandac.PandaModules import NodePath
from pandac.PandaModules import TextureStage

front_end_movie=loader.loadTexture(“clips/intro.avi”)
myObject = loader.loadModel(“smiley”)
myObject.setTexture(front_end_movie, True)
myObject.reparentTo(render)

cm = CardMaker(“My Fullscreen Card”);
cm.setFrameFullscreenQuad()
cm.setUvRange(front_end_movie)
card = NodePath(cm.generate())
card.reparentTo(render2d)
card.setTexture(front_end_movie)

def stop_movie(task):
front_end_movie.stop()

return task.done

taskMgr.doMethodLater(5, stop_movie, ‘stop_movie’)

base.run()

‘new things…’

it will close right away.
or the game will start but no movie.

Your code will not let me sleep at night, I decided to write a sample for you :slight_smile:

from panda3d.core import *

import direct.directbase.DirectStart

video = MovieTexture("logo")
video.read("clips/intro.avi")
cm = CardMaker("screen")
cm.setFrameFullscreenQuad()
cm.setUvRange(video)
    
card = NodePath(cm.generate())
card.reparentTo(render2d)
card.setTexture(video)
card.setTexScale(TextureStage.getDefault(), video.getTexScale())

sound=loader.loadSfx("clips/intro.avi")
video.synchronizeTo(sound)
sound.play()

def end(task):
    if (sound.status() != 2):
        card.detachNode()
        card.removeNode()
        taskMgr.remove('end')
    return task.cont
        
taskMgr.add(end, 'end')

base.run()

This will work if there is sound.

Aye I will test it, but the if the vid was 256 secs long I need 2 change the 2 to 256,r?

No, 2 is the end status.

so it will play the whole video?
tnx btw, luv it!
I have one last question, can you add a 'press esc to skip button"
like if I press esc, the vid will skip?
that would be nice.

Yours Truly
~CapnNickSparrow

I apologize, misleading you. Status 2 is playing.

Skipping video can be implemented as follows. Do not forget to free memory from resources.

from panda3d.core import *

import direct.directbase.DirectStart

video = MovieTexture("logo")
video.read("PandaSneezes.avi")
cm = CardMaker("screen")
cm.setFrameFullscreenQuad()
cm.setUvRange(video)
    
card = NodePath(cm.generate())
card.reparentTo(render2d)
card.setTexture(video)
card.setTexScale(TextureStage.getDefault(), video.getTexScale())

sound=loader.loadSfx("PandaSneezes.avi")
video.synchronizeTo(sound)
sound.play()

def esc():
    sound.stop()
base.accept("escape", esc)

def end(task):

    if (sound.status() != 2):
        card.detachNode()
        card.removeNode()
        taskMgr.remove('end')
        
    if (sound.status() == 1):
        card.detachNode()
        card.removeNode()
        taskMgr.remove('end')

    return task.cont
        
taskMgr.add(end, 'end')

base.run()

You my friend,
are the BEST!
many tnx!
So if I press esc, the video(including sound) will stop and the game will start?

Yes, the game will start, you can just make sure. This code works.

The video from the example is located: is samples\media-player “PandaSneezes.avi” place the file next to main.

Ok, but I have the vid somewhere else.

my .py files is in POS and the clip is in POS/clips/intro.avi, so that would be video.read(“clips/intro.avi”)?
am I correct?

Yes, but why not just test it?

I don’t have access to my pc yet, I am on vacation.
When I have access, i will test.
still many tnx

Ahoy, it works but the video is not on the right postition and when I press esc or when the vid is done, i get a grey screen, what thing do I need to give the task thing?

from direct.task import Task
from direct.actor.Actor import Actor
from direct.showbase import DirectObject
from direct.gui.DirectGui import *
from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from direct.showbase.InputStateGlobal import inputState
from direct.controls.GravityWalker import GravityWalker

from panda3d.core import *

import direct.directbase.DirectStart
from direct.gui.OnscreenText import OnscreenText
from direct.gui.DirectGui import *
from panda3d.core import *
import random

#Print that version info!
print(“This version(Early Access) is as of April 30th, 2017 at 18:35AM.”)

#Load That Sky!

sky = loader.loadModel(“phase_2/models/sky/PiratesSkyDome.bam”)
sky.reparentTo(render)
“”"
cloudcover = loader.loadModel(“cloudOverlay.bam”)
cloudcover.ls()
cloudcover.reparentTo(sky)
“”"
LightClouds = loader.loadTexture(“phase_2/maps/clouds_light.jpg”)
MediumClouds = loader.loadTexture(“phase_2/maps/clouds_medium.jpg”)
Stars = loader.loadTexture(“phase_2/maps/stars.jpg”)

sky.findAllMatches("/CloudsTop").show()
sky.findAllMatches("
/Top").show()
sky.findAllMatches("/Horizon").show()
sky.findAllMatches("
/Sides").show()

def BeginOfSkyChange(task):
def SkyChangeStart(task):
print(“Starting sky change…”)
print(“Sky Change Initialized.”)
def SkyChange1(task):
print(“Loading Sky Change 1…”)
sky.setColor(0.25,0.5,1.5,1)
sky.setTexture(MediumClouds,1)
print(“Sky Change 1 Initialized.”)
print(“Waiting for completion…”)
def SkyChange2(task):
print(“Sky Change 1 Completed.”)
print(“Loading Sky Change 2…”)
sky.setColor(0.25,0,.75,1)
sky.setTexture(MediumClouds,1)
print(“Sky Change 2 Initialized.”)
print(“Waiting for completion…”)
def SkyChange3(task):
print(“Sky Change 2 Completed.”)
print(“Loading Sky Change 3…”)
sky.setColor(0,0,0)
sky.setTexture(Stars,1)
print(“Sky Change 3 Initialized.”)
def SkyLoopStart(task):
print(“Sky Change 3 Completed”)
print(“Sky Change 4 Loading…”)
sky.setColor(0.70,0.25,0.05,0.5)
sky.setTexture(LightClouds,1)
print(“Sky Change 4 Initialized”)
return task.done
myTask = taskMgr.doMethodLater(30, SkyLoopStart, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(30, SkyChange3, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(30, SkyChange2, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(0.0000000000000001, SkyChange1, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(0.000000000000000001, SkyChangeStart, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(0.000000000000000001, BeginOfSkyChange, ‘tickTask’)

####################################################################

#moon = loader.loadModel(“stars.bam”)
#moon.reparentTo(sky)

#moon.place()

####################################################################

select = loader.loadModel(“phase_2/models/gui/avatar_chooser_rope.bam”)

cavernson = True
cavernsoff = False
SmashoOn = True
Cat = Actor(“phase_2/models/char/mp_2000.bam”,
{“running-jump-idle”:“phase_2/models/char/mp_jump.bam”,
“walk”:“phase_2/models/char/mp_walk.bam”,
“turnLeft1”:“phase_2/models/char/mp_turn_left.bam”,
“turnRight2”:“phase_2/models/char/mp_turn_left.bam”,
“neutral”:“phase_4/models/char/mp_coin_flip_idle.bam”,
“run”:“phase_2/models/char/mp_run.bam”})

Cat.reparentTo(render)
Cat.findAllMatches("/clothing_layer1*").hide()
Cat.findAllMatches("
/clothing_layer2*").hide()
Cat.findAllMatches("/clothing_layer3*").hide()
Cat.findAllMatches("
/hair*").hide()
Cat.findAllMatches("/acc*").hide()
Cat.findAllMatches("
/beard*").show()
Cat.findAllMatches("/mustache*").show()
Cat.findAllMatches("
/gh_master_face*").hide()
Cat.findAllMatches("/body_armpit*").hide()
Cat.findAllMatches("
/body_forearm*").hide()
Cat.findAllMatches("/body_foot*").hide()
Cat.findAllMatches("
/body_shoulder*").hide()
Cat.findAllMatches("/body_torso*").hide()
Cat.findAllMatches("
/body_waist*").hide()
Cat.findAllMatches("/body_knee*").hide()
Cat.findAllMatches(’
/body_belt’).hide()

Cat.findAllMatches(’/clothing_layer1_hat_captain’).show()
Cat.findAllMatches(’
/clothing_layer1_hat_captain_feather’).show()
Cat.findAllMatches(’/clothing_layer2_vest_long_closed_legs_front’).show()
Cat.findAllMatches(’
/clothing_layer2_vest_long_closed_torso_front’).show()
Cat.findAllMatches(’/clothing_layer3_coat_long_torso’).show()
Cat.findAllMatches(’
/clothing_layer3_coat_long_legs’).show()
Cat.findAllMatches(’/clothing_layer1_pant_tucked_base’).show()
Cat.findAllMatches(’
/clothing_layer2_belt_square’).show()
Cat.findAllMatches(’/clothing_layer2_belt_buckle_square’).show()
Cat.findAllMatches(’
/clothing_layer1_shoe_boot_tall_left’).show()
Cat.findAllMatches(’/clothing_layer1_shoe_boot_tall_right’).show()
Cat.findAllMatches(’
/’).hide()

hat = loader.loadTexture(‘phase_2/maps/PM_hat_captain_prince.jpg’)
Cat.find(’**/clothing_layer1_hat_captain’).setTexture(hat, 1)

coat = loader.loadTexture(‘phase_2/maps/PM_coat_closed_china.jpg’)
Cat.find(’/clothing_layer3_coat_long_torso’).setTexture(coat, 1)
Cat.find(’
/clothing_layer3_coat_long_legs’).setTexture(coat, 1)

pants = loader.loadTexture(‘phase_2/maps/PM_pant_long_pants_untucked_blackgold.jpg’)
Cat.find(’**/clothing_layer1_pant_tucked_base’).setTexture(pants, 1)

vest = loader.loadTexture(‘phase_2/maps/PM_vest_long_closed_blackgold.jpg’)
Cat.find(’/clothing_layer2_vest_long_closed_legs_front’).setTexture(vest, 1)
Cat.find(’
/clothing_layer2_vest_long_closed_torso_front’).setTexture(vest, 1)

shoe = loader.loadTexture(‘phase_2/maps/PM_shoe_medium_boot_china.jpg’)
Cat.find(’/clothing_layer1_shoe_boot_tall_left’).setTexture(shoe, 1)
Cat.find(’
/clothing_layer1_shoe_boot_tall_right’).setTexture(shoe, 1)

belt = loader.loadTexture(‘phase_2/maps/PM_belt_strap_oval_goldskull_blackleather.jpg’)
Cat.find(’**/clothing_layer2_belt_square’).setTexture(belt, 1)

beltsquare = loader.loadTexture(‘phase_2/maps/PM_belt_buckle_square_privateer.jpg’)
Cat.find(’**/clothing_layer2_belt_buckle_square’).setTexture(beltsquare, 1)

Veteran1 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran2 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran3 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran4 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran5 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran6 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran = [Veteran1, Veteran2, Veteran3, Veteran4, Veteran5, Veteran6]

Guard1 = Actor(“phase_2/models/char/mp_2000.bam”)
Guard2 = Actor(“phase_2/models/char/mp_2000.bam”)
Guards = [Guard1, Guard2]

Remington = Actor(“phase_2/models/char/mp_2000.bam”)

def rambleshackTeleport():
pvpfrenchbutton.show()
tortugabutton.show()
devilsbutton.show()
cubabutton.show()
delFuegobutton.show()
cangrejosbutton.show()
driftwoodbutton.show()
kingsheadbutton.show()
pvpSpanishbutton.show()
portRoyalbutton.show()
ravensCovebutton.show()
outcastbutton.show()
cutthroatbutton.show()
rumRunnerbutton.show()
tormentabutton.show()
rambleshackbutton.show()
loadingImage1 = OnscreenImage(image=‘phase_2/maps/loadingscreen_tutorial_walk.jpg’, pos=(0, 20, .3), parent=render2d)
loadingImage1.setScale(.7)
loadingImage = loader.loadModel(“phase_2/models/gui/loading_screen.bam”)
loadingImage.reparentTo(aspect2d)
loadingImage.setPos(0, 0, 0.0)
loadingImage.setScale(.21)
sky.setPos(0, -817.23, 0)
base.graphicsEngine.renderFrame()
base.graphicsEngine.renderFrame()
global cavernsoff
cavernsoff = False
global cavernson
cavernson = False
global grottoon
grottoon = False
global grottooff
grottooff = False
global bQuarryOn
bQuarryOn = False
global bQuarryOff
bQuarryOff = False
global bOfPadresOn
bOfPadresOn = False
global SmashoOn
SmashoOn = False
global CatacombsOn
CatacombsOn = False
global CatacombsOff
CatacombsOff = False
Remington.detachNode()
for i in range(0, 6):
Veteran[i].detachNode()
for i in range(0, 2):
Guards[i].detachNode()
###############################
# Tortuga
TortugaModel.detachNode()
TortugaOcean.detachNode()
TortugaBuildings.detachNode()
TortugaWaveIdle.detachNode()
TortugaWaveNone.detachNode()
TortugaLowendWaveIdle.detachNode()
TortugaLowendWaveNone.detachNode()
# PortRoyal
PRModel.detachNode()
PRBuildings.detachNode()
PROcean.detachNode()
# Devils
DevilsModel.detachNode()
DevilsBuildings.detachNode()
DevilsOcean.detachNode()
DevilsWaveIdle.detachNode()
DevilsWaveNone.detachNode()
DevilslowendWaveIdle.detachNode()
DevilsLowendWaveNone.detachNode()
# Cuba
CubaModel.detachNode()
CubaBuildings.detachNode()
CubaOcean.detachNode()
CubaLowendWaveIdle.detachNode()
CubaLowendWaveNone.detachNode()
CubaWaveIdle.detachNode()
CubaWaveNone.detachNode()
# DelFuego
delFuegoModel.detachNode()
delFuegoBuildings.detachNode()
delFuegoOcean.detachNode()
delFuegoLowendWaveIdle.detachNode()
delFuegoLowendWaveNone.detachNode()
delFuegoWaveIdle.detachNode()
delFuegoWaveNone.detachNode()
# Cangrejos
CangrejosModel.detachNode()
CangrejosBuildings.detachNode()
CangrejosOcean.detachNode()
CangrejosLowendWaveIdle.detachNode()
CangrejosLowendWaveNone.detachNode()
CangrejosWaveIdle.detachNode()
CangrejosWaveNone.detachNode()
# Driftwood
DriftwoodModel.detachNode()
DriftwoodBuildings.detachNode()
DriftwoodOcean.detachNode()
DriftwoodLowendWaveIdle.detachNode()
DriftwoodLowendWaveNone.detachNode()
DriftwoodWaveIdle.detachNode()
DriftwoodWaveNone.detachNode()
# Kingshead
KingsheadModel.detachNode()
KingsheadBuildings.detachNode()
KingsheadOcean.detachNode()
# pvpSpanish
pvpSpanishModel.detachNode()
pvpSpanishBuildings.detachNode()
pvpSpanishOcean.detachNode()
# RavensCove
RavensModel.detachNode()
RavensBuildings.detachNode()
RavensOcean.detachNode()
# Outcast
OutcastModel.detachNode()
OutcastBuildings.detachNode()
OutcastOcean.detachNode()
# Cutthroat
CutthroatModel.detachNode()
CutthroatBuildings.detachNode()
CutthroatOcean.detachNode()
# Rumrunners
RumrunnerModel.detachNode()
RumrunnerBuildings.detachNode()
RumrunnerOcean.detachNode()
# Tormenta
TormentaModel.detachNode()
TormentaBuildings.detachNode()
TormentaOcean.detachNode()
# pvpFrench
pvpFrenchModel.detachNode()
pvpFrenchBuildings.detachNode()
pvpFrenchOcean.detachNode()
# CursedCaverns
cursed_caverns.detachNode()
# Grotto
GrottoModel.detachNode()
GrottoBuildings.detachNode()
# BeckettsQuarry
BeckettsQuarry.detachNode()
# Smasho Cave
SmashoCave.detachNode()
# TheCatacombs
TheCatacombs.detachNode()
#Rambleshack
RambleshackModel.reparentTo(render)
RambleshackOcean.reparentTo(render)
RambleshackDockLod.reparentTo(render)
RambleshackLow.reparentTo(render)
RambleshackLowendWaveIdle.reparentTo(render)
RambleshackLowendWaveNone.reparentTo(render)
RambleshackWaveIdle.reparentTo(render)
RambleshackWaveNone.reparentTo(render)
RambleshackWorldmap.reparentTo(render)
###############################
Cat.setY(0.0)
Cat.setX(0.0)
Cat.setZ(50.0)
Cat.setH(1500.84)
for i in range(len(audio)):
audio[i].stop()
audio[15].setLoop(True)
audio[15].play()
audio[15].setVolume(0.25)
loadingImage1.removeNode()
loadingImage.removeNode()
tortugabutton.show()
devilsbutton.show()
cubabutton.show()
delFuegobutton.show()
cangrejosbutton.show()
driftwoodbutton.show()
kingsheadbutton.show()
pvpSpanishbutton.show()
portRoyalbutton.show()
ravensCovebutton.show()
outcastbutton.show()
cutthroatbutton.show()
rumRunnerbutton.show()
tormentabutton.show()
pvpfrenchbutton.show()
rambleshackbutton.show()

rambleshackbutton = DirectButton(geom=(select.find("/avatar_c_A_bottom"),
select.find("
/avatar_c_A_bottom_over")), relief=None, scale=.4,
command=rambleshackTeleport)
rambleshackbutton.setPos(1.54, 0, 0.90)

textPlayer16 = TextNode(‘node name’)
textPlayer16.setText(“Rambleshack”)
textNodePathPlayer16 = aspect2d.attachNewNode(textPlayer16)
textNodePathPlayer16.setScale(.16)
textNodePathPlayer16.reparentTo(rambleshackbutton)
textPlayer16.setTextColor(1, 1, 1, 1)
textNodePathPlayer16.setPos(-0.46, 0, .1)

bla bla bla

#Tortuga
TortugaOcean = loader.loadModel(“phase_5/models/islands/pir_m_are_isl_tortuga_ocean.bam”)
TortugaModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga.bam’)
TortugaBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_tortuga.bam’)
TortugaWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_wave_idle.bam’)
TortugaWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_wave_none.bam’)
TortugaLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_lowend_wave_idle.bam’)
TortugaLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_lowend_wave_none.bam’)

#DevilsAnvil
DevilsOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_ocean.bam’)
DevilsModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil.bam’)
DevilsBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_devilsAnvil.bam’)
DevilsWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_idle.bam’)
DevilsWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_none.bam’)
DevilslowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_idle.bam’)
DevilsLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_none.bam’)

#Cuba
CubaModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba.bam’)
CubaBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_cuba.bam’)
CubaOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_ocean.bam’)
CubaLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_lowend_wave_idle.bam’)
CubaLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_lowend_wave_none.bam’)
CubaWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_wave_idle.bam’)
CubaWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_wave_none.bam’)

#DelFuego
delFuegoModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego.bam’)
delFuegoBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_delFuego.bam’)
delFuegoOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_ocean.bam’)
delFuegoLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_lowend_wave_idle.bam’)
delFuegoLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_lowend_wave_none.bam’)
delFuegoWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_wave_idle.bam’)
delFuegoWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_wave_none.bam’)

#Cangrejos
CangrejosModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos.bam’)
CangrejosBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_cangrejos.bam’)
CangrejosOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_ocean.bam’)
CangrejosLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_lowend_wave_idle.bam’)
CangrejosLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_lowend_wave_none.bam’)
CangrejosWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_wave_idle.bam’)
CangrejosWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_wave_none.bam’)

#Driftwood
DriftwoodModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood.bam’)
DriftwoodBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_driftwood.bam’)
DriftwoodOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_ocean.bam’)
DriftwoodLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_lowend_wave_idle.bam’)
DriftwoodLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_lowend_wave_none.bam’)
DriftwoodWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_wave_idle.bam’)
DriftwoodWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_wave_none.bam’)

#Kingshead
KingsheadModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_kingshead.bam’)
KingsheadBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_kingshead.bam’)
KingsheadOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_kingshead_ocean.bam’)

#Spanish PVP
pvpSpanishModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpSpanish.bam’)
pvpSpanishBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_pvpSpanish.bam’)
pvpSpanishOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpSpanish_ocean.bam’)

#Port Royal
PRModel = loader.loadModel(‘phase_4/models/islands/pir_m_are_isl_portRoyal.bam’)
PRBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_portRoyal.bam’)
PROcean = loader.loadModel(‘phase_4/models/islands/pir_m_are_isl_portRoyal_ocean.bam’)

#Ravens Cove
RavensModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_ravensCove.bam’)
RavensBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_ravensCove.bam’)
RavensOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_ravensCove_ocean.bam’)

#Outcast
OutcastModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_outcast.bam’)
OutcastBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_outcast.bam’)
OutcastOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_outcast_ocean.bam’)

#Cutthroat
CutthroatModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cutthroat.bam’)
CutthroatBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_cutthroat.bam’)
CutthroatOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cutthroat_ocean.bam’)

#Rumrunner
RumrunnerModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_rumRunner.bam’)
RumrunnerBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_rumRunner.bam’)
RumrunnerOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_rumRunner_ocean.bam’)

#Tormenta
TormentaModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tormenta.bam’)
TormentaBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_tormenta.bam’)
TormentaOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tormenta_ocean.bam’)

#Ile d’Etable de Porc
pvpFrenchModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpFrench.bam’)
pvpFrenchBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_pvpFrench.bam’)
pvpFrenchOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpFrench_ocean.bam’)

#Rambleshack
RambleshackOcean = loader.loadModel(“phase_2/models/islands/pir_m_are_isl_rambleshack_ocean.bam”)
RambleshackModel = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack.bam’)
RambleshackWaveIdle = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_wave_idle.bam’)
RambleshackWaveNone = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_wave_none.bam’)
RambleshackDockLod = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_dock_lod.bam’)
RambleshackLow = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_low.bam’)
RambleshackLowendWaveIdle = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_lowend_wave_idle.bam’)
RambleshackLowendWaveNone = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_lowend_wave_none.bam’)
RambleshackWorldmap = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_worldmap.bam’)

#Cursed Caverns
cursed_caverns = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_cursed_caverns.bam’)
#Barbossas Grotto
GrottoModel = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_barbossa.bam’)
GrottoBuildings = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_barbossa_bui.bam’)
#BeckettsQuarry
BeckettsQuarry = loader.loadModel(“phase_4/models/caves/pir_m_are_cav_quarry.bam”)
#FoulbertoCave
SmashoCave = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_smasho.bam’)
#The Catacombs
TheCatacombs = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_catacombs.bam’)
########################################################################################################
#Fix that water
#Rambleshack Water
RambleshackOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_rambleshack_ocean.jpg”)
RambleshackOcean.findAllMatches("/water_color").setTexture(RambleshackOColor,1)
RambleshackOcean.findAllMatches("
/water_alpha").hide()
RambleshackOcean.findAllMatches("/sandfloor").hide()
#Tormenta Water
TormOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_tormenta_ocean.jpg”)
TormentaOcean.findAllMatches("
/water_color").setTexture(TormOColor,1)
TormentaOcean.findAllMatches("/water_alpha").hide()
#Port Royal Water
PROColor = loader.loadTexture(“phase_4/maps/pir_t_are_isl_portRoyal_ocean.jpg”)
PROcean.findAllMatches("
/water_color").setTexture(PROColor,1)
PROcean.findAllMatches("/water_alpha").hide()
PROcean.findAllMatches("
/sandfloor").show()
PRModel.findAllMatches("/minimap_0").hide()
#Ravens Cove Water
RCOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_ravensCove_ocean.jpg”)
RavensOcean.findAllMatches("
/water_color").setTexture(RCOColor,1)
RavensOcean.findAllMatches("/water_alpha").hide()
RavensOcean.findAllMatches("
/sandfloor").show()
RavensModel.findAllMatches("/minimap_0").hide()
#Rumrunner Water
RROColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_rumRunner_ocean.jpg”)
RumrunnerOcean.findAllMatches("
/water_color").setTexture(RROColor,1)
RumrunnerOcean.findAllMatches("/water_alpha").hide()
RumrunnerOcean.findAllMatches("
/sandfloor").show()
#Kingshead Water
KOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_kingshead_ocean.jpg”)
KingsheadOcean.findAllMatches("/water_color").setTexture(KOColor,1)
KingsheadOcean.findAllMatches("
/water_alpha").hide()
KingsheadOcean.findAllMatches("/sandfloor").show()
#Cuba Water
COColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_cuba_ocean.jpg”)
CubaOcean.findAllMatches("
/water_color").setTexture(COColor,1)
CubaOcean.findAllMatches("/water_alpha").hide()
CubaOcean.findAllMatches("
/sandfloor").show()
CubaOcean.findAllMatches("/water_alpha_swamp").hide()
CubaOcean.findAllMatches("
/water_color_swamp").hide()
CubaOcean.findAllMatches("/water_swamp_ns").hide()
CubaModel.findAllMatches("
/minimap_0").hide()
#Devils Anvil Water
DAOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_devilsAnvil_ocean.jpg”)
DevilsOcean.findAllMatches("/water_color").setTexture(DAOColor,1)
DevilsOcean.findAllMatches("
/water_alpha").hide()
DevilsOcean.findAllMatches("/sandfloor").show()
#Spanish Water
SOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_pvpSpanish_ocean.jpg”)
pvpSpanishOcean.findAllMatches("
/water_color").setTexture(SOColor,1)
pvpSpanishOcean.findAllMatches("/water_alpha").hide()
pvpSpanishOcean.findAllMatches("
/sandfloor").show()
#Cutthroat Water
CTOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_cutthroat_ocean.jpg”)
CutthroatOcean.findAllMatches("/water_color").setTexture(CTOColor,1)
CutthroatOcean.findAllMatches("
/water_alpha").hide()
CutthroatOcean.findAllMatches("/sandfloor").show()
#Driftwood Water
DWOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_driftwood_ocean.jpg”)
DriftwoodOcean.findAllMatches("
/water_color").setTexture(DWOColor,1)
DriftwoodOcean.findAllMatches("/water_alpha").hide()
DriftwoodOcean.findAllMatches("
/sandfloor").show()
#Outcast Water
OOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_outcast_ocean.jpg”)
OutcastOcean.findAllMatches("/water_color").setTexture(OOColor,1)
OutcastOcean.findAllMatches("
/water_alpha").hide()
OutcastOcean.findAllMatches("/sandfloor").show()
#Cangrejos Water
CangreOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_driftwood_ocean.jpg”)
CangrejosOcean.findAllMatches("
/water_color").setTexture(CangreOColor,1)
CangrejosOcean.findAllMatches("/water_alpha").hide()
CangrejosOcean.findAllMatches("
/sandfloor").show()
#Padres Water
PadOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_delFuego_ocean.jpg”)
delFuegoOcean.findAllMatches("/water_color").setTexture(PadOColor)
delFuegoOcean.findAllMatches("
/water_alpha").hide()
delFuegoOcean.findAllMatches("/sandfloor").show()
#Ile d’Etable de Porc Water
IleColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_pvpFrench_ocean.jpg”)
pvpFrenchOcean.findAllMatches("
/water_color").setTexture(IleColor)
pvpFrenchOcean.findAllMatches("/water_alpha").hide()
pvpFrenchOcean.findAllMatches("
/sandfloor").show()
####################################################################
#Remove those decorations!
#Tortuga
TortugaBuildings.findAllMatches("/holiday").show()
TortugaBuildings.findAllMatches("
/extraData").show()
TortugaBuildings.findAllMatches("/WinterFestival").show()
#TortugaBuildings.findAllMatches("
/Section-beach_05/high/lod_best/").show()
#Port Royal
PRBuildings.findAllMatches("/holiday").show()
PRBuildings.findAllMatches("
/extraData").show()
PRBuildings.findAllMatches("**/WinterFestival").show()

########################################################################################################

devilsaudio = base.loader.loadSfx(“phase_5/audio/music_devils_anvil_alt.mp3”)
tortugaaudio = base.loader.loadSfx(“phase_5/audio/music_tortuga.mp3”)
cangrejosaudio = base.loader.loadSfx(“phase_5/audio/music_cangrejos.mp3”)
cubaaudio = base.loader.loadSfx(“phase_5/audio/music_cuba.mp3”)
padresaudio = base.loader.loadSfx(“phase_5/audio/music_madre_del_fuego.mp3”)
driftwoodaudio = base.loader.loadSfx(“phase_5/audio/music_driftwood.mp3”)
kingsheadaudio = base.loader.loadSfx(“phase_5/audio/music_kingshead.mp3”)
portroyalaudio = base.loader.loadSfx(“phase_4/audio/music_port_royal.mp3”)
spanishaudio = base.loader.loadSfx(“phase_5/audio/music_isla_de_porc.mp3”)
ravensaudio = base.loader.loadSfx(“phase_5/audio/music_ravens_cove_night.mp3”)
outcastaudio = base.loader.loadSfx(“phase_5/audio/music_outcast.mp3”)
cutthroataudio = base.loader.loadSfx(“phase_5/audio/music_cutthroat.mp3”)
rumrunneraudio = base.loader.loadSfx(“phase_5/audio/music_rumrunner.mp3”)
tormentaaudio = base.loader.loadSfx(“phase_5/audio/music_tormenta.mp3”)
frenchaudio = base.loader.loadSfx(“phase_5/audio/music_ile_detable.mp3”)
rambleshackaudio = base.loader.loadSfx(“phase_5/audio/music_tortuga_combat.mp3”)
cursedcavernsaudio = base.loader.loadSfx(“phase_5/audio/music_battle_caves.mp3”)
barbossasgrottoaudio = base.loader.loadSfx(“phase_2/audio/music_jack_01.mp3”)
foulbertocaveaudio = base.loader.loadSfx(“phase_5/audio/music_padres_combat.mp3”)
catacombesaudio = base.loader.loadSfx(“phase_5/audio/music_perdida_alt.mp3”)

audio = [devilsaudio, tortugaaudio, cangrejosaudio, cubaaudio, padresaudio, driftwoodaudio, kingsheadaudio, portroyalaudio, spanishaudio, ravensaudio, outcastaudio, cutthroataudio, rumrunneraudio, tormentaaudio, frenchaudio, rambleshackaudio, cursedcavernsaudio, barbossasgrottoaudio, foulbertocaveaudio, catacombesaudio]

textPlayer16.setFont(Impress)
textPlayer15.setFont(Impress)
textPlayer14.setFont(Impress)
textPlayer13.setFont(Impress)
textPlayer12.setFont(Impress)
textPlayer11.setFont(Impress)
textPlayer10.setFont(Impress)
textPlayer9.setFont(Impress)
textPlayer8.setFont(Impress)
textPlayer7.setFont(Impress)
textPlayer6.setFont(Impress)
textPlayer5.setFont(Impress)
textPlayer4.setFont(Impress)
textPlayer3.setFont(Impress)
textPlayer2.setFont(Impress)
textPlayer1.setFont(Impress)
#text16.setFont(Impress)
text.setFont(Impress)
camera.hide()
base.oobe()
rambleshackTeleport()
loadingImage.removeNode()
loadingImage1.removeNode()
#StartOfCords()
#RambleshackModel.place()
#Cat.place()
base.win.getGsg().setGamma(1.0)
base.run()

what did I wrong?

Ahoy, it works but the video is not on the right postition and when I press esc or when the vid is done, i get a grey screen, what thing do I need to give the task thing?

from direct.task import Task
from direct.actor.Actor import Actor
from direct.showbase import DirectObject
from direct.gui.DirectGui import *
from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from direct.showbase.InputStateGlobal import inputState
from direct.controls.GravityWalker import GravityWalker

from panda3d.core import *

import direct.directbase.DirectStart
from direct.gui.OnscreenText import OnscreenText
from direct.gui.DirectGui import *
from panda3d.core import *
import random

#Print that version info!
print(“This version(Early Access) is as of April 30th, 2017 at 18:35AM.”)

#Load That Sky!

sky = loader.loadModel(“phase_2/models/sky/PiratesSkyDome.bam”)
sky.reparentTo(render)
“”"
cloudcover = loader.loadModel(“cloudOverlay.bam”)
cloudcover.ls()
cloudcover.reparentTo(sky)
“”"
LightClouds = loader.loadTexture(“phase_2/maps/clouds_light.jpg”)
MediumClouds = loader.loadTexture(“phase_2/maps/clouds_medium.jpg”)
Stars = loader.loadTexture(“phase_2/maps/stars.jpg”)

sky.findAllMatches("/CloudsTop").show()
sky.findAllMatches("
/Top").show()
sky.findAllMatches("/Horizon").show()
sky.findAllMatches("
/Sides").show()

def BeginOfSkyChange(task):
def SkyChangeStart(task):
print(“Starting sky change…”)
print(“Sky Change Initialized.”)
def SkyChange1(task):
print(“Loading Sky Change 1…”)
sky.setColor(0.25,0.5,1.5,1)
sky.setTexture(MediumClouds,1)
print(“Sky Change 1 Initialized.”)
print(“Waiting for completion…”)
def SkyChange2(task):
print(“Sky Change 1 Completed.”)
print(“Loading Sky Change 2…”)
sky.setColor(0.25,0,.75,1)
sky.setTexture(MediumClouds,1)
print(“Sky Change 2 Initialized.”)
print(“Waiting for completion…”)
def SkyChange3(task):
print(“Sky Change 2 Completed.”)
print(“Loading Sky Change 3…”)
sky.setColor(0,0,0)
sky.setTexture(Stars,1)
print(“Sky Change 3 Initialized.”)
def SkyLoopStart(task):
print(“Sky Change 3 Completed”)
print(“Sky Change 4 Loading…”)
sky.setColor(0.70,0.25,0.05,0.5)
sky.setTexture(LightClouds,1)
print(“Sky Change 4 Initialized”)
return task.done
myTask = taskMgr.doMethodLater(30, SkyLoopStart, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(30, SkyChange3, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(30, SkyChange2, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(0.0000000000000001, SkyChange1, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(0.000000000000000001, SkyChangeStart, ‘tickTask’)
return task.done
myTask = taskMgr.doMethodLater(0.000000000000000001, BeginOfSkyChange, ‘tickTask’)

####################################################################

#moon = loader.loadModel(“stars.bam”)
#moon.reparentTo(sky)

#moon.place()

####################################################################

select = loader.loadModel(“phase_2/models/gui/avatar_chooser_rope.bam”)

cavernson = True
cavernsoff = False
SmashoOn = True
Cat = Actor(“phase_2/models/char/mp_2000.bam”,
{“running-jump-idle”:“phase_2/models/char/mp_jump.bam”,
“walk”:“phase_2/models/char/mp_walk.bam”,
“turnLeft1”:“phase_2/models/char/mp_turn_left.bam”,
“turnRight2”:“phase_2/models/char/mp_turn_left.bam”,
“neutral”:“phase_4/models/char/mp_coin_flip_idle.bam”,
“run”:“phase_2/models/char/mp_run.bam”})

Cat.reparentTo(render)
Cat.findAllMatches("/clothing_layer1*").hide()
Cat.findAllMatches("
/clothing_layer2*").hide()
Cat.findAllMatches("/clothing_layer3*").hide()
Cat.findAllMatches("
/hair*").hide()
Cat.findAllMatches("/acc*").hide()
Cat.findAllMatches("
/beard*").show()
Cat.findAllMatches("/mustache*").show()
Cat.findAllMatches("
/gh_master_face*").hide()
Cat.findAllMatches("/body_armpit*").hide()
Cat.findAllMatches("
/body_forearm*").hide()
Cat.findAllMatches("/body_foot*").hide()
Cat.findAllMatches("
/body_shoulder*").hide()
Cat.findAllMatches("/body_torso*").hide()
Cat.findAllMatches("
/body_waist*").hide()
Cat.findAllMatches("/body_knee*").hide()
Cat.findAllMatches(’
/body_belt’).hide()

Cat.findAllMatches(’/clothing_layer1_hat_captain’).show()
Cat.findAllMatches(’
/clothing_layer1_hat_captain_feather’).show()
Cat.findAllMatches(’/clothing_layer2_vest_long_closed_legs_front’).show()
Cat.findAllMatches(’
/clothing_layer2_vest_long_closed_torso_front’).show()
Cat.findAllMatches(’/clothing_layer3_coat_long_torso’).show()
Cat.findAllMatches(’
/clothing_layer3_coat_long_legs’).show()
Cat.findAllMatches(’/clothing_layer1_pant_tucked_base’).show()
Cat.findAllMatches(’
/clothing_layer2_belt_square’).show()
Cat.findAllMatches(’/clothing_layer2_belt_buckle_square’).show()
Cat.findAllMatches(’
/clothing_layer1_shoe_boot_tall_left’).show()
Cat.findAllMatches(’/clothing_layer1_shoe_boot_tall_right’).show()
Cat.findAllMatches(’
/’).hide()

hat = loader.loadTexture(‘phase_2/maps/PM_hat_captain_prince.jpg’)
Cat.find(’**/clothing_layer1_hat_captain’).setTexture(hat, 1)

coat = loader.loadTexture(‘phase_2/maps/PM_coat_closed_china.jpg’)
Cat.find(’/clothing_layer3_coat_long_torso’).setTexture(coat, 1)
Cat.find(’
/clothing_layer3_coat_long_legs’).setTexture(coat, 1)

pants = loader.loadTexture(‘phase_2/maps/PM_pant_long_pants_untucked_blackgold.jpg’)
Cat.find(’**/clothing_layer1_pant_tucked_base’).setTexture(pants, 1)

vest = loader.loadTexture(‘phase_2/maps/PM_vest_long_closed_blackgold.jpg’)
Cat.find(’/clothing_layer2_vest_long_closed_legs_front’).setTexture(vest, 1)
Cat.find(’
/clothing_layer2_vest_long_closed_torso_front’).setTexture(vest, 1)

shoe = loader.loadTexture(‘phase_2/maps/PM_shoe_medium_boot_china.jpg’)
Cat.find(’/clothing_layer1_shoe_boot_tall_left’).setTexture(shoe, 1)
Cat.find(’
/clothing_layer1_shoe_boot_tall_right’).setTexture(shoe, 1)

belt = loader.loadTexture(‘phase_2/maps/PM_belt_strap_oval_goldskull_blackleather.jpg’)
Cat.find(’**/clothing_layer2_belt_square’).setTexture(belt, 1)

beltsquare = loader.loadTexture(‘phase_2/maps/PM_belt_buckle_square_privateer.jpg’)
Cat.find(’**/clothing_layer2_belt_buckle_square’).setTexture(beltsquare, 1)

Veteran1 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran2 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran3 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran4 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran5 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran6 = Actor(“phase_2/models/char/mp_2000.bam”,
{“drill”:“phase_4/models/char/mp_bayonet_drill.bam”,
“walk”:“phase_4/models/char/mp_bayonet_attack_walk.bam”})
Veteran = [Veteran1, Veteran2, Veteran3, Veteran4, Veteran5, Veteran6]

Guard1 = Actor(“phase_2/models/char/mp_2000.bam”)
Guard2 = Actor(“phase_2/models/char/mp_2000.bam”)
Guards = [Guard1, Guard2]

Remington = Actor(“phase_2/models/char/mp_2000.bam”)

def rambleshackTeleport():
pvpfrenchbutton.show()
tortugabutton.show()
devilsbutton.show()
cubabutton.show()
delFuegobutton.show()
cangrejosbutton.show()
driftwoodbutton.show()
kingsheadbutton.show()
pvpSpanishbutton.show()
portRoyalbutton.show()
ravensCovebutton.show()
outcastbutton.show()
cutthroatbutton.show()
rumRunnerbutton.show()
tormentabutton.show()
rambleshackbutton.show()
loadingImage1 = OnscreenImage(image=‘phase_2/maps/loadingscreen_tutorial_walk.jpg’, pos=(0, 20, .3), parent=render2d)
loadingImage1.setScale(.7)
loadingImage = loader.loadModel(“phase_2/models/gui/loading_screen.bam”)
loadingImage.reparentTo(aspect2d)
loadingImage.setPos(0, 0, 0.0)
loadingImage.setScale(.21)
sky.setPos(0, -817.23, 0)
base.graphicsEngine.renderFrame()
base.graphicsEngine.renderFrame()
global cavernsoff
cavernsoff = False
global cavernson
cavernson = False
global grottoon
grottoon = False
global grottooff
grottooff = False
global bQuarryOn
bQuarryOn = False
global bQuarryOff
bQuarryOff = False
global bOfPadresOn
bOfPadresOn = False
global SmashoOn
SmashoOn = False
global CatacombsOn
CatacombsOn = False
global CatacombsOff
CatacombsOff = False
Remington.detachNode()
for i in range(0, 6):
Veteran[i].detachNode()
for i in range(0, 2):
Guards[i].detachNode()
###############################
# Tortuga
TortugaModel.detachNode()
TortugaOcean.detachNode()
TortugaBuildings.detachNode()
TortugaWaveIdle.detachNode()
TortugaWaveNone.detachNode()
TortugaLowendWaveIdle.detachNode()
TortugaLowendWaveNone.detachNode()
# PortRoyal
PRModel.detachNode()
PRBuildings.detachNode()
PROcean.detachNode()
# Devils
DevilsModel.detachNode()
DevilsBuildings.detachNode()
DevilsOcean.detachNode()
DevilsWaveIdle.detachNode()
DevilsWaveNone.detachNode()
DevilslowendWaveIdle.detachNode()
DevilsLowendWaveNone.detachNode()
# Cuba
CubaModel.detachNode()
CubaBuildings.detachNode()
CubaOcean.detachNode()
CubaLowendWaveIdle.detachNode()
CubaLowendWaveNone.detachNode()
CubaWaveIdle.detachNode()
CubaWaveNone.detachNode()
# DelFuego
delFuegoModel.detachNode()
delFuegoBuildings.detachNode()
delFuegoOcean.detachNode()
delFuegoLowendWaveIdle.detachNode()
delFuegoLowendWaveNone.detachNode()
delFuegoWaveIdle.detachNode()
delFuegoWaveNone.detachNode()
# Cangrejos
CangrejosModel.detachNode()
CangrejosBuildings.detachNode()
CangrejosOcean.detachNode()
CangrejosLowendWaveIdle.detachNode()
CangrejosLowendWaveNone.detachNode()
CangrejosWaveIdle.detachNode()
CangrejosWaveNone.detachNode()
# Driftwood
DriftwoodModel.detachNode()
DriftwoodBuildings.detachNode()
DriftwoodOcean.detachNode()
DriftwoodLowendWaveIdle.detachNode()
DriftwoodLowendWaveNone.detachNode()
DriftwoodWaveIdle.detachNode()
DriftwoodWaveNone.detachNode()
# Kingshead
KingsheadModel.detachNode()
KingsheadBuildings.detachNode()
KingsheadOcean.detachNode()
# pvpSpanish
pvpSpanishModel.detachNode()
pvpSpanishBuildings.detachNode()
pvpSpanishOcean.detachNode()
# RavensCove
RavensModel.detachNode()
RavensBuildings.detachNode()
RavensOcean.detachNode()
# Outcast
OutcastModel.detachNode()
OutcastBuildings.detachNode()
OutcastOcean.detachNode()
# Cutthroat
CutthroatModel.detachNode()
CutthroatBuildings.detachNode()
CutthroatOcean.detachNode()
# Rumrunners
RumrunnerModel.detachNode()
RumrunnerBuildings.detachNode()
RumrunnerOcean.detachNode()
# Tormenta
TormentaModel.detachNode()
TormentaBuildings.detachNode()
TormentaOcean.detachNode()
# pvpFrench
pvpFrenchModel.detachNode()
pvpFrenchBuildings.detachNode()
pvpFrenchOcean.detachNode()
# CursedCaverns
cursed_caverns.detachNode()
# Grotto
GrottoModel.detachNode()
GrottoBuildings.detachNode()
# BeckettsQuarry
BeckettsQuarry.detachNode()
# Smasho Cave
SmashoCave.detachNode()
# TheCatacombs
TheCatacombs.detachNode()
#Rambleshack
RambleshackModel.reparentTo(render)
RambleshackOcean.reparentTo(render)
RambleshackDockLod.reparentTo(render)
RambleshackLow.reparentTo(render)
RambleshackLowendWaveIdle.reparentTo(render)
RambleshackLowendWaveNone.reparentTo(render)
RambleshackWaveIdle.reparentTo(render)
RambleshackWaveNone.reparentTo(render)
RambleshackWorldmap.reparentTo(render)
###############################
Cat.setY(0.0)
Cat.setX(0.0)
Cat.setZ(50.0)
Cat.setH(1500.84)
for i in range(len(audio)):
audio[i].stop()
audio[15].setLoop(True)
audio[15].play()
audio[15].setVolume(0.25)
loadingImage1.removeNode()
loadingImage.removeNode()
tortugabutton.show()
devilsbutton.show()
cubabutton.show()
delFuegobutton.show()
cangrejosbutton.show()
driftwoodbutton.show()
kingsheadbutton.show()
pvpSpanishbutton.show()
portRoyalbutton.show()
ravensCovebutton.show()
outcastbutton.show()
cutthroatbutton.show()
rumRunnerbutton.show()
tormentabutton.show()
pvpfrenchbutton.show()
rambleshackbutton.show()

rambleshackbutton = DirectButton(geom=(select.find("/avatar_c_A_bottom"),
select.find("
/avatar_c_A_bottom_over")), relief=None, scale=.4,
command=rambleshackTeleport)
rambleshackbutton.setPos(1.54, 0, 0.90)

textPlayer16 = TextNode(‘node name’)
textPlayer16.setText(“Rambleshack”)
textNodePathPlayer16 = aspect2d.attachNewNode(textPlayer16)
textNodePathPlayer16.setScale(.16)
textNodePathPlayer16.reparentTo(rambleshackbutton)
textPlayer16.setTextColor(1, 1, 1, 1)
textNodePathPlayer16.setPos(-0.46, 0, .1)

bla bla bla

#Tortuga
TortugaOcean = loader.loadModel(“phase_5/models/islands/pir_m_are_isl_tortuga_ocean.bam”)
TortugaModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga.bam’)
TortugaBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_tortuga.bam’)
TortugaWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_wave_idle.bam’)
TortugaWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_wave_none.bam’)
TortugaLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_lowend_wave_idle.bam’)
TortugaLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tortuga_lowend_wave_none.bam’)

#DevilsAnvil
DevilsOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_ocean.bam’)
DevilsModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil.bam’)
DevilsBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_devilsAnvil.bam’)
DevilsWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_idle.bam’)
DevilsWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_none.bam’)
DevilslowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_idle.bam’)
DevilsLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_devilsAnvil_wave_none.bam’)

#Cuba
CubaModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba.bam’)
CubaBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_cuba.bam’)
CubaOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_ocean.bam’)
CubaLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_lowend_wave_idle.bam’)
CubaLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_lowend_wave_none.bam’)
CubaWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_wave_idle.bam’)
CubaWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cuba_wave_none.bam’)

#DelFuego
delFuegoModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego.bam’)
delFuegoBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_delFuego.bam’)
delFuegoOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_ocean.bam’)
delFuegoLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_lowend_wave_idle.bam’)
delFuegoLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_lowend_wave_none.bam’)
delFuegoWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_wave_idle.bam’)
delFuegoWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_delFuego_wave_none.bam’)

#Cangrejos
CangrejosModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos.bam’)
CangrejosBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_cangrejos.bam’)
CangrejosOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_ocean.bam’)
CangrejosLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_lowend_wave_idle.bam’)
CangrejosLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_lowend_wave_none.bam’)
CangrejosWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_wave_idle.bam’)
CangrejosWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cangrejos_wave_none.bam’)

#Driftwood
DriftwoodModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood.bam’)
DriftwoodBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_driftwood.bam’)
DriftwoodOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_ocean.bam’)
DriftwoodLowendWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_lowend_wave_idle.bam’)
DriftwoodLowendWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_lowend_wave_none.bam’)
DriftwoodWaveIdle = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_wave_idle.bam’)
DriftwoodWaveNone = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_driftwood_wave_none.bam’)

#Kingshead
KingsheadModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_kingshead.bam’)
KingsheadBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_kingshead.bam’)
KingsheadOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_kingshead_ocean.bam’)

#Spanish PVP
pvpSpanishModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpSpanish.bam’)
pvpSpanishBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_pvpSpanish.bam’)
pvpSpanishOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpSpanish_ocean.bam’)

#Port Royal
PRModel = loader.loadModel(‘phase_4/models/islands/pir_m_are_isl_portRoyal.bam’)
PRBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_portRoyal.bam’)
PROcean = loader.loadModel(‘phase_4/models/islands/pir_m_are_isl_portRoyal_ocean.bam’)

#Ravens Cove
RavensModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_ravensCove.bam’)
RavensBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_ravensCove.bam’)
RavensOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_ravensCove_ocean.bam’)

#Outcast
OutcastModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_outcast.bam’)
OutcastBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_outcast.bam’)
OutcastOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_outcast_ocean.bam’)

#Cutthroat
CutthroatModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cutthroat.bam’)
CutthroatBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_cutthroat.bam’)
CutthroatOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_cutthroat_ocean.bam’)

#Rumrunner
RumrunnerModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_rumRunner.bam’)
RumrunnerBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_rumRunner.bam’)
RumrunnerOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_rumRunner_ocean.bam’)

#Tormenta
TormentaModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tormenta.bam’)
TormentaBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_tormenta.bam’)
TormentaOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_tormenta_ocean.bam’)

#Ile d’Etable de Porc
pvpFrenchModel = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpFrench.bam’)
pvpFrenchBuildings = loader.loadModel(‘phase_4/models/islands/pir_m_are_bui_pvpFrench.bam’)
pvpFrenchOcean = loader.loadModel(‘phase_5/models/islands/pir_m_are_isl_pvpFrench_ocean.bam’)

#Rambleshack
RambleshackOcean = loader.loadModel(“phase_2/models/islands/pir_m_are_isl_rambleshack_ocean.bam”)
RambleshackModel = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack.bam’)
RambleshackWaveIdle = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_wave_idle.bam’)
RambleshackWaveNone = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_wave_none.bam’)
RambleshackDockLod = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_dock_lod.bam’)
RambleshackLow = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_low.bam’)
RambleshackLowendWaveIdle = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_lowend_wave_idle.bam’)
RambleshackLowendWaveNone = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_lowend_wave_none.bam’)
RambleshackWorldmap = loader.loadModel(‘phase_2/models/islands/pir_m_are_isl_rambleshack_worldmap.bam’)

#Cursed Caverns
cursed_caverns = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_cursed_caverns.bam’)
#Barbossas Grotto
GrottoModel = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_barbossa.bam’)
GrottoBuildings = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_barbossa_bui.bam’)
#BeckettsQuarry
BeckettsQuarry = loader.loadModel(“phase_4/models/caves/pir_m_are_cav_quarry.bam”)
#FoulbertoCave
SmashoCave = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_smasho.bam’)
#The Catacombs
TheCatacombs = loader.loadModel(‘phase_4/models/caves/pir_m_are_cav_catacombs.bam’)
########################################################################################################
#Fix that water
#Rambleshack Water
RambleshackOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_rambleshack_ocean.jpg”)
RambleshackOcean.findAllMatches("/water_color").setTexture(RambleshackOColor,1)
RambleshackOcean.findAllMatches("
/water_alpha").hide()
RambleshackOcean.findAllMatches("/sandfloor").hide()
#Tormenta Water
TormOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_tormenta_ocean.jpg”)
TormentaOcean.findAllMatches("
/water_color").setTexture(TormOColor,1)
TormentaOcean.findAllMatches("/water_alpha").hide()
#Port Royal Water
PROColor = loader.loadTexture(“phase_4/maps/pir_t_are_isl_portRoyal_ocean.jpg”)
PROcean.findAllMatches("
/water_color").setTexture(PROColor,1)
PROcean.findAllMatches("/water_alpha").hide()
PROcean.findAllMatches("
/sandfloor").show()
PRModel.findAllMatches("/minimap_0").hide()
#Ravens Cove Water
RCOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_ravensCove_ocean.jpg”)
RavensOcean.findAllMatches("
/water_color").setTexture(RCOColor,1)
RavensOcean.findAllMatches("/water_alpha").hide()
RavensOcean.findAllMatches("
/sandfloor").show()
RavensModel.findAllMatches("/minimap_0").hide()
#Rumrunner Water
RROColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_rumRunner_ocean.jpg”)
RumrunnerOcean.findAllMatches("
/water_color").setTexture(RROColor,1)
RumrunnerOcean.findAllMatches("/water_alpha").hide()
RumrunnerOcean.findAllMatches("
/sandfloor").show()
#Kingshead Water
KOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_kingshead_ocean.jpg”)
KingsheadOcean.findAllMatches("/water_color").setTexture(KOColor,1)
KingsheadOcean.findAllMatches("
/water_alpha").hide()
KingsheadOcean.findAllMatches("/sandfloor").show()
#Cuba Water
COColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_cuba_ocean.jpg”)
CubaOcean.findAllMatches("
/water_color").setTexture(COColor,1)
CubaOcean.findAllMatches("/water_alpha").hide()
CubaOcean.findAllMatches("
/sandfloor").show()
CubaOcean.findAllMatches("/water_alpha_swamp").hide()
CubaOcean.findAllMatches("
/water_color_swamp").hide()
CubaOcean.findAllMatches("/water_swamp_ns").hide()
CubaModel.findAllMatches("
/minimap_0").hide()
#Devils Anvil Water
DAOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_devilsAnvil_ocean.jpg”)
DevilsOcean.findAllMatches("/water_color").setTexture(DAOColor,1)
DevilsOcean.findAllMatches("
/water_alpha").hide()
DevilsOcean.findAllMatches("/sandfloor").show()
#Spanish Water
SOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_pvpSpanish_ocean.jpg”)
pvpSpanishOcean.findAllMatches("
/water_color").setTexture(SOColor,1)
pvpSpanishOcean.findAllMatches("/water_alpha").hide()
pvpSpanishOcean.findAllMatches("
/sandfloor").show()
#Cutthroat Water
CTOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_cutthroat_ocean.jpg”)
CutthroatOcean.findAllMatches("/water_color").setTexture(CTOColor,1)
CutthroatOcean.findAllMatches("
/water_alpha").hide()
CutthroatOcean.findAllMatches("/sandfloor").show()
#Driftwood Water
DWOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_driftwood_ocean.jpg”)
DriftwoodOcean.findAllMatches("
/water_color").setTexture(DWOColor,1)
DriftwoodOcean.findAllMatches("/water_alpha").hide()
DriftwoodOcean.findAllMatches("
/sandfloor").show()
#Outcast Water
OOColor = loader.loadTexture(“phase_3/maps/pir_t_are_isl_outcast_ocean.jpg”)
OutcastOcean.findAllMatches("/water_color").setTexture(OOColor,1)
OutcastOcean.findAllMatches("
/water_alpha").hide()
OutcastOcean.findAllMatches("/sandfloor").show()
#Cangrejos Water
CangreOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_driftwood_ocean.jpg”)
CangrejosOcean.findAllMatches("
/water_color").setTexture(CangreOColor,1)
CangrejosOcean.findAllMatches("/water_alpha").hide()
CangrejosOcean.findAllMatches("
/sandfloor").show()
#Padres Water
PadOColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_delFuego_ocean.jpg”)
delFuegoOcean.findAllMatches("/water_color").setTexture(PadOColor)
delFuegoOcean.findAllMatches("
/water_alpha").hide()
delFuegoOcean.findAllMatches("/sandfloor").show()
#Ile d’Etable de Porc Water
IleColor = loader.loadTexture(“phase_5/maps/pir_t_are_isl_pvpFrench_ocean.jpg”)
pvpFrenchOcean.findAllMatches("
/water_color").setTexture(IleColor)
pvpFrenchOcean.findAllMatches("/water_alpha").hide()
pvpFrenchOcean.findAllMatches("
/sandfloor").show()
####################################################################
#Remove those decorations!
#Tortuga
TortugaBuildings.findAllMatches("/holiday").show()
TortugaBuildings.findAllMatches("
/extraData").show()
TortugaBuildings.findAllMatches("/WinterFestival").show()
#TortugaBuildings.findAllMatches("
/Section-beach_05/high/lod_best/").show()
#Port Royal
PRBuildings.findAllMatches("/holiday").show()
PRBuildings.findAllMatches("
/extraData").show()
PRBuildings.findAllMatches("**/WinterFestival").show()

########################################################################################################

devilsaudio = base.loader.loadSfx(“phase_5/audio/music_devils_anvil_alt.mp3”)
tortugaaudio = base.loader.loadSfx(“phase_5/audio/music_tortuga.mp3”)
cangrejosaudio = base.loader.loadSfx(“phase_5/audio/music_cangrejos.mp3”)
cubaaudio = base.loader.loadSfx(“phase_5/audio/music_cuba.mp3”)
padresaudio = base.loader.loadSfx(“phase_5/audio/music_madre_del_fuego.mp3”)
driftwoodaudio = base.loader.loadSfx(“phase_5/audio/music_driftwood.mp3”)
kingsheadaudio = base.loader.loadSfx(“phase_5/audio/music_kingshead.mp3”)
portroyalaudio = base.loader.loadSfx(“phase_4/audio/music_port_royal.mp3”)
spanishaudio = base.loader.loadSfx(“phase_5/audio/music_isla_de_porc.mp3”)
ravensaudio = base.loader.loadSfx(“phase_5/audio/music_ravens_cove_night.mp3”)
outcastaudio = base.loader.loadSfx(“phase_5/audio/music_outcast.mp3”)
cutthroataudio = base.loader.loadSfx(“phase_5/audio/music_cutthroat.mp3”)
rumrunneraudio = base.loader.loadSfx(“phase_5/audio/music_rumrunner.mp3”)
tormentaaudio = base.loader.loadSfx(“phase_5/audio/music_tormenta.mp3”)
frenchaudio = base.loader.loadSfx(“phase_5/audio/music_ile_detable.mp3”)
rambleshackaudio = base.loader.loadSfx(“phase_5/audio/music_tortuga_combat.mp3”)
cursedcavernsaudio = base.loader.loadSfx(“phase_5/audio/music_battle_caves.mp3”)
barbossasgrottoaudio = base.loader.loadSfx(“phase_2/audio/music_jack_01.mp3”)
foulbertocaveaudio = base.loader.loadSfx(“phase_5/audio/music_padres_combat.mp3”)
catacombesaudio = base.loader.loadSfx(“phase_5/audio/music_perdida_alt.mp3”)

audio = [devilsaudio, tortugaaudio, cangrejosaudio, cubaaudio, padresaudio, driftwoodaudio, kingsheadaudio, portroyalaudio, spanishaudio, ravensaudio, outcastaudio, cutthroataudio, rumrunneraudio, tormentaaudio, frenchaudio, rambleshackaudio, cursedcavernsaudio, barbossasgrottoaudio, foulbertocaveaudio, catacombesaudio]

textPlayer16.setFont(Impress)
textPlayer15.setFont(Impress)
textPlayer14.setFont(Impress)
textPlayer13.setFont(Impress)
textPlayer12.setFont(Impress)
textPlayer11.setFont(Impress)
textPlayer10.setFont(Impress)
textPlayer9.setFont(Impress)
textPlayer8.setFont(Impress)
textPlayer7.setFont(Impress)
textPlayer6.setFont(Impress)
textPlayer5.setFont(Impress)
textPlayer4.setFont(Impress)
textPlayer3.setFont(Impress)
textPlayer2.setFont(Impress)
textPlayer1.setFont(Impress)
#text16.setFont(Impress)
text.setFont(Impress)
camera.hide()
base.oobe()
rambleshackTeleport()
loadingImage.removeNode()
loadingImage1.removeNode()
#StartOfCords()
#RambleshackModel.place()
#Cat.place()
base.win.getGsg().setGamma(1.0)
base.run()

what did I wrong?

from panda3d.core import *

import direct.directbase.DirectStart

video = MovieTexture("logo")
video.read("PandaSneezes.avi")
cm = CardMaker("screen")
cm.setFrameFullscreenQuad()
cm.setUvRange(video)
    
card = NodePath(cm.generate())
card.reparentTo(render2d)
card.setTexture(video)
card.setTexScale(TextureStage.getDefault(), video.getTexScale())

sound=loader.loadSfx("PandaSneezes.avi")
video.synchronizeTo(sound)
sound.play()

def start():
    print 'start'

def esc():
    sound.stop()
base.accept("escape", esc)

def end(task):

    if (sound.status() != 2):
        card.detachNode()
        card.removeNode()
        start()
        taskMgr.remove('end')
        
    if (sound.status() == 1):
        card.detachNode()
        card.removeNode()
        start()
        taskMgr.remove('end')

    return task.cont
        
taskMgr.add(end, 'end')

base.run()

You have to do a start function, I gave an example.

srry, it may sound stupid, but I’m not that good with codes, could you make the code, but only the ones I need.
I have my programs to find out which line you mean, and than I add your code.
again… srry

I’m sorry, but need to use a modular approach when writing the code.
My code from this point of view is also not correct.
The logic of the sequence when you run the code is known only to you, I can not understand it.

aye… but could explain me the start function?
so than I can try on my own.

def start():
    print 'start'

In my example, the game starts here, where you start, I do not know.

ok, I am soooo srry, but I really can’t do this. this is just to much for my coding skills.
I want to start where the vids end. the line after the vid will be the game.

after the vid codes this will be the game: from direct.task import Task
from direct.actor.Actor import Actor
from direct.showbase import DirectObject
from direct.gui.DirectGui import *
from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from direct.showbase.InputStateGlobal import inputState
from direct.controls.GravityWalker import GravityWalker

from panda3d.core import *

import direct.directbase.DirectStart
from direct.gui.OnscreenText import OnscreenText
from direct.gui.DirectGui import *
from panda3d.core import *
import random
and than all other codes, but it’s still the game.

pls if you can help me it would be so nice.
I am strugling with these codes for 2 weeks now