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?