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  • Submitted: Jun 03 2015 03:10 AM
  • Last Updated: Jun 03 2015 03:10 AM
  • File Size: 9.21KB
  • Views: 2539
  • Downloads: 168
  • Author(s): KieferSkunk/Dorsola
  • Manufacturer: Other - Not a Pinball
  • Year: 2015
  • IPDB Link:
  • Permission to MOD?: Yes, without approval

Download cvpmLightManager 1.1

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VBScript VBS Lights Flashers VPinMAME Core



Screenshots
This is the cvpmLightManager script, which is designed to work in conjunction with Visual Pinball 9.x and the VPM Core Scripts.  This class provides a simplified interface for automating light management.  With cvpmLightManager, all you have to do is "plug in" your lights by associating the light number or solenoid in the Controller with whatever set of table lamps, flashers, alpha ramps, primitives or droppable wall arrays you desire.  You can set a different fadeUp/fadeDown value for each individual lamp if you wish, and you can assign multiple lamps to the same controller index.
 
This script is designed to replace the numerous permutations of the "fading lamps" scripts that have cropped up in all sorts of tables.  It's based largely on the excellent work done by PacDude and JPSalas.
 
Note that this is an early release, and there may be a few bugs lurking around in the script.  I welcome feedback and updates.
 
Version 1.0 of this script is used in "The Machine: Bride of Pinbot" v2.03 .  Version 1.1 corrects some bugs and adds support for VP Collections (using the Collection Manager).
 
Some notes:
 
* I've noticed that a number of tables use two Lights stacked on each other to provide four total images for that lamp's space.  This script is designed to use just one Light and alter its OffImage property to achieve the same effect.  While it takes some work to switch to this newer method, it's more efficient and easier to understand and control, and it also simplifies the overall structure of the table.
 
* Wall Arrays: The WallArrayLamp is designed to take a set of droppable walls that represent an animation, where only one wall in the set should be up at a time.  You can provide a Collection of walls for any position in this index - all of the walls at that index will be set to the same IsDropped state.  However, for more complex scripts, you may find it easier to use a script callback instead.

What's New in Version 1.1 (See full changelog)

  • Initial standalone release





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