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  • Submitted: Apr 16 2020 08:51 AM
  • Last Updated: Jul 11 2020 07:07 PM
  • File Size: 63.02MB
  • Views: 2605
  • Downloads: 422
  • Author(s): Joseph Gofton
  • Permission to MOD?: Unspecified

Previous Versions

  • 27 Jun 2020 Download Invader 1.97
  • 23 Jun 2020 Download Invader 1.96
  • 20 Jun 2020 Download Invader 1.95

Download Invader 1.98

* * - - - 11 Votes



Screenshots
VPX 10.6 & 7 version 
1. Press NumberPad 1 to Start the Game.
2. Launch the ball with the down arrow key.
3. The Xwing carrousel targets will be reinforced by more 3D Xwings at some point in time. 
4. Rank the Score by keeping the Loop Circuit Active. 
Its a wicked table Enjoy!
Installation
1. Put Invader Zip into - C: VisualPinBall \ Tables.
2. UnZip File.
3. Run the VPX 10.6 or 7 file.
4. Do not delete script - Table needs the external script to run
Note 1
If unable to type in a letter or number during Name Entry 
a. Check the Button Assignments, which is in the configure Keys,nudges and DOF editor.
b. change the button assignment by giving it a different key.

What's New in Version 1.98 (See full changelog)

  • ChangeLog 1.92
  • 1. End_Of_Ball_Complete.Interval = 25 timer interval increased to 625 mls - The Saved HighScore Text Animation has
  • more time to do its work before EggTimer_AnimationVar2 is played
  • 2. Delete Spinner HighScore "YS" changed to "YP" - which brings it into line with the Keyboard Letter "P"
  • 3. Queue Text reference updated
  • ChangeLog 1.93
  • 1. F5_GasSegment Display scroll on with a 0 pause time setting upgraded.(Moved F_TxtScrollspeed(F5) to
  • F5S004_Timer() which will slow the text speed down when the F_si inc reaches the right position)
  • 2. Queue text Master files Upgraded
  • 3. Particle Rotating arrow Animation Upgrade
  • ChangeLog 1.94
  • 1. ExtraBall Bug fixed - If XtraBallIs=True Then BallsOnPlayfield(1)=BallsOnPlayfield(1)+1 : XtraBallIs=False: End If, added to CreateXtraBall_Kicker_setA1() Sub routine
  • 2. Put Q1demHud_FlushQueue in BackBoxSetup_FadeIn() and BackBoxDecorationFadeIn()
  • 3. Upgraded the Moon Picture with new XwingHit Light feature that will Rank the Ranker score
  • 4. Loopcircuit and Miltiball initiators incremented separately - Score attitude improved. (Bonus Awards / Jackpots no longer locked during multiball and loop circuit)
  • 5. Updated and Weeded out unwanted code
  • 6. Moved Loopcircuit LevelMode to the top of the Sub so that it is interacted with instantly
  • 7. Updated Queuetext OVERSTACK error message box - master files also updated
  • 8. Manufactured more colour dot to dot animations with an upgraded look
  • 9. Introduced If F_Count1(F5)>=280 Then F5_FlushQueue:End If
  • 10.Have increased the F5/QCOLOUR DOT TO DOT arrays() value with the OVERSTACK error message box - due to longer animation introductions
  • 11.Introduced the Bumper Jackpot
  • 12.Dedicated Qp1 colour dot to dot texting to the circular Arrow score animation and Q1p1 to all other animations
  • 13.Removed Q_PrimToy_Engine - Updated Master files - Imagelist drives the toys now (Smaller code)
  • 14.Transparent Plasma Dmd Screen introduced
  • ChangeLog 1.95
  • 1. I.A.W last update - Xwing Rank Ranker code ammendments -: XwingbTarget_Scorei=XwingbTarget_Scorei+20*XTimeTheScore*XwingScore_ now in Xwingb_ScoreRanker() sub routine
  • 2. If CurrentPlayer<>4 Then FlushArcadeRoomOut() :End If removed. Number three name entry will now not delete after moving down to number four players name entry position
  • 3. Put more arrays() into the Colour Dot to Dot Text code line
  • 4. DMD Screens upgraded with glass
  • 5. Removed some more unused code
  • 6. Transferred Particle_MatchLast2_Digit_Animation1() to MatchHitTimer_Timer()
  • 7. Repositioned spinner Queue Flash score display
  • 8. In Arcade Room -Applied Invader friendly left and right travel restrictions - can no longer escape the glass screen field of view.
  • 9. In Arcade Room -Queue EmReel Text line code no longer drives the Invader Friendly - now driven with a single increment - (Smaller code)
  • 10.In Arcade Room -Invader Name Entry loop error resolved
  • 11.BallNoPartiAnimT Code error corrections
  • 12.More Animation and Graphic upgrades
  • 13.Using external Script - Keep script with Invader Table.
  • ChangeLog 1.96
  • 1. More animation upgrades
  • 2. Qp1EmHud_Jump_Into_Position_Row1 Lazer gun animation whip sound file replaced with PlaySound "1LazerHit",0,.5,0,0.1
  • ChangeLog 1.97
  • 1. keyboard key F can now be used when firing the Invader lazer - for the left handed player
  • 2. Reduced the Queue dot to dot DMD pix to 2 by 2 and added another 20 rows to the DMD animations
  • 3. Arcade room upgrade
  • a. eInvader remodeled
  • b. More synchronisation with the eInvader lazer.
  • 4. Queue Particle colour animation Image flicker resolved
  • Removed : Qp_EmHud_Reel(Qp1DmdA,Qp1EmHudTextLen).Image="Alpha_Image":Next) from Qp1EmHud_Auto_Alpha_Image()
  • Trade off - Keep all rows the same length
  • 5. Replaced CustomWhiteTip image with customGreenTip image
  • 6. Increased Queue particle text arrays to 1000
  • ChangeLog 1.98
  • 1. Added BallInGTGobbler(2)=false : to If bMultiBallMode=true and BallInGTGobbler(2)=true Then GlassTubeGobbler2.Kick 0, 50 : BallInGTGobbler(2)=false :End If
  • 2. Added an extra vertical row to Qp_EmHud_Reel(Qp1,1)=Qp1EmHud_Reel001 : (Qp_EmHud_Reel(1,Qp1,1)=Qp1EmHud_Reel001) - One Queue code now runs two Dmds
  • 3. An extra number added to Qp1EmHud_ Textline (The last number on the textline - 1 = Dmd1 reels and 2 = Dmd2 reels)
  • If Qp_EmHudDmd_Mgr(Qp1)=1 Then Qp1Dmdn=1 :End If :If Qp_EmHudDmd_Mgr(Qp1)=2 Then Qp1Dmdn=2 :End If - (The number that Selects the Dmd reels)
  • 4. Queue Text reference update
  • 5. Removed Q14sFlash_ZeroQueue from EndOfBall_AwardBonusPoints_1
  • 6. Scroll Over right justification corrected
  • 7. More TxtbxHud Queue code reductions and general code/comment update
  • 8. Queue Colour dot to dot Dmd resolution upgraded to 60 reels by 30 rows Emreel width/Height reduced to 2 - (individual reels space = 3.5)
  • 9. Bonus1 Jackpot 221 code error correction
  • ''''''''''''''
  • Graphic Card Recommendation
  • - Geforce2070 with an Intel i7
  • - Tested with a Geforce1050 and an Intel i5
  • - You may need to adjust the Video Graphics
  • - Protect your computer programs from the unwanted Trojan horse - it will slow your system down


Screenshots

Screenshots Screenshots


Thx :)

RTX 2070 and i7 recommended for this table?

Are You crazy or what?

A cabinet version would B fantastic

Authors comments

I apologise to all who want a cabinet version for not wanting to convert. I'm a desktop fan,although may consider it after completing my chemistry,music degree and property renovation project.   

ThankYou 

Joseph Gofton 


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