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America's Most Haunted


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#441 tttttwii

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Posted 22 August 2015 - 06:10 AM

Hello,

downloaded newest Version of AMH  amh 082015a

Very awesome Table  ! Thank you Fren !

 

Noticed DOF not working on AMH all other Tables work.

Looked in script and looked in directoutputconfig.ini

In Script Name: americasmosthaunted

In directoutputconfig.ini Name: americamosthaunted

 

s was missing changed the directoutput.ini to correct Name

 

DOF working now !

 

Had anyone same issuse ?

 

THX

Jochen


Fren, the DOF is not working right on my cab. undercablighting works, so no malfunction with my ledwiz, but bumpers and light are not working. Can you check again or forward to armgrim?

 

Ok see my Post you have the same Problem - I had.

change Name in directoutput.ini to americasmosthaunted

 

Greets

Jochen

 

Yes Jochen, that did the trick! Thousand thanks! Torsten



#442 freneticamnesic

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Posted 22 August 2015 - 07:10 AM

Yep that'll do it

Currently uploading a version that fixes this so anyone downloading the table from here on out should have functioning dof. I also added 3 more sound files shoopity dug up, other than that no changes were made to the table



#443 sorhp

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Posted 23 August 2015 - 02:55 AM

Am I totally dense?  what do I need to do to get AMH to rotate and go full screen? or do I need to wait for a FS release?

 

Totally wicked, thank you for making this!!!


Edited by sorhp, 23 August 2015 - 02:55 AM.


#444 Shoopity

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Posted 23 August 2015 - 02:57 AM

Am I totally dense?  what do I need to do to get AMH to rotate and go full screen? or do I need to wait for a FS release?

 

Totally wicked, thank you for making this!!!

In the editor, click on BackDrop, then input the following numbers, starting with inclination:

12

45

60

270

1.35

1.9

1

-335

200

0



#445 hauntfreaks

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Posted 23 August 2015 - 04:42 AM

Shoopity, I realize this is a nitpic, ;)  I like the fact the right fasher above the scoop flashes "as" the ball is ejected in the newer updates... but i'm wondering if it should flash before its going to be ejected like in traditional pin tables??


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#446 freneticamnesic

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Posted 23 August 2015 - 05:33 AM

Yea it is supposed to flash before anyways, not sure where that is in the script/why it doesn't automatically

 

https://youtu.be/80ci47Xsfqo?t=2m39s

 

skip to 2:39



#447 hauntfreaks

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Posted 23 August 2015 - 07:25 AM

I thought it shoud I also see the sequential lights under the scoop.... blink outward...(or downward)

 

one of the reasons this came up was everyone that has played it on my cab are like "WTF where did that ball come from"


Edited by hauntfreaks, 23 August 2015 - 07:26 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#448 Pinball999

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Posted 23 August 2015 - 12:26 PM

ah sorry, got it, i have Left / Right Flipper on F / D ( i-Pac32 Encoder and Keycode 32 / 33 ), it was on Testkeys ... all ok :tup:

But the prev. Version "eated" Coins ?

 

Edit: After Ball Drain, the DMD Show not the Bonus Scores / Numbers ( Photos ... )

 

Edit2: sometimes at Ball Drain .. i get this, see Picture.

 

Sorry.. not sure to understand.

What did you do to make your flipper buttons work and not launch additional balls?


Edited by Pinball999, 23 August 2015 - 12:29 PM.


#449 Shoopity

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Posted 23 August 2015 - 02:22 PM

Wait... I thought it was flashing before.  It's supposed to flash with everyone one of the lights.  Does your table not do the following?

(it's at the one minute mark)

 

Are you using the modified code for people having FPS issues?  Is it making those sounds?

 

Inside the Timers() routine, search for "if (scooptime)" in every Select Case light 42 should be turning on or off.  I'll look more into this on Monday.


Sorry.. not sure to understand.

What did you do to make your flipper buttons work and not launch additional balls?

In the script, in the _keydown routine (search for "_keydown"), scroll down to find the section that starts with Test Kicker Stuff (or just search for "test kicker stuff").  Delete all those things in the test kicker stuff section.



#450 Pinball999

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Posted 23 August 2015 - 02:55 PM

Thanks Shoopity.

If I delete all lines from the "test kicker stuff" to the UltraDmd stuff, then I get a syntax error in "Sub LoadUltraDmd" a few lines below. :(

 

Do you know what's the last line I should delete (I've made several trials but without success).

 

 

EDIT:

Oh wait... I should compile it again, right?

Will try and report :)

 

Nope, no chance.. I've commented everything from line 274 to 315, and I still get an error with line Sub LoadUltraDmd

 

 

Last Edit:

OK, I've kept a few lines above the UltraDmd stuff, and it's now working fine.

 

Thanks again


Edited by Pinball999, 23 August 2015 - 03:35 PM.


#451 paulohotline

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Posted 23 August 2015 - 05:35 PM

Hey guys, regarding Fren's latest release of AMH -> amh 082015a

 

I am getting error "Line 270. Variable is undefinable: "Modestart" when using the right nudge when playing. The left nudge works fine.

 

Anybody else getting this error?

 

Thanks!


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#452 Shoopity

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Posted 23 August 2015 - 06:40 PM

Hey guys, regarding Fren's latest release of AMH -> amh 082015a

 

I am getting error "Line 270. Variable is undefinable: "Modestart" when using the right nudge when playing. The left nudge works fine.

 

Anybody else getting this error?

 

Thanks!

 

You must somehow have your right nudge tied to your down arrow on the keyboard.  In the _Keydown routine, remove/comment out the line:

If KeyCode = 208 Then ModeStart()

That's actually left over from some very initial testing, just seeing if i could get a mode started.  Probably should be removed anyway.

 

@Pinball999, as you probably found out, you only need to remove stuff in the keydown routine.  That means starting with line "if keycode = 30..." all the way down to "if keycode = 19..."  If you removed the _keyup routine, I don't see how your flippers could work.



#453 hauntfreaks

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Posted 23 August 2015 - 07:21 PM

Wait... I thought it was flashing before.  It's supposed to flash with everyone one of the lights.  Does your table not do the following?

 

 

 

here what mine is doing.... the newest VPX and Table build


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#454 paulohotline

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Posted 23 August 2015 - 07:40 PM

Thanks Shoopity, I will give that fix a shot. Oh yes, I just noticed when I use the Left Nudge, it adds a ball into the current game :) What line do I remove to get rid of that additional functionality :)


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#455 Shoopity

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Posted 23 August 2015 - 08:36 PM

Thanks Shoopity, I will give that fix a shot. Oh yes, I just noticed when I use the Left Nudge, it adds a ball into the current game :) What line do I remove to get rid of that additional functionality :)

 

That'd be keycode = 200

It would probably be easiest if we remove any keycode that equals a number, except 9, 10, 11, 206, and 6.  You could remove those keycodes too, but then you'd lose the options menu stuff and the ability to add credits (which wouldn't matter if you were on freeplay).


here what mine is doing.... the newest VPX and Table build

That's very odd.  I'll take a look at it on Monday. 



#456 Shoopity

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Posted 23 August 2015 - 09:29 PM

Ha, you don't have to wait until Monday.  Search for:

scooptime = 83

and make it:

scooptime = 8

That oughta do it.



#457 freneticamnesic

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Posted 23 August 2015 - 10:15 PM

ok fixed



#458 sorhp

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Posted 24 August 2015 - 12:47 AM

 

Am I totally dense?  what do I need to do to get AMH to rotate and go full screen? or do I need to wait for a FS release?

 

Totally wicked, thank you for making this!!!

In the editor, click on BackDrop, then input the following numbers, starting with inclination:

12

45

60

270

1.35

1.9

1

-335

200

0

 

thank you, works a charm

 


having trouble getting the db2s back glass working, all my other b2s work great, 

 

i have it named the same as the table, but no go

 

any help?


Edited by sorhp, 24 August 2015 - 01:10 AM.


#459 gigalula

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Posted 24 August 2015 - 01:28 AM

ok fixed

Can't start the game with lastest fixed 082315a....   test with 082115a and it work fine. 



#460 freneticamnesic

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Posted 24 August 2015 - 01:38 AM

 

ok fixed

Can't start the game with lastest fixed 082315a....   test with 082115a and it work fine. 

 

god damnit

uncomment line 271