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Analog Plunger Help Desk


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#101 The Loafer

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Posted 30 January 2015 - 02:41 PM

Koadic does not log in regularly anymore; I hope all is ok with him.

#102 nicco84

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Posted 30 January 2015 - 07:31 PM

I really hope everything is fine.
So for the table i solved.
Thanks

#103 dirtrider

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Posted 24 October 2015 - 12:01 AM

Hi, I dont know if you are still happy to assist with this. I have been struggling with getting mech plunger working on Back_to_the_Future_VP911_v1.0FS.  I would really appreciate your input on this.

 

Thanks



#104 gtxjoe

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Posted 24 October 2015 - 12:55 AM

you need a plunger image, so open a new table (File->New)
Click on Table->Image Manager.  
Select the Black or White plunger image and click on Export and save it somewhere
Open BTTF
Import the plunger image you exported by clicking on Table->Image Manager, click on Import and select image
Click on OK to close the Image Manager
 
Now time to move the old plunger animation out of the way by:
Click on Edit->Select Element
Select items p1 through p6 by clicking on p1, then holding shift and then use down arrow to select all the way to p6
Press the right context key on your keyboard and uncheck Lock
Hold shift and use the right arrow key on keyboard to move the selected p1-p6 items to the right so they are off the table
 
Now time to setup the mechanical plunger:
Click on the plunger area, it should select the plunger item
In the options tab, for Image, select the plunger image you extracted previously
Change Type to PlungerTypeModern
Down in the State section, check mark "Enable Mechanical Plunger" and "Visible
Change Mech Strength and BreakOver Velocity to desired setting. I tried 175 and 15
 
Play table

Edited by gtxjoe, 24 October 2015 - 12:57 AM.


#105 dirtrider

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Posted 24 October 2015 - 01:16 AM

Hey thanks for the fast reply I will try it out today. I'll let you know how it goes.

Cheers

#106 Outhere

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Posted 24 October 2015 - 01:43 AM

Thanks for your Help gtxjoe - Works Great

Will this work on all the games?


Edited by Outhere, 24 October 2015 - 01:44 AM.


#107 dirtrider

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Posted 24 October 2015 - 01:46 AM

That worked perfectly, THANKS. One more thing is there any way to have the plunger release sound working with the mech plunger?
Cheers

#108 gtxjoe

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Posted 24 October 2015 - 03:15 AM

Well, your real plunger should make real sounds :) 

 

This should work with other tables that use the p1 through pxx approach, but I am sure there is always an exception



#109 dirtrider

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Posted 24 October 2015 - 03:47 AM

Thanks for your help all sorted. Cheers

#110 dirtrider

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Posted 25 October 2015 - 06:59 PM

Hi again was wondering if you have a solution for Monopoly FS.vpt.

Thanks in advance



#111 gtxjoe

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Posted 25 October 2015 - 07:58 PM

That one uses Reels to animate the plunger.  Table and script changes would be needed.

 

You could give this a try and see if it works:  http://www.vpforums....=19663&p=179977



#112 dirtrider

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Posted 26 October 2015 - 06:49 PM

Thanks I will give it a go tonight.

#113 nicco84

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Posted 29 October 2015 - 08:15 AM

Finally a good explanation for working plunger. Thanks gtxjoe!!! ASAP I will try to edit all tables they need!!!


Inviato dal mio iPhone utilizzando Tapatalk

#114 CDSmythe

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Posted 29 December 2015 - 02:01 AM

Greetings Folks,

 

     First post ever..... using BTTF PM5 Night Table.... having issue with the plunger.... barely moves and does very little to the ball....

     When I first started using the board it worked a bit ...but gradually got worse.... anyway.... grabbed the script let me know if there is anything I can do.... appreciate the assistance in advance ....

'**********
' Keys
'**********

Sub table1_KeyDown(ByVal Keycode)
    If KeyDownHandler(KeyCode) Then Exit Sub
    If keycode = PlungerKey Then Plunger.Pullback:Pcount = 0:PTime.Enabled = 1
    If keycode = LeftTiltKey Then LeftNudge 110, 1.8, 20:PlaySound "nudge_left"
    If keycode = RightTiltKey Then RightNudge 250, 1.8, 20:PlaySound "nudge_right"
    If keycode = CenterTiltKey Then CenterNudge 180, 2.8, 25:PlaySound "nudge_forward"
End Sub

Sub table1_KeyUp(ByVal Keycode)
    If KeyUpHandler(KeyCode) Then Exit Sub
    If keycode = PlungerKey Then Plunger.Fire:PTime.Enabled = 0:Pcount = 0:PTime2.Enabled = 1
End Sub

'********
'Plunger
'********

dim PCount:Pcount = 0

Sub PTime_Timer
    Select Case Pcount
        Case 0:p1.state = 1
        Case 1:p1.state = 0
        Case 2:p2.state = 1
        Case 3:p2.state = 1
        Case 4:p2.state = 0
        Case 5:p3.state = 1
        Case 6:p3.state = 0
        Case 7:p4.state = 1
        Case 8:p4.state = 0
        Case 9:p5.state = 1
        Case 10:p5.state = 0
        Case 11:p6.state = 1
        Case 12:p6.state = 0:Me.Enabled = 0
    End Select

    Pcount = Pcount + 1
End Sub

Sub PTime2_Timer
    Select Case Pcount
        Case 0:ResetPlungers:PlaySound "plunger"
        Case 1:p1.state = 0
        Case 2:p1.state = 1:Me.Enabled = 0
    End Select

    Pcount = Pcount + 1
End Sub

Sub ResetPlungers
    p1.state = 1
    p2.state = 0
    p3.state = 0
    p4.state = 0
    p5.state = 0
    p6.state = 0
End Sub

if there is anything else i need plz let me know...like i sttd before .... first post ....go easy on me.... lol



#115 kruuth

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Posted 14 June 2016 - 02:21 AM

I'm trying my best to get an analog plunger into Zaccaria's Robot table but something is blocking it...how do I set the priority of the plunger over this?  It is like it is above the plunger:

 

Clipboard01_zps8yg3gxvp.png

 

That grey square there is called "PlungerWall2" and no matter where I put the plunger it covers it.  If I delete it then the ball just disappears into nowhere.  How do I put in the plunger so that it is above the object? 



#116 gtxjoe

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Posted 14 June 2016 - 03:44 AM

The ball sits on that plungerwall2.  The plunger needs to also.  Set the plunger surface = plungerwall2

 

Have fun



#117 kruuth

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Posted 14 June 2016 - 07:53 PM

Awesome.  What about whirlwind?  I'm having the same problem with Whirlwind and it's not working there....When I apply it to the surface it sits on top of the apron and not below it.