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TMNT WIP resurrected.


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#1 StevOz

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Posted 09 January 2010 - 08:45 AM

OK I'm starting a WIP thread here to keep track of things and to try and push myself into finishing this game. All the graphics work is done, see attached screenshot. Only the animated parts have been scripted, so I've got to add all the below rules and 4 player logic. It will be for VP8 as it was designed and optimised for VP8, I may convert all my tables to VP9 later, now that overlapping reels work, though let's see if I can get this table finished first.

Also I'll be implimenting different tilt scripting with each TILT light lighting up upon each nudge then going out after half a second. So you'll be able to nudge the table up to 3 times within any 1.5 seconds, nudge a fourth time and the TILT lights will be competed and you lose. I may change that timing after testing.

I'll also be changing my bonus collect scripting to implement a faster bonus count, counting only each lit bonus light x the multiplier rather then counting each individual bonus as that would take too long if you have the bonus stacked for 945 000 bonus points.

Wish me luck and encouragement as you can see there is a lot of stuff to do and I have to add all the sounds and figure out the best sound effects to use for each table feature.

Rules to implement :

TILT cancels all bonus features.

Top TMNT rollovers score 200 points.

Completing TMNT scores 2000 points, advances 2 bonuses, advances bonus multiplier up to 15x bonus, then scores 9000 points and lights pop bumpers.

Pop bumpers score 100 points or 1000 points when lit or 2500 points when flashing after 15x bonus is completed.

APRIL spot targets score 300 points.

Completing APRIL scores 3000 points, advances 3 bonuses, lights next bonus feature: hold bonus, hold multiplier, lights extra ball outlane, lights special outlane and then scores 9000 points.

All drop targets score 500 points and advance 1 bonus.

Completing LEO opens hidden kickback ( under the JP (jackpot) light ), scores 1000 points, then 2000 points, 4000 points and finally 6000 points.

Completing FOOT scores 2000 points, lights hidden kickback for 2 ball multiball, must be opened via the LEO targets or scores 4000 points.

Jackpot scores 100 000 points, lit during multiball and must be opened via LEO targets.

All scores doubled during multiball.

Slings score 10 points.

Left inlane scores 500 points or 8000 points when lit, advances 1 bonus, lights right sewer spinner for 1000 points per spin and opens right sewer loop, completing right sewer loop lights left inlane for 8000 points.

Right inlane scores 500 points or 8000 points when lit, advances 1 bonus, lights left pizza spinner for 1000 points per spin and opens left pizza loop, completing left pizza loop lights right inlane for 8000 points.

Outlanes score 5000 points, advance 3 bonuses and score Special or Extra Ball when lit.

Maximum of 63 bonuses x 15, 1000 points awarded per bonus for a maximum total of 945 000 bonus points, awarded at the end of ball in play and after 63 bonuses each advance bonus scores 1000 points.

.......

I think that's about it....

OH and here is the script so far, so lots to do...

CODE
    Option Explicit
    Randomize

    Dim gameon, tilt, target, wall, light, x, y

    RaiseRings
    gameon = 1
    tilt = 0

    EMReel8.SetValue( 1 )
    EMReel15.SetValue( 1 )
    EMReel22.SetValue( 1 )
    EMReel29.SetValue( 1 )

      EMReel33.SetValue( 1 )
    EMReel32.SetValue( 6 )
    EMReel31.SetValue( 7 )
    EMReel30.SetValue( 1 )

    EMReel7.SetValue( 5 )
    EMReel6.SetValue( 8 )
    EMReel5.SetValue( 4 )
    EMReel4.SetValue( 10 )
    EMReel3.SetValue( 3 )
    EMReel30.SetValue( 2 )

      For each target in spotted
        target.isdropped = true
    Next

       For each wall in posted
        wall.isdropped = true
    Next

Sub Table1_KeyDown(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.PullBack
    End If

    If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
         LeftFlipper.Speed = 0.07
         LeftFlipper.Strength = 3
         LeftFlipper.RotateToEnd
        PlaySound "FlipperUp"

        x = TMNTx( 0 ).state
        
        For y = 0 to 2                                                        ' rotate left lit TMNT lights
            TMNTx( y ).state = TMNTx( y + 1 ).state
        Next
        
        TMNTx( 3 ).state = x
    End If
      
    If keycode = RightFlipperKey and gameon and Tilt < 3 Then
         RightFlipper.Speed = 0.07
         RightFlipper.Strength = 3
         RightFlipper.RotateToEnd
        PlaySound "FlipperUp"

        x = TMNTx( 3 ).state
        
        For y = 3 to 1 Step -1                                                ' rotate left lit TMNT lights
            TMNTx( y ).state = TMNTx( y - 1 ).state
        Next
        
        TMNTx( 0 ).state = x
    End If

    If keycode = LeftTiltKey Then
        Nudge 30, 2.5
    End If
    
    If keycode = RightTiltKey Then
        Nudge -30, 2.5
    End If
    
    If keycode = CenterTiltKey Then
        Nudge 0, 2.5
    End If
    
End Sub

Sub Table1_KeyUp(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.Fire
    End If
            
    If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
        LeftFlipper.Speed = 0.15
        LeftFlipper.Strength = 0.1
        LeftFlipper.RotateToStart
        PlaySound "FlipperDown"
    End If
          
    If keycode = RightFlipperKey and gameon and Tilt < 3 Then
        RightFlipper.Speed = 0.15
        RightFlipper.Strength = 0.1
        RightFlipper.RotateToStart
        PlaySound "FlipperDown"
    End If

End Sub

Sub LEO_hit( index )
'    PlaySound "DTDrop"
'    PlaySound "sfa2-342"
    LEO( index ).isdropped = true
'    DLights( index ).state = 1
'    AddScore 100
'    AddBonus 1

    For Each Target in LEO
        If target.isdropped <> True Then Exit Sub
    Next

'    If LightSP.state = 0 Then
'        PlaySound "sfa2-447"
'        LightSP.state = 1
'    Else
'        Special
'        LightSP.state = 0
'     End If

'    AddScore 5000
'    LightSeq1.Play SeqBlinking, , 12, 25
      WallL.TimerEnabled = true

End Sub

  Sub WallL_timer( )
       WallL.TimerEnabled = false
    PlaySound "RESET1"

      For each target in LEO
        target.isdropped = false
    Next

'     For each light in DLights
'        light.state = 0
'    Next
    
End Sub

  Sub FOOT_hit( index )
'    PlaySound "DTDrop"
'    PlaySound "sfa2-342"
    FOOT( index ).isdropped = true
'    DLights( index ).state = 1
'    AddScore 100
'    AddBonus 1

    For Each Target in FOOT
        If target.isdropped <> True Then Exit Sub
    Next

'    If LightSP.state = 0 Then
'        PlaySound "sfa2-447"
'        LightSP.state = 1
'    Else
'        Special
'        LightSP.state = 0
'     End If

'    AddScore 5000
'    LightSeq1.Play SeqBlinking, , 12, 25
      WallF.TimerEnabled = true

End Sub

Sub WallF_timer( )
       WallF.TimerEnabled = false
    PlaySound "RESET1"

      For each target in FOOT
        target.isdropped = false
    Next

'     For each light in DLights
'        light.state = 0
'    Next
    
End Sub

Sub Drain_Hit()
    Drain.DestroyBall
    Plunger.CreateBall
    PlaySound "Plunger"
End Sub

Sub LeftSlingshot_Slingshot()
    PlaySound "Bumper"
End Sub

Sub RightSlingshot_Slingshot()
    PlaySound "Bumper"
End Sub

Sub Plunger_Init()
    PlaySound "Plunger"
    Plunger.CreateBall
End Sub

  Sub RaiseRings

    For each wall in Rings
        wall.isdropped = true
    Next

End Sub

  Sub Bumpers_hit( index )
'    PlaySound "bumper4"
'    PlaySound "sfa2-085"
      rings( index ).isdropped = false
    BumperA.TimerEnabled = true
'    AddScore 100 + BxLights( index ).state * 900
End Sub    

Sub BumperA_timer( )
       BumperA.TimerEnabled = false
    RaiseRings
End Sub

Sub spots_hit( index )
    posts( index ).isdropped = true
    spots( index ).isdropped = true
    posted( index ).isdropped = false
    spotted( index ).isdropped = false
'     PlaySound "punch"
    spotA.TimerEnabled = true
    APRIL( index ).state = 2
'    AddScore 500

    For each light in APRIL
        If light.state = 0 then exit sub
    Next

    LightSeq1.Play SeqBlinking, , 12, 18
'     AddScore 2000

    PlaySound "sfa2-400"
    APRILoff
End Sub

Sub APRILoff

      For each light in APRIL
        light.state = 0
    Next

End Sub

Sub spotA_timer( )
       spotA.TimerEnabled = false
       LightR.TimerEnabled = true

       For each target in spotted
        target.isdropped = true
    Next

       For each wall in posted
        wall.isdropped = true
    Next

      For each target in spots
        target.isdropped = false
    Next

       For each wall in posts
        wall.isdropped = false
    Next    
End Sub    

Sub LightR_Timer
    LightR.TimerEnabled = false

      For each light in APRIL
        If light.state = 2 Then light.state = 1
    Next

End Sub

Sub XLights( value )                                                    ' set bonus multiplier lights
    Light1x.state = value Mod 2
    Light8x.state = Int( value / 8 )
    Light4x.state = Int( value / 4 )
    Light2x.state = Int( ( value - Light4x.state * 4 ) / 2 )
End Sub

  Sub TMNTOff

    For Each light in TMNTx
        light.state = 0
    Next

  End Sub

Attached Files


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#2 Theguyoverthere

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Posted 09 January 2010 - 10:50 AM

Looks great, StevOz! I like the layout, and the rules look very good too. Looking forward to it. smile.gif

#3 marv75

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Posted 09 January 2010 - 07:29 PM

Alright Steve lookin' good! smile.gif
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#4 vic viper

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Posted 09 January 2010 - 10:40 PM

Turtle Power
SHOOT THE CORE

#5 StevOz

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Posted 10 January 2010 - 06:49 AM

Thanks for the posts Theguyoverthere, Marv and vic viper, I've done some more..

Added and tested SS score reel scripting, complete with 6 new collections.
Added AddScore scripting.

Completed and tested APRIL spot target scripting, except for the sound effects, all bonus features light up, scoring is added, the spot targets and their metal posts animated. All spot target lights flash when hit and now each has a separate timer, before I was using a single timer for all, though this looked bad when two were hit within half a second as the first hit would abruptly stop flashing, now fixed.

I only use a single timer for the animation effect, as this only lasts 90ms, there appears to be no overlap on this effect. It does mean I'm raising all 10 walls, 8 of which are already risen, so I hope this causes no slowdowns destruk, it seems alright this end.

The bonus feature lights also flash when awarded.

High score and credit save routines in place.

The script is growing...

Note to self - need to find that triple knocker sound effect and adjust the test for high score script.

CODE
    Option Explicit
    Randomize

    Dim score( 4 ), replay( 4 ), HoldB( 4 ), HoldX( 4 ), multiball, BX, bonus, wall, hi, XHold, BHold
    Dim gameon, tilt, target, light, x, y, points, player, players, balls, credits, feature

    RaiseRings
    gameon = 1
    tilt = 0
    player = 1
    balls = 3
    feature = 0

    EMReel8.SetValue( 1 )
    EMReel15.SetValue( 1 )
    EMReel22.SetValue( 1 )
    EMReel29.SetValue( 1 )


      For each target in spotted
        target.isdropped = true
    Next

       For each wall in posted
        wall.isdropped = true
    Next

Sub Table1_KeyDown(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.PullBack
    End If

    If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
         LeftFlipper.Speed = 0.07
         LeftFlipper.Strength = 3
         LeftFlipper.RotateToEnd
        PlaySound "FlipperUp"

        x = TMNTx( 0 ).state
        
        For y = 0 to 2                                                        ' rotate left lit TMNT lights
            TMNTx( y ).state = TMNTx( y + 1 ).state
        Next
        
        TMNTx( 3 ).state = x
    End If
      
    If keycode = RightFlipperKey and gameon and Tilt < 3 Then
         RightFlipper.Speed = 0.07
         RightFlipper.Strength = 3
         RightFlipper.RotateToEnd
        PlaySound "FlipperUp"

        x = TMNTx( 3 ).state
        
        For y = 3 to 1 Step -1                                                ' rotate left lit TMNT lights
            TMNTx( y ).state = TMNTx( y - 1 ).state
        Next
        
        TMNTx( 0 ).state = x
    End If

    If keycode = LeftTiltKey Then
        Nudge 30, 2.5
    End If
    
    If keycode = RightTiltKey Then
        Nudge -30, 2.5
    End If
    
    If keycode = CenterTiltKey Then
        Nudge 0, 2.5
    End If
    
End Sub

Sub Table1_KeyUp(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.Fire
    End If
            
    If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
        LeftFlipper.Speed = 0.15
        LeftFlipper.Strength = 0.1
        LeftFlipper.RotateToStart
        PlaySound "FlipperDown"
    End If
          
    If keycode = RightFlipperKey and gameon and Tilt < 3 Then
        RightFlipper.Speed = 0.15
        RightFlipper.Strength = 0.1
        RightFlipper.RotateToStart
        PlaySound "FlipperDown"
    End If

End Sub

Sub SetCredits
    SaveInfo
    If credits > 0 Then Light45.state = 1
    EMReel31.SetValue( ( credits Mod 10 ) + 1 )
    EMReel30.SetValue( Int( credits / 10 ) + 1 )
End Sub

Sub LoadInfo                                                            ' loads hi score and credits
    value = LoadValue ( "TMNT", "hi" )                                    ' loads hi
    If value <> "" Then hi = CDbl( Value ) Else hi = 456780                ' if no hi then set hi to 456780
    value = LoadValue ( "TMNT", "credits" )                                ' load credits
    If value <> "" Then credits = CDbl( Value ) Else credits = 0        ' if no credits then set credits to 0
End Sub

Sub SaveInfo                                                            ' saves hi score and credits
    SaveValue "TMNT", "hi", hi                                            ' save hi
    SaveValue "TMNT", "credits", credits                                ' save credits
End Sub

Sub LEO_hit( index )
'    PlaySound "DTDrop"
'    PlaySound "sfa2-342"
    LEO( index ).isdropped = true
'    DLights( index ).state = 1
    AddScore 500
'    AddBonus 1

    For Each Target in LEO
        If target.isdropped <> True Then Exit Sub
    Next

'    If LightSP.state = 0 Then
'        PlaySound "sfa2-447"
'        LightSP.state = 1
'    Else
'        Special
'        LightSP.state = 0
'     End If

'    AddScore 5000
'    LightSeq1.Play SeqBlinking, , 12, 25
      WallL.TimerEnabled = true

End Sub

  Sub WallL_timer( )
       WallL.TimerEnabled = false
    PlaySound "RESET1"

      For each target in LEO
        target.isdropped = false
    Next

'     For each light in DLights
'        light.state = 0
'    Next
    
End Sub

  Sub FOOT_hit( index )
'    PlaySound "DTDrop"
'    PlaySound "sfa2-342"
    FOOT( index ).isdropped = true
'    DLights( index ).state = 1
    AddScore 500
'    AddBonus 1

    For Each Target in FOOT
        If target.isdropped <> True Then Exit Sub
    Next

'    If LightSP.state = 0 Then
'        PlaySound "sfa2-447"
'        LightSP.state = 1
'    Else
'        Special
'        LightSP.state = 0
'     End If

'    AddScore 5000
'    LightSeq1.Play SeqBlinking, , 12, 25
      WallF.TimerEnabled = true

End Sub

Sub WallF_timer( )
       WallF.TimerEnabled = false
    PlaySound "RESET1"

      For each target in FOOT
        target.isdropped = false
    Next

'     For each light in DLights
'        light.state = 0
'    Next
    
End Sub

Sub Drain_Hit()
    Drain.DestroyBall
    Plunger.CreateBall
    PlaySound "Plunger"
End Sub

Sub LeftSlingshot_Slingshot()
    PlaySound "Bumper"
End Sub

Sub RightSlingshot_Slingshot()
    PlaySound "Bumper"
End Sub

Sub Plunger_Init()
    PlaySound "Plunger"
    Plunger.CreateBall
End Sub

  Sub RaiseRings

    For each wall in Rings
        wall.isdropped = true
    Next

End Sub

  Sub Bumpers_hit( index )
'    PlaySound "bumper4"
'    PlaySound "sfa2-085"
      rings( index ).isdropped = false
    BumperA.TimerEnabled = true
'    AddScore 100 + BxLights( index ).state * 900
End Sub    

Sub BumperA_timer( )
       BumperA.TimerEnabled = false
    RaiseRings
End Sub

Sub spots_hit( index )
    posts( index ).isdropped = true
    spots( index ).isdropped = true
    posted( index ).isdropped = false
    spotted( index ).isdropped = false
'     PlaySound "punch"
    spotA.TimerEnabled = true
    APRIL( index ).state = 2
    AddScore 300

    Select Case index
        Case 0
            LightA.TimerEnabled = true
        Case 1
            LightP.TimerEnabled = true
        Case 2
            LightR.TimerEnabled = true
        Case 3
            LightI.TimerEnabled = true
        Case 4
            LightL.TimerEnabled = true
    End Select

    For each light in APRIL
        If light.state = 0 then exit sub
    Next

    Select Case feature
        Case 0
            Light42.state = 2
            Light42.TimerEnabled = true
        Case 1
            Light38.state = 2
            Light38.TimerEnabled = true
        Case 2
            Light36.state = 2
            Light19.state = 2
            Light36.TimerEnabled = true
            Light19.TimerEnabled = true
        Case 3
            Light37.state = 2
            Light18.state = 2
            Light37.TimerEnabled = true
            Light18.TimerEnabled = true
        Case 4
            AddScore 6000
            feature = 3
            Light41.state = 2
            Light41.TimerEnabled = true
    End Select

    LightSeq1.Play SeqBlinking, , 12, 18
    AddScore 3000
    feature = feature + 1
'    PlaySound "sfa2-400"
    APRILoff
End Sub

Sub APRILoff

      For each light in APRIL
        light.state = 0
    Next

End Sub

Sub spotA_timer( )
       spotA.TimerEnabled = false

       For each target in spotted
        target.isdropped = true
    Next

       For each wall in posted
        wall.isdropped = true
    Next

      For each target in spots
        target.isdropped = false
    Next

       For each wall in posts
        wall.isdropped = false
    Next    
End Sub    

Sub LightA_Timer
    LightA.TimerEnabled = false
    If LightA.state = 2 Then LightA.state = 1
End Sub

Sub LightP_Timer
    LightP.TimerEnabled = false
    If LightP.state = 2 Then LightP.state = 1
End Sub
  
Sub LightR_Timer
    LightR.TimerEnabled = false
    If LightR.state = 2 Then LightR.state = 1
End Sub

Sub LightI_Timer
    LightI.TimerEnabled = false
    If LightI.state = 2 Then LightI.state = 1
End Sub

Sub LightL_Timer
    LightL.TimerEnabled = false
    If LightL.state = 2 Then LightL.state = 1
End Sub

Sub Light42_Timer
    Light42.TimerEnabled = false
    Light42.state = 1
End Sub

Sub Light38_Timer
    Light38.TimerEnabled = false
    Light38.state = 1
End Sub

Sub Light36_Timer
    Light36.TimerEnabled = false
    Light36.state = 1
End Sub

Sub Light19_Timer
    Light19.TimerEnabled = false
    Light19.state = 1
End Sub

Sub Light37_Timer
    Light37.TimerEnabled = false
    Light37.state = 1
End Sub

Sub Light18_Timer
    Light18.TimerEnabled = false
    Light18.state = 1
End Sub

Sub Light41_Timer
    Light41.TimerEnabled = false
    Light41.state = 1
End Sub

Sub XLights( value )                                                    ' set bonus multiplier lights
    Light1x.state = value Mod 2
    Light8x.state = Int( value / 8 )
    Light4x.state = Int( value / 4 )
    Light2x.state = Int( ( value - Light4x.state * 4 ) / 2 )
End Sub

Sub TMNTOff

    For Each light in TMNTx
        light.state = 0
    Next

End Sub

Sub AddScore( points )
    If Tilt < 3 Then score( player ) = score( player ) + points + points * multiball    
    SetLEDs player - 1, score( player )
    
    Select Case replay( player )
        Case 0
            If score( player ) < 150000 * balls Then Exit Sub            ' test for 1st replay value
            replay( player ) = 1                                        ' 1st replay scored update to check for next replay
            Special                                                        ' award replay
        Case 1
            If score( player ) < 300000 * balls Then Exit Sub            ' test for 2nd replay value
            replay( player ) = 2                                        ' 2nd replay scored update to check for next replay
            Special                                                        ' award replay
    End Select    

End Sub

Sub SetLEDs( scoreel, number )

    If Number > 9 Then
        LED10s( scoreel ).SetValue( Int( ( number Mod 100 ) / 10 ) + 1 )
    Else
        LED10s( scoreel ).SetValue( 0 )
    End If
        
    If Number > 99 Then
        LED100s( scoreel ).SetValue( Int( ( number Mod 1000 ) / 100 ) + 1 )
    Else
        LED100s( scoreel ).SetValue( 0 )
    End If
    
    If Number > 999 Then
        LED1000s( scoreel ).SetValue( Int( ( number Mod 10000 ) / 1000 ) + 1 )
    Else
        LED1000s( scoreel ).SetValue( 0 )
    End If
    
    If Number > 9999 Then
        LED10000s( scoreel ).SetValue( Int( ( number Mod 100000 ) / 10000 ) + 1 )
    Else
        LED10000s( scoreel ).SetValue( 0 )
    End If

    If Number > 99999 Then
        LED100000s( scoreel ).SetValue( Int( ( number Mod 1000000 ) / 100000 ) + 1 )
    Else
        LED100000s( scoreel ).SetValue( 0 )
    End If
    
    If Number > 999999 Then
        LEDmillions( scoreel ).SetValue( Int( ( number Mod 10000000 ) / 1000000 ) + 1 )
    Else
        LEDmillions( scoreel ).SetValue( 0 )
    End If
    
End Sub

Sub Special                                                            ' award replay
    PlaySound "knocker"

    If credits < 99 Then                                                ' no more then 99 credits;)
        credits = credits + 1                                            ' add 1 credit
        SetCredits                                                        ' update credit display
    End If
    
End Sub

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#6 Noah Fentz

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Posted 10 January 2010 - 12:36 PM

I attached that sound, if you need it.

Looking great, Steve! Looking forward to another Oz release.

smile.gif

Attached Files


IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


My Photobucket Resources
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#7 StevOz

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Posted 10 January 2010 - 01:01 PM

QUOTE (Noah Fentz @ Jan 10 2010, 08:36 PM) <{POST_SNAPBACK}>
I attached that sound, if you need it.

Looking great, Steve! Looking forward to another Oz release.

smile.gif


Thanks Noah, that might save me a bit of hunting around here, I know I've got it somewhere here, though as my computer is over 3 years old it could be just about anywhere. Actually that one to me sounds a bit different to the one I had from memory, so I'll have to go have a hunt. It's all good as I'm finding all sorts of sound effect files, I'd forgotten about thanks again. smile.gif



Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#8 Noah Fentz

Noah Fentz

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Posted 10 January 2010 - 01:05 PM

I have about 3 more similar to it. I spent hours cleaning up and filtering out static on a lot of effects.

If you have any problem finding it, I can attach the raw version.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


My Photobucket Resources
Whether You Believe You Can, Or You Can't, You Are Right." - Henry Ford
The future of pinball lives, it just needs to be nurtured!
If you're here to stab me in the back, you're going to have to get in line.


#9 StevOz

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Posted 10 January 2010 - 01:23 PM

QUOTE (Noah Fentz @ Jan 10 2010, 09:05 PM) <{POST_SNAPBACK}>
I have about 3 more similar to it. I spent hours cleaning up and filtering out static on a lot of effects.

If you have any problem finding it, I can attach the raw version.


No problems this one will do fine, just played it back again in winamp, VLC player doesn't playback these short sound effects very well for some reason. So here's one for you. biggrin.gif




Attached Files


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#10 Noah Fentz

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Posted 10 January 2010 - 01:27 PM

laugh.gif

Why does that sound so familiar?

Source?

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


My Photobucket Resources
Whether You Believe You Can, Or You Can't, You Are Right." - Henry Ford
The future of pinball lives, it just needs to be nurtured!
If you're here to stab me in the back, you're going to have to get in line.


#11 StevOz

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Posted 10 January 2010 - 01:33 PM

QUOTE (Noah Fentz @ Jan 10 2010, 09:27 PM) <{POST_SNAPBACK}>
laugh.gif

Why does that sound so familiar?

Source?


It's most likely from one of my turtle links. wink.gif

This one I think...

http://www.thetechnodrome.com/sounds/



Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#12 Bob5453

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Posted 10 January 2010 - 02:24 PM

Shouldn't you just play the single knocker sound 3 times. smile.gif

I think we got new pc's about the same time Steve, I came home last Wed. and mine wouldn't turn on. I still have the previous pc, but it is slow and my wife removed all of my files from it.

Posted Image

You have discovered an Easter egg. Pat yourself on the back.


#13 StevOz

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Posted 12 January 2010 - 04:30 AM

QUOTE (Bob5453 @ Jan 10 2010, 10:24 PM) <{POST_SNAPBACK}>
Shouldn't you just play the single knocker sound 3 times. smile.gif

I think we got new pc's about the same time Steve, I came home last Wed. and mine wouldn't turn on. I still have the previous pc, but it is slow and my wife removed all of my files from it.


Sounds like a blown power supply to me Bob, you should be able to get a good new one for about $100, then again maybe it's time for a complete upgrade with a nvidia GT 250 or 260. Mine is still going strong and I'm glad I got that high end nvidia 6800GS at the time, runs nearly all these VP9 tables at 1600x1200x 16 bit, so it's doing the job still.

Also I only check for the high score at the end of a game so it's easier just to play the triple knocker and add 3 credits, rather then using a timer to call the Special sub 3 times.

I've done more on my table...

Adjusted the timing on all my blinking lights, nearly all of them flash for a short time.

Scripted AddBonus and bonus lights.

Scripted slings and spinner scoring.

Completed script for the FOOT target bank lights and scoring.

Completed script for the pop bumper lights and scoring.

Cleaned up the script.

So here is how it looks so far.

CODE
    Option Explicit
    Randomize

    Dim score( 4 ), replay( 4 ), HoldB( 4 ), HoldX( 4 ), multiball, BX, bonus, wall, hi, XHold, BHold
    Dim gameon, tilt, target, light, x, y, points, player, players, balls, credits, feature

    RaiseRings
    gameon = 1
    tilt = 0
    player = 3
    balls = 3
    feature = 0

    EMReel8.SetValue( 1 )
    EMReel15.SetValue( 1 )
    EMReel22.SetValue( 1 )
    EMReel29.SetValue( 1 )


      For each target in spotted
        target.isdropped = true
    Next

       For each wall in posted
        wall.isdropped = true
    Next

Sub Table1_KeyDown(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.PullBack
    End If

    If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
         LeftFlipper.Speed = 0.07
         LeftFlipper.Strength = 3
         LeftFlipper.RotateToEnd
        PlaySound "FlipperUp"

        x = TMNTx( 0 ).state
        
        For y = 0 to 2                                                        ' rotate left lit TMNT lights
            TMNTx( y ).state = TMNTx( y + 1 ).state
        Next
        
        TMNTx( 3 ).state = x
    End If
      
    If keycode = RightFlipperKey and gameon and Tilt < 3 Then
         RightFlipper.Speed = 0.07
         RightFlipper.Strength = 3
         RightFlipper.RotateToEnd
        PlaySound "FlipperUp"

        x = TMNTx( 3 ).state
        
        For y = 3 to 1 Step -1                                                ' rotate left lit TMNT lights
            TMNTx( y ).state = TMNTx( y - 1 ).state
        Next
        
        TMNTx( 0 ).state = x
    End If

    If keycode = LeftTiltKey Then
        Nudge 30, 2.5
    End If
    
    If keycode = RightTiltKey Then
        Nudge -30, 2.5
    End If
    
    If keycode = CenterTiltKey Then
        Nudge 0, 2.5
    End If
    
End Sub

Sub Table1_KeyUp(ByVal keycode)

    If keycode = PlungerKey Then
        Plunger.Fire
    End If
            
    If keycode = LeftFlipperKey and gameon and tilt < 3 Then    
        LeftFlipper.Speed = 0.15
        LeftFlipper.Strength = 0.1
        LeftFlipper.RotateToStart
        PlaySound "FlipperDown"
    End If
          
    If keycode = RightFlipperKey and gameon and Tilt < 3 Then
        RightFlipper.Speed = 0.15
        RightFlipper.Strength = 0.1
        RightFlipper.RotateToStart
        PlaySound "FlipperDown"
    End If

End Sub

Sub SetCredits
    SaveInfo
    If credits > 0 Then Light45.state = 1
    EMReel31.SetValue( ( credits Mod 10 ) + 1 )
    EMReel30.SetValue( Int( credits / 10 ) + 1 )
End Sub

Sub LoadInfo                                                            ' loads hi score and credits
    value = LoadValue ( "TMNT", "hi" )                                    ' loads hi
    If value <> "" Then hi = CDbl( Value ) Else hi = 456780                ' if no hi then set hi to 456780
    value = LoadValue ( "TMNT", "credits" )                                ' load credits
    If value <> "" Then credits = CDbl( Value ) Else credits = 0        ' if no credits then set credits to 0
End Sub

Sub SaveInfo                                                            ' saves hi score and credits
    SaveValue "TMNT", "hi", hi                                            ' save hi
    SaveValue "TMNT", "credits", credits                                ' save credits
End Sub

Sub LEO_hit( index )
'    PlaySound "DTDrop"
'    PlaySound "sfa2-342"
    LEO( index ).isdropped = true
    AddScore 500
    AddBonus 1

    For Each Target in LEO
        If target.isdropped <> True Then Exit Sub
    Next

      WallL.TimerEnabled = true

End Sub

Sub WallL_timer( )
       WallL.TimerEnabled = false
    PlaySound "RESET1"

      For each target in LEO
        target.isdropped = false
    Next

End Sub

Sub FOOT_hit( index )
'    PlaySound "DTDrop"
'    PlaySound "sfa2-342"
    FOOT( index ).isdropped = true
    AddScore 500
    AddBonus 1

    For Each Target in FOOT
        If target.isdropped <> True Then Exit Sub
    Next

    If LightMB.state = 0 Then
        LightMB.state = 2
        LightMB.TimerEnabled = true
    Else
        LightF4K.state = 2
        LightF4K.TimerEnabled = true
        AddScore 4000
    End If

      WallF.TimerEnabled = true

End Sub

Sub LightMB_Timer
    LightMB.TimerEnabled = false
    LightMB.state = 1
End Sub

Sub LightF4K_Timer
    LightF4K.TimerEnabled = false
    LightF4K.state = 1
End Sub

Sub WallF_timer( )
       WallF.TimerEnabled = false
    PlaySound "RESET1"

      For each target in FOOT
        target.isdropped = false
    Next

End Sub

Sub Drain_Hit()
    Drain.DestroyBall
    Plunger.CreateBall
    PlaySound "Plunger"
End Sub

Sub LeftSlingshot_Slingshot()
    PlaySound "Bumper"
End Sub

Sub RightSlingshot_Slingshot()
    PlaySound "Bumper"
End Sub

Sub Plunger_Init()
    PlaySound "Plunger"
    Plunger.CreateBall
End Sub

Sub RaiseRings

    For each wall in Rings
        wall.isdropped = true
    Next

End Sub

  Sub Bumpers_hit( index )
'    PlaySound "bumper4"
'    PlaySound "sfa2-085"
      rings( index ).isdropped = false
    BumperA.TimerEnabled = true
    AddScore 100 + BxLights( index ).state * 900
End Sub    

Sub BumperA_timer( )
       BumperA.TimerEnabled = false
    RaiseRings
End Sub

Sub spots_hit( index )
    posts( index ).isdropped = true
    spots( index ).isdropped = true
    posted( index ).isdropped = false
    spotted( index ).isdropped = false
'     PlaySound "punch"
    spotA.TimerEnabled = true
    APRIL( index ).state = 2
    AddScore 300

    Select Case index
        Case 0
            LightA.TimerEnabled = true
        Case 1
            LightP.TimerEnabled = true
        Case 2
            LightR.TimerEnabled = true
        Case 3
            LightI.TimerEnabled = true
        Case 4
            LightL.TimerEnabled = true
    End Select

    For each light in APRIL
        If light.state = 0 then exit sub
    Next

    Select Case feature
        Case 0
            Light42.state = 2
            Light42.TimerEnabled = true
        Case 1
            Light38.state = 2
            Light38.TimerEnabled = true
        Case 2
            Light36.state = 2
            Light36.TimerEnabled = true
        Case 3
            Light37.state = 2
            Light37.TimerEnabled = true
        Case 4
            AddScore 6000
            feature = 3
            Light41.state = 2
            Light41.TimerEnabled = true
    End Select

    LightSeq1.Play SeqBlinking, , 10, 20
    AddScore 3000
    AddBonus 3
    feature = feature + 1
'    PlaySound "sfa2-400"
    APRILoff
End Sub

Sub APRILoff

      For each light in APRIL
        light.state = 0
    Next

End Sub

Sub spotA_timer( )
       spotA.TimerEnabled = false

       For each target in spotted
        target.isdropped = true
    Next

       For each wall in posted
        wall.isdropped = true
    Next

      For each target in spots
        target.isdropped = false
    Next

       For each wall in posts
        wall.isdropped = false
    Next    
End Sub    

Sub LightA_Timer
    LightA.TimerEnabled = false
    If LightA.state = 2 Then LightA.state = 1
End Sub

  Sub LightP_Timer
    LightP.TimerEnabled = false
    If LightP.state = 2 Then LightP.state = 1
End Sub
  
  Sub LightR_Timer
    LightR.TimerEnabled = false
    If LightR.state = 2 Then LightR.state = 1
End Sub

Sub LightI_Timer
    LightI.TimerEnabled = false
    If LightI.state = 2 Then LightI.state = 1
End Sub

  Sub LightL_Timer
    LightL.TimerEnabled = false
    If LightL.state = 2 Then LightL.state = 1
End Sub

  Sub Light42_Timer
    Light42.TimerEnabled = false
    Light42.state = 1
End Sub

  Sub Light38_Timer
    Light38.TimerEnabled = false
    Light38.state = 1
End Sub

  Sub Light36_Timer
    Light36.TimerEnabled = false
    Light36.state = 1
    Light19.state = 1
End Sub

  Sub Light19_Timer
    Light19.TimerEnabled = false
    Light19.state = 1
End Sub

Sub Light37_Timer
    Light37.TimerEnabled = false
    Light37.state = 1
    Light18.state = 1
End Sub

  Sub Light18_Timer
    Light18.TimerEnabled = false
    Light18.state = 1
End Sub

  Sub Light41_Timer
    Light41.TimerEnabled = false
    Light41.state = 1
End Sub

Sub Slings_Slingshot( index )
    PlaySound "sling4"
    PlaySound "sfa2-325"
    AddScore 10
End Sub

Sub Spinner1_Spin( )
    AddScore 100 + Light2.state * 900
    PlaySound "whoosh2"
End Sub

Sub Spinner2_Spin( )
    AddScore 100 + Light17.state * 900
    PlaySound "whoosh2"
End Sub

Sub XLights( value )                                                    ' set bonus multiplier lights
    Light1x.state = value Mod 2
    Light8x.state = Int( value / 8 )
    Light4x.state = Int( ( value - Light8x.state * 8 ) / 4 )
    Light2x.state = Int( ( value - Light8x.state * 8 - Light4x.state * 4 ) / 2 )
End Sub

Sub TMNTOff

    For Each light in TMNTx
        light.state = 0
    Next

End Sub

Sub AddBonus( value )                                                    ' add value to bonus count

    For x = 1 to value

        If bonus = 63 Then                                                ' max. bonus count = 63
            PlaySound "sfa2-320"                                        ' max hit play sound sfa2-320!
            LightSeq2.UpDateInterval = 4
            LightSeq2.Play SeqDownOff, 30                                ' do light seq. up
            AddScore 1000                                                ' add 1000 pts to score
        Else
            bonus = bonus + 1                                            ' add 1 bonus to bonus count
            BonusLights bonus                                            ' display new bonus value
        End If

    Next
    
End Sub

Sub BonusLights( value )                                                ' displays bonus value (binary system)
    B1.state = value mod 2
    B32.state = Int( value / 32 )
    B16.state = Int( ( value - B32.state * 32 ) / 16 )     
    B8.state = Int( ( value - B32.state * 32 - B16.state * 16) / 8 )
    B4.state = Int( ( value - B32.state * 32 - B16.state * 16 - B8.state * 8 ) / 4 )
    B2.state = Int( ( value - B32.state * 32 - B16.state * 16 - B8.state * 8 - B4.state * 4 ) / 2 )    
End Sub

Sub AddScore( points )
    If Tilt < 3 Then score( player ) = score( player ) + points + points * multiball    
    SetLEDs player - 1, score( player )
    
    Select Case replay( player )
        Case 0
            If score( player ) < 150000 * balls Then Exit Sub            ' test for 1st replay value
            replay( player ) = 1                                        ' 1st replay scored update to check for next replay
            Special                                                        ' award replay
        Case 1
            If score( player ) < 300000 * balls Then Exit Sub            ' test for 2nd replay value
            replay( player ) = 2                                        ' 2nd replay scored update to check for next replay
            Special                                                        ' award replay
    End Select    

End Sub

Sub SetLEDs( scoreel, number )

    If Number > 9 Then
        LED10s( scoreel ).SetValue( Int( ( number Mod 100 ) / 10 ) + 1 )
    Else
        LED10s( scoreel ).SetValue( 0 )
    End If
        
    If Number > 99 Then
        LED100s( scoreel ).SetValue( Int( ( number Mod 1000 ) / 100 ) + 1 )
    Else
        LED100s( scoreel ).SetValue( 0 )
    End If
    
    If Number > 999 Then
        LED1000s( scoreel ).SetValue( Int( ( number Mod 10000 ) / 1000 ) + 1 )
    Else
        LED1000s( scoreel ).SetValue( 0 )
    End If
    
    If Number > 9999 Then
        LED10000s( scoreel ).SetValue( Int( ( number Mod 100000 ) / 10000 ) + 1 )
    Else
        LED10000s( scoreel ).SetValue( 0 )
    End If

    If Number > 99999 Then
        LED100000s( scoreel ).SetValue( Int( ( number Mod 1000000 ) / 100000 ) + 1 )
    Else
        LED100000s( scoreel ).SetValue( 0 )
    End If
    
    If Number > 999999 Then
        LEDmillions( scoreel ).SetValue( Int( ( number Mod 10000000 ) / 1000000 ) + 1 )
    Else
        LEDmillions( scoreel ).SetValue( 0 )
    End If
    
End Sub

Sub Special                                                            ' award replay
    PlaySound "knocker"

    If credits < 99 Then                                                ' no more then 99 credits;)
        credits = credits + 1                                            ' add 1 credit
        SetCredits                                                        ' update credit display
    End If
    
End Sub

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#14 StevOz

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Posted 12 January 2010 - 01:45 PM

Moving right along and I've scripted the top TMNT rollovers. Their associated rules and scoring, that was fun, I think I need an aspirin. VP even crashed on me the first time around so I had to redo it all twice!

Also I go back to hospital tomorrow to get my leg cast taken off, so I won't get much done tomorrow , wish me luck....

this bit here...

CODE
Sub TMNTs_hit( index )
    TMNTx( index ).state = 1
    TMNTls( index ).state = 1
    AddScore 200
    Light4.TimerEnabled = true

    For Each light in TMNTx
        If light.state = 0 Then Exit Sub
    Next

    AddBonus 2
    TMNTOff
    LightSeq3.UpDateInterval = 6                                        ' set light sequencer speed
    LightSeq3.Play SeqRightOn, 100, 1                                    ' do light sequence right
    LightSeq3.Play SeqLeftOn, 100, 1                                    ' do light sequence left

    If bx < 15 Then
        AddScore 2000
        bx = bx + 1
        XLights( bx )
    Else
        AddScore 9000
        Light1x.state = 2
        Light2x.state = 2
        Light4x.state = 2
        Light8x.state = 2
        Light11.state = 2
        Light11.TimerEnabled = true
    End If

End Sub

Sub TMNTOff

    For Each light in TMNTx
        light.state = 0
    Next

End Sub

Sub Light4_Timer
    Light4.TimerEnabled = false

    For Each light in TMNTls
        light.state = 0
    Next

End Sub

Sub Light11_Timer
    Light11.TimerEnabled = false
    Light11.state = 1
End Sub

Sub XLights( value )                                                    ' set bonus multiplier lights
    Light1x.state = value Mod 2
    Light8x.state = Int( value / 8 )
    Light4x.state = Int( ( value - Light8x.state * 8 ) / 4 )
    Light2x.state = Int( ( value - Light8x.state * 8 - Light4x.state * 4 ) / 2 )
End Sub

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#15 FDSystems

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Posted 12 January 2010 - 03:58 PM

Good luck!.....as you wished! tup.gif

Edited by 1234fd, 12 January 2010 - 03:58 PM.

From Brasil. Updated version of 1234fd



#16 StevOz

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Posted 14 January 2010 - 06:32 AM

QUOTE (1234fd @ Jan 12 2010, 11:58 PM) <{POST_SNAPBACK}>
Good luck!.....as you wished! tup.gif


Thanks 1234fd, I needed it!

The day didn't start well, the hospital is about 100 kms away and I had to catch a bus there. Which is bad enough, worse though is the fact there is only one bus in at 7AM and the first bus home was at 4PM, so I was looking to have to spend the whole day sitting around waiting for the return bus. What was worse was the bus went straight past the stop I believed I had booked and I had to convince the bus driver to stop which he was none to happy about. So I got there got my plaster taken off and leg x-rayed all done by 9.30AM.

Next problem is I'm informed there that I need to go into the middle of the city to an orthopaedic supplies shop to get a soft boot, so I can then walk with some weight on my leg, still need the crutches. Great, I'm thinking I'll have to either catch a taxi or one of the metro buses and get to this place. Then as luck would have it I bump into Jeremy who I met many weeks ago in hospital, he was in the bed next to me at the time with a broken leg, then him and his misses kindly offer to take me to the orthopaedic supplies shop, then home. So I got lucky in the end.

Back to the table scripting and I've got the new TILT lights and routines scripted. It was actually a lot easier then I thought it would be and works great, you can bump the table up to 3 times within any 2 seconds with my timer set to 2000ms, see here...

CODE
    If keycode = LeftTiltKey Then
        Nudge 30, 2.5
        Bump
    End If
    
    If keycode = RightTiltKey Then
        Nudge -30, 2.5
        Bump
    End If
    
    If keycode = CenterTiltKey Then
        Nudge 0, 2.5
        Bump
    End If
    
End Sub

Sub Bump
    TILTlights(tilt).state = 1
    tilt = tilt + 1
    Light54.TimerEnabled = true
End Sub

Sub Light54_Timer
    If tilt = 1 Then Light54.TimerEnabled = false
    tilt = tilt - 1
    TILTlights(tilt).state = 0
End Sub


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#17 StevOz

StevOz

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  • Flag: Australia

  • Favorite Pinball: Scared Stiff



Posted 15 January 2010 - 02:33 AM

Alright I finally got this bit scripted, done and working, that was one logic bomb. Using the gates, lights and two triggers to keep track of it all, it took me about 2 hours and numerous attempts to get it to work, my head nearly exploded. tongue.gif

Left inlane scores 500 points or 8000 points when lit, advances 1 bonus, lights right sewer spinner for 1000 points per spin and opens right sewer loop, completing right sewer loop lights left inlane for 8000 points.

Right inlane scores 500 points or 8000 points when lit, advances 1 bonus, lights left pizza spinner for 1000 points per spin and opens left pizza loop, completing left pizza loop lights right inlane for 8000 points.

Script here...

CODE
Sub Trigger7_hit( )

    If Light15.state Then
        AddScore 8000
        Light15.state = 0
    Else
        AddScore 500
    End If

    AddBonus 1
    Light2.state = 1
    Light9.state = 1
    Light9.TimerEnabled = true
End Sub

Sub Light9_Timer
    Light9.TimerEnabled = false
    Light9.state = 0
End Sub

Sub Trigger5_hit( )

    If Light16.state Then
        AddScore 8000
        Light16.state = 0
    Else
        AddScore 500
    End If

    AddBonus 1
    Light17.state = 1
    Light7.state = 1
    Light7.TimerEnabled = true
End Sub

Sub Light7_Timer
    Light7.TimerEnabled = false
    Light7.state = 0
End Sub

Sub Trigger9_hit( )

    If Gate3.open Then
        Gate3.open = false
        Light15.state = 2
        Light2.state = 0
          Light15.TimerEnabled = true
    Else
        Gate4.open = Light17.state
    End If

End Sub

Sub Light15_Timer
    Light15.TimerEnabled = false
    Light15.state = 1
End Sub

Sub Trigger10_hit( )

    If Gate4.open Then
        Gate4.open = false
        Light16.state = 2
        Light17.state = 0
        Light16.TimerEnabled = true
    Else
        Gate3.open = Light2.state
    End If

End Sub

Sub Light16_Timer
    Light16.TimerEnabled = false
    Light16.state = 1
End Sub

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#18 StevOz

StevOz

    Pinball Fan

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  • Location:Nirvana

  • Flag: Australia

  • Favorite Pinball: Scared Stiff



Posted 21 January 2010 - 03:34 AM

Alright, had a few days off the code, adjusting the gameplay and physics to make the table play a bit easier, it's still rather tough, anyhows I think I'm finished there.

So I coded my LEO target bank scoring, lights and also the hidden kicker this morning. All tested and working well.

Edited..

Well almost, forgot to raise that dropwall to close off the kicker after it kicked, there's always something...fixed now. smile.gif

CODE
Sub LEO_hit( index )
'    PlaySound "DTDrop"
'    PlaySound "sfa2-342"
    LEO( index ).isdropped = true
    AddScore 500
    AddBonus 1

    For Each Target in LEO
        If target.isdropped <> True Then Exit Sub
    Next

    WallL.TimerEnabled = true
    Light47.state = 1
    Wall139.isdropped = true

    Select Case leos
        Case 0
            AddScore 1000
            LightL2K.state = 1
        Case 1
            AddScore 2000
            LightL2K.state = 2
            LightL2K.TimerEnabled = true
        Case 2
            AddScore 4000
            LightL4K.state = 2
            LightL4K.TimerEnabled = true
        Case 3
            AddScore 6000
            LightL4K.state = 2
            LightL2K.state = 2
            LightL4K.TimerEnabled = true
     End Select

    leos = leos + 1
End Sub

Sub WallL_timer( )
       WallL.TimerEnabled = false
    PlaySound "RESET1"

      For each target in LEO
        target.isdropped = false
    Next

End Sub

Sub LightL2K_Timer
    LightL2K.TimerEnabled = false
    LightL2K.state = 0
    LightL4K.state = 1
End Sub

Sub LightL4K_Timer
    LightL4K.TimerEnabled = false
    LightL2K.state = 1
    LightL4K.state = 1
End Sub

Sub Kicker1_Hit()
    AddScore 2000
    Light47.state = 2
    Light47.TimerEnabled = true
End Sub

Sub Light47_Timer()
    Light47.TimerEnabled = false
    Light47.state = 0
    If LightF4K.state = 1 Then LightF4K.state = 0
      Kicker1.Kick 0, 16 + rnd * 16
    Kicker1.TimerEnabled = true
End Sub

Sub Kicker1_Timer()
    Kicker1.TimerEnabled = false
    Wall139.isdropped = false
End Sub

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#19 StevOz

StevOz

    Pinball Fan

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  • Location:Nirvana

  • Flag: Australia

  • Favorite Pinball: Scared Stiff



Posted 24 January 2010 - 02:53 PM

Added the basic ball trough handling and collect bonus scripting, though I'll need to modify this scripting some.

Added 11 mechanical sounds.

Ripped 28 sound effects and vocals from the arcade game TMNT using the M1 emulator.

Ripped 5 vocals from the SNES game Teenage Mutant Ninja Turtles IV_ Turtles in Time using Winamp.

All trimmed with Audacity.

Also ripped the backing track from the SNES game Teenage Mutant Ninja Turtles: Tournament Fighters, cowabunga.mp3 using winamp.

So it's sounding really narly now dudes. wink.gif

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#20 marv75

marv75

    Master of Nothing

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  • Location:Ohio

  • Flag: United States of America

  • Favorite Pinball: Addams Family

Posted 24 January 2010 - 07:06 PM

Can't wait to do some shredding! smile.gif
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