Yeah I think it's the de driver.
I haven't looked at the subway bit yet, do I need to physically add something or is it all done in the script.
Sorry to look a bit of an idiot, but atm I'm just dipping in and out of it.
Glxb
ok, first of all, you need to replace the InitDriver function by this one:
public class BxDriver_DE : BxDriver
{
int swBlack;
int swGreen;
//! This is a list of standard keys used by VPm tables
//
public BxDriver_DE()
{
//-------------------------
// DE Specific switches
//-------------------------
swBlack = -7;
swGreen = -6;
//swTilt = 1;//must be done in table init_driver
//swBallRollTilt = 2;//not used at the moment
swStartButton = 3;
swCoin1 = 4;
swCoin2 = 5;
swCoin3 = 6;
swSlamTilt = 7;
swLRFlip = 82;
swLLFlip = 84;
InitKeySwitches();
}
public override void InitKeySwitches()
{
AddActionSwitch( "keyBlack" , swBlack );
AddActionSwitch( "keyGreen" , swGreen );
AddActionSwitch( "keyCancel" , swCancel );
AddActionSwitch( "keyInsertCoin1" , swCoin1 );
AddActionSwitch( "keyInsertCoin2" , swCoin2 );
AddActionSwitch( "keyInsertCoin3" , swCoin3 );
AddActionSwitch( "StartCommand" , swStartButton );
AddActionSwitch( "keySlamDoorHit" , swSlamTilt );
AddActionSwitch( "LeftFlipCommand" , swLLFlip );
AddActionSwitch( "RightFlipCommand" , swLRFlip );
}
}
//! Initialize table driver
public override void InitDriver()
{
m_driver = new BxDriver_DE();
m_driver.AddActionSwitch("Tilt",1); // Tilt
m_driver.AddActionSwitch("BallLaunch",50);//Shift button ?????
}
If i remember well, in the starwars doc the launch button is the shift button.Isn't it ?
If not change the value for the launch button accordingy.
And for the simpsons, i think there is no launchbutton, but a plunger , is this true ?
If so, remove the line "m_driver.AddActionSwitch("BallLaunch",50);//Shift button ?????" and add a plunger as it is done in our scripts
For the materials, really sorry, but we have forgotten to generate the materials.xml when launching an FPT table.
If you really need it , you must send me the FPT file and i'll generate it for you.
And for the lamps, i can give you an example i've used in IJ.
All the playfield lamps were not rendered correctly( we could see the lamp hole under the PF and the texture on the decal of the lamp was awful)
I've overrided this adding these lines on the prepareelements function
for (int l=0;l<200;l++)
{
try{
GameObject.Find("Playfield/Lamps").transform.GetChild(l).FindChild("decal").Translate(new Vector3(0f,0f,-0.09f));
Material mat=GameObject.Find("Playfield/Lamps").transform.GetChild(l).FindChild("decal").renderer.material;///find decal object
mat.shader=Shader.Find("PU3D/Managed/TexBackTrans"); ///// change its shader to textured backlit transparent
/// use this if the lamps are too bright//mat.color=new Color(mat.color.r/3f,mat.color.r/3f,mat.color.r/3f,0.9f); //// lowering its color by 3(texture used is really bright)
mat.SetFloat("_BackLightingStrength",10f); ///// setting its backlighting strength
}catch{}
}