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My first table (Hogan's Heroes)


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#321 Wizards_Hat

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Posted 14 November 2010 - 10:36 AM

QUOTE (Practicedummy @ Nov 14 2010, 02:26 AM) <{POST_SNAPBACK}>
If 8XBonusLight.State=1 Then End Sub 'We already have 8X bonus, so we are leaving <----<----<----<----Error code pops up and this line is in red!

You cannot have a table object name that starts with a number.
8XBonusLight will always error.
Use X8BonusLight instead.

Regards,
Dan.

Edited by Wizards_Hat, 14 November 2010 - 11:07 AM.

A wizard only needs one ball...but can handle six.

#322 PainkillerAlice

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Posted 14 November 2010 - 11:40 AM

OK will make the change.Thank you! biggrin.gif

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#323 PainkillerAlice

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Posted 14 November 2010 - 11:57 AM

Bonus multiplier routing successful. Going to change bonus values of objects hit, change some scoring values and then start the mission and underground mission script. Am REALLY going to need help on this part when I am ready for the help. Will shout out when I am ready. Thanks in advance!

Bob and Wizards Hat, thanks for the help on the scripting so far! biggrin.gif

Edited by Practicedummy, 14 November 2010 - 11:59 AM.

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#324 PainkillerAlice

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Posted 18 November 2010 - 07:26 PM

Got half of the main missions set out and partially scripted. Will try the get the rest of them and the underground missions partially (heh heh) scripted out by the end of the week. Also making a few changes on scoring.

Edited by Practicedummy, 18 November 2010 - 07:27 PM.

I could have been smart, but I never learned anything by being smart!

 

 


#325 PainkillerAlice

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Posted 29 November 2010 - 09:12 AM

Got all the main missions partially scripted and ready to do the underground scripting but having to put the project on the back burner for the moment. Got a conversions project I have to work on for a relative and then a major project to work on for a customer that has to be finished before Christmas. Will be squeezing in some time on the table when I can do so to try to finish it by Christmas. biggrin.gif

On a side note: been able to crank it out on computer programming studies and am on the loop statement portion of the book. I think this might come in handy on VP scripting. biggrin.gif

Edited by Practicedummy, 29 November 2010 - 09:14 AM.

I could have been smart, but I never learned anything by being smart!

 

 


#326 PainkillerAlice

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Posted 03 December 2010 - 06:00 PM

Need a tip on scripting, Want to create a counter for when the HEROES drop targets all are hit before the ball drains from the underground mini playfield (where the targets reset to the upright position upon drain). Example: when all the targets are dropped 5 times in a game (drain does not affect the count), a light is lit up and also points are scored.

Got the current projects finished so I am gonna crank out as much work on the table as I can before the other project gets here. biggrin.gif

I could have been smart, but I never learned anything by being smart!

 

 


#327 PainkillerAlice

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Posted 14 December 2010 - 06:32 PM

Here is an update on my table. Got the counter script finally figured out and added some more scoring routines. Also when you flip the ball up the left ramp, the ball alternates between the 3 turrets and is kicked out a different one each time the ball goes up the left ramp.

Hogan's Heroes (12-14-2010)

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#328 faralos

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Posted 14 December 2010 - 09:08 PM

do the turret selections go full circle or is it a completely random turret they expel from, just curious...oh wow you uploaded the entire table never mind I'll find out eventually (now to see how much I suck on this one!)
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#329 PainkillerAlice

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Posted 14 December 2010 - 10:39 PM

They go full circle.

I am getting close to the point where I will need an experienced programmer to help with the remaining part of the programming. In the meantime I will be finishing all I can do program-wise and also to implement all the audio that I can on the table.

Edited by Practicedummy, 14 December 2010 - 10:41 PM.

I could have been smart, but I never learned anything by being smart!

 

 


#330 faralos

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Posted 15 December 2010 - 01:13 AM

I think I have a program written by (please don't quote me here but I think it was bob...) that has a kicker shoot the ball out in a random direction up to 90 °, so even though we may know which one it is coming out of, the actual direction out of that particular kicker would still be random up to the 90° max angle! Once I find it I'll fire it off to you, your choice whether ya' want it, just a thought...

Edited by faralos, 15 December 2010 - 01:15 AM.

"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#331 PainkillerAlice

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Posted 15 December 2010 - 08:28 AM

I see what you are saying, but the turrets would also have to swing around to accommodate the random direction that the kickers would fire, and that would be a major feat for me to try to accomplish. biggrin.gif

Although, I AM interested in that program for future use. Sounds really good!

Edited by Practicedummy, 15 December 2010 - 08:29 AM.

I could have been smart, but I never learned anything by being smart!

 

 


#332 faralos

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Posted 15 December 2010 - 02:19 PM

I HAVE THE RANDOM KICKER DEMO TABLE!!
here it is I will also put it up into the table demo upload area but here it is :

Attached Files


Edited by faralos, 15 December 2010 - 02:32 PM.

"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#333 PainkillerAlice

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Posted 21 December 2010 - 01:02 AM

Fixed the scoring delay issue. Just added an extra line of code after each scoring tally on the Gestapo gun kicker's If statements to tell the game to add the score to the score textbox.

I could have been smart, but I never learned anything by being smart!

 

 


#334 PainkillerAlice

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Posted 03 January 2011 - 06:27 AM

Got a lot of scripting done and should, barring any lengthy interruptions (like the Christmas holidays biggrin.gif ), should finish all of it minus the skillshot by the end of the week. Then all that's left is getting the audio clips I want put into the table and finally get this table finished! biggrin.gif

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#335 faralos

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Posted 03 January 2011 - 12:28 PM

geez 334 posts and it still isn't finished! i tried your version you had posted the link for. man does it play fast! Unfortunately your view makes the ball the size of a bb on my monitor and makes it almost impossible to follow around the table.
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#336 anthias

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Posted 03 January 2011 - 12:38 PM

decided to have a bit of a read and was going to post that my brewery blaster has a rotating random kicker, but faralos beat me to the punch with that demo smile.gif oh well. I look forward to this table! Keep up the good work on this great table theme smile.gif
screnstoaug21small.gif

#337 PainkillerAlice

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Posted 03 January 2011 - 11:40 PM

Here is an updated version of the table with a lot of scoring routines coded in:Hogan's Heroes 1-3-2011

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#338 faralos

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Posted 03 January 2011 - 11:50 PM

hot dang! yet another one to suck on! your table plays so fast that my game usually is over by the time my eyes catch up to the ball! great table, it's things like that that always keeps me coming back. I am just a closet masochist i think...Wow! i just took a gander at the number of views this posting has, over 12,000 huh? and where are they all?
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#339 PainkillerAlice

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Posted 03 January 2011 - 11:51 PM

Whoops! Had several typos in the code and corrected them. Here's a better update lol:Hogan's Heroes 1-3-2011

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#340 PainkillerAlice

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Posted 04 January 2011 - 09:11 PM

Coding in some sounds but have run into a small problem. I have two invisible walls that act as the slingshots for the slingshots. I have coded in an audio clip to sound when the slingshot is hit, but the only time the audio plays is when the wall is hit on a side that doesn't have slingshot enabled. When the ball hits the slingshot enabled part of the wall, it doesn't play the sound. I think it also doesn't tally the score when the slingshot part of the wall is hit.

I could have been smart, but I never learned anything by being smart!