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My first table (Hogan's Heroes)


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#341 faralos

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Posted 04 January 2011 - 09:17 PM

odd as i have also been using custom walls around my new (ramp) slingshot rubbers for just that effect and mine all work ok even the animated slingshots work as they should. Post your coding so we can take a looksee ...weird that it registers the sound at other parts of the wall but not the front of it. they are set to 'collidable' yes? and they must be set at a height of at least 30 to make contact with the ball properly

Edited by faralos, 04 January 2011 - 09:18 PM.

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#342 PainkillerAlice

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Posted 04 January 2011 - 10:36 PM

Sub LeftSlingshot_Hit()
Score=Score + 10
ScoreText.Text= Score
PlaySound "Dumkoff"

End Sub

Sub RightSlingshot_Hit()
Score=Score + 10
ScoreText.Text= Score
PlaySound "Dumkoff"

End Sub

I have the Collidable and Hit Event options checked on both walls and the walls are 50 units high.

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#343 faralos

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Posted 05 January 2011 - 01:18 AM

your code is wrong it should read like this:

Sub LeftSlingshot_Slingshot()
PlaySound "Bumper"
End Sub

NOT Leftslingshot_Hit()
"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.”
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#344 PainkillerAlice

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Posted 05 January 2011 - 02:03 AM

That did the trick! Thanks bud! biggrin.gif

Still coding and gametesting the table, and made some improvements and modifications on the gameplay. I had been racking the scores way too high for my taste by doing a loop of hitting the underground scoop, keeping the ball in the underground playfield as much as possible, and then when it drains and kicks out from the treestump, hit it back into the underground scoop rinse and repeat.
So I made it to where the scoop will only send the ball to the underground playfield if the two yellow arrows next to the underground scoop are blinking. You can get the arrows blinking by either: complete the KLINK targets once, complete the six bullseye targets once, or hit the upper scoop where the two green arrow lights are blinking.

Hogan's Heroes 1-4-2011


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#345 faralos

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Posted 05 January 2011 - 05:47 AM

well there go my chances of ever hitting that lower playfield ever again! just because you can make these shots does not mean we can! remember you playtest the hell outta it far more than we get to do. so it should get easier for you, but then again I do kinda' suck on most tables... fyi all I did was to start a new table and took a look at its coding for the slings...

Edited by faralos, 05 January 2011 - 05:48 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


#346 PainkillerAlice

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Posted 05 January 2011 - 08:05 AM

I'll make sure I put in enough funny anecdotes in the game so it will ease the pain of all those easy drains! biggrin.gif

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#347 faralos

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Posted 05 January 2011 - 05:51 PM

i am having a major (pardon the bad pun) bitch of a time with your Hogans Heroes pin. it plays ok but every time i quit your table it freezes up the vp editor completely, forcing me to close out using the ol' 'cntrl alt delete' method. only your table does this and that is just weird. so is the lower pf supposed to light up or anything? seems a bit dark down there. the water tower vuk kicker is cool, at first I thought the ball was making a strange bounce when it came out, but then after studying it i saw that is really does pop out of the water tower! Cool idea! just don't forget some kind of ball release noise in the shooter lane for I had to constantly look to see if there was a ball there to shoot. good table so far and yeah i can get to that lower level... 6x huh, seems like overkill...heck with no high score special I guess it's ok...so how soon till its release date?
"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


#348 PainkillerAlice

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Posted 05 January 2011 - 06:41 PM

On the Hogan's Heroes lights, I have them off by default and you light them up either by completing the HEROES targets, hitting the bumpers, completing the KLINK targets, completing the bullseye targets, shooting the ball up the left ramp, shooting the ball at the gestapo guns (kickers under the target ramps) a certain number of times.

Am aiming for getting all the coding, with the exception of adding the coding for the audio clips (except for the skillshot, need help on that part) by the end of this week.

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#349 PainkillerAlice

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Posted 05 January 2011 - 11:01 PM

Got a bunch of scripting done today, also did kind of a major/minor change. Took out the left target ramp and target in order to make the upper right flipper (the one next to the right spinner) more accessible, and also took out the right flag. Also added some more audio clips and text on the Misison text boxes. The right ramp makes the flag's flagpole raise. When the right ramp is hit a third time, the flagpole goes back to the original height.

Hogan's Heroes table 1-5-2010

Edited by Practicedummy, 05 January 2011 - 11:03 PM.

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#350 Rockin and Rollin'

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Posted 06 January 2011 - 05:03 AM

can't seem to load the last 2 updates to the table. Latest message: Line 1121 Expected end of statement(this is on the one for 1/5).

Edited by Rockin and Rollin', 06 January 2011 - 05:05 AM.


#351 PainkillerAlice

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Posted 06 January 2011 - 05:06 AM

I'll check into that. I'm pretty sure I had playtested the table before uploading it.Hogan's Heroes 1-6-2010

This one I played before uploading. Hope it works for you too. biggrin.gif

Edited by Practicedummy, 06 January 2011 - 05:45 AM.

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#352 clyde

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Posted 06 January 2011 - 06:08 AM

Very nice job on this table, I like it a lot! Looking forward to the final version. I agree with Faralos about a light coming on when you get into the lower playfield. dblthumb.gif

Edited by clyde, 06 January 2011 - 06:58 AM.


#353 PainkillerAlice

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Posted 06 January 2011 - 12:43 PM

QUOTE (clyde @ Jan 6 2011, 01:08 AM) <{POST_SNAPBACK}>
Very nice job on this table, I like it a lot! Looking forward to the final version. I agree with Faralos about a light coming on when you get into the lower playfield. dblthumb.gif


This may not be much but I made it to where the underground bumper light comes on when the ball enters the underground playfield and shuts off when it drains from the underground playfield. Also have the mission text display "Shoot Ball" when the ball is in the plunger lane. Hope this helps. Also got the upper "lockbar" rotated 180 degrees so it looks right. biggrin.gifHogan's Heroes 1-6-2011 1.1

Edited by Practicedummy, 06 January 2011 - 01:10 PM.

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#354 faralos

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Posted 06 January 2011 - 02:19 PM

when I get to the lower pf I just pretend that I am in their underground tunnels (hence the dark playfield) so that is one way to explain the darker lower level!
"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


#355 PainkillerAlice

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Posted 06 January 2011 - 10:26 PM

Programming question: I have a certain block of code that would be too long if kept on one line (well not really, the width of the window would be extended biggrin.gif ), is the underscore symbol the one to use to continue the line of code on the next line?

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#356 PainkillerAlice

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Posted 06 January 2011 - 11:24 PM

Answered my own programming question. biggrin.gif

Had another one: how do I loop wav music in VP?

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#357 Wizards_Hat

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Posted 06 January 2011 - 11:59 PM

QUOTE (Practicedummy @ Jan 6 2011, 11:24 PM) <{POST_SNAPBACK}>
how do I loop wav music in VP?

CODE
Playsound "Mysoundfile", -1


Regards,
Dan.
A wizard only needs one ball...but can handle six.

#358 PainkillerAlice

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Posted 07 January 2011 - 12:37 AM

Ah I had it wrong! I was using + 1. Thanks bud! biggrin.gif

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#359 Wizards_Hat

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Posted 07 January 2011 - 12:41 AM

No worries dblthumb.gif

Regards,
Dan.
A wizard only needs one ball...but can handle six.

#360 faralos

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Posted 07 January 2011 - 05:15 AM

also to stop the music file completely (say you have another song you want to play and dont want them to overlap) use the line:
Sub Silence
Stopsound"Death"
StopSound"motor pool"
Stopsound"foghat"
End Sub in this 'silence' sub list any of your music or sounds

this will stop it completely. so they do not overlap at all
use the 'Silence' command line with your next selection to ensure that the current playing sound stops completely before the next events sound

Attached Files


Edited by faralos, 07 January 2011 - 05:17 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