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Updating Fullscreen Tables to Use the Nanotech Plunger


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#21 kruge99

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Posted 19 September 2011 - 11:17 PM

QUOTE (arngrim @ Sep 19 2011, 02:00 PM) <{POST_SNAPBACK}>
Hi,

I'm adding the plunger functionality for all tables I have.

So far I have good results, but for the batman FS for example, I don't see which technique I have to use.

http://www.vpforums....i...4&hl=batman

Any idea?

Arngrim


Lord Hiryu didn't put an "animated" plunger graphic in this version. If you are script savy, you would have to go the extra steps to code the animated plunger first, and then add the Nanotech plunger / Pinball Wizard support.


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#22 arngrim

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Posted 20 September 2011 - 07:36 PM

oops think.gif

And what are these extra steps?

Edited by arngrim, 20 September 2011 - 07:37 PM.


#23 kruge99

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Posted 21 September 2011 - 10:04 AM

QUOTE (arngrim @ Sep 20 2011, 03:36 PM) <{POST_SNAPBACK}>
oops think.gif

And what are these extra steps?


Off the top of my head, I would recommend taking a look at some of JPSalas' re-creations. He has many tables, and he's used all three of the above techniques in different tables. Make a backup and then start taking the plunger (area) apart to see how it's made.


Best Regards,
Todd.


[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
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- Truly great madness cannot be achieved without significant intelligence.
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- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
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#24 gwjrabbit

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Posted 30 January 2012 - 09:36 PM

Sorry to resurect a dead thread. Just got my PBW back isntalled. Nudging working well everywhere, but very few tables have plunger enabled.

Can someone confirm all im going to mess with going through the above steps is the SCRIPT, not the table layout and objects? Im fine coding, but as soon as I touch the objects I generally break things more than fix them.

#25 Noah Fentz

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Posted 30 January 2012 - 09:40 PM

Once I get caught up from vacation, I'll be uploading my mods.


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#26 gwjrabbit

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Posted 30 January 2012 - 09:48 PM

Oh man that would be fantastic. I've been mucking around trying to get scared stiff to work, to no avail.

#27 Slydog43

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Posted 31 January 2012 - 06:02 PM

QUOTE (Noah Fentz @ Jan 30 2012, 04:40 PM) <{POST_SNAPBACK}>
Once I get caught up from vacation, I'll be uploading my mods.



GREAT news, cant wait. Thanks


#28 Dazz

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Posted 04 March 2012 - 06:22 AM

So, how is this done with JP's new(?) Alpha Ramp Plunger? I'm trying to mod Pirates, but not sure where to even start... sad.gif
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#29 kruge99

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Posted 04 March 2012 - 12:22 PM

QUOTE (Dazz @ Mar 4 2012, 01:22 AM) <{POST_SNAPBACK}>
So, how is this done with JP's new(?) Alpha Ramp Plunger? I'm trying to mod Pirates, but not sure where to even start... sad.gif


It looks like the code is there already but it doesn't work properly. When I have a break today I'll compare it to TOTAN which I had to fix with JP's help.


Best Regards,
Todd.


[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
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- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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#30 Syco54645

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Posted 20 March 2012 - 07:25 PM

QUOTE (Noah Fentz @ Jan 30 2012, 05:40 PM) <{POST_SNAPBACK}>
Once I get caught up from vacation, I'll be uploading my mods.


do you have a list of tables that will be uploaded?

#31 BitPirate

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Posted 20 March 2012 - 08:32 PM

QUOTE (kruge99 @ Mar 4 2012, 05:22 AM) <{POST_SNAPBACK}>
QUOTE (Dazz @ Mar 4 2012, 01:22 AM) <{POST_SNAPBACK}>
So, how is this done with JP's new(?) Alpha Ramp Plunger? I'm trying to mod Pirates, but not sure where to even start... sad.gif


It looks like the code is there already but it doesn't work properly. When I have a break today I'll compare it to TOTAN which I had to fix with JP's help.


Best Regards,
Todd.


This is odd..I can use the joystick on my gamepad for analog plunger and it works. While I did play a bit with the code, none of those changes were committed. JP's pirates should just work (with the appropriate settings enabled) from what I see...
If I can be of any assistance comparing settings, etc, let me know.
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#32 kruge99

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Posted 20 March 2012 - 08:59 PM

QUOTE (kruge99 @ Mar 4 2012, 07:22 AM) <{POST_SNAPBACK}>
QUOTE (Dazz @ Mar 4 2012, 01:22 AM) <{POST_SNAPBACK}>
So, how is this done with JP's new(?) Alpha Ramp Plunger? I'm trying to mod Pirates, but not sure where to even start... sad.gif


It looks like the code is there already but it doesn't work properly. When I have a break today I'll compare it to TOTAN which I had to fix with JP's help.


Best Regards,
Todd.


It was a spelling mistake as I recall, so I posted the fix in JP's Pirates release thread.


Best Regards,
Todd.

[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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#33 lizard

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Posted 22 March 2012 - 02:00 AM

I am trying to get JP's Kiss v2.2FS to animate the plunger with the Nanotech plunger. The plunger works fine but does not animate, the script for it seems to be there but i am not realy sure what i am looking at at this point. If i pull the plunger to halfway and then press the enter button on keyboard the plunger animates to halfway and stops there but it wont move at all without pressing the enter button. This table uses JP's alpha ramp plunger if someone could take a look and point me in the right direction i would be most gratefull thank you.

#34 Wiggly

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Posted 22 March 2012 - 02:39 AM

I usually give the wrong information but, I just re-downloaded the Kiss 2.2FS to see what I did to make it work. Just make sure to only enable Mechanical Plunger on the Plunger Object, do not enable the Timer on the object. The Array is there and there are no spelling mistakes in the code. My Nanotech (which is attached to the Mot-Ion Board) worked straight away.

#35 lizard

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Posted 22 March 2012 - 03:09 AM

QUOTE (Wiggly @ Mar 22 2012, 12:39 PM) <{POST_SNAPBACK}>
I usually give the wrong information but, I just re-downloaded the Kiss 2.2FS to see what I did to make it work. Just make sure to only enable Mechanical Plunger on the Plunger Object, do not enable the Timer on the object. The Array is there and there are no spelling mistakes in the code. My Nanotech (which is attached to the Mot-Ion Board) worked straight away.

After you said about re-downloading it i thought i might do the same to make sure i start fresh again and the plunger works as it should. Just for interest sake i compared the two scripts and could not see anything different in the plunger section i guess something is different somewhere in the script though. Thanks

#36 kruge99

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Posted 22 March 2012 - 10:52 AM

QUOTE (lizard @ Mar 21 2012, 10:09 PM) <{POST_SNAPBACK}>
QUOTE (Wiggly @ Mar 22 2012, 12:39 PM) <{POST_SNAPBACK}>
I usually give the wrong information but, I just re-downloaded the Kiss 2.2FS to see what I did to make it work. Just make sure to only enable Mechanical Plunger on the Plunger Object, do not enable the Timer on the object. The Array is there and there are no spelling mistakes in the code. My Nanotech (which is attached to the Mot-Ion Board) worked straight away.

After you said about re-downloading it i thought i might do the same to make sure i start fresh again and the plunger works as it should. Just for interest sake i compared the two scripts and could not see anything different in the plunger section i guess something is different somewhere in the script though. Thanks


There are two other possibilities that may affect the plunger and the accelerometer:

- on the plunger object itself there is a check box to enable the mechanical plunger that should be checked
- on the playfield -> physics tab are two boxes, PBW Accelerometer and Normal mounting should be checked.

Note: if your PBW/Nanotech diy plunger usb board is not mounted per the instructions, then "Normal mounting" would remain unchecked.


Best Regards,
Todd.

[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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#37 lizard

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Posted 22 March 2012 - 01:19 PM

QUOTE (kruge99 @ Mar 22 2012, 08:52 PM) <{POST_SNAPBACK}>
QUOTE (lizard @ Mar 21 2012, 10:09 PM) <{POST_SNAPBACK}>
QUOTE (Wiggly @ Mar 22 2012, 12:39 PM) <{POST_SNAPBACK}>
I usually give the wrong information but, I just re-downloaded the Kiss 2.2FS to see what I did to make it work. Just make sure to only enable Mechanical Plunger on the Plunger Object, do not enable the Timer on the object. The Array is there and there are no spelling mistakes in the code. My Nanotech (which is attached to the Mot-Ion Board) worked straight away.

After you said about re-downloading it i thought i might do the same to make sure i start fresh again and the plunger works as it should. Just for interest sake i compared the two scripts and could not see anything different in the plunger section i guess something is different somewhere in the script though. Thanks


There are two other possibilities that may affect the plunger and the accelerometer:

- on the plunger object itself there is a check box to enable the mechanical plunger that should be checked
- on the playfield -> physics tab are two boxes, PBW Accelerometer and Normal mounting should be checked.

Note: if your PBW/Nanotech diy plunger usb board is not mounted per the instructions, then "Normal mounting" would remain unchecked.


Best Regards,
Todd.

I have managed to get 10 tables converted to use the plunger now that i understand the guide but the unfortunate thing for me is the kit looks like it has given up on the first day. It started acting up (stop working) as i was testing a table rebooted the PC and it came good but died a short time later. Pinball Wizard comes up in game controllers but it wont let me calibrate it, nothing works in the test either i think i will give up for the night. Has anyone else had similar trouble with theirs i have tried different cables so dont know what else i can do.

#38 koadic

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Posted 13 May 2012 - 10:04 PM

More Consistency = More Enjoyment

This may be viewed as a step backwards by some, but I have found the Impulse Plunger to be better than the standard Plunger object implementation when controlled by the analog (nanotech or other) plunger. It is almost always more consistent, the strength will always match up with the digital plunger from the same position, and there are no issues if the 'Enable Mechanical Plunger' box remains unchecked as it works regardless. I came to this conclusion after about an hour or so getting the nanotech plunger working to control an impulse plunger (on Twilight Zone before I knew what the bugs were that were causing the issues) and have since tried it on a couple other tables reaching similar conclusions.

I am not trying to say that the plunger object doesn't have a place, I am just personally tired of messing around with all the settings (especially break over velocity) to try and get it to behave properly and consistently. When using a gamepad, sometimes if I don't release the stick cleanly, it completely fouls up the strength of the shot, other times it messes up all on its own, which diminishes my enjoyment. In a perfect world, everything would work perfectly, but this isn't the case, so in lieu of finding that perfect solution I have settled for a more consistent one.

I know opinions will differ, I am just putting this out there in case someone has the same opinion as me.

If the table already has an Impulse plunger defined, it is fairly easy to implement too with only a few additions. In addition to the code in the first post (quoted below), I will add my additions in RED

QUOTE
Wall Technique

1. Create collection called PlungerWalls (P1-P13)
CODE
Dim xx,PlungerPos,PlungerPos2,PlungerPos3,PowerSetting
Sub Plunger_Timer()
For Each xx in PlungerWalls
xx.Isdropped = 1
Next
PlungerPos=INT(Plunger.position/2)
If Plunger.Position = 0 and PlungerPos3 > 3 Then
PowerSetting = PlungerIM.Strength
PlungerIM.Strength = (PlungerPos3/25*PlungerIM.Strength)
PlungerIM.AutoFire
PlungerIM.Strength = PowerSetting
PlungerPos2 = 0
End If

Plungers(PlungerPos).IsDropped=0
PlungerPos3 = PlungerPos2 : PlungerPos2 = Plunger.Position
End Sub


3. Add :Plunger.TimerEnabled=0 to the end of the PlungerKey line in the KeyDown Sub
4. Add :Plunger.TimerEnabled=1 to the end of the PlungerKey line in the KeyUp Sub
5. Add Plunger object with a stroke length of 130 called Plunger, uncheck Visible, check Enable Mechanical Plunger, check Enable Timer, set Interval to 40. Be sure the plunger hits the ball!
5. Add Plunger object called Plunger, uncheck Visible, check Enable Timer, set Interval to 40. You can set it anywhere and leave Enable Mechanical Plunger unchecked.

-----------------------------------------------------------

Light Technique

1. Add the following in the appropriate section:

CODE
Dim PlungerPos2, PlungerPos3, PowerSetting, elapsed : elapsed=0

Sub Plunger_Timer()
Select Case INT(Plunger.Position/2)
Case 0,1:p1.state = 1
Case 2,3:p1.state = 0:p2.state = 1
Case 4,5:p3.state = 1:p2.state = 0
Case 6,7:p4.state = 1:p3.state = 0
Case 8,9:p5.state = 1:p4.state = 0
Case 10,11:p6.state = 1:p5.state = 0
Case 12:p6.state = 1:p6.state = 0
End Select
If Plunger.Position = 0 and PlungerPos3 > 3 Then
PowerSetting = PlungerIM.Strength
PlungerIM.Strength = (PlungerPos3/25*PlungerIM.Strength)
PlungerIM.AutoFire
PlungerIM.Strength = PowerSetting
PlungerPos2 = 0
End If
If (elapsed MOD 8) = 0 Then PlungerPos3 = PlungerPos2 : PlungerPos2 = Plunger.Position : elapsed = 0 : End If
elapsed=elapsed+1 'since timer is set to 5, only update in intervals of 40ms

End Sub


2. Add Plunger object with a stroke length of 130 called Plunger, uncheck Visible, check Enable Mechanical Plunger, check Enable Timer, set Interval to 5. Be sure the plunger hits the ball!
2. Add Plunger object called Plunger, uncheck Visible, check Enable Timer, set Interval to 5. You can set it anywhere and leave Enable Mechanical Plunger unchecked.

3. Add :Plunger.TimerEnabled=0 to the end of the PlungerKey line in the KeyDown Sub
4. Add :Plunger.TimerEnabled=1 to the end of the PlungerKey line in the KeyUp Sub

-----------------------------------------------------------

Kicker Technique

1. Add to the script the bolded parts in the following script excerpt.

Dim PTop, PBottom, PTopY, PBottomY,PlungerPos,oPlungerPos,PT,PB,PlungerPos2,PlungerPos3,PowerSetting
Set PTop = P1.CreateBall:PTop.Image = "pw0a":PTopY = PTop.Y: PT=PTopY
Set PBottom = P2.CreateBall:PBottom.Image = "p0b":PBottomY = PBottom.Y: PB=PBottomY

2. Add the following Sub in the appropriate section:

CODE
Sub Plunger_Timer()
PlungerPos=INT(Plunger.Position)
If Plunger.Position = 0 and PlungerPos3 > 3 Then
PowerSetting = PlungerIM.Strength
PlungerIM.Strength = (PlungerPos3/25*PlungerIM.Strength)
PlungerIM.AutoFire
PlungerIM.Strength = PowerSetting
PlungerPos2 = 0
End If

If PlungerPos=oPlungerPos Then Exit Sub
PTop.Y = PT+INT(PlungerPos)*3
PBottom.Y = PB+INT(PlungerPos)*3
oPlungerPos=PlungerPos : PlungerPos3 = PlungerPos2 : PlungerPos2 = Plunger.Position
End Sub


3. Add Plunger object with a stroke length of 130 called Plunger, uncheck Visible, check Enable Mechanical Plunger, check Enable Timer, set Interval to 40. Be sure the plunger hits the ball!
3. Add Plunger object called Plunger, uncheck Visible, check Enable Timer, set Interval to 40. You can set it anywhere and leave Enable Mechanical Plunger unchecked.

4. Add :Plunger.TimerEnabled=0 to the end of the PlungerKey line in the KeyDown Sub
5. Add :Plunger.TimerEnabled=1 to the end of the PlungerKey line in the KeyUp Sub



There are a few ways I can see to augment the implementation of the Impluse Plunger to allow for a little more customization from the editor without having to dig into the script, by grabbing some of the settings like strength and scatter velocity from the plunger object directly (since we are adding one anyway), but it isn't necessary.
CODE
' Impulse Plunger
Const IMPowerSetting = 52 Plunger.MechStrength ' Plunger Power
Const IMTime = 0.7 ' Time in seconds for Full Plunge
Set plungerIM = New cvpmImpulseP
With plungerIM
.InitImpulseP swplunger, IMPowerSetting, IMTime
.Random 0.3 (Plunger.ScatterVelocity / 100)
.InitExitSnd "plunger2", "plunger"
.CreateEvents "plungerIM"
End With

Edited by koadic, 15 May 2012 - 10:43 AM.


#39 CaptainNeo

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Posted 15 May 2012 - 08:49 AM

I familiar now with adding the light and kicker versions, but I dont understand some of the directions for the Wall conversion. Trying to get the plunger on Cirqus voltaire to work. First line of noah's description is.

Create plungerwalls (P1-P13)
Then add "code" where it's suppose to go.


What is create plunger walls? And what section is that tidbit of code suppose to go in?

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#40 koadic

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Posted 15 May 2012 - 10:30 AM

QUOTE (CaptainNeo @ May 15 2012, 03:49 AM) <{POST_SNAPBACK}>
I familiar now with adding the light and kicker versions, but I dont understand some of the directions for the Wall conversion. Trying to get the plunger on Cirqus voltaire to work. First line of noah's description is.

Create plungerwalls (P1-P13)
Then add "code" where it's suppose to go.


What is create plunger walls? And what section is that tidbit of code suppose to go in?


For this, you need to open the editor, then go to Table->Collection Manager, click 'New', select 'Collection 1' (or whatever the new collection is named), change the name to Plungerwalls, and then scroll down to find p1, p2, etc, and add them into that collection.

BUT, there is a slightly easier way. I usually do it more like LP's alpha ramp method, and just drop the old wall, so, instead of...
CODE
Dim xx, PlungerPos
Sub Plunger_Timer()
    For Each xx in PlungerWalls
        xx.Isdropped = 1
    Next
    PlungerPos=INT(Plunger.position/2)
    Plungers(PlungerPos).IsDropped=0
End Sub

you can just change it to read as follows:
CODE
Dim PlungerPos, oPlungerPos
Sub Plunger_Timer()
    Plungers(oPlungerPos).IsDropped=1
    PlungerPos=INT(Plunger.position/2)
    Plungers(PlungerPos).IsDropped=0
    oPlungerPos = PlungerPos
End Sub
since ResetPlungers is called earlier and drops all the plunger walls except for 0 from the get go.

EDIT: changed slightly from previous post to not use ResetPlungers inside the Plunger_Timer sub

Edited by koadic, 15 May 2012 - 10:40 AM.