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Capt. Fantastic FS B2S


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#21 rosve

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Posted 10 May 2012 - 07:48 AM

QUOTE (koadic @ May 10 2012, 12:53 AM) <{POST_SNAPBACK}>
Alright, if you are interested, I have adapted a small part of JP's code to keep it in line with what you already have and inserted it into your code to allow for the analog plunger...

Just need to make some minor adjustments to the plunger in the editor first, namely:
Check Enable Mechanical Plunger box
Change Break Over Velocity from 30 to 20 (think this only effects analog plungers anyway)
Check Timer Enabled box
Change Timer Interval to 40

Then make the following changes to your script:
under the KeyDown Sub, change
CODE
If keycode = PlungerKey Then
Plunger.PullBack
PlaySound "SSPlungePull"
PRdir=0
PRLight.TimerInterval=60
PRLight.TimerEnabled=true
End If
to
CODE
If keycode = PlungerKey Then
Plunger.TimerEnabled=false
Plunger.PullBack
PlaySound "SSPlungePull"
PRdir=0
PRLight.TimerInterval=60
PRLight.TimerEnabled=true
End If

under the KeyUp Sub, change
CODE
If keycode = PlungerKey Then
Plunger.Fire
PlaySound "SSPlungeRel"
PRLight.TimerInterval=10
PRdir=1
If InPlunger=1 Then
PlaySound "Shoot"
End If
End If
to
CODE
If keycode = PlungerKey Then
Plunger.TimerEnabled=true
Plunger.Fire
PlaySound "SSPlungeRel"
PRLight.TimerInterval=10
PRdir=1
If InPlunger=1 Then
PlaySound "Shoot"
End If
End If
(Along with Plunger timer being enabled at the start, it allows the animation to work for the plunger key even if an analog plunger is connected, differing from JP's current script (for now))


And after your PRLight_Timer Sub, add the following:
CODE
Dim PRpullNew, PRpullOld
PRpullNew = 0:PRpullOld = 0

Sub Plunger_Timer()
    If Plunger.MotionDevice> 0 Then
        PLU(PRpullOld).WidthBottom = 0:PLU(PRpullOld).WidthTop = 0
        PRpullNew = (Plunger.Position \ 2) - 2
        If PRpullNew<0 Then PRpullNew=0
        PLU(PRpullNew).WidthBottom = 30:PLU(PRpullNew).WidthTop = 30
        PRLight.State=Abs(PRLight.State-1)
        PRPullOld = PRPullNew
    End If
End Sub
small explanation on the above code, Plunger.Position goes from 1-25 (or 0-24, not sure), so when it's divided by 2, it can yield a value of up to 12, which is why I subtracted 2 at the end, otherwise it will go out of range of the subscript.



Thank you Kodiac,

I understand how the analogue plunger works now. I'm gonna update my earlier tables with this code.



#22 koadic

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Posted 10 May 2012 - 08:12 AM

I am glad I could help.

#23 rosve

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Posted 10 May 2012 - 11:04 AM

I am going to use a slightly modified code for the Plunger_Timer() routine.
With this code the alpha ramps are only updated when the plunger position has changed.


CODE
Dim PRpullNew, PRpullOld
PRpullNew = 0:PRpullOld = 0

Sub Plunger_Timer()
    If Plunger.MotionDevice> 0 Then
        PRpullNew = (Plunger.Position \ 2) - 2
        If PRpullNew<0 Then PRpullNew=0
        If PRpullNew<>PRpullOld Then
           PLU(PRpullOld).WidthBottom = 0:PLU(PRpullOld).WidthTop = 0
           PLU(PRpullNew).WidthBottom = 30:PLU(PRpullNew).WidthTop = 30
           PRLight.State=Abs(PRLight.State-1)
           PRPullOld = PRPullNew
        End If
    End If
End Sub


#24 settingsons

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Posted 11 May 2012 - 11:59 PM

Thanks once gain rosve. This is a superb re-work of your original. A great job of the playfield you have done, and as ever the EM gameplay is spot on.

Cheers!

Vic

#25 ICPjuggla

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Posted 18 May 2012 - 03:28 AM

Anyone have a better wheel for this table? the one in this thred shows up pixelated on my screen for some odd reason!

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#26 OuchTilt

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Posted 04 June 2012 - 08:06 AM

Noticed another small bug....

If you score over 100,000 the 100,000 light comes on, but stays on if you start another game.

blackfx2_cr.jpg  Username:- dallaker


#27 SPARKY70

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Posted 17 March 2013 - 02:33 PM

great looking table... just getting started with it.

 

i am getting a problem with the 3rd screen graphic "dirt brown cowboy"

it appears somewhat pixilated on the 3rd screen only.

captpixelated.png

 

i tried so that it stretches from by backglass display to my dmd display by changing the backglass monitor resolution, and half looks good on the backglass display, but the other half is pixilated on the 3rd screen.

capthalfpixelated.png

i have tried every resolution on my 3rd monitor, with no luck.

i have tried a different monitor, with the same results.

i have tried it on my backglass monitor, and it looks fine.

 

i am getting the same problem with the diner b2s setup,

dinerpixelated.png

but the other 3 screen graphics b2s tables i have installed work fine.

such as mars trek.

marstrek.png

 

my direct b2s tables such as bad cats, kiss and taxi all display the 3rd screen graphics without issue.

 

is anybody familiar with this?  thanks...  sparky


Edited by SPARKY70, 21 March 2013 - 02:29 AM.


#28 STAT

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Posted 30 June 2016 - 10:45 AM

directb2s + DOF soon ...



#29 STAT

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Posted 01 July 2016 - 07:26 AM

done ...

Better Backglass Image

100K Lights fixed

added new Score System (was still missing)

 

ToDo: Lights (me) + DOF (arngrim)

Attached File  cf_01.jpg   117.71KB   3 downloads


Edited by STAT, 01 July 2016 - 07:31 AM.


#30 Drybonz

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Posted 01 July 2016 - 08:07 AM

done ...

Better Backglass Image

100K Lights fixed

added new Score System (was still missing)

 

ToDo: Lights (me) + DOF (arngrim)

 

You and arngrim are on a roll.   :)



#31 Carny_Priest

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Posted 07 July 2016 - 02:54 AM

Can't get the backglass displaying with your release. I'm not a scripting expert but I don't see B2SOn defined or B2S.Server invoked. 



#32 STAT

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Posted 07 July 2016 - 09:28 AM

it should work as all others with the Controller.vbs File ...



#33 Carny_Priest

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Posted 07 July 2016 - 09:09 PM

New version works for me. Don't know what happened. 

 

Looks very nice, thanks.