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Plunger solution.

plunger hardware

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#21 blur

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Posted 03 January 2014 - 02:35 PM

that is great solution koadic - even better then with xpadder - so no need for plunger button any more  :otvclap:

 

only front end (hyperpin, fplaunch, pinbalx, ...) has to be reconfigured to use start button to launch tables and not plunger

 

but there could be one small problem if you use start button in fplaunch exit menu - if i remember correctly when you open exit menu and select some item on menu - like flyer - vpinmame will detect start key is pressed and if you have credits it will start new game with score zero and exit all previous games

 

 

also if i remember correctly this will happen only on some games (maybe db2s?) cause they don't pause vpinmame on loss of focus - small bug but very annoying


Edited by blur, 20 February 2014 - 08:51 AM.


#22 BlackPredator72

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Posted 22 January 2014 - 08:55 PM

If you want to control a launch button (such as those on MM, STTNG, etc...) with a plunger as found on the Mot-Ion kit or VirtuaPin kit, and you are willing to do some very minor table editing, it is really easy to do.

Add a plunger object to the table somewhere outside the table area (will only used for the timer and position reading), make sure it is named 'Plunger', uncheck 'visible', set the timer interval to 40 and enable the timer (all other settings/options aren't going to be used). Then add the following code to the table, it can be placed just about anywhere, even at the very end of the existing script...
 

 Dim PlPos(3)
 Sub Plunger_Timer()
   Dim x
	PlPos(PDelay) = Plunger.Position
	If PlPos(PDelay) < 2 and PlPos(0) > 5 Then PlungerIM.AutoFire
	For x = 0 to ubound(PlPos)-1:PlPos(x)=PlPos(x+1):Next
 End Sub
All you need to do is make sure that PlungerIM matches the existing impulse plunger already included in the table (usually defined in the Table_Init section). If the plunger is pulled past the 5 position, and then released quickly, it will launch the ball just like if you had hit the button... If for some reason you decide you don't want to launch the ball after pulling the plunger back, you can release it slowly back to it's resting point and it shouldn't launch.

The above is a very simplified version of the scripting I use to control the plunger in tables using my analog impulse plunger scripting, but since it is only used for launching with no plunger animation, much of the scripting is unneeded requiring only what I have included above.

 

 

I discovered that there are a lot of tables with a analog plunger but the plunger isn't working yet....

Then there are tables already with a plunger in it (called "plunger"), there are tables with plungers called something else and tables without plungers at all.

I would like to start with Scared Stiff, Theatre of Magic and World Cup Soccer,

I understand how to add a plunger object, set the options for it and adding the little script. But I don't know what to do with :

"All you need to do is make sure that PlungerIM matches the existing impulse plunger already included in the table"

 

And  If there is already a plunger object called "plunger" do I still have to add an extra one outside the table area ?

 

And I tried some tables with plunger already working but all have the same problem with my Virtua Plunger kit,

when I pull the plunger under VirtuaPin Controller Properties I see the Z axis moving from the moment I start pulling.

But when I pull it in for example, TOTAN, the plunger ingame starts moving when the real plunger is halfway

so I don't have enough power to make the right skillshot or whatever. Where can I change that it start moving from the moment I pull the plunger ?


Edited by BlackPredator72, 23 January 2014 - 09:53 AM.

43327.png?1581090420

 


#23 Ark Malmeida

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Posted 23 January 2014 - 01:23 PM


And I tried some tables with plunger already working but all have the same problem with my Virtua Plunger kit,

when I pull the plunger under VirtuaPin Controller Properties I see the Z axis moving from the moment I start pulling.

But when I pull it in for example, TOTAN, the plunger ingame starts moving when the real plunger is halfway

so I don't have enough power to make the right skillshot or whatever. Where can I change that it start moving from the moment I pull the plunger ?

 

 

I had the same issue.  Check out this thread:

 

http://www.vpforums....showtopic=19663

 

It was very useful for me and helped me solve my problem with my Z-axis going from -1000 to 1000 instead of 0 to 1000.



#24 BlackPredator72

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Posted 14 March 2014 - 10:10 PM

If I want to add a plunger in : BALLY - TWILIGHT ZONE - MEGAPIN - VP9 - V1.0FSHPTEAM

 

what do I have to add/change in the script after adding a "unvisible/timed" plunger object next to the table ?


Edited by BlackPredator72, 15 March 2014 - 09:40 AM.

43327.png?1581090420

 


#25 Zablon

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Posted 15 March 2014 - 05:44 PM

This is a cool thing, but isn't this just a more complex way to do a microswitch? Since it is just opening the circuit (Pressing enter) for as long as you hold it away? It can't tell how far you have pulled back?



#26 MTPPC

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Posted 03 April 2014 - 01:09 AM

The unit I installed several months ago is only working sporadically now. I'm going to try another one, but I'm wondering if I connect the old one's brown wire up to 12VDC for the power if it will work consistently again.


Edited by MTPPC, 03 April 2014 - 01:10 AM.


#27 MTPPC

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Posted 11 April 2014 - 02:26 AM

I've come to realize that my prox sensor only works when the temperature is above 55 degrees F. This seems to be repeatable.