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Drop Target (Reset to Up)?


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#21 Shockman

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Posted 02 September 2016 - 05:10 AM

There is no question about it. Most often the routine is triggered, but the animation is hit and miss. I have tested this a lot, and a lot more today. Sometimes the sound is not played and the routine is not triggered either.

 

I can not speak for others. this is how it is with me.

 

To test the reliability of triggers fill the shooter lane with triggers (about a dozen should fit), it doesn't matter what type. put a wall so the ball will not exit, so the plunger lane is the balls entire world. If NEVER some fail to animate, then you don't have the same problem. If ANY, even one fails to animate, you will probably want to create a sub for every one with at least a sound, and maybe a corresponding drop wall or light to see if you too are missing function at times and not just the animation.

 

If you do have the problem with animation you will need to discover if you are loosing other function and a more detailed test is required. For example unique sounds for 8 triggers doh ray me fa ... doh and a set of lights or something to test function.

 

I have some drop and raise. some drop but not raise, and some not drop at all, but all the sounds usually play and the function is usually triggered, BUT NOT ALWAYS.

 

The failings (beyond lack of animation) I might add, happen in my game with VPM running as well, much more than I have been able to observe or reproduce in testing with only VPX running. 

 

 

I'm not stating this is a problem that can't be over come. If there is a physics or timing (syncing) setting that is designed to deal with this behavior I'd like a suggestion to try.

 

Strictly on topic, the same thing happens with the drop targets in Mr. & Mrs. PAC-MAN. Probably unrelated. And only the top bank, which very quickly resets themselves every time the three is down. This sometimes fails and all three will stay down the rest of the game. I have seen this happen before VPX. I think it sounds similar though, when two commands are on the same cycle. but that's one sub calling another and not getting an answer, or the answer coming before the stuff associated with the query gets a chance, or bad programming ability to direct the rom to call a timer at a place where it might not need one in it's native (real) hardware, but does as emulated here. It takes time to spin something around even once. You can't tell it to stop the next command in the cycle and expect it to move at all.

 

 

Anyway, instead of a rant, I should have requested that we do get the ability to tell the triggers to fall, mostly so we might get as a bonus the ability to set the triggers back up. Then if they do not function because the ball is too fast we could have the setting call a timer as well as, and this is important, an unhit event. Since the problem is with fast hits plus unhits, you know the timer will not have to be very long in acting. meaning there would be zero eyesore. Well I guess there could be on a slow ball moving over one and it coming back up before the ball is gone. One would have to check for unhit inside the timer. And I doubt a trigger that goes down and not back up would even admit that it was unhit even a minute later.

 

I think I tried max physics loops or what ever it is. It seemed logical without knowing what it did exactly.

 

I hope this is a rare issue. I hope everyone tries my suggestion of having a fast ball go over a long line of triggers and each of them work. I hope so. I am not going to have this set-up forever.


Edited by Shockman, 02 September 2016 - 06:27 AM.


#22 saecrow

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Posted 02 September 2016 - 12:47 PM

Thanks guys. . . since I was using the shooter lane to test the trigger animation and the ball was moving fast I did not see the trigger animation. If I don't pull the plunger all the way back and just tap the ball with the plunger to get a slow roll I can definitely see the animation (without adjusting the hit height) - so it seems that both things are going on (at least for me and Shockman). . . animation is there, but animation is not there when a ball is moving full blast out of the shooter lane. From purely the animation perspective, I'm not sure how much that matters as usually when the ball is moving fast one is focused on the ball and not the little details that become more noticeable when the ball is moving slower - but I'm still figuring all this out. 

 

I did a very simple, limited quick test with one light and two triggers in the shooter lane (star - turns light on and wire - turns light off). When I full blasted the ball the triggers worked (were not animated but called the subs) and when the ball hit a wall at the end of the shooter lane and rolled back down I still did not see the animation - but the ball is still moving relatively quickly.

 

You guys definitely answered my question, so thank you. . . though, I hope I didn't stir up a hornet's nest.  :-)



#23 saecrow

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Posted 03 September 2016 - 01:18 PM

yup, lots of ways to skin a cat. another I ran across in someones script and have been using is since it actually uses 0 and 1 you can do math on them.  so a check of if target8.isdropped+target9.isdropped=2 then.. probably not much use for just two targets, but can be useful as well depending on the situation

 

Thanks for posting this snippet of code, BorgDog - this came in very handy with my 7 drop targets and likely saved me a lot of head scratching (or at least a lot of typing)!  This is a great nugget!



#24 Shockman

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Posted 03 September 2016 - 09:51 PM

It was the same during VPX.1 cycle and on a different rig. I can't believe it works 100% for anyone.