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More FX2 files for full force feedback

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#21 Avi

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Posted 21 November 2016 - 01:12 AM

Can you explain the procedure



#22 Outhere

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Posted 21 November 2016 - 02:27 AM

Can you explain the procedure?



#23 Avi

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Posted 21 November 2016 - 02:51 AM

Help.
I want to achieve this:
Provide full force feedback for Pinball FX2 tables with memory mapped trigger files (FX2 files).

I have 1 KL25Z 1 SainSmart.

Help to provide full force feedback only to Pinball FX2.


And read this entire document. And I did not make it work

#24 Outhere

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Posted 21 November 2016 - 03:23 AM

Clear your log, Run ones -  post your log and your DOFLinx.ini



#25 DDH69

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Posted 21 November 2016 - 07:07 AM

@ Avi - Thread hi-jack alert! 

 

Always happy to help with support, but please start a new thread for a new support issue.  This thread is about new FX2 files, not a specific problem getting things going.


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#26 Avi

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Posted 21 November 2016 - 01:57 PM


good. Thank you
I will create a theme

#27 DDH69

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Posted 27 November 2016 - 09:13 AM

Five new FX2 files in today's V4.10 release.  They are South Park 1 and 2, Aliens, Alien v Predator, Alien Isolation.

 

These files are the first to truly mirror table flashers and not have them trigger and run for a set time.  The Aliens table has a bit of everything using the gear motor strobes and beacon as well.  This is the next step in full force feedback for Pinball FX2.


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#28 DDH69

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Posted 18 December 2016 - 04:55 AM

Release package V4.20B has just been uploaded and is now awaiting admin release.

 

This package has 12 upgraded FX2 files for improved full force feedback, and another 14 new FX2 files including the Bethesda tables and Women of Power.

 

I'd suggest copying all of the FX2 files int he package to your DOFLinx FX2 folder.

 

Enjoy!


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#29 Avi

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Posted 19 December 2016 - 03:56 PM

 
 V4.20B
 
Hi.

There are no changes.

 

how to add?

SR.

BK.

FN.

KN.

GR.

SH.

 

Deadpool

 

##################
#
# Deadpool
# DOFLinx force feedback configuration file v2
#
##################
 
[MEMORY TRIGGERS - CORE]
GAMEMODE=8879B4,FF
SCOREMODE=887919,FF
ANIMEMODE=88791B,FF
LAUNCHMODE=88791A,FF
LAUNCHBALL=883CF4,FF
LeftFlipper=88781C,FF
RightFlipper=88781C,FF00
 
[MEMORY TRIGGERS - TABLE BASED]
Left_SlingShot=882FC0,FF,2E4,C,20,8
Right_SlingShot=882FC0,FF,2E4,10,20,8
Bumper1=882FC0,FF,2E4,0,20,8
Bumper2=882FC0,FF,2E4,4,20,8
Bumper3=882FC0,FF,2E4,8,20,8
 
[COMMANDS]
GAMEMODE|ON|FF_Colour Black,RGB_DF,0|FF_Flasher DV_FLOL,FL_FD,6,750,50,Random|FF_Flasher DV_FLOR,FL_FD,6,750,50,Random|FF_Flasher DV_FLIL,FL_FD,6,750,50,Random|FF_Flasher DV_FLIR,FL_FD,6,750,50,Random|FF_Flasher DV_FLCN,FL_FD,6,750,50,Random
LAUNCHMODE|ON|FF_Button BUT_LB,BA_FL,10000,500
LAUNCHMODE|OFF|FF_Button BUT_LB,BA_OFF,0,0
LAUNCHBALL|OFF|FF_Dev DV_MR,-1
LeftFlipper|ON|FF_Dev DV_LF,10000
LeftFlipper|OFF|FF_Dev DV_LF,0
RightFlipper|ON|FF_Dev DV_RF,10000
RightFlipper|OFF|FF_Dev DV_RF,0
 
Left_SlingShot|ON|FF_Dev DV_LS,-1|FF_Flasher DV_FLOL,FL_TT,1,200,100,Random|FF_Flasher DV_FLIL,FL_TT,1,100,100,Random
Right_SlingShot|ON|FF_Dev DV_RS,-1|FF_Flasher DV_FLOR,FL_TT,1,200,100,Random|FF_Flasher DV_FLIR,FL_TT,1,100,100,Random
Bumper1|ON|FF_Dev DV_BL,-1|FF_Flasher DV_FLCN,FL_TT,1,100,100,Blue|FF_Colour White,RGB_TT,200
Bumper2|ON|FF_Dev DV_BC,-1|FF_Flasher DV_FLCN,FL_TT,1,100,100,Dodger_blue|FF_Colour White,RGB_TT,200
Bumper3|ON|FF_Dev DV_BR,-1|FF_Flasher DV_FLCN,FL_TT,1,100,100,Dark_red|FF_Colour White,RGB_TT,200


#30 DDH69

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Posted 20 December 2016 - 06:55 AM

Correct, Deadpool.FX2 did not change in release package V4.20B

 

To add any other device just append or replace the following;

FF_Dev DV_SH,1000

The line above will run the shaker motor for 1 second.  If you are adding the command to existing commands be sure to separate them with a pipe |  If you wanted this to happen in addition to everything else when the left slingshot is hit then you would change the line as provided in the Deadpool.FX2 file to;

Left_SlingShot|ON|FF_Dev DV_LS,-1|FF_Flasher DV_FLOL,FL_TT,1,200,100,Random|FF_Flasher DV_FLIL,FL_TT,1,100,100,Random|FF_Dev DV_SH,1000

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#31 Avi

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Posted 21 December 2016 - 01:17 AM

Excuse translation in English.

 

DDH69. you can do this?

 

1-FLIL: When the ball, exit by FLIL. Turn on FLIL red.

2-FLOL: When the ball, exit by FLOL. Turn on the red FLOL.

3-GR: When it moves, the robot. Run GR.

4-SR: When the ball hits. Enable SR.

5-GR: When the ball leaves the 5. activate GR.

6-KN: When the ball reaches the end of 6.To activate KN.

7-SR: When the ball hits 7. activate SR.

8-FN: When the ball goes through 8, activate FN.

9-SR: When the grenade explodes, activate SR.

 

sshot_1.png


Edited by Avi, 21 December 2016 - 01:21 AM.


#32 DDH69

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Posted 22 December 2016 - 09:23 AM

In short, no.  Any device can be run by any of the available triggers.  Available triggers are generally 2 x slingshots, 3 x bumpers and most flashers.


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#33 Avi

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Posted 22 December 2016 - 11:59 AM


And in the future, will it be possible?

#34 DDH69

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Posted 23 December 2016 - 09:00 AM

Not unless the authors of Pinball FX2 get onboard and give us some triggers from the game.


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