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#21 henryHastur

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Posted 15 June 2022 - 05:11 PM

I've got a multiball!! It took most of this morning to get it to work the way I want but I am pretty dang proud of myself!

However, each ball on the table advances the ball count on draining. Is there a way to check how many balls in play and just destroy the balls until the last one is left?

 

 

I guess you can continue developing your script, and if you copy/paste something and it gives you an error, then just comment that line out for now, and check later if that line did something that you could use, like that BallSaverTime timer :)

I tried to copy Ball rolling stuff again but it still doesn't seem to be working. I copied the script from a certain "Complete Atomic Destruction" table (I say it that way because I believe it's a "Forbidden" table) I also exported all the corresponding sound fx and added them to mine. the only thing that seems to work is collision sounds. I'm not sure what I'm missing here..



#22 wiesshund

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Posted 15 June 2022 - 05:16 PM

Do you have a ball rolling timer?


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#23 henryHastur

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Posted 15 June 2022 - 05:36 PM

No! I tried to make one based off the code for the drain timer but it didn't work, gives me an object needed error. I tried adding a timer in the editor and renaming it to match the code but that didn't work either.



#24 wiesshund

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Posted 15 June 2022 - 05:45 PM

I cant see your code
But in general a rolling round routine requires a timer

 

You usually use the same timer for rolling sounds and ball shadows
If you are using JP's physics and the templates/docs for it
the rolling timer does the rolling sound, the ball speed check and the ball shadows.

 

A timer is an object, not code
the code is what the timer does at every iteration


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#25 kiwi

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Posted 15 June 2022 - 05:54 PM

In between there should be some sort of multi ball in this example,

Attached File  VUK3.zip   1.14MB   11 downloads

there is a variable that increases by 1 every time a new ball is created, and the same variable decreases by 1 every time a ball goes down the drain.

A check verifies that there are no balls in play, if so a new ball is created in the launching lane.



#26 jpsalas

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Posted 15 June 2022 - 06:21 PM

My advice is that you take apart some easy tables, and see how all the VP objects interact with the script, and learn how authors have written the script and how they have dealt with multiballs, extra balls, skillshots, jackpots, and the more pinball related things like counting balls, ball locks, holes, changing players, or the array of VP built inn objects like timers, light sequencers, walls, ramps, primitives, etc. You won't be able to make your own table unless you have a very good idea of all those things, and most important how the editor works and its limitations.

 

So my advice is, take some tables apart and study them. You will need a lot perseverance and patience, it will take time but you will succeed. This is what I did, and for me it was the only way to learn.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#27 henryHastur

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Posted 15 June 2022 - 09:59 PM

A timer is an object, not code

the code is what the timer does at every iteration

 

Ahh I get it now! Added the timers and good to go!

 

 

...

Thanks! I see how that was done, I've almost got it working now!

 

 

 

 

My advice...

In essence that is what I have been doing. I have a few key tables that I have been studying and trying to emulate. I'm a "learn by doing" kind of person so it feels easier for me to start from scratch and learn by trial and error and asking these questions when I don't Understand, than to look at completed work that I don't fully understand and try to make sense of it all.

I really do appreciate the help I've been given and I hope I'm not being annoying with stupid questions!



#28 jpsalas

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Posted 16 June 2022 - 02:26 AM

 

 

My advice...

In essence that is what I have been doing. I have a few key tables that I have been studying and trying to emulate. I'm a "learn by doing" kind of person so it feels easier for me to start from scratch and learn by trial and error and asking these questions when I don't Understand, than to look at completed work that I don't fully understand and try to make sense of it all.

I really do appreciate the help I've been given and I hope I'm not being annoying with stupid questions!

 

 

:dblthumb:

 


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#29 wiesshund

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Posted 16 June 2022 - 02:53 AM

In essence that is what I have been doing. I have a few key tables that I have been studying and trying to emulate. I'm a "learn by doing" kind of person so it feels easier for me to start from scratch and learn by trial and error and asking these questions when I don't Understand, than to look at completed work that I don't fully understand and try to make sense of it all.

.

I really do appreciate the help I've been given and I hope I'm not being annoying with stupid questions!

 

 

Best not to copy, IMHO

Problem is (especially if you use any of my tables) you will drag in a bunch of extraneous crap that you didnt really want.

Start with a clean table
Do everything in modules, take one thing at a time.

Look to other tables for examples
clip code snippets, learn what it is doing and once you understand it, write your own based on it, you can always credit where the idea came from

 

Exceptions are CLEAN drop in code

Such as what JP provides with his 3.02 physics docs
Or other code examples that are clean and do only their function, and are designed to drop in and adjust as required.

This is usually ultimately faster and cleaner than dragging over hunks of code from elsewhere, then having to rewrite them
or having to strip out stuff that has no bearing on your table you are working on because for the other author it made sense for he/she to combine sever tasks in the same code routine.

But just build small modules at a time

start with the basics. like
Flippers
Ball trough and drain
game over routine

coin/book keeping
game start
 

Then just keep adding a module, till you have all your basic functions
Like
Left bank drop targets
Upper pop bumpers
slingshots
etc
 

Then you can go design the fancy stuff, modes and rules etc
and even that, start simple and work outwards.

And leave lots of comments to yourself along the way
who cares who else reads them later


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#30 henryHastur

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Posted 27 June 2022 - 11:52 AM

I’ve managed to work out all of my problems so far, including a weird issue where the drain stopped working if you started a new game after getting a multiball in the previous game (that was a huge headache!). It’s funny how a small change in one section of script can throw other parts out of whack! But I’m having fun chasing down the issues and it feels GREAT when I figure them out and get things working.

But now I’ve done pretty much all I can and can’t put off figuring out lighting anymore… but there doesn’t seem to be much out there in the way of tutorials regarding lights. If anyone knows of any good resources I would really appreciate a point in the right direction!

#31 EpeC

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Posted 29 June 2022 - 01:09 AM

Hi.

 

I use this page as an instruction manual whenever I have any doubts about the operation of a part. For the sequences of lights that trigger the events, his examples and his explanation of the operating mode are very useful.

 

https://docs.orbitalpin.com/

 

Sometimes you have to use your imagination, and for some sequences of lights, the ideal is to reconfigure the blinking sequence of each LED on the table, so that it acts in accordance with the other LEDs, for example three LEDs that blink in sequence to indicate a direction. or a table target.
 
In which case it is possible to configure it from the editor, or simply change the sequence in the script when that specific sequence is going to be used and then activate it by changing the lighting mode of the table led itself to <Led>.State = 2
 
'apagar necesario (first you put Off all lights)
Light_GulfStream.State = 0
Light_LOCK.State = 0
Light_GameWhenLIT_L.State = 0
 
'BlinkPattern (here change blinking sequence)
Light_GulfStream.BlinkPattern = "0010"
Light_LOCK.BlinkPattern = "0100"
Light_GameWhenLIT_L.BlinkPattern = "1000"
 
'parpadeo / Blink
Light_GulfStream.State = 2
Light_LOCK.State = 2
Light_GameWhenLIT_L.State = 2

 

 

In this example, Leds will blink from down to up, first led GameWhenLiIT [1000], second led LOCK [0100], third led GulfStream [0010], after that all leds will be Off before start again.

 

 

When Ligths go Off again, because mode end or so, you change again the blink pattern to his original blinking sequence.

 

Greetings.


Edited by EpeC, 29 June 2022 - 01:18 AM.


#32 henryHastur

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Posted 30 June 2022 - 01:20 PM

Hi.


Wow! That is a great guide! I really enjoyed Scotty’s videos, and this fills in a lot of the gaps from those, thanks for clueing me in.

#33 EpeC

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Posted 01 July 2022 - 12:09 AM

Yes. It is a very good guide.
 
Good luck with the project.
 
Greetings.


#34 henryHastur

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Posted 11 July 2022 - 05:59 PM

I now have lights working (with a dope attract mode that I am super proud of), and game modes/missions are almost done. I guess next step will be to start working on a dmd. This would be done with FlexDMD (as UltraDMD is outdated) correct? Ive been googling for tutorials but they all just seem to be install instructions for new users.

Honestly Im surprised at how quickly this all seems to be coming together!

#35 henryHastur

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Posted 06 September 2022 - 03:54 AM

Not much progress being made on this of late. End of summer is always super busy with three kids having birthdays, anniversary, and a week long horror convention. So not much time for pinball in there, but I'm about to dive back in.
 
Where I'm at now is mostly bug chasing the modes. I can get a mode to initiate just fine and progress through hitting targets and lighting lamps and complete with a ramp shot. Works great, Until I trigger the next mode and ill get a weird glitch.
Sometimes the music doesn't restart, sometimes it loses track of how many times a target has been hit or how many balls are on the table. I have three multiball modes. Two work perfectly, one drains the last ball and never ends...  Weird crap like that.
 
I also have a weird hang up point behind the lamp ramp on the playfield near the G in RING, I'm not sure what the ball is stuck on but every once in a while it hits just right and womp womp. It rolls out really slowly or a good nudge will dislodge it. I've tweaked that spot a ton but just can't seem to fix it...yet...
 
I'm probably going to change the design of the lower Target bank because as is the leftmost can only be hit off the black bumper at a weird angle that easily leads to a drain and its just too random to use in a mode. That and a few other things should keep me busy for a little while.
But in the meantime, if you are interested check out this video of the Attract Mode sequence. I played with this for a good long time to try and get some of the effects to sync up with the music and I think it came out pretty cool!

https://youtu.be/tmqLqauemNw

 

IMG-6091.jpg


Edited by henryHastur, 06 September 2022 - 04:15 AM.


#36 kiwi

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Posted 06 September 2022 - 06:47 AM

 

I also have a weird hang up point behind the lamp ramp on the playfield near the G in RING, I'm not sure what the ball is stuck on but every once in a while it hits just right and womp womp. It rolls out really slowly or a good nudge will dislodge it. I've tweaked that spot a ton but just can't seem to fix it...yet...

Click on the control points of the ramp of that area, and verify that the height is greater than 50,

the standard size of the ball is 50 units, if it is less than 50 you need to increase the height of the ramp.

 

Edit: It is important that you have a control point, at least 50 units high, before the ramp crosses the playfield.


Edited by kiwi, 06 September 2022 - 08:20 AM.


#37 henryHastur

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Posted 10 December 2022 - 11:12 AM

Created a simple puppack for a backglass that flashes during events, rules pop ups on fulldmd and the topper flashes scenes of the different corps when you hit their respective bumpers.
Next Im going to try to figure out pupdmd and try to get scoring working right. As of now I still have that sideways display on the playfield and it doesnt save any highscores.

I think in another couple of weeks I should have something fully playable if not polished!If anyone is interested in playtesting it please feel free to DM me!

On a side note, I have a highly modded ALP and am getting my new BuyStuff backbox and custom art this weekend. Of course I had to design a GL theme for my cab! Ill post some pics after it arrives and I get it set up.

#38 3rdaxis

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Posted 10 December 2022 - 11:51 AM

I have done a similar ramp behind the flippers when I made The Flintstones for VP9. What I did was simply to make a piece of the ramp without the side wall, so if the ball got stuck at the bottom you could simply nudge it out of the ramp :) I remember testing the table and the ramp worked very fine, until I publish it, then I started to get reports about the ball getting stuck there, then I added a piece of the ramp without the upper wall, so it could get nudged out.

The ramp on the real Flintstones machine gets very narrow (less the the balls radius) at it's lowest point so the only thing keeping it on the ramp is the balls momentum. Once it goes below a certain speed it just falls out naturally. Pretty clever design. Our VPX version is modeled the very same way and it works just the same. Very fun figuring that out:)

 

@henryHastur

Loving your Green Lantern layout so far and the 3d models look great;) Very unique. 


Edited by 3rdaxis, 10 December 2022 - 12:06 PM.


#39 henryHastur

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Posted 12 December 2022 - 02:56 AM

Here’s a video if you’d like to see it in action!

https://youtu.be/ZbIjnZ9Vj8I

#40 henryHastur

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Posted 16 January 2023 - 05:55 PM

I think Im missing something with the pupdmd. Ive looked though a few other games scripts and I dont see how the the score is actually being sent to the dmd.

Anyway.. here are some pics of my cabinet art!
Attached File  A6C3964A-F64E-4D6F-922B-D01B48A1F5E8.jpeg   163.76KB   0 downloads
Attached File  F0C1A313-D2AE-48B2-AB93-A0AF6643AC3F.jpeg   206.97KB   0 downloadsAttached File  43C1AAD9-6315-41E6-8682-746DDD84938C.jpeg   237.56KB   0 downloads

Edited by henryHastur, 16 January 2023 - 05:54 PM.