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Skylab (Williams 1974)[Visual Pinball X]

1971 Williams dof lut em honey

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#21 wiesshund

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Posted 19 December 2023 - 05:02 PM

nailed balls i think

Class cvpmCaptiveBall
This class is used to handle captive balls on the playfield. The handler takes the hitting balls velocity and angle into account when moving captive ball.

The Captive Ball requires the following elements:

1. One or two kickers for the moving ball. (If two kickers are specified the ball will rest in the first and the second will be used to kick out the ball)

2. A wall that holds the captive ball back

3. A trigger in front of the wall. (To estimate the ball speed).

 

·        Method: .InitCaptive trigger, wall, kickers, ballAngle

Initialises the captive ball obejcts (Does not create the ball).

trigger          Trigger placed in front of the captive ball. (optional but operation will be much better if it there)

wall          Wall holding the captive ball back.

kickers          One or two kickers for the normal captive ball + kickers for “nailed” balls.

ballAngle          The angle the captive ball should move.

Example:

cbCaptive = New cvpmCaptiveBall

cbCaptive.InitCaptive CaptiveTrigger, CaptiveWall, Array(Captive1,Cative2)

·        Property: .NailedBalls = nailedballs

Specify the number of nailed balls. (default 0). One extra kicker must have been specified in the InitCaptive method for each nailed ball.

nailedBalls:          0-n

 

·        Method: .Start

Start the captive ball handler, i.e. create the moving ball. Note that if “nailed” ball is used, the actual ball must be created manually

Example:

              Captive Ball with a red “nailed” ball

cbCaptive.InitCaptive CaptiveTrigger, CaptiveWall, Array(Captive1,Cative2,Captive3)

cbCaptive.Start

Captive1.CreateBall.Color = vbRed

 

·        Property: .ForceTrans = fTrans

·        Property: .MinForce = minForce

Controls the movement of the captive ball.

fTrans          The amount of the hitting balls speed that is transferred to the captive ball (0-1). Note that the hitting ball’s speed is not reduced. Use the elasticity of the wall to control the hitting balls speed.

minForce          The minimum force applied to the captive ball. If set to low the captive ball might not return to its resting position. (depends on the distance between the moving ball’s kickers and table slope.)

Example:

cbCaptive.ForceTrans = 0.4

cbCaptive.MinForce = 3.5

 

·        Property: .RestSwitch = swNo

Switch activated when the ball is in the resting position

Example:

cbCaptive.RestSwitch = swCaptiveResting

 

·        Method: .CreateEvents instance

Creates the events required for the captive ball

instance:          The name of the cvpmCaptiveBall object.

Example:

cbCaptive.CreateEvents “cbCaptive”

 

·        Method: .TrigHit ball

·        Method: .BallHit ball

·        Method: .BallReturn kicker

Called from the events of captive ball objects. All these event are automatically generated with the .CreateEvents method.

Example:

Sub CaptiveTrigger_Hit : cbCaptive.TrigHit ActiveBall : End Sub

Sub CaptiveTrigger_UnHit : cbCaptive.TrigHit 0 : End Sub

Sub CaptiveWall_Hit : cbCaptive.BallHit ActiveBall : End Sub

Sub Captive2_Hit : cbCaptive.BallReturn Me : End Sub

If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#22 Albert

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Posted 19 December 2023 - 06:45 PM

Thank you, wiesshund, I'll give it a try.



#23 jpsalas

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Posted 19 December 2023 - 09:50 PM

I don't think you can use those captive balls vpm routines. You can have as many fast balls as you want but only the last one will move, and it will not fit this table.

 

What you can do is to script it manually using kickers that holds the balls, but that's a lot of work, as you need to enable and disable the kickers. I think the best for this table is to leave it like it is, or you can try to reduce the ball hits by making those ramps, wires, non collidable and use invisible walls instead and set their elasticity to 0. That should reduce a little the number of collisions, and maybe the balls will rest a little better. But we all know that ball to ball collision in VP generates a lot of collisions, which may make the balls move and shake.


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vp.jpg

 

 


#24 Urko

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Posted 19 December 2023 - 09:54 PM

Strange, i havent experienced the above, the captive balls are stationary unless moved with the ball in play.

Build 1829.


Edited by Urko, 19 December 2023 - 09:56 PM.


#25 Albert

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Posted 19 December 2023 - 10:21 PM

I don't think you can use those captive balls vpm routines. You can have as many fast balls as you want but only the last one will move, and it will not fit this table.

 

You saved me a lot of useless work, thank you!

 

I did the following: I used the decal with the scratches only for the standard ball. The captive ones i used a dark ball without decal, so i don't have permanenty rotating scratches. It's not perfect, but it looks much better.



#26 wiesshund

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Posted 19 December 2023 - 10:40 PM

I don't think you can use those captive balls vpm routines. You can have as many fast balls as you want but only the last one will move, and it will not fit this table.

 

What you can do is to script it manually using kickers that holds the balls, but that's a lot of work, as you need to enable and disable the kickers. I think the best for this table is to leave it like it is, or you can try to reduce the ball hits by making those ramps, wires, non collidable and use invisible walls instead and set their elasticity to 0. That should reduce a little the number of collisions, and maybe the balls will rest a little better. But we all know that ball to ball collision in VP generates a lot of collisions, which may make the balls move and shake.

 

How does BBB work?

It's balls do not spin around


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow






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