Solenoids:
All items have a setting between 1 and 9
Flippers: in the VP9 version, this adjusts the PowerLaw function of the flippers with 5 = 2 and 1 = 0.4; in the VPX version, it adjusts the strength with 5 = 2575 and 1 = 551.4.
Slings: Currently not implemented. If someone knows if adjusting the SlingShotPower in the script is possible, please let me know
Pop Bumpers: adjusts the Force of the bumpers with 5 = 8 or 5 = 2.5 depending on which version of VP you're using
Left VUK: Kicker behind the door. I wouldn't adjust this too low as it would make the ball not feed to the habitrail and ruin your game. If I had programmed a proper ball search, this might not be a problem. Setting it too high might make the ball shoot off the table. I really only included it because it's in the real table.
Right Scoop: Kicker on the right.
Auto Launcher: How fast the auto launcher shoots the ball. Too low and the table won't ever be able to auto serve you the ball.
The real table also has adjustments for Ball Loader which spits the ball into the launcher lane, and the Drain kick, which kicks the ball from the drain into the main trough. I didn't put that in for hopefully obvious reasons.
Options 1:
Free Play: Yes or No. Are credits required to play
Coins / Credit: 1-8. If not on Free Play, how many coins per credit. I felt making 9 credits was a bit odd
Balls / Game: 1-9. How many balls each player gets per credit
Tilt Warning: Currently not implemented since tilt isn't implemented at all
Video Mode Speed: This will be a distant dream of mine as I would first need to implement some sort of video mode. But I'm assuming this would adjust the starting speed of the mode.
SFX Volume: Not implemented yet as it would require a possibly simple adjustment to the Sound routine. I figure you can just turn down your speakers if you're that desparate, or change the volume in the editor.
Music Volume: I'm don't think this will ever be possible as music volume isn't adjustable via the script. I think you're only option is the editor.
Extra Balls: Y/N/100 k/500 k/1 million. Are extra balls allowed to be rewarded, and if so do they reward an extra ball (Yes), 100,000 points (100 k), 500,000 points (500 k), or 1,000,000 points (1 million).
Options 2:
Spot Pops: 0 - 12 in increments of 3. How many pops less the normal number required to light the Bar or War ghosts. Instead of it taking 26 pop hits to light the scoop, it could take 23, 20, 17, or 14.
Allow Replay: Y/N. Are replays allowed?
Allow Match: Y/N. Should the match animation be shown?
Trounament: Y/N. Some aspects of gameplay are different. E.G. the random Spirit Guide awards aren't random in tournament mode, they go in order; or instead of having the find the control box in Hotel mode which could be the first or 5th depending on how lucky you are, in tournament mode it's always the third shot.
Extra Ball @: 5 - 20 in increments of 5. How many EVPs are required to get an extra ball (affected by the Extra Ball option). EVPs are awarded after so many pop hits if you're not advancing the War or Bar ghost; if you hear static sound from the Pops, after so many you'll hear a quote like "Geeetttt Oooouutttt" or "I'm a ghooooost" or "Gollum... Gollum".
Combo Timer: 2 - 10 in increments of 2. How many seconds you have to make the next shot and have it count towards a combo. I'll be honest, I'm not 100% sure I have combos properly implemented.
Video Mode: See Video Mode Speed above
Zero Ball: Y/N. If a Ball doesn't score anything at all and drains, does it get saved even if the save timer has expired?
Options 3:
Scoop Time: 2-10 in increments of 2. Approximately how many seconds the save timer is on after the ball shoots out of the scoop. Should I include a zero options here?
By the by, all this is explained in the code ;-), I'm halfway decent at making comments.
Just wanted to report a new error.. I caught it on video this ..... good new tho... seems I've fixed my Udmd crash issue...
That's an error I've had since day one and have a hard time tracking since I don't know what causes it and no one has been able to reliably reproduce it (it usually happens during multiball, but not always and not only during then). Obviously it's happening during something strobing and something going outside of the range of objects in the Light_Inserts collection, but I don't know what the problem is. If you're willing, go into the script, search for "Sub HouseKeeping()" and add the following the line immediately after that:
On Error Resume Next
And let me know if you get that error any more.
I just found this in packing everything up:
I demand everyone go into your music folder, rename GS.mp3 to whatever you want, then rename CS.mp3 to GS.mp3. Maybe it's because I'm totally sick of the normal Ghost Squad theme song from all the testing I've done (although I'm not the only one because in the original code it even mentions how annoying it is), but I think this is much better. This song is normally only heard if you're an operator and you're in the audio menu and you make this selection (so anyone who knows an operator, ask them to go into the audio menu and look for this song). If you listen to the whole thing, I think it was originally suppose to be for multiball because it actually says in the song "You got multiball a long time", although during most ghost battles, it is multiball (though not all). Not only is it better, but it's funny too.