@ post #28 in this thread. But, you need to change the targets again ![]()
Edited by Thalamus, 25 August 2018 - 05:15 PM.
Posted 25 August 2018 - 06:37 PM
Thanks, I didn't understand I had to replace my script by yours, I thought it was just in case I wouldn't upload the revised table
It seems that you changed the settings of kickers sw3 and sw23, is it because they work like this on the real table ?
Posted 25 August 2018 - 07:20 PM
You mean around line 220 ?
https://www.diffchecker.com/MOeP5CtV
No. I hate kickers that are shot out the same. If you don't add some kind of randomness to them they will hit exactly the same spot each time. You can do it the way I've done it or the object method. Both work fine.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 25 August 2018 - 07:47 PM
Batch. I should tell you that you can improve the sounds even more. Eg. make this for Leftflipper :
PlaySound SoundFX("fx_Flipperup",DOFContactors):LeftFlipper.RotateToEnd
PlaySoundAt SoundFX("fx_Flipperup",DOFContactors), LeftFlipper:LeftFlipper.RotateToEnd
Because of the updated Ballrolling and the extra subs. What I added to all those tables are the directional sound for those objects that are in collections. Then I've slowly improved about 50 with more detailed location for other objects.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 30 January 2019 - 04:16 PM
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Posted 30 January 2019 - 04:19 PM
Thanks to Thalamus ! ![]()
Posted 31 January 2019 - 08:30 AM
Posted 16 February 2019 - 09:48 AM
Posted 16 February 2019 - 11:04 AM
Thalamus fixed a problem some people had with the ball in plunger lane at start
Posted 16 February 2019 - 01:48 PM
Posted 16 February 2019 - 02:09 PM
I think it's normal, because there's nothing random in physics
Did you try nudging ?
Does it happen every time ?
If yes, try to change the Force of right bumper (Physics)
Posted 16 February 2019 - 03:55 PM
@GCS : I find that rather odd. I really hate it when VP goes into patterns. I added some randomization to those kickers. On the video, I must admit - it doesn't seem to be working for you. I can assure you it is for me.
You can try to experiment with this yourself though and maybe report back ?
In line 259 and 264 you find this :
bsLHole.InitSaucer sw3, 3, 43+int(rnd(1))*4, 16+int(rnd(1))*4
You should be able to either change the 43 ( the angle ) or the 16 - the power or even the random value. But, the odd thing is exactly that the random isn't working for you.
This is just one way of doing it. One can use the build-in stuff as well and that would just take away the random so it becomes
bsLHole.InitSaucer sw3, 3, 43, 16
and add
bsLHole.KickForceVar = 2
... the same for bsRHole
You haven't touched the script so it doesn't have the line "Randomize" almost at the top ? That would kind of explain it.
Edited by Thalamus, 16 February 2019 - 03:57 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 16 February 2019 - 06:29 PM
I see what you are saying and I agree as well. The odd thing is that I added that and didn't see repeating patterns here.
I swear I did add scatter angle to those bumpers. Or did did I fu%& up there too I wonder ?
I'm definitely not seeing the same as you though.
Does anything change if you change those lines to be eg ?
bsLHole.InitSaucer sw3, 3, 43+int(rnd*4)+1, 16+int(rnd*4)+1
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 16 February 2019 - 07:15 PM
Posted 16 February 2019 - 07:37 PM
Thank you BorgDog. I at one time knew this, but, it seems I'm getting old. Still though. I would like to know why there is a different between my install and his. On my computer(s) the ball seldom hits the bumpers the the first time, and I've never had them loop. I would have noticed my error if only it happened here.
Edited by Thalamus, 16 February 2019 - 07:40 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 16 February 2019 - 07:56 PM
I haven't any loop problem either
Borgdog and Thalamus, could you please explain what that exactly means "but it is dependent on the game difficulty setting, which is why I always set me game difficulty at 100"
Posted 16 February 2019 - 08:16 PM
What it means is that some elements/object like the saucer will have a built-in randomization to the trajectory of the eject. If it is set to 0, it will go in the exact same pattern and that is what I added to the table script in a very poor way. GCS is correct. The math isn't correct so it will almost never do what I wanted it to. But, I didn't notice it because it looked to be working as I wanted it. He just proved that I made a bo-bo and I have to re-check that I added a bit of randomization to the bumpers too. It is a good thing to have a small amount of randomization to almost all vp objects ( except flippers - we as humans are a not able to do a perfect same shot each time ). Computers don't have much imagination if you don't tell them it is ok to have it ![]()
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 16 February 2019 - 10:41 PM
I didn't know we could add randomization with VPX, is there a topic about this ?