New version 1.6 is out.
I wasn't going to do anymore versions but....
Fixed the missing high score zero image
Fixed the errant plunger sound in certain cases
Added a new feature. Lounge Lizard just couldn't leave well enough
alone and kept iterating on his art. I was torn between originality and
awesomeness so I thought, hmm can we have both? Well it turns out
we can. There's a flag LL in the script you can set to toggle between the
two versions. A little more work to pull it off but I think it was worth it.
Sorry, I don't have a fix for it. I looked at it but no joy. Need a vpx guru to decipher that one. I think it has to do with the plunger value not being read as it is only
looking for keys. Might be able to hack it by messing with the skill gage and doing a rot on the primitive based on which skill trigger is being depressed.
Seems like you could read the plunger position but it doesn't seem to work no matter what I've tried.
You can use the "Plunger.Position" function to animate the lever,
you have a value return from 0 to 25 and it works with digital or analog plunger.
For example a rotation of 90°, with the plunger without parking position,
Lever.RotZ = Plunger.Position/25*90with parking position it is necessary to make further adjustments on the rotation angle and multiplier.
I'll look into it but that's the approach I was looking at before that wasn't yielding a result.
It did not seem to read Plunger.Position at all.
https://www.vpforums...&showfile=14256
Is the way it works in Night Moves, movement of the knob and rod,
the formula seems a bit more complex because the length and the parking position are also taken into consideration, these parameters are not needed here.




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