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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread
Started By
fuzzel
, Dec 19 2013 10:12 PM
666 replies to this topic
#662
Posted 13 April 2014 - 04:31 AM
I am not sure if this thread is still being used or if everyone has moved over to the DX9 thread. Since this would be off topic over there I will post here. I was wondering how much work it would take to add a proper fly away target object to VP? These are used in Bally's Grand Slam and Speakeasy and could be used in original tables. This object would essentially be a gate that is bi-directional and instead of having a closed side would have a side where the gate can be locked in an upright position. A reset or release command could then be issued from the script when the proper rom event occur's. I have tried combinations of 2 gates in opposing directions with timers or triggers and have also tried using spinners to simulate this. These both produced less than stellar results. Possibly a primitive could be used, but I could think scripting the movement in relation to ball action could be fairly difficult to look right. I would certainly appreciate anyone's thoughts or suggestions on this.
Thanks,
Clay
Here is a link to the fly away targets in action for Grand Slam (4:00 min mark).
Edited by chinzman93, 13 April 2014 - 04:36 AM.
#663
Posted 13 April 2014 - 02:57 PM
I am not sure if this thread is still being used or if everyone has moved over to the DX9 thread. Since this would be off topic over there I will post here. I was wondering how much work it would take to add a proper fly away target object to VP? These are used in Bally's Grand Slam and Speakeasy and could be used in original tables. This object would essentially be a gate that is bi-directional and instead of having a closed side would have a side where the gate can be locked in an upright position. A reset or release command could then be issued from the script when the proper rom event occur's. I have tried combinations of 2 gates in opposing directions with timers or triggers and have also tried using spinners to simulate this. These both produced less than stellar results. Possibly a primitive could be used, but I could think scripting the movement in relation to ball action could be fairly difficult to look right. I would certainly appreciate anyone's thoughts or suggestions on this.
Thanks,
Clay
Here is a link to the fly away targets in action for Grand Slam (4:00 min mark).
In DX9, the spinner and the gate have the "CurrentAngle" function, works the same way for the flippers logo.
Probably, you can control a gate using a spinner or a primitive by using a spinner.
This could be a good starting point but I do not know how to do.
I tried to simulate the Kickig Target with the gate, and I did not get great results, the movement of the gate is too slow to simulate the hit of the ball.
Max
#666
Posted 13 April 2014 - 07:44 PM
Link to always up to date CommandReference.txt:
http://sourceforge.n...ndReference.txt
Actually, that's for the latest DX9 build, but it's pretty close to the VP 9.2.1 release.
Edited by mukuste, 13 April 2014 - 07:45 PM.
#667
Posted 13 April 2014 - 07:53 PM
Link to always up to date CommandReference.txt:
http://sourceforge.n...ndReference.txt
Actually, that's for the latest DX9 build, but it's pretty close to the VP 9.2.1 release.
Thanks!
Link to always up to date CommandReference.txt:
http://sourceforge.n...ndReference.txt
Actually, that's for the latest DX9 build, but it's pretty close to the VP 9.2.1 release.
Thanks!
The current list for Gates shows visible with an *. This does appear to work from the script just fine. Probably just a typo, but thought I would mention it.



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