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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#661 wallclck

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Posted 21 March 2014 - 08:04 PM

Yea at one time, there was 9.2.1 with no revision number after it. It was approx. 1.75 vs the 1.6 mb in size that you link to.

#662 chinzman93

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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 kiwi

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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



#664 gtxjoe

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Posted 13 April 2014 - 04:22 PM

The gate object already supports this using the Open property.  To allow two way travel, set Gate1.Open = True (It raises the gate).  For one way direction only, set Gate1.Open = False.  I used this for the Barracora upper ball saucer



#665 chinzman93

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Posted 13 April 2014 - 06:12 PM

Is there an updated VP Command Reference document?  I have what must be an old one, because neither the current angle or open are mentioned in reference to gates. I will give these a try. Thanks for the information Kiwi and gtxjoe!



#666 mukuste

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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 chinzman93

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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.