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Analog Plunger Help Desk
Started By
koadic
, May 30 2012 07:32 AM
116 replies to this topic
#61
Posted 14 November 2012 - 01:07 PM
Thank you for this great thread Koadic...! Any chance you could please provide plunger support for Bally Eight Ball? Right now it appears there is no analog plunger support, and on my machine, it takes about 6 tries for the plunger to make contact with the ball when using the plunger button. Thanks ahead of time!!
#62
Posted 16 November 2012 - 12:09 PM
Sigh, looks like I have been neglecting this thread... looks like it is time to get it updated. BDaley, please link the exact table you wish to mod as it will make it easier for me to grab the correct one to modify.
And Tulkstar, I will try to get your requests too even if it has been a couple months...
And Dazz, should you happen to read this, The issue I believe you are having is related to needing to add the arplunger objects to the table and remove the existing plunger by getting rid of the existing kickers and adding the alpha ramps and refresh light as listed in steps 1-7 above the new code.
And Tulkstar, I will try to get your requests too even if it has been a couple months...
And Dazz, should you happen to read this, The issue I believe you are having is related to needing to add the arplunger objects to the table and remove the existing plunger by getting rid of the existing kickers and adding the alpha ramps and refresh light as listed in steps 1-7 above the new code.
#63
Posted 16 November 2012 - 12:52 PM
#64
Posted 16 November 2012 - 01:52 PM
A note to the following, I only intend to do a singer version from here on which will utilize the impulse plunger to 'hit' the ball, instead of the plunger object.
Eight Ball FS VP9.1x (Megapin) 1.0.0
Find the respective sections in the script below and alter as shown in the comments (green text):
Eight Ball FS VP9.1x (Megapin) 1.0.0
Find the respective sections in the script below and alter as shown in the comments (green text):
Sub table1_KeyDown(ByVal Keycode)
If keycode = PlungerKey Then PlungerIM.Pullback:Pcount = 0:PTime.Enabled = 1 :Plunger.TimerEnabled=0 '<-add this here at the end'
End Sub
Sub table1_KeyUp(ByVal Keycode)
If keycode = PlungerKey Then PlungerIM.Fire:PTime.Enabled = 0:Pcount = 0:PTime2.Enabled = 1 :Plunger.TimerEnabled=1 '<-add this here at the end'
End Sub
...
Sub ResetPlungers
For x = 1 to 12:Plungers(x).Isdropped = 1:Next
Plungers(0).Isdropped = 0
For x = 0 to 4:PlPos(x) = 0:Next '<-add this line'
End Sub
Dim PlPos(4), PlNewPos, PlOldPos, PowerSetting 'And add this entire section here'
Sub Plunger_Timer()
PlPos(4) = Plunger.Position
PlNewPos = INT(Plunger.Position/2)
Plungers(PlOldPos).isdropped = 1
If PlNewPos > 12 Then PlNewPos = 12
Plungers(PlNewPos).isdropped = 0
PlOldPos = PlNewPos
If PlPos(4) < 2 and PlPos(0) > 5 Then
PowerSetting = PlungerIM.Strength
PlungerIM.Strength = (PlPos(0)/25*PowerSetting)
PlungerIM.AutoFire
PlungerIM.Strength = PowerSetting
ResetPlungers
End If
For x = 0 to 3:PlPos(x)=PlPos(x+1):Next
End SubInstructions: Add a Plunger in editor, placing it somewhere off the table. Make sure it is named 'Plunger' and not 'Plunger1'. Select the newly added plunger, uncheck the 'visible' box, check the 'Timer Enabled' box and set the interval to 40, and change the Park Position to 0. You can leave the "Enable Mechanical Plunger" box unchecked if you wish, as it makes very little difference.
#66
Posted 17 November 2012 - 09:29 AM
Hi Kodiac, thanks a mil for getting me on the right track of start using my Nanotech plunger. Only had it for 2 years or so 
I still struggle with some issues that you perhaps could assist me with or at least point me in the right direction.
Here is where I stand today:
I did all the modification on JP’s TAF that’s suggested further up, I used Solution 2.
It works and I have no error in the cod or such.
The problem I’m struggling with is the inconsistency with how my plunger performs. Sometimes the plunger shoots the ball and I hit the skillshot, yay! and sometimes the plunger don’t hit the ball at all.
Am not sure what to expect, but on a real pinball when I pull the plunger all the way out it should hit the ball with all or most of its straight depending if you can release it with your hand correct, but in my case it’s like it misses the ball completely sometimes.
Firs I was suspecting a calibration issue but I think I worked out that part. On the plunger testable I do get the correct reading from 0 – 25 and if I stop the plunger on say 13 I get a steady reading, if I hold it still. I have never manage to shoot the ball out of the lane on the plunger testable (is not possible correct?)
I used the DXTweak2 (old) on my win7 setup and had to manually type in the value
Z-rotation cen 9 max 90
Z-axel cen 53 max 125
After the adjustments I do get the following result in the
DirectImput Joystick Sample
Reading the Z Rotation value say in default pos 1000 when I pull it out it reads 0
I do have 0 scripting skills but as a true pinhead am here pulling my hair just to make it work.
Any suggestions on how I could continue would be much appreciated.
Regards,
R_L
I still struggle with some issues that you perhaps could assist me with or at least point me in the right direction.
Here is where I stand today:
I did all the modification on JP’s TAF that’s suggested further up, I used Solution 2.
It works and I have no error in the cod or such.
The problem I’m struggling with is the inconsistency with how my plunger performs. Sometimes the plunger shoots the ball and I hit the skillshot, yay! and sometimes the plunger don’t hit the ball at all.
Am not sure what to expect, but on a real pinball when I pull the plunger all the way out it should hit the ball with all or most of its straight depending if you can release it with your hand correct, but in my case it’s like it misses the ball completely sometimes.
Firs I was suspecting a calibration issue but I think I worked out that part. On the plunger testable I do get the correct reading from 0 – 25 and if I stop the plunger on say 13 I get a steady reading, if I hold it still. I have never manage to shoot the ball out of the lane on the plunger testable (is not possible correct?)
I used the DXTweak2 (old) on my win7 setup and had to manually type in the value
Z-rotation cen 9 max 90
Z-axel cen 53 max 125
After the adjustments I do get the following result in the
DirectImput Joystick Sample
Reading the Z Rotation value say in default pos 1000 when I pull it out it reads 0
I do have 0 scripting skills but as a true pinhead am here pulling my hair just to make it work.
Any suggestions on how I could continue would be much appreciated.
Regards,
R_L
Edited by R_L, 17 November 2012 - 09:30 AM.
#67
Posted 17 November 2012 - 11:38 AM
The problem I’m struggling with is the inconsistency with how my plunger performs. Sometimes the plunger shoots the ball and I hit the skillshot, yay! and sometimes the plunger don’t hit the ball at all.
I have recently changed the way I do this, and plan on updating all the code examples previously. Replace the Plunger_Timer sub with the modified code below and let me know how it works...
Dim PlPos(4),PowerSetting
Sub Plunger_Timer()
PlPos(4)=INT(Plunger.Position)
If Plunger.Position <2 and PlPos(0) > 5 Then
PowerSetting = PlungerIM.Strength
PlungerIM.Strength = (PlPos(0)/25*PlungerIM.Strength)
PlungerIM.AutoFire
PlungerIM.Strength = PowerSetting
For x = 0 to 4:PlPos(x)=0:Next
End If
PTop.Y = PTopY+INT(PlPos(4)*3)
PBottom.Y = PBottomY+INT(PlPos(4)*3)
For x = 0 to 3:PlPos(x)=PlPos(x+1):Next
End SubIn the first version of the code, I had it fire if the position was at 0 and reference position was above 3, I then decided it is better to move that a bit so I made it less than 2 and above 5. Around that time I had changed the way I was getting the reference frame, grabbing every fifth one, but it turns out that isn't the best solution. If the 'fifth' one is right before the plunger hits '0' (say at 4 even), it won't plunge and kinda defeats the purpose. So, I went back to more of the way I did it at the beginning, making the reference frame 5 frames ago regardless. I was experiencing similar issues which prompted me to rethink the way I did this, and now I have much fewer issues.
#68
Posted 17 November 2012 - 12:38 PM
Thanks man!
It works a lot better and operates closer to the real machine.
I still have some issues when pulling it all the way back and fire it with full strength, it acts the opposite, like a loose shot.
This is not a problem when always aim for the skill shot on TAF. I just have to explain to my friends it’s not about power.
Much appreciated Koadic
Cheers,
R_L
It works a lot better and operates closer to the real machine.
I still have some issues when pulling it all the way back and fire it with full strength, it acts the opposite, like a loose shot.
This is not a problem when always aim for the skill shot on TAF. I just have to explain to my friends it’s not about power.
Much appreciated Koadic
Cheers,
R_L
#69
Posted 26 November 2012 - 11:38 AM
IMTime - time to pull plunger back, take the PTime interval and multiply it by the number of steps it goes through for the plunger animation. For example, if the PTime interval is set to 33 (ms) and there are 12 steps to the animation, the resulting time would be 396ms, or about .4 seconds as shown above.
Where do I find PTime Interval?
#70
#72
Posted 29 December 2012 - 08:30 PM
Anyone have analog support working on Scared Stiff? Mind copying and pasting your code here?
Thanks!
JPSalas built this table with analog plunger support enabled so it should work already.
[proud owner of a Williams Solar Fire]
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
#73
Posted 29 December 2012 - 08:45 PM
Anyone have analog support working on Scared Stiff? Mind copying and pasting your code here?
Thanks!
JPSalas built this table with analog plunger support enabled so it should work already.
That's what I thought, but it is not working for me. I really only have the plunger working on one VP table, and I wrote that script myself. All tables work fine in FP. I'll have to do some troubleshooting. Thanks
#74
Posted 29 December 2012 - 09:29 PM
Okay, I'm stuck.
I am using VP 9.1.4 under Win XP.
I downloaded the plunger test and the plunger moved perfectly from 0-25. The ball launched with no issues. Why can't all the tables just work like this!?
For step 2, my plunger Z-axis is reading -1000 to 1000. To correct this, I downloaded DXTweak2. To be honest, I have no idea what is going on in here. When I changed my Z-axis settings to 38, 60, 100 after almost randomly tinkering about, Joystick.exe shows my Z-axis working perfectly from 0 to -1000. However, now when I go back into the test table, nothing registers anymore. What am I doing wrong?
#75
Posted 13 March 2013 - 03:24 AM
Hello koadic,
Can you look at this newer Kiss table and tell me why there is no animation for the plunger? The nanotech plunger works 'ok' with this table, but not great.
http://www.vpforums....s&showfile=7326
Thanks!
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
#76
Posted 13 March 2013 - 11:21 AM
Alright, to update this to my latest plunger code, I have decided to do this a bit differently... I am attaching a table with the necessary objects, images, and scripting to assist you in converting the table yourself.
Step one, open the Kiss Modifications table in the editor, then go up to File>Open and open the original Kiss table.
Step two, in the original Kiss table, select the Plunger, kicker 'P1', and kicker 'P2' and delete them.
Step three, go up to the menu bar, select Window, then select the Kiss Modifications table to switch to that table.
Step four, in the menu bar select Table>Image Manager and export the p0 - p25 images to a folder somewhere easy to find later for import into the original table.
Step five, open the script of the modifications table for later copying.
Step six, select the objects on the Modifications table (the new plunger, ramp, light, trigger, etc.) and either hit CTRL+C or Edit>Copy to copy them
Step seven, switch back to the original table (via window menu) and hit CTRL+V to paste the objects onto the table
Step eight, open the script of the original table and delete everything in it (CTRL+A to select all, then Delete)
Step nine, open Table>Image Manager and import the same images you previously exported from the Modifications table.
Step ten, switch to the script window of the Modifications table, copy the contents (CTRL+A and CTRL+C), then paste into the script window of the original table (CTRL+V)
Step eleven, save original table with a new name and enjoy.
Kiss Modifications.zip 303.9KB
14 downloads
Any questions/problems, just ask.
Step one, open the Kiss Modifications table in the editor, then go up to File>Open and open the original Kiss table.
Step two, in the original Kiss table, select the Plunger, kicker 'P1', and kicker 'P2' and delete them.
Step three, go up to the menu bar, select Window, then select the Kiss Modifications table to switch to that table.
Step four, in the menu bar select Table>Image Manager and export the p0 - p25 images to a folder somewhere easy to find later for import into the original table.
Step five, open the script of the modifications table for later copying.
Step six, select the objects on the Modifications table (the new plunger, ramp, light, trigger, etc.) and either hit CTRL+C or Edit>Copy to copy them
Step seven, switch back to the original table (via window menu) and hit CTRL+V to paste the objects onto the table
Step eight, open the script of the original table and delete everything in it (CTRL+A to select all, then Delete)
Step nine, open Table>Image Manager and import the same images you previously exported from the Modifications table.
Step ten, switch to the script window of the Modifications table, copy the contents (CTRL+A and CTRL+C), then paste into the script window of the original table (CTRL+V)
Step eleven, save original table with a new name and enjoy.
Kiss Modifications.zip 303.9KB
14 downloadsAny questions/problems, just ask.
#77
Posted 14 March 2013 - 01:48 AM
Alright, to update this to my latest plunger code, I have decided to do this a bit differently... I am attaching a table with the necessary objects, images, and scripting to assist you in converting the table yourself.Step one, open the Kiss Modifications table in the editor, then go up to File>Open and open the original Kiss table.Step two, in the original Kiss table, select the Plunger, kicker 'P1', and kicker 'P2' and delete them.Step three, go up to the menu bar, select Window, then select the Kiss Modifications table to switch to that table.Step four, in the menu bar select Table>Image Manager and export the p0 - p25 images to a folder somewhere easy to find later for import into the original table.Step five, open the script of the modifications table for later copying.Step six, select the objects on the Modifications table (the new plunger, ramp, light, trigger, etc.) and either hit CTRL+C or Edit>Copy to copy themStep seven, switch back to the original table (via window menu) and hit CTRL+V to paste the objects onto the tableStep eight, open the script of the original table and delete everything in it (CTRL+A to select all, then Delete)Step nine, open Table>Image Manager and import the same images you previously exported from the Modifications table.Step ten, switch to the script window of the Modifications table, copy the contents (CTRL+A and CTRL+C), then paste into the script window of the original table (CTRL+V)Step eleven, save original table with a new name and enjoy.[img]http://www.vpforums.org/public/style_images/VPForums/attachicon.gif[/img] Kiss modifications.zip=Modifications.zipAny questions/problems, just ask.
Haha, flawless execution. Thanks! We need to get this code into all the plunger tables.
Now back to the nudge, I'll post on other thread.
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
#78
Posted 20 March 2013 - 02:51 AM
I have another table request. I have no problem doing the same thing with Firepower like you guided me through Kiss. I don't need the detail step by step if you want to save time, just the zip with the modifications and I'll figure it out.
Firepower - http://www.vpforums.org/index.php?app=downloads&showfile=5763
Firepower - http://www.vpforums.org/index.php?app=downloads&showfile=5763
Alright, to update this to my latest plunger code, I have decided to do this a bit differently... I am attaching a table with the necessary objects, images, and scripting to assist you in converting the table yourself.Step one, open the Kiss Modifications table in the editor, then go up to File>Open and open the original Kiss table.Step two, in the original Kiss table, select the Plunger, kicker 'P1', and kicker 'P2' and delete them.Step three, go up to the menu bar, select Window, then select the Kiss Modifications table to switch to that table.Step four, in the menu bar select Table>Image Manager and export the p0 - p25 images to a folder somewhere easy to find later for import into the original table.Step five, open the script of the modifications table for later copying.Step six, select the objects on the Modifications table (the new plunger, ramp, light, trigger, etc.) and either hit CTRL+C or Edit>Copy to copy themStep seven, switch back to the original table (via window menu) and hit CTRL+V to paste the objects onto the tableStep eight, open the script of the original table and delete everything in it (CTRL+A to select all, then Delete)Step nine, open Table>Image Manager and import the same images you previously exported from the Modifications table.Step ten, switch to the script window of the Modifications table, copy the contents (CTRL+A and CTRL+C), then paste into the script window of the original table (CTRL+V)Step eleven, save original table with a new name and enjoy.[img]http://www.vpforums.org/public/style_images/VPForums/attachicon.gif[/img] Kiss modifications.zip=Modifications.zipAny questions/problems, just ask.
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
#79
Posted 20 March 2013 - 11:50 AM
Ok, same instructions as the Kiss table, delete existing plunger, kicker p1, and p2, copy/paste new objects then replace script and add images...
Firepower Modifications.zip 284KB
12 downloads
Firepower Modifications.zip 284KB
12 downloads
#80
Posted 25 March 2013 - 11:47 PM
I have another table request. I have no problem doing the same thing with these tables like you guided me through Kiss. I don't need the detail step by step if you want to save time, just the zip with the modifications and I'll figure it out.
Back to the Future - http://www.vpforums....s&showfile=5192
Rocky - http://www.vpforums....s&showfile=5427
Back to the Future - http://www.vpforums....s&showfile=5192
Rocky - http://www.vpforums....s&showfile=5427
Edited by uberpinball, 25 March 2013 - 11:48 PM.
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>


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