Jump to content



Photo
* * * * - 5 votes

Slamt1lt is asking for subscribers on Youtube


  • Please log in to reply
158 replies to this topic

#61 TerryRed

TerryRed

    Pinball Wizard

  • Silver Supporter
  • 2,000 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 08 August 2019 - 09:59 PM

 

 

 

This code will make vengeance fly around the table if you press "M" on keyoboard:

you just plug in the call Miniplayfield parameters with the time and BAM automatically animates the transition to that destination....

 

Sub FuturePinball_KeyPressed(ByVal KeyCode)


If keycode = 48 then Shake = 0:ShakeVengeance.Set true, 200 'B on keyboard
If keycode = 50 then Shake = 3:ShakeVengeance.Set true, 200 'M on keyboard

'''''''''''''''''''''''''''''''''''''''''''''''''''Hit Vengance''''''''''''''''''''''''''''''''''''''''


   'Grab vengence and all its lights in a MP box
Dim MiniPlayField_0        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_0        = xBAM.CreateMiniPlayfield(  200.6, 332.001, 180.799,     360,      64, 120.001,     266,     271,      93)


   Dim Shake


   Sub ShakeVengeance_Expired() 'timer to shake /move vengence
      ShakeVengeance.Set false
      Shake = Shake + 1
      If Shake = 3 then Shake = 1
If Shake = 8 then Shake = 4
      '                                                    DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
      'Shake Vengeance
If Shake = 1 then  Call MiniPlayField_0.MoveTo(    266,     271,      93,       20,       0,       0,       1,      0.2):ShakeVengeance.Set true, 200
      If Shake = 2 then  Call MiniPlayField_0.MoveTo(    266,     271,      93,       0,       0,       0,       1,       0.2):ShakeVengeance.Set false


'Vengeance Flying Around Table
If Shake = 4 then  Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 5 then  Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 6 then  Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 7 then  Call MiniPlayField_0.MoveTo(    266,     271,      93,       0,       0,       0,       1,       4):Shake = 0:ShakeVengeance.Set False
      


End Sub


''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

 

 

 

VERY COOL Gimil!

 

Maybe you can also include the explosion effect so that when you fire at Vengeance with Torpedos the explosion follows the ship.

 

So many possibilites..

 

 

Yep that should work.

 

I added one line to code above under "Set Miniplayfield"

Call MiniPlayField_0.MoveTo(    266,     271,      93,       0,       0,       0,       1,       0)

This is the resting position and it seemed to need it so the first animation move doesn't jump

 

 

 

Make the ship fly around. While it's flying, fire photon Torpedoes at it. You will see the explosion stays down on the playfield instead of appearing with the position of the ship.



#62 djlunchbox

djlunchbox

    Enthusiast

  • Members
  • PipPipPip
  • 157 posts

  • Flag: El Salvador

  • Favorite Pinball: WCS 94, Theatre of Magic, TOTAN

Posted 09 August 2019 - 01:29 AM

LOL Terry you having all kinds of fun now!

 

Just added these scripts notes insane!!! 

 

I really hope Slam sees these.

 

I wondered how slam added movie clips, definitely not an ease process. I wanted to add the pup pack clips but it's gonna take a looooong time lol



#63 Runner

Runner

    Enthusiast

  • Silver Supporter
  • 67 posts

  • Flag: Canada

  • Favorite Pinball: Attack from Mars, Xenon

Posted 09 August 2019 - 01:35 AM

LOL Terry you having all kinds of fun now!

 

Just added these scripts notes insane!!! 

 

I really hope Slam sees these.

 

I wondered how slam added movie clips, definitely not an ease process. I wanted to add the pup pack clips but it's gonna take a looooong time lol

 

I was also wondering how slam added movies so I checked the texture manager.  Am I right that he turned the clips into individual image frames and imported them one by one!?



#64 TerryRed

TerryRed

    Pinball Wizard

  • Silver Supporter
  • 2,000 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 09 August 2019 - 02:37 AM

LOL Terry you having all kinds of fun now!

 

Just added these scripts notes insane!!! 

 

I really hope Slam sees these.

 

I wondered how slam added movie clips, definitely not an ease process. I wanted to add the pup pack clips but it's gonna take a looooong time lol

 

Don't worry...,at some point I will do a DOFLinx update and a PuP-Pack for Iron Man and Star Trek.


 

LOL Terry you having all kinds of fun now!

 

Just added these scripts notes insane!!! 

 

I really hope Slam sees these.

 

I wondered how slam added movie clips, definitely not an ease process. I wanted to add the pup pack clips but it's gonna take a looooong time lol

 

I was also wondering how slam added movies so I checked the texture manager.  Am I right that he turned the clips into individual image frames and imported them one by one!?

 

 

 

Yes...that's exactly how it works. You can import only 30 at a time. 

 

When I added the movie clips to MOTU Mastered Edition.... at one point I had 1000's of jps added in. It took....a while... but I had to not use all of them as FP was becoming unstable.



#65 gimli246

gimli246

    Enthusiast

  • Members
  • PipPipPip
  • 278 posts

  • Flag: Canada

  • Favorite Pinball: Monster Bash

Posted 09 August 2019 - 03:05 AM

 
Make the ship fly around. While it's flying, fire photon Torpedoes at it. You will see the explosion stays down on the playfield instead of appearing with the position of the ship.


No problem I just have to grab the explosion holograms too....

#66 TerryRed

TerryRed

    Pinball Wizard

  • Silver Supporter
  • 2,000 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 09 August 2019 - 03:07 AM

 

 
Make the ship fly around. While it's flying, fire photon Torpedoes at it. You will see the explosion stays down on the playfield instead of appearing with the position of the ship.


No problem I just have to grab the explosion holograms too....

 

 

Yah, I would suppose you would need to differentiate between the explosion used with the ship while flying...vs the Explosion not moving when the ship is hit while not flying, and just reacting to the explosion,etc.... tricker than I thought.


Edited by TerryRed, 09 August 2019 - 03:08 AM.


#67 Runner

Runner

    Enthusiast

  • Silver Supporter
  • 67 posts

  • Flag: Canada

  • Favorite Pinball: Attack from Mars, Xenon

Posted 09 August 2019 - 11:22 AM

 

 

LOL Terry you having all kinds of fun now!

 

Just added these scripts notes insane!!! 

 

I really hope Slam sees these.

 

I wondered how slam added movie clips, definitely not an ease process. I wanted to add the pup pack clips but it's gonna take a looooong time lol

 

I was also wondering how slam added movies so I checked the texture manager.  Am I right that he turned the clips into individual image frames and imported them one by one!?

 

 

 

Yes...that's exactly how it works. You can import only 30 at a time. 

 

When I added the movie clips to MOTU Mastered Edition.... at one point I had 1000's of jps added in. It took....a while... but I had to not use all of them as FP was becoming unstable.

 

 

Well you did a super job Terry!  Is there a tutorial somewhere on how to import clips into an FP table?


Edited by Runner, 09 August 2019 - 11:22 AM.


#68 gimli246

gimli246

    Enthusiast

  • Members
  • PipPipPip
  • 278 posts

  • Flag: Canada

  • Favorite Pinball: Monster Bash

Posted 09 August 2019 - 12:35 PM

Ok here is a demo code for flying vengeance with explosions.  As the explosions are 2-D holograms they only look amazing when Vengeance is either coming towards you or retreating.  If you press "M" key Vegeance will keep circling .  So you can enable this for fun in game during Fighting Mode with vengeance.

to stop Vengeance from flying ,  press "B" key which will return it to resting position and make it wobble.

 

Pressing "V" on keyboard will cycle the various explosions...press this for fun when Vengeance is flying around.....

 

I have cleaned up the code a little...but you need to do one more small thing....you have to raise the offset on the 3 holograms to min of 42 mm.  the holograms

are the narrow rectangles placed just in front of vengeance in the table editor and the are assigned to layer 7 in table editor. If you uncheck everything but "7" on the left side of table editor (just below "translite" selection) you will see the holograms...

 

Sub FuturePinball_KeyPressed(ByVal KeyCode)


If keycode = 47 then  'V on keyoboard Explosions
Shoot = Shoot + 1
PlaySound "fx_Explosion"
If Shoot > 4 then Shoot = 1
If Shoot = 1 then ExplodeBig.Frame 2, 45
If Shoot = 2 then EnterpriseExplode.Frame 2, 45
If Shoot = 3 then ExplodeSmall1.Frame 2, 45
If Shoot = 4 then ExplodeSmall2.Frame 2, 45
End if




If keycode = 48 then Shake = 0:ShakeVengeance.Set true, 200 'B on keyboard, Will stop Veangance Flying Around table


If keycode = 50 then Shake = 3:ShakeVengeance.Set true, 200 'M on keyboard, Start Vengeance Flying
 

'''''''''''''''''''''''''''''''''''''''''''''''''''Hit Vengance''''''''''''''''''''''''''''''''''''''''




   'Grab vengeance and all its lights in a MP box
Dim MiniPlayField_0        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_0        = xBAM.CreateMiniPlayfield(200.598,     332, 179.998, 363.394,      41.2, 120.001,     266,     271,      81)




'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       0) 'Sets Resting Position






Dim Shake:Shake = 0
Dim Shoot:Shoot = 0






   Sub ShakeVengeance_Expired() 'timer to shake /move vengeance
      ShakeVengeance.Set false
      Shake = Shake + 1
      If Shake = 3 then Shake = 1
If Shake = 8 then Shake = 4
      '                                                    DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
      'Shake Vengeance
If Shake = 1 then  Call MiniPlayField_0.MoveTo(    266,     271,      93,       20,       0,       0,       1,      0.2):ShakeVengeance.Set true, 200
      If Shake = 2 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       0.2):ShakeVengeance.Set false




'Vengeance Flying Around Table
If Shake = 4 then  Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 5 then  Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 6 then  Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 7 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Keep Circling
      




End Sub




''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

I move the Shake = 0 to above main code, instead of under Sub FuturePinball_BeginPlay() so remove it from there.

 

Cheers

 

 

 

Edited by gimli246, 09 August 2019 - 12:42 PM.


#69 TerryRed

TerryRed

    Pinball Wizard

  • Silver Supporter
  • 2,000 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 09 August 2019 - 03:55 PM

Works nice. Very cool Gimli!

 

Yah, for a Star Trek game.... I wonder if it's possible to have visible "shields" that when get hit you see the visible impact on it the curvature on the shields. A hologram could do the animated effect like the explosions... but trying to get that in a curve shape and working could be tricky. I suppose using a Timer with texture swaps would work if needed.


Edited by TerryRed, 09 August 2019 - 03:56 PM.


#70 gimli246

gimli246

    Enthusiast

  • Members
  • PipPipPip
  • 278 posts

  • Flag: Canada

  • Favorite Pinball: Monster Bash

Posted 09 August 2019 - 04:11 PM

I may try to grab the holograms in their own MP box and rotate them so they are always facing forward

 

I might also grab the enterprise and its explosions and have the Vengeance chasing....


Edited by gimli246, 09 August 2019 - 04:11 PM.


#71 TerryRed

TerryRed

    Pinball Wizard

  • Silver Supporter
  • 2,000 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 09 August 2019 - 04:22 PM

I may try to grab the holograms in their own MP box and rotate them so they are always facing forward

 

I might also grab the enterprise and its explosions and have the Vengeance chasing....

 

I also just discovered about using TGA files with MOTU.... they are like the old school PNG...but unlike BMP, they give full alpha blend with transparency. So for curved "shields" you could probably make it work using those on a surface maybe. They work with Overlays for sure...but their size is much larger obviously.



#72 djlunchbox

djlunchbox

    Enthusiast

  • Members
  • PipPipPip
  • 157 posts

  • Flag: El Salvador

  • Favorite Pinball: WCS 94, Theatre of Magic, TOTAN

Posted 09 August 2019 - 04:28 PM

 

 

 

LOL Terry you having all kinds of fun now!

 

Just added these scripts notes insane!!! 

 

I really hope Slam sees these.

 

I wondered how slam added movie clips, definitely not an ease process. I wanted to add the pup pack clips but it's gonna take a looooong time lol

 

I was also wondering how slam added movies so I checked the texture manager.  Am I right that he turned the clips into individual image frames and imported them one by one!?

 

 

 

Yes...that's exactly how it works. You can import only 30 at a time. 

 

When I added the movie clips to MOTU Mastered Edition.... at one point I had 1000's of jps added in. It took....a while... but I had to not use all of them as FP was becoming unstable.

 

 

Well you did a super job Terry!  Is there a tutorial somewhere on how to import clips into an FP table?

 

first you need to convert them to jpgs then import them via the texture manager. You then create a an image file from imagelist manager and add the clips in order. Create an overlay and name it whatever you want. Size and place it on the translite, then from the drop down menu on the side you select the image file you created and associate it with that overlay. After that is the scripting which is where the hard part is. Look through Slam's script to get an idea. I didn't have a chance to do it because it's very complex. I created an image file for the ball save video clip from the VPX pup-pack. I need to try and figure out the scripting so i can see if I can add it. 



#73 TerryRed

TerryRed

    Pinball Wizard

  • Silver Supporter
  • 2,000 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 09 August 2019 - 04:37 PM

 

 

 

 

LOL Terry you having all kinds of fun now!

 

Just added these scripts notes insane!!! 

 

I really hope Slam sees these.

 

I wondered how slam added movie clips, definitely not an ease process. I wanted to add the pup pack clips but it's gonna take a looooong time lol

 

I was also wondering how slam added movies so I checked the texture manager.  Am I right that he turned the clips into individual image frames and imported them one by one!?

 

 

 

Yes...that's exactly how it works. You can import only 30 at a time. 

 

When I added the movie clips to MOTU Mastered Edition.... at one point I had 1000's of jps added in. It took....a while... but I had to not use all of them as FP was becoming unstable.

 

 

Well you did a super job Terry!  Is there a tutorial somewhere on how to import clips into an FP table?

 

first you need to convert them to jpgs then import them via the texture manager. You then create a an image file from imagelist manager and add the clips in order. Create an overlay and name it whatever you want. Size and place it on the translite, then from the drop down menu on the side you select the image file you created and associate it with that overlay. After that is the scripting which is where the hard part is. Look through Slam's script to get an idea. I didn't have a chance to do it because it's very complex. I created an image file for the ball save video clip from the VPX pup-pack. I need to try and figure out the scripting so i can see if I can add it. 

 

 

 

Look at MOTU Mastered. I have ALL of my Videos in one section near the bottom of the script (above the DOFLinx code if you have that version). You can easily see there how I do pretty much everything, and also how I used Text as separate Overlays as well. Doing that table definitely helped me lay the foundation of how I would od PuP-Packs in the future.


Edited by TerryRed, 09 August 2019 - 04:38 PM.


#74 djlunchbox

djlunchbox

    Enthusiast

  • Members
  • PipPipPip
  • 157 posts

  • Flag: El Salvador

  • Favorite Pinball: WCS 94, Theatre of Magic, TOTAN

Posted 09 August 2019 - 05:38 PM

 

Ok here is a demo code for flying vengeance with explosions.  As the explosions are 2-D holograms they only look amazing when Vengeance is either coming towards you or retreating.  If you press "M" key Vegeance will keep circling .  So you can enable this for fun in game during Fighting Mode with vengeance.

to stop Vengeance from flying ,  press "B" key which will return it to resting position and make it wobble.

 

Pressing "V" on keyboard will cycle the various explosions...press this for fun when Vengeance is flying around.....

 

I have cleaned up the code a little...but you need to do one more small thing....you have to raise the offset on the 3 holograms to min of 42 mm.  the holograms

are the narrow rectangles placed just in front of vengeance in the table editor and the are assigned to layer 7 in table editor. If you uncheck everything but "7" on the left side of table editor (just below "translite" selection) you will see the holograms...

 

Sub FuturePinball_KeyPressed(ByVal KeyCode)


If keycode = 47 then  'V on keyoboard Explosions
Shoot = Shoot + 1
PlaySound "fx_Explosion"
If Shoot > 4 then Shoot = 1
If Shoot = 1 then ExplodeBig.Frame 2, 45
If Shoot = 2 then EnterpriseExplode.Frame 2, 45
If Shoot = 3 then ExplodeSmall1.Frame 2, 45
If Shoot = 4 then ExplodeSmall2.Frame 2, 45
End if




If keycode = 48 then Shake = 0:ShakeVengeance.Set true, 200 'B on keyboard, Will stop Veangance Flying Around table


If keycode = 50 then Shake = 3:ShakeVengeance.Set true, 200 'M on keyboard, Start Vengeance Flying
 

'''''''''''''''''''''''''''''''''''''''''''''''''''Hit Vengance''''''''''''''''''''''''''''''''''''''''




   'Grab vengeance and all its lights in a MP box
Dim MiniPlayField_0        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_0        = xBAM.CreateMiniPlayfield(200.598,     332, 179.998, 363.394,      41.2, 120.001,     266,     271,      81)




'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       0) 'Sets Resting Position






Dim Shake:Shake = 0
Dim Shoot:Shoot = 0






   Sub ShakeVengeance_Expired() 'timer to shake /move vengeance
      ShakeVengeance.Set false
      Shake = Shake + 1
      If Shake = 3 then Shake = 1
If Shake = 8 then Shake = 4
      '                                                    DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
      'Shake Vengeance
If Shake = 1 then  Call MiniPlayField_0.MoveTo(    266,     271,      93,       20,       0,       0,       1,      0.2):ShakeVengeance.Set true, 200
      If Shake = 2 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       0.2):ShakeVengeance.Set false




'Vengeance Flying Around Table
If Shake = 4 then  Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 5 then  Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 6 then  Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 7 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Keep Circling
      




End Sub




''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

I move the Shake = 0 to above main code, instead of under Sub FuturePinball_BeginPlay() so remove it from there.

 

Cheers

 

 

 

 

Ha I just got the flying vengeance done yesterday but now I gotta do this too! 

 

I see Slam's got some updates coming to Star Trek, 

 

An update to Star Trek beaming down shortly.

Star Trek (Stern) ULTIMATE Pro 1.02

- fixed Vengeance multiball not starting due to miscount

- fixed Vengeance shield reactivating with a new ball
- fixed ball getting stuck from a left ramp shot

- fixed Klingon multiball not starting at Warp scoop when lit

- fixed Warp Held not holding Warp Speed value
- rule change: Vengeance drop target will stay down if Vengeanace multiball is ready to start
- rule change: every 5 orbit shots will also advance Warp Speed (single ball play only)
- improved some light sequences
- added some missing fx

- removed all DMD animations which can cause crashes on some systems

- Status Report info is now displayed quicker when flippers are held up for a few seconds

- rule change: Bonus multiplier is now unlimited

- rule change: Add-a-Ball will only maintain a total of 3 balls in play at any time

- added full multiplayer support for up to 4 players(*)

(*) but with a twist: All players are in the same campaign so only 1 set of campaign medals are available, so if player 1 gets gold, silver and bronze in Prime Directive, the other players can't get them.  So this encourages players to start different missions when they all start their games and it also adds a bit of sneaky strategy into multiplayer games. 

 

 

 

"Total medals won are presented to all players at the end of their game, unless cleared for the start of any Captain's Chair mission.

Platinum War Hero Medal, Starfleet Medal of Valour and the Freedom Medal can still be won for individual merit.

This is a new feature, exclusive only to this version of the game."

 

No mention of the Vengeance mods you all have done but hopefully he does and incorporates them. 


@Terry Red

 

Hmmm I think I have that one. If you've done that it'll def make it easier. I'll check it out tonight. 


Edited by djlunchbox, 09 August 2019 - 05:35 PM.


#75 Runner

Runner

    Enthusiast

  • Silver Supporter
  • 67 posts

  • Flag: Canada

  • Favorite Pinball: Attack from Mars, Xenon

Posted 11 August 2019 - 09:13 PM

Star Trek (Stern) ULTIMATE Pro 1.03 is now available - can be downloaded from his website: https://speak1970.wi...pinballemporium

 

 

If you like his work, please subscribe to his youtube channel: https://www.youtube....inball/featured

 

 

Slam: Reached another 20 subs so a new release is on it's way.  Thank you.  I'm going to save the horror themed games until October.  So anything else on the list might be next.



#76 gimli246

gimli246

    Enthusiast

  • Members
  • PipPipPip
  • 278 posts

  • Flag: Canada

  • Favorite Pinball: Monster Bash

Posted 11 August 2019 - 10:41 PM

Ok , I worked on further animation for fun....Vengeance will pursue Enterprise and explosions during battle look amazing now... :)

this should work in the newly released version....

 

Press "V" to cycle explosions

Press "B" to Wobble Vengeance and return both ships to resting position

Press "M" to Make Vengeance Fly

Press "<" to make Vengeance chase enterprise

 

I grabbed the holograms in separate MP Boxes so they don't rotate and the explosions look much better during animation now

 

1. Copy the Following Code under "Sub FuturePinball_KeyPressed(ByVal KeyCode)"

Sub FuturePinball_KeyPressed(ByVal KeyCode)
If keycode = 47 then  'V on keyoboard Explosions
Shoot = Shoot + 1
PlaySound "fx_Explosion"
If Shoot > 4 then Shoot = 1
If Shoot = 1 then ExplodeBig.Frame 2, 45
If Shoot = 2 then EnterpriseExplode.Frame 2, 45
If Shoot = 3 then ExplodeSmall1.Frame 2, 45
If Shoot = 4 then ExplodeSmall2.Frame 2, 45
End if




If keycode = 48 then Shake = 0:ShakeVengeance.Set true, 200 'B on keyboard, Will stop Veangance Flying Around table


If keycode = 50 then Shake = 3:ShakeVengeance.Set true, 200 'M on keyboard, Will make Vengeance only fly
If keycode = 51 then Shake = 8:ShakeVengeance.Set true, 200 ' < on keyboard , Will make Vengeance and Enterprise Fly
2. copy this code and bottom of script or anywhere so long as it is outside of a "Sub bla bla...... End Sub" routine
 

'''''''''''''''''''''''''''''''''''''''''''''''''''Vengeance and Enterprise''''''''''''''''''''''''''''''''''''''''




   'Grab vengeance and all its lights in a MP box
Dim MiniPlayField_0        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_0        = xBAM.CreateMiniPlayfield(200.598,     332, 179.998, 332.592,    41.2, 120.001,     266,     271,      81)
'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_0.MoveTo(    266,     256,      81,       0,       0,       0,       1,     0)


''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''


'Grab Vengeance Explosion Holograms
Dim MiniPlayField_1        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_1        = xBAM.CreateMiniPlayfield(  235.4, 297.199,     333, 363.398,      42,  55.201,     266,     348,      49)


'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       0)






'''''''''''''''''''''''''''''''''''''''''''''''''''''''
'Grab Enterprise
Dim MiniPlayField_2        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_2        = xBAM.CreateMiniPlayfield(453.003, 465.798,  459.61, 467.198,    54.8,  55.001,     459,     463,    54.9)
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       0)


'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'Grab Enterprise Explosion Hologram
Dim MiniPlayField_3        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_3        = xBAM.CreateMiniPlayfield(    443,     465,  459.61,   467.2,    40.2,    40.4,     454,     463,    40.3)


'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_3.MoveTo(    454,     463,    40.3,       0,       0,       0,       1,       0)


''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''


Dim Shake:Shake = 0
Dim Shoot:Shoot = 0






   Sub ShakeVengeance_Expired() 'timer to shake /move vengeance
      ShakeVengeance.Set false
      Shake = Shake + 1
      If Shake = 3 then Shake = 1
If Shake = 8 then Shake = 4
If Shake = 18 then Shake = 9
      '                                                    DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
      'Shake Vengeance
If Shake = 1 then  
Call MiniPlayField_0.MoveTo(    266,     271,      93,       20,       0,       0,       1,      0.2):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       0.2):ShakeVengeance.Set true, 200
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       0):Call MiniPlayField_3.MoveTo(    454,     463,    40.3,       0,       0,       0,       1,       0)
End if


If Shake = 2 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       0.2):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       0.2):ShakeVengeance.Set false




'Vengeance Flying Around Table
If Shake = 4 then  Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):Call MiniPlayField_1.MoveTo(   71.6,     900,     241,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 5 then  Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):Call MiniPlayField_1.MoveTo(465.598,     911,     150,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 6 then  Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):Call MiniPlayField_1.MoveTo(522.198,     500,     118,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 7 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Keep Circling
      


   'Vengeance and Enterprise with Explosions
If Shake = 9 then 
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4) 'Vengeance at Home position
Call MiniPlayField_2.MoveTo(  118.8,     300,   240.5,   -24.2,      12, -102.199,       1,       4):Call MiniPlayField_3.MoveTo(   95.4,     300,   200,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Enterprise Position 1
End if


If Shake = 10 then 
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4) 'Vengeance at Home position
Call MiniPlayField_2.MoveTo(     70, 891.801,     100,   8.402,  22.393,   163.2,       1,       4):Call MiniPlayField_3.MoveTo(     70,     891,   102.2,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 1
End if


If Shake = 11 then 
Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):Call MiniPlayField_1.MoveTo(   71.6,     900,     241,       0,       0,       0,       1,       4) 'Vengeance Position 1
Call MiniPlayField_2.MoveTo(    300,   956.8,     108,     7.8,  -6.201,  62.201,       1,       4):Call MiniPlayField_3.MoveTo(    300,     956,     108,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 3
End if


If Shake = 12 then 
Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):Call MiniPlayField_1.MoveTo(465.598,     911,     150,       0,       0,       0,       1,       4) 'Vengeance Position 2
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       4):Call MiniPlayField_3.MoveTo(    459,     463,      54,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 4/Home positioin
End if


If Shake = 13 then 
Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):Call MiniPlayField_1.MoveTo(522.198,     500,     118,       0,       0,       0,       1,       4) 'Vengeance Position 3
Call MiniPlayField_2.MoveTo(  118.8,     300,   141.5,   -24.2,      12, -102.199,       1,       4):Call MiniPlayField_3.MoveTo(   95.4,     300,   200,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Enterprise Position 1
End if


If Shake = 14 then 
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4) 'Vengeance Position 3
Call MiniPlayField_2.MoveTo(     70, 891.801,     100,   8.402,  22.393,   163.2,       1,       4):Call MiniPlayField_3.MoveTo(     70,     891,   102.2,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 'Enterprise Position 1
End if


If Shake = 15 then 
Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):Call MiniPlayField_1.MoveTo(   71.6,     900,     241,       0,       0,       0,       1,       4) 'Vengeance Position 1
Call MiniPlayField_2.MoveTo(    300,   956.8,     108,     7.8,  -6.201,  62.201,       1,       4):Call MiniPlayField_3.MoveTo(    300,     956,     108,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 3
End if


If Shake = 16 then 
Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):Call MiniPlayField_1.MoveTo(465.598,     911,     150,       0,       0,       0,       1,       4) 'Vengeance Position 2
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       4):Call MiniPlayField_3.MoveTo(    459,     463,      54,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 4/Home positioin
End if
If Shake = 17 then 
Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):Call MiniPlayField_1.MoveTo(522.198,     500,     118,       0,       0,       0,       1,       4)'Vengeance Position 3
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       4):Call MiniPlayField_3.MoveTo(    459,     463,      54,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 4/Home positioin
End if
End Sub




''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
 
3. Remember to set the Vengeance Hologram Offsets to a min of 42 mm (on Layer 7 in table editor, uncheck the other layers to see)
4. In table editor, create a timer named "ShakeVengeance"

Edited by gimli246, 11 August 2019 - 10:54 PM.


#77 TerryRed

TerryRed

    Pinball Wizard

  • Silver Supporter
  • 2,000 posts

  • Flag: Canada

  • Favorite Pinball: Too many to choose...

Contributor

Posted 12 August 2019 - 02:03 AM

 

Ok , I worked on further animation for fun....Vengeance will pursue Enterprise and explosions during battle look amazing now... :)

this should work in the newly released version....

 

Press "V" to cycle explosions

Press "B" to Wobble Vengeance and return both ships to resting position

Press "M" to Make Vengeance Fly

Press "<" to make Vengeance chase enterprise

 

I grabbed the holograms in separate MP Boxes so they don't rotate and the explosions look much better during animation now

 

1. Copy the Following Code under "Sub FuturePinball_KeyPressed(ByVal KeyCode)"

Sub FuturePinball_KeyPressed(ByVal KeyCode)
If keycode = 47 then  'V on keyoboard Explosions
Shoot = Shoot + 1
PlaySound "fx_Explosion"
If Shoot > 4 then Shoot = 1
If Shoot = 1 then ExplodeBig.Frame 2, 45
If Shoot = 2 then EnterpriseExplode.Frame 2, 45
If Shoot = 3 then ExplodeSmall1.Frame 2, 45
If Shoot = 4 then ExplodeSmall2.Frame 2, 45
End if




If keycode = 48 then Shake = 0:ShakeVengeance.Set true, 200 'B on keyboard, Will stop Veangance Flying Around table


If keycode = 50 then Shake = 3:ShakeVengeance.Set true, 200 'M on keyboard, Will make Vengeance only fly
If keycode = 51 then Shake = 8:ShakeVengeance.Set true, 200 ' < on keyboard , Will make Vengeance and Enterprise Fly
2. copy this code and bottom of script or anywhere so long as it is outside of a "Sub bla bla...... End Sub" routine
 

'''''''''''''''''''''''''''''''''''''''''''''''''''Vengeance and Enterprise''''''''''''''''''''''''''''''''''''''''




   'Grab vengeance and all its lights in a MP box
Dim MiniPlayField_0        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_0        = xBAM.CreateMiniPlayfield(200.598,     332, 179.998, 332.592,    41.2, 120.001,     266,     271,      81)
'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_0.MoveTo(    266,     256,      81,       0,       0,       0,       1,     0)


''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''


'Grab Vengeance Explosion Holograms
Dim MiniPlayField_1        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_1        = xBAM.CreateMiniPlayfield(  235.4, 297.199,     333, 363.398,      42,  55.201,     266,     348,      49)


'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       0)






'''''''''''''''''''''''''''''''''''''''''''''''''''''''
'Grab Enterprise
Dim MiniPlayField_2        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_2        = xBAM.CreateMiniPlayfield(453.003, 465.798,  459.61, 467.198,    54.8,  55.001,     459,     463,    54.9)
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       0)


'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'Grab Enterprise Explosion Hologram
Dim MiniPlayField_3        '                             Xmin     Xmax     Ymin     Ymax     Zmin     Zmax     CenX     CenY     CenZ
Set MiniPlayField_3        = xBAM.CreateMiniPlayfield(    443,     465,  459.61,   467.2,    40.2,    40.4,     454,     463,    40.3)


'                              DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
Call MiniPlayField_3.MoveTo(    454,     463,    40.3,       0,       0,       0,       1,       0)


''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''


Dim Shake:Shake = 0
Dim Shoot:Shoot = 0






   Sub ShakeVengeance_Expired() 'timer to shake /move vengeance
      ShakeVengeance.Set false
      Shake = Shake + 1
      If Shake = 3 then Shake = 1
If Shake = 8 then Shake = 4
If Shake = 18 then Shake = 9
      '                                                    DstX     DstY     DstZ     RotX     RotY     RotZ    Scale     Time
      'Shake Vengeance
If Shake = 1 then  
Call MiniPlayField_0.MoveTo(    266,     271,      93,       20,       0,       0,       1,      0.2):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       0.2):ShakeVengeance.Set true, 200
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       0):Call MiniPlayField_3.MoveTo(    454,     463,    40.3,       0,       0,       0,       1,       0)
End if


If Shake = 2 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       0.2):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       0.2):ShakeVengeance.Set false




'Vengeance Flying Around Table
If Shake = 4 then  Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):Call MiniPlayField_1.MoveTo(   71.6,     900,     241,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 5 then  Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):Call MiniPlayField_1.MoveTo(465.598,     911,     150,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 6 then  Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):Call MiniPlayField_1.MoveTo(522.198,     500,     118,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000
      If Shake = 7 then  Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Keep Circling
      


   'Vengeance and Enterprise with Explosions
If Shake = 9 then 
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4) 'Vengeance at Home position
Call MiniPlayField_2.MoveTo(  118.8,     300,   240.5,   -24.2,      12, -102.199,       1,       4):Call MiniPlayField_3.MoveTo(   95.4,     300,   200,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Enterprise Position 1
End if


If Shake = 10 then 
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4) 'Vengeance at Home position
Call MiniPlayField_2.MoveTo(     70, 891.801,     100,   8.402,  22.393,   163.2,       1,       4):Call MiniPlayField_3.MoveTo(     70,     891,   102.2,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 1
End if


If Shake = 11 then 
Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):Call MiniPlayField_1.MoveTo(   71.6,     900,     241,       0,       0,       0,       1,       4) 'Vengeance Position 1
Call MiniPlayField_2.MoveTo(    300,   956.8,     108,     7.8,  -6.201,  62.201,       1,       4):Call MiniPlayField_3.MoveTo(    300,     956,     108,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 3
End if


If Shake = 12 then 
Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):Call MiniPlayField_1.MoveTo(465.598,     911,     150,       0,       0,       0,       1,       4) 'Vengeance Position 2
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       4):Call MiniPlayField_3.MoveTo(    459,     463,      54,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 4/Home positioin
End if


If Shake = 13 then 
Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):Call MiniPlayField_1.MoveTo(522.198,     500,     118,       0,       0,       0,       1,       4) 'Vengeance Position 3
Call MiniPlayField_2.MoveTo(  118.8,     300,   141.5,   -24.2,      12, -102.199,       1,       4):Call MiniPlayField_3.MoveTo(   95.4,     300,   200,       0,       0,       0,       1,       4):ShakeVengeance.Set true, 4000 'Enterprise Position 1
End if


If Shake = 14 then 
Call MiniPlayField_0.MoveTo(    266,     271,      81,       0,       0,       0,       1,       4):Call MiniPlayField_1.MoveTo(    266,     348,      49,       0,       0,       0,       1,       4) 'Vengeance Position 3
Call MiniPlayField_2.MoveTo(     70, 891.801,     100,   8.402,  22.393,   163.2,       1,       4):Call MiniPlayField_3.MoveTo(     70,     891,   102.2,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 'Enterprise Position 1
End if


If Shake = 15 then 
Call MiniPlayField_0.MoveTo(    1.6,   911.2,   241.8,   7.991,    42.6,  -2.991,       1,       4):Call MiniPlayField_1.MoveTo(   71.6,     900,     241,       0,       0,       0,       1,       4) 'Vengeance Position 1
Call MiniPlayField_2.MoveTo(    300,   956.8,     108,     7.8,  -6.201,  62.201,       1,       4):Call MiniPlayField_3.MoveTo(    300,     956,     108,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 3
End if


If Shake = 16 then 
Call MiniPlayField_0.MoveTo(    500,   911.2,     261,    24.4,   -32.6, -144.19,       1,       4):Call MiniPlayField_1.MoveTo(465.598,     911,     150,       0,       0,       0,       1,       4) 'Vengeance Position 2
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       4):Call MiniPlayField_3.MoveTo(    459,     463,      54,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 4/Home positioin
End if
If Shake = 17 then 
Call MiniPlayField_0.MoveTo(    550,     500,   218.6,    -2.6,   -23.6, -191.981,       1,       4):Call MiniPlayField_1.MoveTo(522.198,     500,     118,       0,       0,       0,       1,       4)'Vengeance Position 3
Call MiniPlayField_2.MoveTo(    459,     463,    54.9,       0,       0,       0,       1,       4):Call MiniPlayField_3.MoveTo(    459,     463,      54,       0,       0,       6,       1,       4):ShakeVengeance.Set true, 4000 ' Enterprise Position 4/Home positioin
End if
End Sub




''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
 
3. Remember to set the Vengeance Hologram Offsets to a min of 42 mm (on Layer 7 in table editor, uncheck the other layers to see)
4. In table editor, create a timer named "ShakeVengeance"

 

 

 

Very cool Gimli!

 

 

I was going to do a sort of FP essentials starter video for my YT channel soon. Do you and GeorgeH have specific links to any guides you would like me to include? They may not all be in one video, as I may do a more BAM features centric video later.... but I figured it would be good to have "main" posts with your and George's "all in one guides" for FP or BAM that could be handy to mention.



#78 gimli246

gimli246

    Enthusiast

  • Members
  • PipPipPip
  • 278 posts

  • Flag: Canada

  • Favorite Pinball: Monster Bash

Posted 12 August 2019 - 02:10 PM

Thanks Terry,
The guides that I created are under Tutorials at GoPinball

1. BAM fatures how to guide
http://www.gopinball...e=1&f=55&t=6587

This guide desperately needs update as there are many new features to explain..

2. There are other FP guides I created but these have to do with non BAM DMD scripting type stuff

Edited by gimli246, 12 August 2019 - 02:54 PM.


#79 Runner

Runner

    Enthusiast

  • Silver Supporter
  • 67 posts

  • Flag: Canada

  • Favorite Pinball: Attack from Mars, Xenon

Posted 12 August 2019 - 06:18 PM

Slam is working on Star Trek (Stern) ULTIMATE Pro 1.04 to squash a huge list of bugs. More info on his site.

#80 Mr H

Mr H

    Enthusiast

  • Members
  • PipPipPip
  • 96 posts

  • Flag: Australia

  • Favorite Pinball: Monsterbash

Posted 13 August 2019 - 05:10 AM

Slam will get me installing FP if he ever does Iron Maiden. His tables do look super great. So very tempted. Enjoying seeing his work.


Edited by Mr H, 13 August 2019 - 05:10 AM.