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Analog Plunger Help Desk


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#81 koadic

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Posted 04 April 2013 - 08:56 AM

Back to the Future

Delete existing plunger, lights p1-p6, sw14, and images p1-p12 in the image manager...

Attached File  BackToTheFuture Modifications.zip   305.55KB   39 downloads

Copy/paste all table objects from Modification table to original table then replace script and add images...

#82 uberpinball

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Posted 10 April 2013 - 01:21 AM

How about Addams Family? No idea why this one has no default plunger support since it doesn't even have a plunger object. Looks like the wall method plunger.

 

Can you add your plunger code? Same thing...mod zip and i'll figure it out. Thanks!!

 

http://www.vpforums....s&showfile=3208

 

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Edited by uberpinball, 10 April 2013 - 01:22 AM.

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#83 imagamejunky

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Posted 25 July 2013 - 04:38 PM

Koadic

I just wanted to say thanks for posting all of these helpful scripts for us.  I just added the script to road show and it worked perfect.

Thank you



#84 SteveB69

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Posted 08 August 2013 - 12:08 AM

Wow this looks like a really useful topic, before I delve in to deep do these scripts work with the virtuapin plunger?


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#85 Verkmastare

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Posted 06 October 2013 - 09:08 PM

I would appreciate help from anyone on this one.

 

My new mag strip plunger is working like a charm.  Many of the tables are responding well.  But on some of them, the plunger draws back, it responds properly to movement, and the launch button works, but the mechanical plunger doesn't seem to hit the ball.  I know this is something scripted between the plunger object and the actual ball launch 'impulse plunger', as if I understand it correctly the impulse plunger actually controls ball velocity and launch, and the plunger object is only a display and initial force setting indicator.  But if the ball launch button makes the plunger animation work, and the mechanical plunger makes the animation work as well, where is the disconnect?

 

I have studied a few of the tables that work, but I can't figure out where the difference is between those with plunger objects that actually launch the ball and those that only show the animation.

 

Can anyone help?


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#86 Noah Fentz

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Posted 06 October 2013 - 09:46 PM

Try clicking on the plunger object in the editor and nudging it up with the up key.

I've had to do this several times, so I believe the issue is, it simply doesn't make contact.

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#87 Verkmastare

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Posted 07 October 2013 - 01:00 AM

Thank you.  Through trial and error I found a few methods that seem to work. On some tables, I have nudged it up, on a few others I increased the stroke length of the plunger, right now I am just seeing what seems to work best.

 

So now another couple of questions.

 

In JPs tables, with all the p1, p2, p3... lights, is there a general formula to get the analog plunger scripted?  I am trying with a few, and there seems to be an error at the Ptop.Y script line no matter what I do.  Other question.  Is there a way to make the launch button non-functional in those tables that would not have had it?  I am quickly learning a whole lot of ways to make the plunger non-functional in any table, so I think I can make it so the tables that are trigger-only won't use the plunger.  But what about the old school tables like the EM machines, where I want only the plunger to work?

 

Thanks again for the help Noah, it is really appreciated.


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#88 Verkmastare

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Posted 07 October 2013 - 03:37 AM

Sorry for asking so many questions in a row, but I am trying to work out the last few tables on my cab, and each has it's own little unique issues.

 

On The Addams Family, I am able to use the analog plunger fine, just as long as I tap the fire button once after loading the table.  Don't have to launch a ball with it, just tap it.  I think this might have to do something with the keydown line in the script for the plunger, but I don't know how to initialize the analog plunger on table load.  If anyone could help?

 

Second question this post.  In TOTAN, I am able to use the plunger, but the shots are weak, no matter where I put the plunger or what settings I use.  Can't make the top hole skill shot in a launch with the analog plunger, but it's no problem with the button.  Any suggestions?

 

Thanks again


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#89 koadic

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Posted 07 October 2013 - 08:29 PM

In JPs tables, with all the p1, p2, p3... lights, is there a general formula to get the analog plunger scripted? I am trying with a few, and there seems to be an error at the Ptop.Y script line no matter what I do.


With the Ptop.Y, it sounds more like a kicker animation instead of a light animation... I have found it easier to just convert everything over to use alpharamps/impulse plunger. It looks better (to me anyway :)) and it enables use of the mechanical plunger while providing consistency. I have a template table if you are interested. It may take a little work to get comfortable going in and changing everything, but once you do, it is fairly easy.
 

Other question. Is there a way to make the launch button non-functional in those tables that would not have had it? I am quickly learning a whole lot of ways to make the plunger non-functional in any table, so I think I can make it so the tables that are trigger-only won't use the plunger. But what about the old school tables like the EM machines, where I want only the plunger to work?


If you want plunger only, and no button, comment out (or remove) the plunger entry from the KeyDown and KeyUp sections of the script (those control button pushes).
 

On The Addams Family, I am able to use the analog plunger fine, just as long as I tap the fire button once after loading the table.  Don't have to launch a ball with it, just tap it.  I think this might have to do something with the keydown line in the script for the plunger, but I don't know how to initialize the analog plunger on table load.  If anyone could help?


On tables where you may need to tap the plunger button to enable the plunger animation, it usually means the plunger timer wasn't enabled... If you click on the Plunger object in the editor and click the 'Timer Enabled' box and resave, you should be good to go.
 

Second question this post. In TOTAN, I am able to use the plunger, but the shots are weak, no matter where I put the plunger or what settings I use. Can't make the top hole skill shot in a launch with the analog plunger, but it's no problem with the button. Any suggestions?


I am not 100% sure on the cause, but if you convert the plunger to utilize the impulse plunger, it should work as well as when using the button.


If you have trouble making sense of the template I linked, shoot me a pm and I can try to walk you through converting a table to utilize the scripting and images included.

Edited by koadic, 07 October 2013 - 08:30 PM.


#90 Verkmastare

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Posted 07 October 2013 - 09:24 PM

Thanks for all this.  I have reduced the collection of tables on this cab down to 32 of my absolute favorites, I am trying to work out all the details (it is a 3 monitor cab, so some of the old B2S glasses which still have grills are giving me grief, I am thinking of just building directB2S glasses for these and scripting them in.

 

I have 27 of these tables working well with my plunger, but that leaves 5.  I am out to the shop to try to fix them one at a time right after I send this, I have the sample table on a thumb drive ready to look at.  Scripting isn't hard for me, I have developed commercial software in VB and C, and while I don't enjoy it at all it isn't something that usually puzzles me.  I am almost certain that I will be able to see what you are doing with the script and make it work for a few finicky tables.  I am more certain that if I run into trouble you will have some great ideas to help - I am amazed at what you have done so far with this whole system.  I believe that the largest area left for exploration and improvement in the VP and FP environments is human interface, and you have taken this a long way in this short time. 

 

I hadn't thought of just commenting out the keypress events - walked right over that one.  Thanks.

 

I will enable the timer in the object instead of scripting it in - the plunger timer is scripted on/off but I guess it needs to be set to start.

 

I will try to get the impulse trigger function working with TOTAN, it is one of the games I consider a must have for this cabinet so I want it to work well.  I just wish I knew why it wasn't working with object speed and power settings.

 

Last question.  If you come across a table that the analog plunger actually works in but the graphic doesn't move, and when you make the plunger object visible you get the silly (but moving properly) rubber q-tip plunger overlayed on the graphic, what is the reason that the graphic doesn't respond to the plunger but responds to the keydown counter used by the button?  I have tried to trace the logic path, but I get lost somewhere in there.  I know the graphic is only a visual representation and it is displaying the information that is feeding an impulse plunger, and I know that the actual plunger object is controlling the impulse plunger as well, but I do not know where to pass the mechanical plunger data to the graphic (where does the keydown counter pass the info to the graphic routine?).

 

I am already starting work on my next cabinet - this will be a substantial departure from anything anyone is used to seeing.  Imagine a large flat egg, on a monopod base, with a transverse smaller egg for a backbox.  Central body trim strips like an old 1960's carnival bumper car, metalflake yellow, red, blue and white, with a little retro 50's antenna dish on the top of the backbox egg, recessed plunger and Jetson's style car flight stick for the launch trigger, and bat-paddle flippers on adjustable palm rests - a pinball game from what Disney invisioned the future would be like when Epcot was first opened.  I will keep a photo build diary as it goes, but I still need to build the dock foam plug to pull the fiberglass molds from.  It will take an internal fabricated steel frame, but I think it will end up WAY cool.  Everything I am doing experimenting on my current cabinet is in preparation for this fantasy cab.  And your work on analog devices certainly has advanced my project a lot.

 

Thanks again for all the help, as soon as this tweaking is done I will take a bit more substantial video and get it out in my gallery, This plunger makes the cabinet much more 'real', and with the UHID for nudge as well, it feels really cool.  And with the plunger being so easy to build and cheap, I hope it gets more people into the analog control game.  I am hoping to write an article on building and mechanical setup of my plunger system, with parts lists and everything you might need to build it.  It is just too cool.  Now if I could only get the tilt to work...

 

Chris


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#91 CPSNine

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Posted 02 November 2013 - 05:14 PM

I have been away from vpforums for a while and I am trying to catch-up on so many things, I am a bit lost. Anyways.

 

My question here is, all the new tables use the impulse plunger method from you koadic, but for some reason on my cab it does not work the best.

When I release the plunger full speed, either the ball does not launch or it launches after the second or third rebound of the plunger.

The only way I get the ball to launch properly is to bring back the plunger with my hand at a fairly low speed, which is not what I want to do.

 

The workaround I have found is to drag the plunger object, usually outside the table, back in place and activate analog plunger enabled option.

This is working on some tables but not all.

 

So I am asking for your great knowledge to see if you would have a fairly simple solution to my problems (unfortunately my knowledge in VP is pretty limited).

 

For info I use a plunger linked to the z axis analog stick of a logitech dual action controller, invert axis is ticked in the VP options.

 

Thank you for your help.


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#92 koadic

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Posted 02 November 2013 - 08:23 PM

I actually designed my plunger with this kind of issue in mind... It just takes a small edit to the table in the editor. Select the Plunger object on the table, and in the options on the right select the value in the box labeled 'Release Speed'. Change that from a value of 200 to a multiple of 40, the lower the number the quicker the plunger will respond... in your case I would suggest just trying 40 right off the bat. With an optical solution such the Mot-Ion or VirtuaPin plunger is that they are so sensitive that I needed to introduce a buffer because of the friction in the plunger itself.
The downside is that the higher the number used the longer you need to hold the plunger at the desired strength to make sure it grabs the correct position (you don't need to pull it back slowly though).

#93 CPSNine

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Posted 03 November 2013 - 04:08 AM

Wow, as always you reply super fast with the solution. I will try that as soon as I can. And thanks to your design it is a simple one, awesome!

I have been away for a while and I come back to the same great helpful people... There is no place like home.

 

Thanks a million koadic for all you do for this community.


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#94 SteveB69

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Posted 18 November 2013 - 05:57 PM

I'm having no luck with my plunger, have taken the tube off & blown down it savagely.

It shows up under Windows Game Controllers but pulling the plunger does not do anything.

Am running VP 9.20 Rev 722

 

Any suggestions?


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#95 Noah Fentz

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Posted 18 November 2013 - 06:53 PM

I'm having no luck with my plunger, have taken the tube off & blown down it savagely.

It shows up under Windows Game Controllers but pulling the plunger does not do anything.

Am running VP 9.20 Rev 722

 

Any suggestions?

 

 

 

Sounds like you need a replacement tube.

 

I'll message you through the VirtuaPin site.


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#96 DJRobX

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Posted 28 November 2013 - 02:33 AM

I had the same problem with the inconsistent launches.  Changing the release speed doesn't make a difference.

I think the issue is here:

If plcount mod 5 = 0 Then PlungerPos2=Plunger.Position: plcount = 0

It seems like you're trying to capture what the position was 5 cycles ago.   But this makes inconsistent behavior - it will be anywhere from 1 to 5 cycles from the time you let go.  

I'm using this code in TZ which seems to work better with my mot-ion plunger.  Instead of the mod 5, I'm holding two cycles worth of position history.   If I see more than a 6 point difference in two cycles, I fire at the position indicated by the graphic (two cycles ago).

Dim PlungerPos,PlungerPos2,PlungerPos3,PowerSetting,plcount
Sub Plunger_Timer()
PlungerPos=INT(Plunger.position/2)

' If there's more than a 6 point difference in the last two
' cycles, assume we've let go of the plunger.  
If PlungerPos3-PlungerPos > 3 Then
PowerSetting = PlungerIM.Strength
' Previous version had a bug - PlungerPos is 0-25 / 2,
' so the launch was always weak.  Changed this to / 12
PlungerIM.Strength = (PlungerPos3/12*PlungerIM.Strength)
PlungerIM.AutoFire
PlungerIM.Strength = PowerSetting
PlungerPos2 = 0
PlungerPos3 = 0
End If
PlungeReel.SetValue(PlungerPos2)
PlungerPos3=PlungerPos2
PlungerPos2=PlungerPos

End Sub

I'm happy with it now, YMMV. :)



#97 koadic

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Posted 28 November 2013 - 02:51 AM

The advice for cpsnine wad for the newer version of the scripting, which is why it has no effect for you. I have since adjusted the behavior you are describing in my plunger scripting.

The advice for cpsnine was for the newer version of the scripting, which is why it has no effect for you. I have since adjusted the behavior you are describing in my plunger scripting.



#98 jachappy

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Posted 13 October 2014 - 07:24 PM

Can you help with adding a plunger to Medieval Madness (Medieval_Madness_FS_B2S). I tried adding the plunger from the editing window on the table but that didn't work on this table (worked on a couple of others) so I'm guessing it needs scripting. I don't suppose there is a generic script that will work with every table is there? Thanks!



#99 nicco84

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Posted 22 January 2015 - 01:10 PM

Kodiac i want to say thanks for your settings... Now funhouse and roadshow work like real pinball!!!

Could I ask you help for creature from the black lagoon ??
It's the last rel of unclewilly now I don't remember numbers.

Thanks

#100 nicco84

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Posted 30 January 2015 - 11:28 AM

No help?!?