Is there a minimum script I need to create?
I tried a blank script and just using the Indy script but the editor stays black.
using System;
using UnityEngine;
using VPinMameTypeLib;
public class Script
{
public void Init()
{
GameObject table = GameObject.Find("TABLE");
horseS_TableManager behaviour = table.AddComponent<horseS_TableManager>();
//behaviour.PreInit(); // Call pre-initialization steps
behaviour.Init(); // Script initialization
//behaviour.PostInit(); // Call poste-initialization steps;
}
}
public class horseS_TableManager : BxVPMTableManager
{
//! Use this for initialization
public override void Init ()
{
base.Init(); // Call BxVPMTableManager Start (Display version and default controller options
InitArrays(65,49,0,60); // 65 Lamps, 65 Solenoids/Flashers (10 by default for GIs) and 90 Switches...)
InitVPM("dd_l2",112); // Initialize VPM controller
SetDMDObject("DMD","BxVPMDMD"); // Link the Vpm driven Dmd Update Component to the object "DMD"
//InitSubwaySystem(); // Initialize Subway System
m_AutomaticFlipActionCB = true; // flipper will be actioned only by the ROM , not directly from buttons
//PrepareElements(); // Destroy unsused or uncatchable objects, setup toys, etc...
////////////////////// Physics tuning
Global.Physics.SetBallDiameter(26.987f); // Set the balls diameter
// Plungers
Global.Physics.g_PlungerForceMultiplier = 20f; //!< Plunger force multiplier (importer, global force mult )
Global.Physics.g_AutoPlungerForceMultiplier =80f; //!< Auto Plunger force multiplier (runtime, global force mult )
// Flippers
Global.Physics.g_FlipperForceMultiplier =260f; //!< Flipper force multiplier (importer, global force mult )
Global.Physics.g_FlipperSpeedTargetMultiplier = 100f; //!< Flipper angular speed target multiplier (runtime )
// Kickers
Global.Physics.g_VerticalKickerForceMultiplier=500f; //!< Force multiplier for vertical kickers (runtime, global force mult )
Global.Physics.g_OrientedKickerForceMultiplier=400f; //!< Force multiplier for oriented kickers (runtime, global force mult )
// Bumpers
Global.Physics.g_BumperKickForceMultiplier =500f; //!< Force multiplier for bumper kickers (runtime, global force mult )
// Slingshots
Global.Physics.g_SlingshotForceMultiplier =100f; //!< Force multiplier (aka reaching speed divider) for slingshots (runtime, global force mult )
Global.Physics.g_NudgeForceMultiplierY=4f; //(default value)
/////////////////// TILT SYSTEM
// Nudge threshold (0 = very sensitive, 1 = nearly insensitive, <0 = disabled)
BxNudge.s_tiltThreshold = 0.9f;
m_driver.RemoveActionSwitch( "LeftFlipCommand" , m_driver.swULFlip );
m_driver.RemoveActionSwitch( "RightFlipCommand" , m_driver.swURFlip );
}
}
Script.cs you can chuck in with your table. Bere in mind you can't really do much with it here in the way of playing the game but should get you loaded, I've tried it with a few tables.
In my case I don't need the pinmame but can't get it running without errors if I don't include it.
Need documentations or if you're doing pinmame I'm sure you could get by referencing one of their released tables.
BLIND LEADING THE BLIND => BLINDED BY THE BLIND => 
Edited by chepas, 21 February 2014 - 09:02 PM.