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Last Action Hero (Data East 1994)[Visual Pinball X]

Last Action Hero Javier VPX

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#101 dark

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Posted 23 October 2016 - 02:54 PM

Well I guess that's where we differ in opinion,  I prefer things to be authentic as possible to the real thing.



#102 Mark70

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Posted 23 October 2016 - 02:58 PM

I just played the latest version, wow really a huge improvement.

Table looks and plays great and is super fun. Thanks to all who have made it possible.



#103 vampirolatino2

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Posted 23 October 2016 - 03:07 PM

Can an option be added so the crane shake and act like the video?! That way people have options? And we are all happy :D



#104 Mark70

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Posted 23 October 2016 - 03:43 PM

Not sure if this was alredy mentioned before, the flippers are still usable after tilt.

No big thing, just to report.

 

This Tales from the crypt voice during the game always irritates me :)



#105 Knorr

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Posted 23 October 2016 - 04:14 PM

Well I guess that's where we differ in opinion,  I prefer things to be authentic as possible to the real thing.

You Can adjust the Speed in top of the Script...

CraneLenght = ....

240 = is about 1 second

#106 vampirolatino2

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Posted 23 October 2016 - 04:19 PM

Not sure if this was alredy mentioned before, the flippers are still usable after tilt.

No big thing, just to report.

 

This Tales from the crypt voice during the game always irritates me :)

 

It's a "new feature" for better flipper movement. Go and read Ben's post about this update and how to go back to old flippers.



#107 Mark70

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Posted 23 October 2016 - 04:33 PM

Ah ok I see, that's fine.  I didn't notice that it is already included here.  Thanks.



#108 vampirolatino2

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Posted 23 October 2016 - 04:38 PM

Ah ok I see, that's fine.  I didn't notice that it is already included here.  Thanks.

You are welcome :)



#109 ClarkKent

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Posted 23 October 2016 - 05:33 PM

If you look at this video I noticed that the crane needs about 8 seconds and it moves very smooth (at least from left to right):

beginning 2:26 to 2:34

 

I like the value 2160.



#110 dark

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Posted 23 October 2016 - 06:01 PM

Someone get the crane to move the game ball instead of using ball animations and I'll be really impressed.  :P



#111 javier1515

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Posted 23 October 2016 - 06:53 PM

If you look at this video I noticed that the crane needs about 8 seconds and it moves very smooth (at least from left to right):

beginning 2:26 to 2:34

 

I like the value 2160.

 

 

you're right my friend  :tup:

 
this is my gameplay  :D
 

 

 

in 02:40 the Crane move in 8 or 9 seconds

 

 

ClarkKent you can point the right to modify primitive inline.
Sorry my English is very bad and I do not realize what you're saying.  :wimper:
 
 
in the next update will be corrected flipper the ball will not be stuck in the wire chute and edited the animation of the ball on the crane because it coincided with the same crane.

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#112 RYSr

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Posted 23 October 2016 - 08:54 PM

Well I loaded v1.04 on my Cab today (drop targets working great now) and played it awhile, and realized that there is another switch problem.

Both scoops (SW57 and sw58??) seem to be triggering the same functions and they shouldn't.

Only the left scoop should start the dynamite mode functions, the right scoop is only supposed to start the Chicken mode, but it never does.

 

Rich



#113 javier1515

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Posted 24 October 2016 - 02:36 AM

Well I loaded v1.04 on my Cab today (drop targets working great now) and played it awhile, and realized that there is another switch problem.

Both scoops (SW57 and sw58??) seem to be triggering the same functions and they shouldn't.

Only the left scoop should start the dynamite mode functions, the right scoop is only supposed to start the Chicken mode, but it never does.

 

Rich

 

 

In my gameplay it looks like multiball is activated with SW58.
I do not play two years ago this pin but I remember that sometimes not always activated from the switch 58 but I can be wrong

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#114 dark

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Posted 24 October 2016 - 02:48 AM

I think I also seen the right scoop activate multiball but I'm not sure, it should only be the left scoop I would think since it's labelled mball.



#115 RYSr

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Posted 24 October 2016 - 12:16 PM

There may be other functions from sw58 it's been awhile since I had the PIN as well. But If you try the PM5 version you will see that mostly you get the chicken timer mode. That mode doesn't work at all presently on the VPX version.

I tried looking at the code in the PM5 version and did a search on SW58, but couldn't figure it out.

I have very limited coding skills.

Rich

If needed I can link to my dropbox if you need the PM5 version to compare it..


Edited by RYSr, 24 October 2016 - 01:47 PM.


#116 RYSr

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Posted 24 October 2016 - 01:07 PM

I just tried to compare the code between the 2 versions. Is it possible it's missing code and the sw57 gets activated by default?

 

PM5 code:

196 'Middle Scoop Left
     Set bsMLScoop =new cvpmBallStack
     With  bsMLScoop
           .InitSw 0,57,0,0,0,0,0,0
           .InitKick Sw57,175,15
           .KickZ = 1.1
           .InitEntrySnd "popper2", "fx_kickerin"
           .InitExitSnd "popper2", "fx_kickerin"
204      End With

 

887 'Middle Sccop Right
888 Sub sw58_Hit
889   Me.Enabled = 0
    Set aBall = ActiveBall
    PlaySound "fx_kickerin"
    aZpos = 35
    Me.TimerInterval = 2
    Me.TimerEnabled = 1
End Sub

Sub sw58_Timer
    aBall.Z = aZpos
    aZpos = aZpos-8
    If aZpos < -30 Then
        Me.TimerEnabled = 0
        Me.DestroyBall
        Me.Enabled = 1
        vpmtimer.pulseswitch 58,1000,"bsMLScoop.AddBall"
    End If
906 End Sub

907 Sub Sw58a_Hit:PlaySound "fx_kickerin":Me.DestroyBall:vpmtimer.pulseswitch     57,1000,"bsMLScoop.addball": End Sub

 

VPX code:

187   'Middle Scoop Left
    Set bsMLScoop = New cvpmTrough
    With bsMLScoop
        .size = 4
        .initSwitches Array(57)
        .Initexit sw57, 172, 24
        .InitExitSounds SoundFX("fx_Solenoid",DOFContactors), SoundFX("fx_popper",DOFContactors)
        .InitExitVariance 2, 2
        .MaxBallsPerKick = 1
196   End With

 

546 Sub Sw58_Hit:PlaySound "fx_hole-enter", 0, 1, 0.1, 0.25:bsMLScoop.AddBall Me:End Sub

547 Sub Sw58a_Hit:PlaySound "fx_hole-enter":Me.DestroyBall:vpmtimer.pulseswitch 58,1000,"bsMLScoop.addball": End Sub


Edited by RYSr, 24 October 2016 - 01:46 PM.


#117 RYSr

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Posted 24 October 2016 - 05:01 PM

Javier,

 

On the vpx1.04 version I rem'd out line546 and 547.

Then I tried inserting a copy of the PM5 code lines 887-907 just before the rem'd out line. and changed the playsound to "fx_hole-enter"

And the Middle right scoop SW58 seems to work correctly now.

This is the effected new lines:

 

546 'Middle Sccop Right
547  Sub sw58_Hit
   Me.Enabled = 0
    Set aBall = ActiveBall
    PlaySound "fx_hole-enter"
    aZpos = 35
    Me.TimerInterval = 2
    Me.TimerEnabled = 1
End Sub

Sub sw58_Timer
    aBall.Z = aZpos
    aZpos = aZpos-8
    If aZpos < -30 Then
        Me.TimerEnabled = 0
        Me.DestroyBall
        Me.Enabled = 1
        vpmtimer.pulseswitch 58,1000,"bsMLScoop.AddBall"
    End If
 End Sub

567  Sub Sw58a_Hit:PlaySound "fx_hole-enter":Me.DestroyBall:vpmtimer.pulseswitch     57,1000,"bsMLScoop.addball": End Sub
568 'Sub Sw58_Hit:PlaySound "fx_hole-enter", 0, 1, 0.1, 0.25:bsMLScoop.AddBall Me:End Sub
568 'Sub Sw58a_Hit:PlaySound "fx_hole-enter":Me.DestroyBall:vpmtimer.pulseswitch 58,1000,"bsMLScoop.addball": End Sub

 

As I said I'm no Coder so please check this out for any problems. I played several games and got no errors on startup or during play. I hit the chicken shot a dozen times and It always worked. The left center scoop still works for the dynamite modes as it did before.

Rich


Edited by RYSr, 24 October 2016 - 05:24 PM.


#118 javier1515

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Posted 24 October 2016 - 05:04 PM

I just tried to compare the code between the 2 versions. Is it possible it's missing code and the sw57 gets activated by default?

 

PM5 code:

196 'Middle Scoop Left
     Set bsMLScoop =new cvpmBallStack
     With  bsMLScoop
           .InitSw 0,57,0,0,0,0,0,0
           .InitKick Sw57,175,15
           .KickZ = 1.1
           .InitEntrySnd "popper2", "fx_kickerin"
           .InitExitSnd "popper2", "fx_kickerin"
204      End With

 

887 'Middle Sccop Right
888 Sub sw58_Hit
889   Me.Enabled = 0
    Set aBall = ActiveBall
    PlaySound "fx_kickerin"
    aZpos = 35
    Me.TimerInterval = 2
    Me.TimerEnabled = 1
End Sub

Sub sw58_Timer
    aBall.Z = aZpos
    aZpos = aZpos-8
    If aZpos < -30 Then
        Me.TimerEnabled = 0
        Me.DestroyBall
        Me.Enabled = 1
        vpmtimer.pulseswitch 58,1000,"bsMLScoop.AddBall"
    End If
906 End Sub

907 Sub Sw58a_Hit:PlaySound "fx_kickerin":Me.DestroyBall:vpmtimer.pulseswitch     57,1000,"bsMLScoop.addball": End Sub

 

VPX code:

187   'Middle Scoop Left
    Set bsMLScoop = New cvpmTrough
    With bsMLScoop
        .size = 4
        .initSwitches Array(57)
        .Initexit sw57, 172, 24
        .InitExitSounds SoundFX("fx_Solenoid",DOFContactors), SoundFX("fx_popper",DOFContactors)
        .InitExitVariance 2, 2
        .MaxBallsPerKick = 1
196   End With

 

546 Sub Sw58_Hit:PlaySound "fx_hole-enter", 0, 1, 0.1, 0.25:bsMLScoop.AddBall Me:End Sub

547 Sub Sw58a_Hit:PlaySound "fx_hole-enter":Me.DestroyBall:vpmtimer.pulseswitch 58,1000,"bsMLScoop.addball": End Sub

 

 

 

you're right, I miss activate the switch 58. Fixed
I also realized that I was missing the spinner activate the switch when they added sound canceled the switch by mistake. Fixed
 
tonight if I can go up the upgrade with everything mentioned.

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#119 ClarkKent

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Posted 24 October 2016 - 05:24 PM

javier1515 I ment that the right inlane plastic primitive is shifted - look in the editor on the right inlane, you will see that the primitive with the plastic image on is not fitting exactly over the other walls there. At the left side all walls are exactly over each other.

And as I said, use flipper stength 2.300 - with this value its possible to hit all crane targets!

#120 RYSr

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Posted 24 October 2016 - 05:44 PM

Javier,

The ball on the top right VUK return ramp (primitive 22) stops occasionally when the ball contacts the return ramp.

I lowered the friction to .1( as I believe Clark suggested) and it seems to help. Perhaps you can look into this too before the next update?

Thanks again

Rich







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