The VP9 version works for me
I just tried with dboy's Playboy 35th and the flippers did not move, I only changed UseSolenoids = 2 , since "vpmInit Me" is already in place.
Posted 07 January 2018 - 11:00 AM
Could you try this table script in badcats (1.2)?
Let me know which specific line is causing the error
now i have this error (I notice that one and line 1 script error when I press start button)
line 2723:
"If aEnabled then execute SubL & " " & FlipState(0) : execute SubR & " " & FlipState(1) : execute subUL & " " & FlipState(2) : execute subUR & " " & FlipState(3)"
Posted 07 January 2018 - 06:23 PM
Wild guess, could it be that 'False' isn't a safe value to use with vbscript's execute for some localization reason?
Could you try this Bad Cats script?
Posted 07 January 2018 - 08:56 PM
Edited by Thalamus, 07 January 2018 - 08:57 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 07 January 2018 - 09:54 PM
A bit surprised by this post - reposting in case it is of interest http://vpinball.com/...e/2/#post-73644
I was hoping this would do it for Jaws because I do have my games in seperate folders. Always get the make sure a flipper is pressed but how to do that with the debuuger open.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 07 January 2018 - 10:39 PM
Yes, it's the same thing, it's mimicking the VPMame controller.
This part I need to look at and maybe something can be adjusted here. The interesting line is , wpc95.
if self.game.machine_type == pinproc.MachineTypeWPC95:
vpcoils[i] = pycoils[i+31].curr_state
def getCoilStates(self):
""" Gets the current state of the coils. """
if(self.GameIsDead):
raise COMException(desc=self.ErrorMsg,scode=winerror.E_FAIL)
pycoils = self.game.proc.drivers
vpcoils = [False]*64
if(self.Sys11 == True):
ACState = pycoils[12+39].curr_state
for i in range(0,len(vpcoils)):
if i < 33:
if(self.Sys11!=True):
if i<=28: vpcoils[i] = pycoils[i+39].curr_state
elif i<=32: vpcoils[i] = False # Unused?
else: # do the relay lying here...
if i<=8: vpcoils[i] = pycoils[i+39].curr_state and (ACState == False)
elif i<=24: vpcoils[i] = pycoils[i+39].curr_state
elif i<=32: vpcoils[i] = pycoils[i+39].curr_state and (ACState == True)
# Use the machine's Hold coils for the VP flippers
# since they stay on until the button is released
elif i == 34: vpcoils[i] = pycoils[pinproc.decode(self.game.machine_type, "FURH")].curr_state
elif i == 36: vpcoils[i] = pycoils[pinproc.decode(self.game.machine_type, "FULH")].curr_state
elif i<44:
if self.game.machine_type == pinproc.MachineTypeWPC95:
vpcoils[i] = pycoils[i+31].curr_state
else: vpcoils[i] = pycoils[i+107].curr_state
elif i == 46: vpcoils[i] = pycoils[pinproc.decode(self.game.machine_type, "FLRH")].curr_state
elif i == 48: vpcoils[i] = pycoils[pinproc.decode(self.game.machine_type, "FLLH")].curr_state
else: vpcoils[i] = pycoils[i+108].curr_state
return vpcoils
Maybe I need enable this coil in game code.
Edited by chepas, 07 January 2018 - 10:41 PM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 07 January 2018 - 10:57 PM
Got it, muhahaha
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 08 January 2018 - 03:01 PM
As I wrote at vpinball, I have all tables in the table-folder and I have the same problem with "Star Wars - Empire strikes back".
With usesolenoids=19 flippers doesn't work. I have to change it to usesolenoids=1 and it's OK.
But I see no difference between fast flippers on or off. With F11 the display shows the same by pressing the button.
Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post
https://www.facebook...02697096474910/
Posted 08 January 2018 - 03:48 PM
I just tried this out with F11 to see if there was a difference.
There is a huge difference!!
Without the FastFlips or “UseSolenoids=1”
The speed of left flipper averages in teens. Lowest it got was 3.2 I think.
With the FastFlips or “UseSolenoid=19”
The speed of left flipper averages between 0.4 and 0.8, with 0.8 being the slowest!
There is a huge boost of speed on the flippers!!
I don't know why it is not working for some who have downloaded this sound mod.
Posted 08 January 2018 - 05:18 PM
As I wrote at vpinball, I have all tables in the table-folder and I have the same problem with "Star Wars - Empire strikes back".
With usesolenoids=19 flippers doesn't work. I have to change it to usesolenoids=1 and it's OK.
But I see no difference between fast flippers on or off. With F11 the display shows the same by pressing the button.
Your scripts may be outdated. It's built in such a way that tables will still continue to work without the new scripts.
This also happens if 'vpminit me' isn't called in the table script
Posted 08 January 2018 - 07:39 PM
As I wrote at vpinball, I have all tables in the table-folder and I have the same problem with "Star Wars - Empire strikes back".
With usesolenoids=19 flippers doesn't work. I have to change it to usesolenoids=1 and it's OK.
But I see no difference between fast flippers on or off. With F11 the display shows the same by pressing the button.
Your scripts may be outdated. It's built in such a way that tables will still continue to work without the new scripts.
This also happens if 'vpminit me' isn't called in the table script
Just to be sure, I install the scripts from the 10.4 (24.12.2017) again. Nothing changed.
No flippers with usesolenoid=19; works with =1.
And here are the difference with or without vpminit me.
Edited by Joey2001, 08 January 2018 - 08:02 PM.
Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post
https://www.facebook...02697096474910/
Posted 08 January 2018 - 08:11 PM
Sorry, I misread what you posted. Yes dead flippers would mean that core.vbs is working, but possibly not hankin.vbs which handles flipper inputs in this case. Do any other tables work?
Do any other solenoids work, is the game playable with usesolenoids = 1?
Posted 09 January 2018 - 03:53 PM
Sorry, I misread what you posted. Yes dead flippers would mean that core.vbs is working, but possibly not hankin.vbs which handles flipper inputs in this case. Do any other tables work?
Do any other solenoids work, is the game playable with usesolenoids = 1?
I tested it with 32assassin's Empire-table and FJ (Hankin 1978). Both with the same results.
usesolenoids=19 flippers not working; usesolenoids=1 both works.
Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post
https://www.facebook...02697096474910/
Posted 09 January 2018 - 07:30 PM
@Joey2001,
Can you do a search of your hard drive for core.vbs and share the results? You're not the only person with this not working and I think it's important for us to rule out possible causes.
Thanks!
No problem. I have only one core.vbs. It's the v3.55. See picture.
core.vbs.png 3.93KB
9 downloads
Edited by Joey2001, 09 January 2018 - 07:31 PM.
Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post
https://www.facebook...02697096474910/
Posted 10 January 2018 - 02:19 PM
I tested it with 32assassin's Empire-table and FJ (Hankin 1978). Both with the same results.
usesolenoids=19 flippers not working; usesolenoids=1 both works.
Same here, all scripts from new brand new version 10.5 beta, and copying to the tables folder made no difference
Edited by GInsonic, 10 January 2018 - 02:20 PM.