The VPW version uses a different coding for the key subs. In fact the scripts are quite different. Those dudes do much more than a typical bigus mod
i dont have a biggus mod
Posted 12 November 2021 - 04:51 AM
The VPW version uses a different coding for the key subs. In fact the scripts are quite different. Those dudes do much more than a typical bigus mod
i dont have a biggus mod
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Posted 12 November 2021 - 09:31 PM
For the VPW version of Star Wars Data East 1992
Added:
AT LINE 318 add the following:
If keycode = LockBarKey ThenController.Switch(50) = 1end ifAT LINE 347 add the following:If keycode = LockBarKey ThenController.Switch(50) = 0end ifI hope the developers will start integrating these lockbar codes into the their tables. It is easy to forget that a new version requires modifying the code again.this code works great except from opening the deathstar;weird probably needs an addition somewhere in the script
Edited by yangotas, 18 November 2021 - 07:30 AM.
Posted 18 November 2021 - 07:41 AM
also I have modified every table from the list except Jurassic park,can't make it to work no matter what any help ????
What is it supposed to do in JP?
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Posted 18 November 2021 - 03:57 PM
For Jurassic Park, the script change in the first post maps the smart missile only to the lockdown bar.
If you want both Launch button and smart missile then I would recommend to add the following to the keydown sub:
If this doesn't work for you, please post the keydown and keyup changes you made, so we can review and tweak it
Posted 19 March 2022 - 01:49 AM
Where do we add this. Is it in the scripts to get this to work
Posted 15 April 2022 - 08:33 AM
This topic is quiet lately, looks like every table get tweaked already !!!!!!
But what about the fantastic Blood Machines by VPW , I believe it desperately needs an RGB fire button blinking light when you have to shoot with the gun,
E144 seems to be the solenoid the fire button but how I make it blink ?
Posted 15 April 2022 - 02:24 PM
This topic is quiet lately, looks like every table get tweaked already !!!!!!
But what about the fantastic Blood Machines by VPW , I believe it desperately needs an RGB fire button blinking light when you have to shoot with the gun,
E144 seems to be the solenoid the fire button but how I make it blink ?
Posted 01 May 2022 - 11:08 AM
Terry would need to modify the DOF configuration or you can do a personal DOF configuration modification. He has instructed everyone to not make any public configuration changes.

Posted 15 July 2022 - 11:45 PM
Terry would need to modify the DOF configuration or you can do a personal DOF configuration modification. He has instructed everyone to not make any public configuration changes.
Well it’s not true, it is meant that if you know what you’re doing, you can of course propose a new DOF config if there is anything missing or has to be corrected.
As long as your change makes sense for a broader audience you are welcome to improve the config.
I did a round and amended and corrected many of the magmamx buttons some while ago. Many were incorrect or missing, and maybe not many use them
As you might know Terry is the mastermind behind many future pinball releases and also a guru when it comes to DOF them so you might need to practice before updating DOF for them.
I just got my lockbar rgb now so forgive the noobness. I have DOF working fine, that's old news. I just added 'rgb fire button' and updated my config. In Monster Bash, the light pulse purple when a ball needs launching. Great. So the next question, how do I get it to light when I have something to 'fire' ex smart bomb, troll bomb, fire the cannon, etc. As those are not lighting up at all. Thanks
Posted 16 July 2022 - 03:04 AM
Posted 16 July 2022 - 11:55 AM
If the table has an existing light that turns on or a switch that the ball rests on, then the fire button light can be mapped to that.
Cannons on T2, AC/DC, STTNG, TWD should work. Fire UZI on LW3 should work. Etc
Do you have a specific table that you want to look into?
I may have more success testing tomorrow now that I know I can 'combine toys'. I had the plunger lane light up but things like "Cannons on T2, AC/DC, STTNG, TWD should work. Fire UZI on LW3 should work. Etc" were not working, and those were my main focus. So I likely chose the wrong DOF event on my first try.
Thanks for the help.
Posted 01 August 2022 - 08:48 AM
Dear guys..
As far as I get it..as long as tables do not have something like
End if
If keycode=LockBarKey Then Controller.Switch(49) = 1
End Sub
in their script I do need to change that...
but the number in (xx) is that from the game/rom defined because it changes by table in your posts...or is that my port with my firebutton? because I cannot get my firebutton to work...the magnasave steals the show. Do I have tu turn that off somehow?
I had my button as a joystick input and as the "home" button for vpx...to no avail..though setup and testet in the controller setup
Posted 01 August 2022 - 09:57 AM
the switch is defined by the ROM
ACDC for example
If KeyCode = RightMagnaSave OR KeyCode = LockbarKey Then Controller.Switch(64)=1 ' OR in case someone doesnt have a fire button
64 being the number of the switch in the electrical schematics
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Posted 02 August 2022 - 04:48 AM
It should all be summarized in the first post. Unless I missed something recent
Nah, you have an extremely comprehensive list in the 1st post
If an obscure table was missed, anyone could figure it out from your first post most likely
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