Jump to content



Photo
* * * * * 4 votes

Lockdown Bar Fire Button support


  • Please log in to reply
148 replies to this topic

#101 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

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


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#102 yangotas

yangotas

    Hobbyist

  • Members
  • PipPip
  • 10 posts

  • Flag: Greece

  • Favorite Pinball: addams family

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 Then 
Controller.Switch(50) = 1
end if 
 
AT LINE 347 add the following:
 
If keycode = LockBarKey Then 
Controller.Switch(50) = 0
    end if
 
 
I 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.


#103 yangotas

yangotas

    Hobbyist

  • Members
  • PipPip
  • 10 posts

  • Flag: Greece

  • Favorite Pinball: addams family

Posted 18 November 2021 - 07:31 AM

also I have modified every table from the list except Jurassic park,can't make it to work no matter what any help ????



#104 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

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?


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#105 yangotas

yangotas

    Hobbyist

  • Members
  • PipPip
  • 10 posts

  • Flag: Greece

  • Favorite Pinball: addams family

Posted 18 November 2021 - 12:10 PM

Launch button and smart missile, same like last action hero

#106 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,151 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

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 keycode = LockBarKey then controller.switch(42) = True  'Smart Bomb Button
    If keycode = LockBarKey then controller.switch(41) = True  'Launch Trigger
 
And this to the keyup sub:
    If keycode = LockBarKey then controller.switch(42) = False  'Smart Bomb Button
    If keycode = LockBarKey then controller.switch(41) = False  'Launch Trigger

 

If this doesn't work for you, please post the keydown and keyup changes you made, so we can review and tweak it



#107 painterboy21

painterboy21

    Neophyte

  • Silver Supporter
  • 1 posts

  • Flag: England

  • Favorite Pinball: twilight

Posted 18 March 2022 - 11:59 PM

Where do we add this. Is it in the scripts to get this to work

#108 Bushav

Bushav

    Enthusiast

  • Members
  • PipPipPip
  • 200 posts

  • Flag: United States of America

  • Favorite Pinball: AC/DC

Posted 19 March 2022 - 01:49 AM

Where do we add this. Is it in the scripts to get this to work


Yes. Takes a little head scratching. Insert additional script as specified on page 1. It always goes in the “key” section. Look for “key up” and “ key down “ as it relates to plunger. Your just saying “hey, in addition to the plunger look for lockbarkey and perform the same function. “

#109 yangotas

yangotas

    Hobbyist

  • Members
  • PipPip
  • 10 posts

  • Flag: Greece

  • Favorite Pinball: addams family

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 ?



#110 Bushav

Bushav

    Enthusiast

  • Members
  • PipPipPip
  • 200 posts

  • Flag: United States of America

  • Favorite Pinball: AC/DC

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 ?


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.

#111 jarr3

jarr3

    Enthusiast

  • Platinum Supporter
  • 198 posts
  • Location:Frankfurt, Germany

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness

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.


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.


Sent from my iPhone using Tapatalk

#112 MulletLife

MulletLife

    Hobbyist

  • Members
  • PipPip
  • 14 posts

  • Flag: Canada

  • Favorite Pinball: terminator

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

 


#113 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,151 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 16 July 2022 - 03:04 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?

#114 MulletLife

MulletLife

    Hobbyist

  • Members
  • PipPip
  • 14 posts

  • Flag: Canada

  • Favorite Pinball: terminator

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. 



#115 Energetics79

Energetics79

    Hobbyist

  • Gold Supporter
  • 47 posts
  • Favorite Pinball: Genie

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



#116 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

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


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#117 karlson18

karlson18

    Enthusiast

  • Members
  • PipPipPip
  • 94 posts

  • Flag: Germany

  • Favorite Pinball: Strikes and Spares

Posted 01 August 2022 - 01:12 PM

Hi all,

hope i understand it right. First thread contains allways all script changes that work or i have to search here?

Greeting
Kalle

#118 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,151 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 01 August 2022 - 05:09 PM

It should all be summarized in the first post. Unless I missed something recent

#119 Armyaviation

Armyaviation

    Mr. Walnuts

  • Members
  • PipPipPipPip
  • 650 posts

  • Flag: United States of America

  • Favorite Pinball: TOTAN

Posted 02 August 2022 - 02:16 AM

you didnt



#120 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,859 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

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


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow