Ask and Ye shall receive!
Pretty awesome eh?
I am very appreciative of this dark thanks
Attached Files
Edited by The Loafer, 19 August 2014 - 04:47 AM.
Posted 19 August 2014 - 10:55 AM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 19 August 2014 - 01:03 PM
I have to work a double today. So ill get the arm animation coded and back to lw tomorrow so he can upload if he wants to
No hurries no worries pal.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 19 August 2014 - 01:44 PM
Glad you like it Goesta, but you may need to re-import those textures one more time!
I got Uncle Willy to help with the 'creature 2 ball'. I made some 3D mesh primitive balls to fit in Frank's hands so when the balls get loaded into his hands they actually should look like they are being held instead of just floating there. The kicker will trigger a destroy ball > primitive ball visible > primitive ball invisible after launch animation > kicker launches new ball. He said it shouldn't be too hard for him to get it working, but he's a busy guy as we all know, so I'd expect one more update on this one at some point.
Praise to UW!
I'm going to fool around with it once the newest table downloads, but you might be able to get away with not having to destroy the ball at all. Once a ball goes into a kicker, it becomes motion-less; gravity/physics don't affect it all (that's how the Magic Trunk works, or the Ferris Wheels on Hurricane (and I implemented it in Cyclone too, but I haven't released it)). So you could, on a kicker_hit event just move the coordinates of the ball to be wherever you want and the ball will stay there until you kick. And when you kick, it will kick from whatever position the ball is in.
Posted 19 August 2014 - 01:51 PM
The problem is the kicker is too far behind frank physically and I think Frank's hands have a higher height value so I'm not sure how possible it is to make it appear as if the ball is actually in his hands instead of floating above them, or behind them.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 19 August 2014 - 01:56 PM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 19 August 2014 - 01:59 PM
That is what I noticed last night.
The ramps that drop the ball into his hands are about 100 units below his actual hands. And rather then plotting the individual coordinates for each step of the animation, y p u can just destroy the Bal and make the model visible, the model moves exactly with the hands, then make the model invisible when you kick the ball
I moved the kickers a bit to get the ball as close as possible, and as you could see in the version of the table I gave you with the primitive ball the real ball lines up nicely with the primitives ones, so if you just kill the ball right before it hits the hand it should look almost perfect.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 19 August 2014 - 02:14 PM
You can place the ball anywhere on the board you want and it will stay in the last position you place it. The problem I have is that I'm not familiar enough with cvpmballstack and all of its ball ID handling to properly do it justice. But you should be able to do it with something like:
Dim lhandball Sub LKicker_Hit() Set lhandball = ActiveBall lhandball.x = 269 lhandball.y = 306 lhandball.z = 300 End Sub
Also, has any tried putting this in their code?
I just didn't think there was much "animation" to the balls. The arms flick so fast and not very far that I wouldn't think it would be worth "animating" (i.e. multiple frames of movement).
Posted 19 August 2014 - 02:32 PM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 19 August 2014 - 03:55 PM
Well if anyone wants to make use of the primitive balls for the animation they are sized and positioned in this version here:
http://www.mediafire...balls_added.rar
The pivot points of the balls are also set to match the arms so they should follow the hands perfectly with animation.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 19 August 2014 - 07:12 PM
No no, I wasn't arguing or trying to be pushy. I was just thinking it's not worth doing the animation for since it's so fast. Please go ahead and do what you think will look best. All I do is offer my work and it doesn't matter to me if 0 to 100 people like/hate it.
Dark has already done the work on the primitive ball(s), so there's not much "work" to save on. Like I said, I currently don't have a good enough grasp of the stack to properly implement my idea (I could do the Ferris Wheel myself in Cyclone because it's a 1 ball machine; once you thrown in multi-ball and all the ID handling, I get lost).
Posted 19 August 2014 - 07:21 PM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 19 August 2014 - 08:07 PM
I understand the concept of virtualizing the ball stack; instead of having a bunch of balls physically sitting in a trough somewhere (or multiple troughs if there's some sort of subway), a ball gets destroyed and created when needed. And I saw Eala's post about working on having a "real" trough system; and your comment in that thread indicates you might be forgoing the cvpmballstack. But this table definitely uses it.
Anytime a ball is destroyed/created, IDs/uservalues are removed/added (that's a lot of slashes in that sentence). And I've looked through the methods and I just can't follow; I need someone to explain it to me in Laymen's terms for me to totally grasp this. Although... now I'm going through this table and it doesn't look like it does much with IDs/uservalues. But I still having trouble. What exactly is ActiveBall, especially if there are multiple balls in play? Is there a way to reference in the code the ball that hit an object (e.g. saying me.enabled inside a kicker_hit sub would enable/disable the kicker; what if I want to do something that hit the object).
Take a look at, say, the most recent Hurricane if you don't already know what I'm talking about.
Posted 19 August 2014 - 08:56 PM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 19 August 2014 - 10:19 PM
The problem I have is, if a table uses ID for whatever reason, then you have to properly create and kill a ball; you can't just say "Kicker1.createball" or "Kicker1.destroyball", you have to run the proper routines otherwise it'll throw errors.
I'm at a loss here... If I do this, the ball doesn't move at all, but there IS a knocker sound:
Sub Kicker1_Hit() setball End Sub Sub SetBall testball.x = 360 testball.y = 1160 playsound "knocker" End Sub
If I do this, there is a knocker and the ball DOES move, and there's still a knocker sound:
Sub Kicker1_Hit() testmover.enabled = 1 End Sub Sub testmover_timer() testball.x = 360 testball.y = 1160 playsound "knocker" me.enabled = 0 End Sub
Best as I can tell, I have to move the ball with a timer??
Posted 19 August 2014 - 10:45 PM
Edited by unclewilly, 19 August 2014 - 10:47 PM.
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 19 August 2014 - 10:57 PM
Yeah, elsewhere in the script I have Set testball = Activeball. I even modified my script that that happens in the kicker_hit event just to keep things in one place. I've got it working now, I'm just fine tuning where it moves the ball when it hits lkicker or rkicker. But I'm at a loss why it is I have to do it in a _timer event; I even tried it in the kicker_hit event and it didn't work there. I wonder if this is a bug no one's really noticed since most of the ball manipulation is for ramp helpers and what-not, but since they're small amounts of velocity adjustment it's hard to tell if they're working?