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Lockdown Bar Fire Button support


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#121 lukpcn

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Posted 11 September 2022 - 08:39 PM

Can't get rgb fire button to light in the acdc tables, the romname is ok and dof config has the setting.
What can be wrong? It works in other tables.


Edited by lukpcn, 12 September 2022 - 05:08 AM.

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#122 lukpcn

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Posted 14 September 2022 - 06:29 AM

Got this working for AC/DC tables if any1 struggling with this too:

 

Instead @rgbsplit@ L59|L60|L61 for RGB Fire Button which is default config for this table I've used L59 Red


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#123 vestaviascott

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Posted 03 January 2023 - 10:49 PM

Got this working for AC/DC tables if any1 struggling with this too:

 

Instead @rgbsplit@ L59|L60|L61 for RGB Fire Button which is default config for this table I've used L59 Red

For the latest VPW AC/DC Premium table? Change the entire line from existing to "L59 Red"?

 

Asking because currently with "@rgbsplit@ L59|L60|L61" there I get nothing (or its so faint I can't see it).

 

Or just change "rgbsplit" to "rgbsimple"?

 

@rgbsimple@ L59|L60|L61


Edited by vestaviascott, 03 January 2023 - 10:50 PM.

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#124 nyctalop

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Posted 16 January 2023 - 07:17 PM

Hi, is this possible for Stern's tables like Iron Maiden and  Metallica to add the LockBarKey command?



#125 lukpcn

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Posted 17 January 2023 - 06:42 AM

Hi, is this possible for Stern's tables like Iron Maiden and  Metallica to add the LockBarKey command?

You can do this Yourself for the tables.

Look in their scripts, find the line that has

"If keycode = PlungerKey Then" and change it to "If keycode = PlungerKey or keycode = LockBarKey Then"


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#126 nyctalop

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Posted 18 January 2023 - 12:46 PM

Thank you, but when i do this on Iron Maiden and Metallica tables, it works but every times I use right or left flipper button, the plunger is used to. It's very strange (for the Metallica table, I have a sound when i insert coins, front nudge perhaps). It works fin for every others tables like AC/DC...

 

Edit :

 

I solve the problem with this :

 

(add)

 If keycode = LockBarKey Then
        Plunger.Pullback
        SoundPlungerPull()
If VRRoom > 0 then 
TimerVRPlunger.Enabled = True
TimerVRPlunger2.Enabled = False
End If
End If
(near the same command with PlungerKey)
 
(and add, under Table1_KeyUp, near the same command with PlungerKey)
 If keycode = LockBarKey Then
        Plunger.Fire
        SoundPlungerReleaseBall()
If VRRoom > 0 then
TimerVRPlunger.Enabled = False
TimerVRPlunger2.Enabled = True
End if
End If
 

Edited by nyctalop, 21 January 2023 - 09:08 AM.


#127 sicu

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Posted 27 January 2023 - 03:40 AM

Okey turns out that there is a fantastic job here and I do not know how to take advantage of it. I'm trying to understand it with Black Rose VPW Mod table, whose code in KeyDown sub says:

Sub Table1_KeyDown(ByVal keycode)
	If keycode = PlungerKey Then Controller.Switch(34)=1:Plunger.PullBack: SoundPlungerPull
	If keycode = LeftFlipperKey Then
		FlipperActivate LeftFlipper, LFPress
	End If
	If keycode = RightFlipperKey Then
		FlipperActivate RightFlipper, RFPress
	End If
	If keycode = LeftTiltKey Then Nudge 90, 5:SoundNudgeLeft
	If keycode = RightTiltKey Then Nudge 270, 5:SoundNudgeRight
	If keycode = CenterTiltKey Then Nudge 0, 3:SoundNudgeCenter
	If keycode = StartGameKey Then SoundStartButton
	If keycode = keyInsertCoin1 or keycode = keyInsertCoin2 or keycode = keyInsertCoin3 or keycode = keyInsertCoin4 Then
		Select Case Int(rnd*3)
			Case 0: PlaySoundAtLevelStatic ("Coin_In_1"), CoinSoundLevel, Drain
			Case 1: PlaySoundAtLevelStatic ("Coin_In_2"), CoinSoundLevel, Drain
			Case 2: PlaySoundAtLevelStatic ("Coin_In_3"), CoinSoundLevel, Drain
		End Select
	End If
	If vpmKeyDown(keycode) Then Exit Sub

And you tell us to change to:

If keycode = LockBarKey Then Controller.Switch(34)=1

So, what should my code look like? There are so many lines there that I get lost.

 

 

 

Thank you and excuse my ignorance.

 

_____________________________________________________________________________________________________________

Edit (resolved): was going to edit the post leaving only acknowledgments, but I share my understanding although I am probably the only brute. He only needed to replace this part of the line. 

If keycode = PlungerKey Then Controller.Switch(34)=1 

And the same in Keyup sub. The rest of the code was left intact.

 

Still, if something is missing and you're reading this please let me know. Thanks again!!


Edited by sicu, 27 January 2023 - 04:22 AM.


#128 Bushav

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Posted 24 February 2023 - 09:10 PM

The Star Trek Next Generation Williams 1993 update by VPW team requires a modification to use lock bar key.

 

"After" line 997 add

 

If keycode = LockBarKey Then 
Controller.Switch(12) = 1

 

"After" line 1033 add

 

If keycode = LockBarKey Then 
Controller.Switch(12) = 0
 
You will see there are some additional VRRoom commands you may want to also include if you are using that feature.


#129 spisi69

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Posted 09 March 2023 - 02:22 AM

Does anybody know the controller switch number for the launch ball button it AC-DC 2012? I want to move the fire button from the right magna to the launch ball button. Edit: Crap, the game didn't have a launch ball button. I tried changing the mapping in VP Preferences but then that changes it for ALL my tables. Any ideas?

 

Edit:

 

Sub ACDC_KeyDown(ByVal Keycode)
If keycode = LeftFlipperKey  Then Controller.Switch(88) = 1 'Mini PF flipper switch
If keycode = RightFlipperKey  Then Controller.Switch(86) = 1 'Mini PF flipper switch
    If keycode = LeftTiltKey Then Nudge 90, 3:PlaySound SoundFX("fx_nudge", 0), 0, 1, -0.1, 0.25
    If keycode = RightTiltKey Then Nudge 270, 3:PlaySound SoundFX("fx_nudge", 0), 0, 1, 0.1, 0.25
    If keycode = CenterTiltKey Then Nudge 0, 4:PlaySound SoundFX("fx_nudge", 0), 0, 1, 0, 0.25
If KeyCode = PlungerKey Then Plunger.Pullback: Playsound "fx_PlungerPull"
'If KeyCode = RightMagnaSave Then Controller.Switch(64)=1 'FIRE Button, mapped to the right magna save 
If KeyCode = LockBarKey Then Controller.Switch(64)=
    If vpmKeyDown(keycode) Then Exit Sub
End Sub

Sub ACDC_KeyUp(ByVal Keycode)
If keycode = LeftFlipperKey  Then Controller.Switch(88) = 0 'Mini PF flipper switch
If keycode = RightFlipperKey  Then Controller.Switch(86) = 0 'Mini PF flipper switch
If KeyCode = PlungerKey Then Plunger.Fire: StopSound "fx_PlungerPull":Playsound "fx_Plunger"
'If KeyCode = RightMagnaSave Then Controller.Switch(64)=0 'FIRE Button, mapped to the right magna save
If KeyCode = LockBarKey Then Controller.Switch(64)=0

Changed Magnasave to LockBar....Done!


Edited by spisi69, 10 March 2023 - 03:36 AM.


#130 tazmandman

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Posted 22 December 2023 - 10:54 PM

For Die Hard Trilogy (VPW) you have to just duplicate the PlungerKey

 

keydown

If keycode = LockBarKey Then 
            If bBallInPlungerLane=True Then DOF 122,DOFPulse

            If CatchSkillShot = True Then
                SkillShotReceived
            End If

            'Plunger.Pullback 
            bAutoPlunger = True
            autoplungerdelay.interval = 300
            autoplungerdelay.enabled = True
'            PlungerIM.Strength = 55 : PlungerIM.AutoFire 
 End If

 

keyup

    If keycode = LockBarKey and VRRoom =1 Then             'VR Callout
        PinCab_GunTrigger.y = PinCab_GunTrigger.y - 9 
        PinCab_GunTrigger.z = 0
    end If



#131 wiesshund

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Posted 23 December 2023 - 12:35 AM

For Die Hard Trilogy (VPW) you have to just duplicate the PlungerKey

 

keydown

If keycode = LockBarKey Then 
            If bBallInPlungerLane=True Then DOF 122,DOFPulse

            If CatchSkillShot = True Then
                SkillShotReceived
            End If

            'Plunger.Pullback 
            bAutoPlunger = True
            autoplungerdelay.interval = 300
            autoplungerdelay.enabled = True
'            PlungerIM.Strength = 55 : PlungerIM.AutoFire 
 End If

 

keyup

    If keycode = LockBarKey and VRRoom =1 Then             'VR Callout
        PinCab_GunTrigger.y = PinCab_GunTrigger.y - 9 
        PinCab_GunTrigger.z = 0
    end If

 

Dont even have to duplicate

 

If keycode = plungerkey or lockbarkey 


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#132 Oestergood

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Posted 23 December 2023 - 08:00 PM

Hello gtxjoe, for the Sega tables, in which part of the rom will the change be made, thank you.


Hello, for the Sega tables, in which part of the rom will the change be made, thank you.



#133 PacketNarc

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Posted 14 January 2024 - 09:40 PM

I, for the life of me cannot get a 'Fire MX' to light for any of the tables you'd expect or think would have this feature.

 

When I go to stats on DOF Configuration tool, i see plenty of tables in my playlist have support for it. I have it correctly configured in DOF and Cabinet. But it never lights.

 

tl;dr/

 

Since ALP table has no Magnasave provision (I use the second buttons on the left and right for 'nudge'.) I had to bind another unused key on the front panel to 'LockBar' and 'Plunger'.

 

This way, for games without an actual analog plunger I can just hit the front Menu button (KeyCode 10) and it works fine for 95% of my uses.

 

However, it's hard to see that button when it's dark in the room and also very few people know from memory that it's the correct button for the ACDC Canons, etc.

 

I had hoped I could wire up either an analog 5V LED or a single LED 2812b Pixel into the button, and map it to that effect. (Combo Effect Fire MX, etc.) 

 

However, even after trying the single effect and multiple combinations of other effects, I still cannot seem to get it to trigger on tables like ACDC, Star Trek TNG, etc.

 

 

Any tips or words from the wise on how to get this to work ?

 

Everything else is fine, I have 2 cabinets. One has a teensy driving the lights and the other was a WemosXL. Playfield Strips, undercab, etc all works great and all of which I did on my own. So, I'm pretty fluent with the config at this point. I have the Single LED for testing mapped as Strip 3, connected to Output Port '6' on the Wemos.

 

It blinks and goes thru it's 'startup' test when the table loads, but nothing after that. 



#134 Papou76

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Posted 31 January 2024 - 12:27 PM

Hello everyone,
Could someone send me a modified table so that I understand how you apply the changes in the script (BATMAN FOREVER for example). Each time I try, I receive an error message or a VPX crash. Thank you in advance because I'm really struggling with this fire button.
 
And second question, do you have lighting for the fire button for the JPS.DEADPOOLS table. My fire button works but I never have any light!!!
 
All your help would be of great help to me. THANKS


#135 kiwi

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Posted 04 February 2024 - 08:43 AM

 

Hello everyone,
Could someone send me a modified table so that I understand how you apply the changes in the script (BATMAN FOREVER for example). Each time I try, I receive an error message or a VPX crash. Thank you in advance because I'm really struggling with this fire button.
 
And second question, do you have lighting for the fire button for the JPS.DEADPOOLS table. My fire button works but I never have any light!!!
 
All your help would be of great help to me. THANKS

 

keysbf.png



#136 nattymal

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Posted 06 February 2024 - 02:24 AM

delete the lines you made that start with "if keycode = LockBarKey..." and instead just add this after the "PlungerKey" text in both the keyup and key down sections: "If keycode=PlungerKey or LockBarKey Then"

 

just adding the "or LockBarKey" after plungerkey is all you need to do to most tables.  Always make sure to do it for both the keyup and keydown sections ;-)



#137 kiwi

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Posted 06 February 2024 - 07:42 AM

delete the lines you made that start with "if keycode = LockBarKey..." and instead just add this after the "PlungerKey" text in both the keyup and key down sections: "If keycode=PlungerKey or LockBarKey Then"

 

just adding the "or LockBarKey" after plungerkey is all you need to do to most tables.  Always make sure to do it for both the keyup and keydown sections ;-)

This doesn't (always) work, but this does:

 

If keycode=PlungerKey or keycode=LockBarKey Then Controller(49) = 1

If keycode=PlungerKey or keycode=LockBarKey Then Controller(49) = 0

 



#138 tbhicks99

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Posted 06 February 2024 - 12:57 PM

For Die Hard Trilogy (VPW) you have to just duplicate the PlungerKey
 
keydown

If keycode = LockBarKey Then 
            If bBallInPlungerLane=True Then DOF 122,DOFPulse

            If CatchSkillShot = True Then
                SkillShotReceived
            End If

            'Plunger.Pullback 
            bAutoPlunger = True
            autoplungerdelay.interval = 300
            autoplungerdelay.enabled = True
'            PlungerIM.Strength = 55 : PlungerIM.AutoFire 
 End If

 

keyup

    If keycode = LockBarKey and VRRoom =1 Then             'VR Callout
        PinCab_GunTrigger.y = PinCab_GunTrigger.y - 9 
        PinCab_GunTrigger.z = 0
    end If

 
Dont even have to duplicate
 
If keycode = plungerkey or lockbarkey 

I’m having an odd issue with VPW’s Star Trek TNG 1.1 table. In the script for that table, there is a line in the keydown section “If keycode=LockbarKey Then Controller Switch(12) = 1” and similarly in the keyup section the line “If Keycode = LockBarKey Then Controller Switch(12) = 0”. The lockkbar button mostly works, but there is always a distinct lag of about half a second from the time I push the lockbar button to the time the ball actually launches and I’d miss the target almost every time. Occasionally, the button wouldn’t launch the ball at all.

So I deleted both lines and modified the “if keycode = plungerkey…” lines as you suggest to include the “or LockbarKey”. That fixed the lag issue but now just prior to launching the ball as I’m using the flippers to scroll thru the launch options (Start Mission, Launch Probe, Light Lock, etc.) after one or two presses of the flipper buttons during this selection process, the ball launches seemingly randomly. I’m running 10.8 RC1 (not OpenGL). No issues with lockbar button on any other table.

Any ideas on how to fix that?


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#139 draziw

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Posted 05 June 2024 - 05:17 AM

I have a Launch Button underneath my Analog Plunger using the KL Shield by D'Arnos. Its hooked up to E21-LBall and it's not RGB but plain white. Initially I had it hooked up to the Enter key using the KL25Z stand alone. So do I really need to have the Fire button hooked up?? What advantages does it have over what I have now.



#140 Bushav

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Posted 05 June 2024 - 01:48 PM

I have a Launch Button underneath my Analog Plunger using the KL Shield by D'Arnos. Its hooked up to E21-LBall and it's not RGB but plain white. Initially I had it hooked up to the Enter key using the KL25Z stand alone. So do I really need to have the Fire button hooked up?? What advantages does it have over what I have now.

What we are simulating is the STERN lockbar button found on some factory machines and also a few other random machines.  If you are happy using your launch button then "no" you do not need to go to the trouble.  But say, Star Trek pin has a mode where lockbar button lights up to indicate it is active and ready to launch photon torpedo.  AC/DC has a similar mode.  In these cases the lockbar button becomes an intergral part of the game.  If you only visualize that it is used to launch balls then "no" you will not see a benefit.