lol no worries
ALSO
something new i recently added to VPX
Well, i did not add myself, i just instigated
Staged flipper keys
keydown variables are
StagedLeftFlipperKey
StagedRightFlipperKey
So
Sub Table1_KeyUp(ByVal keycode)
If keycode = PlungerKey Then
Plunger.Fire
SoundPlungerReleaseBall
End If
If keycode = LeftFlipperKey And Not Tilted Then
LeftFlipper.RotateToStart
SoundFlippers("LfDown")
End If
If keycode = RightFlipperKey And Not Tilted Then
RightFlipper.RotateToStart
UpRightFlipper.RotateToStart
SoundFlippers("RfDown")
End If
If keycode = StagedRightFlipperKey And Not Tilted Then
UpRightFlipper.RotateToStart
SoundFlippers("RfDown")
End If
'Manual Ball Control
If EnableBallControl = 1 Then
If keycode = 203 Then BCleft = 0 ' Left Arrow
If keycode = 200 Then BCup = 0 ' Up Arrow
If keycode = 208 Then BCdown = 0 ' Down Arrow
If keycode = 205 Then BCright = 0 ' Right Arrow
End If
End Sub
and
Sub Table1_KeyDown(ByVal keycode)
' GNMOD
If EnteringInitials Then
CollectInitials(keycode)
Exit Sub
End If
If keycode = PlungerKey Then
If EnableRetractPlunger Then
Plunger.PullBackandRetract
Else
Plunger.PullBack
End If
SoundPlungerPull
End If
If keycode = LeftFlipperKey And Not Tilted Then
LeftFlipper.TimerEnabled = True 'This line is only for ninuzzu's flipper shadows!
LeftFlipper.RotateToEnd
SoundFlippers("LfUp")
End If
If keycode = RightFlipperKey And Not Tilted Then
RightFlipper.TimerEnabled = True 'This line is only for ninuzzu's flipper shadows!
RightFlipper.RotateToEnd
SoundFlippers("RfUp")
End If
If keycode = StagedRightFlipperKey And Not Tilted Then
UpRightFlipper.RotateToEnd
SoundFlippers("RfUp")
End If
If keycode = LeftTiltKey Then
Nudge 90, 2
Check_Tilt
End If
If keycode = RightTiltKey Then
Nudge 270, 2
Check_Tilt
End If
If keycode = CenterTiltKey Then
Nudge 0, 4
Check_Tilt
End If
' Manual Ball Control
If keycode = 46 Then ' C Key
If EnableBallControl = 1 Then
EnableBallControl = 0
Else
EnableBallControl = 1
End If
End If
If EnableBallControl = 1 Then
If keycode = 48 Then ' B Key
If BCboost = 1 Then
BCboost = BCboostmulti
Else
BCboost = 1
End If
End If
If keycode = 203 Then BCleft = 1 ' Left Arrow
If keycode = 200 Then BCup = 1 ' Up Arrow
If keycode = 208 Then BCdown = 1 ' Down Arrow
If keycode = 205 Then BCright = 1 ' Right Arrow
End If
If keycode = 4 Then
playsound "Coin_In_" & Int(Rnd*3)+1, 0.9
AddCredit
If Tilted Then
ScoreText002.Text = " PRESS"
ScoreText003.Text = "START"
End If
End If
If keycode = 5 Then
playsound "Coin_In_" & Int(Rnd*3)+1, 0.9
AddCredit
' keycode = StartGameKey
End If
If keycode = StartGameKey And Credits > 0 Then
CheckCredits
End If
End Sub
Now if you dont have staged fliipper buttons (10.8 thing)
No big deal
cause you'd map those in vpx prefs to same keys as normal flippers anyways
This is primarily a cabinet thing, but cab owners will love you for it, even though it seems trivial.
When you get to the point of doing physics, i think you will find it beneficial to separate objects that have collision into their own layers
post rubbers, peg rubbers, small medium and large rubber bands, ball guides, woods, metal rails etc.
this makes it easier to then go back and pick all of your small rubberbands for example, and apply a physics material for them
JP's physics is easy to use
Yell when you are ready to make the table do positional sounds for physical table noises, can show you how to do those sound lines
is not difficult.