I just edited this and I am showing everyone how to do it
Its pretty easy in the script under whichever trigger lets say trigger 6
you would write a class and within the class put this:
bMultiBallMode = True
BallsOnPlayfield = BallsOnPlayfield + 1
EndOfBallTimer.Enabled = False
Kicker1.CreateBall
Kicker1.SolenoidPulse
Adding kicker1 adds a ball to the table
and bMultiBallMode = True tells the table you are in multiball mode
EndOfBallTimer.Enabled = False lets the table know to wait till all balls have drained before going to next ball
You will notice on case 5 and 13 the table is in multiball mode.
Here is a class with a trigger
Sub Trigger6_Hit
Addscore (1000)
Bulb28.State = 1
Select Case Wave6
Case 1: Bulb18.State = 1 'these are raft lights every other raft is multiball
Case 2: PlaySound"GetTheExtraBall"
Bulb60.State = BulbBlink
Bulb60.BlinkPattern = "10"
Bulb60.BlinkInterval = 450
Case 3:Bulb28.State = 0
Case 4:
Case 5: Bulb19.State = 1 'these are raft lights every other raft is multiball
PlaySound "100"
AddScore(100000)
bMultiBallMode = True
BallsOnPlayfield = BallsOnPlayfield + 1
EndOfBallTimer.Enabled = False
Kicker1.CreateBall
Kicker1.SolenoidPulse
Case 6:
Case 7: Bulb28.State = 0
Case 8:
Case 9: Bulb20.State = 1 'these are raft lights every other raft is multiball
Case 10:
Case 11: Bulb28.State = 0
Case 12:
Case 13: Bulb21.State = 1 'these are raft lights every other raft is multiball
PlaySound "100"
AddScore(100000)
bMultiBallMode = True
BallsOnPlayfield = BallsOnPlayfield + 1
EndOfBallTimer.Enabled = False
Kicker1.CreateBall
Kicker1.SolenoidPulse
Case 14:
End Select
Wave6 = Wave6 + 1
If BallsOnPlayfield = 1 Then
bMultiBallMode = False 'This means on the last ball multiball mode is off and when the ball drains it will go to the next ball.
ResetForNewPlayerBall()
End If
End Sub
There you go everyone this is one way to add balls to the table for multiball mode.
Enjoy.
Edited by 1000, 23 April 2024 - 10:24 PM.