Jump to content



Photo
- - - - -

Drop target problems


  • Please log in to reply
4 replies to this topic

#1 s1500

s1500

    Enthusiast

  • Members
  • PipPipPip
  • 396 posts
  • Location:twin cities

  • Flag: ---------

  • Favorite Pinball: Fun House

Posted 19 June 2012 - 12:58 PM

So I have a bank of drop targets on my table. For the longest time, nothing happened when I hit them, despite the code(to my knowledge) being good.

Moved the targets away & tried 5 fresh ones. They work now, but only once.

I have a script routine where if all 5 targets are dropped, it raises them back up again. Nothing fancy. But once they are re-raised, they never detect hits again. They just sit there, regardless of how many times they are hit.

Is there something special you have to do with drop targets in FP? I never encountered such problems like this in VP.

#2 JonBaker

JonBaker

    Enthusiast

  • Members
  • PipPipPip
  • 343 posts
  • Location:Where time has no meaning

  • Flag: Scotland

  • Favorite Pinball: Hong Kong Phooey - Doesn't exist but it should

Posted 19 June 2012 - 02:44 PM

Drop Targets are reset with the SolenoidPulse command. If Drop Targets are set up individually then each target will have to reset. But if you've set up the targets as a bank then the entire bank can be reset at the same time with the SolenoidPulse command.

If you have it, open up Sc-Fi Classic and look for the code in the script to see how to make a bank of targets drop and reset.

#3 s1500

s1500

    Enthusiast

  • Members
  • PipPipPip
  • 396 posts
  • Location:twin cities

  • Flag: ---------

  • Favorite Pinball: Fun House

Posted 19 June 2012 - 03:20 PM

I used individual targets since I wanted different bitmaps for each target. I'll have to recheck my code to see if I actually used SolenoidPulse for the reset routine, whether it was for beginning of ball or "i hit all the drop targets".

#4 mark1

mark1

    Enthusiast

  • VIP
  • 139 posts
  • Location:Mpls,MN

  • Flag: ---------

  • Favorite Pinball: all



Posted 20 June 2012 - 03:25 AM

Try this,

sub DropTarget3_Hit()
PlaySound "droptargetdropped"
Addscore(500)
checkdrops()
end sub
sub DropTarget4_Hit()
PlaySound "droptargetdropped"
Addscore(500)
checkdrops()
end sub
Sub checkdrops()
If ( DropTarget3.Dropped = TRUE and DropTarget4.Dropped = TRUE )Then
lightspecial.Set BulbBlink, "10", 150
PlaySound "drop1000"
Resetdrops()
End If
end sub


sub Resetdrops()
DropTarget3.solenoidpulse (250)
DropTarget4.solenoidpulse (250)
end sub

Sub EndOfBall()
Resetdrops()
end sub

#5 s1500

s1500

    Enthusiast

  • Members
  • PipPipPip
  • 396 posts
  • Location:twin cities

  • Flag: ---------

  • Favorite Pinball: Fun House

Posted 21 June 2012 - 02:21 AM

Well I'll be darned. Changing it to "solenoidpulse" did the trick. Thanks!