Hey guys. . . having an issue with my mode completions. Essentially I have 3 modes and they all work in that when mode one is completed and the ball drains it repopulates the table as it should for mode 1 (lights/sounds/etc) and then once mode 2 is reached and the ball drains it repopulates the table as it should for mode 2 and the same with mode 3. . . my problem is when I want the process to start over after mode 3. For example mode 3 has many lights lit, flashing, and sound playing and mode 3 opens an opportunity for the ball to be destroyed in a lock (at which point if destroyed the ball is lost and decremented) or may end up draining. Once that happens how can I get the table to reset as it was on the very first ball with no mode completed?
I thought I had it with a fourth mode set to reset everything to off, which kind of worked, but then once I complete what's necessary for mode 1 to kick in and the ball drains, no ball is kicked out on the table and mode 1 lights/sounds are not activated and I have to exit the table.
I'm using the following:
If ModeComplete(CurrentPlayer) = 1 Then 'lights/sounds/etc for mode 1 memory
If ModeComplete(CurrentPlayer) > 1 Then ' lights/sounds/etc for mode 2 memory
If ModeComplete(CurrentPlayer) = 3 Then 'lights/sounds/etc for mode 3 memory
and at the event completion points
ModeComplete(CurrentPlayer) = 1
ModeComplete(CurrentPlayer) = 2
ModeComplete(CurrentPlayer) = 3
but I've also tried If ModeComplete(CurrentPlayer) = 1 Then
If ModeComplete(CurrentPlayer) = 2 Then
If ModeComplete(CurrentPlayer) = 3 Then
So I need a "loop" from the first ball on the table through the 3 modes that work and after mode 3 opens a lock(mode 4?) which may destroy the ball or if the ball is not destroyed in the lock but drains when released from the lock, the whole process begins again.
I hope that makes sense. . . thanks for any guidance you can provide!
>edit: ok, I see where I initially left out the ModeComplete(CurrentPlayer) = 0 when I initialized the variable so I added that and made the event (locking in the kicker) after mode 3 mark the point to be ModeComplete(CurrentPlayer) = 0, but no luck.
Here's what happens when the ball enters the lock (which is the point to reset the mode when the ball is lost either by the kicker destroying it or by draining after released from kicker in time):
If the kicker destroys the ball the table resets seemingly as it should (all lights/sounds off), but once I complete the tasks to mark mode 1 complete, if the ball drains there is no new ball created in the plunger lane. . . the table just sits there, flippers are active but can't do anything and have to exit table.
If the kicker kicks the ball out in time to not be destroyed by the kicker and then drains, it retains mode 3 lights and sounds (even though hitting the kicker is what should have triggered mode 0 to be recalled when the ball drains (or is destroyed)
EDIT>>> Resolved. Napivo identified the table thought there was more than one ball on the playfield. Once I added BallsOnPlayfield = BallsOnPlayfield - 1 where the ball is destroyed by the kicker all modes function as expected.
Thanks Napivo!
Edited by saecrow, 11 July 2013 - 10:54 PM.




Top








are all trademarks of VPFORUMS.