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Magna Saves


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#1 chepas

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Posted 30 April 2014 - 05:01 AM

		// Magna Save
		AddSolenoid("MagnaL",9,"BxCoilMagnet");    //MagnaSave
		AddSolenoid("MagnaR",10,"BxCoilMagnet");    //MagnaSave	
                public override void InitDriver()
		m_driver.AddActionSwitch("keyGameSpecific1",45);//Magna save button
		m_driver.AddActionSwitch("keyGameSpecific2",46);//Magna save button

Unable to locate FP_CoilMagnet script for MagnaL.

 

Not sure how you go about this. I did add in triggers where the magnets are, "MagnaL". Which object do you use for a magnet if there is one?

I have looked through black knight script and not much pops out to me there.

 

Edit:

They're actually working with a trigger object. Didn't bother to test them because of the error.

 

The error is still there "Unable to locate FP_CoilMagnet script"


Edited by chepas, 30 April 2014 - 05:03 AM.

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#2 louizou

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Posted 30 April 2014 - 04:24 PM

yo chepas,

 

here comes a little help for creating a magnet.

 

In FP:

 

-create a round light

-it's name must start with PU3D#Magnet#   (example: PU3D#Magnet#magnetname)
-the diameter of FP object=magnet force
-glow radius of FP object= magnet influence zone
 
Scripting:
 
just use its name( without the PU3D#Magnet#)  as in this example: AddSolenoid("magnetname",9,"BxCoilMagnet");

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#3 chepas

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Posted 30 April 2014 - 04:45 PM

Thanks. Glow radius of 100 works well. I did try a lot lower to begin with but this gives a nice kickback when you tap magna on/off. :)


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000