Jump to content



Photo
- - - - -

HELP! Last Action Hero

Last Action Hero

  • Please log in to reply
22 replies to this topic

#1 javier1515

javier1515

    Pinball Fan

  • VIP
  • 574 posts
  • Location:Villa Maria Cordoba

  • Flag: Argentina

  • Favorite Pinball: The Addams Family, Hook



Posted 25 June 2014 - 10:14 PM

I have a problem with the Lock Post from Last Action Hero, failed to work properly. 

JPSALAS could not find a solution and the old version of the table Lock malfunctioning too. 

Lock behavior post has to lock 2 balls and then return them in the multiball, but I can not make it work this way. 

 

Can anyone help me with this problem? 

It is the only thing needed to release the table. 

 

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#2 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 25 June 2014 - 10:43 PM

what is malfunctioning?  Is it not letting the balls out.  or is it just one at a time.  or what is going on


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#3 javier1515

javier1515

    Pinball Fan

  • VIP
  • 574 posts
  • Location:Villa Maria Cordoba

  • Flag: Argentina

  • Favorite Pinball: The Addams Family, Hook



Posted 25 June 2014 - 10:55 PM

Do not block the ball and when the blocking continues to activate the lock until it releases the ball.

 

This is the code I use Lock and has a time 300 

 

'LockPost

Sub LockPost(Enabled)

    bsVLock.SolExit Enabled

    If Enabled Then

        PlaySound "diverter"

        Post.IsDropped = 1 'Drop the post

        Post.TimerEnabled = 1

    End If

End Sub

 

Sub Post_Timer

    Me.TimerEnabled = 0

    Post.IsDropped = 0

    PlaySound "diverter"

End Sub


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#4 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 25 June 2014 - 11:30 PM

It sounds similar to what was needed on a table you recently shared with me...but I suppose I don't understand the problem.

 

It locks 2 balls, then releases for multiball

Does it only release one ball? Does it release both balls at the same time? What action needs to happen and what action is happening incorrectly...?

Are there switches on both locks?


Do not block the ball and when the blocking continues to activate the lock until it releases the ball.

 

This is the code I use Lock and has a time 300 

 

'LockPost

Sub LockPost(Enabled)

    bsVLock.SolExit Enabled

    If Enabled Then

        PlaySound "diverter"

        Post.IsDropped = 1 'Drop the post

        Post.TimerEnabled = 1

    End If

End Sub

 

Sub Post_Timer

    Me.TimerEnabled = 0

    Post.IsDropped = 0

    PlaySound "diverter"

End Sub

 

Should be Post_Timer.Enabled = 1, not Post.TimerEnabled = 1

 

edit: I see in the picture that there are switches underneath. I think you have the same problem I had.....


Edited by freneticamnesic, 25 June 2014 - 11:38 PM.


#5 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 25 June 2014 - 11:42 PM

I'm About to have this problem with bop also,  so i'm curious to work out the solution.

 

I'm assuming it is not coded as a visible lock class?


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#6 javier1515

javier1515

    Pinball Fan

  • VIP
  • 574 posts
  • Location:Villa Maria Cordoba

  • Flag: Argentina

  • Favorite Pinball: The Addams Family, Hook



Posted 25 June 2014 - 11:50 PM

@Unclewilly: no, it's not a visible lock, try that way but the problem persists. 

 

 

@ freneticamnesic the code is fine, I'm not using the time to object, the time I'm using the same object.

 

 

sorry for my English..


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#7 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 25 June 2014 - 11:55 PM

Then what is the problem? Is it releasing 1 ball? 2 balls? no balls? does it register the ball on the switch or not?



#8 javier1515

javier1515

    Pinball Fan

  • VIP
  • 574 posts
  • Location:Villa Maria Cordoba

  • Flag: Argentina

  • Favorite Pinball: The Addams Family, Hook



Posted 26 June 2014 - 12:03 AM

The problem is that it does not block any ball, and if by chance some ball locks.. the LockPos is activated repeatedly


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#9 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 26 June 2014 - 12:08 AM

The post drops before the ball gets to the ball lock, or does it drop once a ball hits the ball lock? Does it ever say "ball 1 locked" on the DMD? If you put up a manual wall, will it say "ball 1 locked" even though the post dropped?



#10 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 26 June 2014 - 12:21 AM

Or is it reversed. Is the post up and the solenoid pulls the post down.
I see you do have a v lock there.
If you remove the post altogether does it work with just the vlock.

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#11 javier1515

javier1515

    Pinball Fan

  • VIP
  • 574 posts
  • Location:Villa Maria Cordoba

  • Flag: Argentina

  • Favorite Pinball: The Addams Family, Hook



Posted 26 June 2014 - 12:36 AM

Dropped once it reaches the blockage. 

 

Today I was playing in the real Pinball at the home of a friend to get me all the doubts of the operation of Lock, and when the balls are locked puts nothing in DMD, first blocking a ball then blocks the second ball. and the only way that is free with multiball. 

and if you are in the ball multiball .. blocks until you lose all the other balls.

 

 

Unclewilly Might if I send the table the table and see more clearly the problem. if you disagree, of course. 

my English is very bad, and I can not explain well.


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#12 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 26 June 2014 - 12:41 AM

please do.  I'd like to see it to better understand what is going on


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#13 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 26 June 2014 - 12:54 AM

I've beta tested the table for bugs a lot, what I can say about the lock is that, when you are in the process of locking a second ball via crane it will release the first ball. - This I've confirmed.

 

Another thing I'd noticed was if you lock the ball on your 3rd ball, this will cause the table to bug - it won't relaunch a new ball for you. - I've seen this a number of times, the crane will start moving back and forth and the table switches will flip - looking for the ball.

 

I'm not sure but I swear I thought I'd seen the ball get randomly released, I've seen this happen a few times and I'm pretty sure it wasn't during a multiball.  This is only speculative since I haven't been able to pinpoint any circumstances when this happens since it's only happened a few times on me, so don't quote me on that but I thought I'd mention it.

 

 

Other than this final ball locking issue the table seems bug free to me.

 

 

On a side note, since dmd was mentioned, a friend of mine who used to own a LAH a long time ago said the dmd sequence for "CHICKEN' shows the cars start up but never shows them crash (in the current VP one) but he says he remembers for sure that it used to show them crash.  Not sure the deal with that but yeah there it is.


Edited by dark, 26 June 2014 - 01:04 AM.


#14 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 26 June 2014 - 01:10 AM

I'll have to look at the rules to see how to lock a ball and play with it..
Trying to run the coil test to see if the post moves.
Is this data east?

Hmm. Need to play with it. Seems to be coded correctly.

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#15 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 26 June 2014 - 01:12 AM

Yes it's data east.  The post moves, like I mentioned with locking a ball on third ball it malfunctions (not launching a new ball after locking a ball on your third ball) then, it's like it doesn't stay down long enough for that.  To release the ball I have to forward tilt to make the post lower and hopefully make it fall before it comes back up again - enough times it will in fact come back up before the ball falls past it.


Edited by dark, 26 June 2014 - 01:14 AM.


#16 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 26 June 2014 - 01:24 AM

If I remember correctly there is also supposed to be a trigger or something on the crane to detect the ball has entered the crane. Not sure if this helps.... From what I understand the crane on this table in real life is buggy as hell, so they put the trigger there to detect balls, so multi ball wasn't missed if a ball fell off the crane or the crane didn't drop the balls to the lock area. The trigger was placed all the way at the end of the crane ramp by the operator cockpit.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#17 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 26 June 2014 - 02:01 AM

It actually had a "virtual lock" in the programming so even if the crane wasn't working the locking of balls "virtually" would still happen.

 

As far as mechanisms on the crane itself, it has a coil which extends and retracts a small wire upwards onto the ball surface of the crane holding it in place while it turns.  It wasn't too uncommon for the ball to come loose during this due to the shaker motor shaking the crane so much - so again the virtual lock in the event this happens.



#18 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 26 June 2014 - 02:24 AM

One other idea. Have you tried it without the virtual lock.
Just using the post and switches without the kickers

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#19 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 26 June 2014 - 02:40 AM

@UW:  It's sort of confusing to try to keep track of whether or not it's virtually locking balls or not, I've got the 6 ball multiball a few times, whether or not its with virtual lock or not I couldn't tell you.  All I know is the real game had this "virtual lock" in its programming.  I can't really speak for this VP LAH version's scripting since that's not my area of expertise.



#20 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 26 June 2014 - 02:47 AM

Oh I understand. But technically all the vpm classes really are just switches and solenoids. And for a visible lock you should be able to work it identically to the visible lock class just using the switches and the lock post. That is what I did in the prior version of bride of pinbot. The only issue I had was wether the lock post stayed down long enough to let a ball through

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif






Also tagged with one or more of these keywords: Last, Action, Hero