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DOFLinx - Examples for adding DOFLinx full cabinet feedback support to a Future Pinball table!


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#1 TerryRed

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Posted 05 October 2016 - 01:27 AM

 
DOFLinx - Examples for adding DOFLinx full cabinet feedback support to a Future Pinball table:
 
If you are like me, you need real examples as a reference when learning something new. When it comes to adding DOFLinx support to a Future Pinball table script, I find it easier to have a list of the commonly used commands with a simple explanation of what they are, and what they are doing. This way I can just do a simple "copy and paste" and change what I need.
 
I decided to make a reference guide for myself, and I thought it may be helpful to others. This is NOT a replacement for the main DOFLinx Guide, and you should always "read the manual" first to know how to setup a Future Pinball table to be able to use DOFLinx commands.
 
 
DOFLinx Supported Devices:
 
These are the main devices DOFLinx supports. Here is a list for easier searching in a table script. 
 
It's a good idea to list whatever devices you have used, into your table script (near the beginning) for easy reference, like this:
 
' DV_LF   = Left flipper 
' DV_RF   = Right flipper 
' DV_LS   = Left slingshot 
' DV_RS   = Right slingshot 
' DV_ML   = Mid field left solenoid 
' DV_MC   = Mid field center solenoid
' DV_MR   = Mid field right solenoid
' DV_BL   = Back left solenoid 
' DV_BC   = Back center solenoid 
' DV_BR   = Back right solenoid
' DV_FLOL = Flasher, outside left
' DV_FLIL = Flasher, inside left
' DV_FLCN = Flasher, center
' DV_FLOR = Flasher outside right
' DV_FLIR = Flasher, inside right
' DV_KN   = Knocker
' DV_FN   = Blower Fan
' DV_SH   = Shaker
' DV_GR   = Gear Motor
' DV_SR   = Strobe
' DV_BK   = Beacon
' BUT_ST  = Start button
' BUT_EX  = Exit button
' BUT_CN  = Coin button
' BUT_EB  = Extra Ball button
' BUT_LB  = Launch Ball button
' BUT_FR  = FIRE Button
 
 
DOFLinx Command Examples:
 
NOTE: This is not every possible command and option, but they are a good reference to start with. You may need to adjust values according to your preference. Always read the DOFLinx Guide for up to date and complete details.
 
All DOFLinx commands begin with FF_
 
Everything after '  is considered a "comment / note" and is ignored in the table script. It's good to have these with EVERY command entry to make it easier for troubleshooting and to help others know what is happening in the script.
 
 
=======Button Lights===================================================
 
These are the main buttons that are at the font of your cabinet. They can be ON, OFF, flashing, or fading.
 
FF_Button BUT_CN,BA_OFF,0,0        'DOFLinx - Coin Light - OFF
 
FF_Button BUT_CN,BA_ON,0,0         'DOFLinx - Coin Light - ON
 
FF_Button BUT_ST,BA_FD,1000,50   'DOFLinx - Start Button - Fading ON and OFF - 1000 iterations - 0.5 secs
 
FF_Button BUT_ST,BA_OFF,0,0          'DOFLinx - Start Button - OFF
 
FF_Button BUT_ST,BA_ON,0,0           'DOFLinx - Start Button - ON
 
FF_Button BUT_LB,BA_OFF,0,0          'DOFLinx - Launch Ball Button - OFF
 
FF_Button BUT_LB,BA_FL,1000,50     'DOFLinx - Launch Ball Button - Flashing - 1000 iterations - 0.5 secs
 
FF_Button BUT_EX,BA_ON,0,0           'DOFLinx - Exit Button - ON
 
FF_Button BUT_EX,BA_OFF,0,0         'DOFLinx - Exit Button - OFF
 
FF_Button BUT_EB,BA_FL,1000,50   'DOFLinx - Extra Ball Button - Flashing - 1000 iterations - 0.5 secs
 
FF_Button BUT_EB,BA_TT,50             'DOFLinx - Extra Ball Button - ON for 
 
 
The FIRE button is similar to the Stern FIRE button on the lockdown bar.
 
FF_Button BUT_FR,BA_OFF,0,0         'DOFLinx - FIRE Button Light - OFF
 
FF_Button BUT_FR,BA_FL,1000,10   'DOFLinx - FIRE Button Light - Flashing - 1000 iterations - 0.1 secs
 
 
 
=======5 RGB Flashers==================================================
 
Examples for the 5 RGB flashers, or the "flasher bar" that is commonly at the back of the playfield screen. They can be ON, OFF, flashing, or fading with a specific colour or a random colour.
 
 
FF_Flasher DV_FLIR,FL_FD,10,20,100,"Green"         'DOFLinx Flasher-Inner Right-FADE, 10 iterations, 0.20 secs, 100 % intensity, Colour = Green
 
FF_Flasher DV_FLOL,FL_FD,10,20,100,"Random"    'DOFLinx Flasher-Outer Left-FADE, 10 iterations, 0.20 secs, 100 % intensity, Colour = Random
 
 
'DOFLinx - ALL Flashers FLASH Red when Tilted
FF_Flasher DV_FLOL,FL_FL,10,20,100,"Red"  
FF_Flasher DV_FLIL,FL_FL,10,20,100,"Red"
FF_Flasher DV_FLCN,FL_FL,10,20,100,"Red"
FF_Flasher DV_FLOR,FL_FL,10,20,100,"Red"
FF_Flasher DV_FLIR,FL_FL,10,20,100,"Red"
 
 
This is an example of how to use FF_FlasherForMs to have a RGB flasher work with the flashforms values (already in the script), instead of using FF_Flasher and trying to guess your timings for the flashing.
 
flasher1.flashforms 1000, 500, bulboff   'The Future Pinball flashforms command
 
FF_FlasherForMs 1000,500,bulboff,DV_FLOL,100,"Orchid"   'DOFLinx-Flasher-Outer Left, ends with flasher off (bulboff), 100 % intensity, Colour = Orchid
 
 
=======Strobes===========================================================
 
Strobes are basically bright white flashers. They are simply turned ON for a specified time. The type of strobe (self-flashing / always ON / ON and OFF time specified by user) is configured in the DOFLinx.ini file. 
 
FF_Dev DV_SR,50               'DOFLinx - Strobe ON for 0.50 secs
 
 
=======Beacon============================================================
 
Beacons are the police / warning lights that are on top of the backbox. It is simply turned ON for a specified time. The type of beacon (self-flashing / always ON / ON and OFF time specified by user) is configured in the DOFLinx.ini file. 
 
FF_Dev DV_BK,200              'DOFLinx - Beacon ON for 2 secs
 
 
=======RGB Under Cabinet Lights==========================================
 
This is the RGB lighting that is under the cabinet.
 
FF_Colour "Red",RGB_CH,0      'DOFLinx - RGB - Red - Change Colour
 
FF_Colour "Blue",RGB_TT,500   'DOFLinx - RGB - Blue - Change to Colour then revert back, 5 secs
 
FF_Colour "Green",RGB_DF,0    'DOFLinx - RGB - Change Colour based on RGB_STYLE etc in DOFLinx.ini
 
 
========Shaker===========================================================
 
This is the shaker motor inside the cabinet. It simply turns ON for a specified time.
 
FF_Dev DV_SH,200      'DOFLinx - Shaker - ON for 2 secs
 
 
=======Gear Motor========================================================
 
This is the gear motor inside the cabinet. It simply turns ON for a specified time.
 
FF_Dev DV_GR,150      'DOFLinx - Gear Motor - ON for 1.5 secs
 
 
========Blower Fan=======================================================
 
This is the blower fan which can be on top of the backbox or inside the cabinet. It simply turns ON for a specified time.
 
FF_Dev DV_FN,75               'DOFLinx - Blower Fan - ON for 0.75 secs
 
 
========Knocker==========================================================
 
Knocker (loud wack!) that triggers ON.
 
FF_Dev DV_KN,-1               'DOFLinx - Knocker engages for the default run time specified in DOFLinx.ini file.
 
 
=====Flippers, Bumpers, Slingshots, etc - Solenoids=============================
 
The following commands will simply trigger the solenoid for the default run time specified in the DOFLinx.ini file. This is achieved with the -1 time setting.
 
FF_Dev DV_LS,-1                  'DOFLinx - Left Slingshot
 
FF_Dev DV_RS,-1                  'DOFLinx - Right Slingshot
 
FF_Dev DV_ML,-1                  'DOFLinx - Middle Left Bumper, Drop Target, etc
 
FF_Dev DV_MC,-1                  'DOFLinx - Middle Center Bumper, Drop Target, etc
 
FF_Dev DV_MR,-1                  'DOFLinx - Middle Right Bumper, Drop Target, etc
 
FF_Dev DV_BL,-1                  'DOFLinx - Rear Left Bumper, Drop Target, etc
 
FF_Dev DV_BC,-1                  'DOFLinx - Rear Center Bumper, Drop Target, etc
 
FF_Dev DV_BR,-1                  'DOFLinx - Rear Right Bumper, Drop Target, etc
 
Engage the solenoid for a specific amount of time, or turn OFF
 
FF_Dev DV_FL,2000              'DOFLinx - Left Flipper, ON for max 20 secs
 
FF_Dev DV_FR,2000             'DOFLinx - Right Flipper, ON for max 20 secs
 
FF_Dev DV_ML,100               'DOFLinx - Middle Left Bumper, Drop Target, etc, 1 secs
 
FF_Dev DV_LS,0                   'DOFLinx - Left Slingshot, OFF
 
 
=======Solenoids, Actions and Night Mode====================================
 
DOFLinx can be setup so that your solenoids and other actions can replace / mute the in game sounds for your flippers, slingshots, bumpers,etc. IF there is no FP Link detected, or "Night Mode" is activated, then the in game sound that is specified will play.  Note that automatic sounds (with no Playsound command used) that are assigned to an object (like a flipper) need to be removed and used with the FF_Sound command.
 
FF_Sound DV_LF,1000,"fx_FlipL"  'DOFLinx - Left Flipper - ON - max 10 secs, play "fx_FlipL" if FP Link is not active or in Night Mode
 
FF_Sound DV_LF,0,"fx_DownL"     'DOFLinx - Left Flipper - OFF, play "fx_DownL" if FP Link is not active or in Night Mode
 
Consult the DOFLinx guide for more information on how to setup Night Mode.
 
=======================================================================
 
 
Those are some of the most common DOFLinx commands used, and I hope this is helpful to anyone who wants to add DOFLinx support to a Future Pinball table. It may seem daunting at first, but a reference like this really does help and you catch on pretty quickly. Just be patient and understand that one author's table may be scripted differently than other tables. "Find" is your friend, as is adding in notes beside everything you enter into the script. Make backups along the way in case you mess something up.
 
Have fun, and be creative! Share your ideas and works!
 
 
This guide will be updated as needed, or in case I messed up somewhere.

Edited by TerryRed, 18 October 2016 - 05:05 PM.


#2 DDH69

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Posted 05 October 2016 - 03:27 AM

Lovely stuff TerryRed.  Its great to have another perspective when explaining things.  The options via DOFLinx are many, but really its simple.

 

One little enhancement if I may.  Your statement below is completely correct.

 

FF_Colour "Green",RGB_DF,0    'DOFLinx - RGB - Change Colour based on RGB_STYLE etc in DOFLinx.ini

 

What needs to be considered is how powerful this option is.  Essentially using RGB_DF means that the undercab (or any device defined with RGB_OUTPUT=) will follow the colour method defined in the person's INI file by RGB_STYLE , RGB_TRIGGER.  This means if you use the above command in a FP table, the cabinet will start displaying and changing colours automatically as the owner has setup.  As such you can get a continual changing colour pattern as the table is played.

 

By using the other temporary colour commands, such as RGB_TT, the FP table author can change the undercab lighting at a specific moment (ie tilt, bumper,etc), then allow it to go back to its automatic cycle because they start up RB_DF.


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