Thought I'd break this out as a separate thread given we could need a bit of back and forth as we consider this.
Hmmm, that is a bit tricky since I don't know how the status of the flashers is retained by DOFLinx....
As an example of my other project.... I wanted to do a repulsor blast effect. So I wanted to have the flashers slowly fade up "white" to about 75%, then blast to MAX 100% quickly, and then fade down to 0 at a different rate. The Fade Down is the tricky part, as I can't "start" a flasher command at a level other than 0,"off".
Maybe have a "single" FADE command.....
Flasher Start / End Fade:
FF_Flasher DV_FLxx,SE_FD,"time","start","end","Colour"
-this would do only a FADE UP, or a FADE DOWN of the flasher
-the "start" and "end" values are brightness levels, and determine whether its a Fade Up or Fade Down command.
-if "start" is a higher value than "end", then it Fades Down.
-if "start" is a lower value than "end", then it Fades Up.
-choosing "-1" for "start" would use the "current" or "active" brightness level of a flasher while in operation, and then either Fade Up or Down, depending on what value "end" is.
-"Colour" could have an option of "-1" or "Current" that would allow the command to use whatever "Colour" is "current" or "active" while in operation.
That would cover all options right there..... took me a while to sort that out in my head.
BulbBlink / BlinkPattern:
Since we are talking about feature requests.... one other option that could save A LOT of work would be a "BlinkPattern" type of option for the standard flash or fade commands.
A flasher in Future Pinball can be set to either ON, OFF, or BulbBlink. If it's BulbBlink, then the flasher will flash on or off based on a pattern of 1's and 0's, like below:
Light5.Set BulbBlink, "101000011111111110", 125
Every 125ms, Light5 will flash on for every "1" and flash off for every "0"...and then repeat this sequence until another ON or OFF command is given. FP supports a maximum of 32 states.
So for DOFLinx, you have the standard FF_Flasher command like below:
FF_Flasher DV_FLxx,FL_FL,"intervals","time","brightness","Colour"
DofLinx real example would be like:
FF_Flasher DV_FLOL,FL_FL,2,125,100,"White"
To support "BulbBlink" and "BlinkPattern" type of function, the new DOFLinx command could be like this:
FF_Flasher DV_FLxx,FL_FL,"BulbBlink","time","brightness","Colour","sequence"
real DOFLinx BulbBlink example:
FF_Flasher DV_FLOL,FL_FL,BulbBlink,125,100,"White","101000011111111110"
This would result in the flasher changing its flash / fade state (to match the 1's and 0's) every 125 ms at 100% brightness, with the colour White. When it reaches the end of the "sequence", it repeats until another FF_Flasher command is given.
This one command would make matching light sequences on a table sooooo much easier. Just like the FF_FlasherForMs command you created.
Man, this went on for longer than I thought it would....good thing I'm off for a few days!
Hmmm, that is a bit tricky since I don't know how the status of the flashers is retained by DOFLinx....
As an example of my other project.... I wanted to do a repulsor blast effect. So I wanted to have the flashers slowly fade up "white" to about 75%, then blast to MAX 100% quickly, and then fade down to 0 at a different rate. The Fade Down is the tricky part, as I can't "start" a flasher command at a level other than 0,"off".
Maybe have a "single" FADE command.....
Flasher Start / End Fade:
FF_Flasher DV_FLxx,SE_FD,"time","start","end","Colour"
-this would do only a FADE UP, or a FADE DOWN of the flasher
-the "start" and "end" values are brightness levels, and determine whether its a Fade Up or Fade Down command.
-if "start" is a higher value than "end", then it Fades Down.
-if "start" is a lower value than "end", then it Fades Up.
-choosing "-1" for "start" would use the "current" or "active" brightness level of a flasher while in operation, and then either Fade Up or Down, depending on what value "end" is.
-"Colour" could have an option of "-1" or "Current" that would allow the command to use whatever "Colour" is "current" or "active" while in operation.
That would cover all options right there..... took me a while to sort that out in my head.
BulbBlink / BlinkPattern:
Since we are talking about feature requests.... one other option that could save A LOT of work would be a "BlinkPattern" type of option for the standard flash or fade commands.
A flasher in Future Pinball can be set to either ON, OFF, or BulbBlink. If it's BulbBlink, then the flasher will flash on or off based on a pattern of 1's and 0's, like below:
Light5.Set BulbBlink, "101000011111111110", 125
Every 125ms, Light5 will flash on for every "1" and flash off for every "0"...and then repeat this sequence until another ON or OFF command is given. FP supports a maximum of 32 states.
So for DOFLinx, you have the standard FF_Flasher command like below:
FF_Flasher DV_FLxx,FL_FL,"intervals","time","brightness","Colour"
DofLinx real example would be like:
FF_Flasher DV_FLOL,FL_FL,2,125,100,"White"
To support "BulbBlink" and "BlinkPattern" type of function, the new DOFLinx command could be like this:
FF_Flasher DV_FLxx,FL_FL,"BulbBlink","time","brightness","Colour","sequence"
real DOFLinx BulbBlink example:
FF_Flasher DV_FLOL,FL_FL,BulbBlink,125,100,"White","101000011111111110"
This would result in the flasher changing its flash / fade state (to match the 1's and 0's) every 125 ms at 100% brightness, with the colour White. When it reaches the end of the "sequence", it repeats until another FF_Flasher command is given.
This one command would make matching light sequences on a table sooooo much easier. Just like the FF_FlasherForMs command you created.
Man, this went on for longer than I thought it would....good thing I'm off for a few days!





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