January 11, 2017 at 12:19 pm #45489
I finally got to work on 3 Angels. I kinda started and stopped a few times. I just couldn’t get motivated. But go the flippers, slings, kickers, and shaker done and now I’m back in the zone. I love how these games come alive when adding DOFLINX. I do have two questions for the other guys (TerryRed, Senseless, etc). First, are times for things being on/off same for FP and DOFLinx (i.e is 4000 = 4000 for a timed event on a toy)? The reason I ask is that I try to time the shaker to the spinners. But seems the shaker lasts longer. I’ve timed the shaker to match the spinner.pulse timer. But seems off. Second, I tried to add a timer to the backglass for the usual DOFTimer stuff, but it would not let me. Said it already had maxed out on objects (800) and that I could not add anymore. Now, I don’t find this hard to believe, because if you’ve ever seen 3 Angels or looked at the playfield before loading the game, you will see it is PACKED with stuff. So, unless there is away to add more objects, I’ll just have to do dedicated flashers and no fancy animations for the lighting effects.
…oh, and as for timing. Yes DOFLinx, and FP values are different.
FP timers will work in milliseconds, so a timer with 500 will equal 0.5 secs
For DOFlinx with FP specifically it works different than the rest of DOFLinx’s functions. (DDH69 could explain the why better than I can). DOFLinx with FP works in hundredths (I think).
So for a shaker in DOFLinx in FP:
FF_Dev DV_SH,350 ‘DOFLinx – Shaker
….would equal the shaker being on for 3.5 seconds.
Hope the helps.
(I gave you an answer to your object limit issue on the previous page…in case you may have missed it)January 11, 2017 at 12:23 pm #45492
Alright, so SLAM give me the go ahead to upload the DOFLinx mod of Star Wars DSA (Ultimate 1.04), as he will be uploading the normal version on his site eventually…
While waiting for me to get that done….here is a cool video demo to tide you over. This may be the last video I can do for a while so enjoy it while you can!January 11, 2017 at 12:48 pm #45502senselessParticipant
Nice, can’t wait to play the DOFLinx version :). I will be working on Nightmare on Elmstreet over the weekend.
@Dr Tom: For flashers with the FlashForMs commands the timing (in milliseconds) is identical if you use the FF_FlasherForMs commands. For the shaker I just don’t know as I don’t have one to test with :).
- This reply was modified 1 week ago by senseless.
Some users who have liked this topic:January 11, 2017 at 7:54 pm #45537January 14, 2017 at 11:46 pm #45731
OK guys….so as of tomorrow I will be away from my wife and kids and my pinball cabinet for about 4 months for training for my job. I will be home on some weekends. I’m not sure what I will be able to do in the meantime, as the military is great for not giving you essential details that really matter to you.
I hope to work on some FP DOFLinx mods while away. Anything I am working on, I will let you know on here.
It’s been a great year of virtual pinball cabinet building, modding and tweaking. Can’t wait to get back to it full-time.
Some users who have liked this topic:January 17, 2017 at 5:28 pm #45987
Good luck, Terry!
I should be uploading 3 Angels tonight or tomorrow. Looks pretty good. If nothing else, just watching this one load up is a treat. Then, don’t insert a coin, just let the attract mode play and watch the thunder and lightning. A shaker motor really makes this game pop, but not essential. A heck of a lot of code to mod in this one. But I kept the light animations at a minimum because so much was already programmed into the game. Hope you guys enjoy when you play it.January 17, 2017 at 5:49 pm #45988randrKeymasterJanuary 18, 2017 at 8:13 am #46034
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