- This topic has 28 replies, 11 voices, and was last updated 5 years, 5 months ago by Joey Beaulieu.
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May 21, 2017 at 11:07 pm #55012
Let’s finish this table. Pm me
Info here if you’ve not seen the progress lodger and gtxjoe have made with this table over the past couple years.
Punch it!
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May 21, 2017 at 11:11 pm #55013Cool build and should be completed!
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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May 22, 2017 at 1:31 am #55014https://s-media-cache-ak0.pinimg.com/originals/3a/91/35/3a91356bde8507dc66073c475826bc99.jpg
WOW, so many goings on!
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May 31, 2017 at 7:26 am #56087Looks really nice. Â What needs to be coded?
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May 31, 2017 at 7:28 am #56088Haven’t done an original in a while but if you need something let me know
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May 31, 2017 at 10:23 am #56093I’m going through and catching up on it now, I think we’re closer to final code than I remembered, the main thing that needs to be added is scoring and multipliers, fairly easy we just have placeholder scoring in there right now. Then for the third level of each mode (6 modes total) I want to make the targets harder. Right now it replicates the first mode, ie. hit all 6 blinking lights. For the third mode I want the lights to move randomly, when you hit a target while it’s blinking, the light goes solid , then another light starts blinking and randomly jumping between each of the 6 targets, so on and so on. I think just a timer right? I’ve never scripted something like that.
I think the bulk of the work remaining is just making DMD clips which I’m slowly getting through
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May 31, 2017 at 10:29 am #56094Yeah, Â a timer, Â random number generator, Â and a variable or array containimg the target light sttate, so you don’t turn the one on that was just hit. Or one that has already been hit
U
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May 31, 2017 at 10:30 am #56095Table looks awesome. Â For some reason when i look at it i think of big bang bar
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May 31, 2017 at 10:32 am #56096Can you hurry up with it I’m trying to add it to my collection for my vp dvd auction on ebay lol
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May 31, 2017 at 11:07 am #56097Can you hurry up with it I’m trying to add it to my collection for my vp dvd auction on ebay lol
Not funny BOSS! ok it was funny
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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May 31, 2017 at 11:48 am #56098Table looks awesome. For some reason when i look at it i think of big bang bar
it’s the tube, very big bang bar like… not my intention!
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May 31, 2017 at 1:56 pm #56099lol was really funny!
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June 1, 2017 at 6:30 am #56160Yeah, a timer, random number generator, and a variable or array containimg the target light sttate, so you don’t turn the one on that was just hit. Or one that has already been hit U
ok random generator is easy enough, do you have an example (know of any tables that already do this) that could clue me in on making sure the lights get lit and don’t flash again?
also noticing that the random number isn’t really random…. it seems to follow the same pattern over and over. I can close the table start it again and I know which light is going to blink first.
Punch it!
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June 1, 2017 at 8:04 am #56163basically. When the mode starts, Â set all the lights to flashing and set the array of lights to all equal 2.
Run the random number generator. And set the array for that number to 1. Â Turn that numbered light to flashing.
When that numbered target gets hit set the light to on. Â Set that number in the array to 0.
First check to see if all the lights are on, Â check the light state array to see if they are all set to 0. Â If they are mode over, Â reset all the lights to off. Â If not
Then run the random number generatir again. Â Use a case statement with an if statement inside to compare the number to the same numbe in the lightstate array. Â If it does nit equal 0 ir 1, Â light the light. Else run it again through the case statememt.
Thats the best i can come up with here at work while I’m cooking.
I’m sure once you get the gist, Â you will make it a nice easy way
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June 1, 2017 at 8:06 am #56164Not sure how to make the random numner generator more random
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June 1, 2017 at 12:37 pm #56172Wish I had more time to do scripting, Fren. Â You can ping me if there stuff here and there you want me to look at…
For random number, try adding the word, Randomize, Â somewhere in the top of the script and see if that makes each table start different
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June 1, 2017 at 1:48 pm #56190Wish I had more time to do scripting, Fren. You can ping me if there stuff here and there you want me to look at…
For random number, try adding the word, Randomize, somewhere in the top of the script and see if that makes each table start different
I wish you did too!
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June 1, 2017 at 3:01 pm #56194And me too, cuz I can’t wait for this table!!
Not sure if this will help or not.. Â but I took the “random” number generator IÂ was using in my athf table.. Â and tried to make it a bit more random. Â Seems to be lighting the lights in a random order…. Â If that works… I think you should be able to adopt some convoluted if statments that.. Â if the light is lit it will skip it and pick another random light. Â Again, I’m doing something similar with my athf table.. Â if you have completed an event (light lit) it skips it and picks another. Â In my case I tell it to pick another, but I’d think you should just be able to pick another random number.. Â Might also be an easier way to do it too…? Â I’am an idea guy not a streamline programer.. …. anywho.. Â let me know if this is sorta what you were thinking.. Â and if not.. Â ignore :P
https://www.dropbox.com/s/rsf9bofr2fv9c8m/RandomLights.vpx?dl=0
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June 2, 2017 at 12:21 am #56250Yep randomize is the key. Good fun
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June 2, 2017 at 4:01 am #56252Uploaded a new version
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