Borgdog collected and standardized this collection of primitive kickarms featuring a Bally arm, a Gottlieb one, and the plastic tip one from the default table. These are all sized, rotated and origined together so they are easily substituted with each other. All scale in at 100,100,100; put Z at about -30 (adjust to taste); use ObjRotZ to orient facing how you want in the table, then RotX with positive numbers to animate with the script below.
Sub RightSlingShot_Slingshot PlaySoundAtVol SoundFXDOF(”right_slingshot”,105,DOFPulse,DOFContactors), slingR, 1 DOF 106,DOFPulse addscore 10 RSling.Visible = 0 RSling1.Visible = 1 slingR.rotx = 20 RStep = 1 RightSlingShot.TimerEnabled = 1 End Sub
Sub RightSlingShot_Timer Select Case RStep Case 3:RSLing1.Visible = 0:RSLing2.Visible = 1:slingR.rotx = 10 Case 4: slingR.rotx = 0:RSLing2.Visible = 0:RSLing.Visible = 1:RightSlingShot.TimerEnabled = 0 End Select RStep = RStep + 1 End Sub
1.0 This post was originally just a Bally metal kickarm but then...
Borgdog aligned, scaled and assembled this pack of pre-existing kickarms in order to get them all functioning the same way. Sweet!
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