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)
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