2001 (Gottlieb 1971)

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  • #71973
    Loserman76
    Participant
      @loserman76
      vipMemberContributor

      2001 (Gottlieb 1971)

      VPX conversion of 2001

      thanks to GNance, Arngrim
      others to thank: JPSalas, Pinuck, hauntfreaks, Borgdog

      in addition to the “standard” keys (typically “1” to start game and “5” for coin), I’ve added “3” as another coin input and “4” for coin and auto-start game (like I recall the dime slots generally were) to simulate 3 coin slots

      when game is not in progress, holding down left flipper for about 3-5 seconds will bring up the options menu. left flipper selects item, right flipper changes option.

      I’ve also included shadows for the ball and flippers. If you want to turn them off look for these lines at the beginning of the script:

      Const ShadowFlippersOn = true
      Const ShadowBallOn = true

      change to false if you want either of the shadows not showing on your tables

      4 users thanked author for this post.
      #72240
      rothbauerw
      Moderator
        @rothbauerw
        ModeratorContributorMembervip

        Chimes sub on this table is missing the DOF calls.  Easy cut and paste from another table for those with Chimes unit in their cab.

        Current Project: Perpetual updates of VPX physics.

        #72246
        Scottacus
        Participant
          @scottacus
          MembervipContributor

          I’m getting a topvisible error for LSling2 (line 646),  obj.IsVisible=0 (line 2073) and Type Mismatch for HSScore (line 1921)

          Problem fixed, these lines are from the VP9 script.  Somehow that got opened when PBXRecorder was trying to record the table.

          #72259
          Loserman76
          Participant
            @loserman76
            vipMemberContributor

            Ok, I will have the chimes code fixed in the next update. In the mean time if you want to make the change yourself, look for Sub PlayChime(x) and replace that section with this:

            Sub PlayChime(x)
            if ChimesOn=0 then
            Select Case x
            Case 10
            If LastChime10=1 Then
            PlaySound SoundFXDOF(“SpinACard_1_10_Point_Bell”,140,DOFPulse,DOFChimes)
            LastChime10=0
            Else
            PlaySound SoundFXDOF(“SpinACard_1_10_Point_Bell”,140,DOFPulse,DOFChimes)
            LastChime10=1
            End If
            Case 100
            If LastChime100=1 Then
            PlaySound SoundFXDOF(“SpinACard_100_Point_Bell”,141,DOFPulse,DOFChimes)
            LastChime100=0
            Else
            PlaySound SoundFXDOF(“SpinACard_100_Point_Bell”,141,DOFPulse,DOFChimes)
            LastChime100=1
            End If

            End Select
            else
            Select Case x
            Case 10
            If LastChime10=1 Then
            PlaySound SoundFXDOF(“SJ_Chime_10a”,140,DOFPulse,DOFChimes)
            LastChime10=0
            Else
            PlaySound SoundFXDOF(“SJ_Chime_10b”,140,DOFPulse,DOFChimes)
            LastChime10=1
            End If
            Case 100
            If LastChime100=1 Then
            PlaySound SoundFXDOF(“SJ_Chime_100a”,141,DOFPulse,DOFChimes)
            LastChime100=0
            Else
            PlaySound SoundFXDOF(“SJ_Chime_100b”,141,DOFPulse,DOFChimes)
            LastChime100=1
            End If
            Case 1000
            If LastChime1000=1 Then
            PlaySound SoundFXDOF(“SJ_Chime_1000a”,142,DOFPulse,DOFChimes)
            LastChime1000=0
            Else
            PlaySound SoundFXDOF(“SJ_Chime_1000b”,142,DOFPulse,DOFChimes)
            LastChime1000=1
            End If
            End Select
            end if
            End Sub

            2 users thanked author for this post.
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