- This topic has 52 replies, 5 voices, and was last updated 3 years, 5 months ago by Conehead.
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November 30, 2019 at 12:24 pm #153005
@32assassin : mband both balls ended up in the right corner. Looked like they didn’t like the first bend – but, won’t swear on it.
https://photos.google.com/photo/AF1QipNRObQ90tHSkWTAH5_oCm84o2pSn6uZyHM6MaHN
As you see, the no toys version. Did not investigate if the other.
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November 30, 2019 at 4:47 pm #153057getting a 404Â on your link
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
November 30, 2019 at 5:44 pm #153071Ok – this one then ? https://www.dropbox.com/s/tnqn3gmq4qfzh80/20191130_191944.jpg?dl=0
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November 30, 2019 at 7:15 pm #153077the ball is getting stuck in places it should not get stuck on
I added a hidden 100 height wall on layer 2, for orbit and plunger shots.
I got the balls tuck in the same place with a Right Ramp shot. so I increase the physical ramp walls to 100
for all the ramp entrances
I also added a ramp roof to the Right ramp (layer 8).
I added the primitive wire gates to the previous version but forgot to hide the physical gates.
Only the NO toys table was updated.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
December 2, 2019 at 6:38 pm #153236https://www.dropbox.com/s/5j20xbl9hkvaepn/20191203_012033.jpg?dl=0
Seems fine to me now. I managed to provoke a lost ball indicated above. Looked like it came from where the arrow indicates, but, I didn’t find anything that it actually collidable there. Jumped over toilet and ended up on the left. I just wonder, was it maybe sw23 ? Hard to say.
BUT, this was after I had played it for a while without issues, and just for the hell of it giving it 6k strong flippers to really provoke the table. Don’t think it is going to happen with regular flippers.
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December 3, 2019 at 3:50 pm #153280same thing happened to me but in another place, a crazy ball bounce that ended behind a rubber.
I increased the height of all the hidden walls that where not beneath a ramp and set the scatter angle to 0
increased the physical ramp walls to 120
both files where updated.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
December 3, 2019 at 4:09 pm #153284So go back and download the prior dropbox files?
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December 9, 2019 at 3:11 pm #153923hey there guys. djrobx has been working on this table too. I used it and its a fairly good upgrade!
I asked if you guys are collaborating. he said you are welcome to add to his work.
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December 9, 2019 at 4:39 pm #153928I’m not sure what physical object changes he has done so I don’t know what to take from his table
and I made to many to add my stuff to his.
the only thing I was able tot take from his table was
updated mini me code
Dome updates.
I tried to take his Primitive animation updates Laser/Dr Evil
but I’m not familiar with his cvpmMyMech  call
I use cvpmMech.
Both tables have been updated,   the NO Toys table will error out because it has the updated Primitive animation code.
I’m not sure what needs to be changed in order to fix that.
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
September 3, 2020 at 7:47 am #199271Hi all this table is awesome, just one question how can i setup the fire button to work on my lockdown bar? I can see stuff in the script but cant make it work, any help will be apreciated.
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September 3, 2020 at 12:33 pm #199290@arrestis : Do you have any tables where it is working already ? If so, please point me in the right direction and I’m sure I’ll figure it out for you.
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September 3, 2020 at 2:18 pm #199294the fire button is the ” LockBar/Fire” button in your VP key settings
Open a table that has a working Lockdown button to see the variable name its using
or
open the VPMkeys.vbs and it will give you variable names you can user when you map your buttons
don’t copy and past this code to other tables as the rom ID will change from table to table
add a second line in the  Keydown and keyup calls
Keydown
If keycode =Â Fire1 Then Controller.Switch(53)=1
Keyup
If keycode =Â Fire1 Then Controller.Switch(53)=0
(make sure you are pressing the menu key or map it to another key but if this does not work use Fire2)
once you identified the correct variable name you can map all your tables that use a plunger button to your fire button by
changing (or adding a second line )Â to the plunger switch call
If keycode = plungerkey then Controller.Switch(Plunger swich ID)=1
to
If keycode = “FireBUtton” then Controller.Switch(Plunger switch ID)=1
and you wil be able to use the fire button as a plunger button
You then can eliminate the need for a plunger button
see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0You need to login in order to like this post: click here
November 24, 2020 at 9:46 pm #212037Here’s a stupid question…where’s the scoreboard?
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