- This topic has 128 replies, 3 voices, and was last updated 3 years, 7 months ago by Badazzwi.
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April 4, 2019 at 10:30 am #122551
According to the manual, sw18 is for the center shot, so combining it with startCenterWireRamp_Hit would not be appropriate. The switch should be added to the playfield surface right above “Hey, Move Your Car!”
Current Project: Perpetual updates of VPX physics.
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April 4, 2019 at 12:51 pm #122590Hmm. I know that both of you guys should be able to provide the fix via a repo I’ve come to know. Any reasons why you don’t ?
Wob’s second post about how to do it in a script-only way came from exactly this discussion – if the table isn’t updated we at least have a way to capture the fix in your repo, but it’s better if the table gets fixed officially.
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April 4, 2019 at 2:07 pm #122604Not my repo Rob. Ours. (Community) And, yes – nothing is better than a updated corrected table.
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April 4, 2019 at 5:02 pm #122644According to the manual, sw18 is for the center shot, so combining it with startCenterWireRamp_Hit would not be appropriate. The switch should be added to the playfield surface right above “Hey, Move Your Car!”
I have only just realised that startCenterWireRamp_Hit is actually on the raised ramp and not the PF :wacko:. I am a newbie at the editor, I now see startCenterWireRamp_Hit has a Surface defined, I assume that puts it on the ramp?
So as @rothbauerw has stated startCenterWireRamp_Hit wouldn’t be appropriate, so script fix it out.
His placement is pretty much spot on, this is where it end up with a simple drop in of the VP9 sw18, also worth noting there should be a wire gate here, probably omitted because the ramp obscures it anyway, but that is beyond my skill level with the editor :)
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April 4, 2019 at 6:25 pm #122677According to the manual, sw18 is for the center shot, so combining it with startCenterWireRamp_Hit would not be appropriate. The switch should be added to the playfield surface right above “Hey, Move Your Car!”
I have only just realised that startCenterWireRamp_Hit is actually on the raised ramp and not the PF :wacko:. I am a newbie at the editor, I now see startCenterWireRamp_Hit has a Surface defined, I assume that puts it on the ramp?
So as @rothbauerw has stated startCenterWireRamp_Hit wouldn’t be appropriate, so script fix it out.
His placement is pretty much spot on, this is where it end up with a simple drop in of the VP9 sw18, also worth noting there should be a wire gate here, probably omitted because the ramp obscures it anyway, but that is beyond my skill level with the editor :)
Thanks for the head’s up about this. There is a gate right next to it that can be copy and pasted and moved in to place. It is sw36Gate. Might need to adjust the height of it. I haven’t gone that far with it yet.
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April 4, 2019 at 6:34 pm #122681Thanks for the head’s up about this. There is a gate right next to it that can be copy and pasted and moved in to place. It is sw36Gate. Might need to adjust the height of it. I haven’t gone that far with it yet.
I decided to have a crack at doing just that, looking at some pictures sw36Gate should actually be a little further up that lane, near where the switch primitive is. I did have to lower the gate height so it didn’t impact the ramp above. I also modified the trigger placement to match the gate similar to sw36\gate36, and added in a screw on the right of the gate.
It has minimal impact as it is mostly obscured by the ramps, but this was my end result, quick debug test and the ball moves though at triggers each gate as expected.
I have even more respect for table authors now having played with the editor a little more, it “interesting” to work with. :)
Before\After
New Gate Values
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April 5, 2019 at 5:32 am #122755Thanks fuzzel
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April 5, 2019 at 6:01 am #122765Sweet. Can’t wait to get home to play this one. I miss my machine. Thanks to all who made it possible. Great work as always.
BTW, has anyone seen a color DMD for this table?
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April 5, 2019 at 7:03 am #122783Thanks for the update!
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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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April 5, 2019 at 7:52 am #122789@fuzzel : Thank you !!
— and that goes for you too @wob76 / @djrobx
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April 5, 2019 at 9:54 am #122804Great table and the lighting is wonderful! Thank you very much for this!
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April 5, 2019 at 10:13 am #122806Thanks, @fuzzel!
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April 5, 2019 at 11:48 am #122809Love this table—play it often–thank you
"And in the end, the love you take is equal to the love you make"
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April 5, 2019 at 11:56 am #122811I learned what a credit dot is. I noticed it but didn’t know what it meant.
Current Project: Perpetual updates of VPX physics.
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April 5, 2019 at 1:34 pm #122828Thanks for the update. Just a small suggestion, the ramp protectors are under the playfield on the bottom, they are together on the same primitive, but if u raise them a little they look fine and at least with a cabinet POV I can’t see a gap (Z -> 2,5)
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April 5, 2019 at 3:41 pm #122864Thanks for adding the fixes @fuzzel
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April 5, 2019 at 5:32 pm #122894Thanks so much for the fixes. Much appreciated.
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April 6, 2019 at 9:38 am #123024Is it just me, or is the gate you added overtly loud? When i hit the move your car area and it rattles out, it makes very loud almost twang.
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April 6, 2019 at 12:53 pm #123054If you don’t like it. Use sound manager to lower its volume. Or, replace it with another sample. Just find the sound. Press the reimport from button and pick a replacement sound.
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April 7, 2019 at 6:40 pm #123315I tried that, and can’t seem to find it…weird. I’ll look again.
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