Star Wars – Empire Strikes Back, The (Hankin 1980) Sound Mod v1.2

Viewing 8 posts - 21 through 28 (of 28 total)
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  • #64353
    Thalamus
    Moderator
      @thalamus
      ContributorMemberModerator

      Yeah. That is probably why I got the ball stuck there on 32’s release and you now got into the same problem and needed to move it slightly. Just play around with the values BorgDog mentions, it all depends on how you want the table to play. I can tell you what I prefer, not what is right.

      1 user thanked author for this post.
      #64354
      xenonph
      Participant
        @xenonph
        MemberContributor

        I just updated table. Let me know if it plays any better for you.

        #64359
        Sven34
        Participant
          @sven34
          Member

          Thank you  xenonph for New Update 1.4  :good:

           

          1 user thanked author for this post.
          #64388
          Mark70
          Participant
            @mark70
            Member

            “For the new update .. I thank”  :)

            1 user thanked author for this post.
            #65029
            STAT
            Participant
              @stefanaustria
              MemberContributor

              Thanks, please can you explain, what you did with the Targets to Fix ?

              #65031
              xenonph
              Participant
                @xenonph
                MemberContributor

                The drop targets were mistakenly set to the wrong solenoid callback number.

                Here is what it looks like in script…

                 

                Starting at Line 27

                SolCallback(1) = “vpmSolSound SoundFX(“”knocker””,DOFKnocker),”
                SolCallback(2) = “dtTDrop.SolDropUp”
                SolCallback(3) = “bsSaucer.SolOut”
                SolCallback(4) = “bsSaucer2.SolOut”
                SolCallback(5) = “dtCDrop.SolDropUp”
                SolCallback(7) = “bsTrough.SolOut”
                SolCallback(19)= “vpmNudge.SolGameOn”

                 

                So I went up to the solenoid callbacks and started fiddling around. (This is after 3 or 4 days trying to add code to get targets to reset!!)

                I first just switched the numbers with 5 and 2, because I noticed they were reseting after hitting plunger lane. So I just figured they were backwards somehow.

                I then just switched the T and C in the name (Shown in bold.) Both methods worked and targets reset properly now!!

                 

                Now someone has told me the flipper isn’t cycling upper lights. (Says on apron, Right Flipper Advances Starship Lanes.)

                Going to try and see if I can fix that, but as a beginner to all this, it may be out of reach for me.

                1 user thanked author for this post.
                #65033
                xenonph
                Participant
                  @xenonph
                  MemberContributor

                  Just fixed Right Flipper advancing upper Starship lanes.

                  Uploading now.

                  Added these lines to Key Up and Key Down Subs..

                  If keycode=rightflipperkey then controller.switch(1)=0

                  If keycode=rightflipperkey then controller.switch(1)=1

                   

                  I love working on these tables!!

                  #65121
                  xenonph
                  Participant
                    @xenonph
                    MemberContributor

                    I just added sound effects and a couple other things.

                    32assassin is the one who made a great table!!

                    Glad you like it!!

                  Viewing 8 posts - 21 through 28 (of 28 total)

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