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Viewing 20 posts - 41 through 60 (of 311 total)
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  • #39510 Report
    Joe P
    Participant
    @chargedcobra

    I am getting a error after I start a game and get ready to launch the ball. As soon as I use the flippers it says “Line 378  variable is undefined: ‘DOFFlippers'”

    Kinda new to this so any help will be great!

    #39511 Report
    Daryl
    Participant
    @allknowing2012
    Member

    variable is undefined: ‘DOFFlippers’”

    You need the latest contoller.vbs  and perhaps best to grab the latest 10.2 vp beta.

    #39516 Report
    senseless
    Participant
    @senseless
    Member

    Great table, thanks! Another beauty :).

    #39543 Report
    Dodger
    Participant
    @dodger1980

    Table looks and plays awesome. I don’t have any big problems, hitting the shuttle ramp. I think it works really nice. :good:

    Thx to everybody involved.

    #39544 Report
    STAT
    Participant
    @stefanaustria
    MemberContributor

    Awesome wrd ! Had a bit time to Play … wuff, very cool ! Thanks also dark, and all involved !
    Is there a reason, why you use _7 Rom against _8 in your Script ?

    #39713 Report
    roar
    Participant
    @roar
    Member

    I think this table moves to the top of the list for best looking VPX tables… it is like looking at the real thing… amazing!

    #39719 Report
    wrd1972
    Participant
    @wrd1972
    MembervipContributor

    Ok guys an update is in the works.

    I located a real BOP and gained some very valuable experience on how it plays.  First off, the shuttle ramp is playing very similar to the real thing. So no major physics changes are needed. One other thing I noticed is that the real machine was playing noticeable faster than the VP table. So I have added more slope to the table to speed things up some. Also sped up the ball in the crossover ramp a bit.

    One issue I have been fighting is inconsistent slingshot kicks. Seems the ball would hit a sling and not activate on a frequent basis. This was due to using a collidable rubber and the sling wall was somehow butting heads with it. I have made the main rubber NON collidable and added two additional walls to form the perimeter of the sling. So with only the sling wall on the hitting side, it is playing a ton better. This issue was greatly affecting gameplay IMO..but now its fixed.

    JP’s ball rolling sounds have been added.

    Will add the shooter ramp sound soon.

    Numerous small visual tweaks plus a missing GI light under the shuttle ramp.

    Thanks again for all of the compliments and support. And expect an even better playing table very soon. :good:

     

     

    My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,

    40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support

    1 user thanked author for this post.
    #39721 Report
    randr
    Keymaster
    @randr
    ModeratorMember

    Hard to think it can be better? But I’m sure it will be :good:

    ********************************************************
    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

    ********************************************************

    #39732 Report
    Mark70
    Participant
    @mark70
    Member

    Thanks again for all of the compliments and support. And expect an even better playing table very soon. :good:

    We thank YOU :) :good:

    #39807 Report
    wrd1972
    Participant
    @wrd1972
    MembervipContributor

    Getting real close to releasing an update.

    Need some help on a few things from some scripters.

    • The two animated switch arms in the ball lock area, are not remaining moved when the ball or balls are parked.  They move initially but return to their normal position in the middle of the parked ball. Will someone please send me the required sripting to fix this?
    • I have a trigger just before the shooter lane wire ramp. It is call “Rwirestart” and it is used to play the wire ramp rolling sound. When the ball comes down the cross-over ramp and reewnters the shooter lane to be plunged again. It is hitting this trigger and playing the wire ramp rolling sound when it should not. I need the “Rwirestart” somehow linked to the SW52 so that the only time the sound plays, is during a plunge. In other words, I need “Rwirestart” to only activate with forward ball motion.

    I am trilled with how the table is playing now. I actually tuned it while playing the real thing. Yes at the real machine, laptop on top of the glass, in a bowling alley. They must have thought I was nuts. LOL

    My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,

    40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support

    #39809 Report
    rothbauerw
    Moderator
    @rothbauerw
    ModeratorContributorMembervip

    Aren’t we all a little nuts?

    Current Project: Perpetual updates of VPX physics.

    #39811 Report
    Jesperpark
    Participant
    @jesperpark
    Member

    Now that is dedication…totally wrong but great dedication to realism :yes:

    #39812 Report
    randr
    Keymaster
    @randr
    ModeratorMember

    Yeah your nuts! But that’s good for us!

    ********************************************************
    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

    ********************************************************

    #39813 Report
    Umpa
    Participant
    @umpa
    Member

    That’s awesome!

    #39821 Report
    Drybonz
    Participant
    @drybonz
    Member

    Now that is dedication… 

    I was about to say the same exact thing.  Way to go, wrd.     :good:

    #39823 Report
    Drybonz
    Participant
    @drybonz
    Member

    Hey wrd… I was just thinking, and I don’t know how do-able this would be or if you would be interested, but if you did an apron thing for the top “three flashing lights” sign, kind of like mfugemann did for Junkyard, a person could stretch the table a little closer to aspect ratio correctness (not needing to keep the top sign visible on the screen).

    Just thought I would throw it out there as an idea.  Feel free to disregard.

    #39845 Report
    wrd1972
    Participant
    @wrd1972
    MembervipContributor

    Hey wrd… I was just thinking, and I don’t know how do-able this would be or if you would be interested, but if you did an apron thing for the top “three flashing lights” sign, kind of like mfugemann did for Junkyard, a person could stretch the table a little closer to aspect ratio correctness (not needing to keep the top sign visible on the screen). Just thought I would throw it out there as an idea. Feel free to disregard.

    I would do this only if it were a switchable option in the script. If some one wants to script it, I will add it to the table.

    My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,

    40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support

    #39846 Report
    wrd1972
    Participant
    @wrd1972
    MembervipContributor

    Okay, next release is ready except for the two scripting issues I mentioned a few posts back. If someone can help me fix those two issues, I will release the update today.

     

    My VP Pincab /MAME Arcade Specs: MSI Micro-ATX Z390m MOBO, Core I5-9600K CPU @ 3.70GHz, 16GB NVRAM, Nvidia 1660 Super,

    40" PF Sony gaming LED TV, Dual 23" monitors in the backbox , Pinscape w. expansion board, Full DOF - Full MAME arcade support

    #39862 Report
    nFozzy
    Participant
    @nfozzy

    Getting real close to releasing an update. Need some help on a few things from some scripters.

    • The two animated switch arms in the ball lock area, are not remaining moved when the ball or balls are parked. They move initially but return to their normal position in the middle of the parked ball. Will someone please send me the required sripting to fix this?
    • I have a trigger just before the shooter lane wire ramp. It is call “Rwirestart” and it is used to play the wire ramp rolling sound. When the ball comes down the cross-over ramp and reewnters the shooter lane to be plunged again. It is hitting this trigger and playing the wire ramp rolling sound when it should not. I need the “Rwirestart” somehow linked to the SW52 so that the only time the sound plays, is during a plunge. In other words, I need “Rwirestart” to only activate with forward ball motion.
    1. The way the script works, the switch stays in the down position until the trigger gets an “unhit” event. Have you tried just making the trigger bigger (maybe change it to a square shape?)
    2. I don’t see Rwirestart, maybe I don’t have the latest version, but you can add the conditional logic of “if  activeball.vely < 0 then” to only call the sound it if the ball’s going up.
    #39870 Report
    rothbauerw
    Moderator
    @rothbauerw
    ModeratorContributorMembervip
    1. The way the script works, the switch stays in the down position until the trigger gets an “unhit” event. Have you tried just making the trigger bigger (maybe change it to a square shape?)

    Actually, it looks to me like it’s not waiting for the unhit.  The timer moves it and then snaps it right back.  Let me do some testing and if I can figure it out, I’ll PM you the fix.

    Current Project: Perpetual updates of VPX physics.

Viewing 20 posts - 41 through 60 (of 311 total)
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