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I was in the middle of doing my own personal MOD for the Ravens when I saw this table…been a Ravens fan since day one!…thanks for this great table, now I just need the db2s to go with it
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Multi ball mode doesn’t work, I don’t know how to script it or how/if it interacts with the rom in any way…so unfortunately the lack of this feature makes the table a fail!!! ?…So unless someone can show me how to rectify this, I won’t be able to put out a final revision…sad, I thought it turned out pretty good until the multi ball issue was brought to my attention
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I would like to add the credit light to the apron, but I don’t know what light number it is…I tried 1 through 7 (the remaining lights not assigned, but to avail)…how would I script that the light is on if credits are 1+?
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Version 1.03 coming soon
with improved ramps and gi lighting routine
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Thank you 32assassin, I have been scratching my head wondering how I was going to make the GI turn off when the mini playfield was in effect, and then turn back on again when main playfield was back in play…I can’t thank you enough for the help you have provided, I hope to post an update soon
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Thank you Daryl for pointing out the mistake in the script…who would have thought a simple quotation mark would cause so much irritation (my fault for not knowing how to script in the first place) and thank you STAT for your support and interest in this great williams gem from the past, I fixed the ball getting stuck by the upper flipper…if the flipper is held up it will still get stuck but as soon as the flipper is dropped back down the ball immediately gets knocked loose…as far as the ball missing the kicker cup…I have seen it miss in videos of the real table, but I also have it roll right passed it on a direct hit…that only happens rarely, but the point is it shouldn’t happen like that at all **pounds fist**
1.02 should be the version that’s good to go with no worries, I will wait for any future input on the little details I have to work on until I put out any further updates…enjoy everyone, this has been a great learning experience, the VP community is fantastic!
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I used the VP9 Script as reference, and it had the callback for the knocker commented out, and it doesn’t seem to have a Solenoid associated with it (maybe that’s why they commented it out)…so I don’t know if that is it or not…I will try to get the match on the VP9 version and see if it returns an error as well
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I stumbled onto a problem and I have no idea how to fix it, so I am asking anyone who may have a solution to please help me…
When you end up matching the number for a free game, VP crashes and I get this error…as I have stated before I am a noob when it comes to writing script so I have no clue as to where I went wrong…here is a screen cap of the error

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I’m pretty sure I removed those invisible walls and put rubbers and posts behind the upper flippers, the ball gets stuck for me as well, I tried moving the flipper out a bit, but visually it didn’t look as good. Â If you just flick the flipper a bit it knocks the ball loose until I get a chance to adjust things appropriately
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Thanks for this. is this your firs build?
Yes it is my first build, but I owe anything good about it to the authors before me that I have learned so much from just by studying their great releases!
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Rubbers added behind upper flippers, to address ball stuck issue mentioned by Drybonz, hopefully it helps
https://www.dropbox.com/s/70moesee0npkl2e/Jungle%20Lord%20%28Williams%201981%29-VPX-v1.vpx?dl=0
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I uploaded a new table with revised magnasave script…I originally had it scripted wrong!
Use same dropbox link as before
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Here is Jungle Lord VPXÂ v1.0
Must use VP10.1 or higher
Artwork taken from Francisco666 Future Pinball table
Script is a combination of old VP9 Script from Kristian’s table, and JPSalas’ VPX version of Black Knight (Since they share the same Williams S7 system)
Drybonz did some testing for me (thanks for coming forward with the offer)…and I incorporated some of his suggestions for the lighting
Still missing some sounds, and I’m not entirely happy with the ramps…but it’s not bad for my first attempt at building, its hard following in the footsteps of such giants!
Enjoy, and please help improve upon the table in anyway possible
https://www.dropbox.com/s/70moesee0npkl2e/Jungle%20Lord%20%28Williams%201981%29-VPX-v1.vpx?dl=0
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Here is an update of my progress, I would like any interested people to test this table out and let me know what needs to be fixed/improved….if you would like to test it, send me a message pleaseGI lighting is just static, and there is no script written for ball rolling sounds or collision etc.
Still looking for a bike horn sound effect as well
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Can anyone in the community help me find a suitable sound effect for the “Horn” sound (ex. it occurs when you hit a LORD letter you already have lit)…and the corresponding solenoid, plus the solenoid that is linked to the GI lighting, cause I would like them to turn off when the LORD Mini Bagatelle is triggered as it does in videos I have viewed, any help and input is appreciated
Thank you all in advance
Anthony T.
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Thank you Randr for your help, I have it running right now, just have to add some sounds to some table elements, finish the lighting, and then everyone can enjoy
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I have been able to script the table so it only kicks one ball into the mini bagatelle….now the only thing I have lacking is a way to make the ball on the mini bagatelle smaller, if I can accomplish that, I will be golden!
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Thank you for the input everyone has given me so far…I have made progress but still have some issues…I am now able to trigger the ball launching in the mini bagatelle in the upper corner, but it ends up kicking 2 balls, instead of just 1…and I need to find a way to make the ball inside the mini bagatelle smaller than the main tables default ball size
the current script I have for the kickers is…
Sub Kicker1_Hit:LowerKicker.AddBall 0:End Sub
Set LowerKicker = New cvpmBallStack
LowerKicker.InitSaucer Kicker1,39,306,11
LowerKicker.KickAngleVar=2Sub Kicker2_Hit:UpperKicker.AddBall 0:End Sub
Set UpperKicker = New cvpmBallStack
UpperKicker.InitSaucer Kicker2,38,270,2
UpperKicker.KickAngleVar=5Sub MiniKicker(Enabled)
Kicker3.CreateBall
Kicker3.Kick 0, 10
Playsound “fx_solenoid”
End SubSub UpperEnter_Hit
UpperEnter.Destroyball
UpperExit.CreateBall
UpperExit.Kick 180, 7
End SubSub Drain_Hit:Playsound “fx_drain”:bsTrough.AddBall Me:End Sub
Attached is a pic with arrow pointing at the ball in the kicker triggering the mini bagatelle kicker, and another arrow pointing at the 2 balls that are too large in the minibagatelle
Any help is appreciated, I just want to make this work so I can contribute to the community
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My bad, I was indeed referring to the kickers, one at the top of the right ramp and one in the top right of upper playfield…when you hit it, the ball is held and a separate ball is launched up from a third kicker in the mini-bagatelle on the upper left, after the ball goes down a L O R D lane, the ball in play gets kicked out of the kickers I mentioned. Â I looked at other scripts from the vp9 versions of JL that I found, but can’t make any sense of it
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Ok I’ve been able to wing it by using the script from VPX Black Knight table by JPSalas as a template, but I have hit a roadblock, I have no idea how to script the saucers that initiate the kicker in the mini bagatelle in the corner of the upper playfield, if anyone can help me, I will appreciate it, and you will be rightfully credited.
Script so far is in attachment
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