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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Thu Dec 17, 2015 10:19 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
Tempting Paolo, but alas Gimli needs to take a sabbatical.
I am driving my wife crazy with my pinball obsession.....I really love playing CADASH, it looks very cool in 3d !!

Thanks again Wild !


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Mon Jul 11, 2016 7:32 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1410
Location: Italy
ok, I'm going to still work on this, to finish it....but it will be nothing short of colossal enterprise to finish this alone.

I can complete a mission, but I cannot complete the super jackpot, to end the table and start over again...and also,something much less complicated....I know it is very important to the code(if bla-bla-bla= true_or_false)to have success,for complete a table....our friend, helped me with the test..at the moment, Gin....hey GN..you ok?

if I can finish this, I have a couple of other interesting tables to play, and build.... but still I have not figured out how to set this code in my mission, even in a simple way, for example, if I,hit three target,or drop-target, and after,the ball goes inside a kicker,and subsequently,all targets get up....so,how to put this code....??I ask myself.

however it will be, what will be.

thanks for your attention


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Fri Jul 15, 2016 12:03 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
i can help a little bit with the code Paulo

but the "if bla bla bla=true/false" is really same idea as
"If light1.state =bulbon/off/blink"

Only difference is one uses up table objects (lights) and therefore is also visual and not just
Code based...


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Fri Jul 15, 2016 9:26 am 
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Posts: 1410
Location: Italy
Gimli wrote:
i can help a little bit with the code Paulo

but the "if bla bla bla=true/false" is really same idea as
"If light1.state =bulbon/off/blink"

Only difference is one uses up table objects (lights) and therefore is also visual and not just
Code based...


tnx,bro... :D
ok, I understand that is equal to the lights...and I belive that this way,is many,many,better of the lights.....and until here is OK....but listen,BB,this my questions....

if,I,for example...in this code....


Code:
Sub TimerTarget2Off_Expired()
    TimerTarget2Off.set false
    Target2Off 'light mode
End sub

sub Target7_hit()
If  JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
    AddScore(1500)
    P1.State = BulbOn
  If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
    For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
    zodiacologo
    TimerTarget2Off.set true, 3300
    AddScore(100000)
    playsound "fx win"
    effectmusic 1, fadeoutandpause, 0, 1
    Timermusicstop.set true, 3000'timer It depends of duration the sound
    TimerTrapDown.set true, 300
  End if
End if
end sub

sub Target8_hit()
If  JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
    AddScore(1500)
    P2.State = BulbOn
  If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
    For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
    zodiacologo
    TimerTarget2Off.set true, 3300
    AddScore(100000)
    playsound "fx win"
    effectmusic 1, fadeoutandpause, 0, 1
    Timermusicstop.set true, 3000'timer It depends of duration the sound
    TimerTrapDown.set true, 300
  End if
End if
end sub


sub Target9_hit()
If  JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
    AddScore(1500)
    P3.State = BulbOn
  If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
    For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
    zodiacologo
    TimerTarget2Off.set true, 3300
    AddScore(100000)
    playsound "fx win"
    effectmusic 1, fadeoutandpause, 0, 1
    Timermusicstop.set true, 3000'timer It depends of duration the sound
    TimerTrapDown.set true, 300
  End if
End if
end sub


sub Target10_hit()
If  JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
    AddScore(1500)
    P4.State = BulbOn
  If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
    For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
    zodiacologo
    TimerTarget2Off.set true, 3300
    AddScore(100000)
    playsound "fx win"
    effectmusic 1, fadeoutandpause, 0, 1
    Timermusicstop.set true, 3000'timer It depends of duration the sound
    TimerTrapDown.set true, 300
  End if
End if
end sub


sub Target11_hit()
If  JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
    AddScore(1500)
    P5.State = BulbOn
  If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
    For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
    zodiacologo
    TimerTarget2Off.set true, 3300
    AddScore(100000)
    playsound "fx win"
    effectmusic 1, fadeoutandpause, 0, 1
    Timermusicstop.set true, 3000'timer It depends of duration the sound
    TimerTrapDown.set true, 300
  End if
End if
end sub

sub Target12_hit()
If  JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
    AddScore(1500)
    P6.State = BulbOn
  If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
    For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
    zodiacologo
    TimerTarget2Off.set true, 3300
    AddScore(100000)
    playsound "fx win"
    effectmusic 1, fadeoutandpause, 0, 1
    Timermusicstop.set true, 3000'timer It depends of duration the sound
    TimerTrapDown.set true, 300
  End if
End if
end sub


they are six target,ok,when hit all six,you win a jackpot,ok...
now,I have used these lights...If JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then which are the multiball jackpot lights..ok(in cadash,I have done so, you remember?) the six target work...when this light are off...when the light are blink(in this case),this target not work.ok....

now,my questions,if,I,for work the six target..I used this light If JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then...that are 4LIGHT....

I have to add 4....if bla bla bla=true or false(not yet understandI think true = on..and false,is off)? if yes,how to set up the code? definitely believe it is not all there, I think you should also change also in this code

Code:
'------------------------------------------------------------------
' Multiball Jackpot
'------------------------------------------------------------------

Sub TimerLightTarget_Expired()'for not ramp down during JPM,if the light target1-6 bulbblink
TimerLightTarget.set false
For x = 1 To 6: Eval("T" &x).Set BulbBlink: Next
End sub



Sub TimerJPMaction_Expired()' JPM action
TimerJPMaction.set false
For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][b][xc][yc]GO JACKPOT[/b]", deFlip , 3000, True: Next
For z = 1 To 6: Eval("Drop" &z).PopDown: Next
LightJPM' light mode for JPM action
LightEtraOn' light mode for not up drop
DropExOn' light mode for not up drop
If T1.State *T2.State *T3.State *T4.State *T5.State *T6.State = 1 Then
TimerLightTarget.set true, 1000
End if
End sub


sub TrigJPM1_hit()
If (JPM1.State = BulbBlink) And (JPM2.State = BulbBlink) And (JPM3.State = BulbBlink) And (JPM4.State = BulbBlink) Then
WallEx.Collidable = True
LightFlash' light mode
For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][b][xc][yc]JACKPOT WON[/b]", deScrollLeft , 3000, True: Next
zodiacologo
AddScore(100000)
playsound "fx win"
effectmusic 1, fadeoutandpause, 0, 1
Timermusicstop.set true, 3000'timer It depends of duration the sound
End if
end sub



sub TrigJPM2_hit()
If (JPM1.State = BulbBlink) And (JPM2.State = BulbBlink) And (JPM3.State = BulbBlink) And (JPM4.State = BulbBlink) Then
LightFlash' light mode
For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][b][xc][yc]JACKPOT WON[/b]", deScrollLeft , 3000, True: Next
zodiacologo
AddScore(100000)
playsound "fx win"
effectmusic 1, fadeoutandpause, 0, 1
Timermusicstop.set true, 3000'timer It depends of duration the sound
End if
end sub



sub TrigJPM3_hit()
If (JPM1.State = BulbBlink) And (JPM2.State = BulbBlink) And (JPM3.State = BulbBlink) And (JPM4.State = BulbBlink) Then
LightFlash' light mode
For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][b][xc][yc]JACKPOT WON[/b]", deScrollRight , 3000, True: Next
zodiacologo
AddScore(100000)
playsound "fx win"
effectmusic 1, fadeoutandpause, 0, 1
Timermusicstop.set true, 3000'timer It depends of duration the sound
End if
end sub



sub TrigJPM4_hit()
If (JPM1.State = BulbBlink) And (JPM2.State = BulbBlink) And (JPM3.State = BulbBlink) And (JPM4.State = BulbBlink) Then
WallMt.Collidable = True
LightFlash' light mode
For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][b][xc][yc]JACKPOT WON[/b]", deScrollRight , 3000, True: Next
zodiacologo
AddScore(100000)
playsound "fx win"
effectmusic 1, fadeoutandpause, 0, 1
Timermusicstop.set true, 3000'timer It depends of duration the sound
End if
end sub


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Fri Jul 15, 2016 11:55 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
Hi Paolo ,
I am looking at the code above and watching the British Open....

I am not 100% clear what you want. Your coding has come a long way, better than mine !

I observe the following:

A/ You have 6 targets named Target5 to Target12
B/ You have 6 target lights named P1 to P6
C/ You have 4 JackPotMultiball Lights ? named JPM1 to JPM4
D/ You have 4 JackPotMultiball Triggers? named JPMtrig1 to JPMtrig4

Your first code block above:
Each time you hit a target then one of the target lights will go on, but only if all of the JPM lights are off.
Once you have all 6 targets hit/target lights on, then you win a jackpot

Your second code block above:
You win another jackpot if you hit one of the JPM triggers when all of the JPM lights are blinking?

What is your question exactly?


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Fri Jul 15, 2016 12:34 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1410
Location: Italy
Gimli wrote:
Hi Paolo ,
I am looking at the code above and watching the British Open....

I am not 100% clear what you want. Your coding has come a long way, better than mine !

I observe the following:

A/ You have 6 targets named Target5 to Target12
B/ You have 6 target lights named P1 to P6
C/ You have 4 JackPotMultiball Lights ? named JPM1 to JPM4
D/ You have 4 JackPotMultiball Triggers? named JPMtrig1 to JPMtrig4

Your first code block above:
Each time you hit a target then one of the target lights will go on, but only if all of the JPM lights are off.
Once you have all 6 targets hit/target lights on, then you win a jackpot

Your second code block above:
You win another jackpot if you hit one of the JPM triggers when all of the JPM lights are blinking?

What is your question exactly?


ok,I'm glad you understand my system.....

so...first code block ...is on during normal play game,( is a bonus)...A/B.you say right :D

second code block,is during multiball,JPM=JACKPOTMULTIBALL, in practice when you activate the multiball,you win a jackpot....and it serves a light and a trigger for this,C/D.you say right :D

I want to know exactly...is this....for not to work this trigget.in this GREEN dotted line,what I added?if bla bla=true or false?I know that maybe you have to create a DIM?right?

sub Target7_hit()
------------------------------------------
If JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
AddScore(1500)
P1.State = BulbOn
If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
zodiacologo
TimerTarget2Off.set true, 3300
AddScore(100000)
playsound "fx win"
effectmusic 1, fadeoutandpause, 0, 1
Timermusicstop.set true, 3000'timer It depends of duration the sound
TimerTrapDown.set true, 300
End if
End if
end sub


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Fri Jul 15, 2016 2:37 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
You want a switch for Target7?

Create a public DIM (outside of any Sub/End Sub routine), I usually put DIM's at top of script with other DIMs

Call it what you want (DIM TG7)

Then decide what you want true and false to mean

Lets decide TG7 = False , means that the target "switch" is off
and TG7 = True , means target "switch" is on.

Now let's decide what the default state of this "switch" is.
So if the Target7 is unavailable when game starts, then the default will be TG7 = False

Put this statement either under "Sub FuturePinball_BeginPlay()" or "Sub ResetForNewGame()"

Code:
Dim TG7

Sub ResetForNewGame()
TG7 = False
End Sub


Then you will have some event in game that turns "Switch" on
TG7 = True

and then you just add switch to Sub target7_hit()

Code:
sub Target7_hit()
If TG7 = True then   ' put it at top and add an "End if " at bottom
If JPM1.State *JPM2.State *JPM3.State *JPM4.State = 0 Then
AddScore(1500)
P1.State = BulbOn
If P1.State *P2.State *P3.State *P4.State *P5.State *P6.State = 1 Then
For x = 3 To 4: Eval("dmd" &x).QueueText "[f6][edge4][xc][yc]JACKPOT 100.000 WON", deScrollLeft , 3000, True: Next
zodiacologo
TimerTarget2Off.set true, 3300
AddScore(100000)
playsound "fx win"
effectmusic 1, fadeoutandpause, 0, 1
Timermusicstop.set true, 3000'timer It depends of duration the sound
TimerTrapDown.set true, 300
End if
End if
End if
end sub


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Fri Jul 15, 2016 3:20 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1410
Location: Italy
ok...bro...we're almost to the one that I need :shock: perfect....this is my first step...many tnx :D I'll try later.

ok I understand when we decide the state of default state of this "switch".....to this we return to talk later..... :D

the example I gave you of the trigger, it was just to make me understand better yourself....but what is more important is in tree points...
1) during the multiball....
2) during superjackpot...
3) when I win or loose(lost all ball) the spj,for reset all thing of the table

do you want with me analyze these points, and you can see... if I need and understand?


TG7 :?: :?: :?: Image

you know this anime jap?or just coincidence :lol: :lol:


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Fri Jul 15, 2016 4:36 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 3051
Location: Ontario, Canada
TG7 target7 :D

Yep keep me posted you can pm me


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 Post subject: Re: Saint Seiya Pinball
 Post Posted: Sat Jul 16, 2016 6:05 am 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1410
Location: Italy
Gimli wrote:
TG7 target7 :D

Yep keep me posted you can pm me



BB sorry, I did not realize that TG7, you're referring to trigget, I thought of a name so,like many other.then you want to talk via PM?


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