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 Post subject: Request: Hidden TriggerOpto
 Post Posted: Tue Nov 08, 2016 4:25 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 331
Location: Abbotsford
Just running a experiment, I've noticed that triggers have the same problems as Gates, in that the ball stops dead instead of rolling over them. Since I use hidden triggers a lot, I figured out that the TriggerOpto model should work out far better.

The problem is it's rendered, you can't hide it, and since I do not want to spend months learning Blender (Hideously complex and overwhelming, besides I would rather spend that time making tables) Could someone do for the TriggerOpto model what we use for invisible flippers?

A "hidden" or non-rendered model is all I need that works exactly like the Stock FP model. This should be a pretty useful solution to a lot of things, and I'm sure anyone here that knows how to do this should whip it up in 5 minutes. It doesn't look like the sides of the model are collided, so if it's hidden, we now finally have a simple and easy way to adjust the length of the trigger, like ball rolling sounds, or if we need to know the exact position of the ball on a playfield.
Thanks

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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Tue Nov 08, 2016 6:11 am 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1124
Location: Paris - France
Try that http://popotte.arcadehits.net/TriggerOpto-Invisible.zip with a 100% transparent texture.

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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Tue Nov 08, 2016 5:13 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 331
Location: Abbotsford
Your the man. :)

Thanks, no more ball hitting a brick wall effect when there's nothing there.
Hmm, wonder what else I can use this for...

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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Tue Nov 08, 2016 6:01 pm 
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Joined: Fri Jul 02, 2010 4:50 am
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You can use it for a ton of things. I use it in an unreleased table for calculating the ball speed.
I think it could be used for ball rolling for example.

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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Tue Nov 08, 2016 7:20 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1727
Location: Arkansas, USA
I tried it myself but I couldn't move it at all after I selected the model. Is there a trick to it?

George


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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Tue Nov 08, 2016 11:20 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 331
Location: Abbotsford
Popotte wrote:
You can use it for a ton of things. I use it in an unreleased table for calculating the ball speed.
I think it could be used for ball rolling for example.

Exactly what I was thinking. :)

Having a Active Ball like VP would be wonderful, the possibilities are endless. Now if only we can figure out some of the other stuff, like a variable force on things like slings.

Works like a charm.

George, use the visible version of the opto, then once it's set, switch the model to the invisible one. For adjusting the beam length, read the manual.

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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Tue Nov 22, 2016 4:38 am 
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Joined: Tue May 01, 2012 11:13 pm
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Sorry Popotte. Had to scrap it, it has the same problem as the Ghost Kicker had, it leaves a single unrendered block that is collide-able in the center of the table, and was also causing problems at the top left corner. Once I removed the opto triggers, problem went away.
Oh well, thanks for trying anyway, I just used a different way for the shot I want that seems to work fine

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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Wed Nov 23, 2016 6:00 pm 
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Joined: Fri Jul 02, 2010 4:50 am
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Location: Paris - France
No! I have this problem with a ton of (home made) models. Just delete the model, reimport it and this damned collidable point in the center of the table disappears. And don't ask me why.
I have a look to my test table and this opto doesn't have this problem.

blue wrote:
Sorry Popotte. Had to scrap it, it has the same problem as the Ghost Kicker had, it leaves a single unrendered block that is collide-able in the center of the table, and was also causing problems at the top left corner. Once I removed the opto triggers, problem went away.
Oh well, thanks for trying anyway, I just used a different way for the shot I want that seems to work fine

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Le prix s'oublie, la qualité reste


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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Wed Nov 23, 2016 10:49 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 331
Location: Abbotsford
Well, I will give it a shot then, but by now, I don't really need it. :)

FP and all it's bugs is such a pain in the ass sometimes, but it does suit me, as I am a pain in the ass as well. :)

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 Post subject: Re: Request: Hidden TriggerOpto
 Post Posted: Sat Nov 26, 2016 12:19 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1727
Location: Arkansas, USA
Blue,

I have watched the star trigger in action. It is raised above the surface of the playfield and not does not sink below the surface. When the ball hits it, it disappears so it does not change the ball trajectory as far as I can tell. I am using it instead of the button trigger for your flipper mod. I know it is bigger but to my estimation it needs to be. I think the button trigger you use works well when the ball goes down the inlane to the flipper but I think it doesn't work as well when the ball comes in directly from the playfield. You can position the star trigger up or down the inlane to control when the small flipper is activated.

It works for me anyway, not sure if you will agree.

You might want to try Rafal's new change to BAM. There are new adjustments to flippers. You can enter a rotation speed chart. I highly recommend you try it and provide feedback to Rafal because you know more about flippers than I do. You might suggest other changes too. Rafal wants to improve flippers. He needs feedback otherwise he is operating in the dark.

viewtopic.php?f=86&t=6276&start=60

George


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