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blue
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Post subject: Re: ROTATION WTF? Posted: Fri Mar 17, 2017 7:34 pm |
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Joined: Tue May 01, 2012 11:13 pm Posts: 284 Location: Abbotsford
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Your Right Steve. weird, it did do it, now it doesn't. Anyway, the thing is that FP does recognize these commands without errors, even if they don't work. Maybe the script is loaded in first before the exe to assign values? If so, then why does rotation work? Was it something Black had already put in to set up but forgot about it?
Here at the very least are the Surface Commands, none of these cause a script error at all, it was just trial and error with the variables.
'Stuff that FP reconizes but not doing anything
'Surface1.DisplayTopTexture=1 ' Flag to display image in editor 1=on, 0 = off 'Surface1.TopColour ="200,0,0" ' change top color. not working so far 'Surface1.TopImage="autoplunger" ' Change image, not working so far 'Surface1.SideColour="224,0,0" 'Surface1.SideImage="autoplunger" 'Surface1.HeightTop= 200 ' and HeightBottom Not Working 'Surface1.MaterialType = Metal ' Metal = 0,Wood = 1, Plastic = 2,Rubber = 3 'Surface1.Playfield=1 ' On/Off Flag for surface as a playfield 'Surface1.Reflection=0 'Surface1.HasHitEvent=TRUE 'Surface1.Transparency=1 ' 0 =off (Solid 1=transparency (set in editor)
_________________ _____________________________________ Latest projects and rants at My Facebook Page_____________________________________ Latest Project: FPx Template Engine
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HappyCab
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Post subject: Re: ROTATION WTF? Posted: Fri Mar 17, 2017 10:39 pm |
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Joined: Mon Feb 27, 2012 10:39 am Posts: 1867
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with the help of a special friend...
LeftSlingshotSurface.SphereMapTop=true LeftSlingshotSurface.SphereMapTop=false LeftSlingshotSurface.SphereMapSide=false LeftSlingshotSurface.SphereMapSide=true
apply it to flippers (left/right) and see what happen!
...toggling spheremap
_________________ add me to SKYPE : steve.paradis49
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blue
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Post subject: Re: ROTATION WTF? Posted: Fri Mar 17, 2017 11:57 pm |
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Joined: Tue May 01, 2012 11:13 pm Posts: 284 Location: Abbotsford
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I didn't do spheremap.  I have a mostly complete list of script commands, not hard to get. I think a lot of these are for VBScript, while FP is written in C, and it has to be "Translated" in the source code to work. Mind you, this is way above my pay level, just a guess.
_________________ _____________________________________ Latest projects and rants at My Facebook Page_____________________________________ Latest Project: FPx Template Engine
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TerryRed
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Post subject: Re: ROTATION WTF? Posted: Sun Mar 26, 2017 10:27 am |
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Joined: Sun Sep 13, 2015 1:16 pm Posts: 221
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Would it be possible to use the newly discovered commands to move "ornaments" for animations or effects. I recently read about Russell updating his Star Trek (STERN) table and saying that he can't have the Vengeance ship move now (he wanted new lighting effects with the newer model) because its an ornament...
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Gimli
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Post subject: Re: ROTATION WTF? Posted: Sun Mar 26, 2017 1:43 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 1978 Location: Ontario, Canada
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Try BAM use miniplayfield function to animate ornaments I can help with that..
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blue
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Post subject: Re: ROTATION WTF? Posted: Sun Mar 26, 2017 10:04 pm |
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Joined: Tue May 01, 2012 11:13 pm Posts: 284 Location: Abbotsford
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The best way to find out is to try it. there appears to be a rotation command for Ornaments. Steve didn't do that one, so we don't know.
_________________ _____________________________________ Latest projects and rants at My Facebook Page_____________________________________ Latest Project: FPx Template Engine
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Gimli
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Post subject: Re: ROTATION WTF? Posted: Thu Apr 13, 2017 12:47 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 1978 Location: Ontario, Canada
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HappyCab wrote: with the help of a special friend...
apply it to flippers (left/right) and see what happen!
...toggling spheremap What happens Steve. I tried If (KeyCode = GetKeyCode(LeftFlipperKey)) Then LeftFlipper.SphereMapTop=true and If keycode = 44 then LeftFlipper.SphereMapTop=true:RightFlipper.SphereMapTop=true and it crashed? 
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