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 Post subject: ROTATION WTF?
 Post Posted: Fri Mar 03, 2017 3:01 pm 
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I tought this was only a BAM feature, but I opened a new table
in FP, put a bumper and a kicker on the pf and simply added :

Bumper.Rotation = 55
Kicker.Rotation = 55


And it did it?!?!?

It is not even documented that you can rotate bumper or kicker at runtime...why oh why?

Which generate the question : what else is not documented??

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 Post subject: Re: ROTATION WTF?
 Post Posted: Fri Mar 03, 2017 3:44 pm 
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Wow if that is the case, that is quite a discovery.
Maybe flipper rotation can be set that way too?
Probably not the manual states
"The Flipper object doesn't have any properties which can be modified via the script"

If so that this probably could be incorporated into BAM on the fly physics tweaks somehow?
And that would give us almost a complete spectrum of control...


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 Post subject: Re: ROTATION WTF?
 Post Posted: Fri Mar 03, 2017 4:49 pm 
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I was surprised too!! I thought I had open FPloader.exe by mistake
but really it is the native FuturePinball.exe..

who knows what evil lurk in the...well...:)

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 Post subject: Re: ROTATION WTF?
 Post Posted: Fri Mar 03, 2017 6:53 pm 
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Autoplunger.ROTATION = YES!
popup.ROTATION = YES!
DROPTARGET.ROTATION = YES!
TARGET.ROTATION = YES!
BULB.ROTATION = YES!
TRIGGER.ROTATION = YES!

FLASHER.ROTATION= NO
EMKICKER.ROTATION= NO
GATE.ROTATION= NO
SPINNER.ROTATION= NO
DIVERTER.ROTATION= NO
FLIPPER.ROTATION= NO

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 Post subject: Re: ROTATION WTF?
 Post Posted: Tue Mar 07, 2017 3:43 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 332
Location: Abbotsford
Great discovery Steve
How did you even figure out to try it?
Since a lot of people have been hacking FP.exe, and not noticing this, I'm thinking these are commands in Newton itself. Way beyond our pay scale though, I don't think there is anyone here that can make heads or tails of newton.
The only person that would be able to tell us would be Black, and he didn't. Does makes you really wonder what else we could have done. There was talk of a retail version of FP, but that never happened, maybe this was intended to be a part of it?

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 Post subject: Re: ROTATION WTF?
 Post Posted: Tue Mar 07, 2017 5:07 am 
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It was an happy mistake..

I use .rotation in flash on a daily basis and just typed it instead of angleX (the joy of being rusty...)

So now...what about real police spinning flasher and T2 one single kicker cannon..

and that famous spinning bumper from orbitor one?!
http://www.flippers.be/images/games/orb ... erview.jpg

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 Post subject: Re: ROTATION WTF?
 Post Posted: Tue Mar 14, 2017 10:47 pm 
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Posts: 332
Location: Abbotsford
I did a quick search, and maybe these may also work. These are some VBScript commands for Newton

"Move" example
.MoveUp, .MoveDown,.MoveLeft,.MoveRight
Code:
If IO.Keyboard.Left = True Then
            NewTestBox(0).MoveUp(1) '.Position(Px, Py + 1, Pz)
        End If
        If IO.Keyboard.Right = True Then
            NewTestBox(0).MoveDown(1) '.Position(Px, Py - 1, Pz)
        End If
        If IO.Keyboard.Space = True Then
            NewTestBox(0).MoveLeft(1) '..Position(Px, Py, Pz + 1)
        End If
        If IO.Keyboard.Return = True Then
            NewTestBox(0).MoveRight(1) '.Position(Px, Py, Pz - 1)
        End If
 
        '/reset collidable state
        NewTestBox(0).Collidable = True
        NewTestBox(1).Collidable = True
        universe.Collidable = True


.Collision
Code:
CollTrue = NewTestBox(0).Collision(universe)


And Finally some more new ones scattered in here
Code:
    NewTestBox(BoxNum) = New DarkGDK.Basic3D.Sphere(20, myCol) '.Box(Bsizex, Bsizey, Bsizez, myCol)
    NewTestBox(BoxNum).Position(Bposx, BposY, BposZ)
    NewTestBox(BoxNum).Collidable = True
    NewTestBox(BoxNum).SetCollisionToSpheres()
    NewTestBox(BoxNum).AutomaticCollision(10, True)
    'NewTestBox(BoxNum).MakeCollisionBox(10, 0, 0, -10, 10, 10, False)

The entire code is here: https://forum.thegamecreators.com/thread/154985

Update: Found other reference: May not be proper code but....
Code:
_world.IsPaused = false;

Code:
e.TranslationZ = 0;
       
        e.RotationX = 0;
        e.RotationY = 0;


Could be a whole bunch of interesting stuff that Black never bothered to mention. Newton can not only create boxs, but other primitives like cones as well. I have some spare time, I'm trying to hunt down the VBScript code version (Most of Newton code is in C)

It's pretty reasonable to assume that there are a hell of a lot more scriptable commands in FP than what we were told. If I/We can find a list (or at least build it up ourselves) this would be the most major development for stock FP in a decade (more actually)

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 Post subject: Re: ROTATION WTF?
 Post Posted: Wed Mar 15, 2017 7:53 am 
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Ok , if you have some time maybe build a simple test table with some goodies on it :)

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 Post subject: Re: ROTATION WTF?
 Post Posted: Wed Mar 15, 2017 4:18 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 332
Location: Abbotsford
I don't, you know why. :)
Actually Steve, it occurred to me that it is FP itself, and not Newton after all. When the user inputs selections in the options menu there has to be variables to tell the exe the settings. I wouldn't be surprised if every single setting in the options menu can also be changed in the script as well

In fact Transparency does work on surfaces, it switches between the transparent state as set in the editor, or solid state. It just seems to be a on/off flag

Surface.Transparency = 0
Surface.Transparency = 1

It doesn't seem to use the sliders, but that may be not knowing what to set for the numbers.
Still... Swapable images and color? All sorts of things here come to mind.

I really don't have the time, and I don't understand the code anyway, so someone else should do it who better understands these things. The code to try is actually pretty easy to get (cough) it's just figuring out what to put after the Function/Property call

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 Post subject: Re: ROTATION WTF?
 Post Posted: Fri Mar 17, 2017 12:45 pm 
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Hey blue, I did try the .transparent script on surface but the only thing I got transparent was....the reflection?!

did you really achieve to turn it on off with that line of code? anyway...I just thought to mention that surface.render=true/false does it as well so...

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