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 Post subject: Re: Custom balls
 Post Posted: Mon Feb 29, 2016 12:56 pm 
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Joined: Sun May 08, 2011 4:57 pm
Posts: 1071
Location: Turin-ITALY
Gimli wrote:
.......Ravarcade is a genius!.......


I asked the same question to Rav on the other tread (on behalf of Wild).
Well, now I will follow this tread with curiosity...... :shock:
Greetings to all

Gianfranco


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 04, 2016 6:48 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2854
Location: Ontario, Canada
Ok, Rav

I am still learning, but I think I have it now.
Using your new demo.fpt and it's help directions, I can now create a ball with any of Miownkhan's textures from any kicker or plunger. Amazing work Rav !!!
And this is all that I am looking for.

1. But I do notice only one ball will change textures on the fly with the "N" key. Do you have to assign a "fpBallId" to each new ball that you launch in order to change them with the "N" key?

I don't know if I need this function anyways , but I was just wondering.

2. the "BallName" gave me an error as there was no "DIM BallName"

3.The help part had
Code:
2. Change current ball, after ball hit object. (fpBallID must be set!). Lets say when ball hit kicker2
'    call UpdateCurrentBall ( BALL_C )

but it is supposed to be call UpdateCurrentCustomBall ( BALL_C )

3. I still can't get BAM to run in static mode.
It looks upside down and black with the plunger lane on the left.
It isn't related to lighting or new renderer etc....

I can "trick it" by selecting "Reset Session" and it seems to then in static mode, but still
table translation functions aren't right especilally the "z" translations. so the the 3d doesn't work nearly as well.


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 Post subject: Re: Custom balls
 Post Posted: Fri Mar 04, 2016 7:38 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2854
Location: Ontario, Canada
trying to post on a different thread as well, sorry :oops:


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 Post subject: Re: Custom balls
 Post Posted: Sat Mar 05, 2016 7:07 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
Gimli wrote:
... And this is all that I am looking for.

1. 'N', 'P' keys are for old tables. Without custom balls.
If you create table with few custom balls, you would probably want to take full control how balls look. In script you can change look of any ball on table any time.

2. BallName is only subroutine variable. Where you try to put it?
In my script there is:
Code:
Dim BALL_A, BALL_B, BALL_C, BALL_D, BALL_E, BALL_F, BALL_G

' Store at that names "script index" of custom ball
BALL_A = 0
BALL_B = 1
BALL_C = 2
BALL_D = 3
BALL_E = 4
BALL_F = 5
BALL_G = 6
Const BALL_LAST = 7

You use BALL_A as BallName in call to my subroutines.

You will probably change that variable/balls name. So in your script it may looks like this:
Code:
Dim BALL_Kill_Monsters, BALL_SuperCharger, BALL_HappyPacman
BALL_Kill_Monsters = 1
BALL_SuperCharger = 2
BALL_HappyPacman = 3
Const BALL_LAST = 4

And use it:
Code:
Call CreateCustomBall (Kicker, BALL_HappyPacman)
Call UpdateCurrentCustomBall(BALL_Kill_Monsters)


Well. you may skip all Dim BALL_... and use numbers instead. But it will make code less readable. (You will have to left only const BALL_LAST = numer_of_ball_types.)

3. Yes. It should be UpdateCurrentCustomBall.

4. "... Upside down in static cam ..."
Please send me config file: Table.cfg, Reality.dat.


... and note BAM varsion and build time (you may make screenshot with BAM menu visible). This way i will know, what version/build you use.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Custom balls
 Post Posted: Sat Mar 05, 2016 9:17 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2854
Location: Ontario, Canada
Thanks Rav,
this is a GREAT feature.

My main issue is just the appearance in static mode with the current BAM beta.
I tried a normal table (Indiana Jones ) and it also has the plunger on left side....
(Note:I just corrected this post, I thought at first it was only with the Demo table)


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Last edited by Gimli on Sat Mar 05, 2016 10:32 am, edited 3 times in total.

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 Post subject: Re: Custom balls
 Post Posted: Sat Mar 05, 2016 9:19 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2854
Location: Ontario, Canada
Whereas, Future Pinball mode and desktop mode look fine...


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 Post subject: Re: Custom balls
 Post Posted: Sat Mar 05, 2016 9:25 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2854
Location: Ontario, Canada
Thanks Rav


Last edited by Gimli on Mon Mar 07, 2016 7:49 pm, edited 1 time in total.

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 Post subject: Re: Custom balls
 Post Posted: Sun Mar 06, 2016 9:41 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
Gimli wrote:
... My main issue is just the appearance in static mode with the current BAM beta...

Fixed in new BAM release (v.1.3-121) from today. I hoop it will work for you.

Thanks for help with this bug. I was not easy to reproduce it.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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 Post subject: Re: Custom balls
 Post Posted: Sun Mar 06, 2016 10:02 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2854
Location: Ontario, Canada
So far it works like a charm RAV !!
This is awesome !!!

It seems there at least 2 scenarios:

1. Table with no " BAM ball management" scripted (most tables): You now can easily change to any ball texture on the fly with "N" and "P" keys.
This works flawlessly !!!

2. Table with "BAM ball Management " scripted where custom balls are scripted and you can even change ball textures with certain achievements during the game. Ie change from silver ball to fireball when hitting a target. Or Relaasing 5 eyeballs during multiball

I am testing Indiana Jones with different balls and generally it works great, but for some reason every once in while a "Changeable" ball will launch instead of the one I coded.

So for instance, if I have the "fireball" scripted as my standard ball every once in a while a "baseball" will launch instead and this "baseball" will change if I press "N" or "P". Whereas "N"/"P" don't impact the scripted "fireballs" as I have assigned it to a Surface in table editor.

Is there a way to prevent this from happening?

Thank-you ! :D


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 Post subject: Re: Custom balls
 Post Posted: Mon Mar 07, 2016 1:53 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1001
Gimli wrote:
So far it works like a charm RAV !!
This is awesome !!!

It seems there at least 2 scenarios:

1. Table with no " BAM ball management" scripted (most tables): You now can easily change to any ball texture on the fly with "N" and "P" keys.
This works flawlessly !!!

2. Table with "BAM ball Management " scripted where custom balls are scripted and you can even change ball textures with certain achievements during the game. Ie change from silver ball to fireball when hitting a target. Or Relaasing 5 eyeballs during multiball

I am testing Indiana Jones with different balls and generally it works great, but for some reason every once in while a "Changeable" ball will launch instead of the one I coded.

So for instance, if I have the "fireball" scripted as my standard ball every once in a while a "baseball" will launch instead and this "baseball" will change if I press "N" or "P". Whereas "N"/"P" don't impact the scripted "fireballs" as I have assigned it to a Surface in table editor.

Is there a way to prevent this from happening?

Thank-you ! :D

Please send me table with script. Only ths way i can debug.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-267, released: Nov 9, 2019


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