Where are the coordinates reversed? In the Bam menu or in the script? You will find the coordinates reversed in script compared to the version of Bam that you were using before....
Are you using control-c to copy from Bam menu ? 1. If you put cursor in "Boxes" section in BAM miniplayfield menu and press "Control + C" it will copy to your clipboard: DIM miniplayfield_0 Set Miniplayfield_0
Then go to top of script and paste
2.Then if you go to "Target" section of BAM miniplayfield menu and press "Control + C", it will copy to you clipboard: Moveto......
Then go to sub Future Pinball begin and paste
3. If you are doing animations let me know and I can help with that, if you want....
BTW Ravarcade sent me a beta version that fixed the crash issue , that you noticed with Krull table...
Last edited by Gimli on Tue Dec 20, 2016 12:12 am, edited 3 times in total.
I can not put the texture on the cover of the PF. I should put the BG texture, so I make a new backglass, which will cover the old. I hope I was clear ..... the translator makes strange things.
Not clear...
I had difficulty getting POA texture on IJ miniplayfield UNTIL
I kept it on table and selected it as a miniplayfield in BAM menu
A couple of questions / possible bugs noticed when trying to assign a miniplayfield (vertical chain) to a captive large ball on the table
1. Going through the normal process of assigning source and target boxes worked well
2.When I entered the Track ball code and loaded the table, the chain moved nicely with the large captive ball, but was located in an entirely different place. When I went to BAM miniplayfield menu, the green target box was moved and would no longer manually respond to arrow keys from BAM menu to relocate it where I wanted it?
3. The next problem I encountered was the chain keeps switching from the large captive ball to the normal ball in play. Is there away to keep it assigned/linked to the captive ball only
4. The model is actually a ball and chain (with a normal sized ball) When I used the code to make the captive ball invisible, it also made the attached chain invisible.
Is there away to keep the ball and chain model visible and make the captive large ball invisible?
5. Finally is there a way to have the origin to the chain attached to a fixed point above? So it looks like a swinging ball?
Thanks again
franzleo
Post subject: Re: NEW MiniPlayfields in BAM
Posted: Sun Jan 08, 2017 5:23 pm
Joined: Sun May 08, 2011 4:57 pm Posts: 1071 Location: Turin-ITALY
Thanks to Bam, I solved two major problems to do it with FP. 1- the big dodgeball 2- the cannon that shoots the ball (everything happens on BG). In the picture you can see, I put the new BG front of the old. In the thick I could put him autoplunger, the ball, the guides, the bell and the rotor. Again a big thanks to Rafal for Bam. Now I'll see if I get the inspiration to complete the table .... Greetings
Gianfranco
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Ravarcade solved both problems: 1.Swinging Chain effect 2.Invisible source ball
I'd explain what he recommended, but it is kinda of technical Something about the speed of light multiplied by inverse square root of the hypotenuse of the triangle or something or other......
To Recap the BAM Swinging Ball and Chain illusion: 1.Use BAM custom ball coding and create a very large ball 2.Create hidden kicker to release ball on playfield 3.Create hidden elevated circular wall to contain large ball but allow normal ball to roll under 4.Place 3d Ball and Chain model off to side of table and with BAM "miniplayfield" mod assign Ball and Chain to large ball 5.Make Large Ball invisible to create illusion that you are hitting the ball and chain, which is actually on "non-collidable ornament" that isn't even on the table
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