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 Post subject: FPx Table Template v1
 Post Posted: Mon Dec 25, 2017 9:06 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 367
Location: Abbotsford
We all hate scripting. In fact most people (like 99.99 % of the entire planet) when they look at a bunch of code, find it so intimidating and complex that they won't even try. Others just don't even have the time to learn how to script, it's months of study and learning. The biggest problem with Future Pinball (and especially VPX now) is the scripting, it was always the scripting, and will be the scripting in the future.

The FPx template is designed to replace the stock New Table template in Future Pinball. This one will be aimed right at beginners, in fact, with luck, it may work exactly like the Pinball Construction set. This not only fixes the bugs and incompleteness of the New_table template, it also adds more features that every beginner would want, and then presents it in such a way to make it as easy to use as possible.

It is so easy to mess up a script, especially the high level code of a scoring and logic template. Even advanced coders can mess up pretty easily, because all the code is MIXED IN together. FPx divides the script in to 2 parts, with the first part a user section, and the second portion the actual engine. The engine contains "Hooks" to the user section, this allows just about everyone to make simple changes without needing to touch the engine at all, and yet be able to use one of the most powerful, full featured engines available for Future Pinball.

The FPx template is designed for those who want to get their feet wet with scripting, and yet has all the power and features for Intermediate coders to use.

Here's a list of features:

' 4 players support
' Bonus count up to 159, bonus multiplier up to 15x
' Replaced tilt system with a custom plumb bob tilt setup
' Added Variables for easy settings. balls per game, bonus, replay scoring etc
' 2 ball multiball
' Player memory system that requires typing in one line of code per light
' ball save, extra ball, special and jackpot support
' Complete routines included for all aspects of arcade tables, from power up, light Attract mode to a match feature
' Initialization, Light Attract, Match routines all ready included
' easy control of lights for Light Attract and game play, no typing required
' Pause key plays tune
' 9 element x4 translight display, Hud display x2 A.N.D. (Alpha Numeric Display) to support up to Williams System 11
' HUD display can be hidden or shown using the default HUD key set in the editor (Usually the tithe key, just below the esc key)
' Pre-set unified Bally type scoring
' Debug system variable for code testing in place. press F9 key at editor. Also writes to text file during debug mode to track code
' Special HUD displays for debug mode, shows bonus etc
' Multiple sound system capability with background music support
' Solid State and A.N.D. support HUD display
' Preset feature scoring Extra ball/Special etc with just one line of code
' Easy Beginners Fail safe system. All access needed for easy modification of the engine in ONE place without needing to touch the engine code
' You can add/remove/replace lights, sounds, change the display, adjust timers etc through this one setup
' Code is heavily remarked, and teachs you new methods as you work your way down the hit code
' Engine is fully automated as possible, so no need to touch the engine code, no rocket science degree needed.
' A brief tutorial is included in the script, at the very bottom

The FPx template is now available at Pinball Nirvana, and will be uploaded to other sites.
Screenshot at the download page
MERRY CHRISTMAS!!!

http://www.pinballnirvana.com/forums/do ... le&id=5344

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 Post subject: Re: FPx Table Template v1
 Post Posted: Mon Dec 17, 2018 5:54 pm 
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Joined: Thu Jan 26, 2017 6:48 pm
Posts: 58
Location: Australia
Blue, I'm making a table using your template and mostly it works really well. But there is one thing I cannot work out. I have a diverter gate on the right outlane that leads back to the shooter lane. It is set to close after the ball exits via the outlane or hits the drain. But the problem I have is that when multiball is enabled and one ball drains it closes the gate. I dont want that to happen until the second ball drains or exits the outlane. How can I script it so that it doesnt close on draining the first multiball?


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 Post subject: Re: FPx Table Template v1
 Post Posted: Mon Dec 17, 2018 10:51 pm 
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Joined: Wed Nov 17, 2010 7:41 pm
Posts: 868
Great job Blue! I've been writing code for FP for almost a decade, and so coding is second nature to me now, but when I started out....oh boy, just mumbo jumbo. But when you get going, you soon realise that coding is where all the creativity is. It's like being a film director - the sets are all built; the cameras and lights are set up; the actors are ready.....now make it all happen.

It's not at all boring when you get going, too much fun in fact. But afterwards, when it's all done and you're just bug fixing, then it sucks.


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 Post subject: Re: FPx Table Template v1
 Post Posted: Tue Dec 18, 2018 1:19 am 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 367
Location: Abbotsford
Quickly as limited time. No idea where your code is actually placed, but I figured it's wrong.

Simple way...
Put the code in the AddEvent "NEW_BALL" Subroutine, the entire engine is set up to do it this way. "NEW_BALL" is the case setting. This is used to reset the table for each new ball after the previous Player is finished his bonus and drain hit routines. In fact most arcade tables did it this way before full fledged computers took over the code.

(NOTE: "DRAINDELAY" is used more as a delay at a drain hit before the bonus system starts counting.)

@ Slam. Thanks, something like this is so badly needed, so it's just nice someone is actually using it.

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 Post subject: Re: FPx Table Template v1
 Post Posted: Tue Dec 18, 2018 3:26 pm 
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Joined: Thu Jan 26, 2017 6:48 pm
Posts: 58
Location: Australia
Thanks Blue, moving the close diverter code to the "NEW_BALL" Subroutine worked


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