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Everything posted by unclewilly

  1. Thanks man. I didn't even look at the options to play to end or begining. I'll have to go back to the editor
  2. ok just a question about b2sanimations. I know how the animations work with the intervals and the steps and wait time. I know calling an animation from the script by name and either 1 or 0 for on and off. My question is this. If the script calls an animation and turns it on but sends the off call before the animation is complete. Does the animation stop on the step it is on or does it continue to play to the end. And when you start the animation again does it start from the begining or from the step it was on when it was turned off. Asking because i am trying to recreate the backglass from bubba the redneck werewolf in the table with primitives for vr purposes. One other thing. Can a light in b2s be involved in a self made animation but also be rom controlled as well? Any help is greatly appreciated. I have the table in a vr cabinet and all the bg lights built just need to code the lights and animation. Thanks, unclewilly
  3. I'm trying to find an owner. I'm at the point in my wip that I'm doing the lighting. The gi runs off the lamp matrix. I need someone with a real machine to run the lamp diagnostic test. So i can figure out what gi circuit runs which lamps on the table. They are listed in the diagnostic test but none of the previous versions have the gi coded. So if there is anyone with a real machine i would appreciate the help. Thanks, Unclewilly
  4. Lets just say divorce. Having my kid taken away by his mother, having to move and sell all my pinball machines and mame cabinet, has put the projec on a very low flame. If anyone would like to take it over I'll provide all my resources and wip table
  5. unclewilly

    Star Trek

    Looks awesome fren. after playing the real one so much. I really love this table. did you get the animation on the ship working?
  6. unclewilly

    Star Trek

    Did zany get you a vengeance model? looks as nice as the real one i played last night
  7. I started doing mods. Your doing a great job with this randr. And not much help either, figuring it out on your own
  8. Come on fren. I made those bumper caps 5 years ago before we had primitives. The base table needs a technology update
  9. You got to post a screen shot its looking good
  10. I dont think fg shrek or potc will see the light of day either. fren you should just pm phil and see if he will let you finish nba up. Between him and i it was mostly done. Although could use some updates. wof was mostly coded as well. The wheel was a pain in the ass for what we were working with in vp9.02. Wof is no fun but nba was ok. I dont mind fg and shrek, but the existing versions phil and i did are horrible by todays standards but ok for back then. Especially with no sized balls. That mini ball playfield was a pain
  11. Bsize is part of the updated core vbs for the create sized ball method. that should be the issue
  12. Yes. It will be my first vp 10 recreation. Its already in progress on the vp10 alpha builds
  13. Yes all the settings are settable by the user in vp10
  14. Not that i wasnt happy. Just didnt get to it. Been swamped with other things. The issue with mb behaving funny is because friction is hard coded for many objects including walls in pm5. So i could never get mb to play right as the friction is too high and creates too much ball spin. if you step back to the 2.7 release which i believe is before i raised the playfield you can probably get better results
  15. That is a recreation of the stern table
  16. I think some of the flipper settings were changed a bit in vp 10. Not sure though. with mb you can set the friction for walls where as in phymod5 it was hard coded for walls and many other objects. Not sure what else was changed in your compile, but i know quite a few of the script commands have changed also _hich will cause errors in the script. and many of the objects have changed +uite a bit
  17. Can someone post some master ini files for us to use as a starting point
  18. Yes, but getting used to the materials is difficult. At least for me. jp is having some good success and i base mine off of his. We hope to have a small library of materials when the beta is ready also
  19. Vp10 is being alpha tested right now. its very limited testing, and they are adding some features as we go. Nothing is really being developed with >t at the moment as new features are being added and changed. There will probably be 2 example tables when they start the public betas. Fire and maybe jps papa smurf table. Not sure though. The reason the public beta is not out as of yet is they want to get all the features in before people start developing with it. They dont want to introduce new features that will break tables developed with it. Shouldnt be too much longer before everyone can play with it. As a preview: it will have a little bit of a learning curve or adjustment curve to get used to some of the new features. New light objects, rubber objects, gi bulb objects, updated flasher objects, environmental lighting system, materials for texturing and adding effects to objects, new kicker and trigger objects, mesh based fully animated bumpers with rings,and more. People should be pretty happy when its ready and it should make building tables a little easier
  20. Oh yeah, i guess first ill try and get those bugs worked out in ngg tom. sorry if im holding that project up
  21. Now that i looked at the area and seen how compact it is. the easiest way would probably be to not use balls at all. i have a mesh ball. just have 2 mesh balls sitting there with a dropwall in front for the hit event. In the hit event for the wall if the velocity is above a certain amount just use the transxyz(whichever axis it is) command to move the second ball back to the target and back into the resting position. Then when the whole area raises you can use the transxyz to raise all the primitives as well. Will save a lot of real ball handeling.
  22. Can you set the captive balls as more then one object,gtxjoe? Arent they declared an object in the captive ball class. I guess if you skipped the captive ball class, your way would be the easiest
  23. 6mdm is almost complete. Ss tables are really quick. also have 8ball champ almost done. I helped phil with the current wof and nba. I hate that rs table. Guess ill just finish up pinball magic and work on some vp10 conversions
  24. Well since this is already being done. Which sam tables havent been built as of yet?
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