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fastdraw

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fastdraw last won the day on November 13 2019

fastdraw had the most liked content!

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About fastdraw

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    France

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  1. for central ramp create an invisible ramp and activate or deactivate with instruction: ramp.collidable = 0 or 1 version FSS :
  2. next update with better pf (3151x5398) , natively high resolution pf, almost 8k and deleting the hologram. too much cpu cycle (bad holo looping). vpx not performing enough, maybe with future vpx 11 (mkv?) to evaluate your system, open task manager (options ==> always visible), and open performance tab pour évaluer votre système , ouvrir gestionnaire de taches (options ==> toujours visible) , et ouvrir onglet performance and launch vpx
  3. View File Demogorgon evolving script. to complete according to your imagination cpu cycle to optimize I will use pup for the next update, for better video results should be considered wip the physics of the central flap, presents anomalies in collision. collidable at the beginning of the slope, but more in the middle !! ?? the 4 DT will lower if they are all hit Submitter fastdraw Submitted 01/04/2020 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod Yes VP Version v10  
  4. Version 1.1

    801 downloads

    evolving script. to complete according to your imagination cpu cycle to optimize I will use pup for the next update, for better video results should be considered wip the physics of the central flap, presents anomalies in collision. collidable at the beginning of the slope, but more in the middle !! ?? the 4 DT will lower if they are all hit
  5. new model with texture (low poly) rex.rar
  6. elvira toy pour ceux qui le désirent. utilisez mixamo pour rig et animation elvira toy for those who want it. use mixamo for rig and animation ELVIRA.rar
  7. line 8 error syntax remplacer scoretext par scorebox If Table1.ShowDT = false then Scoretext.Visible = false '<=== error replaced by scorebox End If trad. google: eh guys with a minimum of effort to see it for yourself in the bg. de plus le "script" est symbolique , vous devez constituer vos règles vous meme
  8. as usual ... 😄 and I do not despair with the BIP...🤣 I would like to integrate a smoke effect directx manages this but I do not know if vpx does it
  9. View File HOUDINI still in WIP freeplay and autoplunger in preparation animation of the trunk, ejection of 2 balls and carousel animation. rules to do by yourself , according to your tastes.......😂 Submitter fastdraw Submitted 11/27/2019 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod Yes VP Version v10  
  10. Version 1.1

    738 downloads

    still in WIP freeplay and autoplunger in preparation animation of the trunk, ejection of 2 balls and carousel animation. rules to do by yourself , according to your tastes.......😂
  11. ' Declare a variable to keep track of the number ' of balls in play (those that are rolling around) Dim BallsInPlay ' Declare a variable to keep track of how many ' balls are locked Dim BallsLocked ' Create a subroutine that sets up various things ' when the table is first opened (INITialized) Sub Table1_Init() BallsInPlay = 0 ' No balls rolling around yet BallsLocked = 0 ' and no balls locked yet ' Lets display the values just to keep track of what's going on TextBox1.Text = "BallsInPlay: " & BallsInPlay TextBox2.Text = "BallsLocked: " & BallsLocked End Sub ' Default script that needs to be modified for our use Sub Drain_Hit() Drain.DestroyBall PlaySound "ComputerButton" BallsInPlay = BallsInPlay - 1 ' 1 Less ball rolling around now TextBox1.Text = "BallsInPlay: " & BallsInPlay TextBox2.Text = "BallsLocked: " & BallsLocked ' You normally don't want to create a ball when there are others ' still active on the table. Check to see what that value is: If BallsInPlay = 0 then ' No balls are rolling around so, Plunger.CreateBall PlaySound "Plunger" End If End Sub Sub CheckBallsInPlay() ' KEY NOTE: we could have typed all this code for each kicker hit, ' but it's easier to type it all out once in it's own subroutine ' and just type the name of the subroutine for each Kicker hit. If BallsLocked = 5 then ' All locked up, kick 'em out Kicker1.Kick 150, 10 ' Kick the ball (direction, force) Kicker2.Kick 150, 10 Kicker3.Kick 150, 10 Kicker4.Kick 210, 10 Kicker5.Kick 210, 10 BallsLocked = 0 ' No more locked balls now BallsInPlay = 5 ' We got 5 balls rolling around now ElseIf BallsInPlay < 1 then ' No balls rolling around . . . Plunger.CreateBall ' Create one to put into play PlaySound "Plunger" End If ' Lets see what those values are TextBox1.Text = "BallsInPlay: " & BallsInPlay TextBox2.Text = "BallsLocked: " & BallsLocked End Sub Sub Kicker1_Hit() ' This ball is locked up Playsound "BumpBell" BallsInPlay = BallsInPlay - 1 BallsLocked = BallsLocked + 1 CheckBallsInPlay() End Sub Sub Kicker2_Hit() ' This ball is locked up Playsound "BumpBell" BallsInPlay = BallsInPlay - 1 BallsLocked = BallsLocked + 1 CheckBallsInPlay() End Sub Sub Kicker3_Hit() ' This ball is locked up Playsound "BumpBell" BallsInPlay = BallsInPlay - 1 BallsLocked = BallsLocked + 1 CheckBallsInPlay() End Sub Sub Kicker4_Hit() ' This ball is locked up Playsound "BumpBell" BallsInPlay = BallsInPlay - 1 BallsLocked = BallsLocked + 1 CheckBallsInPlay() End Sub Sub Kicker5_Hit() ' This ball is locked up Playsound "BumpBell" BallsInPlay = BallsInPlay - 1 BallsLocked = BallsLocked + 1 CheckBallsInPlay() End Sub Sub Gate_Hit() ' A ball has passed onto the table PlaySound "Fart-13" BallsInPlay = BallsInPlay + 1 TextBox1.Text = "BallsInPlay: " & BallsInPlay End Sub ' Standard default table scripting poop from here on down Sub Table1_KeyDown(ByVal keycode) ' default script If keycode = PlungerKey Then Plunger.PullBack End If If keycode = LeftFlipperKey Then LeftFlipper.RotateToEnd PlaySound "FlipperUp" End If If keycode = RightFlipperKey Then RightFlipper.RotateToEnd PlaySound "FlipperUp" End If If keycode = LeftTiltKey Then Nudge 90, 2 End If If keycode = RightTiltKey Then Nudge 270, 2 End If If keycode = CenterTiltKey Then Nudge 0, 2 End If End Sub Sub Table1_KeyUp(ByVal keycode) ' default script If keycode = PlungerKey Then Plunger.Fire End If If keycode = LeftFlipperKey Then LeftFlipper.RotateToStart PlaySound "FlipperDown" End If If keycode = RightFlipperKey Then RightFlipper.RotateToStart PlaySound "FlipperDown" End If End Sub Sub Plunger_Init() ' default script PlaySound "Plunger" Plunger.CreateBall End Sub pour ceux qui désirent un mode multiball (ball locked and not add-a-ball). for those who want a multiball mode
  12. adaptation de la table de Heighway Pinball I sent a wrong file because the script does not match that of my pc. now all is ok all that remains is the animation of the alien recovering the ball with his tongue.....soon next post multiball
  13. View File ALIEN NOW ALL IS OK video, animation and sound FX Submitter fastdraw Submitted 11/16/2019 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod Yes VP Version v10  
  14. Version 1.2

    305 downloads

    NOW ALL IS OK video, animation and sound FX
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