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fastdraw

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Everything posted by fastdraw

  1. ' 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
  2. 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
  3. 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  
  4. Version 1.2

    93 downloads

    NOW ALL IS OK video, animation and sound FX
  5. View File R2D2 little "script" test video replace it with your video Submitter fastdraw Submitted 11/12/2019 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod Yes VP Version v10  
  6. Version 1.0.0

    196 downloads

    little "script" test video replace it with your video
  7. oversight : reset DT1 in script put DT1.isdropped=0 in drain_timer and sub game over. T-rex albinos rulesheet
  8. View File T-Rex minimalist script Submitter fastdraw Submitted 11/08/2019 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod Yes VP Version v10  
  9. Version 1.0.1

    349 downloads

    minimalist script
  10. I'll post another, a little better
  11. View File TABLE STARTER VPX template for beginners , table starter with counting points Submitter fastdraw Submitted 11/02/2019 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod No VP Version v10  
  12. Version 1.0.0

    33 downloads

    template for beginners , table starter with counting points
  13. for those who want it the spitfire (toy). spitfire.rar
  14. Darien mon retoucheur de PF préféré ❤️ maybe with jurassic park, a little more editing because there is the vehicle
  15. shiva engine is a kind of pre-established table (bonus, multiplier ....) for those who do not have the desire or the knowledge to code a table .... all the routines that make up a pinball are coded it is necessary anyway to adapt the shiva with its own table in particular rename the active elements (lights, trigger, flipper, target .....) like those of the shiva. but the simplest is to find another table with identical characteristics (there must be plenty of this kind) and obviously rename the active elements ..... otherwise you can recover a script of EM (basic) without rom (original) and add 2/3 multiball, you will have a table with an interest of play. toutes les tables , je les ai faites à l'arrache sans me préoccuper du script , seulement le look et l'architecture , le script vient après. je peux faire des scripts pour jeu simple , les modes demandent un peu plus de temps , ils viendront après.....le plus ennuyeux sont les lumières (elles sont nombreuses). il faut creer de nombreuses collections... apprendre a coder , est un divertissement très sympa et formateur....
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