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24 Wip Freneticamnesic


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alrighty alrighty 

 

Hello and WELCOME

 

While I await some things on my other build, I decided to start one I've wanted to play for quite a while.

 

In honor of the new season of one of the greatest television shows of all time, I present the JACK BAUER of WIPS! 24!

 

First and foremost, I wouldn't have even tried to build this if it were not for the GREAT photos that luvthatapex posted here http://vpuniverse.com/forums/topic/361-playfield-stern-24-playfields/#

 

They stitched together beautifully and made the hardest part of table building.................

 

 

hold on

 

.............. made one of the hardest parts of table building a breeze.

 

 

I need help with primitives.

 

I need plastics scans...

 

in the meantime, follow along with me as I struggle through this one

 

Qv3Bszp.jpg

 

 

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saved for posterity because a manual is non-existent

 

switches
1 l. house standup
2 r. house standup
3 safe house eject
4 cell phone target
5 ©HLOE
6 C(H)LOE
7 CH(L)OE
8 CHL(O)E
9 CHLO(E)
10 l. loop spinner
 
15 tournament start
16 start
17 sw17
18 trough #4
19 trough #3
20 trough #2
21 trough #1
22 trough jam
23 shooter lane
24 left outlane
25 left return lane
26 left slingshot
27 right slingshot
28 right return lane
29 right outlane
30 left pop bumper
31 right pop bumper
32 bottom pop bumper
33 mole 2-bank (L)
34 mole 2-bank ®
35 sw35
36 sw36
37 sw37
38 sw38
39 r. 3-bank (bot)
40 r. 3-bank (mid)
41 r. 3-bank (top)
42 sw42
43 suitcase lock (bot)
44 suitcase lock (mid)
45 suitcase lock (top)
46 left orbit
47 sw47
48 suitcase home
49 sw49
50 sw50
51 sw51
52 sw52
53 sw53
54 right orbit
55 left top lane
56 center top lane
57 right top lane
58 r. ramp entrance
59 sw59
60 drop target (L)
61 drop target ®
62 sniper target
63 sw63
64 sw64
 
 
lamps
1 start
2 tourney start
3 shoot again
4 save the president
5 master agent
6 super jackpot
7 mole x: right orbit
8 cell phone
9 not used
10 ©ELL
11 C(E)LL
12 CE(L)L
13 CEL(L)
14 right 3-bank #1 (top)
15 right 3-bank #2 (mid)
16 right 3-bank #3 (bot)
17 terrorists
18 destroy safe house
19 multiball (safehouse)
20 jackpot (safehouse)
21 super jackpot (safehouse)
22 safehouse jackpot
23 lock 1
24 lock 2
25 multiball (suitcase)
26 jackpot (suitcase)
27 super jackpot (suitcase)
28 nuke jackpot
29 fire fight
30 hurry up
31 multiball (sniper)
32 jackpot (sniper)
33 super jackpot (sniper)
34 sniper jackpot
35 1 (Scenes)
36 2 (scenes)
37 3 (scenes)
38 4 (scenes)
39 5 (scenes)
40 6 (scenes)
41 CHLO(E)
42 CHL(O)E
43 CH(L)OE
44 C(H)LOE
45 ©HLOE
46 left loop arrow (24)
47 left loop arrow (red)
48 l. bank drop target (l-24)
49 l. bank drop target (r-24)
50 escape
51 right ramp arrow (24)
52 mole x: suitcase
53 right ramp arrow (red)
54 suitcase (right)
55 mole x: dead end
56 dead end arrow (24)
57 dead end arrow (red)
58 extra ball
59 sniper
60 left pop bumper
61 right pop bumper
62 bottom pop bumper
63 right loop arrow (24)
64 right loop arrow (red)
65 safe house arrow (left)
66 safe house arrow ( center)
67 safe house arrow (right)
68 safe house arrow (red)
69 mole x: safe house
70 left ramp arrow (24)
71 left ramp arrow (red)
72 ©TU
73 C(T)U
74 CT(U)
75 (M)OLE
76 M(O)LE
77 MO(L)E
78 MOL(E)
79 suitcase (left)
80 special
 
 
solenoids
1 trough upkicker
2 autolaunch
3 safehouse eject
4 1 bank dt (l)
5 1 bank dt ®
6 left control gate
7 right control gate
8 shaker
9 left pop bumper
10 right pop bumper
11 bottom pop bumper
12 safe house
13 2 bank dt
14 sniper
15 left flipper
16 right flipper
17 left slingshot
18 right slingshot
19 flash safehouse x3
20 flash sniper x2
22 left ramp up post
24 optional
26 flash pop x3
27 flash right side
28 suitcase lockup
29 sniper up post
31 flash slingshot x2
32 flash left spinner x3
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Progress report: not much! I got the rom running on here and the table lights and switches mapped, I've been working on this in my downtime working on the other table. I'm not looking forward to doing the artwork for this but I think it's gonna look pretty cool. It's a dark table which gives me a lot to work with

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Back from the dead, I finally took a second to figure out how to use FP models in VP....tip: it's fucking easy and brilliant, do it.

 

All I've done since the last update is slack off and enjoy playing some pinball. An hour today spent on the FP models, no gameplay changes, I've still got a lot of things ahead of me on this project. So this features 3 moving parts, the sniper front, the suitcase, and the house. I have done a bit of experimenting with primitives and movement lately and I think I can do it. Time will tell...

 

I want to rotate the helicopter blades, they don't do it in the game but there's several events in the game that trigger a helicopter animation on the DMD, I'd like to tie into that...

 

Sometime in the next week I need to sit down and finish up the light inserts on the playfield, right now they're just blank placeholders.

 

2E8cKIX.jpg

 

And a quick view of the movement fully rotated

bb9k6sf.jpg

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Have played in real but like waht you done so far.

I'm curious how it will play in VP

 

Great, interested in play testing when I get it playable?

 

I've never played this one so I'd be guessing or just going by what I see from gameplay videos.

 

It's a few weeks away from playable but I could get sidetracked by all the great primitive resources I now have :)

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