susoarkangel18 Posted July 21, 2025 Posted July 21, 2025 Years ago, I started modifying a board to make my daughter's dream of a Monster High pinball game come true. Honestly, I had no knowledge of it, and now I modified a board. But now, after almost 5 years of putting the project on hold, I realized that I have a DMD, but it doesn't show the points, and no matter how hard I try to add the markers, I can't get them to work. Could someone help me set the markers (4), number of balls, and credits? I know I'm asking for the impossible, but I have no idea how to solve it. Monster High - MOSTRUO AMIGAS 1.39.fpt
VP1000 Posted April 8 Posted April 8 (edited) I think where I got it was from the all in one table Fleep and FizX 3.3 it has the dmd with scoring 4 players credits,balls all on the dmd. Just read the script where it says cut here just add that to the script you may have to delete one of the option Explicit to get it to work,as you compile the script. I've been playing around with that Munsters table integrating Bam and FizX into the script and also changing the weight of the ball to make the table play differently, I also slowed the ball down and sped it up too and added trails all coming up in the next release. I just Played your table good job, I noticed where the ball bounces above the bumpers it's pretty cool effect sometimes I add a surface about 55 to 60 in height and make the texture "invisible" so you cant see it or make it like glass so you can see it depending on your preferences,just above the bumpers to act as a shield so the ball stays on the table and doesn't bounce upward. You did a great job on this table 2 thumbs up. Have a really nice day. For Side glass I add a guide like a wall then make it off white then lower the transparency to about 5 that should get the glass look. Do the same thing when adding a surface over the bumpers if you want to make it like glass make it off white and lower the transparency and it should look like glass or just use the invisible texture if you want it invisible. Also you will notice when adding the all in one table script with FizX 3.3 they have different mechanical sounds that you may have to add to your table and a few other adjustments. Although you may be able to decipher the All in one table script and just add the DMD with scoring without adding FizX. Edited April 8 by VP1000 Added info.
VP1000 Posted April 8 Posted April 8 Here you go I'm changing some script and found this for you just add a Hud Dmd and name it Dmd1 ' ********************************************************************* ' ** ** ' ** Supporting Score Functions ** ' ** ** ' ********************************************************************* ' Add points to the score and update the score board ' Sub AddScore(points) LastPlayerCheck() If (fpTilted = FALSE) Then ' add the points to the current players score variable nvScore(CurrentPlayer) = nvScore(CurrentPlayer) + points If PlayersPlayingGame < 1 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) ' update the score displays ' add the points to the correct display and light the current players display Select Case (CurrentPlayer) Case 1: DispSeg1.AddValue(points) If PlayersPlayingGame = 1 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) If PlayersPlayingGame = 2 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2][/b]" & FormatNumber (nvscore(2), 0, -1, 0, -1) If PlayersPlayingGame = 3 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2][/b]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2][/b]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) Case 2: DispSeg2.AddValue(points) If PlayersPlayingGame = 2 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[b][f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) If PlayersPlayingGame = 3 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[b][f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[/b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[b][f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[/b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) Case 3: DispSeg3.AddValue(points) If PlayersPlayingGame = 3 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[/b][f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) Case 4: DispSeg4.AddValue(points) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[b][f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) End Select End if ' you may wish to check to see if the player has gotten a replay End Sub Sub LastPlayerCheck() If (PlayersPlayingGame > 1) Then LastPlayer = CurrentPlayer - 1 End if If CurrentPlayer = 1 Then LastPlayer = PlayersPlayingGame End if If PlayersPlayingGame = 1 Then LastPlayer = 1 End if End Sub Have a nice day this should work for you. Cheers.
susoarkangel18 Posted April 21 Author Posted April 21 On 4/9/2026 at 1:16 AM, VP1000 said: Here you go I'm changing some script and found this for you just add a Hud Dmd and name it Dmd1 ' ********************************************************************* ' ** ** ' ** Supporting Score Functions ** ' ** ** ' ********************************************************************* ' Add points to the score and update the score board ' Sub AddScore(points) LastPlayerCheck() If (fpTilted = FALSE) Then ' add the points to the current players score variable nvScore(CurrentPlayer) = nvScore(CurrentPlayer) + points If PlayersPlayingGame < 1 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) ' update the score displays ' add the points to the correct display and light the current players display Select Case (CurrentPlayer) Case 1: DispSeg1.AddValue(points) If PlayersPlayingGame = 1 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) If PlayersPlayingGame = 2 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2][/b]" & FormatNumber (nvscore(2), 0, -1, 0, -1) If PlayersPlayingGame = 3 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2][/b]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[b][f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2][/b]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) Case 2: DispSeg2.AddValue(points) If PlayersPlayingGame = 2 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[b][f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) If PlayersPlayingGame = 3 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[b][f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[/b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[b][f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[/b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) Case 3: DispSeg3.AddValue(points) If PlayersPlayingGame = 3 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[b][f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[/b][f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) Case 4: DispSeg4.AddValue(points) If PlayersPlayingGame = 4 then DMD1.Text = "[f1][xc][y25]"& nvCredits & "[f1][xc][y2]" & (BallsRemaining(CurrentPlayer)) & "[f2][x2][y2]" & FormatNumber (nvscore(1), 0, -1, 0, -1) & "[f2][x72][y2]" & FormatNumber (nvscore(2), 0, -1, 0, -1) & "[f2][x2][y17]" & FormatNumber (nvscore(3), 0, -1, 0, -1) & "[b][f2][x72][y17]" & FormatNumber (nvscore(4), 0, -1, 0, -1) End Select End if ' you may wish to check to see if the player has gotten a replay End Sub Sub LastPlayerCheck() If (PlayersPlayingGame > 1) Then LastPlayer = CurrentPlayer - 1 End if If CurrentPlayer = 1 Then LastPlayer = PlayersPlayingGame End if If PlayersPlayingGame = 1 Then LastPlayer = 1 End if End Sub Have a nice day this should work for you. Cheers. I copied the script exactly to the Monster High script, but I'm getting error 1030. I've attached a screenshot in case it helps.
VP1000 Posted April 23 Posted April 23 Check under define global variables where the table begins, Dim LastPlayer Have a good night.
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