Felsir Posted February 16, 2022 Posted February 16, 2022 I am scratching my head over this- I'm probably overlooking something really simple. During the build of my table I've been testing things with a ball I spawned manually. I'm at the stage where I want to play test the game with the rom. So vpinmame is running (DMD is showing) and the lights are flashing correctly and the droptargets reset nicely when the game starts. I can hear the configured soundeffect of the ball releasing from the through. Except... no ball spawns. In the table I have a kicker "BallRelease", and "Drain" In the table1_init: Dim bsTrough Sub Table1_Init [...] 'Trough Set bsTrough = New cvpmTrough With bsTrough .Size = 4 .InitSwitches Array(14, 13, 12, 11) .InitExit BallRelease, 90, 3 .InitEntrySounds "fx_drain", SoundFX(SSolenoidOn,DOFContactors), SoundFX(SSolenoidOn,DOFContactors) .InitExitSounds SoundFX(SSolenoidOn,DOFContactors), SoundFX("fx_ballrel",DOFContactors) .Balls = 4 .CreateEvents "bsTrough", Drain End With [...] End Sub I am quite certain the 11, 12, 13, 14 switches are correct: Then as Solenoid hookup, with switch 15 triggered SolCallBack(1) = "SolTrough" Sub SolTrough(Enabled) If Enabled Then bsTrough.ExitSol_On vpmTimer.PulseSw 15 End If End Sub I am 100% sure the Solenoid 1 is the upkicker: Obviously I am missing an important component... but I can't seem to figure it out. I've looked at other tables and I can't find what I am missing- so I'm probably overlooking something obvious here.
max88k Posted February 17, 2022 Posted February 17, 2022 Looks like a Sega table, Solenoid 1 (BallRelease) should kick the ball into the launch lane, take a look at Baywatch.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.