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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:23 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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4.Copy 'N Paste Name MyNewDMD
5. Set Type to DMD128x32 this is critical for FutureDMD to capture your DMD
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:24 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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6. Set Matrix Colour. If you want to have same colour as an existing DMD from this or another table (ie "DispDmd1" below) , do the following procedure: a)Select the other DMD (ie DispDmd1) and click on "Matrix Colour" b)Make note of colour parameters (in the case below Red 48,Green 220, Blue 239 to be entered into FutureDMD.ini) c)Click "Add to Custom Colours" and your selected colour will be at top left of Custom Colours choices as below. Click OK.
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:25 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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d)You can then select your new DMD that we called "MyNewDMD" , again click on "Matrix Colour" and select this saved colour and click ok. This will change the colour of "MyNewDMD" on the HUD only
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:25 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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e)To have FutureDMD use this colour. You have to enter the Red, Green, Blue numbers you took note of previously into the FutureDMD.ini with your [TableName]
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:26 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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4.Define DMD Fonts. a) Click on "Table" button at top of screen and then "Font Manager" scroll through Fonts to see which ones you may want to use.
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Last edited by Gimli on Tue Nov 18, 2014 7:17 pm, edited 1 time in total.
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:27 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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b) Go to top of script where Dmd's are associated with fonts (under Option Explicit) ie. MyDMD1.AddFont 1, "whatever name from font manager" My DMD2.AddFont 1, "whatever name from font manager" and add the same with your new DMDs ie MyNewDMD.AddFont 1, "whatever name from font manager" the AddFont 1 will translate to" [f1]" in your "MyNewDMD.text " that you create below. Here are the ones that I've used: Copy 'n paste these ones Code: MyNewDMD.AddFont 1, "dmd05x05p" MyNewDMD.AddFont 2, "dmd09x15po"
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Last edited by Gimli on Fri Nov 21, 2014 6:21 pm, edited 3 times in total.
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:28 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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5.Choose Your DMD Templates Decide what stats you want and how you want them oriented on your DMD "x" and "y" values will orient your DMD value on the DMD itself . Coordinate [x0][y0] is top left and [xc][yc] is centre point. Here are the ones I've used. (Simply copy and paste them where stated and then observe the magic A. Current Player DMD
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Last edited by Gimli on Thu Dec 25, 2014 10:14 am, edited 2 times in total.
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:29 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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Copy 'n Paste : Code: If PlayersPlayingGame > 1 then MyNewDMD.Text = "[f2][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f1][x82][y2]Balls: " & (BallsRemaining(CurrentPlayer)) & "[x2][y2]PLAYER: " & currentplayer & "[x2][y25]LAST PLAYER: " & FormatNumber(nvScore(LastPlayer), 0, -1, 0, -1) End if If PlayersPlayingGame = 1 then MyNewDMD.Text = "[f2][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f1][x82][y2]Balls: " & (BallsRemaining(CurrentPlayer)) & "[x2][y2]PLAYER: " & currentplayer & "[x2][y25]Credits: "& nvCredits End if Destination: Under Sub AddScore(Points) and under "nvScore(CurrentPlayer) = nvscore(CurrentPlayer) + points" Note : Older style EM Reel tables instead of Sub AddScore(Points) may have alternate score routine such as Sub Addscore(Num,points) Just place your "MyNewDMD.text" statement there.
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Last edited by Gimli on Mon Nov 24, 2014 11:16 am, edited 5 times in total.
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:30 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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****Note : Now that you've done this you can use a short cut by placing "AddScore(0)" in other places to refresh this "Current Player DMD" or you can just paste whole text statement. Copy 'N Paste under KeyCode = GetKeyCode(PlungerKey) this refreshes your current score DMD with plunger pull. Code: AddScore(0)
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Last edited by Gimli on Wed Jun 10, 2015 9:47 am, edited 3 times in total.
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Gimli
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Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:31 pm |
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Joined: Mon Jan 27, 2014 12:36 pm Posts: 2859 Location: Ontario, Canada
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Copy 'N Paste under Sub EndOfGame() that way score will be posted at end of game (Note: don't do this if you are completing all the templates including Cycling FutureDMD at the bottom of this tutorial) Code: AddScore(0)
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Last edited by Gimli on Sun May 29, 2016 7:36 pm, edited 4 times in total.
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