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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:43 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
Under "Sub Createnewball()
Copy 'N Paste:

Code:
If PlayersPlayingGame > 1 then
MyNewDMD.Text = "[edge4][f2][xc][y9]GO PLAYER " & (CurrentPlayer ) & "[f1][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[f1][x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1)
End if


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Last edited by Gimli on Thu Nov 20, 2014 7:09 pm, edited 2 times in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:44 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
updated
go to next page


Last edited by Gimli on Tue Nov 18, 2014 7:26 pm, edited 2 times in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:45 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
Again you can "Save as" and enjoy your DMD with Current Player Score/Allplayer Scoreboard/Statistics /Multiplayer or move on to the grand finale !

F. Cycling DMD at table start and game end
This can cycle whatever DMD info you want. In the following example it will cycle Table Name, and High Scores at start
and then add last game scores and current stats at end of game to cycle routine. Enjoy !
Copy 'N Paste
Code:
CycleFutureDMD()


and place under "Sub EndofGame()" and remove AddScore(0) entry if you previously added it here


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Last edited by Gimli on Thu Nov 20, 2014 7:10 pm, edited 3 times in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:47 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
Copy 'N Paste above Sub AddScore(points) , the following statement !
Ready? Brace yourself.. NOTE INSERT THE NAME OF YOUR TABLE IN THE 3 PLACES IT SAYS "TABLE NAME" BELOW


Code:
Sub CycleFutureDMD()

Dim GameWinner

If NvScore1 > NvScore2 and NvScore1 > NvScore3 and NvScore1 > NvScore4 Then
   GameWinner = NvScore1
   End if
   If NvScore2 > NvScore1 and NvScore2 > NvScore3 and NvScore2 > NvScore4 Then
   GameWinner = NvScore2
   End if
   If NvScore3 > NvScore1 and NvScore3 > NvScore2 and NvScore3 > NvScore4 Then
   GameWinner = NvScore3
   End if
   If NvScore4 > NvScore1 and NvScore4 > NvScore2 and NvScore4 > NvScore3 Then
   GameWinner = NvScore4
   End if


If PlayersPlayingGame = 1 then
MyNewDMD.FlushAnimation:MyNewDMD.FlushQueue
MyNewDMD.UpdateInterval = 10
MyNewDMD.QueueText "[edge4][f2][xc][y9]"& FormatNumber (nvscore1, 0, -1, 0, -1) & "[f1][x2][y2]FINAL SCORE:"
MyNewDmd.QueueText "[Edge 4][f2][xc][y9]Table Name", deFlip, 2000, true
MyNewDMD.QueueText "[Edge4][f2][xc][y9]"& nvHighScore1Name & " " &FormatNumber( nvHighScore1, 0, -1, 0, -1) & "[f1][x64][y2]" &nvHighScore2Name & " " &FormatNumber(nvHighScore2, 0, -1, 0, -1) & "[x2][y2]"&nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) &"[f1][x2][y25]"&nvHighScore3Name & " " & FormatNumber(nvHighScore3, 0, -1, 0, -1) & "[x64][y25]"&nvHighScore4Name & " " & FormatNumber(nvHighScore4, 0, -1, 0, -1), deFlip, 2000, True
MyNewDMD.QueueText "[Edge 4][f2][xc][y9]"& nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f1][x2][y25]CREDITS: "& nvCredits & "[f1][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f1][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f1][x78][y25]PLAYERS: " & PlayersPlayingGame, deFlip, 2000, False
End if

If PlayersPlayingGame > 1 then
MyNewDMD.FlushAnimation:MyNewDMD.FlushQueue
MyNewDMD.UpdateInterval = 10
MyNewDMD.QueueText "[edge4][f2][xc][y9]"& FormatNumber (GameWinner, 0, -1, 0, -1) & "[f1][x64][y2]P2: " & FormatNumber(nvscore2, 0, -1, 0, -1) & "[x2][y2]P1: "& FormatNumber(nvscore1, 0, -1, 0, -1) &"[x2][y25]P3: " & FormatNumber(nvscore3, 0, -1, 0, -1) & "[f1][x64][y25]P4: "& FormatNumber(nvscore4, 0, -1, 0, -1), deFlip, 2000, False
MyNewDmd.QueueText "[Edge 4][f2][xc][y9]Table Name", deFlip, 2000, true
MyNewDMD.QueueText "[Edge4][f2][xc][y9]"& nvHighScore1Name & " " &FormatNumber( nvHighScore1, 0, -1, 0, -1) & "[f1][x64][y2]" &nvHighScore2Name & " " &FormatNumber(nvHighScore2, 0, -1, 0, -1) & "[x2][y2]"&nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) &"[f1][x2][y25]"&nvHighScore3Name & " " & FormatNumber(nvHighScore3, 0, -1, 0, -1) & "[x64][y25]"&nvHighScore4Name & " " & FormatNumber(nvHighScore4, 0, -1, 0, -1), deFlip, 2000, True
MyNewDMD.QueueText "[Edge 4][f2][xc][y9]"& nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) & "[f1][x2][y25]CREDITS: "& nvCredits & "[f1][x2][y2]HIGHSCORE: " &nvHighScore1Name & "[f1][x78][y2]GAMES: " & nvTotalGamesPlayed &"[f1][x78][y25]PLAYERS: " & PlayersPlayingGame, deFlip, 2000, False
End if

If PlayersPlayingGame = 0 Then
MyNewDMD.FlushAnimation:MyNewDMD.FlushQueue
MyNewDMD.UpdateInterval = 10
MyNewDmd.QueueText "[Edge 4][f2][xc][y9]Table Name", deFlip, 2000, true
MyNewDMD.QueueText "[Edge4][f2][xc][y9]"& nvHighScore1Name & " " &FormatNumber( nvHighScore1, 0, -1, 0, -1) & "[f1][x64][y2]" &nvHighScore2Name & " " &FormatNumber(nvHighScore2, 0, -1, 0, -1) & "[x2][y2]"&nvHighScore1Name & " " & FormatNumber(nvHighScore1, 0, -1, 0, -1) &"[f1][x2][y25]"&nvHighScore3Name & " " & FormatNumber(nvHighScore3, 0, -1, 0, -1) & "[x64][y25]"&nvHighScore4Name & " " & FormatNumber(nvHighScore4, 0, -1, 0, -1), deFlip, 2000, False
End if
End Sub


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Last edited by Gimli on Thu Mar 26, 2015 12:20 pm, edited 5 times in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:49 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
For those looking for more jazzy stuff like animations , check out the next tutorial on Background DMD Animations . You can also copy/paste
stuff from other DMD's in script and just change the DMD name to your new one and it may work but the timing might be a problem.

Further resources include of course, the future pinball help file under "Dot Matrix Displays"
and DmdDisplayDemo.fpt sample table that comes with future pinball is helpful. You can copy stuff from the script.

6. ToggleHud Routine :Making a Hud DMD not visible on table
Every DMD is precious. If you don't want your newly created Hud DMD (that will be captured by FutureDMD)
to be seen on the table itself, you can just drag it off to the side as some suggest. I recommend creating a toggle hud routine
for all your Hud DMD's and overlays so they can be Toggled on/off with ToggleHud key.

Why?
1. I occasionally like having the DMD's on the Hud
2. More importantly stuff just dragged off the table may be visible in the games room if you are panning around. (Especially with the amazing "Animation Sequencer" + "Forced Arcade Mode" in BAM)

Some tables already have a ToggleHud routine but if they don't:

1. Copy 'N Paste with other Dims at top of script
Code:
Dim ToggleHudOn


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Last edited by Gimli on Mon Nov 24, 2014 11:22 am, edited 4 times in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:49 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
2.Copy 'N Paste under Sub FuturePinball_BeginPlay()
Code:
ToggleHudOn = TRUE
'MyNewDMD.FadeOut() 'remove apostrophe to make MyNewDMD invisible on table start


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Last edited by Gimli on Mon Nov 24, 2014 11:24 am, edited 2 times in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:50 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
3.Copy 'N Paste under Sub FuturePinball_KeyPressed(ByVal KeyCode)
Code:
If (KeyCode = GetKeyCode(ToggleHudKey)) Then
   If ToggleHudOn = TRUE Then
      ToggleHudOn = FALSE
      MyNewDMD.FadeOut()
      'anyotherDMD.FadeOut()
      'anyoverlay.FadeOut()
   End if
   If ToggleHudOn = FALSE Then
      ToggleHudOn = TRUE
      MyNewDMD.FadeIn()
      'anyotherDMD.FadeIn()
      'anyoverlay.FadeIn()
      End if
   End if


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Last edited by Gimli on Thu Nov 20, 2014 7:24 pm, edited 1 time in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 12:51 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2859
Location: Ontario, Canada
(Setting Dmd priority is described on the
next page below)

I guess that's it good luck !!

Feel free to recommend/add other templates to this post.

Cheers,

Gimli


Last edited by Gimli on Thu Dec 25, 2014 10:37 am, edited 2 times in total.

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 Post subject: Re: FutureDMD for Dummies Illustrated Tutorial
 Post Posted: Fri Sep 05, 2014 1:55 pm 
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Joined: Thu Nov 18, 2010 5:56 pm
Posts: 231
Cool i give this a go later


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Sat Sep 27, 2014 11:57 am 
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Joined: Tue Sep 02, 2014 11:11 am
Posts: 148
This is awesome. Should be a sticky!


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