 |
It is currently Fri Mar 05, 2021 2:16 am All times are UTC - 5 hours [ DST ]
Author |
Message |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:43 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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
You do not have the required permissions to view the files attached to this post.
Last edited by Gimli on Thu Nov 20, 2014 7:09 pm, edited 2 times in total.
|
|
 |
|
 |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:44 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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.
|
|
 |
|
 |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:45 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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
You do not have the required permissions to view the files attached to this post.
Last edited by Gimli on Thu Nov 20, 2014 7:10 pm, edited 3 times in total.
|
|
 |
|
 |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:47 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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
You do not have the required permissions to view the files attached to this post.
Last edited by Gimli on Thu Mar 26, 2015 12:20 pm, edited 5 times in total.
|
|
 |
|
 |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:49 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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
You do not have the required permissions to view the files attached to this post.
Last edited by Gimli on Mon Nov 24, 2014 11:22 am, edited 4 times in total.
|
|
 |
|
 |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:49 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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
You do not have the required permissions to view the files attached to this post.
Last edited by Gimli on Mon Nov 24, 2014 11:24 am, edited 2 times in total.
|
|
 |
|
 |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:50 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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
You do not have the required permissions to view the files attached to this post.
Last edited by Gimli on Thu Nov 20, 2014 7:24 pm, edited 1 time in total.
|
|
 |
|
 |
Gimli
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 12:51 pm |
|
Joined: Mon Jan 27, 2014 12:36 pm Posts: 3052 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.
|
|
 |
|
 |
graf
|
Post subject: Re: FutureDMD for Dummies Illustrated Tutorial Posted: Fri Sep 05, 2014 1:55 pm |
|
Joined: Thu Nov 18, 2010 5:56 pm Posts: 250
|
Cool i give this a go later
|
|
 |
|
 |
umpa
|
Post subject: Re: Simple FutureDMD Illustrated Tutorial Posted: Sat Sep 27, 2014 11:57 am |
|
Joined: Tue Sep 02, 2014 11:11 am Posts: 148
|
This is awesome. Should be a sticky!
|
|
 |
|
 |
|
It is currently Fri Mar 05, 2021 2:16 am All times are UTC - 5 hours [ DST ]
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|
 |