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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 3:29 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1034
Update.
http://www.ravarcade.pl/files/FP-BAM-setup.exe
http://www.ravarcade.pl/files/BAM_v1.4-196.zip
http://www.ravarcade.pl/files/BAM-OpenVR.zip
http://www.ravarcade.pl/files/bam-setup.exe

Script fixes and new commands:
- xBAM.BallCloseTo if given coords are inside mini-playfield, when they will be transformed before it will search ball. This fix is required to be able find right ball on miniplayfield;
- xBAM.BallCloseTo now have 3rd param: Z. This param is optional (no compatiblity problems). So, you can search for closest ball above playfield. (Gimli needed it for ball-sounds)
- fixed Velocity vector of ball returned by xBAM.BallCloseTo.
- xBAM.EnumBalls - can be used to inspect all balls on table (check position, speed). It has only one param. Number of ball find. If =0 when all balls. It will report balls sorted by speed, fastest balls first. Usage require callback function in script.

Example.
On Timer2_Expired we will:
- display in debug window (start table with F9) speed of ball
- cound all balls on table

Code:
Dim BallCounter

Sub EnumBallsCallback(ball)
   BallCounter = BallCounter + 1
   Dim x,y,z,v
   x = ball.Velocity.X
   y = ball.Velocity.Y
   z = ball.Velocity.Z
   v = sqr(x*x+y*y+z*z)

   AddDebugText "[" & BallCounter & "] = " & v
End Sub

Sub Timer2_Expired()
   AddDebugText "call EnumBalls"
   BallCounter = 0
   call xBAM.EnumBalls(0)
   AddDebugText "balls = " & BallCounter
End Sub


- "ball" object returned by xBAM.BallCloseTo and passed as arg to EnumBallsCallback are same.
- that "ball" object have now 6 new properties: ball.extInt1, ball.extInt2, ball.extInt3, ball.extFloat1, ball.extFloat2, ball.extFloat3. So, they are just 3 int and 3 float values. They are attached to physics-sim ball. Value stored in that properties can be read (or modified) in next loop in EnumBallsCallback or after call to xBAM.BallCloseTo.

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.5-289, released: May 10, 2020


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 3:43 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
thank
I will check that !
also thank for velocity fix as you may noticed i've done a work around for this for static ball having a velocity >> 0.

So for my next version of the rolling balll sound demo i will remove the workaround.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 5:03 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
new version of the sound demo table on the other thread.

@ravarcade i prefer to use the trigger/kicker way to tag which ball has to be affected with ramp/metal sound.

You will see it is more easier to handle special case (a ramp with multiple material) the only thing sad is that kicker and trigger don't have the z component so i had to hard code the z at the method call


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 5:13 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1434
Location: Italy
Quote:
http://www.ravarcade.pl/files/BAM_v1.4-196.zip


but here is a version 196? I did not know :mrgreen:

@rav,maybe you saw the las my question in fp2.0?


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 5:41 pm 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1212
Location: Paris - France
First: my aim is not to criticize your (ravarcade) hard, positive and wonderfull work.
But, we are just on page 172 (without counting pages about mini playfield, magnet, ...) without a single help for all of your add-ons.
I just test new tables with mini playfield and magnet and I have just to crawl into a tons of pages in order to have some informations. For me, and maybe just for me, I think it's time to stop (or slow) development and make a real help file (with a team because it's just a hudge work). Just my opinion...
How to say you make an incredible work, but how to say too your work becomes more and more difficult to know...
And your work is not only for newest pinballs or originals, just see old pinballs (Super Soccer 1975 - Jubille 1973) with Bam (maybe soon on you PC/PinCab).

https://youtu.be/rSoP_1Fcsxc (MiniPF and Magnetic field)


https://youtu.be/s09MmNMegVM (Magnetic field)

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Les cons ça ose tout. C'est même à  ça qu'on les reconnaît.
My tables avalaible at http://www.pinsimdb.org/fpreleases/ and http://www.irpinball.org/
Image
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Le prix s'oublie, la qualité reste


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 6:31 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1434
Location: Italy
JP, I did not know you were making a table with bam, you too, I'm happy, and it seems really interesting.


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 6:52 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 1034
@wild: I just reuploaded all bam versions with added small move of target box when you select "create new mini-playfield".


@Popotte: You have right. Too bad all knowledge is spreaded across so many pages, but i don't want to write book about all that script stuffs. I think, that i put here, under update posts, something like 15-25 pages and it needs 2x more, a lot more examples.

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http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.5-289, released: May 10, 2020


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 7:59 pm 
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Joined: Fri Jun 28, 2013 4:46 pm
Posts: 361
@popotte
for magnets i found a special thread

viewtopic.php?f=86&t=6356


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 8:01 pm 
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Joined: Fri Jul 02, 2010 4:50 am
Posts: 1212
Location: Paris - France
ravarcade wrote:
@Popotte: You have right. Too bad all knowledge is spreaded across so many pages, but i don't want to write book about all that script stuffs. I think, that i put here, under update posts, something like 15-25 pages and it needs 2x more, a lot more examples.

I totally agree with you. You are just an human, so you have just 24 hours by day. As I said, it will be cool if a team write an help (with your help), not here but a real help file as in FP. But here is just a good first step...

_________________
Les cons ça ose tout. C'est même à  ça qu'on les reconnaît.
My tables avalaible at http://www.pinsimdb.org/fpreleases/ and http://www.irpinball.org/
Image
Image
Le prix s'oublie, la qualité reste


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 Post subject: Re: Better Arcade Mode - MOD for Future Pinball
 Post Posted: Fri Feb 09, 2018 8:26 pm 
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Joined: Sat Jan 29, 2011 4:54 pm
Posts: 1434
Location: Italy
ravarcade wrote:
@wild: I just reuploaded all bam versions with added small move of target box when you select "create new mini-playfield".


many thanks,rav..nice.


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