In the two videos below nothing gets registered while in real life you can shake the machine slightly from side to side or up and down to bounce a ball off the rubbers of an outline. The window between when a flick is not registered and when a flick is too long and gives you 3 warnings and tilts you out is less than a second.ĭid anyone ever find a good setting on how to nudge in VPX with a controller? I googled and searched for a bit but coundt find anything Nudging efficiently in VPX with a controller seems close to impossible for me, in the heat of a moment I tend to do flicks with the stick but they dont get registered as nudges, if I want to nudge theres a super duper small window where it nudges like I want to if I hold the stick a few milliseconds too long it will repeat hard nudge the table which means if I flick the stick for 0,1 seconds nothing happens, if I flick and hold and let go for ~0,2-0,4 seconds itll do an okay nudge, if I hold for 0,4+ itll repeat and tilt me out 90% of the time. The way I play and the way it works in FX3 and Pinball Arcade small flicks give you a decent nudge that doesnt tilt you, if you nudge 3-4 times youll get a warning, if you dont let the tiltbob settle and nudge again youll get another. No programming done yet.I have a different kind of problem. Analog Output to various Output devices - But that were only some thoughts. Digital Output to various Output Devices Digital to Analog timed Output with ADSR for special things like shakers, which need high outputs to start. VP to Hardware Output Mapping via standardized Output layer. VP itself handling stadardized inputs and output. Hardware Input to VP Mapping via standardized Input Layer. I spend some thoughts about this and thought of something like this: - Digital inputs from Keyboard, joystick (including nanotech things) Analog Input from Joysticks or emulated with digital inputs. That would really be an innovation, if we had some more I/O handling in VP. Well ideal solution would be to have a setting in vp to choose one joystick or mouse axis and set sensitivity and dead zones, and then plunger works in all tables without any code change (well you should only remove old code like jpsalas said) that would be real innovation and it is not so far away since rascal is working on enabling nanotech code in vp source to use any type of joystick/mouse input, for plunger and for nudging I agree totally here. Add the following Sub in the appropriate section: Dim PTop, PBottom, PTopY, PBottomY, PlungerPos,oPlungerPos,PT,PB Set PTop = P1.CreateBall:PTop.Image = "pw0a":PTopY = PTop.Y : PT=PTopY Set PBottom = P2.CreateBall:PBottom.Image = "p0b":PBottomY = PBottom.Y : PB=PBottomY 2. Add to the script the bolded parts in the following script excerpt. Add :Plunger.TimerEnabled=1 to the end of the PlungerKey line in the KeyUp Sub - Kicker Technique 1. Add :Plunger.TimerEnabled=0 to the end of the PlungerKey line in the KeyDown Sub 4. Add Plunger object with a stroke length of 130 called Plunger, uncheck Visible, check Enable Mechanical Plunger, check Enable Timer, set Interval to 5.
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