fastdraw
Inserted Coin
- Joined
- Dec 16, 2015
- Messages
- 226
- Reaction score
- 159
- Points
- 56
- Favorite Pinball Machine
- afm mm cv
voici la table que j'utilise toujours comme base de départ .
j'aimerai ajouter un add-a-ball.
exemple 1 trigger et 2 kickers.
après 3 passages sur le trigger les 2 kickers relâchent 1 bille chacun.
here is the table I always use as a starting point.
I would like to add an add-a-ball.
example 1 trigger and 2 kickers.
after 3 passes on the trigger the 2 kickers release 1 ball each.
dim a
sub trigger1_hit()
a=a+1
if a=3 then
kicker1.createball:kicker1.kick 170,10
kicker2.createball:kicker2.kick 170,10
a=0
end if
end sub
comment programme t'on le add-a-ball pour que le décompte de billes soit correct ?
J'aimerai aussi qu'il n'y ait pas plus de 5 billes sur la PF.
Si quelqu'un pouvez insérer le code avec le script de table de départ...
merci.
how do you program add-a-ball so that the ball count is correct?
I would also like there to be no more than 5 balls on the PF.
If someone can insert the code with the starting table script ...
thank you.
my starting script (starter) :
j'aimerai ajouter un add-a-ball.
exemple 1 trigger et 2 kickers.
après 3 passages sur le trigger les 2 kickers relâchent 1 bille chacun.
here is the table I always use as a starting point.
I would like to add an add-a-ball.
example 1 trigger and 2 kickers.
after 3 passes on the trigger the 2 kickers release 1 ball each.
dim a
sub trigger1_hit()
a=a+1
if a=3 then
kicker1.createball:kicker1.kick 170,10
kicker2.createball:kicker2.kick 170,10
a=0
end if
end sub
comment programme t'on le add-a-ball pour que le décompte de billes soit correct ?
J'aimerai aussi qu'il n'y ait pas plus de 5 billes sur la PF.
Si quelqu'un pouvez insérer le code avec le script de table de départ...
merci.
how do you program add-a-ball so that the ball count is correct?
I would also like there to be no more than 5 balls on the PF.
If someone can insert the code with the starting table script ...
thank you.
my starting script (starter) :
Code:
Option Explicit
Randomize
Dim Ball
Dim Balls
Dim Score
Dim ScoreToAdd
Dim InProgress: Inprogress=False
Dim Credits: Credits=0
Dim light
ball=0
balls=3
score=0
'**********KEYS DOWN**********
Sub Table1_KeyDown(ByVal keycode)
If InProgress = True Then
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToEnd
PlaySound "flipperup"
End If
End If
If InProgress = True Then
If keycode = RightFlipperKey Then
RightFlipper.RotateToEnd
PlaySound "flipperup"
End If
End If
If keycode = PlungerKey Then
Plunger.PullBack
End If
If keycode = LeftTiltKey Then
Nudge 90, 2
End If
If keycode = RightTiltKey Then
Nudge 270, 2
End If
If keycode = CenterTiltKey Then
Nudge 0, 2
End If
If keycode = AddCreditKey Then
Credits=credits + 1
CreditBox.Text=Credits
If InProgress= False Then ScoreBox.Text = "Press Start"
PlaySound "coin"
End If
If InProgress = False Then
If Keycode = StartGameKey And Credits>0 Then
Credits=Credits-1
CreditBox.Text=Credits
NewGame
InProgress=True
End If
End If
End Sub
'**********KEYS UP**********
Sub Table1_KeyUp(ByVal keycode)
If keycode = PlungerKey Then
Plunger.Fire
PlaySound "plunger"
End If
If InProgress = True Then
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToStart
PlaySound "flipperdown"
End If
If keycode = RightFlipperKey Then
RightFlipper.RotateToStart
PlaySound "flipperdown"
End If
End If
End Sub
'**********NEW GAME**********
Sub NewGame
InProgress=True
DrainTimer.Interval=4000
DrainTimer.Enabled = True
ScoreBox.Text=""
Score=0
Ball=0
BallBox.Text=Ball
ScoreBox.Text=Score
TextBox2.Text = "BALL"
End Sub
'**********SCORE**********
Sub AddScore(ScoreToAdd)
Score=Score+ScoreToAdd
ScoreBox.Text=Score
End Sub
'**********TABLE INIT**********
Sub Table1_Init()
Randomize
TextBox2.Text = "BALL"
BallBox.Text = ball
Ball=0
Balls=3
score=0
ScoreBox.Text = "Insert Coin"
End Sub
'**********DRAIN**********
Sub Drain_Hit()
Drain.DestroyBall
If Ball < Balls Then ' Is ball played less than total Balls or is the Game Over
DrainTimer.Interval=3000
DrainTimer.Enabled = True ' If not, then let's play another ball, but let's set the timer for a delay
Else ' Sorry, but the game is now over
GameOver ' Go to game over to finish up
End If
End Sub
Sub DrainTimer_Timer()
DrainTimer.Enabled = False ' When timer runs out we will do the stuff below
Kicker1.CreateBall
Kicker1.Kick 90,10
PlaySound "ballrel"
Ball = Ball + 1
BallBox.Text=Ball
End Sub
'**********GAME OVER**********
Sub GameOver
LeftFlipper.RotateToStart
RightFlipper.RotateToStart
TextBox2.Text = "BALL"
BallBox.Text = 0
InProgress=False
ScoreBox.Text="Game Over"
End Sub
'****************RULES*****************
Sub Bumper001_hit()
addscore 1000
End Sub
Sub Bumper002_hit()
addscore 1000
End Sub
Sub Bumper003_hit()
addscore 1000
End Sub