I decided to make some demos with a little collection of examples of things you can do with FP and BAM, since I have some ideas that may not deserve their own topic.
Hence, this is the first entry of WECOC's Example Codes & Objects Collection, or "WECOC" for short.
(That first "WECOC" also stands for WECOC's Example Codes & Objects Collection).
This demo includes a basic script (BAM_MagnetTrigger) that handles BAM magnets and adds a few features:
- Activate/Deactivate the magnet with SolenoidOn and SolenoidOff
- Set a "MagnaSave" state for magnet attractors, to completely stop the ball in the center
- Check if the magnet is attracting any ball at any moment with IsEmpty
- Make more realistic repulsion forces when the strength is negative.
The demo also includes very simple magnet models (trigger) and a magnet hole trap (ornament) similar to the ones found in Hot Hand.
Examples included in the demo:
- [BAM_MagnetTrigger] Attraction Magnet with MagnaSave near a flipper
- [BAM_MagnetTrigger] Repulsion Magnet between the flippers; popup alternative
- Separated bumpers with alternating magnets
- Accelerator triggers, which accelerate the ball when hit
- Ramp based on "Perpetual motion simulator" models
Funnily enough, the last examples don't use BAM magnets at all, everything is controlled with ball properties instead.
Hence, this is the first entry of WECOC's Example Codes & Objects Collection, or "WECOC" for short.
(That first "WECOC" also stands for WECOC's Example Codes & Objects Collection).
This demo includes a basic script (BAM_MagnetTrigger) that handles BAM magnets and adds a few features:
- Activate/Deactivate the magnet with SolenoidOn and SolenoidOff
- Set a "MagnaSave" state for magnet attractors, to completely stop the ball in the center
- Check if the magnet is attracting any ball at any moment with IsEmpty
- Make more realistic repulsion forces when the strength is negative.
The demo also includes very simple magnet models (trigger) and a magnet hole trap (ornament) similar to the ones found in Hot Hand.
Examples included in the demo:
- [BAM_MagnetTrigger] Attraction Magnet with MagnaSave near a flipper
- [BAM_MagnetTrigger] Repulsion Magnet between the flippers; popup alternative
- Separated bumpers with alternating magnets
- Accelerator triggers, which accelerate the ball when hit
- Ramp based on "Perpetual motion simulator" models
Funnily enough, the last examples don't use BAM magnets at all, everything is controlled with ball properties instead.
Separated bumpers
Even though the bumpers in the demo are very separated, when one is hit the other two briefly activate a magnet placed under them, making it more possible to still act like a close bumper group.
Ramp magnet
Perpetual motion simulators consist of a magnet that attracts a ball while it's going down a wire ramp, with a very precise timing on the magnet's input, so the ball gains enough speed to jump back to the top. This can hardly work on a pinball since there's not enough vertical space, but you can replace it with a variant where the ball either falls to the floor (disabled) or to a catching wire (enabled) based on its speed.
The demo does that automatically, but it could also be controlled by the player. Other variants of this idea are possible, like floating targets that give score based on the gained height.
Even though the bumpers in the demo are very separated, when one is hit the other two briefly activate a magnet placed under them, making it more possible to still act like a close bumper group.
Ramp magnet
Perpetual motion simulators consist of a magnet that attracts a ball while it's going down a wire ramp, with a very precise timing on the magnet's input, so the ball gains enough speed to jump back to the top. This can hardly work on a pinball since there's not enough vertical space, but you can replace it with a variant where the ball either falls to the floor (disabled) or to a catching wire (enabled) based on its speed.
The demo does that automatically, but it could also be controlled by the player. Other variants of this idea are possible, like floating targets that give score based on the gained height.