Yes, it's the type of rubber from the 6 possible setting you can set.
For Target and drop target you need to put invisible wall name dt1, dt2, etc etc to have FizX feature on them. Native FP droptarget and target aren't detected by BAM Fiahhh
ahhhh ,thats why there is no need to reference.
code is declaring several constants and variables, and using the "GetObjectsInfoRange" function to retrieve information about objects in the Future Pinball game.
const IsRbPost = 1001
const IsRbBand = 1002
const IsDTWall = 1003
const IsMtl = 1004
const IsWd = 1005
const IsPlastic = 1006
const IsApron = 1007
The constants "IsRbPost", "IsRbBand", "IsDTWall", "IsMtl", "IsWd", "IsPlastic", and "IsApron" are defined with values of stores at 1001 through 1007
So there can be 100 rubber items, 100 rubber bands 100 drop targets 50 metal types 50 plas 50 wood and 10 apron types. ??
Dim RbPost : RbPost = GetObjectsInfoRange("RubberPost", 1, 100, IsRbPost): Dim RubberPostType(100)
Dim RbBand : RbBand = GetObjectsInfoRange("RubberBand", 1, 100, IsRbBand): Dim RubberBandType(100)
Dim DTWall : DTWall = GetObjectsInfoRange("DT", 1, 100, IsDTWall)
Dim Mtl : Mtl = GetObjectsInfoRange("Metal", 1, 50, IsMtl)
Dim Plstc : Plstc = GetObjectsInfoRange("Plastic", 1, 50, IsPlastic)
Dim Wd : Wd = GetObjectsInfoRange("Wood", 1, 50, IsWd)
Dim Apn : Apn = GetObjectsInfoRange("Apron", 1, 10, IsApron)
Dim MaterialTouch
Then using the "Dim" to allocate memory space for variables. The variables "RbPost", "RbBand", "DTWall", "Mtl", "Plstc", "Wd", and "Apn" are all assigned values returned by "GetObjectsInfoRange" function retrieves information about objects in the game based on their type and name ??
Lastly, the variable "MaterialTouch" is declared without being assigned a value, so it can store information about objects that come into contact with materials in the game ??
Is that what this is doing? I think I git it a little better, thanks.
so fizx is a bam scripting addon... basically a invisible mask over the base engine controlling the physics aspect as well as lighting.
without bam fp would have died... so to speak.
I presume you are asking about the audio for the drop targets and not how to set drop targets up initially.
I developed Avatar before Terry released the AIO. I used AnonTet's posting linked below with some of my own changes:
By now everyone should know about the awesome Fleep mechanical sounds used in some tables. I've ported the code to get them into Future Pinball within the limits of my ability. Although stuff like sound paning is not working I believe it is already a nice improvement over the default static FP...
pinballnirvana.com
This is the code I used for the drop target audio:
Const MaxSoundLevel = 0.8
DropTargetSoundFactor = 1.0
'-Target drop - drop target drops into table (drop target hit)
Sub SoundDropTargetDown()
PlaySound ("Drop_Target_Down_" & Int(Rnd*6)+1), (MaxSoundLevel * DropTargetSoundFactor)
adddebugtext "Drop Target Hit"
End Sub
'- targets all up
Sub SoundDropTargetReset()
PlaySound "droptarget_up", (MaxSoundLevel * (DropTargetSoundFactor)
adddebugtext "Drop Target Reset"
End Sub
Then I replaced the original drop target sounds in the script with calls to run "SoundDropTargetDown()" and "SoundDropTargetReset()".
I hadnt used fizx light, although Im thinking it may be easier than full fizx 2, you stick with fp sound system instead of pup, and stuck with smoked ball rolling code, or no.
maybe ill go dizx lite with my next mod, if I do one.
I noticed a lot of higher end tables already use (some of the same) sounds as are in fizx. and accept for the physics they are already pretty complete. it would be just adding the invisibles for bounce- off control etc.
I cant even go back to not having fizx , almost unplayable