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Captive Ball Troubles.


Inserted Coin
For some reason, my table runs fine, right up until I add the script for the captive ball.
' CaptiveKicker.createball
' CaptiveKicker.Kick 45,1
' CaptiveKicker.enabled = false
The table bogs down bigtime when added.
Has anyone run into the same and what was the solution to keep the captive ball?
Thank You


Pinball Wizard
Site Supporters
yes, first it's best to keep a captive ball in a kicker.

Sub table1_Init

create the captive ball in table_init, which is the first routine executed after the table is rendered.

Always leave the captive kicker enabled - so it can grab the ball afterwards

Have the ball be kicked at a speed/force of 3 or higher, so the ball leaves the 'hit area' of the kicker or vp won't see it as a hit event.

The 'bogs down' is because if you let the ball roll or rest against a wall freely, it can generate a few hundred 'hit events' on that wall per second.
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