Fizx and tracked balk issues.

HZR

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I hey errors when I have add or delete teacked ball for multi ball and solenoid ligjts.

What does tracking do. Keep ball position? why is it used...
 
Judging by a post from you I just answered, I'd say you are upgrading a table that used smoke's rolling ball sounds. If you're upgrading to FizX READ CAREFULLY the comments in the All-inOne Example table.

One of the steps is removing ALL THE OLD CODE for rolling ball sounds and that includes "addtrackedball" and deletetrackedball entries.

Fun fact: Actually, until the code was redone in Ghostsbusters "tracked" was misspelt as "traked" :D
 
That's what I thought it was. So trackedball (selenoid).
Was to make a ball sound when it hit that.
I noticed in the AIO fizx
There is a Max trackedball (6)
What is that for of it's for old ball rolling code?
 
Apparently, you did not understand and thought wrong.

Please follow the instructions, top to bottom, from AIO table. Everything is in there, even if you don't understand what everything does (I don't understand everything either).
 
How would I know trackedball is for smokes ball rolling code? That's why I asked.
I removed it , but I wanted to male sure it wasnt for ball position for some other function of the table.
I wasnt around when that ball rolling code was implemented so a lot of this , like dof , is new.
Thanks for the help though.
 
I have only dabbled in this sense last year, I'm still leaning a lot of basics as well as implementing the advanced scripting etc

"All the old code" I get it, but I wasnt sure what the old code was.
So i need to watch and learn adding dof, adding pup, adding ball sounds so I know what the old code actually is.
But I did see max teacked balls (6) so fizx must do sounds similar. And instead of removing old code I thought there could be a way to implement the old code to function with the new fizx code.
Maybe fizx uses trackedball a different way? Again that's why I'm asking.
 
That's confusing, I know. The name is the same.

In any case, addtrackedball/deletetrackedball are from OLD code and not needed for new sound code. Delete those. Actually, if you don't as soon as you start the table it'll give you an error saying "VAriable undefined: addtrackedball" (i'm 90% sure).

DON'T touch trackedball(6).
 
so what would I use for....

Sub PreKick_Expired()
PreKick.Enabled = FALSE
LightSeqPF.Play SeqBlinking, , 3, 100
Set LastSwitchHit = KickerSave
PlaySound "fx_Steam2"
KickerB.DestroyBall: ' DeleteTrackedBall(KickerB)
BulbSave.State = BulbBlink
IgnoreMe = TRUE
KickerSave.CreateBall: 'AddTrackedBall(KickerSave)
EyesLookCentre()
KickerBTimer.Set TRUE, 1000
End Sub


all I did was remove the red/bold part of the lines above and it works fine.
so what was it doing? it doesnt look sound related, it looks as if the ball was being tracked foe positioning reasons and lighting.
 
Look for pinmechsound_

In sub's _expired you probably want to use the pinmechsound_saucer_release.
For _hit you want to use "enter" and for "testing" empty kickers at the start of the table (for example), you can use "empty" because, why not? :)

Or you can do your own. It is mostly copy&paste really. I even consolidated some sounds in one sub so I just pass the parameter I want.

I don't remember the exacty name of the subs but if you look for pinmechsound_ it should be clear.
 
Don't confuse smoke's ball rolling code, with anything used with Pinevent, pinmechsound, or the AIO Example table.

===============

Smoke Ball Rolling sounds

Commands like below are from smoke's ball rolling code (used on a bunch of tables). They are used to start the smoke ball rolling code, and to start to track a ball when they are created and to stop tracking a ball when they are destroyed at a kicker.

AddTrackedBall
DeleteTrackedBall
InitTrakedSoundBalls()


...and there is the main code (if it's added directly to the table script)... or the Load External script command for the ballrolling vbs file (if the main code wasn't added directly to the table script).

===============

The ball rolling code used in the AIO Example table is self-contained. So you don't add extra commands for it after adding the main code, timer, and sounds. It will just work automatically for "most" tables (as long as the table doesn't create a bunch of balls ahead of time on startup, etc). DO NOT remove any code from the AIO Example table that you copy over to another table.
 
Don't confuse smoke's ball rolling code, with anything used with Pinevent, pinmechsound, or the AIO Example table.

===============

Smoke Ball Rolling sounds

Commands like below are from smoke's ball rolling code (used on a bunch of tables). They are used to start the smoke ball rolling code, and to start to track a ball when they are created and to stop tracking a ball when they are destroyed at a kicker.

AddTrackedBall
DeleteTrackedBall
InitTrakedSoundBalls()


...and there is the main code (if it's added directly to the table script)... or the Load External script command for the ballrolling vbs file (if the main code wasn't added directly to the table script).

===============

The ball rolling code used in the AIO Example table is self-contained. So you don't add extra commands for it after adding the main code, timer, and sounds. It will just work automatically for "most" tables (as long as the table doesn't create a bunch of balls ahead of time on startup, etc). DO NOT remove any code from the AIO Example table that you copy over to another table.
So would I keep it like above ? Or delete the whole line like below.
green means get rid of it

Sub PreKick_Expired()
PreKick.Enabled = FALSE
LightSeqPF.Play SeqBlinking, , 3, 100
Set LastSwitchHit = KickerSave
PlaySound "fx_Steam2"
' KickerB.DestroyBall: DeleteTrackedBall(KickerB)
BulbSave.State = BulbBlink
IgnoreMe = TRUE
' KickerSave.CreateBall: AddTrackedBall(KickerSave)
EyesLookCentre()
KickerBTimer.Set TRUE, 1000
End Sub

Or this

Sub PreKick_Expired()
PreKick.Enabled = FALSE
LightSeqPF.Play SeqBlinking, , 3, 100
Set LastSwitchHit = KickerSave
PlaySound "fx_Steam2"
KickerB.DestroyBall: ' DeleteTrackedBall(KickerB)
BulbSave.State = BulbBlink
IgnoreMe = TRUE
KickerSave.CreateBall: 'AddTrackedBall(KickerSave)
EyesLookCentre()
KickerBTimer.Set TRUE, 1000
End Sub


thanks!!!!
Ill have to add sounds as some of the sub routines were for certain table events and when I remove deletetrackedball or addtrackedball, the rolling sound stops during that routine
 
THIS is the right thing to fo
Sub PreKick_Expired()
PreKick.Enabled = FALSE
LightSeqPF.Play SeqBlinking, , 3, 100
Set LastSwitchHit = KickerSave
PlaySound "fx_Steam2"
KickerB.DestroyBall: ' DeleteTrackedBall(KickerB)
BulbSave.State = BulbBlink
IgnoreMe = TRUE
KickerSave.CreateBall: 'AddTrackedBall(KickerSave)
EyesLookCentre()
KickerBTimer.Set TRUE, 1000
End Sub

bold means delete it
 
cool, thats what I did...
Thanks!!!
 
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