I haven't scripted anything in Future Pinball, so be aware.
You can find the FP Help File (Future Pinball Manual.chm) in the (usually)
C:\Games\Future Pinball\Help folder.
For the AutoPlunger/AutoSave look in the help file > Contents tab > Table Components > Control > AutoPlunger / Kickback.
There it says to use: MyAutoPlunger.SolenoidOn()
Change MyAutoPlunger to the exact name of the AutoPlunger that you mean to use.
To turn off the control, use MyAutoPlunger.SolenoidOff()
Again, Change MyAutoPlunger to the exact name of the AutoPlunger that you mean to use.
You can enable an AutoPlunger as a Kickback from any other event, say using a Trigger in the outlane and in a Sub Trigger1_Hit()
Sub Trigger1_Hit()
MyAutoPlunger.SolenoidOn()
End Sub
Note that if Future Pinball only uses Functions in the scripting, then use
Function Trigger1_Hit()
MyAutoPlunger.SolenoidOn()
End Function
Instead of using a Trigger to enable the Kickback, you can also use a Drop Target bank, a StartGame_Init(), a Bumper_Hit() or any other event to enable this.
There is, according to the help file > ...> AutoPlunger also a Pulse method.
MyAutoPlunger.SolenoidPulse()
.Pulse is just a fancy word for time units. When pulse is used, the Kickback will be enabled for 100 milliseconds, unless you put a different number within the parenthesis, like this:
MyAutoPlunger.SolenoidPulse(2000)
1000 milliseconds = 1 second, so (2000) will turn the Kickback on for 2 seconds. Using (10000) will pulse the Kickback on for 10 seconds.
Hope that helps.