BAM FizX My diary on using fizx 3.3 so far.

shiva

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So, decided to finally use 3.3, and using the Essentials file it's been a mostly painless process so far. I'm using a early version of fpx as that template is far more complete than the new_table template that comes stock with FP. The only problem I had was getting Ball rolling sounds to work, and I noticed it wasn't working on a couple tables as well. It wasn't in TerryRed's guide, but finally after studing the script, w-a-y down there I saw this...

' - add a timer named BallRolling_Update_Timer
' - add desired BallRolling_Sound file to Music Manager
' - change Sub Ball_Rolling_Sound_Settings as needed
' - run Ball_Rolling_Sounds_Start on table startup
' - no extra code is needed throughout the script (ball rolling works automatically)
' - Ball Rolling will output to FP if PUP_SSF_enabled = false
' - Ball Rolling will output to PUP if PUP_SSF_enabled = true (and PUP is installed)

Duh, feel like such a dofus. "add desired BallRolling_Sound file to Music Manager" when I had those particular sound files in the sound manager (with all the Mech sounds) instead of the Music manager...
 
So, decided to finally use 3.3, and using the Essentials file it's been a mostly painless process so far. I'm using a early version of fpx as that template is far more complete than the new_table template that comes stock with FP. The only problem I had was getting Ball rolling sounds to work, and I noticed it wasn't working on a couple tables as well. It wasn't in TerryRed's guide, but finally after studing the script, w-a-y down there I saw this...

' - add a timer named BallRolling_Update_Timer
' - add desired BallRolling_Sound file to Music Manager
' - change Sub Ball_Rolling_Sound_Settings as needed
' - run Ball_Rolling_Sounds_Start on table startup
' - no extra code is needed throughout the script (ball rolling works automatically)
' - Ball Rolling will output to FP if PUP_SSF_enabled = false
' - Ball Rolling will output to PUP if PUP_SSF_enabled = true (and PUP is installed)

Duh, feel like such a dofus. "add desired BallRolling_Sound file to Music Manager" when I had those particular sound files in the sound manager (with all the Mech sounds) instead of the Music manager...



Incorrect. Everything you listed that was needed for Ball Rolling Sounds to work is already set for you in the main code or included in the steps in the written AIO Example Tutorial PDF / DOCX.


As directed... follow the written Tutorial PDF / DOCX... IN ORDER. Do not go out of order, or selectively skip steps, or only install some things, etc. Do exactly as directed, and it will work as directed, and save you lots of time.


DO NOT look at or follow the table script as an installation guide. It was not created to work that way. The notes in each section are for helping with specific settings or details for those functions only.


What you listed.... is in the guide PDF / DOCX:

- add a timer named BallRolling_Update_Timer"

1730797576997.png


- add desired BallRolling_Sound file to Music Manager

1730797428271.png



- other stuff

1730798039711.png


1730798263948.png
 
You are right Terry, just missed it was all.
Everything else is working, but only at page 30 in the manual so far
 
yes I thank you all for these "essential files" it gives an incredible result in a short time. When I dive back into the other simulators, I see that something is missing that we only find with FP - bam - essential files.
 
You are right Terry, just missed it was all.
Everything else is working, but only at page 30 in the manual so far

If you want to add ball rolling sounds to ramps, it is a lot easier if you rename the triggers like I did in my version of the AIO that you liked earlier. If you need a third ramp, you just copy the set of 3 subs like I pasted below and rename all occurrences of Ramp1 to Ramp3. Look at my version of Attack From Mars if you have transitions of one ramp material to another like plastic to wire ramps.

Code:
Sub TriggerRamp1Enter_Hit
    If (LastSwitchHit.Name = "TriggerRamp1") or (LastSwitchHit.Name = "TriggerRamp1Enter") Then    'ball rolled back down to ramp entrance
        BallRolling_ExitRamp
    end if
    set LastSwitchHit = TriggerRamp1Enter
End Sub

Sub TriggerRamp1_Hit
    If (LastSwitchHit.Name = "TriggerRamp1Enter") Then    'ball is on plastics ramp
        BallRolling_PlasticRamp
    end if
    set LastSwitchHit = TriggerRamp1
End Sub

Sub TriggerRamp1Exit_Hit    'ball has exited ramp
    BallRolling_ExitRamp
    PinMechSound_TriggerRamp1Exit_Hit
    set LastSwitchHit = TriggerRamp1Exit
End Sub

You will need to duplicate this one also. Just do the same thing. Rename Ramp1 to Ramp3.

I changed the debug code in my version of the AIO as well.

Code:
Sub PinMechSound_TriggerRamp1Exit_Hit
    PinMechSound ("mech_Ball_Drop_"&Int(Rnd*5)+1), TriggerRamp1Exit, 1, , , ""
End Sub
 
Last edited:
Thank you George, but this new layout has no ramps and it's intended to be a simple engine driver for when I get in the mood to design prototype/whiteboard layouts. This is just me learning and getting a handle on the new physics.
 
Thank you George, but this new layout has no ramps and it's intended to be a simple engine driver for when I get in the mood to design prototype/whiteboard layouts. This is just me learning and getting a handle on the new physics.

OK. The debug code that I changed might help. It is a little easier to identify problems.
 
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