![]() I came into this to share my experience and hopefully improve the VP experience for everyone. Really? I'm not the only one to notice your short and dismissive replies to each of my posts. To see the difference here the two extremes i could get (minimum and maximum delay, visualized by having both flippers visible for this Just tried this on the AFM that seems to give me some of the biggest lag, much improved response feel with this setup, and as suspected unless I concentrated on looking for it I could not tell that the flippers that were moving were not the ones moving the ball, and then of course I lost the ball as i wasn't watching itĪnd just for fun I tilted the game and batted the ball around a bit with invisible flippers. If keycode = RightFlipperkey then RightFlipper2.RotateToStart If keycode = LeftFlipperKey then LeftFlipper2.RotateToStart other code, but before vpmKeyUp(keycode). If keycode = RightFlipperkey then RightFlipper2.RotateToEnd If keycode = LeftFlipperKey then LeftFlipper2.RotateToEnd other code, but before vpmKeyDown(keycode). ![]() ![]() Which still means that a lot of tables could actually use this in practice without any issues!ġ) copy/paste each of the flippers on the playfieldĢ) for the original versions of the flippers, disable the 'enabled' checkboxģ) for the new/copied versions of the flippers, disable the 'visible' checkboxĤ) in the script, search for the functions that already have some keyboard handling (like Table1_KeyDown and Table1_KeyUp) and insert something like this (if the new/copied flippers are named LeftFlipper2 and RightFlipper2): This of course only works if the table does NOT need to turn off the flippers during gameplay itself (like TOTAN, as the player can still influence the balls then, even though at least he cannot see what he's doing )Īnd if the table does NOT trigger the flippers (like MB, TAF) I just tested the idea i mentioned, that was inspired by Thalamus' one (actually exactly the other way round that he suggested, as i did not get his intention first ):ġ) have one flipper that is not visible and that is enabled, wired to the keyup/keydownĢ) have one flipper that is visible and that is not enabled, wired to the solenoid callback of VPM (which also is wired to all the sounds,DOF, as usual) Most of the time there will only be that slight lag difference between the two and on fast moving shots you won't be able to see the difference, but the ball will respond closer to when you press the button. The one that visually moves is controlled by pinmame so only when pinmame says it can move does it. The key to it is that the one that acts on the ball (the invisible one) is the one that responds when we press the button and not waiting for vpm to respond. Yes, one is invisible and the other doesn't act on the ball at all. That's simply not going to work if they act on different timings. I believe this presents the idea of having two identical flipper sets, one invisible. ![]() But i leave that up to you guys to judge. Don't know why I even bother participating.Īs the main difference is there when you are pressing and releasing the flipper button, its very hard to spot that the ball does not perfectly match the visible flipper collision as everything is in very fast motion at that point. That's simply not going to work if they act on different timings.ĭo whatever the hell you want. But i leave that up to you guys to judge.I believe this presents the idea of having two identical flipper sets, one invisible. You can get off my shit now, thank you.Īs the main difference is there when you are pressing and releasing the flipper button, its very hard to spot that the ball does not perfectly match the visible flipper collision as everything is in very fast motion at that point. I suggest you read the thread.I have, three times. Unless there's a way to make them uncollidable, I definitely foresee an issue with two sets acting independently. This is all pretty simple scripting, really. You can even animate them by comparing the active state when fired, for games like TAF that animate them. Since you don't need flippers when there's no ball in play, disabling them is simple.
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