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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