The Shadow VPX

This topic contains 67 replies, has 33 voices, and was last updated by  Robert Albright 2 weeks, 6 days ago.

Viewing 15 posts - 1 through 15 (of 68 total)
  • Author
    Posts
  • #16104
    Tom Tower
    Tom Tower
    Keymaster
      • Posts 1478

    you must be logged for download

     

    #16115

    marie
    Participant
      • Posts 17

    Thanks! Looking forward to try this one!

    #16116

    Chris Campbell
    Participant
      • Posts 5

    Superb as always :good:

    #16124
    Stefan Austria
    Stefan Austria
    Participant
      • Posts 279

    Thanks Alessio, try tonight … :good:

    #16125
    Mike Rudd
    Mike Rudd
    Participant
      • Posts 3

    Quick test. The 3 yellow flasher cap prims on the playfield need to be rotated Y 180. The texture is showing the backside.

    Plus you should try to use the cvpmMagnet for the ball lock. the kicker is not very realistic.

    edit: sorry, I know there are magnets there, but the ball shouldn’t fall into a kicker hole is what I mean and the cvpmMagnet sub can help with that.

    #16127
    Darrell Liddle
    Darrell Liddle
    Participant
      • Posts 4

    One of the tables I voted for :yahoo: many thanks for all the hard work.

    #16129
    TNT2
    TNT2
    Participant
      • Posts 159

    Looks great. Thanks for your hard work!

    Plays pretty well too. I did notice that the ball seems to behave strangely above the right outlanes.

    #16131
    neofr45
    neofr45
    Participant
      • Posts 75

    :good: Big Thanks for your hard work alessio whaoo :heart:

    #16140
    RYSr
    RYSr
    Participant
      • Posts 1

    Thanks for the table. I haven’t played Shadow in quite awhile, but didn’t the magnasave buttons used to move the diverters on the ramps?

    #16144
    Evil_Orko
    Evil_Orko
    Participant
      • Posts 3

    wow really nice and thank you!!!

    #16145
    Stefan Austria
    Stefan Austria
    Participant
      • Posts 279

    RSYr, yes you are right

    IPDB: “Each ramp has a player-controlled lane diverter”
    http://www.ipdb.org/machine.cgi?id=2528
    It is also spoted on the Flyer

    Because Table is a Beta, i think Alessio have noticed that :good: :bye:

    #16148
    Alessio
    Alessio
    Participant
      • Posts 160

    Yes Stefan i have noticed this.
    Can anybody help me to move the mini playfield primitive (bumper)? Now there are only walls, the primitive is hidden…..

    Boys, this table will be revisited by Tom, Ninuzzu and Hauntfreaks, will become teamwork.
    All your tips will be heard.
    Thank you all

    Help me for bumber mini playfield :wacko:

    #16149
    ninuzzu
    ninuzzu
    Moderator
      • Posts 357

    Per la minipf, i valori di Controller.GetMech(0) variano da 0 a 18 con 9 posizione centrale, per cui

    Primitive64.TransX= 90 * (Controller.GetMech(0)-9)/9

    dove 90 è la traslazione massima di Primitive64; ovvero, all’interno della sub:

    Sub HandleMiniPF
    FlipperL.RotZ = LeftFlipper.CurrentAngle
    FlipperR.RotZ = RightFlipper.CurrentAngle
    FlipperR2.RotZ = RightFlipper2.CurrentAngle
    PGate1.RotX = Gate1.CurrentAngle
    PGate2.RotX = Gate2.CurrentAngle
    NewKickerPos = Controller.GetMech(0)
    If NewKickerPos <> LastKickerPos Then
    Primitive64.TransX= 90 * (NewKickerPos-9)/9
    KickerPos(LastKickerPos).IsDropped = True
    KickerPos(NewKickerPos).IsDropped = False
    LastKickerPos = NewKickerPos
    End If
    End Sub

    #16150
    TNT2
    TNT2
    Participant
      • Posts 159

    Excellent. I love all-star team collaborations! :good:

    #16151
    Alessio
    Alessio
    Participant
      • Posts 160

    Grazie Nino, funziona alla grande!!!
    Come perdersi in un bicchiere d’acqua……
    Grazie ancora.
    Fammi sapere quando avete intenzione di rivisitarlo.

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