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Copy pathCentaur (Bally 1981).vbs
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Centaur (Bally 1981).vbs
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Option Explicit
Randomize
' Thalamus 2018-07-20
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Changed UseSolenoids=1 to 2
' No special SSF tweaks yet.
On Error Resume Next
ExecuteGlobal GetTextFile("controller.vbs")
If Err Then MsgBox "Can't open controller.vbs"
On Error Goto 0
Const cSingleLFlip = 0
Const cSingleRFlip = 0
Const cGameName="Centaur",UseSolenoids=2,UseLamps=0,UseGI=0,SSolenoidOn="SolOn",SSolenoidOff="SolOff",SFlipperOn="fx_Flipperup",SFlipperOff="fx_Flipperdown"
Const SCoin="coin"
LoadVPM "01000100", "Bally.VBS", 2.24
Dim DesktopMode: DesktopMode = Table1.ShowDT
Dim BallShadows: Ballshadows=1 '******************set to 1 to turn on Ball shadows
Dim FlipperShadows: FlipperShadows=1 '***********set to 1 to turn on Flipper shadows
If DesktopMode = True Then 'Show Desktop components
Ramp16.visible=1
Ramp15.visible=1
Else
Ramp16.visible=0
Ramp15.visible=0
End if
Dim EnableBallControl
EnableBallControl = false 'Change to true to enable manual ball control (or press C in-game) via the arrow keys and B (boost movement) keys
'Solenoid Call backs
'**********************************************************************************************************
SolCallback(1) = "dtM.soldropup"
SolCallback(2) = "Drop1"
SolCallback(3) = "Drop2"
SolCallback(4) = "Drop3"
SolCallback(5) = "Drop4"
SolCallback(6) = "vpmSolSound SoundFX(""Knocker"",DOFKnocker),"
SolCallback(7) = "SRelease"
SolCallback(8) = "dtLLdrop"
SolCallback(9) = "dtLRdrop"
SolCallback(14) = "OrbsOut"
SolCallback(15) = "BRelease"
SolCallback(19) = "vpmNudge.SolGameOn"
'SolCallback(20) = "Rmag"
'SolCallback(sLLFlipper)="vpmSolFlipper LeftFlipper,nothing,"
'SolCallback(sLRFlipper)="vpmSolFlipper RightFlipper,nothing,"
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_Flipperup",DOFContactors):LeftFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_Flipperdown",DOFContactors):LeftFlipper.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_Flipperup",DOFContactors):RightFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_Flipperdown",DOFContactors):RightFlipper.RotateToStart
End If
End Sub
'Solenoid Controlled toys
'**********************************************************************************************************
Sub Drop1(enabled) : If enabled Then: PlaySound SoundFX("DTReset",DOFDropTargets) :sw28.IsDropped = 1 : controller.switch(28) = 1 : drop1shadow.image="blank" : End If : End Sub
Sub Drop2(enabled) : If enabled Then: PlaySound SoundFX("DTReset",DOFDropTargets) :sw27.IsDropped = 1 : controller.switch(27) = 1 : drop2shadow.image="blank" : End If : End Sub
Sub Drop3(enabled) : If enabled Then: PlaySound SoundFX("DTReset",DOFDropTargets) :sw26.IsDropped = 1 : controller.switch(26) = 1 : drop3shadow.image="blank" : End If : End Sub
Sub Drop4(enabled) : If enabled Then: PlaySound SoundFX("DTReset",DOFDropTargets) :sw25.IsDropped = 1 : controller.switch(25) = 1 : drop4shadow.image="blank" : End If : End Sub
Sub SRelease(enabled)
If enabled Then
If bsTrough.balls > 0 Then
If bsTroughO.balls = 4 Then
bsTrough.SolOut 1
BallRelease.Createball
BallRelease.Kick 150,7
Else
bsTrough.SolOut 1
bsTroughO.AddBall 1
End If
End If
End If
End Sub
Sub BRelease(enabled)
If enabled and bsTroughO.balls > 0 Then
bsTroughO.SolOut 1
bsTroughE.Addball 1
End If
End Sub
Sub OrbsOut(enabled)
If enabled Then
If bsTroughE.balls > 0 Then
vpmtimer.addtimer 800,"OrbEject"
End If
End If
End Sub
'Orb Ejection and End of Trough Switch
Sub OrbEject(aSw)
If bsTroughE.balls > 0 Then
bsTroughE.SolOut 1
PlaySound "wireramp" ', -1, 0.1, 0.5
Release2.CreateBall
Release2.Kick 0,(57+(5*Rnd))
vpmtimer.pulsesw 33 ' End of Trough Switch
end If
End Sub
Sub DTLLdrop(enabled)
if enabled then
dtLL.SolDropUp enabled
bank1shadow.Image="bank2"
bank2shadow.Image="bank3"
bank3shadow.Image="bank4"
end if
End Sub
Sub DTLRdrop(enabled)
if enabled then
dtLR.SolDropUp enabled
drop1shadow.Image="drop1"
drop2shadow.Image="drop2"
drop3shadow.Image="drop3"
drop4shadow.Image="drop4"
end if
End Sub
Sub Trigger1_hit
me.timerenabled=1
End sub
Sub Trigger1_timer
multiguard_prim.objrotx=-8
me.timerenabled=0
End sub
Sub Trigger2_hit
stopsound "wireramp"
trigger1.timerenabled=0
me.timerenabled=1
end sub
Sub Trigger2_timer
multiguard_prim.objrotx=0
me.timerenabled=0
End sub
'**********************************************************************************************************
'Initiate Table
'**********************************************************************************************************
Dim bsTrough, bsTroughE, bsTroughO, dtLR, dtM, dtLL, RMag
Sub Table1_Init
vpmInit Me
' On Error Resume Next
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description : Exit Sub
.SplashInfoLine = "Centaur (Bally 1981)"
.HandleMechanics=0
.HandleKeyboard=0
.ShowDMDOnly=1
.ShowFrame=0
.ShowTitle=0
.hidden = 1
If Err Then MsgBox Err.Description
End With
On Error Goto 0
Controller.SolMask(0)=0
vpmTimer.AddTimer 2000,"Controller.SolMask(0)=&Hffffffff'" 'ignore all solenoids - then add the timer to renable all the solenoids after 2 seconds
Controller.Run
If Err Then MsgBox Err.Description
On Error Goto 0
PinMAMETimer.Interval=PinMAMEInterval
PinMAMETimer.Enabled=1
vpmNudge.TiltSwitch = 15
vpmNudge.Sensitivity = 3
vpmNudge.TiltObj = Array(Bumper1,Bumper2,LeftSlingshot,RightSlingshot)
Set bsTrough = New cvpmBallStack
bsTrough.Initsw 0,8,0,0,0,0,0,0
bsTrough.InitExitSnd SoundFX("BallRelease",DOFContactors),SoundFX("solenoid",DOFContactors)
bsTrough.Balls = 1
bsTrough.CreateEvents "bsTrough", Drain
Set bsTroughE = New cvpmBallStack
bsTroughE.Initsw 0,0,0,0,0,0,0,0
bsTroughE.InitExitSnd SoundFX("BallRelease",DOFContactors),SoundFX("solenoid",DOFContactors)
Set bsTroughO = New cvpmBallStack
bsTroughO.Initsw 0,17,0,0,1,2,0,0
bsTroughO.IsTrough = 1
bsTroughO.Balls = 4
Set dtLR=New cvpmDropTarget
dtLR.InitDrop Array(sw25,sw26,sw27,sw28),Array(25,26,27,28)
dtLR.InitSnd SoundFX("DTDrop",DOFDropTargets),SoundFX("DTReset",DOFContactors)
Set dtM=New cvpmDropTarget
dtM.InitDrop Array(sw29,sw30,sw31,sw32),Array(29,30,31,32)
dtM.InitSnd SoundFX("DTDrop",DOFDropTargets),SoundFX("DTReset",DOFContactors)
Set dtLL=New cvpmDropTarget
dtLL.InitDrop Array(sw41,sw42,sw43,sw44),Array(41,42,43,44)
dtLL.InitSnd SoundFX("DTDrop",DOFDropTargets),SoundFX("DTReset",DOFContactors)
Set RMag = New cvpmMagnet
with Rmag
.initMagnet MagTrigger, 18
.GrabCenter=False
' .X = 836
' .Y = 318
' .Size = 60
.solenoid = 20
.CreateEvents "Rmag"
end with
' Set mTLMag= New cvpmMagnet
' With mTLMag
' .InitMagnet Magnet1, 16
' .GrabCenter = False
' .solenoid=51 ' LE
'' .solenoid=32 ' Pro
' .CreateEvents "mTLMag"
' End With
CapKicker.CreateBall
CapKicker.Kick 180,2
End Sub
'**********************************************************************************************************
'Plunger code
'**********************************************************************************************************
Sub Table1_KeyDown(ByVal KeyCode)
'if keycode=rightmagnasave then '***********used for testing power orb ramp
' PlaySound "wireramp" ', -1, 0.1, 0.5
' Release2.CreateBall
' Release2.Kick 0,(57+(5*Rnd))
'end if
if keycode = RightFlipperKey then Controller.Switch(21) = false
if keycode = LeftFlipperKey then Controller.Switch(21) = false
If KeyDownHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Pullback:playsound"plungerpull"
' Manual Ball Control
If keycode = 46 Then ' C Key
If EnableBallControl = 1 Then
EnableBallControl = 0
Else
EnableBallControl = 1
End If
End If
If EnableBallControl = 1 Then
If keycode = 48 Then ' B Key
If BCboost = 1 Then
BCboost = BCboostmulti
Else
BCboost = 1
End If
End If
If keycode = 203 Then BCleft = 1 ' Left Arrow
If keycode = 200 Then BCup = 1 ' Up Arrow
If keycode = 208 Then BCdown = 1 ' Down Arrow
If keycode = 205 Then BCright = 1 ' Right Arrow
End If
End Sub
Sub Table1_KeyUp(ByVal KeyCode)
if keycode = RightFlipperKey then Controller.Switch(21) = true
if keycode = LeftFlipperKey then Controller.Switch(21) = true
If KeyUpHandler(keycode) Then Exit Sub
If keycode = PlungerKey Then Plunger.Fire:PlaySound"plunger"
'Manual Ball Control
If EnableBallControl = 1 Then
If keycode = 203 Then BCleft = 0 ' Left Arrow
If keycode = 200 Then BCup = 0 ' Up Arrow
If keycode = 208 Then BCdown = 0 ' Down Arrow
If keycode = 205 Then BCright = 0 ' Right Arrow
End If
End Sub
'**********************************************************************************************************
'**********************************************************************************************************
'switches
'**********************************************************************************************************
'Multi Ball kicker
Sub sw33_Hit : Controller.Switch(33) = 1: End Sub
Sub sw33_UnHit : Controller.Switch(33) = 0 : End Sub
' Drain kickers
Sub Drain_Hit:playsound"drain":End Sub
'Drop Targets
Sub Sw25_Dropped:dtLR.Hit 1 : drop4shadow.image="blank" : End Sub
Sub Sw26_Dropped:dtLR.Hit 2 : drop3shadow.image="blank" : End Sub
Sub Sw27_Dropped:dtLR.Hit 3 : drop2shadow.image="blank" : End Sub
Sub Sw28_Dropped:dtLR.Hit 4 : drop1shadow.image="blank" : End Sub
Sub Sw29_Dropped:dtM.Hit 1 :End Sub
Sub Sw30_Dropped:dtM.Hit 2 :End Sub
Sub Sw31_Dropped:dtM.Hit 3 :End Sub
Sub Sw32_Dropped:dtM.Hit 4 :End Sub
Sub Sw41_Dropped:dtLL.Hit 1 : bank1shadow.image="blank" : End Sub
Sub Sw42_Dropped:dtLL.Hit 2 : bank2shadow.image="blank" : End Sub
Sub Sw43_Dropped:dtLL.Hit 3 : bank3shadow.image="blank" : End Sub
Sub Sw44_Dropped:dtLL.Hit 4 : bank4shadow.image="blank" : End Sub
'Stand Up Targets
Sub Tsw12a_Hit: PrimStandupTgtHit 12, Tsw12a, PrimT12a: DOF 102, DOFPulse: End Sub
Sub Tsw12a_Timer: PrimStandupTgtMove 12, Tsw12a, PrimT12a: End Sub
' Sub sw12a_Hit:vpmTimer.PulseSW 12:DOF 102, DOFPulse:End Sub
Sub sw12b_Hit:vpmTimer.PulseSW 12:DOF 103, DOFPulse:End Sub
Sub sw12c_Hit:vpmTimer.PulseSW 12:DOF 103, DOFPulse:End Sub
Sub sw19_Hit:vpmTimer.PulseSW 19:End Sub
Sub sw20_Hit:vpmTimer.PulseSW 20:End Sub
Sub sw22_Hit:vpmTimer.PulseSW 22:End Sub
Sub sw24_Hit:vpmTimer.PulseSW 24:End Sub
'Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 39 : playsound SoundFX("fx_bumper1",DOFContactors): End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 40 : playsound SoundFX("fx_bumper1",DOFContactors): End Sub
'Star Rollovers
Sub sw12_Hit : Controller.Switch(12) = 1 : playsound"rollover" : DOF 101, DOFOn : End Sub
Sub sw12_UnHit : Controller.Switch(12) = 0 : DOF 101, DOFOff : End Sub
Sub sw18_Hit : Controller.Switch(18) = 1 : playsound"rollover" : End Sub
Sub sw18_UnHit : Controller.Switch(18) = 0 : End Sub
Sub sw18a_Hit : Controller.Switch(18) = 1 : playsound"rollover" : End Sub
Sub sw18a_UnHit: Controller.Switch(18) = 0 : End Sub
'Wire Triggers
Sub sw3_Hit : Controller.Switch(3) = 1 : playsound"rollover" : End Sub
Sub sw3_UnHit : Controller.Switch(3) = 0 : End Sub
Sub sw4_Hit : Controller.Switch(4) = 1 : playsound"rollover" : End Sub
Sub sw4_UnHit : Controller.Switch(4) = 0 : End Sub
Sub sw5_Hit : Controller.Switch(5) = 1 : playsound"rollover" : End Sub
Sub sw5_UnHit : Controller.Switch(5) = 0 : End Sub
Sub sw45_Hit : Controller.Switch(45) = 1 : playsound"rollover" : End Sub
Sub sw45_UnHit: Controller.Switch(45) = 0 : End Sub
Sub sw46_Hit : Controller.Switch(46) = 1 : playsound"rollover" : End Sub
Sub sw46_UnHit: Controller.Switch(46) = 0 : End Sub
Sub sw47_Hit : Controller.Switch(47) = 1 : playsound"rollover" : End Sub
Sub sw47_UnHit: Controller.Switch(47) = 0 : End Sub
Sub sw48_Hit : Controller.Switch(48) = 1 : playsound"rollover" : End Sub
Sub sw48_UnHit: Controller.Switch(48) = 0 : End Sub
'GI Lights single Lamp source to control a collection
Dim N1,O1, N2,O2, N3,O3, GION
N1=0:O1=0:N2=0:O2=0:N3=0:O3=0:
Set LampCallback=GetRef("UpdateMultipleLamps")
Sub UpdateMultipleLamps
N1=Controller.Lamp(1) 'upper PF
N2=Controller.Lamp(66) 'Right lower PF
N3=Controller.Lamp(82) 'Left lower PF
If N1<>O1 Then
If N1 Then
dim xx
GION=1
For each xx in GI1:xx.State = 1: Next
metalright_prm.image="rightmetal"
plasticsedgesGI1_prim.image="edgegi1"
outerback_prim.image="outerback"
woodlrightupper_prim.image="woodtopright"
reargatebracket_prim.image="backgate"
bumperring1_prim.image="bumperring1GION"
bumperring2_prim.image="bumperring2GION"
brackets_prim.image="gatebrackets"
leftgatebracket_prim.image="leftgate"
If l115.state=1 Then
metalouter_prm.image="outermetalLAIRON"
Else
metalouter_prm.image="outermetal"
End If
If l100.state=0 Then
metalrear_prm.image="backmetalSTAROFF"
Else
metalrear_prm.image="backmetal"
End If
Else
For each xx in GI1:xx.State = 0: Next
GION=0
metalright_prm.image="rightmetalGIOFF"
plasticsedgesGI1_prim.image="edgegi1GIOFF"
outerback_prim.image="outerbackGIOFF"
woodlrightupper_prim.image="woodtoprightGIOFF"
reargatebracket_prim.image="backgateGIOFF"
bumperring1_prim.image="bumperring1GIOFF"
bumperring2_prim.image="bumperring2GIOFF"
brackets_prim.image="gatebracketsGIOFF"
leftgatebracket_prim.image="leftgateGIOFF"
If l115.state=1 Then
metalouter_prm.image="outermetalGIOFFLAIRON"
Else
metalouter_prm.image="outermetalGIOFF"
End If
If l100.state=0 Then
metalrear_prm.image="backmetalGIOFFSTAROFF"
Else
metalrear_prm.image="backmetalGIOFF"
End If
End If
O1=N1
End If
If N2<>O2 Then
If N2 Then
dim mm
For each mm in GI2:mm.State = 1: Next
plasticsedgesGI2_prim.image="edgegi2"
outerright_prim.image="outerright"
woodlrightlower_prim.image="rightwood"
plasticsedgeslowerGI2_prim.image="edgelowerGI2"
' flasher1.visible=1
' flasher2.visible=0
Else
For each mm in GI2:mm.State = 0: Next
plasticsedgesGI2_prim.image="edgegi2GIOFF"
outerright_prim.image="outerrightGIOFF"
woodlrightlower_prim.image="rightwoodGIOFF"
plasticsedgeslowerGI2_prim.image="edgelowerGI2GIOFF"
' flasher1.visible=0
' flasher2.visible=1
End If
O2=N2
End If
If N3<>O3 Then
If N3 Then
dim nn
For each nn in GI3:nn.State = 1: Next
plasticsedgesGI3_prim.image="edgegi3"
woodleftlow_prim.image="leftwoodlow"
outerleft_prim.image="outerleft"
plasticsedgeslowerGI3_prim.image="edgelowerGI3"
Else
For each nn in GI3:nn.State = 0: Next
plasticsedgesGI3_prim.image="edgegi3GIOFF"
woodleftlow_prim.image="leftwoodlowGIOFF"
outerleft_prim.image="outerleftGIOFF"
plasticsedgeslowerGI3_prim.image="edgelowerGI3"
End If
O3=N3
End If
End Sub
'***************************************************
' JP's VP10 Fading Lamps & Flashers
' Based on PD's Fading Light System
' SetLamp 0 is Off
' SetLamp 1 is On
' fading for non opacity objects is 4 steps
'***************************************************
Dim LampState(200), FadingLevel(200)
Dim FlashSpeedUp(200), FlashSpeedDown(200), FlashMin(200), FlashMax(200), FlashLevel(200)
InitLamps() ' turn off the lights and flashers and reset them to the default parameters
LampTimer.Interval = 5 'lamp fading speed
LampTimer.Enabled = 1
' Lamp & Flasher Timers
Sub LampTimer_Timer()
Dim chgLamp, num, chg, ii
chgLamp = Controller.ChangedLamps
If Not IsEmpty(chgLamp) Then
For ii = 0 To UBound(chgLamp)
LampState(chgLamp(ii, 0) ) = chgLamp(ii, 1) 'keep the real state in an array
FadingLevel(chgLamp(ii, 0) ) = chgLamp(ii, 1) + 4 'actual fading step
Next
End If
UpdateLamps
End Sub
Sub UpdateLamps
NFadeLm 2, l2
NFadeLm 2, l2a
NFadeLm 2, l2z
NFadeLm 3, l3
NFadeLm 3, l3a
NFadeLm 3, l3z
NFadeLm 4, l4
NFadeLm 4, l4a
NFadeLm 4, l4z
NFadeLm 5, l5
NFadeLm 5, l5a
NFadeLm 5, l5z
NFadeLm 6, l6
NFadeLm 6, l6a
NFadeLm 6, l6b
NFadeLm 6, l6z
NFadeLm 7, l7
NFadeLm 7, l7a
NFadeLm 7, l7z
NFadeLm 8, l8
NFadeLm 8, l8a
NFadeLm 8, l8z
NFadeLm 9, l9
NFadeLm 9, l9a
NFadeLm 9, l9z
NFadeLm 10, l10
NFadeLm 10, l10a
NFadeLm 10, l10z
NFadeLm 12, l12
NFadeLm 12, l12a
NFadeLm 12, l12z
NFadeLm 14, l14
NFadeLm 14, l14a
NFadeLm 14, l14z
NFadeLm 15, l15
NFadeLm 15, l15a
NFadeLm 15, l15b
NFadeLm 15, l15z
NFadeLm 17, l17
NFadeLm 17, l17a
NFadeLm 17, l17y
NFadeLm 17, l17z
NFadeLm 18, l18
NFadeLm 18, l18a
NFadeLm 18, l18z
NFadeLm 19, l19
NFadeLm 19, l19a
NFadeLm 19, l19z
NFadeLm 20, l20
NFadeLm 20, l20a
NFadeLm 20, l20z
NFadeLm 21, l21
NFadeLm 21, l21a
NFadeLm 21, l21z
NFadeLm 22, l22
NFadeLm 22, l22a
NFadeLm 22, l22z
NFadeLm 23, l23
NFadeLm 23, l23a
NFadeLm 23, l23z
NFadeLm 24, l24
NFadeLm 24, l24a
NFadeLm 24, l24z
NFadeLm 25, l25
NFadeLm 25, l25a
NFadeLm 25, l25z
NFadeLm 26, l26
NFadeLm 26, l26a
NFadeLm 26, l26z
NFadeLm 28, l28
NFadeLm 28, l28a
NFadeLm 28, l28z
NFadeLm 30, l30
NFadeLm 30, l30a
NFadeLm 30, l30z
NFadeLm 31, l31
NFadeLm 31, l31a
NFadeLm 31, l31b
NFadeLm 31, l31z
NFadeLm 33, l33
NFadeLm 33, l33a
NFadeLm 33, l33z
NFadeLm 34, l34
NFadeLm 34, l34a
NFadeLm 34, l34z
NFadeLm 35, l35
NFadeLm 35, l35a
NFadeLm 35, l35z
NFadeLm 36, l36
NFadeLm 36, l36a
NFadeLm 36, l36b
NFadeLm 36, l36c
NFadeLm 36, l36z
NFadeLm 37, l37
NFadeLm 37, l37a
NFadeLm 37, l37z
NFadeLm 38, l38
NFadeLm 38, l38a
NFadeLm 38, l38b
NFadeLm 38, l38z
NFadeLm 39, l39
NFadeLm 39, l39a
NFadeLm 39, l39z
NFadeLm 40, l40
NFadeLm 40, l40a
NFadeLm 40, l40z
NFadeLm 41, l41
NFadeLm 41, l41a
NFadeLm 41, l41z
NFadeLm 42, l42
NFadeLm 42, l42a
NFadeLm 42, l42z
NFadeLm 44, l44
NFadeLm 44, l44a
NFadeLm 44, l44z
NFadeLm 46, l46
NFadeLm 46, l46a
NFadeLm 46, l46z
NFadeLm 47, l47
NFadeLm 47, l47a
NFadeLm 47, l47b
NFadeLm 47, l47z
NFadeLm 49, l49
NFadeLm 49, l49a
NFadeLm 49, l49z
NFadeLm 50, l50
NFadeLm 50, l50a
NFadeLm 50, l50z
NFadeLm 51, l51
NFadeLm 51, l51a
NFadeLm 51, l51z
NFadeLm 52, l52
NFadeLm 52, l52a
NFadeLm 52, l52b
NFadeLm 52, l52z
NFadeLm 53, l53
NFadeLm 53, l53a
NFadeLm 53, l53z
NFadeLm 54, l54
NFadeLm 54, l54a
NFadeLm 54, l54z
NFadeLm 55, l55
NFadeLm 55, l55a
NFadeLm 55, l55z
NFadeLm 56, l56
NFadeLm 56, l56a
NFadeLm 56, l56z
NFadeLm 57, l57
NFadeLm 57, l57a
NFadeLm 57, l57z
NFadeLm 58, l58
NFadeLm 58, l58a
NFadeLm 58, l58z
NFadeLm 59, l59
NFadeLm 60, l60
NFadeLm 60, l60a
NFadeLm 60, l60z
NFadeLm 62, l62
NFadeLm 62, l62a
NFadeLm 62, l62z
NFadeLm 63, l63
NFadeLm 63, l63a
NFadeLm 63, l63b
NFadeLm 63, l63z
NFadeLm 65, l65
NFadeLm 65, l65a
NFadeLm 65, l65z
Flash 66, Flasher1
SetLamp 166, 1-LampState(66)
Flash 166, Flasher2
Nfadelm 67, l67
Nfadelm 67, l67a
Nfadelm 67, l67b
Nfadelm 67, l67c
If l67.state=1 Then
If l83.state=0 Then
If l99.state=0 Then
If sw41.isdropped=0 Then
bank1shadow.image="bank1l1"
bank2shadow.image="bank2l1"
bank3shadow.image="bank3l1"
Else
If sw42.isdropped=0 Then
bank2shadow.image="bank2l1"
bank3shadow.image="bank3l1"
Else
If sw43.isdropped=0 Then
bank3shadow.image="bank3l1"
Else
bank3shadow.image="blank"
End If
bank2shadow.image="blank"
End If
bank1shadow.image="blank"
End If
plasticsedgesLair_prim.image="edgeslairL67"
bankshadow.image="bankL1"
bank4shadow.image="blank"
Else
If sw42.isdropped=0 Then
bank2shadow.image="bank2"
bank3shadow.image="bank3"
Else
If sw43.isdropped=0 Then
bank3shadow.image="bank3"
Else
bank3shadow.image="blank"
End If
bank2shadow.image="blank"
End If
bank1shadow.image="blank"
bank4shadow.image="bank4"
bankshadow.image="bankON"
plasticsedgesLair_prim.image="edgeslair"
End If
End If
End If
NFadeLm 68, l68
NFadeLm 68, l68a
NFadeLm 68, l68z
NFadeLm 81, l81
NFadeLm 81, l81a
NFadeLm 81, l81z
Nfadelm 83, l83
Nfadelm 83, l83a
Nfadelm 83, l83b
Nfadelm 83, l83c
If l83.state=1 Then
If l67.state=0 Then
If l115.state=0 Then
If sw41.isdropped=0 Then
bank1shadow.image="bank1l2"
bank2shadow.image="bank2l2"
bank3shadow.image="bank3l2"
Else
If sw42.isdropped=0 Then
bank2shadow.image="bank2l2"
bank3shadow.image="bank3l2"
Else
If sw43.isdropped=0 Then
bank3shadow.image="bank3l2"
Else
bank3shadow.image="blank"
End If
bank2shadow.image="blank"
End If
bank1shadow.image="blank"
End If
plasticsedgesLair_prim.image="edgeslairL83"
bankshadow.image="bankL2"
bank4shadow.image="blank"
Else
If sw42.isdropped=0 Then
bank2shadow.image="bank2"
bank3shadow.image="bank3"
Else
If sw43.isdropped=0 Then
bank3shadow.image="bank3"
Else
bank3shadow.image="blank"
End If
bank2shadow.image="blank"
End If
bank4shadow.image="bank4"
bankshadow.image="bankON"
plasticsedgesLair_prim.image="edgeslair"
End If
End If
bank1shadow.image="blank"
End If
NFadeLm 84, l84
NFadeLm 84, l84a
NFadeLm 84, l84z
If l84.state=1 Then
FadeObjm 84, metalleft_prm, "leftmetal", "leftmetal", "leftmetal", "leftmetalstaroff"
Else
metalleft_prm.image="leftmetalstaroff"
End if
NFadeLm 97, l97
NFadeLm 97, l97a
NFadeLm 97, l97z
NFadeLM 98, L98
If l98.state=1 Then
If bumperring2_prim.image="bumperring2GION" Then
bumpercap2_prim.image="bumpercap2ONGION"
Else
bumpercap2_prim.image="bumpercap2ONGIOFF"
End If
End If
If l98.state=0 Then
If bumperring2_prim.image="bumperring2GION" Then
bumpercap2_prim.image="bumpercap2OFFGION"
Else
bumpercap2_prim.image="bumpercap2OFFGIOFF"
End If
End If
Nfadelm 99, l99
Nfadelm 99, l99a
Nfadelm 99, l99b
Nfadelm 99, l99c
If l99.state=1 Then
If l83.state=0 Then
If l67.state=0 Then
If sw42.isdropped=0 Then
bank2shadow.image="bank2l3"
bank3shadow.image="bank3l3"
Else
If sw43.isdropped=0 Then
bank3shadow.image="bank3l3"
Else
bank3shadow.image="blank"
End If
bank2shadow.image="blank"
bank1shadow.image="blank"
End If
plasticsedgesLair_prim.image="edgeslairL99"
bankshadow.image="bankL3"
bank1shadow.image="blank"
bank4shadow.image="blank"
Else
If sw42.isdropped=0 Then
bank2shadow.image="bank2"
bank3shadow.image="bank3"
Else
If sw43.isdropped=0 Then
bank3shadow.image="bank3"
Else
bank3shadow.image="blank"
End If
bank2shadow.image="blank"
End If
bankshadow.image="bankON"
bank4shadow.image="bank4"
plasticsedgesLair_prim.image="edgeslair"
End If
End If
bank1shadow.image="blank"
End If
NFadeLm 100, l100
NFadeLm 100, l100a
NFadeLm 100, l100z
NFadeLM 114, L114
If l114.state=1 Then
If bumperring1_prim.image="bumperring1GION" Then
bumpercap1_prim.image="bumpercap1ONGION"
Else
bumpercap1_prim.image="bumpercap1ONGIOFF"
End If
End If
If l114.state=0 Then
If bumperring1_prim.image="bumperring1GION" Then
bumpercap1_prim.image="bumpercap1OFFGION"
Else
bumpercap1_prim.image="bumpercap1OFFGIOFF"
End If
End If
Nfadelm 115, l115
Nfadelm 115, l115a
Nfadelm 115, l115b
Nfadelm 115, l115c
If l115.state=1 Then
If GION=0 then metalouter_prm.image="outermetalGIOFFLairon"
If l99.state=0 Then
If l83.state=0 Then
If sw43.isdropped=0 Then
bank3shadow.image="bank3l3"
bank4shadow.image="bank4l4"
Else
If sw44.isdropped=0 Then
bank4shadow.image="bank4l4"
Else
bank4shadow.image="blank"
End If
bank3shadow.image="blank"
End If
plasticsedgesLair_prim.image="edgeslairL115"
bankshadow.image="bankL4"
Else
If sw43.isdropped=0 Then
bank3shadow.image="bank3"
bank4shadow.image="bank4"
Else
If sw44.isdropped=0 Then
bank4shadow.image="bank4"
Else
bank4shadow.image="blank"
End If
bank3shadow.image="blank"
End If
bankshadow.image="bankON"
bank4shadow.image="bank4"
plasticsedgesLair_prim.image="edgeslair"
End If
Else
bank1shadow.image="blank"
End If
Else
If GION=0 then metalouter_prm.image="outermetalGIOFF"
End If
End Sub
' div lamp subs
Sub InitLamps()
Dim x
For x = 0 to 200
LampState(x) = 0 ' current light state, independent of the fading level. 0 is off and 1 is on
FadingLevel(x) = 4 ' used to track the fading state
FlashSpeedUp(x) = 0.4 ' faster speed when turning on the flasher
FlashSpeedDown(x) = 0.2 ' slower speed when turning off the flasher
FlashMax(x) = 1 ' the maximum value when on, usually 1
FlashMin(x) = 0 ' the minimum value when off, usually 0
FlashLevel(x) = 0 ' the intensity of the flashers, usually from 0 to 1
Next
End Sub
Sub AllLampsOff
Dim x
For x = 0 to 200
SetLamp x, 0
Next
End Sub
Sub FadePrim(nr, pri, a, b, c, d)
Select Case FadingLevel(nr)
Case 2:pri.image = d:FadingLevel(nr) = 0
Case 3:pri.image = c:FadingLevel(nr) = 2
Case 4:pri.image = b:FadingLevel(nr) = 3
Case 5:pri.image = a:FadingLevel(nr) = 1
End Select
End Sub
Sub SetLamp(nr, value)
If value <> LampState(nr) Then
LampState(nr) = abs(value)
FadingLevel(nr) = abs(value) + 4
End If
End Sub
' Lights: used for VP10 standard lights, the fading is handled by VP itself
Sub NFadeL(nr, object)
Select Case FadingLevel(nr)
Case 4:object.state = 0:FadingLevel(nr) = 0
Case 5:object.state = 1:FadingLevel(nr) = 1
End Select
End Sub
Sub NFadeLm(nr, object) ' used for multiple lights
Select Case FadingLevel(nr)
Case 4:object.state = 0
Case 5:object.state = 1
End Select
End Sub
'Lights, Ramps & Primitives used as 4 step fading lights
'a,b,c,d are the images used from on to off
Sub FadeObj(nr, object, a, b, c, d)
Select Case FadingLevel(nr)
Case 4:object.image = b:FadingLevel(nr) = 6 'fading to off...
Case 5:object.image = a:FadingLevel(nr) = 1 'ON
Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 9:object.image = c:FadingLevel(nr) = FadingLevel(nr) + 1 'fading...
Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 13:object.image = d:FadingLevel(nr) = 0 'Off
End Select
End Sub
Sub FadeObjm(nr, object, a, b, c, d)
Select Case FadingLevel(nr)
Case 4:object.image = b
Case 5:object.image = a
Case 9:object.image = c
Case 13:object.image = d
End Select
End Sub
Sub NFadeObj(nr, object, a, b)
Select Case FadingLevel(nr)
Case 4:object.image = b:FadingLevel(nr) = 0 'off
Case 5:object.image = a:FadingLevel(nr) = 1 'on
End Select
End Sub
Sub NFadeObjm(nr, object, a, b)
Select Case FadingLevel(nr)
Case 4:object.image = b
Case 5:object.image = a
End Select
End Sub
' Flasher objects
Sub Flash(nr, object)
Select Case FadingLevel(nr)
Case 4 'off
FlashLevel(nr) = FlashLevel(nr) - FlashSpeedDown(nr)
If FlashLevel(nr) < FlashMin(nr) Then
FlashLevel(nr) = FlashMin(nr)
FadingLevel(nr) = 0 'completely off
End if