Arcade Collecting > Pinball
Retrofitting EM machines with driverboards and Unity 3d
Pinball Wizard:
Just a heads up, at least flippers should remain "pre-driven" as they say, in that while they are active in gameplay, you should be powering the coil, and the flipper button acting as a ground. This way you eliminate delay in reaction time, otherwise you can have problems with hesitation. However minor it may be, it is enough sometimes to cause issues that lead to draining balls on a skilled player flipping off the end of the flipper.
ed12:
agreed
never wanted the flipper's tied that way
just thumper's/drop-traget's/out hole lanch's/ball return and such
if we use pac2 it is usb 2 no lancey should show up
ed
ed12:
from what i get out of the code set
it is as easy to code into as winexplorer
the main code is a >shell<
we just change the way we want it to work
just rember base rule's
(cmd) placed inside of these () make's a cmd for the shell
next
example here
Before we begin, it is worth mentioning some conventions in Unity.
Variables - begin with a lowercase letter. Variables are used to store information about
any aspects of a game’s state.
Functions - begin with an uppercase letter. Functions are blocks of code which are
written once and can then be reused as often as needed.
Classes - begin with an uppercase letter. These can be thought of as collections of
functions.
so we use lower case
for a variable,ok easy enough
so now we move on to function >uppercase< >first letter< >l< is a function
u write the cmd it is
now i did not get to classe's as of yet
but if i read it right we can define a class the same way as a function,expect it carry's a full new set of rule's >need's looking into<, i am sure that,the last to are tied some how
ed
ed12:
it is called cmd line
example here
function Update () {
transform.Translate(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
}
note the cap's on the t,I,G,A >(Hcmd)< I,G,A>(Vcmd)
so what we are doing is defineing a function call
please aslo follow the scripting () {}
ed
ed12:
this define's your speed :example here:
var speed = 5.0;
function Update () {
var x = Input.GetAxis("Horizontal") * Time.deltaTime * speed;
var z = Input.GetAxis("Vertical") * Time.deltaTime * speed;
transform.Translate(x, 0, z);
}
lacnecy should no longer be of a concern
ed
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