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Mamehooker Settings For positional gun recoils (Steel Gunner Hammer Guns) |
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frankrizzo2:
I've got 2 guns out of a Steel Gunner cab that are positional guns with 24v recoils on them. I'm using the PacDrive to drive some solid state relays which are switching power to the 24v solenoids in the gun. I am also using the APac for the positional data for aiming the guns. The question that I have is with Mamehooker. I went through the tutorial and was able to get T2 on Mame to output the machine guns effects properly to the guns and it works really well. Now when I try to use the same effects on Revolution X it is a very faint effect and the gun is not recoiling like it should. Its very week and even when watching the debug screen in Mamehooker the "0's" and "1's" are not as distinct as T2. I have the ini files set up as "Left_Gun_Recoil=uls 1 1%s%" and every other spot left blank on both games. I've been scouring the internet for 3 days trying to find the answer and I'm having a hard time finding any resolve. Maybe I'm missing a setting in Mamehooker or have overlooked something. Any help is appreciated. revx.ini [General] MameStart= MameStop= StateChange= OnRotate= OnPause= [Output] Player1_Gun_Recoil=uls 1 1 %s% Player2_Gun_Recoil= Player3_Gun_Recoil= Player1_Gun_LED= Player2_Gun_LED= Player3_Gun_LED= [KeyStates] RefreshTime= |
frankrizzo2:
I haven't made any progress yet and am still trying to figure out where my issue is at. It's either the fact that I'm using the wrong output mapping in Mamehooker or some setting that I'm not seeing. I've went through the tutorials about 5 times but isn't a ton of information on driving solenoids or gun recoils so I'm doing a little trial and error right now. Here is a video of how it is working in T2. Here is a video of how the same gun is working in Revolution X. It's almost like Rev X pulses so fast that the gun doesn't have a chance to take the full charge. I am using a 24v Laptop style power supply to feed the power through the Solid State Relay to the Steel Gunner Guns. Any help is appreciated. I'm running on Windows 10 Pro so I'm not sure if that has anything to do with it either? |
Howard_Casto:
It's working just fine. The problem is you aren't using a RevX gun... I hooked that driver up in mame myself and it fires crazy fast. Adding a very short wait command (like 10 or less) after your pacdrive command might help, but no guarantees. |
frankrizzo2:
Thank you!! The wait command definitely helped. I had to get up to "wat 20" to give it enough time to make a full stroke. I think I may try a weaker spring on my solenoid and see if that helps the speed. New Output ini: revx.ini [General] MameStart= MameStop= StateChange= OnRotate= OnPause= [Output] Player1_Gun_Recoil=uls 1 1 %s%,wat 20 Player2_Gun_Recoil= Player3_Gun_Recoil= Player1_Gun_LED= Player2_Gun_LED= Player3_Gun_LED= [KeyStates] RefreshTime= So now my next questions are: How do I make it recoil on the games that are fully on (stuck on 1 instead of pulsing) when pulling the trigger such as Alien3 :The Gun? I'm assuming that I'm going to need to use the "wat" command again? What do the script functions do in Mamehooker? I did some looking in them and see similar commands as the ini's but I guess I'm unsure on the purpose of them. On games without recoil can I create an gamename.ini where it shoots 1 time each time I pull the trigger? (time crisis, area 51, carnevil, etc) That's all I have for questions for mamehooker for now. The next thing I need to figure out is why TS2 crashes when I hit the player 2 start button on Model 2 but 1 step at a time. Thanks |
Howard_Casto:
Scripts are there for a few reasons... so you can do a loop (for lighting control panels, a strobe or something similar) and so you can reuse a complicated set of functions across multiple games. I believe I include a script for strobing an input, but just in case I didn't, yes you make use of the wait command again along with a looping script called via the loop script function. You'd do something like this inside the script: uls 1 1 %s% wat 10 uls 1 1 0 So basically it sets the state (on or off) waits 10 ms, turns it off (of course if the state was zero it'll do nothing, but this keeps the loop consistent) and then starts the whole thing over again. If you have multiple guns, it's best to do them both in the same loop, so it'd be something like this: uls 1 1 %Player1_Gun_Recoil% uls 1 2 %Player2_Gun_Recoil% wat 10 uls 1 1 0 uls 1 2 0 Note that in the above example I used the specific output names, which should also work. If you run into issues let me know... I don't get a lot of feedback on advanced script usage so there could always be a bug or two and I'm on the verge of a new release so now would be the time to let me know. |
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