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Main => Lightguns => Topic started by: Afterburner1970 on December 02, 2025, 02:58:42 pm

Title: Operation Thunderbolt + MAMEHooker 2 player script issue
Post by: Afterburner1970 on December 02, 2025, 02:58:42 pm
Hi,

Ok, after losts of mucking around and reading many posts and help from Howard, I finally got both guns (on my Revolution X) working.

Only issue is when playing 2 player..... whoever pulls the trigger second, it stops the first players guns recoil.

It must be a script issue, so hoping someone can spot my error?

ini file

[General]
MameStart=
MameStop=kls 1
StateChange=
OnRotate=
OnPause=
[KeyStates]
RefreshTime=
[Output]
Player1_Recoil_Piston=lfs pistonthunder 20 %s%
Player2_Recoil_Piston=lfs pistonthunder-2 20 %s%


and the 2 script files


Pisonthunder.mhs

uls 1 1 0

uls 1 1 %s%



Pistonthunder-2.mhs

uls 1 2 %s%

uls 1 1 %s%

Many thanks
Title: Re: Operation Thunderbolt + MAMEHooker 2 player script issue
Post by: bandicoot on December 03, 2025, 11:07:39 am
hello i think
this mut be like this

Pistonthunder-2.mhs

uls 1 2 0

uls 1 2 %s%
Title: Re: Operation Thunderbolt + MAMEHooker 2 player script issue
Post by: Howard_Casto on December 03, 2025, 06:25:57 pm
to simplify even greater, you never have to pass a zero when the state is off.   I have that option in place for outputs with multiple values.   Just pass a %s%... when the output isn't firing the value of %s% will be 0 anyway.


Title: Re: Operation Thunderbolt + MAMEHooker 2 player script issue
Post by: Afterburner1970 on December 04, 2025, 11:24:59 am
i had made a typo

the script is actually

uls 1 2 0

uls 1 2 %s%

but still have this issue....any thoughts?

Thanks
Title: Re: Operation Thunderbolt + MAMEHooker 2 player script issue
Post by: Afterburner1970 on December 04, 2025, 11:27:59 am
I should point out, as I didnt make this very clear..this issue is happening on operation thunderbolt. Revolution X is working perfectly.

Thanks in advance
Title: Re: Operation Thunderbolt + MAMEHooker 2 player script issue
Post by: TapeWormInYourGut on December 07, 2025, 11:41:31 am
I have the same issue in Operation Thunderbolt and it's because the output states appear to be bugged in that game.

- snip -

Edit: The issue with mine appears to be due to a bug in my output software. It had an invalid line-terminator check which caused output messages to be queued until a new message was received. The delay in processing messages caused a result similar to what the OP is seeing. This is because the correct states weren't being immediately processed.