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Copy pathAttack From Mars (Bally 1995) WED21 PMD Mod.vbs
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Attack From Mars (Bally 1995) WED21 PMD Mod.vbs
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' Attack from Mars
' Based on the tables by Bally/Williams
' Use it with VPX.2 and Vpinmame 2.8
' DOF by arngrim
' PMD by WED21
' Thalamus 2018-07-24
' Added/Updated "Positional Sound Playback Functions" and "Supporting Ball & Sound Functions"
' Changed UseSolenoids=1 to 2
Option Explicit
Randomize
On Error Resume Next
ExecuteGlobal GetTextFile("controller.vbs")
If Err Then MsgBox "You need the controller.vbs in order to run this table, available in the vp10 package"
On Error Goto 0
Const BallSize = 50
Const UseVPMModSol = 1
Dim DesktopMode:DesktopMode = Table1.ShowDT
Dim UseVPMColoredDMD
UseVPMColoredDMD = DesktopMode
LoadVPM "01560000", "WPC.VBS", 3.26
'********************
'Standard definitions
'********************
Const UseSolenoids = 2
Const UseLamps = 0
Const UseSync = 0
Const HandleMech = 0
' Standard Sounds
Const SSolenoidOn = "solon"
Const SSolenoidOff = "soloff"
Const SCoin = "fx_Coin"
Set GiCallback2 = GetRef("UpdateGI")
Dim bsTrough, bsL, bsR, dtDrop, x, BallFrame, plungerIM, Mech3bank
'************
' Table init.
'************
Const cGameName = "afm_113b" 'arcade rom - with credits
'Const cGameName = "afm_113" 'home rom - free play
Sub Table1_Init
vpmInit Me
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game " & cGameName & vbNewLine & Err.Description:Exit Sub
.SplashInfoLine = "Attack from Mars" & vbNewLine & "VPX table by JPSalas v1.2.0"
.Games(cGameName).Settings.Value("rol") = 0
.HandleKeyboard = 0
.ShowTitle = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.HandleMechanics = 0
.Hidden = DesktopMode
On Error Resume Next
.Run GetPlayerHWnd
If Err Then MsgBox Err.Description
On Error Goto 0
.Switch(22) = 1 'close coin door
.Switch(24) = 1 'and keep it close
End With
' Nudging
vpmNudge.TiltSwitch = 14
vpmNudge.Sensitivity = 1
vpmNudge.TiltObj = Array(bumper1, bumper2, bumper3, LeftSlingshot, RightSlingshot)
' Trough
Set bsTrough = New cvpmTrough
With bsTrough
.size = 4
'.entrySw = 18
.initSwitches Array(32, 33, 34, 35)
.Initexit BallRelease, 80, 6
.InitExitSounds SoundFX("solon",DOFContactors), SoundFX("fx_ballrel",DOFContactors)
.Balls = 4
End With
' Droptarget
Set dtDrop = New cvpmDropTarget
With dtDrop
.InitDrop sw77, 77
.initsnd SoundFX("fx_droptarget",DOFContactors), SoundFX("fx_resetdrop",DOFContactors)
End With
' Left hole
Set bsL = New cvpmTrough
With bsL
.size = 1
.initSwitches Array(36)
.Initexit sw36, 0, 2
.InitExitSounds SoundFX("solon",DOFContactors), SoundFX("Popper_Ball",DOFContactors)
.InitExitVariance 3, 2
End With
' Right hole
Set bsR = New cvpmTrough
With bsR
.size = 4
.initSwitches Array(37)
.Initexit sw37, 200, 24
.InitExitSounds SoundFX("solon",DOFContactors), SoundFX("Popper_Ball",DOFContactors)
.InitExitVariance 2, 2
.MaxBallsPerKick = 1
End With
'3 Targets Bank
Set Mech3Bank = new cvpmMech
With Mech3Bank
.Sol1 = 24
.Mtype = vpmMechLinear + vpmMechReverse + vpmMechOneSol
.Length = 60
.Steps = 50
.AddSw 67, 0, 0
.AddSw 66, 50, 50
.Callback = GetRef("Update3Bank")
.Start
End With
' Impulse Plunger
Const IMPowerSetting = 42 'Plunger Power
Const IMTime = 0.6 ' Time in seconds for Full Plunge
Set plungerIM = New cvpmImpulseP
With plungerIM
.InitImpulseP swplunger, IMPowerSetting, IMTime
.Random 0.3
.switch 18
.InitExitSnd SoundFX("plunger",DOFContactors), SoundFX("plunger",DOFContactors)
.CreateEvents "plungerIM"
End With
' Main Timer init
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
' Init other dropwalls - animations
UpdateGI 0, 1:UpdateGI 1, 1:UpdateGI 2, 1
UFORotSpeedSlow
UfoLed.Enabled = 1
' Remove the cabinet rails if in FS mode
If Table1.ShowDT = False then
lrail.Visible = False
rrail.Visible = False
'ramp4.Visible = False
'ramp5.Visible = False
End If
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0:End Sub
'**********
' Keys
'**********
Sub table1_KeyDown(ByVal Keycode)
If keycode = PlungerKey Then Controller.Switch(11) = 1
If keycode = LeftTiltKey Then Nudge 90, 4:PlaySound SoundFX("fx_nudge",0), 0, 1, -0.1, 0.25:aSaucerShake:a3BankShake2
If keycode = RightTiltKey Then Nudge 270, 4:PlaySound SoundFX("fx_nudge",0), 0, 1, 0.1, 0.25:aSaucerShake:a3BankShake2
If keycode = CenterTiltKey Then Nudge 0, 5:PlaySound SoundFX("fx_nudge",0), 0, 1, 0, 0.25:aSaucerShake:a3BankShake2
If vpmKeyDown(keycode) Then Exit Sub
End Sub
Sub table1_KeyUp(ByVal Keycode)
If keycode = PlungerKey Then Controller.Switch(11) = 0
If vpmKeyUp(keycode) Then Exit Sub
End Sub
'*********
' Switches
'*********
' Slings & div switches
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySoundAt SoundFX("SlingshotLeft",DOFContactors), peg2
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 51
LeftSlingShot.TimerEnabled = 1
End Sub
Sub LeftSlingShot_Timer
Select Case LStep
Case 1:LeftSLing4.Visible = 0:LeftSLing3.Visible = 1:Lemk.RotX = 14
Case 2:LeftSLing3.Visible = 0:LeftSLing2.Visible = 1:Lemk.RotX = 2
Case 3:LeftSLing2.Visible = 0:Lemk.RotX = -10:LeftSlingShot.TimerEnabled = 0
End Select
LStep = LStep + 1
End Sub
Sub RightSlingShot_Slingshot
PlaySoundAt SoundFX("SlingshotRight",DOFContactors), peg5
RightSling4.Visible = 1
Remk.RotX = 26
RStep = 0
vpmTimer.PulseSw 52
RightSlingShot.TimerEnabled = 1
End Sub
Sub RightSlingShot_Timer
Select Case RStep
Case 1:RightSLing4.Visible = 0:RightSLing3.Visible = 1:Remk.RotX = 14
Case 2:RightSLing3.Visible = 0:RightSLing2.Visible = 1:Remk.RotX = 2
Case 3:RightSLing2.Visible = 0:Remk.RotX = -10:RightSlingShot.TimerEnabled = 0
End Select
RStep = RStep + 1
End Sub
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 53:PlaySoundAt SoundFX("fx_bumper1",DOFContactors), Bumper1:End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 54:PlaySoundAt SoundFX("fx_bumper2",DOFContactors), Bumper2:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 55:PlaySoundAt SoundFX("fx_bumper3",DOFContactors), Bumper3:End Sub
' Drain holes, vuks & saucers
Sub Drain_Hit:PlaySoundAt "fx_drainShort", Drain:bsTrough.AddBall Me:End Sub
Sub sw36a_Hit:PlaySoundAt "KickerEnter", sw36a:bsL.AddBall Me:End Sub
Sub sw37a_Hit:PlaySoundAt "KickerEnter", sw37a:bsR.AddBall Me:End Sub
Dim aBall
Sub sw78_Hit
PlaySoundAt "fx_balldrop", sw78
Set aBall = ActiveBall:Me.TimerEnabled = 1
vpmTimer.PulseSwitch(78), 150, "bsl.addball 0 '"
Me.Enabled = 0
End Sub
Sub sw78_Timer
Do While aBall.Z > -25
aBall.Z = aBall.Z -5
Exit Sub
Loop
Me.DestroyBall
Me.TimerEnabled = 0
Me.Enabled = 1
End Sub
Dim bBall
Sub sw37_Hit
PlaySoundAt "fx_balldrop", sw37
Set bBall = ActiveBall:Me.TimerEnabled = 1
bsR.AddBall 0
Me.Enabled = 0
End Sub
Sub sw37_Timer
Do While bBall.Z > -25
bBall.Z = bBall.Z -5
Exit Sub
Loop
Me.DestroyBall
Me.TimerEnabled = 0
Me.Enabled = 1
End Sub
' Rollovers & Ramp Switches
Sub sw16_Hit:Controller.Switch(16) = 1:End Sub
Sub sw16_UnHit:Controller.Switch(16) = 0:End Sub
Sub sw26_Hit:Controller.Switch(26) = 1:End Sub
Sub sw26_UnHit:Controller.Switch(26) = 0:End Sub
Sub sw17_Hit:Controller.Switch(17) = 1:End Sub
Sub sw17_UnHit:Controller.Switch(17) = 0:End Sub
Sub sw27_Hit:Controller.Switch(27) = 1:End Sub
Sub sw27_UnHit:Controller.Switch(27) = 0:End Sub
Sub sw38_Hit:Controller.Switch(38) = 1:End Sub
Sub sw38_Unhit:Controller.Switch(38) = 0:End Sub
Sub sw48_Hit:Controller.Switch(48) = 1:End Sub
Sub sw48_Unhit:Controller.Switch(48) = 0:End Sub
Sub sw71_Hit:Controller.Switch(71) = 1:End Sub
Sub sw71_UnHit:Controller.Switch(71) = 0:End Sub
Sub sw72_Hit:Controller.Switch(72) = 1:End Sub
Sub sw72_Unhit:Controller.Switch(72) = 0:End Sub
Sub sw73_Hit:Controller.Switch(73) = 1:End Sub
Sub sw73_Unhit:Controller.Switch(73) = 0:End Sub
Sub sw74_Hit:Controller.Switch(74) = 1:End Sub
Sub sw74_Unhit:Controller.Switch(74) = 0:End Sub
Sub sw61_Hit:Controller.Switch(61) = 1:End Sub
Sub sw61_Unhit:Controller.Switch(61) = 0:End Sub
Sub sw62_Hit:Controller.Switch(62) = 1:End Sub
Sub sw62_Unhit:Controller.Switch(62) = 0:End Sub
Sub sw63_Hit:Controller.Switch(63) = 1:End Sub
Sub sw63_Unhit:Controller.Switch(63) = 0:End Sub
Sub sw64_Hit:Controller.Switch(64) = 1:End Sub
Sub sw64_Unhit:Controller.Switch(64) = 0:End Sub
Sub sw1_Hit:PlaySound "fx_metalrolling", 0, 1, 0.15, 0.25:End Sub
Sub sw65_Hit:Controller.Switch(65) = 1:PlaySoundAt "fx_metalrolling", sw65:End Sub
Sub sw65_Unhit:Controller.Switch(65) = 0:End Sub
' Targets
Sub sw56_Hit:vpmTimer.PulseSw 56:End Sub
Sub sw57_Hit:vpmTimer.PulseSw 57:End Sub
Sub sw58_Hit:vpmTimer.PulseSw 58:End Sub
Sub sw41_Hit:vpmTimer.PulseSw 41:End Sub
Sub sw42_Hit:vpmTimer.PulseSw 42:End Sub
Sub sw43_Hit:vpmTimer.PulseSw 43:End Sub
Sub sw44_Hit:vpmTimer.PulseSw 44:End Sub
Sub sw75_Hit:vpmTimer.PulseSw 75:End Sub
Sub sw76_Hit:vpmTimer.PulseSw 76:End Sub
' 3 bank
Sub sw45_Hit:vpmTimer.PulseSw 45:a3BankShake:PlaySound SoundFX("fx_target",DOFContactors), 0, 1, 0, 0.25:End Sub
Sub sw46_Hit:vpmTimer.PulseSw 46:a3BankShake:PlaySound SoundFX("fx_target",DOFContactors), 0, 1, 0, 0.25:End Sub
Sub sw47_Hit:vpmTimer.PulseSw 47:a3BankShake:PlaySound SoundFX("fx_target",DOFContactors), 0, 1, 0, 0.25:End Sub
' Droptarget
Sub sw77_Hit:PlaySoundAt SoundFX("fx_DTDrop",DOFContactors), sw77:dtDrop.Hit 1:UFORotSpeedFast:End Sub
' Ramps helpers
Sub RHelp1_Hit()
ActiveBall.VelZ = 0
ActiveBall.VelY = 0
ActiveBall.VelX = 0
StopSound "fx_metalrolling"
PlaySoundAtBall "fx_ballrampdrop"
End Sub
Sub RHelp2_Hit()
ActiveBall.VelZ = 0
ActiveBall.VelY = 0
ActiveBall.VelX = 0
StopSound "fx_metalrolling"
PlaySoundAtBall "fx_ballrampdrop"
End Sub
'*********
'Solenoids
'*********
SolCallback(1) = "Auto_Plunger"
SolCallback(2) = "SolRelease"
SolCallback(3) = "bsL.SolOut"
SolCallback(4) = "bsR.SolOut"
SolCallback(5) = "SolAlien5"
SolCallback(6) = "SolAlien6"
SolCallback(7) = "vpmSolSound SoundFX(""fx_Knocker"",DOFKnocker),"
SolCallback(8) = "SolAlien8"
SolCallback(14) = "SolAlien14"
SolCallBack(15) = "SolUfoShake"
SolCallback(16) = "SolDropTargetUp"
SolModCallback(17) = "SetModLamp 117,"
SolModCallback(18) = "SetModLamp 118,"
SolModCallback(19) = "SetModLamp 119,"
SolModCallback(20) = "SetModLamp 120,"
SolModCallback(21) = "SetModLamp 121,"
SolModCallback(22) = "SetModLamp 122,"
SolModCallback(23) = "SetModLamp 123," ' SolUfoFlash"
'SolCallback(24) = "SolBank" 'used in the Mech
SolModCallback(25) = "SetModLamp 125,"
SolModCallback(26) = "SetModLamp 126,"
SolModCallback(27) = "SetModLamp 127,"
SolModCallback(28) = "SetModLamp 128,"
SolCallback(33) = "vpmSolGate RGate,false,"
SolCallback(34) = "vpmSolGate LGate,false,"
SolCallback(36) = "SolDiv"
SolCallback(43) = "SetLamp 130,"
Sub SolRelease(Enabled)
If Enabled And bsTrough.Balls > 0 Then
vpmTimer.PulseSw 31
bsTrough.ExitSol_On
End If
End Sub
Sub Auto_Plunger(Enabled)
If Enabled Then
PlungerIM.AutoFire
End If
End Sub
Sub SolDropTargetUp(Enabled)
If Enabled Then
dtDrop.DropSol_On
End If
End Sub
'****************
' Alien solenoids
'****************
Sub SolAlien5(Enabled)
PlaySound "fx_rubber2", 0, 1, -0.15, 0.25
If Enabled Then
Alien5.TransZ = 20
Else
Alien5.TransZ = 0
End If
End Sub
Sub SolAlien6(Enabled)
PlaySound "fx_rubber2", 0, 1, 0, 0.25
If Enabled Then
Alien6.TransZ = 20
Else
Alien6.TransZ = 0
End If
End Sub
Sub SolAlien8(Enabled)
PlaySound "fx_rubber2", 0, 1, , 0.25
If Enabled Then
Alien8.TransZ = 20
Else
Alien8.TransZ = 0
End If
End Sub
Sub SolAlien14(Enabled)
PlaySound "fx_rubber2", 0, 1, 0.15, 0.25
If Enabled Then
Alien14.TransZ = 20
Else
Alien14.TransZ = 0
End If
End Sub
'***********
' Diverter
'***********
Dim DivPos, DivDir
DivPos = 298
DivDir = 2 'this is the direction and the speed
Div.Isdropped = True
Sub SolDiv(Enabled)
PlaySound SoundFX("fx_diverter",DOFContactors), 0, 1, 0.02
If Enabled Then
DivDir = 2
Div.TimerEnabled = 1
Else
DivDir = -2
Div.TimerEnabled = 1
End If
End Sub
Sub Div_Timer
DivP.RotZ = DivPos
DivPos = DivPos + DivDir
If DivPos < 298 Then
DivPos = 298
Div.IsDropped = True
Me.TimerEnabled = False
Exit Sub
End If
If DivPos > 338 Then
DivPos = 338
Div.IsDropped = False
Me.TimerEnabled = False
Exit Sub
End If
End Sub
'********************
' JP Flippers
'********************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperupleft",DOFContactors), LeftFlipper
LeftFlipper.RotateToEnd
Else
PlaySoundAt SoundFX("fx_flipperdownleft",DOFContactors), LeftFlipper
LeftFlipper.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySoundAt SoundFX("fx_flipperupright",DOFContactors), RightFlipper
RightFlipper.RotateToEnd
Else
PlaySoundAt SoundFX("fx_flipperdownright",DOFContactors), RightFlipper
RightFlipper.RotateToStart
End If
End Sub
'Sub LeftFlipper_Collide(parm)
' PlaySound "fx_rubber_flipper", 0, parm / 10, -0.1, 0.25
'End Sub
'Sub RightFlipper_Collide(parm)
' PlaySound "fx_rubber_flipper", 0, parm / 10, 0.1, 0.25
'End Sub
'******************
'Motor Bank Up Down
'******************
Sub Update3Bank(currpos, currspeed, lastpos)
If currpos <> lastpos Then
BackBank.Z = 25 - currpos
swp45.Z = -(22 + currpos)
swp46.Z = -(22 + currpos)
swp47.Z = -(22 + currpos)
End If
If currpos > 40 Then
sw45.Isdropped = 1
sw46.Isdropped = 1
sw47.Isdropped = 1
UFORotSpeedMedium
End If
If currpos < 10 Then
sw45.Isdropped = 0
sw46.Isdropped = 0
sw47.Isdropped = 0
UFORotSpeedSlow
End If
End Sub
'***********
' Update GI
'***********
Sub UpdateGI(no, step)
Dim gistep, ii, a
gistep = step / 8
Select Case no
Case 0
For each ii in aGiLLights
ii.IntensityScale = gistep
Next
Case 1
For each ii in aGiMLights
ii.IntensityScale = gistep
Next
Case 2 ' also the bumpers er GI
For each ii in aGiTLights
ii.IntensityScale = gistep
Next
End Select
End Sub
'*************
' 3Bank Shake
'*************
Dim ccBall
Const cMod = .65 'percentage of hit power transfered to the 3 Bank of targets
a3BankInit
Sub a3BankShake
ccball.velx = activeball.velx * cMod
ccball.vely = activeball.vely * cMod
a3BankTimer.enabled = True
b3BankTimer.enabled = True
End Sub
Sub a3BankShake2 'when nudging
a3BankTimer.enabled = True
b3BankTimer.enabled = True
End Sub
Sub a3BankInit
Set ccBall = hball.createball
hball.Kick 0, 0
ccball.Mass = 1.6
End Sub
Sub a3BankTimer_Timer 'start animation
Dim x, y
x = (hball.x - ccball.x) / 4 'reduce the X axis movement
y = (hball.y - ccball.y) / 2
backbank.transy = x
backbank.transx = - y
swp45.transy = x
swp45.transx = - y
swp46.transy = x
swp46.transx = - y
swp47.transy = x
swp47.transx = - y
End Sub
Sub b3BankTimer_Timer 'stop animation
backbank.transx = 0
backbank.transy = 0
swp45.transz = 0
swp45.transx = 0
swp46.transz = 0
swp46.transx = 0
swp47.transz = 0
swp47.transx = 0
a3BankTimer.enabled = False
b3BankTimer.enabled = False
End Sub
'***************
' Big UFO Shake
'***************
Dim cBall, UFOLedPos
BigUfoInit
Sub BigUfoInit
UFOLedPos = 0
Set cBall = ckicker.createball
ckicker.Kick 0, 0
End Sub
Sub SolUfoShake(Enabled)
If Enabled Then
BigUfoShake
End If
End Sub
Sub BigUfoShake
cball.velx = -2 + 2 * RND(1)
cball.vely = -10 + 2 * RND(1)
End Sub
Sub UFOLed_Timer()
Select Case UfoLedPos
Case 0:ufo1.image = "bigufo1":UfoLedPos = 1
Case 1:ufo1.image = "bigufo2":UfoLedPos = 2
Case 2:ufo1.image = "bigufo3":UfoLedPos = 0
End Select
End Sub
Sub BigUfoUpdate
Dim a, b
a = ckicker.y - cball.y
b = cball.x - ckicker.x
Ufo1.rotx = - a
Ufo1.transy = a
Ufo1.roty = b
Ufo1d.rotx = - a
Ufo1d.transy = a
Ufo1d.roty = b
End Sub
'**********************************
' Small UFOs Rotation Speed
'**********************************
Sub UFORotSpeedSlow()
UfoLed.Interval = 600
RotateUFO.Interval = 100
End Sub
Sub UFORotSpeedMedium()
UfoLed.Interval = 300
RotateUFO.Interval = 50
End Sub
Sub UFORotSpeedFast()
UfoLed.Interval = 150
RotateUFO.Interval = 25
End Sub
Dim UFOSmallPos
UFOSmallPos = 0
Sub RotateUFO_Timer()
Ufo2.RotZ = (Ufo2.RotZ - 2) MOD 360
Ufo4.RotZ = (Ufo4.RotZ - 2) MOD 360
Ufo5.RotZ = (Ufo5.RotZ - 2) MOD 360
Ufo6.RotZ = (Ufo6.RotZ - 2) MOD 360
Ufo7.RotZ = (Ufo7.RotZ - 2) MOD 360
Ufo8.RotZ = (Ufo8.RotZ - 2) MOD 360
Select Case UFOSmallPos
Case 0:ufo2.image = "saucer1":ufo4.image = "saucer4":ufo5.image = "saucer5":ufo6.image = "saucer6":ufo7.image = "saucer7":ufo8.image = "saucer8":UFOSmallPos = 1
Case 1:ufo2.image = "saucer2":ufo4.image = "saucer5":ufo5.image = "saucer6":ufo6.image = "saucer7":ufo7.image = "saucer8":ufo8.image = "saucer1":UFOSmallPos = 2
Case 2:ufo2.image = "saucer3":ufo4.image = "saucer6":ufo5.image = "saucer7":ufo6.image = "saucer8":ufo7.image = "saucer1":ufo8.image = "saucer2":UFOSmallPos = 3
Case 3:ufo2.image = "saucer4":ufo4.image = "saucer7":ufo5.image = "saucer8":ufo6.image = "saucer1":ufo7.image = "saucer2":ufo8.image = "saucer3":UFOSmallPos = 4
Case 4:ufo2.image = "saucer5":ufo4.image = "saucer8":ufo5.image = "saucer1":ufo6.image = "saucer2":ufo7.image = "saucer3":ufo8.image = "saucer4":UFOSmallPos = 5
Case 5:ufo2.image = "saucer6":ufo4.image = "saucer1":ufo5.image = "saucer2":ufo6.image = "saucer3":ufo7.image = "saucer4":ufo8.image = "saucer5":UFOSmallPos = 6
Case 6:ufo2.image = "saucer7":ufo4.image = "saucer2":ufo5.image = "saucer3":ufo6.image = "saucer4":ufo7.image = "saucer5":ufo8.image = "saucer6":UFOSmallPos = 7
Case 7:ufo2.image = "saucer8":ufo4.image = "saucer3":ufo5.image = "saucer4":ufo6.image = "saucer5":ufo7.image = "saucer6":ufo8.image = "saucer7":UFOSmallPos = 0
End Select
End Sub
'**********************************************************
' Small shake of small Ufos and other objects when nudging
'**********************************************************
Dim SmallShake:SmallShake = 0
Sub aSaucerShake
SmallShake = 6
SaucerShake.Enabled = True
End Sub
Sub SaucerShake_Timer
ufo2.Rotx = SmallShake
ufo2a.Rotx = - SmallShake
ufo7.Rotx = SmallShake
ufo7a.Rotx = - SmallShake
ufo8.Rotx = SmallShake
ufo8a.Rotx = - SmallShake
ufo6.Rotx = SmallShake
ufo6a.Rotx = - SmallShake
ufo5.Rotx = SmallShake
ufo5a.Rotx = - SmallShake
ufo4.Rotx = SmallShake
ufo4a.Rotx = - SmallShake
alien5.Transz = SmallShake / 2
alien6.Transz = SmallShake / 2
alien8.Transz = SmallShake / 2
alien14.Transz = SmallShake / 2
If SmallShake = 0 Then SaucerShake.Enabled = False:Exit Sub
If SmallShake < 0 Then
SmallShake = ABS(SmallShake) - 0.1
Else
SmallShake = - SmallShake + 0.1
End If
End Sub
'***************************************************
' JP's VP10 Fading Lamps & Flashers v2
' 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 = 10 '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
FadeL 11, l11, "Lights4", "Lights3", "Lights2", "pf"
FadeL 12, l12, "Lights4", "Lights3", "Lights2", "pf"
FadeL 13, l13, "Lights4", "Lights3", "Lights2", "pf"
FadeL 14, l14, "Lights4", "Lights3", "Lights2", "pf"
FadeL 15, l15, "Lights4", "Lights3", "Lights2", "pf"
FadeL 16, l16, "Lights4", "Lights3", "Lights2", "pf"
FadeL 17, l17, "Lights4", "Lights3", "Lights2", "pf"
FadeL 18, l18, "Lights4", "Lights3", "Lights2", "pf"
FadeL 21, l21, "Lights4", "Lights3", "Lights2", "pf"
FadeL 22, l22, "Lights4", "Lights3", "Lights2", "pf"
FadeL 23, l23, "Lights4", "Lights3", "Lights2", "pf"
FadeL 24, l24, "Lights4", "Lights3", "Lights2", "pf"
FadeL 25, l25, "Lights4", "Lights3", "Lights2", "pf"
FadeL 26, l26, "Lights4", "Lights3", "Lights2", "pf"
FadeL 27, l27, "Lights4", "Lights3", "Lights2", "pf"
FadeL 28, l28, "Lights4", "Lights3", "Lights2", "pf"
FadeL 31, l31, "Lights4", "Lights3", "Lights2", "pf"
FadeL 32, l32, "Lights4", "Lights3", "Lights2", "pf"
FadeL 33, l33, "Lights4", "Lights3", "Lights2", "pf"
FadeL 34, l34, "Lights4", "Lights3", "Lights2", "pf"
FadeL 35, l35, "Lights4", "Lights3", "Lights2", "pf"
FadeL 36, l36, "Lights4", "Lights3", "Lights2", "pf"
FadeL 37, l37, "Lights4", "Lights3", "Lights2", "pf"
FadeL 38, l38, "Lights4", "Lights3", "Lights2", "pf"
FadeL 41, l41, "Lights4", "Lights3", "Lights2", "pf"
FadeL 42, l42, "Lights4", "Lights3", "Lights2", "pf"
FadeL 43, l43, "Lights4", "Lights3", "Lights2", "pf"
FadeL 44, l44, "Lights4", "Lights3", "Lights2", "pf"
FadeL 45, l45, "Lights4", "Lights3", "Lights2", "pf"
FadeL 46, l46, "Lights4", "Lights3", "Lights2", "pf"
FadeL 47, l47, "Lights4", "Lights3", "Lights2", "pf"
FadeL 48, l48, "Lights4", "Lights3", "Lights2", "pf"
FadeL 51, l51, "Lights4", "Lights3", "Lights2", "pf"
FadeL 52, l52, "Lights4", "Lights3", "Lights2", "pf"
FadeL 53, l53, "Lights4", "Lights3", "Lights2", "pf"
FadeL 54, l54, "Lights4", "Lights3", "Lights2", "pf"
FadeL 55, l55, "Lights4", "Lights3", "Lights2", "pf"
FadeL 56, l56, "Lights4", "Lights3", "Lights2", "pf"
FadeL 57, l57, "Lights4", "Lights3", "Lights2", "pf"
FadeL 58, l58, "Lights4", "Lights3", "Lights2", "pf"
FadeL 61, l61, "Lights4", "Lights3", "Lights2", "pf"
FadeL 62, l62, "Lights4", "Lights3", "Lights2", "pf"
FadeL 63, l63, "Lights4", "Lights3", "Lights2", "pf"
FadeL 64, l64, "Lights4", "Lights3", "Lights2", "pf"
FadeL 65, l65, "Lights4", "Lights3", "Lights2", "pf"
FadeL 66, l66, "Lights4", "Lights3", "Lights2", "pf"
FadeL 67, l67, "Lights4", "Lights3", "Lights2", "pf"
FadeL 68, l68, "Lights4", "Lights3", "Lights2", "pf"
FadeL 71, l71, "Lights4", "Lights3", "Lights2", "pf"
FadeL 72, l72, "Lights4", "Lights3", "Lights2", "pf"
FadeL 73, l73, "Lights4", "Lights3", "Lights2", "pf"
FadeL 74, l74, "Lights4", "Lights3", "Lights2", "pf"
FadeL 75, l75, "Lights4", "Lights3", "Lights2", "pf"
FadeL 76, l76, "Lights4", "Lights3", "Lights2", "pf"
FadeL 77, l77, "Lights4", "Lights3", "Lights2", "pf"
FadeL 78, l78, "Lights4", "Lights3", "Lights2", "pf"
FadeL 81, l81, "Lights4", "Lights3", "Lights2", "pf"
FadeL 82, l82, "Lights4", "Lights3", "Lights2", "pf"
FadeL 83, l83, "Lights4", "Lights3", "Lights2", "pf"
FadeL 84, l84, "Lights4", "Lights3", "Lights2", "pf"
FadeL 85, l85, "Lights4", "Lights3", "Lights2", "pf"
NFadeL 86, l86
NFadeL 88, l88
' ufo red lights
'NFadeL 91, l91
'NFadeL 92, l92
'NFadeL 93, l93
'NFadeL 94, l94
'NFadeL 95, l95
'NFadeL 96, l96
'NFadeL 97, l97
'NFadeL 98, l98
'NFadeL 101, l101
'NFadeL 102, l102
'NFadeL 103, l103
'NFadeL 104, l104
'NFadeL 105, l105
'NFadeL 106, l106
'NFadeL 107, l107
'NFadeL 108, l108
'flashers
FlashMod 117, f17b
FlashMod 117, f17c
FlashMod 117, f17a
FlashMod 118, f18b
FlashMod 118, f18c
FlashMod 118, f18a
FlashMod 119, f19b
FlashMod 119, f19a
LightMod 120, f20
FlashMod 120, f20b
FlashMod 121, f21
LightMod 122, f22
LightMod 123, f23
FlashMod 125, f25b
FlashMod 125, f25c
FlashMod 125, f25a
FlashMod 126, f26b
FlashMod 126, f26a
FlashMod 127, f27b
FlashMod 127, f27a
LightMod 128, f28
FlashMod 128, f28b
FastFlash 130, Strobe
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) = 0.2 ' faster speed when turning on the flasher
FlashSpeedDown(x) = 0.05 ' 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 SetLamp(nr, value)
If value <> LampState(nr) Then
LampState(nr) = abs(value)
FadingLevel(nr) = abs(value) + 4
End If
End Sub
Sub SetModLamp(nr, level)
FlashLevel(nr) = level /150 'lights & flashers
End Sub
' Lights: old method, using 4 images
Sub FadeL(nr, light, a, b, c, d)
Select Case FadingLevel(nr)
Case 4:light.image = b:FadingLevel(nr) = 6 'fading to off...
Case 5:light.image = a:light.State = 1:FadingLevel(nr) = 1 'ON
Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 9:light.image = c:FadingLevel(nr) = FadingLevel(nr) + 1 'fading...
Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 13:light.image = d:Light.State = 0:FadingLevel(nr) = 0 'Off
End Select
End Sub
Sub FadeLm(nr, light, a, b, c, d)
Select Case FadingLevel(nr)
Case 4:light.image = b
Case 5:light.image = a
Case 9:light.image = c
Case 13:light.image = d
End Select
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
Sub LightMod(nr, object) ' modulated lights used as flashers
Object.IntensityScale = FlashLevel(nr)
Object.State = 1
End Sub
'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)