Editor BackDrop Objects
EMReel
The
Backdrop Tool Bar
Back
Drop View of Editor
Note: Black (he made the EMReel option in VP) goes into detail on using this option. Check his page out! & look for his page on the EMReel. Most of the EMReel functions on this page were used from Blacks Page.
EmReel
EmReels are used to simulate an old Pinball machines way of displaying scores.
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EmReelButton
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First Lets Create a EmReel: If you don't have a table already opened File / New to open a new Table. |
Click on the EmReel button | Move Cursor towards the Backdrop of the table you are building it should turn into a EmReel cursor, click this where you would like your EmReel placed. |
and you get a EmReel. |
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| Note:It can be placed anywhere but, usually kept off the gray area which is the table. |
Now that we have a EmReel Created we can look at the EmReel Option Properties.
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| Click on options in the ToolBar | and select the EmReel by clicking on it |
Doing this will show us the EmReel properties.
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EmReel - Name for type of object you have selected. ------------Colors and formating Name - EMReel1 The name of the EMReel, you can change this to whatever you want. The name is used to address the object through the script. Type - Choose from ReelText or ReelImage. ReelText can be changed from the Font. ReelImage uses the image scroll down box for an imported .bmp (fruits, deck of cards ect.) Background Transparent - Checking the box Makes the Background invisible or Transparent. Unchecked makes the Background solid. Back Color - Changes the Color surrounding the individual reels. Text Color - Changes the color of the Text, if Reeltext is selected in Type Reel Color - Change the color of the EMReel. Font - Opens a box to select the Font, Font Style & Size, if Reeltext is selected. Digit Range (0->9 - ReelText is always 9. Changes the range of digits for ReelImage. up to 16 can be used, but remember 0 counts as a digit so 15 is the Max. number. Ex. 0->15 It can also be less then 9 to simulate a slot machine. Image - Select an Image to use from the image scroll down. *Use Image grid Unchecked is default.(used for image with several lines of pictures) *Images per row number of pictures -------------------Position X - Indicates the X position of the EMReel on table. Y - Indicates the Y position of the EMReel on table. *Reels (Max32) - Number of reel displays to have in the EMReel. 5 is Default. So a score of 99999 can be reached & the Reel will reset to 00000 Reel Width - Changes the Width of the EMReel. Reel Height - Changes the Height of the EMReel. Reel Spacing - Changes the Distance between the individual Reels. Reel Shading - not used ---------------------State Motor Steps - Changes the speed the EMReel turns. The higher the number the smoother it will look. To high of a number may cause it to look jittery. Update Interval - The time in milliseconds between each frame update. Sound - Selects a sound to play while reel spins, from the Sound drop down list after you have imported one. --------Misc Timer Enabled - Unchecked is default. The Timer is off. He can be activated in the script and called by the procedure EMReelName_Timer() Timer Interval - Is the Time before the Timer procedure start. UserValue - This Variable is userdefined and can be use for wathever you want. I use it often as event flag in the script. |
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Selecting Font Opens up the Font Option's box.
From here you can select the Font, Font Style & Size. Notes: Des caractères (font) ttf particuliers au tables de flipper doivent d'abord être installé dans le gestionnaire de caractère de windows ou simplement copier dans le répertoire des fonts sous windows 98. The Sample (aperçu) box shows a preview of the selected font. Script: Do not change it (noting to do with the script editor) |
Using demo8emreel.zip
| Here is the basic script changes to go with the above Demo8. |
Just Added an EMReel1.addvalue(#) wherever there was an Addscore. Has an EMReel2 also to demonstrate a graphic.
Example:
AddScore (10) 'Adds a Score of 10 when hit
EMReel1.addvalue(10)
How do I control the Reel in my Script?
There are 4 methods available for control of a EMReel in you table. These are..
.ResetToZero()
.AddValue( Value )
.SetValue ( Value )
.SpinReel (ReelNumber, PulseCount)
To Find out more on EMReel's Check out Black's Pages below! He has Demo for it also.
Note: Black
(he made the EMReel option in VP) goes into detail on using this option. Check
his page out! & look for his page on the EMReel.
Most of the EMReel functions on this page were used from Blacks Page.
Editor - Learn the Basics of the Visual Pinball Editor. Menu Bar Functions - Importing Images & Sounds.
Table Options - Ball Color - This explains Table options, importing a ball image & Changing ball color.
Right Click Options - Explains All Right Clicking Options for All Objects.
Building a simple Sling Shot - Learn how to make a slingshot from scratch using a basic wall.
Decals - Explains Decal Options, & shows how to import an image for a decal. Pinball DemoDecal
Plungers & Kickers - How to use a Plungers & Kickers & a Simple Pinball Demo.
Walls & Targets - Explains Walls & Targets. Pinball Demo1
Lights Collections - Learn how to use lights in a collection using collection manager. Pinball DemoLights
Lights & Bumpers - Learning Light & Bumper States & Lights, Bumpers Option Bar.Pinball Demo2
Gate & Sound Events - Explains Gate options & how to use sound events in keyup & keydown.Pinball Demo2
TextBox & Making Score count - Shows you how to use TextBoxes & AddScore & Dim Score. Pinball Demo3
Ramps - Explains Ramp Options & shows you how to build a simple Ramp. Pinball Demo4
Spinners - Explains Spinner Options & shows script to make a spinner work. Pinball Demo4
Triggers - Explains Trigger Options & shows script to make a Trigger work. Pinball Demo5
Timers - Explains Timer Options & shows script to make a Timer work. Pinball Demo6
Flippers - Explains Flipper Options & shows script to make a Flipper work. Pinball Demo7
EMReel - Shows you how to use EMReels. Pinball Demo8