The Tool
Bar
Lights have 3 states on, off & blinking, & can be placed anywhere on table or backdrop.
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Light Button
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| First Lets Create a Light:If you don't have a table already opened File / New to open a new Table. | Click on the Lights button | Move Cursor towards the table you are building it should turn into a light cursor, click this where you would like your light placed. | and you get a light. . |
Now that we have a Light Created we can look at the Light Option Properties.
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| Click on options in the ToolBar | and select the Light by clicking on it. |
Doing this will show us the Light properties.
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Light - Name for type of object you have selected. Name - Light1 The name of the light, you can change this to whatever you want. Tip I usually change light names to similar names when I have a group of them. Ex. HeartLight1,HeartLight2. The name is used to address the object through the script. ------Colors & Formating Shape - Has 2 Options - ShapeCircle Radius - Changing the number Larger makes a bigger Light circle, Smaller Number for a smaller circle. Default is 50 Color - Clicking this opens the Color Box, from there you can select the color of your Light. BorderWidth -default is 0 BorderColor -Clicking this opens the Color Box, from there you can select the bordercolor. -------Position X - Indicates the X position of the Light on table. Y - Indicates the Y position of the Light on table Surface - In this scroll down box, you select which surface to place the light on<None> is Default. Which is Actually the table itself. Surfaces could be another wall or ramp, other surfaces are usually higher than the Table. -------State State - has 3 options - LightStateOff - LightStateOn - LightStateBlinking or 0 - 1 - 2 Note:When entering LightStates in script - you could type it either way below.
Blink Pattern - 10 is Default. which is on-off(Repeat) If you have it set to LightStateBlinking or 2(script). Exemple: 100100010 Blink Interval - 125 is is the time it takes for each light to change to the next pattern.Note:1000 = 1 Second ------Misc Timer Enabled - Unchecked is default. The Timer is off. He can be activated in the script and called by the procedure GateName_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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Note:In ShapeCustom |
Bumpers have 3 states on, off & blinking, & can be placed anywhere on table.
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Bumper Button
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| First Lets Create a Bumper:If you don't have a table already opened File / New to open a new Table.. | Click on the Bumper button | Move Cursor towards the table you are building it should turn into a Bumper cursor, click this where you would like your Bumper placed. | and you get a Bumper. . |
Now that we have a Bumper Created we can look at the Bumper Option Properties.
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| Click on options in the ToolBar | and select the Bumper by clicking on it |
Doing this will show us the Bumper properties.
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Bumper - Name for type of object you have selected. Name - Bumper1 The name of the Bumper, you can change this to whatever you want. Tip I usually don't change Bumper names. The name is used to address the object through the script. ------Colors & Formating Color - Clicking this opens the Color Box, from there you can select the top color of your Bumper. Side Color - Clicking this opens the Color Box, from there you can select the top color of your Bumper. Image - Select an image from the drop down list after you have one imported. Note: When drawing In a drawing program, bumper images I usually make them 300 x 300 pixels & export them as a .bmp (*Bumper images now light up) Radius - Changing the number Larger makes a bigger Bumper circle, Smaller Number for a smaller Bumper circle. Default is 45 Overhang - Changes the size of the overhang of the Bumper or top part. Cast Shadow - of the bumper -----Position X - Indicates the X position of the Bumper on table. Y - Indicates the Y position of the Bumper on table Surface - In this scroll down box, you select which surface to place the light on<None> is Default. Which is Actually the table itself. Surfaces could be another wall or ramp, other surfaces are usually higher than the Table. -----State State - has 3 options - LightStateOff - LightStateOn - LightStateBlinking or 0 - 1 - 2 Note:When entering LightStates in script for bumpers - you could type it either way below. Usually bumper states aren't changed, a check in Flash When Hit usually takes care of what a bumper needs to do but you could also make give them States when hit if needed. See Below.
Blink Pattern - 10 is Default. which is on-off(Repeat) If you have it set to LightStateBlinking or 2 in the (script) Blink Interval - 125 is is the time it takes for each Bumper to change to the next pattern.Note:1000 = 1 Second Flash When Hit - a checkmark in this box will make the Bumper flash when the ball hits it, take out the checkmark & the Bumper wont flash when hit. ------ Physics
Force - How Strong Bumper bounces the ball off of it after it is hit. Hit Threshold - The amount of force from the ball it would take to register a Bumper Hit. (Default is 1) -------Misc (écran coupé) Timer Enabled - Unchecked is default. The Timer is off. He can be activated in the script and called by the procedure GateName_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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For Using Lights in a collection see The Light Collections Page
Here is A Visual Pinball Tutorial That demonstrates the script below on Light.State & Bumper.State
Script is Green so you know it's script.
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'**************************Light Stuff Starts Here 'Gate_Hit sub will turn on the gatelight when hit Sub Gate_Hit() ' what happens when the gate
is hit is inside the sub 'Bumper1_Hit sub starts Light1. blinking with a blink pattern Sub Bumper1_Hit() ' what happens when the bumper
is hit is inside the sub 'Bumper2_Hit sub starts Bumper2.blinking with a blink pattern Sub Bumper2_Hit() ' what happens when the bumper
is hit is inside the sub |
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