Editor Objects

Walls & Targets

The Tool Bar


The Walls

Wall Button

 

First Lets Create a wall:If you don't have a table already opened File / New to open a new Table.

Click on the wall button Move Cursor towards the table you are building, it should turn into a wall cursor, click this where you would like your wall placed. and you get a wall.

Note:The red circles are called Points. Clicking on them & Dragging will change the wall's shape.

More On Points


Now that we have a wall Created we can look at the Wall Option Properties.

Click on options in the ToolBar and select the wall by clicking on it.

doing this will show us the wall properties.

Wall - Name for type of object you have selected.

Name - Wall1 The name of the wall, you can change this to whatever you want. Its ok to leave this as the name.Tip I usually only change wall names if I refer to them in the script.The name is used to address the object through the script.

-----Colors & Formatting

Top Visible Selected by default , the top of the wall is visible.

Top Image - Since wall is selected, this would be your top wall's image, after it's imported you would select it from the scroll down list.Note:Wall images can be used from the table image, the table image is usually 512 x 1024 Pixels.

Display Image in Editor - If you have an image imported, you would be able to see it inside the wall if you have this box checked.Note: If your editor seems to be running slow, you can uncheck this box so Images don't show in the editor. That should help speed things up a little.

Top Color - Clicking this opens the Color Box, from there you can select the top color of your wall.

Side Image - Image applied to the side of the wall . Avaible after it's imported . You would select it from the scroll down list.Note:Wall images can be used from the table image. Use a size proportion who is corresponding to the sufface you want to apply.(see also side image tutorial)

Side Color - Clicking this opens the Color Box, from there you can select the side color of your wall.

Cast Shadow of the wall , checked by default.

-----Position

Top Height - Changing this number makes your walls top height, higher or lower Default is 50 on any new wall you make.

Bottom Height - Changing this number makes your walls bottom height, higher or lower Default is 0 on any new wall you make.Note: making this -1 puts them below the table's surface when dropped, so if can drop is checked and you got the script to go with it.

-----State

Has Hit Event - This needs to be checked if the wall is scripted to do something.

Hit Threshold - The ball has to hit a wall at least this hard in order to register a hit event, the Higher the threshold number, the more power the ball needs behind it before the target will drop.

Slingshot Force - The strength of the force the ball will be reflected off the object.

Elasticity - The Elasticity of an object, Similar to Slingshot Force.

Can Drop - If you have the wall dropping in the script you will need to have this checked.

------Misc

Timer Enabled - Unchecked is default. The Timer is off. He can be activated in the script and called by the procedure WallName_Timer()

Timer Interval - If enabled will call WallName_Timer() in the script .Unchecked is default. This option defines the time befor the procecedure is started 1000=1 second.

UserValue - This Variable is userdefined and can be use for wathever you want. I use it often as event flag in the script.

 

 

Note:Wall 's & Targets are almost the same when making new ones. Differences are:Color, Size/Shape & a Target has a check in it's Has Hit Event box. Targets are even called walls when made, but I usually rename these to Targets, because they are referred to in the script & it makes it easier to remember.


Editor Objects

Targets

Target Button

First Lets Create a Target:If you don't have a table already opened File / New to open a new Table. Click on the Target button Move Cursor towards the table you are building ,it should turn into a Target cursor, click this where you would like your wall placed. and you get a Target. The red circles are called Points. Clicking on them & Dragging will change the Target's shape.

 

More On Points


Now that we have a Target Created we can look at the Target Option Properties.

Click on options in the ToolBar and select the Targetby clicking on it.

doing this will show us the Target properties. Actually shows as Wall

Wall - Name for type of object you have selected. Even though this is a Target. I refer to it as a Target below.

Name - Wall1 Changed Name to Target for easier reference & script uses.Tip I usually change all Target names because I refer to them in the script. Ex. Target1, Target2. The name is used to address the object through the script.

-----Colors & Formatting

-----Colors & Formatting

Top Visible Selected by default , the top of the wall is visible.

Top Image - Since wall is selected, this would be your top wall's image, after it's imported you would select it from the scroll down list.Note:Wall images can be used from the table image, the table image is usually 512 x 1024 Pixels.

Display Image in Editor - If you have an image imported, you would be able to see it inside the wall if you have this box checked.Note: If your editor seems to be running slow, you can uncheck this box so Images don't show in the editor. That should help speed things up a little.

Top Color - Clicking this opens the Color Box, from there you can select the top color of your wall.

Side Image - Image applied to the side of the wall . Avaible after it's imported . You would select it from the scroll down list.Note:Wall images can be used from the table image. Use a size proportion who is corresponding to the sufface you want to apply.(see also side image tutorial)

Side Color - Clicking this opens the Color Box, from there you can select the side color of your wall.

Cast Shadow of the wall , checked by default.

-----Position

Top Height - Changing this number makes your walls top height, higher or lower Default is 50 on any new wall you make.

Bottom Height - Changing this number makes your walls bottom height, higher or lower Default is 0 on any new wall you make.Note: making this -1 puts them below the table's surface when dropped, so if can drop is checked and you got the script to go with it.

-----State

Has Hit Event - This needs to be checked if the wall is scripted to do something.

Hit Threshold - The ball has to hit a wall at least this hard in order to register a hit event, the Higher the threshold number, the more power the ball needs behind it before the target will drop.

Slingshot Force - The strength of the force the ball will be reflected off the object.

Elasticity - The Elasticity of an object, Similar to Slingshot Force.

Can Drop - If you have the wall dropping in the script you will need to have this checked.

------Misc

Timer Enabled - Unchecked is default. The Timer is off. He can be activated in the script and called by the procedure WallName_Timer()

Timer Interval - If enabled will call WallName_Timer() in the script .Unchecked is default. This option defines the time befor the procecedure is started 1000=1 second.

UserValue - This Variable is userdefined and can be use for wathever you want. I use it often as event flag in the script.


 

This is Basic Script for a Target:See demo1targetdrop.zip

Script is Green so you know it's script.

Sub Target_Hit() 'The Sub for Target, inside the sub is what happens when Target is hit

Playsound "targetdropping" 'Plays this Sound when hit.
'AddScore (50) 'Adds a Score of 50 when hit but we have no score in script yet
Target.IsDropped=True 'This Drops The Target
CheckTarget() 'This would check that Sub to see if targets are dropped & reset them

End Sub

Sub Target1_Hit() 'The Sub for Target, inside the sub is what happens when Target is hit
Playsound "targetdropping" 'Plays this Sound when hit.
'AddScore (50) 'Adds a Score of 50 when hit but we have no score in script yet
Target1.IsDropped=True 'This Drops The Target
CheckTarget() 'This would check that Sub to see if targets are dropped & reset them
End Sub

at some point you would wan't your Target to pop back up, it's usually put into a CheckTarget Sub

Sub CheckTarget()
If Target.Isdropped = True And Target1.IsDropped = True Then
Target.IsDropped=False
Target1.Isdropped = False
End IF
End Sub

 

See. Targets-BasicTutorial.txt for more info on Targets From the ShivaEngine1_7.zip

 


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

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