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Updated 29 Nov 2019
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Ball

Variables

Variables are items in vpx you can set, adjust or call.

Call

Detail

Example

Color(OLE_COLOR)

Sets color of ball



Mass(float)

Weight of ball



Radius(float)

Size of ball



X(float)

X position on table



Y(float)

Y position on table



Z(float)

Z position on table



VelX(float)

X velocity



VelY(float)

Y velocity



VelZ(float)

Z velocity



AngVelX(float)

Angular velocity X (Read only)



AngVelY(float)

Angular velocity Y (Read only)



AngVelZ(float)

Angular velocity Z (Read only)



AngMomX(float)

Angular momentum X

ActiveBall.AngMomX = 0 ' Stop ball spin

AngMomY(float)

Angular momentum Y

ActiveBall.AngMomY = 0 ' Stop ball spin

AngMomZ(float)

Angular momentum Z

ActiveBall.AngMomZ = 0 ' Stop ball spin

Image(string)

Image for ball



FrontDecal(string)

image of the ball front decal



DecalMode(bool)

switch between using the ball decal as ball logo or ball 'scratches'



ID(int)

gets a unique ID for each ball created or allows to set an artificial one to distinguish different balls on the table



BulbIntensityScale(float)

allows to dampen/scale the intensity of (bulb-)light reflections on each ball (e.g. to simulate shadowing in the ball lane, etc)



ReflectionEnabled(bool)

if playfield reflects objects this can be used to enable/disable the reflection for a specific ball



PlayfieldReflectionScale(float)

allows to dampen/scale the contribution of the playfield reflections on each ball (see BallPlayfieldReflectionScale() for the Table)



ForceReflection(bool)

if enabled the ball will be reflection on the playfield even it's on a ramp or an upper playfield. (default=0)



Visible(bool)

changes if the ball is visible on the playfield or not (e.g. only physics simulated)



UserValue(any)

can store any user defined value for re-use later-on









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