Ball
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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