VPX Documentation
Light Sequences

Effects List

24min

This section details the actual effects the Light Sequencer is capable of generating along with little graphic layouts on how the lights change on the table. It also details any special uses for the effect parameters and if they are used or not.



On the Left you see an little graphical representation on how the lights change on the playfield. The Darker lights are the 'head' whilst the lighter lights (grey) represent the 'Tail'. The arrows show the direction the head moves (in this case it is towards the centre reference point).

The light grey lines represent the centre reference point which doesn't actually have to be in the centre of the table. Not all effects use the reference point and some only use 1 axis of it.

 

Document image


Bring on the effects...

Effect: ''SeqAllOn'' & ''SeqAllOff'





This effect will either turn On (or Off) all the lights in the collection. This effect once processed will NOT restore the states of the lights. It is treated as an open ended effect which never expires. You will need to Manually call the .StopPlay method to restore the lights to their real state.

This is very useful for Tilt mechanisms where you can turn off all the lights if the table is tilted and only restore them when you are ready to start a new ball. Please remember that you can still set the lights on your table in your script but they won't take effect until you stop the Light Sequencer (by .StopPlay)

TailLength: Not Used

Repeat: Not Used

Pause: Not Used

Example: .Play SeqAllOn 

Effect: ''SeqBlinking'



N/A

This effect will blink (turn on, pause, turn off, pause) each light in the collection.

TailLength: Not Used

Repeat: The number of times to turn the Lights On and then Off.

Pause: The time (in milliseconds) to pause between changing the state of a light.

Example: .Play 

Effect: ''SeqRandom'





This effect randomly turns On and Off lights in the collection.

TailLength: The number of Lights to change per frame. For example if you have 100 lights in your collection and you set this to 40. Then 40 lights will change state per frame.

Repeat: Not Used

Pause: The total time to run the effect for.

Example: .Play SeqRandom,40,,4000

Effect: ''SeqUpOn'' & ''SeqUpOff'





This effect turns On (or Off) all the lights in the collection starting at the bottom of the playfield and moving upwards.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqUpOn, 50, 2 

Effect: ''SeqDownOn'' & ''SeqDownOff'





This effect turns On (or Off) all the lights in the collection starting at the top of the playfield and moving downwards.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqDownOn, 50, 2

Effect: 'SeqRightOn'' & ''SeqRightOff'





This effect turns On (or Off) all the lights in the collection starting on the left edge of the playfield and moving towards the right edge.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqRightOn, 50, 2

Effect: 'SeqLeftOn'' & ''SeqLeftOff'





This effect turns On (or Off) all the lights in the collection starting on the right edge of the playfield and moving towards the left edge.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqLeftOn, 50, 2

Effect: 'SeqDiagUpRightOn'' & ''SeqDiagUpRightOff'





This effect turns On (or Off) all the lights in the collection starting in the lower left corner of the playfield and moving upwards diagonally towards the top right corner.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqDiagUpRightOn, 25 

Effect: 'SeqDiagUpLeftOn'' & ''SeqDiagUpLeftOff'





This effect turns On (or Off) all the lights in the collection starting in the lower right corner of the playfield and moving upwards diagonally towards the top left corner.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqDiagUpLeftOn, 25

Effect: 'SeqDiagDownRightOn' & 'SeqDiagDownRightOff'





This effect turns On (or Off) all the lights in the collection starting in the top left corner of the playfield and moving downwards diagonally towards the bottom right corner.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqDiagDownRightOn, 25

Effect: 'SeqDiagDownLeftOn' & 'SeqDiagDownLeftOff'





This effect turns On (or Off) all the lights in the collection starting in the top right corner of the playfield and moving downwards diagonally towards the bottom left corner.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqDiagDownLeftOn, 25

Effect: 'SeqMiddleOutHorizOn' & 'SeqMiddleOutHorizOff'





This effect turns On (or Off) all the lights in the collection starting in the horizontal centre reference point and moving out towards the side edges of the playfield.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqMiddleOutHorizOn, 50

Effect: 'SeqMiddleInHorizOn' & 'SeqMiddleInHorizOff'





This effect turns On (or Off) all the lights in the collection starting on the side edges and moving inwards to the horizontal centre reference point of the playfield.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqMiddleInHorizOn, 50

Effect: 'SeqMiddleOutVertOn' & 'SeqMiddleOutVertOff'





This effect turns On (or Off) all the lights in the collection starting in the vertical centre reference point and moving out towards the top and bottom edges of the playfield.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqMiddleOutVertOn, 50 

Effect: 'SeqMiddleInVertOn' & 'SeqMiddleInVertOff'





This effect turns On (or Off) all the lights in the collection starting ot the top and bottom edges and moving inwards to the vertical centre reference point of the playfield.

TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqMiddleInVertOn, 50 

Effect: 'SeqStripe1HorizOn' & 'SeqStripe1HorizOff'





This effect turns On (or Off) all the lights in the collection starting on the side edge and moving towards the right edge of the playfield for the top half of the playfield and towards the left edge for the bottom half of the playfield. The vertical centre reference point is used for the centre of the table.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqStripe1HorizOn, 25 

Effect: 'SeqStripe2HorizOn' & 'SeqStripe2HorizOff'





This effect turns On (or Off) all the lights in the collection starting on the side edge and moving towards the left edge of the playfield for the top half of the playfield and towards the right edge for the bottom half of the playfield. The vertical centre reference point is used for the centre of the table.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqStripe2HorizOn, 25

Effect: 'SeqStripe1VertOn' & 'SeqStripe1VertOff'





This effect turns On (or Off) all the lights in the collection starting on the bottom edge and moving towards the top edge of the playfield for the left half of the playfield and towards the bottom edge for the right half of the playfield. The horizontal centre reference point is used for the centre of the table.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqStripe1VertOn, 25

Effect: 'SeqStripe2VertOn' & 'SeqStripe2VertOff'





This effect turns On (or Off) all the lights in the collection starting on the top edge and moving towards the bottom edge of the playfield for the left half of the playfield and towards the top edge for the right half of the playfield. The horizontal centre reference point is used for the centre of the table.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqStripe2VertOn, 25

Effect: 'SeqHatch1HorizOn' & 'SeqHatch1HorizOff'





This effect turns On (or Off) all the lights in the collection starting with all the even cell positions and moving from the left edge towards the right edge of the playfield and the odd cell positions moving from the right to the left edge of the playfield.

The overall effect will greatly depend on how lights are placed on the playfield but should look good no mater what.

TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqHatch1HorizOn, 25

Effect: 'SeqHatch2HorizOn' & 'SeqHatch2HorizOff'





This effect turns On (or Off) all the lights in the collection starting with all the even cell positions and moving from the right edge towards the left edge of the playfield and the odd cell positions moving from the left to the right edge of the playfield.

The overall effect will greatly depend on how lights are placed on the playfield but should look good no mater what.

TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqHatch2HorizOn, 25

Effect: 'SeqHatch1VertOn' & 'SeqHatch1VertOff'





This effect turns On (or Off) all the lights in the collection starting with all the odd cell positions and moving from the top edge towards the bottom edge of the playfield and the odd cell positions moving from the bottom to the top edge of the playfield.

The overall effect will greatly depend on how lights are placed on the playfield but should look good no mater what.

TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqHatch1VertOn, 75

Effect: 'SeqHatch2VertOn' & 'SeqHatch2VertOff'





This effect turns On (or Off) all the lights in the collection starting with all the even cell positions and moving from the top edge towards the bottom edge of the playfield and the even cell positions moving from the bottom to the top edge of the playfield.

The overall effect will greatly depend on how lights are placed on the playfield but should look good no mater what.

TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqHatch2VertOn, 75

Effect: 'SeqCircleOutOn' & 'SeqCircleOutOff'





This effect turns On (or Off) all the lights in the collection starting at the centre reference point of the Sequencer and moving outwards towards the edges.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqCircleOutOn,50  

Effect: 'SeqCircleInOn' & 'SeqCircleInOff'





This effect turns On (or Off) all the lights in the collection starting at edges of the table and moving inwards towards the centre reference point of the Sequencer.



TailLength: Normal Use

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqCircleInOn,50

Effect: 'SeqClockRightOn' & 'SeqClockRightOff'





This effect turns On (or Off) all the lights in the collection starting from centre reference point and rotating clockwise (much like a clock hand) until it reaches the start point (angle 0)



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqClockRightOn,180

Effect: 'SeqClockLeftOn' & 'SeqClockLeftOff'





This effect turns On (or Off) all the lights in the collection starting from centre reference point and rotating anti-clockwise (much like a clock hand in reverse) until it reaches the start point (angle 0)



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqClockLeftOn, 180

Effect: 'SeqRadarRightOn' & 'SeqRadarRightOff'





This effect turns On (or Off) all the lights in the collection starting from bottom edge horizontal centre reference point and sweeping clockwise (much like a radar scope) until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqRadarRightOn, 45

Effect: 'SeqRadarLeftOn' & 'SeqRadarLeftOff'





This effect turns On (or Off) all the lights in the collection starting from bottom edge horizontal centre reference point and sweeping anti-clockwise (much like a radar scope) until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqRadarLeftOn, 45

Effect: 'SeqWiperRightOn' & 'SeqWiperRightOff'





This effect turns On (or Off) all the lights in the collection starting from top edge horizontal centre reference point and sweeping anti-clockwise (much like a car wiper (if you have a old car ) until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqWiperRightOn, 45

Effect: 'SeqWiperLeftOn' & 'SeqWiperLeftOff'





This effect turns On (or Off) all the lights in the collection starting from top edge horizontal centre reference point and sweeping clockwise until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqWiperLeftOn, 45

Effect: 'SeqFanLeftUpOn' & 'SeqFanLeftUpOff'





This effect turns On (or Off) all the lights in the collection starting from left edge vertical centre reference point and sweeping anti-clockwise until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqFanLeftUpOn, 30

Effect: 'SeqFanLeftDownOn' & 'SeqFanLeftDownOff'





This effect turns On (or Off) all the lights in the collection starting from left edge vertical centre reference point and sweeping clockwise until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqFanLeftDownOn, 30

Effect: 'SeqFanRightUpOn' & 'SeqFanRightUpOff'





This effect turns On (or Off) all the lights in the collection starting from right edge vertical centre reference point and sweeping anti-clockwise until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqFanRightUpOn, 30 

Effect: 'SeqFanRightDownOn' & 'SeqFanRightDownOff'





This effect turns On (or Off) all the lights in the collection starting from right edge vertical centre reference point and sweeping clockwise until it reaches the other side of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqFanRightDownOn, 30

Effect: 'SeqArcBottomLeftUpOn' & 'SeqArcBottomLeftUpOff'





This effect turns On (or Off) all the lights in the collection starting from lower left corner of the playfield and sweeping anti-clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcBottomLeftUpOn, 90

Effect: 'SeqArcBottomLeftDownOn' & 'SeqArcBottomLeftDownOff'





This effect turns On (or Off) all the lights in the collection starting from lower left corner of the playfield and sweeping clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcBottomLeftDownOn, 90

Effect: 'SeqArcBottomRightUpOn' & 'SeqArcBottomRightUpOff'





This effect turns On (or Off) all the lights in the collection starting from lower right corner of the playfield and sweeping clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcBottomRightUpOn, 90

Effect: 'SeqArcBottomRightDownOn' & 'SeqArcBottomRightDownOff'





This effect turns On (or Off) all the lights in the collection starting from lower right corner of the playfield and sweeping anti-clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcBottomRightDownOn, 90

Effect: 'SeqArcTopLeftUpOn' & 'SeqArcTopLeftUpOff'





This effect turns On (or Off) all the lights in the collection starting from top left corner of the playfield and sweeping anti-clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcTopLeftUpOn, 90

Effect: 'SeqArcTopLeftDownOn' & 'SeqArcTopLeftDownOff'





This effect turns On (or Off) all the lights in the collection starting from top left corner of the playfield and sweeping clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcTopLeftDownOn, 90

Effect: 'SeqArcTopRightUpOn' & 'SeqArcTopRightUpOff'





This effect turns On (or Off) all the lights in the collection starting from top right corner of the playfield and sweeping clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcTopRightUpOn, 90

Effect: 'SeqArcTopRightDownOn' & 'SeqArcTopRightDownOff'





This effect turns On (or Off) all the lights in the collection starting from top right corner of the playfield and sweeping anti-clockwise until it reaches the other edge of the playfield. The entire playfield is covered by the sweep.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqArcTopRightDownOn, 90

Effect: 'SeqScrewRightOn' & 'SeqScrewRightOff'





This effect turns On (or Off) all the lights in the collection starting from centre reference point of the playfield and screwing clockwise.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqScrewRightOn, 25

Effect: 'SeqScrewLeftOn' & 'SeqScrewLeftOff'





This effect turns On (or Off) all the lights in the collection starting from centre reference point of the playfield and screwing anti-clockwise.



TailLength: This is specified in degrees. Ie. A value of 90 will follow 90 degrees behind the head effect. 0 (or not specified) means no 'Tail'

Repeat: Normal Use

Pause: Normal Use

Example: .Play SeqScrewLeftOn, 25

 

Updated 25 Mar 2024
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