VPX Documentation

Table

4min

Variables

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

Call

Detail

Example

Name(string)

table name



FileName(string)

file name (without path and extension)



Width(float)

Playfield width. default=1000



Height(float)

Playfield height. default=2000



GlassHeight(float)

Height of Glass above Playfield. The ball will collide with this if shot upwards.



TableHeight(float)





Inclination(float)

Angle of Table (used for Display only). default=43



Rotation(float)

Rotation of Table (used mainly for FS/Cab tables: 270)



Scalex(float)

X Scale of Table



Scaley(float)

Y Scale of Table



Scalez(float)

Z Scale of Table



Xlatex(float)

X Offset of Table



Xlatey(float)

Y Offset of Table



Xlatez(float)

Z Offset of Table



Layback(float)

Skew of Table (used mainly for FS/Cab tables). default=0



FieldOfView(float)

Perspective of Table. default=45



BackglassMode(int)

Which Backglass mode is active (0=Desktop,1=Fullscreen,2=FullSingleScreen)



MaxSeparation(float)

Maximum separation/scale effect for Stereo 3D (ranges from 0..1)



ZPD(float)

Reads the depth where the Stereo 3D should happen (ranges from 0..1)



Offset(float)

Reads the constant offset for the Stereo 3D effect (ranges from 0..1)



PlayfieldColor(OLE_COLOR)





BackDropColor(OLE_COLOR)





BackdropImage(string)





SlopeMax(float)

Angle of Playfield within Cabinet (used for Physics only)



SlopeMin(float)

Angle of Playfield within Cabinet (used for Physics only)



GlobalDifficulty(float)

Mainly chooses/weights between SlopeMax and SlopeMin, but also affects precision of flippers/scattering (0..100)



Gravity(float)

default=0.86543



Friction(float)

for the Playfield, default=0.0025



Elasticity(float)

for the Playfield, default=0.2



ElasticityFalloff(float)

for the Playfield, default=0



Scatter(float)

scatter angle for the Playfield, default=0



DefaultScatter(float)

default=0, overrides all elements that have scatter angle set to < 0



OverridePhysics(int)

overrides the table physics settings with pre defined settings defined under Preferences -> Physics Options. You can define up to 8 different physics settings for the table and the flippers. Save them to one of the 8 slots and by assigning the slot number to this OverridePhysics it overrides these settings. default=0 (means use table settings)



PhysicsLoopTime(int)

the meaning of this has changed starting with 9.2.1: it specifies the maximum number of iterations spent in the physics update. by setting it f.e. to 1, the rendered frame updates will -always- match the physics updates, everything above 1 allows for multiple physics updates per frame (2, 3 or 4 can be good values for this, as it slows down the physics temporarily if the FPS drop below 50, 33 or 25 in these cases). default=-1 (which means infinite updates allowed)



YieldTime(int)

time in milliseconds to sleep during each frame - can help side threads like vpinmame. default=0



BallImage(string)





BallFrontDecal(string)

image of the ball front decal



BallDecalMode(bool)

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



Image(string)

playfield image



EnableAntialiasing(bool)

enables AA for this table if you have set 'Enable AntiAliasing' in the video options. default=false



EnableFXAA(bool)

enables FXAA for this table if you have set 'Enable FXAA' in the video options. default=false



RenderEMReels(bool)

default=true



RenderDecals(bool)

default=true



TableAdaptiveVSync(int)

sets adaptive vsync option for this table (-1=use global setting, 0=off, 1=automatic, any other number is refresh rate in Hz)



BallReflection

enable ball reflection on table. depending on the global video setting 'Reflect Ball on Playfield' this is on or off. Or it is defined specific for this table.



PlayfieldReflectionStrength(int)

defines the reflection strength of the (dynamic) table elements on the playfield (0-100)



BallPlayfieldReflectionScale(float)

scale/dampen the contribution of the playfield to the ball reflections



DefaultBulbIntensityScale(float)

scale/dampen the contribution of the bulbs lights on the ball. This is a default setting for all balls created on the the table. If you need ball specific intensity scaling you can change the intensity by using the BulbIntensityScale value on the ball



BallTrail

enable ball trail/motion blur on table. depending on the global video setting 'Ball Trail/Motion Blur' this is on or off. Or it is defined specific for this table.



TrailStrength(int)

defines the strength of the ball trail (0-100)



DetailLevel(int)

defines the ramp accuracy for this table and overrides the global setting from the video options (range 0-10).



PlungerNormalize(int)

Mech-Plunger component adjustment or weak spring, aging. default=100



PlungerFilter(bool)

default=false



Accelerometer(bool)





AccelNormalMount(bool)





AccelerometerAngle(float)





JoltAmount(int)





TiltAmount(int)





JoltTriggerTime(int)





TiltTriggerTime(int)





DeadZone(int)





NudgeTime(float)





TableSoundVolume(int)

Scales the global sound volume (in percent). default=100



TableMusicVolume(int)

Scales the global music volume (in percent). default=100



LightAmbient(OLE_COLOR)

changes the ambient light contribution for each material, please always try to keep this at full Black



Light0Emission(OLE_COLOR)

changes the light contribution for each material (currently light0 emission is copied to light1, too)



LightEmissionScale(float)





EnvironmentEmissionScale(float)





AOScale(float)

scaling factor when blending the ambient occlusion



SSRScale(float)

scaling factor when blending the screen space reflections



BloomStrength(float)

scaling factor when blurring the clipped framebuffer contribution (leave at 1 for kinda natural glow)



LightHeight(float)

height of lights



LightRange(float)

range of lights



ColorGradeImage(String)

the 256x16 LUT texture used for the color grading post process



Callback

Call

Detail

Example

OnBallBallCollision(ball1, ball2, velocity)

Called when two balls collide. ball1 and ball2 are the two ball objects.

See default table for example.

Events

Event

Detail

Example

_init





_KeyDown





_KeyUp





_MusicDone





_Exit





_Paused





UnPaused





JS




Updated 25 Mar 2024
Doc contributor
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