Skip to content

Commit

Permalink
Deployed 27ddf4e to 0.57 with MkDocs 1.6.0 and mike 2.1.3
Browse files Browse the repository at this point in the history
  • Loading branch information
github-actions[bot] committed Aug 16, 2024
1 parent dbba6a4 commit 3db3a35
Show file tree
Hide file tree
Showing 4 changed files with 1,355 additions and 1,355 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -30308,7 +30308,7 @@ <h2 id="background-how-mpf-tracks-and-replaces-balls">Background: How MPF tracks
<h2 id="setting-up-a-simple-multiball">Setting up a simple multiball</h2>
<p>Perhaps the two most common types of multiballs are <em>virtual-only</em> and <em>physical-only</em>. For <em>virtual-only</em> multiballs, you only need a <code>multiballs:</code> section to your config and a corresponding <em>start_event</em>. You do not need to configure a <code>multiball_locks:</code> section. Instead, a counter or <em>logic_block</em> is often used to track when the requirements for a multiball have been satisfied, such as a certain number of shots to the captive ball target in <em>Metallica</em> for instance.</p>
<h2 id="setting-up-a-physical-only-multiball">Setting up a physical-only multiball</h2>
<p>In order to use a physical lock in combination witha multiball, you just define a <em>ball_device</em> as well as define a <em>multiball_lock</em> within your config files. The <em>ball_device</em> must be listed as a <code>lock_device</code> within the settings of the <code>multiball_lock</code> config section.</p>
<p>In order to use a physical lock in combination with a multiball, you just define a <em>ball_device</em> as well as define a <em>multiball_lock</em> within your config files. The <em>ball_device</em> must be listed as a <code>lock_device</code> within the settings of the <code>multiball_lock</code> config section.</p>
<h2 id="making-sure-the-right-number-of-balls-are-in-play">Making sure the right number of balls are in play</h2>
<p>In MPF, any given multiball (configured within a <code>multiballs</code> config section) only has one configuration requirement: <code>ball_count</code>. However, there are optional settings you may need depending on what type of multiball you are creating. In the instance of a physical-only multiball (as typically seen in older machines), the machine must physically lock balls before multiball can start. Only when the physical lock is full can the multiball be started. Typically, the lock device continues to hold these locked balls across player turns, allowing for players to "steal locks" until the lock device is physically full, which in turn typically starts the multiball immediately. In MPF, you have control over what event triggers the start of a multiball mode. It could be the automatically posted event <code>multiball_lock_[multiball-lock-name]_locked_ball</code>, or some other event setup via an <code>event_player</code>.</p>
<p>In either scenario, both the <code>multiball_locks</code> and the <code>multiballs</code> config settings must be configured such that MPF knows how many balls are to be replaced when a "lock" locks a ball from the playfield. This can be set using the <code>replace_balls_in_play</code> setting. However, this setting requires another to be set within the corresponding multiball, specifically, the <code>balls_to_replace</code> setting.</p>
Expand Down
2 changes: 1 addition & 1 deletion 0.57/search/search_index.json

Large diffs are not rendered by default.

Loading

0 comments on commit 3db3a35

Please sign in to comment.