(Topic ID: 161044)

BOP 2.0 Modifying the Head position switches

By epotech

7 years ago



Topic Stats

  • 3 posts
  • 3 Pinsiders participating
  • Latest reply 11 months ago by RKip455
  • Topic is favorited by 1 Pinsider

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#1 7 years ago

So I have the usual rotating head issues. I set it up, it works fine for a bit and then it's back to rotating. It occurs to me that you can't really detect the head position using just one switch, however, you could with 2:

off/off - head 1
on/off - head 2
on/on - head 3
off/on - head 4

now, if we 3d printed a cam which fitted on the back wall to trigger these, all would be well. We have the position switch #67 but need another switch. For this i'd use the mouth switch #66. then daisy the left eye to the mouth to activate the mouth.
Now, as the code knows where the head is, if it was on head 1 and the left eye was triggered you'd fire the mouth. This would need modding in the BOP2.0 code. You'd not need to modify the loom.
It would still work in BOP1 but you'd fire 2 coils rather than 1 when you enter the mouth/eye (no biggie).

Workable?

#2 7 years ago

Might want to include game title so people know what you are talking about

7 years later
#3 11 months ago

Well I'm having this issue as well.... was a solution ever issued by Dutch

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