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info_lights:

This is a config file reference. Click for instructions.

This page is reference material which explains every setting and option for this section of an MPF yaml config file. See the instructions for config files for formatting and other details. See our guide to config file examples for more examples of real configs in action.

Valid in
machine config files YES ✅
mode config files NO 🚫

The info_lights: section of a machine config file allows you to configure the "Info Lights" plugin to automatically set "status" lights based on different things that are happening in the game. This is very common in EM and older solid state machines, since they use lights to tell the player whose turn it is, what ball they're on, etc.

Here's an example info_lights: section from a machine configuration file:

#! lights:
#!   match00:
#!     number:
#!   match10:
#!     number:
#!   match20:
#!     number:
#!   match30:
#!     number:
#!   match40:
#!     number:
#!   match50:
#!     number:
#!   match60:
#!     number:
#!   match70:
#!     number:
#!   match80:
#!     number:
#!   match90:
#!     number:
#!   bip1:
#!     number:
#!   bip2:
#!     number:
#!   bip3:
#!     number:
#!   bip4:
#!     number:
#!   bip5:
#!     number:
#!   player1:
#!     number:
#!   player2:
#!     number:
#!   tilt:
#!     number:
#!   gameOver:
#!     number:
info_lights:
  match_00:
    light: match00
  match_10:
    light: match10
  match_20:
    light: match20
  match_30:
    light: match30
  match_40:
    light: match40
  match_50:
    light: match50
  match_60:
    light: match60
  match_70:
    light: match70
  match_80:
    light: match80
  match_90:
    light: match90
  ball_1:
    light: bip1
  ball_2:
    light: bip2
  ball_3:
    light: bip3
  ball_4:
    light: bip4
  ball_5:
    light: bip5
  player_1:
    light: player1
  player_2:
    light: player2
  tilt:
    light: tilt
  game_over:
    light: gameOver

The way info lights work is pretty simple. There are sub-sections that represent different lights that may be in your machine, and then under each of them you map them to the name of the light.

Then they pretty much just work automatically.

Note that the the light: entry in each of these refers to a device in the lights: section.

match_XX:

This section is for the match lights, with the "XX" replaced with the number of the match light. In the example configuration above, the machine has match lights that count up by tens (10, 20, 30...) which is why the match_xx entries here are match_10, match_20, match_30, etc. If your machine matches by the ones digit, then you'd enter these items as match_1, match_2, etc.

ball_XX:

This maps the ball-in-play number to the light.

player_XX:

This maps the current player to the number in the light. This plugin turns on each light when a new player joins a game. So it doesn't show which player is up, rather, if you have a two-player game then both the player_1 and player_2 lights are lit. (So how does a player know that it's his turn? That's handled by the score reel lights.)

tilt:

Turns this light on when the machine tilts.

game_over:

Flashes this light when a game is not in progress at a rate of 1/2 sec on, 1/2 sec off.


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