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.
|machine config files||YES|
|mode config files||NO|
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
#! 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.
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
etc. If your machine matches by the ones digit, then you'd enter these
This maps the ball-in-play number to the light.
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_2 lights are lit. (So how does a player know
that it's his turn? That's handled by the score reel lights.)
Turns this light on when the machine tilts.
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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