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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:
    light: match00
    light: match10
    light: match20
    light: match30
    light: match40
    light: match50
    light: match60
    light: match70
    light: match80
    light: match90
    light: bip1
    light: bip2
    light: bip3
    light: bip4
    light: bip5
    light: player1
    light: player2
    light: tilt
    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 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.


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_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.)


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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