shots:
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 | NO |
mode config files | YES |
The shots: section of your config file is where you define the shots in your machine. A shot is a switch, a series of switches that have to be hit in order, or an event or series of events.
Shots are used for things like standup targets, rollover lanes, drop targets, ramps, loops, orbits, etc.
Each shot can have a shot profile applied to it which defines what happens when its hit. For example the shot profile might specify that the shot starts unlit, then when it's hit it becomes complete. Or a shot profile might specify that it's flashing slowly, and each hit makes it flash faster and faster until it's been hit enough times, etc.
You can specify different shot profile on a per-mode basis, meaning a shot can have one behavior in the base mode and then take on another behavior when a higher-priority mode is started. The tracking of various states of the shot profiles is maintained on a per-mode basis.
You can group multiple shots together into shot groups for group-level functionality like posting events when all the shots in a group in the same state (lit, unlit, complete, etc.) and for rotating the states of shots to the left or right based on certain events happening (slingshot hits, flipper button pushes, etc.). A shot can be a member of multiple groups at the same time.
Here's a sample shots: section from a config file:
#! switches:
#! lane_l:
#! number:
#! lane_a:
#! number:
#! lane_n:
#! number:
#! lane_e:
#! number:
#! upper_standup:
#! number:
##! mode: mode1
shots:
lane_l:
switch: lane_l
show_tokens:
light: lane_l
lane_a:
switch: lane_a
show_tokens:
light: lane_a
lane_n:
switch: lane_n
show_tokens:
light: lane_n
lane_e:
switch: lane_e
show_tokens:
light: lane_e
upper_standup:
switch: upper_standup
show_tokens:
leds: led_17, led_19
Create one entry in your shots:
section for each shot in your machine.
Don't worry about grouping shots here. (That's done in the
shot_groups:
section.) The shot name can be whatever you want, and it
will be the name for this shot which is used throughout your machine.
Remember that everything with at least one switch and a "state" is a
shot, so standups, rollovers, inlane/outlines, ramps, loops... You will
have lots of shots in your game.
Each shot in your shots:
section can have the following config options
set:
Optional settings
The following sections are optional in the shots:
section of your
config. (If you don't include them, the default will be used).
advance_events:
List of one (or more) device control events (Instructions for entering device control events). Defaults to empty.
Default: None
Events in this list, when posted, cause this shot to be advanced to its next state in the active shot profile. If the shot is on the last state, then it will roll over if the shot profile is configured to loop, otherwise it will do nothing. Advance_events are similar to hit_events, except advance_events are more "stealthy" in that they only advance the state (and update the lights or LEDs). They do not post hit events and therefore do not trigger scoring or other events related to a shot hit. They are useful if you need to move a shot to a starting state (like selecting a shot to be active for skill shot).
control_events:
List of one (or more) values, each is a type: shot_control_events:. Defaults to empty.
Control events to change the state of this shot. This supports jumping
to state to a value that is specified. This is a 0
index, so the first
state is 0
.
For instance in the following example set_state_one
will set the state
to 1
, which is the second state:
shots:
shot_with_control_events:
control_events:
- events: set_state_one
state: 1
delay_switch:
One or more sub-entries. Each in the format of string name of a
switches: device :
time string (ms)
(Instructions for entering time strings)
A dictionary of switches and times which prevent hits for a certain time. You can use this if you got another lane feeding into your shot and you want to prevent it from hitting this shot. Use this with care as it might cause issues during multiball.
This is an example:
#! switches:
#! s_my_shot:
#! number:
#! s_other_lane:
#! number:
##! mode: mode1
shots:
my_shot:
switch: s_my_shot
delay_switch:
s_other_lane: 2s
##! test
#! start_game
#! start_mode mode1
#! mock_event my_shot_hit
#! hit_and_release_switch s_other_lane
#! hit_and_release_switch s_my_shot
#! advance_time_and_run .1
#! assert_event_not_called my_shot_hit
#! hit_and_release_switch s_my_shot
#! advance_time_and_run .1
#! assert_event_not_called my_shot_hit
#! advance_time_and_run 2
#! hit_and_release_switch s_my_shot
#! advance_time_and_run .1
#! assert_event_called my_shot_hit
In this example an activation of s_other_lane
will prevent the shot
from being hit for two seconds.
disable_events:
List of one (or more) device control events (Instructions for entering device control events). Defaults to empty.
Default: None
Events in this list, when posted, disable this shot. If a shot is disabled, then hits to it have no effect. (e.g. The shot will remain in whatever state it's in.)
enable_events:
List of one (or more) device control events (Instructions for entering device control events). Defaults to empty.
Default: None
Events in this list, when posted, enable this shot. If a shot is not enabled, then hits to it have no effect. (e.g. The shot will remain in whatever state it's in.)
hit_events:
List of one (or more) device control events (Instructions for entering device control events). Defaults to empty.
Default: None
Events in this list, when posted, cause this shot to be "hit". This is effectively the same thing as if the ball activated the switch associated with this shot, (or that the entire switch sequence has been completed), except it comes in via an event instead of from a switch activity.
mark_playfield_active:
Single value, type: boolean
(true
/false
). Default: true
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persist_enable:
Single value, type: boolean
(true
/false
). Default: true
Whether this shot should persist its enable state in a player variable.
If set to True
this will also persist the state into the next ball of
the same player.
playfield:
Single value, type: string name of a
playfields: device. Default:
playfield
On which playfield is this shot? This is only relevant when you have multiple playfields. It is used mostly for ball search.
profile:
Single value, type: string name of a
shot_profiles: device.
Default: default
The name of the shot profile that will be applied to this shot.
- If you're editing a machine-wide config file , then the profile name specified here will be the default profile for that shot any time a mode-specific config doesn't override it. (If you don't specify a profile name, MPF will assign the shot profile called "default".)
- If you're in a mode configuration file , then this profile entry is the name of the shot profile that will be applied only when this mode is active. (i.e. it's applied when the mode starts and it's removed when the mode ends.) Like other mode-specific settings, shot profiles take on the priorities of the modes they're in, so if you have a profile from a mode at priority 200 and another from priority 300, the profile from the priority 300 mode will be applied. If that mode stops, then the shot will get the profile from the priority 200 mode.
Shots can have (and track) multiple profiles at the same time (up to one profile per mode). Only the show from the highest-priority profile will play though.
reset_events:
List of one (or more) device control events (Instructions for entering device control events). Defaults to empty.
Default: None
Events in this list, when posted, reset this shot. Resetting a shot means that it jumps back to the first state in whatever shot profile is active at that time.
restart_events:
List of one (or more) device control events (Instructions for entering device control events). Defaults to empty.
Default: None
Events in this list, when posted, restart this shot. Restarting a shot is equivalent to resetting and then enabling the shot, done with a single event.
show_tokens:
One or more sub-entries. Each in the format of string
: template_str
A subsection containing key-value pairs that are passed to the show that's run when this shot is in a certain state.
For example, consider the following shot config:
#! switches:
#! switch1:
#! number:
##! mode: mode1
shot_profiles:
flash:
states:
- name: unlit
show: "off"
- name: lit
show: "flash"
shots:
shot1:
switch: switch1
profile: flash
show_tokens:
leds: led1
The shot above has a show token called leds which is set to led1.
This means that when a show associated with this shot is played, if that
show contains placeholder tokens for (leds)
, they will be dynamically
replaced with the value of led1
when that show is played by this shot.
The purpose of show tokens is so you can create resuable shows that you could apply to any shot.
For example, imagine if you wanted to create a shot to flash an LED between red and off. It might look like this:
# show to flash an LED
shows:
flash_light:
- time: 0
lights:
(leds): red
- time: 1
lights:
(leds): off
Assuming the "flash" profile (as defined in the profile: flash
in
the above shot) was configured for the state that show was in, when the
shot entered that state, it would replace the (leds):
section of the
show with led1
.
More information about show tokens
start_enabled:
Single value, type: boolean
(true
/false
). Defaults to empty.
Whether the shot starts as enabled (if you set this to True
) or as
disabled (if you set this to False
). If you do not set this, MPF will
check if there are enable_events
. The shot will start disabled in that
case or enabled otherwise.
switch:
List of one (or more) values, each is a type: string name of a switches: device. Defaults to empty.
The name of the switch (or a list of switches) for this shot. You can use multiple switches if the shot happens to have multiple switches, though this is rare. (Maybe there are two standups on the sides of a ramp that you always want to be the same so you just create them as one logical shot?)
Do not enter multiple switches here for different shots, like for a
bank of rollover lanes. In that case you would set up each shot as its
own shot here and then group them via shot_groups:
.
Also do not enter multiple switches if you want the shot to be
complete when all the switches are hit. (That's what the
switch_sequence:
setting is for.) Entering multiple switches here is
just in case you have a shot where you want any of the switches being
hit to count as that shot being hit.
switches:
List of one (or more) values, each is a type: string name of a switches: device. Defaults to empty.
This setting is the same as the switch:
setting above. You can
technically enter a single switch or a list of switches in either the
switch:
setting or the switches:
setting, but we include both since
it was confusing to be able to enter multiple switches for a singlular
"switch" setting and vice versa.
console_log:
Single value, type: one of the following options: none, basic, full.
Default: basic
Log level for the console log for this device.
debug:
Single value, type: boolean
(true
/false
). Default: false
Set this to true to add lots of logging information about this shot to the debug log. This is helpful when you're trying to troubleshoot problems with this shot.
file_log:
Single value, type: one of the following options: none, basic, full.
Default: basic
Log level for the file log for this device.
label:
Single value, type: string
. Default: %
The plain-English name for this device that will show up in operator menus and trouble reports.
tags:
List of one (or more) values, each is a type: string
. Defaults to
empty.
A list of one or more tags that apply to this device. Tags allow you to access groups of devices by tag name.
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