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Multiballs |
Related Config File Sections:
MPF includes a multiball feature which can be used to automatically start and stop multiballs.
Each multiball in MPF has a separate name. There are several different types of multiballs (run until a single ball is left, timed multiballs, etc.) Multiballs can also be configured with multiball saves so that (for example) any balls lost in the first 15 seconds of a multiball are automatically re-launched back into play.
MPF also supports stacking of multiple multiballs at the same time.
Balls can be locked for multiball with the related /events/multiball_multiball_ended config section.
Video about ball locks and multiballs:
Why does MPF wait about 10s when adding balls to the playfield from the trough during a multiball?
When MPF adds a ball to the playfield the launcher waits until the
ball is confirmed to be on the playfield. For the first ball this
happens when a playfield switch is hit after the eject. However, this
will not work with more than one ball on the playfield (e.g. during a
multiball). In this case, the launcher will wait until its eject
timeout passed (eject timeouts in ball_devices </config/ball_devices>
) which defaults to 10s. Therefore, you need to tune
eject_timeouts
of your launcher to fix this issue.
For
dynamic values and
conditional events, the prefix for multiballs is device.multiballs.(name)
.
balls_added_live
: Numeric value of how many balls this multiball added into play.
balls_live_target
: Numeric value of how many balls this multiball is attempting to keep in play.
enabled
: Boolean (true/false) as to whether this multiball is enabled.
shoot_again
: Boolean (true/false) as to whether this multiball is in "shoot again" mode which means it's attempting to keep live.