This is the dev documentation for an unreleased version of MPF!

This is the documentation for MPF 0.53+, which is the “dev” (next) release of MPF that is a work-in-progress. Unless you’re specifically looking for this version, you probably want to use the version of documentation called “latest” which is for the latest released version of MPF. That documentation is at docs.missionpinball.org/en/latest.

Tutorial step 12: Add the rest of your ball devices

Now that you’ve added all your switches and coils, you’ll probably notice that the ball is still getting stuck in devices on the playfield when it enters them. This is because MPF doesn’t know that certain switches and coils are associated with ball devices, so MPF doesn’t know that it should fire a coil when a certain switch becomes active. So the next step is to create configuration entries for the rest of your ball devices.

The good news is that once you do this, a ball entering a device will automatically be ejected, so when you’re done with this step, your ball shouldn’t get stuck anywhere.

To do this, take a look at all the ball devices around your playfield and then create entries for each one in the ball_devices: section of your config file. Depending on your machine, you might have 5 or 6 of these. (Ball devices are anything where the ball could go where it’s held and not actively rolling around on the playfield.) At a bare minimum, you need to add ball_switches:, eject_coil:, and eject_timeouts: settings for each ball device you add. The eject_timeouts: entry is critical, because if a ball ejects to the playfield but then doesn’t hit a switch right away, this is the how long MPF will wait before assuming the ball made it out of the device successfully. (Again, set this timeout to be the longest amount of time that could pass with a ball failing to eject and falling back in.) Simple playfield kickouts might be fine with 500ms or 750ms, and VUKs might be around 2 or 3 seconds.

After you add all your ball devices, you should be able to play a game without the ball getting stuck anywhere! (And if you start MPF with balls already stuck in devices, MPF will automatically eject the balls when it boots because these additional devices do not have “home” listed as one of their tags.) Here’s the ball_devices: section from a Demolition Man config file:

    tags: trough, home, drain
    ball_switches: s_trough1, s_trough2, s_trough3, s_trough4, s_trough5, s_trough_jam
    eject_coil: c_trough_eject
    entrance_count_delay: 300ms
    jam_switch: s_trough_jam
    eject_targets: bd_plunger
    debug: yes

    ball_switches: s_plunger_lane
    entrance_count_delay: 300ms
    eject_timeouts: 3s
    eject_coil: c_plunger_eject
    player_controlled_eject_event: sw_launch

    ball_switches: s_eject
    eject_coil: c_retina_eject
    eject_timeouts: 1s

    ball_switches: s_bottom_popper
    eject_coil: c_bottom_popper
    eject_timeouts: 2s

    ball_switches: s_top_popper
    eject_coil: c_top_popper
    eject_timeouts: 2s

    ball_switches: s_elevator_hold
    mechanical_eject: true
    eject_timeouts: 500ms

        tags: default
        default_source_device: bd_plunger

Remember that if you need to adjust the eject coil pulse time, you do that in the coil’s property in the coils: section of your config file, not in the ball device configuration.

Check out the complete config.yaml file so far

If you want to see a complete config.yaml file up to this point, it’s in the mpf-examples/tutorial folder with the name step12.yaml.

You can run this file directly by switching to that folder and then running the following command:

C:\mpf-examples\tutorial>mpf both -c step12