Device Control Events¶
Many devices in MPF have configuration options which lets them be controlled via events. (These are called “device control events”.) For example, flippers and autofire coils have enable_events and disable_events, shots have enable_events, disable_events, and reset_events, shot groups have enable_events, disable_events, reset_events, rotate_right_events, and rotate_left_events, etc.
You can specify these events in each device’s settings on a machine- wide basis in your machine config, and you can also specify these events that are only active when a mode is active in your mode config files. There are several options for how you specify these device control events, depending on what you want to do.
If you have just one event¶
Even though these configuration entries use the word “events” (plural), you can configure them for just one event. For example, if you have a flipper device that you want to enable when a ball starts, you can add the following line to the configuration for your flipper:
If you have multiple events¶
If you want one of these actions to be performed based on any one of multiple events, you can enter multiple events. For example, maybe you want to disable a flipper when the ball ends, but you also want to make sure it’s disabled when a tilt or slam tilt event is posted. In that case you’d enter your configuration like this:
disable_events: ball_ending, tilt, slam_tilt
Note that in this case, the flipper will disable if any of these
events is posted. If you want to get fancy and require that multiple
events need to be posted before you disable your flipper, then you
would use an Accrual or Sequence Logic Block to track those events,
and then you’d add a new event to your
events_when_complete: in that
Logic Block and then enter that same event in the
Note that when you’re entering multiple events, you can enter them all on the same line separated by commas, or you can enter each one on its own line started with a dash and a space, like this:
disable_events: - ball_ending - tilt - slam_tilt
It makes no difference to MPF, rather this is just a personal preference for how you want your config files to look.
If you want to configure “delays” before performing your action¶
You can also enter delays (in either seconds or milliseconds) which cause the enable, disable, or reset events to wait after one of your events is fired. Here’s an example from the “Solids” drop target bank in Big Shot:
reset_events: ball_starting: 0 collect_special: .75s
In this case when the ball_starting event is posted, MPF will reset the drop target group immediately (no delay, due to the “0” value), and when the collect_special event is posted, MPF will wait 0.75 seconds before resetting it. (So you see that different events can have different delays.) In case you’re wondering why we did this, take a look at the reset_events configuration for the other bank of drop targets (called “Stripes”) in Big Shot:
reset_events: ball_starting: 0.25s collect_special: 1s
If you look at these two sets of configurations together, you see that when the ball_starting event is posted, MPF will reset the Solids drop target bank immediately and then wait a quarter of a second before resetting the Stripes drop target bank. We did this so that the reset emulates the original characteristics of resetting one then the other in succession, rather than resetting them both at the same time.
Also note that we have a similar quarter-second delay between the two drop target banks when we reset them after the special is collected, but in this case we reset them after 0.75 and 1 second. That’s because that collecting the special awards a replay which fires the knocker, but if the knocker fires at the same time as the drop targets are reset then the player can’t hear the knocker since the drop target reset coils in Big Shot are so massive. So when the special is collected, we fire the knocker immediate, then 0.75 seconds later we reset the Solids drop target bank, then 0.25 seconds after that we reset the Stripes drop target bank.
You can enter these delay times in either seconds or milliseconds, as outlined here. All this is done via the config files with no custom Python code needed! :)
Messing with priorities¶
By default the handler will have the priority of your mode or 1 if its ouside
of a mode.
In addition, some devices increase the priority of some handlers over others.
For instance, disable is handled before enabled (in case you are using both
on the same event).
Normally, this is just fine and you do not have to worry.
However, there are cases where you want to increase the priority of a certain
.x to your event to increase the priority by
In the following example, we ensure that the device will first enable, then score and finally disable:
enable_events: ball_started.3 score_events: ball_started.2 disable_events: ball_started.1
Without explicit priorities (or some logic in the device) the order of the three handlers would be random and you might see the following entry in the log:
Duplicate handler for class MyDevice on event ball_started with priority 1. Handlers: x
You can read more about event handler priorities