Related Config File Sections

In MPF, a diverter (sometimes spelled “divertor”) is anything that alters the path of the ball based on the state it’s in, including:

  • A traditional diverter which is a metal flap at the end of a rod, typically used on ramps to “divert” the ball one way or the other.
  • A coil-controlled post that pops up (or down) to let the ball either pass over it or bounce back in some other direction. (This is sometimes called an “up/down” post.)
  • A coil-controlled gate, typically which only allows the ball to flow through it in a single direction, but lifted out of the way via a coil when active which allows the ball to travel through it in both directions.
  • A “trap door” pop-up which captures the ball when it’s up but lets the ball roll over it to another shot when it’s down. (Like the trap door / basement in Theatre of Magic.)
  • A single drop target that blocks the entrance to a shot when it’s up, such as in the back of the saucer in Attack from Mars or the ones that block the ramps in Ghostbusters.
  • Something else completely custom, such as the Ringmaster in Cirqus Voltaire. (When it’s up the ball can hit it and drop down under the playfield, and when it’s down the ball rolls over it and hits standup targets behind it.)

At this point you might be thinking, “Wait, you consider a trap door or the Ringmaster to be a diverter?? What???” But if you think about it from the perspective of pinball software, yeah, trap doors and the Ringmaster are diverters because when then are not active, a ball shot to them goes towards one place, and when they’re active, a ball is “diverted” to go somewhere else.


MPF’s diverters are integrated with Ball Devices and MPF’s ball management and routing system so they can be used to ensure that MPF is able to move balls to where they need to be.

Most diverters are held in their “on” position as long as their driver coil enabled, and then when they’re disabled they return back to their off position. That said, some are different. The Ringmaster has a motor which raises and lowers it, and drop targets have coils that are just pulsed to raise/lower them, so this is not a hard and fast rule.

So based on all that, let’s look at how the MPF actually handles diverters. At the most basic level, most diverters are just a coil, so fundamentally we don’t really need to do anything special to control a diverter. As a game programmer you just need to enable a coil. But if you want to program your game code to control a diverter, there’s a lot of glue you need to fully integrate it into your machine, and that’s the glue that we’ve pre- written into our diverter device code.

For example, many diverters attached to ramps do not hold their coils in the “on” position for the entire time that they’re on. Instead they use the ramp entry switch to see when a ball is coming their way, and when one is they quickly activate so they can catch the ball in time to divert it. They also typically have a timeout where they deactivate themselves if they don’t actually see a ball get diverted, (like with a weak ramp shot that trips the ramp entry switch but that isn’t powerful enough to make it all the way up the ramp to the diverter.)

MPF’s diverter devices also include support for automatic enabling and disabling (based on events), and they include intelligence to know which target devices a diverter will send a ball to when it’s enabled or disabled.

Monitorable Properties

For dynamic values and conditional events, the prefix for diverters is device.diverters.<name>.

Boolean (true/false) as to whether this diverter is actively on and in the powered state.
Boolean (true/false) as to whether this diverter is enabled (meaning it will be activated when a ball approaches it).
Boolean (true/false) which shows whether this diverter will be activating to route a ball eject from an upstream ball device.