One option is to write a handler for the "ball_drain" event, which should return false if you don't want it to be considered a drain, and true otherwise. You can do a brief sleep in that handler, then check if the targets were recently hit.
You shouldn't have to change any core OS logic, hooking into ball_drain should do the trick (that's what standard ball save does).
Great work by the way - this is really impressive what you've done.
Brian
On Tue, Dec 25, 2012 at 2:52 PM, james cardona
<JAMES....@pseg.com> wrote:
Hi all,
one more question. I have two targets close to the flippers that are notorious for bouncing the ball back to the drain when taken. In the original version of the code there was a ball save that started if those switches registered. I added that using ballsave_add_time (1); but even with that, sometimes the shot is so fast that the drain occurs before the ball save is implemented ( I think this is like a code race or something). I was thinking of putting some switch logic check in the end_ball code that was specific to my machine but thought I would post here to see if there was a better solution first.
--
- Brian