Scoring

Bumper Scoring

Almost everything in Adventure Pinball will give you points.  You can also increase the point value on some objects by using a TriggerScoreMultiplier.  Each bumper has a base score, bonus score, and bonus multiplier.  The total points awarded when you hit the bumper is (base score) + (bonus score * bonus multiplier).  You can adjust the maximum bonus multiplier so the scores don't get too large.  For example, if base score is 5000 and the bonus score is also 5000, you will get 5000, 10000, 15000, 20000, and so on as the multiplier increases.

To increase the bonus multiplier on a set of objects, create a TriggerScoreMultiplier actor.  Make up an event name on all of the objects and put the same tag in the TriggerScoreMultiplier.  In the properties, enter the names of all the objects in the ObjectList.  If you set bRandom to false, you will have to hit the objects in the order you list them before the multiplier is increased, otherwise you can hit them in any order.  You can also set the message and sound played when all the objects have been hit.  When this happens the bonus multiplier for all the objects will be increased by 1, unless they are already at the maximum bonus multiplier value.

Ramp Scoring

You can award points when the ball completes a ramp.  To do this you need 3 RampTriggers and 1 TriggerRampScore actor.  Place RampTriggers at the start, middle, and end of the ramp.  The TriggerRampScore can be placed anywhere.  The RampTriggers send an event to the TriggerRampScore when they are touched by the ball, so put the same event name in all 3 RampTriggers, and that tag in the TriggerRampScore.   In the TriggerRampScore properties must enter the object names of the RampTriggers in the End1, End2, and Middle properties.  The order of the ends does not matter. You can also display a message and play a sound effect.  There are places you can enter up to 3 sounds.  Each time you go over the ramp it will play the next sound.   After playing all three it resets back to the first sound.   Don't forget to enter the scoring in the GameObject properties of the TriggerRampScore.