converting titan 1 to Titan 2 scripts

Titan Two general support. Questions, firmware update, feature request.

Re: converting titan 1 to Titan 2 scripts

Postby maikolo66 » Tue Feb 21, 2017 8:24 pm

oaky seemed to figure out some converting (I know nothing bout coding) I am stuck here

GPC error: (71): syntax error, unexpected ASSIGN '='.

Code: Select all
    // Set hair triggers
    if (get_val(FIRE)) {set_val(FIRE, ON); }
    if (get_val(ADS))   {set_val(ADS, ON); }
    ar_fire = get_val(FIRE);
 
    if (get_val(LEFT) && event_press(JUMP)) {
        if (PrimaryFire == 4) {
            PrimaryFire = 1;
            set_pvar(SPVAR_1, PrimaryFire);
        } else if (PrimaryFire == 1) {
            PrimaryFire = 2;
            set_pvar(SPVAR_1, PrimaryFire);
            combo_run(RumbleNotifier);
        } else if (PrimaryFire == 2) {
            PrimaryFire = 3;
            set_pvar(SPVAR_1, PrimaryFire);
            combo_run(DoubleRumbleNotifier);
        } else if (PrimaryFire == 3) {
            PrimaryFire = 4;
            set_pvar(SPVAR_1, PrimaryFire);
            combo_run(TripleRumbleNotifier);
        }
    }   
    if (get_val(LEFT) && event_press(CROUCH)) {
        if (SecondaryFire == 1) {
            SecondaryFire = 2;
        } else if (SecondaryFire == 2) {
            SecondaryFire = 1;
        }
        set_pvar(SPVAR_2, SecondaryFire);
 
        if (SecondaryFire == 1) {
            combo_run(RumbleNotifier);
        }
    }
    if (get_val(LEFT) && event_press(RELOAD)) {
        if (AkimboOnOff == 1) {
            AkimboOnOff = 2;
        } else if (AkimboOnOff == 2) {
            AkimboOnOff = 1;
        }
        set_pvar(SPVAR_5, AkimboOnOff);
 
        if (AkimboOnOff == 1) {
            combo_run(RumbleNotifier);
        }
    }
    if(event_release(SWITCH)){
        if(get_ptime(SWITCH) <= 300){
            Primary = !Primary;
        }
        if(Primary){
            set_pvar(SPVAR_1, PrimaryFire);
            combo_run(RumbleNotifier);
            set_pvar(SPVAR_2, SecondaryFire);
        }
        else{
            set_pvar(SPVAR_2, SecondaryFire);
            combo_run(DoubleRumbleNotifier);
        }
    }
    if(PrimaryFire == 2 && get_val(FIRE) && Primary){
        combo_run(RapidFire); combo_stop(AutoSprint);
    }
    if(PrimaryFire == 3 && get_val(FIRE) && Primary){
        combo_run(BurstFire); combo_stop(AutoSprint);
    }
    if(PrimaryFire == 4 && get_val(FIRE) && Primary){
        combo_run(L96AUTO_SOH); combo_stop(AutoSprint);
    }
    if(SecondaryFire == 1 && get_val(FIRE) && !Primary){
        combo_run(RapidFire2); combo_stop(AutoSprint);
    }
    if(AkimboOnOff == 1 && get_val(FIRE) && !Primary){
        combo_run(Akimbos); combo_stop(AutoSprint);
    }
 
    if (PrimaryFire == 2 && get_val(FIRE)) {
        if (get_val(UP)) {RateOfFire = RateOfFire - 1; }
        if (get_val(DOWN)) {RateOfFire = RateOfFire + 1; }
 
        if (RateOfFire > 250) { RateOfFire = 250; }
        if (RateOfFire < 25) { RateOfFire = 25; }
 
        set_pvar(SPVAR_3, RateOfFire);
        HoldTime = RateOfFire;
    }
    if (SecondaryFire == 1 && get_val(FIRE)) {
        if (get_val(RIGHT)) {RateOfFire2 = RateOfFire2 - 1; }
        if (get_val(LEFT)) {RateOfFire2 = RateOfFire2 + 1; }
 
        if (RateOfFire2 > 250) { RateOfFire2 = 250; }
        if (RateOfFire2 < 25) { RateOfFire2 = 25; }
 
        set_pvar(SPVAR_4, RateOfFire2);
        HoldTime2 = RateOfFire2;
    }
    if (PrimaryFire == 3 && get_val(ADS) && !get_val(FIRE)) {
        if (get_val(UP)) {BurstOfFire = BurstOfFire - 1; }
        if (get_val(DOWN)) {BurstOfFire = BurstOfFire + 1; }
 
        if (BurstOfFire > 1000) { BurstOfFire = 1000; }
        if (BurstOfFire < 10) { BurstOfFire = 10; }
 
        set_pvar(SPVAR_12, BurstOfFire);
        HoldBurst = BurstOfFire;
    }
    if (PrimaryFire == 3 && get_val(ADS) && !get_val(FIRE)) {
        if (get_val(RIGHT)) {BurstOfFire2 = BurstOfFire2 - 1; }
        if (get_val(LEFT)) {BurstOfFire2 = BurstOfFire2 + 1; }
 
        if (BurstOfFire2 > 1000) { BurstOfFire2 = 1000; }
        if (BurstOfFire2 < 10) { BurstOfFire2 = 10; }
 
        set_pvar(SPVAR_13, BurstOfFire2);
        ReleaseBurst = BurstOfFire2;
    }
    if (get_val(UP) && event_press(CROUCH)) {
        if (SnakeGlitchOnOff == 2) {
            SnakeGlitchOnOff = 1;
            set_pvar(SPVAR_7, SnakeGlitchOnOff);
        } else if (SnakeGlitchOnOff == 1) {
            SnakeGlitchOnOff = 2;
            set_pvar(SPVAR_7, SnakeGlitchOnOff);
            combo_run(RumbleNotifier);
        }
    }
    if (SnakeGlitchOnOff == 2) {
         combo_run(Snaking); combo_stop(AutoSprint);
    }
    if (get_val(DOWN) && event_press(CROUCH)){         
        if (DropShotOnOff == 1) {
            DropShotOnOff = 2;
        } else if (DropShotOnOff == 2) {
            DropShotOnOff = 1;
        }
 
        set_pvar(SPVAR_14, DropShotOnOff);
 
        if (DropShotOnOff == 1) {
            combo_run(RumbleNotifier);
        }
    }
    if (DropShotOnOff == 1) {
        if((!get_val(ADS) && event_press(FIRE)) || (event_release(ADS) && get_val(FIRE))) {
            combo_run(DropShot);
            combo_stop(AutoSprint);
        }
    }
    if(get_val(LT)) {
            combo_run(LT_C);
        }
 
        if(get_val(RT) && get_val(LT)) {
            combo_stop(LT_C);
            combo_run(RT_C);
        }
 
        if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value || get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value) {
            combo_stop(LT_C);
            combo_stop(RT_C);
        }
 
    }
combo LT_C {
    set_val(RY, -23);         
    wait(delay)
    set_val(RX, 23);
    set_val(RY, 13);
    wait(delay)
    set_val(RY, 13);
    wait(delay)                 
    set_val(RX, -23);
    set_val(RY, 13);
    wait(delay)
}
combo RT_C {
    set_val(RY, -35);             
    wait(delay)
    set_val(RX, 35);
    set_val(RY, 25);
    wait(delay)
    set_val(RY, 25);
    wait(delay)                 
    set_val(RX, -35);
    set_val(RY, 25);
    wait(delay)
}   
combo    RumbleNotifier      {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    reset_rumble();
}
combo  DoubleRumbleNotifier  {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    set_rumble  (RUMBLE_A, 0);
    wait                (300);
    set_rumble(RUMBLE_A, 100);
    wait                (400);
    reset_rumble();
}
combo  TripleRumbleNotifier  {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    set_rumble  (RUMBLE_A, 0);
    wait                (300);
    set_rumble(RUMBLE_A, 100);
    wait                (400);
    set_rumble  (RUMBLE_A, 0);
    wait                (300);
    set_rumble(RUMBLE_A, 100);
    wait                (400);
    reset_rumble();
}
combo      RapidFire         {
    set_val        (FIRE, ON);
    wait           (HoldTime);
    set_val       (FIRE, OFF);
    wait           (HoldTime);
}
combo      RapidFire2        {
    set_val        (FIRE, ON);
    wait          (HoldTime2);
    set_val       (FIRE, OFF);
    wait          (HoldTime2);
}
combo      BurstFire        {
    set_val        (FIRE, ON);
    wait          (HoldBurst);
    set_val       (FIRE, OFF);
    wait       (ReleaseBurst);
}
combo       Akimbos          {
    set_val        (ADS, OFF);
    wait          (HoldTime2);
    set_val         (ADS, ON);
    wait          (HoldTime2);
}
combo      AutoSprint        {
    set_val      (SPRINT, ON);
    wait                 (40);
    set_val     (SPRINT, OFF);
    wait                 (40);
}
combo      FastReload        {
    set_val       (SPRINT, 0);
    wait         (ReloadTime);
    set_val     (SPRINT, 100);
}
combo      L96AUTO_SOH       {
    set_val        (FIRE, ON);
    wait                (100);
    set_val        (FIRE, ON);
    set_val      (RELOAD, ON);
    wait                 (70);
    set_val        (FIRE, ON);
    set_val     (RELOAD, OFF);
    wait                 (30);
    wait                (330);
    set_val      (SWITCH, ON);
    wait                 (40);
    wait                 (30);
    set_val      (SWITCH, ON);
    wait                 (40);
}
combo      Snaking           {
    set_val     (CROUCH, 100);
    wait                (150);
    set_val     (CROUCH, 100);
    set_val       (JUMP, 100);
    wait                (100);
    set_val     (CROUCH, 100);
    set_val         (JUMP, 0);
    wait                (100);
    set_val     (CROUCH, 100);
    set_val       (JUMP, 100);
    wait                (100);
    set_val       (CROUCH, 0);
    set_val         (JUMP, 0);
    wait                (100);
}
combo      DropShot          {
    set_val      (CROUCH, ON);
    wait                (600);
    set_val     (CROUCH, OFF):
    wait                (360);
    set_val      (CROUCH, ON);
    wait                 (30);
    set_val     (CROUCH, OFF);
    wait                 (30);
    set_val      (CROUCH, ON);
    wait                 (30);
    set_val     (CROUCH, OFF);
}
combo      HoldBreath        {
    set_val      (SPRINT, ON);
    wait                 (10);
    set_val      (SPRINT, ON);
}
combo     AntiRecoilADV      {
    if(ar_fire && get_val(FIRE)) {
        ar_tmp = get_val(10) + ANTI_RECOIL_FORCE;
        if(ar_tmp > 100) ar_tmp = 100;
        else if(ar_tmp < -100) ar_tmp = -100;
        set_val(10, ar_tmp);
    }
}
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maikolo66
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Re: converting titan 1 to Titan 2 scripts

Postby Scachi » Tue Feb 21, 2017 11:41 pm

That is not the full code, so we are not able to help you.

Maybe you have changed the
Code: Select all
define

somewhere ?

The T1 syntax is
Code: Select all
define MOV_Y_AXIS = PS4_LY;


The T2 syntax is
Code: Select all
#define MOV_Y_AXIS PS4_LY


Have you tried using the T1.gph header for converting your script ?
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Re: converting titan 1 to Titan 2 scripts

Postby maikolo66 » Tue Feb 21, 2017 11:52 pm

Sorry bout that but here I think this will make it more simple
I like this T2 script here
Code: Select all
#pragma METAINFO("<Jacked>", 1, 0, "")
 
#include <xb1.gph>
 
#define SHOOT                 XB1_RT
#define ADS                   XB1_LT
#define RAPIDFIRE_SPEED        30 // Lower the value, faster the rapidfire
 
bool toggle = !FALSE;
 
main {
    if((get_val(XB1_UP) && event_active(XB1_RT)) || (get_val(XB1_RT) && event_active(XB1_UP))) {
        toggle = !toggle;
    }
    if(toggle && is_active(SHOOT)) {
        combo_run(RapidFire);
    } else if(RapidFire) {
        combo_stop(RapidFire);
    }
}
 
combo RapidFire {
    set_val(SHOOT, 100.0);
    wait(RAPIDFIRE_SPEED);
    set_val(SHOOT, 0.0);
    wait(RAPIDFIRE_SPEED);
}


would like to combine it with the snake glitch script from T1 here
Code: Select all
// GPC Online Library
// black_ops_super_snake_glitch.gpc
 
 
 // ADS TRIGGER + D-PAD LEFT TURNS IT ON/OFF.
 // SNAKES IN ALL DIRECTIONS!
 
define ADS          =  7;
define D_PAD_LEFT   = 15;
define JUMP         = 19;
define CROUCH       = 18;
 
int snake;
 
init {
snake = get_pvar(SPVAR_1, 1, 2, 2);
}
 
main {
 
    if (get_val(ADS) && event_press(D_PAD_LEFT)) {
        if (snake == 1) {
            snake = 2;
        } else if (snake == 2) {
            snake = 1;
        }
        set_pvar(SPVAR_1, snake);
 
        if (snake == 1) {
            combo_run(RumbleNotifier);
        }
    }
    if (snake == 1) { combo_run(Snaking); }
}
 
combo RumbleNotifier {
    set_rumble(RUMBLE_A, 100);
    wait(200);
    reset_rumble();
}
 
combo Snaking                {
    set_val     (CROUCH, 100);
    wait                (150);
    set_val     (CROUCH, 100);
    set_val       (JUMP, 100);
    wait                (100);
    set_val     (CROUCH, 100);
    set_val         (JUMP, 0);
    wait                (100);
    set_val     (CROUCH, 100);
    set_val       (JUMP, 100);
    wait                (100);
    set_val       (CROUCH, 0);
    set_val         (JUMP, 0);
    wait                (100);
}


and this other T1 script here
Code: Select all
//
 
//Posted :
 
 
    define RT   = XB1_RT;
    define LT   = XB1_LT;
    define RX   = XB1_RX;                             
    define RY   = XB1_RY;
 
    int value   = 33;
    int value2  = -33;
    int delay   = 11;
 
    main {
 
 
        if(get_val(LT)) {
            combo_run(LT_C);
        }
 
        if(get_val(RT) && get_val(LT)) {
            combo_stop(LT_C);
            combo_run(RT_C);
        }
 
        if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value || get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value) {
            combo_stop(LT_C);
            combo_stop(RT_C);
        }
 
    }
 
   combo LT_C {
       set_val(RY, -30);         
       wait(delay)
       set_val(RX, 30);
       set_val(RY, 20);
       wait(delay)
       set_val(RY, 20);
       wait(delay)                 
       set_val(RX, -30);
       set_val(RY, 20);
       wait(delay)
    }
 
    combo RT_C {
       set_val(RY, -40);             
       wait(delay)
       set_val(RX, 40);
       set_val(RY, 30);
       wait(delay)
       set_val(RY, 30);
       wait(delay)                 
       set_val(RX, -40);
       set_val(RY, 30);
       wait(delay)
    }


thats basically what im trying to convert and combine. Ill keep keep trying though
Oh and ya Im following the directions on how to do the T1.gph header but I keep getting unable to open error. Ill keep at it and try to figure out what im doing wrong. Appreciate it
Last edited by maikolo66 on Wed Feb 22, 2017 7:19 pm, edited 2 times in total.
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Re: converting titan 1 to Titan 2 scripts

Postby Scachi » Wed Feb 22, 2017 7:37 am

I have created a small tutorial how to use the T1.gph file.

This information should work for your second T1 script mentioned here, too.
You just need to add an include:
Code: Select all
#include <XB1.gph>

and fix the combos line with the wait command to have an ; at the end of the line.

My tip is to convert each script one by one first.
If they compile then start merging them.
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Re: converting titan 1 to Titan 2 scripts

Postby maikolo66 » Wed Feb 22, 2017 7:29 pm

Yup, that did it. great work and thanks for the help! :joia:
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Re: converting titan 1 to Titan 2 scripts

Postby Stephan » Sat Mar 11, 2017 5:43 pm

Hi dudes i am using the script below and i have problems with the toggling option i dont now why. When i phave my Primary weapon equiped and press d-pad up and PS4_R2 it dont toggle to rapidfire this happens with all toggling option the scipt converting says there are no erros. So what the hell i am doing wrong?

Code: Select all
#pragma METAINFO("DESTINY - Hunter Fun Pack", 1, 0, "antithesis")
 
#include <PS4.gph>
#include <PS3.gph>
#include <xb1.gph>
#include <xb360.gph>
#include <T1.gph>
 
//==============================================================================
/* DESTINY - Hunter Fun Pack
//------------------------------------------------------------------------------
 
        This is the most fully-featured script available for Destiny's Hunter class. Warlock and Titan scripts have been published separately.
 
         Credits:     Authored by antithesis for the Console Tuner forums - www.consoletuner.com/forum/
                      Thanks to The_Rabid_Taco for the Anti-Recoil and Toggle functions butchered for this script.
                      Thanks also to Bonefisher for answering all of my stupid questions.
                      Thanks most of all to J2Kbr for creating Titan One - you've made console gaming fun again!
                      Not to mention the various anonymous authors for random snippets refactored to work with
                      this script. You are gone Guardian, but not forgotten :salute:
 
         Version:     1.9.3 - Increased PVAR range to use all of the 16-bit range for the persistent toggles to save & restore correctly
 
                      1.9.2 - Reversed Wombo Combo to toss Smoke before Grenade
                              This overrides default GRENADE functionality if the Wombo Combo is enabled by blocking the first GRENADE press to ensure MELEE triggers first
                              Hold rather than tap GRENADE to initiate Wombo Combo, or only the Smoke will toss
 
                      1.9.1 - Added toggle for Wombo Combo. Enable only for Nightstalkers
                            - Adjusted Wombo Combo timing to prevent Super from triggering. Super will still trigger correctly on GRENADE + MELEE press
                            - Added defines in DECLARATIONS for ShadeStep and Wombo Combo to tweak the time to trigger combos
 
                      1.9   - Shotgun auto-melee follow-up is now reliable. New define added for NoScopeWait in AUTO-MELEE section to allow customisation
                            - 500ms SPRINT block added to Auto-sprint to allow SHOOT to trigger while SPRINT is active. Shotgun rushing with auto-melee follow-up is now possible without a slide
                            - Version number changed to 1.9 to reflect parity with the Titan and Warlock Fun Packs to minimise end-user confusion
 
                      1.2   - Auto-sprint disabled for Sparrow
 
                      1.1.1 - Hotfix to add a small delay to Auto-melee after Shoot for Shotgun consistency
 
                      1.1   - Auto-melee when using a Special weapon now triggers automatically after every shot to make it easier to
                              melee after a Shotgun blast. Enable no-scope trick shot ONLY when using a Shotgun to use the auto-melee follow-up
                            - ADS or SHOOT disables the OPTIONS menu mod to prevent other mods from remaining disabled
 
         Date:        Wednesday October 5, 2016 
 
         Device:      Titan One
         System:      PS4 and XB1
         Controller:  DualShock 4, XB1 controller, XB1 Elite, Scuf, Xim4 with m/kb or Nav/kb
 
         Support:     viewtopic.php?f=6&t=4836
 
//==============================================================================         
// COPYRIGHT
 
    2016 antithesis from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY,
    UNLESS written permission is given by the creator and/or copywritee. 
    All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission
    of the copyright holder. For permission, contact antithesis via http://www.consoletuner.com/forum   
 
//------------------------------------------------------------------------------
// FEATURES
 
   Weapon Tracking:     LED lights indicate Primary (green LED), Special (red LED) and Heavy (Yellow LED) weapons
                        Primary and Special weapons have separate rapid-fire, rapid-reload, quick-scope ADS, quick-scope SHOOT, and weapon-swap settings
                        Primary and Special have separate anti-recoil modes, for both HIP and ADS
                        Quickly reset Weapon Tracking for Primary, Special or Heavy if tracking comes unstuck
 
        Rapid-Fire:     Separate Primary and Special ON/OFF rapid-fire modes
                        Includes SHOOT hold and SHOOT rest times for Primary and Special in both HIP and ADS, allowing fine control over fire-rates
                        Works with all weapons, including Fusion Rifles and can improve the ADS fire-rate of Automatic Rifles in Focused Fire mode including Suros Regime
 
       Anti-Recoil:     Primary and Special left, right and vertical anti-recoil, with separate HIP and ADS modes
                        Anti-recoil supports Xim 4 and MaxAim, as well as controllers
 
       Trick Shots:     No-scope, quick-scope, weapon-swap no-scope and weapon-swap quick-scope
                        Primary and Special weapons feature separate SWAP, ADS and SHOOT speeds for flexible load-outs
 
        Auto-Melee:     Rapid-MELEE, and auto-MELEE after Special Weapon SHOOT, if moving forward or backwards
                        Hold MELEE to rapid-melee
 
       Auto-Sprint:     Get your SPRINT going without wearing out your thumb bones
                        Hold left stick forward to auto-sprint. Reload and Rapid-reload friendly
 
     Tighter Turns:     Increased sensitivity for faster turning while sprinting
 
       Sniper Mode:     Reduced sensitivity while ADS for improved accuracy and experimenting with Aim Assist lock-on
 
         Shadestep:     Auto-shadestep while wearing Graviton Foreit, or the Shadestep perk is enabled on a Nightstalker, with cooldown rumble
                        Hold CROUCH to Shadestep. Does not disrupt normal slide or CROUCH
 
       Wombo Combo:     Hold GRENADE to toss the Nightstalker Wombo Combo
 
       Auto-Revive:     Aim and SHOOT while reviving your fireteam
                        Press D-PAD DOWN to Revive
 
      Rapid-Reload:     Speed up RELOAD, or take advantage of the Final Round weapon perk by popping only one round in the chamber
                        Separate Primary and Special weapon RELOAD speeds. Auto-sprint friendly
                        Does not disrupt normal RELOAD while stationary, or if Auto-sprint is disabled
 
    No Land Beyond:     Triple the RELOAD speed and fire-rate, when NLB has reserve ammo
                        Rumble on cooldown between shots when NLB has no reserve amno
 
     Jumper Layout:     Swap to Jumper button layout for improved Jump and Shadestep control. It's what the pros use. Be a pro
 
     Menu Friendly:     Disables all combos when accessing Menus via OPTIONS button
 
Persistent Toggles:     Customise your game by turning on only the stuff you want to use, with rumble feedback on activation
                        Set and forget with toggle ON/OFF states that are saved to Titan One, or change them on-the-fly
 
  Make New Friends:     Guardians everywhere will think you're a swell guy with high emotional IQ thanks to all the Dancing, Waving and Pointing you'll be doing
 
  Make New Enemies:     Opposing Guardians will try to rip you a new one for outplaying them with your mad uber-Hunter skillz
 
 
//------------------------------------------------------------------------------
// CONTROLLER TOGGLES
 
 
            - Weapon Tracking Reset     R3 (Default), or D-PAD LEFT (Jumper)
 
 
            // Hold D-PAD UP, click button to the right   
 
            - Primary Rapid-fire        D-PAD UP + PS4 R2 / XB1 RT, while holding Primary weapon (green LED)
            - Special Rapid-fire        D-PAD UP + PS4 R2 / XB1 RT, while holding Special weapon (red LED)
            - Anti-recoil               D-PAD UP + PS4 L2 / XB1 LT
            - Rapid-reload              D-PAD UP + PS4 SQUARE / XB1 X
            - Shadestep                 D-PAD UP + PS4 CIRCLE / XB1 B
            - Super mode                D-PAD UP + PS4 CROSS / XB1 A
            - Wombo Combo               D-PAD UP + PS4 L1 / XB1 LB
            - Auto-melee                D-PAD UP + PS4 R1 / XB1 RB
            - Auto-sprint               D-PAD UP + PS4 L3 / XB1 LS
            - Auto-revive               D-PAD UP + PS4 R3 / XB1 RS
 
 
 
            // Hold D-PAD RIGHT, click button to the right
 
            - No Land Beyond            D-PAD RIGHT + PS4 SQUARE / XB1 X
            - No-scope                  D-PAD RIGHT + PS R2 / XB1 RT
            - Quick-scope               D-PAD RIGHT + PS4 L2 / XB1 LT
            - Weapon-swap scope-shots   D-PAD RIGHT + PS4 R1 / XB1 RB
            - Jumper Layout             D-PAD RIGHT + PS4 R3 / XB1 R3
 
 
//------------------------------------------------------------------------------
// INSTRUCTIONS
 
            - All toggles are stored on the Titan One and are disabled by default
            - Toggle everything you want turned on, they'll save automatically to the Titan One
            - No-scope and Quick-scope trick shots integrate with Auto-melee. Enable both to
              perform actions like MELEE after SHOOT
            - Rapid-reload integrates with Auto-sprint. Enable both for Rapid-reload to function
 
            - Once the initial setup is complete, the only toggles that will be used on a
              regular basis are Primary & Special Rapid-fire, and maybe No Land Beyond,
              Shadestep and Auto-revive, depending on your load-out and game mode
 
            - Disable Anti-recoil and leave Rapid-fire Hold and Wait times at 50 if frequently changing load-outs mid-game
              Disable weapon-swap scope-shots for competitive 3v3 PvP (changes double-ADS behaviour)
              Enable auto-revive only for competitive 3v3 PvP
 
            - R3 (or D-Pad Left on Jumper) will see regular use to reset errant weapon flags
              There's a lot of conditional code to eliminate flag swaps, but they rely on presses
              of CHANGE WEAPON and/or R3 / D-Pad Left rather than in-game tracking, so they can come unstuck
              A quick R3 / D-pad Left press will get them back on-track
 
            - Primary & Special weapons fire-rates, anti-recoil settings for HIP & ADS, 
              weapon swap time (important for ShotGuns), shoot hold times (important for Fusion Rifles),
              ADS hold times (important for Snipers), reload times and auto-melee times
              are customisable below in DECLARATIONS, as is auto-revive (time depends on gear) and Sniper Mode
 
            - The script is documented throughout. Read the green notes in each section to understand
              their function and use that information to experiment with your weapon load-outs
 
            - Given the suite of customisation options, this script is targeted at those looking to fine-tune
              their settings to match specific load-outs. Instead of constantly copying files across to the Titan One
              and rebooting do the following -
 
                    1. Connect Titan One to PC and transfer this script to a spare slot
                    2. Enable all toggles you want turned on on a regular basis
                       NOTE - this is important to get persistent toggles to set correctly when using Build and Run
                    3. Connect Titan One to both PC and console
                    4. Load up GTuner Pro, go to the Compiler tab and open this file
                    5. Edit ONLY the red numbers values in DECLARATIONS to tweak the script to your load-out
                    6. Use the Build and Run option to test the settings in-game
                    7. Repeat steps 5 and 6 until everything feels right
 
            - Comments (green text following "//") are unlimited in a GPC script, so make note of your
              custom settings for future reference and punch them in when swapping load-outs. Create multiple copies
              of this file tweaked to custom load-outs and swap between them using Titan One slots
 
*/

 
//==============================================================================
// DECLARATIONS
 
//------------------------------------------------------------------------------
// DEFAULT CONTROLLER LAYOUT
 
/*   Default Layout should be fine for mouse & keyboard, Scuf or XB1 Elite controllers
 
     - Do NOT rename any of the define aliases (e.g HOME, SHARE etc) or the script will break
       All aliases work for all supported platforms
 
     - Do NOT edit the red values below, unless you REALLY know what you're doing, for example
       remapping ADS and SHOOT from L2 / R2 to L1 / R1
 
     - Do NOT uncomment the defines for MELEE, FLAG_RESET, GRENADE, DPAD_LEFT and JUMP
       They have been replaced with Variables, are managed via the Jumper Layout toggle
       and are kept here for button mapping reference only
 
     !!! NOTE: FLAG_RESET is  R3 / RS in Default Layout
 
*/

 
 
define HOME          = 0;      // XB1_XBOX    XB360_XBOX   PS4_PS           PS3_PS
define SHARE         = 1;      // XB1_VIEW    XB360_BACK   PS4_SHARE        PS3_SELECT
define OPTIONS       = 2;      // XB1_MENU    XB360_START  PS4_OPTIONS      PS3_START
// define MELEE      = 3;      // XB1_RB      XB360_RB     PS4_R1           PS3_R1
define SHOOT         = 4;      // XB1_RT      XB360_RT     PS4_R2           PS3_R2
// define FLAG_RESET = 5;      // XB1_RS      XB360_RS     PS4_R3           PS3_R3
// define GRENADE    = 6;      // XB1_LB      XB360_LB     PS4_L1           PS3_L1
define ADS           = 7;      // XB1_LT      XB360_LT     PS4_L2           PS3_L2
define SPRINT        = 8;      // XB1_LS      XB360_LS     PS4_L3           PS3_L3
define RX_AXIS       = 9;      // XB1_RX      XB360_RX     PS4_RX           PS3_RX
define RY_AXIS       = 10;     // XB1_RY      XB360_RY     PS4_RY           PS3_RY
define LX_AXIS       = 11;     // XB1_LX      XB360_LX     PS4_LX           PS3_LX
define LY_AXIS       = 12;     // XB1_LY      XB360_LY     PS4_LY           PS3_LY
define DPAD_UP       = 13;     // XB1_UP      XB360_UP     PS4_UP           PS3_UP
define DPAD_DOWN     = 14;     // XB1_DOWN    XB360_DOWN   PS4_DOWN         PS3_DOWN
// define DPAD_LEFT  = 15;     // XB1_LEFT    XB360_LEFT   PS4_LEFT         PS3_LEFT
define DPAD_RIGHT    = 16;     // XB1_RIGHT   XB360_RIGHT  PS4_RIGHT        PS3_RIGHT
define WEAPON_SWAP   = 17;     // XB1_Y       XB360_Y      PS4_TRIANGLE     PS3_TRIANGLE
define CROUCH        = 18;     // XB1_B       XB360_B      PS4_CIRCLE       PS3_CIRCLE
// define JUMP       = 19;     // XB1_A       XB360_A      PS4_CROSS        PS3_CROSS
define RELOAD        = 20;     // XB1_X       XB360_X      PS4_SQUARE       PS3_SQUARE
 
//------------------------------------------------------------------------------
// JUMPER CONTROLLER LAYOUT
 
/*  Jumper is the recommended button layout for Titan Skaters and competitive PvP
 
    Hold D-PAD RIGHT and press PS4 CROSS / XB1 A to toggle between Default and Jumper
 
    Several buttons differ in Destiny's Jumper button layout -
 
    1.  D-PAD LEFT (15)     = FLAG_RESET
    2.  SUPER (19)           = [] / X
    3.  MELEE (5)            = R3 / RS
    4.  JUMP (6)             = L1 / LB
    5.  GRENADE (3)          = R1 / RB
    6.  HIGHLIGHT            = L1 + R1
 
    !!! NOTE: FLAG_RESET is  D-Pad Left in Jumper Layout
 
*/

 
//------------------------------------------------------------------------------
// QUICK-SCOPE
 
define PriScope    = 250// ADS hold time for Primary weapon Quick-scope. e.g 250 for Uni Remote, 700 for No Land Beyond. Perks affect scope speed
define SecScope    = 700// ADS hold time for Special weapon Quick-scope. e.g 250 for primed Plan C or Shotguns, 700+ for Snipers. Perks affect scope speed
 
define PriShoot    = 250// SHOOT hold time for Primary weapon. e.g 250 for all Primaries
define SecShoot    = 750// SHOOT hold time for Special weapon. e.g 250 for Shotguns & Snipers, 350 for primed Plan C, 750 for non-primed Plan C & other Fusion Rifles
 
//------------------------------------------------------------------------------
// WEAPON SWAP NO-SCOPE / QUICK-SCOPE
 
define PriSwap     = 300// Primary weapon swap animation time. Perks affect swap speed
define SecSwap     = 300// Special weapon swap animation time. Perks affect swap speed
 
//------------------------------------------------------------------------------
// AUTO-MELEE
 
define NoScopeWait = 110// Time to wait before MELEE while Shotgun rushing to force Destiny to SHOOT before MELEE
define ScopeWait   = 350// Time to wait before MELEE attack after Quick-scope SHOOT while moving backwards
 
//------------------------------------------------------------------------------
// SHADESTEP
 
define ShadeStepDelay = 120; // Time to hold CROUCH before Shadestep triggers. 120ms by default
define ShadeStepWait = 50; // Delay between CROUCH button presses
 
//------------------------------------------------------------------------------
// WOMBO COMBO
 
define WomboComboWait = 50; // Delay between MELEE and GRENADE button presses
 
//------------------------------------------------------------------------------
// RAPID-FIRE
/*
    - Rounds per minute (RPM) for Destiny weapons can be found at https://docs.google.com/spreadsheets/d/ ... vASLduPPS4
    - Divide RPM by 60 for rounds per second (RPS)
    - Divide 1000 (ms) by RPS, for milliseconds per shot (MPS)
    - Divide MPS by 2 to find the approximate SHOOT & WAIT times
 
        e.g  The Last Word  =  225 RPM
                    225/60  =  3.75 RPS
                 1000/3.75  =  266 MPS
                     266/2  =  133 Hold / Rest times
 
    - Adjust Hold & Rest times up & down, and/or tweak the balance of Hold & Rest until the weapon feels right
    - For greater recoil control (in addition to Anti-recoil), use Hold and Rest values higher than MPS/2
    - Set to 0 to disable Rapid-fire for any mode. For example, fire a Suros Regime in automatic for HIP, but semi-automatic for increased ADS Focused Fire fire-rate
*/

 
// Primary HIP, Primary ADS, Special HIP and Special ADS following are set to 10 rounds / sec by default (50 Hold +50 Rest = 100 ms)
 
define Pri_HIP_Hold  = 0;   // Primary weapon hold SHOOT time. Set to 0 to disable Rapid-Fire in HIP mode to allow Suros Regime to fire full-auto from the HIP
define Pri_HIP_Rest  = 0;   // Primary weapon release SHOOT time
 
define Pri_ADS_Hold  = 150;   // Primary weapon hold SHOOT time e.g 39 for Suros Regime in Focused Fire mode. Set to 133 for The Last Word
define Pri_ADS_Rest  = 150;   // Primary weapon release SHOOT time e.g 39 for Suros Regime in Focused Fire mode. Set to 30 for The Last Word
 
define Sec_HIP_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_HIP_Rest  = 50;   // Special weapon release SHOOT time
 
define Sec_ADS_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_ADS_Rest  = 50;   // Special weapon release SHOOT time
 
 
//------------------------------------------------------------------------------
// RAPID-RELOAD
 
/*  - RELOAD will pause a SPRINT (if active), wait for the pre-defined RELOAD times below, then auto-SPRINT to cancel the RELOAD
    - Standing still perform a normal RELOAD, but can be cancelled by pushing the left stick forward to Auto-sprint
    - RELOAD wait times vary by weapon. Incorrect timing will prevent the RELOAD
    - Reduce wait times to take advantage of the Final Round perk on Shotguns
*/

 
define PriReloadWait = 2200; // Time to wait for Primary weapon to reload. e.g 2500 for Shotguns, 2200 for Hand Cannons & 1750 for Pulse Rifles. Use fast reload gauntlets for maximum gain
define SecReloadWait = 2200; // Time to wait for Special weapon to reload. e.g 2500 for Shotguns, 1200 for SideArms & Snipers. Use fast reload gauntlets for maximum gain
 
//------------------------------------------------------------------------------
// AUTO-REVIVE
 
define ReviveTime = 4000// Adjust if wearing Crest of Alpha Lupi or Light Beyond Nemesis
 
//------------------------------------------------------------------------------
// ANTI-RECOIL
/*
    - Use values between 0 to 100 to adjust Left and Right X-axis (horizontal) anti-recoil. Use Left or Right, not both
    - Use values between 0 to 100 to adjust Y-axis (vertical) anti-recoil
    - Know your weapon recoil patterns before entering a match and don't change the load-out without editing these values
    - Enter 0 for no anti-recoil or disable all anti-recoil via D-PAD UP + PS4 L2 / XB1 LT
    - Xim4 requires values of 12 or higher for X & Y axes to be noticeable
*/

define Pri_Hip_L = 0;       // Primary Hip X-axis Left. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Pri_Hip_R = 0;       // Primary Hip X-axis Right. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Pri_Hip_V = 0;       // Primary Hip Y-axis Vertical. Range of 0 to 100. Min of to get an AR effect 12 for Xim4
 
define Pri_ADS_L = 0;       // Primary ADS X-axis Left. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Pri_ADS_R = 0;       // Primary ADS X-axis Right. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Pri_ADS_V = 12;       // Primary ADS Y-axis Vertical. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
 
define Sec_Hip_L = 0;       // Special Hip X-axis Left. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Sec_Hip_R = 0;       // Special Hip X-axis Right. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Sec_Hip_V = 0;       // Special Hip Y-axis. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
 
define Sec_ADS_L = 0;       // Special ADS X-axis Left. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Sec_ADS_R = 0;       // Special ADS X-axis Right. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
define Sec_ADS_V = 80;       // Special ADS Y-axis. Range of 0 to 100. Min of 12 to get an AR effect for Xim4
 
//------------------------------------------------------------------------------
// RUMBLE
 
define RumbleStrength = 60// Change to 0 to disable rumble
 
//------------------------------------------------------------------------------
// TIGHTER TURNS
 
/*  - Increases sensitivity for faster turns while Sprinting
    - Helpful for Shotgunners and Xim 4 / MaxAim users
    - TighterTurns values apply a multiplier to right stick X-axis sensitivity, e.g 200 = sensitivity x 2
    - MidPoint determines where the effect applies. Use values above 50 for faster external range movement
 
    NOTE: Tweak the SprintThreshold to determine where Tighter Turns kicks in on left stick movement
          WA & WD keyboard diagonals register at 84% when both are pressed. Normal SPRINT look mechanics are used until only W is pressed
          Change SprintThreshold to 85 to enable Tighter Turns for W key presses
          WA & WD diagonals will use Tighter Turns unless A or D are pressed before W
 
*/

 
define SprintThreshold = 85; // 70 by default. Left stick position before SPRINT auto-enables
 
define TighterTurns = 120// 200 by default. Range of 0 to 327. Increase to 250 for stupid fast turns. Set to 120 if wearing Fr0st-EE5 boots
define TT_MidPoint  =  NOT_USE// 75 by default. Range of sensitivity (1-100). Set to NOT_USE to apply the effect to the full range of movement
 
//------------------------------------------------------------------------------
// SNIPER MODE
 
/*  - Decreases right stick X-axis sensitivity for more accurate aim and experimentally, to enhance Aim Assist lock-on
    - SniperMode values apply a multiplier to right stick X & Y sensitivity, e.g 90 = sensitivity x 0.9
    - MidPoint determines where the effect applies. Use values below 50 to slow internal range movement
 
    NOTE: When aiming down sights (ADS), hold SPRINT to enable Sniper Mode
 
    More information on Titan One Sensitivity - http://www.consoletuner.com/kbase/i_o_f ... ensitivity
*/

 
define SteadyAim_X   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_X = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
define SteadyAim_Y   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_Y = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
//==============================================================================
// LOOK BUT DON'T TOUCH ANYTHING BELOW THIS LINE. YOU BREAK IT, YOU BOUGHT IT!
//==============================================================================
 
//------------------------------------------------------------------------------
// Persistent Vars
define PVAR_ToggleFlags = SPVAR_1;
 
 
//==============================================================================
// VARIABLES
 
// Store toggle states
int ToggleFlags;
 
//------------------------------------------------------------------------------
// Function & Combo Variables
 
int OptionsMenu = 1// Disables combos for OPTIONS Menu navigation
int NavState;
int ReloadWait;
int MeleeWait;
int RightStick_X = 0;
int RightStick_Y = 0;
int HoldTime, RestTime;
int Timer;
int GunFlags;
int ScopeHold, ShootHold, ScopeSwap;
int FLAG_RESET, MELEE, JUMP, GRENADE, SUPER, DPAD_LEFT;
int SparrowToggle = 0;
int SparrowRide = 0;
 
//==============================================================================
// INITIALISATION
 
init
{
    // Set initial Gun Flag state
    combo_run(SetPrimary);
 
    // Retrieve Toggle States
    ToggleFlags = get_pvar(PVAR_ToggleFlags, -32768, 32767, 0);
}
 
//==============================================================================
// MAIN
 
main
{
    // Repeat main loop every 4ms. Higher values add to T1 CPU load
    vm_tctrl(-6);
 
//------------------------------------------------------------------------------
// BUTTON LAYOUT
 
    // Swap to Jumper layout
    if (test_bit(ToggleFlags, 13))
    { FLAG_RESET = 15; MELEE = 5; JUMP = 6; GRENADE = 3; SUPER = 19; }
    else
    { DPAD_LEFT = 15; FLAG_RESET = 5; GRENADE = 6; MELEE = 3; JUMP = 19; }
 
//------------------------------------------------------------------------------
// HAIR TRIGGERS
 
    // Shoot
    if (get_val(SHOOT)) { set_val(SHOOT, 100); }
 
    // ADS   
    if (get_val(ADS)) { set_val(ADS, 100); }
 
//------------------------------------------------------------------------------
// TOGGLES
 
    // Hold D-PAD UP, click button to the right   
    /* 
            - Primary Rapid-fire        D-PAD UP + PS4 R2 / XB1 RT, while holding Primary weapon (green LED)
            - Special Rapid-fire        D-PAD UP + PS4 R2 / XB1 RT, while holding Special weapon (red LED)
            - Anti-recoil               D-PAD UP + PS4 L2 / XB1 LT
            - Rapid-reload              D-PAD UP + PS4 SQUARE / XB1 X
            - Shadestep                 D-PAD UP + PS4 CIRCLE / XB1 B
            - Super mode                D-PAD UP + PS4 CROSS / XB1 A
            - Wombo Combo               D-PAD UP + PS4 L1 / XB1 LB
            - Auto-melee                D-PAD UP + PS4 R1 / XB1 RB
            - Auto-sprint               D-PAD UP + PS4 L3 / XB1 LS
            - Auto-revive               D-PAD UP + PS4 R3 / XB1 RS
 
    */

    if (get_val(DPAD_UP))
    {
 
        // Super Toggle (PS4 CROSS / XB1 A)
        if (event_press (19)) { SetToggle (1); }
 
        //  Equip Primary weapon and check LED is green before toggling Primary rapid-fire (PS4 R2 / XB1 RT)
        if(event_press(4) && test_bit (GunFlags, 1)) { SetToggle(2); }
 
        //  Equip Special weapon and check LED is red before toggling Special rapid-fire (PS4 R2 / XB1 RT)
        if(event_press(4) && test_bit (GunFlags, 2)) {SetToggle (3); }
 
        // Rapid Reload (PS4 SQUARE / XB1 X)
        if(event_press(20)) { SetToggle (4); }
 
        //Auto-revive (PS4 R3 / XB1 RS)
        if(event_press (5)) { SetToggle (5); }
 
        // Shadestep (PS4 CIRCLE / XB1 B)
        if(event_press(18)) { SetToggle (6); }
 
        // Auto-melee (PS4 R1 / XB1 RB)
        if (event_press (3)) { SetToggle (7); }
 
        // Auto-sprint (PS4 L3 / XB1 LS)
        if(event_press (8)) { SetToggle (8); }
 
        // Anti-recoil (PS4 L2 / XB1 LT)
        if (event_press (7)) { SetToggle (9); }
 
        // Anti-recoil (PS4 L2 / XB1 LB)
        if (event_press (6)) { SetToggle (15); }
    }
 
    // Hold D-PAD RIGHT, click button to the right
    /*
            - No Land Beyond            D-PAD RIGHT + PS4 SQUARE / XB1 X
            - No-scope                  D-PAD RIGHT + PS R2 / XB1 RT
            - Quick-scope               D-PAD RIGHT + PS4 L2 / XB1 LT
            - Weapon-swap scope-shots   D-PAD RIGHT + PS4 R1 / XB1 RB
            - Jumper Layout             D-PAD RIGHT + PS4 R3 / XB1 R3
    */

    if (get_val (DPAD_RIGHT))
    {
 
        // No Scope (PS R2 / XB1 RT)
        if (event_press (4)) { SetToggle (10); }
 
        // No Land Beyond (PS4 SQUARE / XB1 X)
        if (event_press (20)) { SetToggle (11); }
 
        // Quick Scope (PS4 L2 / XB1 LT)
        if (event_press (7)) { SetToggle (12); }
 
        // Jumper Button Layout (PS4 R3 / XB1 RS)
        if (event_press (5)) { SetToggle (13); }
 
        // Weapon swap no-scope (PS4 R1 / XB1 RB)
        if (event_press (3)) { SetToggle (14); }
    }
 
//------------------------------------------------------------------------------
// MENU NAVIGATION
 
    /*  - Using the in-game Menu via OPTIONS disables gun flags to prevent accidental flag swaps when changing load-outs
        - It's still possible to spawn into a match with the wrong flag if using SWAP WEAPON in Citadel vendor or Invite Friends menus
        - Pressing OPTIONS to Open Character then OPTIONS again to Return to Vendor disables the issue in the Citadel
    */

 
    if (event_release (OPTIONS))
    { OptionsMenu = 0; NavState = 1; }
 
    // Pressing CROUCH to exit Menu re-enables gun flags
    if (event_release (CROUCH) || get_val (ADS) || get_val (SHOOT) && NavState)
    { OptionsMenu = 1; NavState = 0; }
 
if (OptionsMenu) { // start OptionsMenu
 
//------------------------------------------------------------------------------   
// WEAPON TRACKING
 
    // Changing weapons automatically updates the gun flags for Primary, Special and Heavy
    // Manually reset flags via FLAG_RESET (Default R3, Jumper D-PAD LEFT)
 
        // Swap to Primary from Special on Change Weapon tap or R3 / D-PAD LEFT click (sets a green LED)
        if ( (test_bit (GunFlags, 2) || test_bit (GunFlags, 5)) && (event_press (WEAPON_SWAP) || event_press (FLAG_RESET)) )
            { combo_run (SetPrimary); }
 
        //Swap to Special from Primary on change Weapon tap or R3 / D-PAD LEFT click (sets a red LED)
        else if ( test_bit (GunFlags, 1) && (event_press (WEAPON_SWAP) || event_press (FLAG_RESET))  )
            { combo_run (SetSpecial); }
 
        // Swap to Heavy from Primary or Special on Change Weapon or R3 / D-PAD LEFT hold (sets a yellow LED)
        else if ( (test_bit (GunFlags, 1) || test_bit (GunFlags, 2)) && (event_release (WEAPON_SWAP) && get_ptime (WEAPON_SWAP) > 300) || (event_release (FLAG_RESET) && get_ptime (FLAG_RESET) > 300) )
            { combo_run (SetHeavy); }
 
        // Swap to Primary from Heavy on Change Weapon tap or hold (sets a green LED)           
        else if ( test_bit (GunFlags, 3) && (event_release (WEAPON_SWAP) || event_release (FLAG_RESET)) )
             { combo_run (SetPrimary); }       
 
        // Reset Heavy to Primary while waiting for respawn (sets a green LED) if the left and right sticks are not moving
        if (test_bit (GunFlags, 3) && !(get_val(RX_AXIS) || get_val (RY_AXIS) || get_val (LX_AXIS) || get_val (LY_AXIS)) && event_release (RELOAD) && get_ptime (RELOAD) < 200 )
            { combo_run (SetPrimary); }
 
//------------------------------------------------------------------------------
// SUPERS
 
    // D-PAD UP + PS4 CROSS / XB1 A
    if(test_bit (ToggleFlags, 1))
    {
        // Disable AutoMelee on Super activation to prevent disruption to Golden Gun
        if ( get_val (GRENADE) && get_val (MELEE) )
        {
            if (test_bit (GunFlags, 2))
            {
                clear_bit (GunFlags, 2); set_bit (GunFlags, 5);
                combo_stop (AutoMelee);
                LED (0,0,0,1);
            }
        }
    }
 
//------------------------------------------------------------------------------
// RAPID-FIRE, ANTI-RECOIL & SENSITIVITY
 
    // Hip-fire Settings
 
    if (!get_val (ADS))
    {
            // Primary HIP
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_HIP_Hold, Pri_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoil(Pri_Hip_L, Pri_Hip_R, Pri_Hip_V); } // Anti-recoil
                }
            }
 
            // Special HIP
            if (test_bit(GunFlags, 2) || test_bit (GunFlags, 5))
            {     
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_HIP_Hold, Sec_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoil(Sec_Hip_L, Sec_Hip_R, Sec_Hip_V); } // Anti-recoil
                }
            }
 
            // Tighter turns
            if (get_val (SPRINT))
            {
                sensitivity (RX_AXIS, TT_MidPoint, TighterTurns);
            }
    }
 
    // Aim Down Sights Settings
 
    if (get_val(ADS))
    {
            // Primary ADS
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_ADS_Hold, Pri_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoil(Pri_ADS_L, Pri_ADS_R, Pri_ADS_V); } // Anti-recoil
                }
            }
 
            // Special ADS
            if (test_bit(GunFlags, 2) || test_bit (GunFlags, 5))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_ADS_Hold, Sec_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                        { AntiRecoil(Sec_ADS_L, Sec_ADS_R, Sec_ADS_V); } // Anti-recoil
                }
            }
 
            // Sniper Mode
            if (get_val (SPRINT))
                    { set_val (SPRINT, 0)// prevents SPRINT from breaking ADS if moving forward while in Sniper Mode
                      sensitivity (RX_AXIS, SA_MidPoint_X, SteadyAim_X);
                      sensitivity (RY_AXIS, SA_MidPoint_Y, SteadyAim_Y); }
    }
 
//------------------------------------------------------------------------------
// SHADESTEP
 
    // Hold CROUCH to Shadestep. Requires Nightstalker class and Graviton Forfeit helmet or Shadestep perk
    // Rumble timer for cooldown. Timing allows for normal tap CROUCH or Slide
 
    if (get_val (CROUCH) && get_ptime (CROUCH) > ShadeStepDelay && test_bit(ToggleFlags, 6))
    { combo_run (ShadeStep); combo_run (ShadeCooldown); }
 
//------------------------------------------------------------------------------
// WOMBO COMBO
 
    // Hold GRENADE to throw the Wombo Combo. Requires Nightstalker class. Holding GRENADE will not trigger Super
 
    if ( event_press (GRENADE) && test_bit (ToggleFlags, 15))
    { combo_run (WomboCombo); }
 
//------------------------------------------------------------------------------   
// AUTO-MELEE
 
    // Hold MELEE to Auto-Melee. Also used for no-scope & quick-scope follow-up Melee attacks and auto-Shoulder Charge
 
    if ( get_val(MELEE) && test_bit(ToggleFlags, 7))
    { combo_run(AutoMelee); }
 
//------------------------------------------------------------------------------
// AUTO-REVIVE
 
    // Press D-Pad DOWN to Auto-revive
 
    if (get_val (DPAD_DOWN) && test_bit(ToggleFlags, 5))
    { combo_run (AutoRevive); }
 
//------------------------------------------------------------------------------       
// SPARROW MODE
 
    // Prevents Auto-Sprint interference while riding a Sparrow
    // Press JUMP or WEAPON SWAP if Auto-Sprint appears to be blocked while not riding a Sparrow
 
    if (event_release (PS4_TOUCH) || event_release (XB1_VIEW)) { SparrowToggle = 1; }
    if (SparrowToggle && event_release (RELOAD) && get_ptime (RELOAD) > 1000) { SparrowRide = 1; }
    if (SparrowRide && event_press (RELOAD) || event_press (JUMP) || event_press (WEAPON_SWAP)) { SparrowToggle = 0; SparrowRide = 0; }
 
//------------------------------------------------------------------------------       
// AUTO-SPRINT
 
    // Hold left stick forward to SPRINT
    // Rapid-reload must be enabled to automatically SPRINT after RELOAD
 
    if( get_val(LY_AXIS) < -SprintThreshold && !(get_val(ADS) || get_val(MELEE) || get_val(JUMP) || get_val(SHOOT) || get_val (CROUCH) || SparrowRide) && test_bit (ToggleFlags, 8))
    { block (SPRINT, 500); set_val (SPRINT, 100)// Block allows for SHOOT to trigger while SPRINT is active. Needed for No-scope Auto-melee
    }
 
//------------------------------------------------------------------------------ 
// RAPID RELOAD
 
    // Rapid Reload reduces reload animation time with a SPRINT animation cancel
    // Auto-sprint must be enabled for Rapid Reload to function
 
    if (event_press (RELOAD) && test_bit(ToggleFlags, 4)) {combo_run (RapidReload); }
 
//------------------------------------------------------------------------------
// NO LAND BEYOND
 
    //  RELOAD animation cancel to shorten reload time and increase fire-rate. Requires No Land Beyond sniper rifle
    //  NLB fire-rate increase does not apply when no reserve ammo is available
    //  A timer rumbles two seconds after a shot to alert when NLB is ready to fire
 
    // Apply NLB combo to Primary weapon (green LED)
    if ( test_bit (GunFlags, 1) && test_bit(ToggleFlags, 11))
        { if (get_val (SHOOT) )
            { combo_run (NLBCooldown); combo_run(NLB); }
        }
 
//------------------------------------------------------------------------------
// TRICK SHOTS
 
    // NO-SCOPE MELEE - tap SHOOT
    // Enable for Shotgunners, disable for Snipers
 
    if (test_bit(ToggleFlags, 10) && test_bit(GunFlags, 2))
    {
        // MELEE after SHOOT
        if ( event_press (SHOOT) && test_bit(ToggleFlags, 7))
        { MeleeWait = NoScopeWait; combo_run (AutoMelee); }
    }
 
    // QUICK-SCOPE - tap ADS
    // Enable for Snipers, disable for Shotgunners
 
    if (test_bit(ToggleFlags, 12) && test_bit(GunFlags, 2))
    {
        if ( event_release (ADS) && get_ptime (ADS) < 200)
        {
            // ADS quick-scope followed by auto-SHOOT and auto-MELEE if moving backwards (Shotgun counter)
            if (get_val (LY_AXIS) > 70 )
                { combo_run (QuickScope);
                    if (test_bit(ToggleFlags, 7)) { MeleeWait = ScopeWait; combo_run (AutoMelee); }
                }
            // ADS quick-scope only, for strafing in and out of cover
            else { combo_run (QuickScope); }
        }
    }
 
    // WEAPON SWAP NO-SCOPE - double-tap ADS to swap weapons and auto no-scope. Disable for competitive 3v3 PvP
    // WEAPON SWAP QUICK-SCOPE - hold ADS, tap RELOAD. Keep holding ADS to swap weapons and auto quick-scope
 
    if (test_bit(ToggleFlags, 14))
    {
        if (Timer > 0) { Timer = Timer - get_rtime(); }
        if (event_release(ADS)) { Timer = 200; } // 200ms to detect double-ADS tap
        if ((event_press(ADS) && Timer > 0) || (get_val (ADS) && event_press (RELOAD)))
        {
            Timer = 0;
                if (test_bit(GunFlags, 1)) { combo_run (SetSpecial)}
                else if (test_bit(GunFlags, 2) || test_bit (GunFlags, 3)) { combo_run (SetPrimary); }
                set_val (ADS, 0); combo_run (SwapQuickScope);
        }
    }
 
//------------------------------------------------------------------------------
} // end OptionsMenu
 
//------------------------------------------------------------------------------
} // end main
 
//==============================================================================
// COMBOS
 
combo SetPrimary
{
    clear_bit(GunFlags, 2);
    clear_bit(GunFlags, 3);
    clear_bit (GunFlags, 5);
    set_bit(GunFlags, 1); // Sets gun flag to Primary
    LED(0, 0, 1, 0); // Green
    ScopeHold = PriScope; // Quick-scope ADS
    ShootHold = PriShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = PriReloadWait; // Reload wait
}
 
combo SetSpecial
{
    clear_bit(GunFlags, 1);
    clear_bit (GunFlags, 5);
    set_bit(GunFlags, 2); // Sets gun flag to Special
    LED(0, 1, 0, 0); // Red
    ScopeHold = SecScope; // Quick-scope ADS
    ShootHold = SecShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = SecReloadWait; // Reload wait
}
 
combo SetHeavy     
{
    clear_bit(GunFlags, 1);
    clear_bit(GunFlags, 2);
    clear_bit (GunFlags, 5);
    set_bit(GunFlags, 3); // Sets gun flag to Heavy
    LED(0, 1, 1, 0); // Yellow
}
 
combo ShadeStep
{
    set_val (CROUCH, 0); // Clears first CROUCH
    wait(ShadeStepWait);
    set_val(CROUCH, 100); // second CROUCH for ShadeStep
    wait(ShadeStepWait);
    set_val (CROUCH,0);
}
 
combo ShadeCooldown
{
    wait (3200); // Cooldown timer for Shadestep
    combo_run (Rumble);
}
 
combo WomboCombo
{
    set_val (GRENADE, 0);
    set_val (MELEE, 100)// Toss SMOKE
    wait (WomboComboWait);
    set_val (MELEE, 0);
    set_val (GRENADE, 100)// Toss GRENADE
    wait (WomboComboWait);
    set_val (GRENADE, 0)// Clearing GRENADE before MELEE prevents Super from triggering
}
 
combo NLBCooldown
{
    wait (2200); // Cooldown timer for NLB when out of reserve ammo
    combo_run (Rumble);
}
 
combo AutoMelee
{
    wait(MeleeWait); // wait times before MELEE are different for moving forward or backpeddling
    set_val(MELEE, 100);
    wait(50); // wait time set to ensure MELEE after SHOOT
    set_val(MELEE, 0);
    wait(50);
    set_val(MELEE, 0);
}
 
combo AutoRevive
{
    set_val (DPAD_DOWN, 0);
    set_val(RELOAD, 100);
    wait(ReviveTime); // Adjust in DEFINES if wearing fast revive gear
    set_val(RELOAD, 0);
}
 
combo QuickScope
{
    set_val(ADS, 100);
    wait(ScopeHold); // Adjust in DEFINES. Separate settings for Primary and Special
    set_val(SHOOT, 100);
    wait(ShootHold)// Adjust in DEFINES. Separate settings for Primary and Special
    set_val(ADS, 0);
    set_val(SHOOT, 0);
}
 
combo SwapQuickScope
{
    set_val (WEAPON_SWAP, 100);
    wait (100);
    wait (ScopeSwap); // Adjust in DEFINES. Separate settings for Primary and Special
    combo_run (QuickScope);
}
 
combo Rumble
{
    set_rumble (RUMBLE_A, RumbleStrength);
    wait(300);
    reset_rumble();
}
 
combo RapidFire
{
    set_val(SHOOT, 100);
    wait(HoldTime);
    set_val(SHOOT, 0);
    wait(RestTime);
    set_val(SHOOT, 0);
}
 
combo RapidReload
{
    set_val (SPRINT, 0);
    wait (ReloadWait); // Adjust in DEFINES. Separate settings for Primary and Special
    wait (50);
    set_val (SPRINT, 100);
}
 
combo SprintLoop  // SprintLoop prevents random NLB reloads
{
    set_val(LY_AXIS, -100);
    wait(20);
    set_val(SPRINT, 100);
}
 
combo NLB
{
    set_val(SHOOT, 100);
    wait(50);
    set_val(SHOOT, 100);
    set_val(RELOAD, 100);
    wait(50);
    set_val(SHOOT, 0);
    set_val(RELOAD, 100);
    wait(50);
    set_val(RELOAD, 0);
    wait(50); // IMPORTANT! 50 by default
    set_val(LY_AXIS, -100);//       |
    wait(20);             //        |- do not delete this block
    set_val(SPRINT, 100);//         |
    combo_run (SprintLoop);
    wait (160); // IMPORTANT! 200 by default, 160 with SnapShot perk
    combo_stop (SprintLoop);
}
 
//==============================================================================
// FUNCTIONS
 
//------------------------------------------------------------------------------
// RAPID-FIRE
 
function RapidFireSpeed (int RF_HoldTime, int RF_RestTime)
{   
    HoldTime = RF_HoldTime; RestTime = RF_RestTime;
    if (HoldTime > 0)
        { combo_run(RapidFire); }
}
 
//------------------------------------------------------------------------------
// ANTI-RECOIL
 
function AntiRecoil(int AntiRecoil_L, int AntiRecoil_R, int AntiRecoil_V)
{
    // Horizontal anti-recoil parameters
    if (get_val(SHOOT) && isqrt(pow(get_val(RX_AXIS), 2) + pow(get_val(RY_AXIS), 2)) <= 25)
    {
        if(abs(RX_AXIS) <= 25)
        {
            // Compensate to the RIGHT
            RightStick_X = (get_val(RX_AXIS) + AntiRecoil_R);
            if (RightStick_X > 100) {RightStick_X = 100;}
                set_val(RX_AXIS, RightStick_X);
                    set_val (TRACE_1, AntiRecoil_R); // debugging
                    set_val (TRACE_2, RightStick_X); // debugging
 
            // Compensate to the LEFT
            RightStick_X = (get_val(RX_AXIS) - AntiRecoil_L);
            if (RightStick_X < -100) {RightStick_X = -100;}
                set_val(RX_AXIS, RightStick_X);
                    set_val (TRACE_3, AntiRecoil_L); // debugging
                    set_val (TRACE_4, RightStick_X); // debugging
 
        // Vertical anti-recoil parameters
 
            RightStick_Y = (get_val(RY_AXIS) + AntiRecoil_V);
            if (RightStick_Y > 100) {RightStick_Y = 100;}
            else if (RightStick_Y < -100) {RightStick_Y = -100;}
                set_val(RY_AXIS, RightStick_Y);
                    set_val (TRACE_5, AntiRecoil_V); // debugging
                    set_val (TRACE_6, RightStick_Y); // debugging
        }
    }
}
 
//------------------------------------------------------------------------------
// SET TOGGLES
 
function SetToggle(int FlagLocation) {
    if(test_bit(ToggleFlags, FlagLocation)) {
        clear_bit(ToggleFlags, FlagLocation);
    }
    else {
        set_bit(ToggleFlags, FlagLocation);
        if (RumbleStrength > 0) { combo_run(Rumble); }
    }
    set_pvar(PVAR_ToggleFlags, ToggleFlags);
}
 
//------------------------------------------------------------------------------
// LED LIGHTS
 
function LED(int a, int b, int c, int d) // Make the lights pretty
{
   set_led(0, a);
   set_led(1, b);
   set_led(2, c);
   set_led(3, d);
}
 
//------------------------------------------------------------------------------
// LED DEFINITIONS FOR PS4 LIGHT BAR
 
// LED(0,0,0,0); // Off
// LED(1,0,0,0); // Blue
// LED(0,1,0,0); // Red
// LED(0,0,1,0); // Green
// LED(0,0,0,1); // Pink
// LED(1,0,1,0); // SkyBlue
// LED(0,1,1,0); // Yellow
// LED(1,1,1,1); // White
User avatar
Stephan
First Sergeant
First Sergeant
 
Posts: 42
Joined: Tue Dec 22, 2015 2:22 am

Re: converting titan 1 to Titan 2 scripts

Postby J2Kbr » Mon Mar 13, 2017 6:59 pm

In the function SetToggle(int FlagLocation)
change:
Code: Select all
set_bit(ToggleFlags, FlagLocation);

to:
Code: Select all
set_bit(&ToggleFlags, FlagLocation);
ConsoleTuner Support Team
User avatar
J2Kbr
General of the Army
General of the Army
 
Posts: 20323
Joined: Tue Mar 18, 2014 1:39 pm

Re: converting titan 1 to Titan 2 scripts

Postby AutomaticSig » Thu May 17, 2018 5:12 am

How do i Turn this Titon 2 script into a Titon one?
#pragma METAINFO("111", 1, 0, "bonefisher")

Code: Select all
#include <display.gph>
 
#define shot_per_second  12  // adjust fire rate
#define burst            3   // adjust tap burst
 
bool toggle_rapid;
bool toggle_abuse;
bool toggle_assist;
uint32 tap_fire;
uint32 hold_time;
uint32 rest_time;
uint32 time_counter;
 
uint32    IND[] = {
    _0_,                  // 0
    _1_                   // 1
};
 
init
{
    hold_time = 500 / shot_per_second;
    rest_time = hold_time;
    if(rest_time < 0) rest_time = 0;
 
    tap_fire = burst * 1000 / shot_per_second;
}
main
{
// toggles will show 0 on titan for off and 1 for on.
 
    // left trigger + left d-pad (rapid fire on/off)
    if(get_actual(BUTTON_8)) {
        set_val(BUTTON_12, 0.0);
    if(event_active(BUTTON_12)) {
    if(toggle_rapid == 0) {
        toggle_rapid = 1;
        display (1);
    }else if(toggle_rapid == 1) {
        toggle_rapid = 0;
        display (0);
    }
    }
    }
    // left trigger + up d-pad (aim abuse on/off)
    if(get_actual(BUTTON_8)) {
        set_val(BUTTON_10, 0.0);
    if(event_active(BUTTON_10)) {
    if(toggle_abuse == 0) {
        toggle_abuse = 1;
        display (1);
    }else if(toggle_abuse == 1) {
        toggle_abuse = 0;
        display (0);
    }
    }
    }
    // left trigger + down d-pad (aim assist on/off)
    if(get_actual(BUTTON_8)) {
        set_val(BUTTON_11, 0.0);
    if(event_active(BUTTON_11)) {
    if(toggle_assist == 0) {
        toggle_assist = 1;
        display (1);
    }else if(toggle_assist == 1) {
        toggle_assist = 0;
        display (0);
    }
    }
    }
    if(toggle_rapid == 0) {
    if(get_actual(BUTTON_5)) {
        set_val(BUTTON_5, 100.0);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        set_val(BUTTON_5, 100.0);
    }
    }
    if(toggle_rapid == 1) {
    if(get_actual(BUTTON_5)) {
        combo_run(rapid_fire);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        combo_run(rapid_fire);
    }
    }
    if(toggle_abuse == 1) {
    if(get_actual(BUTTON_8)) {
    time_counter += elapsed_time();
    if(time_counter >= 540) {
        time_counter = 0;
        combo_run(aim_abuse);
    }
    }
    }
    if(toggle_assist == 1) {
    if(get_actual(BUTTON_8) && !get_actual(BUTTON_5)) {
        combo_run(ads_assist);
        combo_run(strafe);
    }else if(get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
        combo_run(fire_assist);
        combo_run(strafe);
    }
    }
}
 
combo rapid_fire
{
    set_val(BUTTON_5, 100.0);
    wait(hold_time);
    set_val(BUTTON_5, 0.0);
    wait(rest_time);
    set_val(BUTTON_5, 0.0);
}
 
combo aim_abuse {
    set_val(BUTTON_8, 0.0);
    wait(30);
}
 
combo strafe
{
    aim_assist(STICK_2_X, 30.0);
    wait(16);
    aim_assist(STICK_2_X, -30.0);
    wait(17);
}
 
combo ads_assist
{
    aim_assist(STICK_1_Y, 30.0);
    wait(16);
    aim_assist(STICK_1_X, -30.0);
    wait(17);
    aim_assist(STICK_1_Y, -30.0);
    wait(16);
    aim_assist(STICK_1_X, 30.0);
    wait(17);
}
 
combo fire_assist
{
    aim_assist(STICK_1_Y, 35.0);
    wait(16);
    aim_assist(STICK_1_X, -35.0);
    wait(17);
    aim_assist(STICK_1_Y, -35.0);
    wait(16);
    aim_assist(STICK_1_X, 35.0);
    wait(17);
}
 
void aim_assist(uint8 axis, fix32 recoil)
{
    set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
 
 // Display Numbers
void display (uint8 indc)
{
    uint8 VIE;
    VIE = IND[indc];
    display_overlay(VIE, 2000 );
}
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Re: converting titan 1 to Titan 2 scripts

Postby Sillyasskid » Thu May 17, 2018 6:27 am

AutomaticSig wrote:How do i Turn this Titon 2 script into a Titon one?
#pragma METAINFO("111", 1, 0, "bonefisher")

Code: Select all
#include <display.gph>
 
#define shot_per_second  12  // adjust fire rate
#define burst            3   // adjust tap burst
 
bool toggle_rapid;
bool toggle_abuse;
bool toggle_assist;
uint32 tap_fire;
uint32 hold_time;
uint32 rest_time;
uint32 time_counter;
 
uint32    IND[] = {
    _0_,                  // 0
    _1_                   // 1
};
 
init
{
    hold_time = 500 / shot_per_second;
    rest_time = hold_time;
    if(rest_time < 0) rest_time = 0;
 
    tap_fire = burst * 1000 / shot_per_second;
}
main
{
// toggles will show 0 on titan for off and 1 for on.
 
    // left trigger + left d-pad (rapid fire on/off)
    if(get_actual(BUTTON_8)) {
        set_val(BUTTON_12, 0.0);
    if(event_active(BUTTON_12)) {
    if(toggle_rapid == 0) {
        toggle_rapid = 1;
        display (1);
    }else if(toggle_rapid == 1) {
        toggle_rapid = 0;
        display (0);
    }
    }
    }
    // left trigger + up d-pad (aim abuse on/off)
    if(get_actual(BUTTON_8)) {
        set_val(BUTTON_10, 0.0);
    if(event_active(BUTTON_10)) {
    if(toggle_abuse == 0) {
        toggle_abuse = 1;
        display (1);
    }else if(toggle_abuse == 1) {
        toggle_abuse = 0;
        display (0);
    }
    }
    }
    // left trigger + down d-pad (aim assist on/off)
    if(get_actual(BUTTON_8)) {
        set_val(BUTTON_11, 0.0);
    if(event_active(BUTTON_11)) {
    if(toggle_assist == 0) {
        toggle_assist = 1;
        display (1);
    }else if(toggle_assist == 1) {
        toggle_assist = 0;
        display (0);
    }
    }
    }
    if(toggle_rapid == 0) {
    if(get_actual(BUTTON_5)) {
        set_val(BUTTON_5, 100.0);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        set_val(BUTTON_5, 100.0);
    }
    }
    if(toggle_rapid == 1) {
    if(get_actual(BUTTON_5)) {
        combo_run(rapid_fire);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        combo_run(rapid_fire);
    }
    }
    if(toggle_abuse == 1) {
    if(get_actual(BUTTON_8)) {
    time_counter += elapsed_time();
    if(time_counter >= 540) {
        time_counter = 0;
        combo_run(aim_abuse);
    }
    }
    }
    if(toggle_assist == 1) {
    if(get_actual(BUTTON_8) && !get_actual(BUTTON_5)) {
        combo_run(ads_assist);
        combo_run(strafe);
    }else if(get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
        combo_run(fire_assist);
        combo_run(strafe);
    }
    }
}
 
combo rapid_fire
{
    set_val(BUTTON_5, 100.0);
    wait(hold_time);
    set_val(BUTTON_5, 0.0);
    wait(rest_time);
    set_val(BUTTON_5, 0.0);
}
 
combo aim_abuse {
    set_val(BUTTON_8, 0.0);
    wait(30);
}
 
combo strafe
{
    aim_assist(STICK_2_X, 30.0);
    wait(16);
    aim_assist(STICK_2_X, -30.0);
    wait(17);
}
 
combo ads_assist
{
    aim_assist(STICK_1_Y, 30.0);
    wait(16);
    aim_assist(STICK_1_X, -30.0);
    wait(17);
    aim_assist(STICK_1_Y, -30.0);
    wait(16);
    aim_assist(STICK_1_X, 30.0);
    wait(17);
}
 
combo fire_assist
{
    aim_assist(STICK_1_Y, 35.0);
    wait(16);
    aim_assist(STICK_1_X, -35.0);
    wait(17);
    aim_assist(STICK_1_Y, -35.0);
    wait(16);
    aim_assist(STICK_1_X, 35.0);
    wait(17);
}
 
void aim_assist(uint8 axis, fix32 recoil)
{
    set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
 
 // Display Numbers
void display (uint8 indc)
{
    uint8 VIE;
    VIE = IND[indc];
    display_overlay(VIE, 2000 );
}


try this,
Code: Select all
 
 
define   BUTTON_5  = XB1_RT;   
define   BUTTON_8  = XB1_LT;   
 
define   BUTTON_10 = XB1_UP;   
define   BUTTON_11 = XB1_DOWN;
define   BUTTON_12 = XB1_LEFT;
define   STICK_1_X = XB1_RX;
define   STICK_1_Y = XB1_RY;   
define   STICK_2_X = XB1_LX;   
define   STICK_2_Y = XB1_LY;   
 
// adjust fire rate
define shot_per_second = 12// adjust fire rate
define burst           = 3;   // adjust tap burst
 
int toggle_rapid;
int toggle_abuse;
int toggle_assist;
int tap_fire;
int hold_time;
int rest_time;
int time_counter;
 
 
 
init
{
    hold_time = 500 / shot_per_second;
    rest_time = hold_time;
    if(rest_time < 0) rest_time = 0;
 
    tap_fire = burst * 1000 / shot_per_second;
}
main
{
 
// toggles will show 0 on titan for off and 1 for on.
 
    // left trigger + left d-pad (rapid fire on/off)
    if(get_val(BUTTON_8)) {
        set_val(BUTTON_12, 0);
    if(event_press(BUTTON_12)) {
    if(toggle_rapid == 0) {
        toggle_rapid = 1;
 
    }else if(toggle_rapid == 1) {
        toggle_rapid = 0;
 
    }
    }
    }
    // left trigger + up d-pad (aim abuse on/off)
    if(get_val(BUTTON_8)) {
        set_val(BUTTON_10, 0);
    if(event_press(BUTTON_10)) {
    if(toggle_abuse == 0) {
        toggle_abuse = 1;
 
    }else if(toggle_abuse == 1) {
        toggle_abuse = 0;
 
    }
    }
    }
    // left trigger + down d-pad (aim assist on/off)
    if(get_val(BUTTON_8)) {
        set_val(BUTTON_11, 0);
    if(event_press(BUTTON_11)) {
    if(toggle_assist == 0) {
        toggle_assist = 1;
 
    }else if(toggle_assist == 1) {
        toggle_assist = 0;
 
    }
    }
    }
    if(toggle_rapid == 0) {
    if(get_val(BUTTON_5)) {
        set_val(BUTTON_5, 100);
    }else if(!get_val(BUTTON_5) &&
     get_ptime(BUTTON_5) <= tap_fire) {
        set_val(BUTTON_5, 100);
    }
    }
    if(toggle_rapid == 1) {
    if(get_val(BUTTON_5)) {
        combo_run(rapid_fire);
    }else if(!get_val(BUTTON_5) &&
     get_ptime(BUTTON_5) <= tap_fire) {
        combo_run(rapid_fire);
    }
    }
    if(toggle_abuse == 1) {
    if(get_val(BUTTON_8)) {
    set_val(BUTTON_8, 100);
            time_counter = time_counter + get_rtime();
 
    if(time_counter >= 540) {
        time_counter = 0;
        combo_run(aim_abuse);
    }
    }
    }
 
    if(toggle_assist == 1) {
    if(get_val(BUTTON_8) && !get_val(BUTTON_5)) {
        combo_run(ads_assist);
        combo_run(strafe);
    }else if(get_val(BUTTON_8) && get_val(BUTTON_5)) {
        combo_run(fire_assist);
        combo_run(strafe);
    }
    }
}
 
combo rapid_fire
{
    set_val(BUTTON_5, 100);
    wait(hold_time);
    set_val(BUTTON_5, 0);
    wait(rest_time);
    set_val(BUTTON_5, 0);
}
 
combo aim_abuse {
    set_val(BUTTON_8, 0);
    wait(30);
}
 
combo strafe
{
    aim_assist(STICK_2_X, 30);
    wait(16);
    aim_assist(STICK_2_X, -30);
    wait(17);
}
 
combo ads_assist
{
    aim_assist(STICK_1_Y, 30);
    wait(16);
    aim_assist(STICK_1_X, -30);
    wait(17);
    aim_assist(STICK_1_Y, -30);
    wait(16);
    aim_assist(STICK_1_X, 30);
    wait(17);
}
 
combo fire_assist
{
    aim_assist(STICK_1_Y, 35);
    wait(16);
    aim_assist(STICK_1_X, -35);
    wait(17);
    aim_assist(STICK_1_Y, -35);
    wait(16);
    aim_assist(STICK_1_X, 35);
    wait(17);
}
 
function aim_assist( axis,  recoil)
{
    set_val(axis, (recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
}
 
Keep in mind, because of the titan ones limitations, This script wont run identical to the titan two version.
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Re: converting titan 1 to Titan 2 scripts

Postby antithesis » Thu May 17, 2018 2:46 pm

The toggles didn't translate properly in the Destiny script on T2, I think they had to cleared before setting active toggles. I mention that somewhere in the script or Online Library description.

J2Kbr wrote:In the function SetToggle(int FlagLocation)
change:
Code: Select all
set_bit(ToggleFlags, FlagLocation);

to:
Code: Select all
set_bit(&ToggleFlags, FlagLocation);

What does the & do here J2K?
Official Australian retailer for Titan One, Titan Two and XIM APEX at Mod Squad
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