Fortnite Battle Royale: Turbo Instant-Build AIO Script

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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby CallMeTim » Wed Aug 08, 2018 7:08 pm

alanmcgregor wrote:I got you, so you guys want Aim Abuse at the moment start to firing the gun, no without firing. Well that will lose the magnet effect and effectiveness with EAA.


Yesss, exactly! AA at the moment you start firing the gun while holding down ADS. That way you can aim in your shots without the ADS 'jitter' before firing. This would only be for AA, not EAA. EAA works well when it's triggered on ADS and it doesn't affect gameplay. It's only AA that makes it difficult to play when it's triggered on just ADS.
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby alanmcgregor » Wed Aug 08, 2018 7:12 pm

I do understand what you are saying, but I can't see any benefit of it (was tested). Manipulating the crosshairs while shooting is intended for antirecoil methods, EAA is not, is trying to tracking hitbox with ADS Spam that's why bonefisher wrote it like that with working while ads no shooting and shooting (different radius)

Code: Select all
 
#pragma METAINFO("FORTNITE - AIM ASSIST MODES", 1, 0, "AlanMcGregor + bonefisher aim assist")
 
#include <display.gph>
#include "light_k.gph"
 
#define FIRE         (BUTTON_5)
#define ADS            (BUTTON_8)
#define NEXTWEAPON     (BUTTON_4)
#define PREVWEAPON     (BUTTON_7)
#define RELOAD_USE     (BUTTON_17)
#define JUMP         (BUTTON_16)
#define RIGHTSTICK_X     (STICK_1_X)
#define RIGHTSTICK_Y     (STICK_1_Y)
#define LEFTSTICK_X     (STICK_2_X)
#define LEFTSTICK_Y     (STICK_2_Y)
 
#define UP_DPAD         (BUTTON_10)
#define DOWN_DPAD     (BUTTON_11)
#define LEFT_DPAD     (BUTTON_12)
#define RIGHT_DPAD     (BUTTON_13)
 
#define CIRCLE_RADIUS_R        15.0
#define CIRCLE_STEP_R          15.00
#define CIRCLE_SPEED_R         10
 
#define ADSDelay1 110
#define ADSDelay2 17
 
#define BurstHold 60
#define BurstRelease 30
 
 
//VALUES
bool toggleADSspam = FALSE;
bool toggleRapidfire = FALSE;
int indexAAMod = 0;
 
 
main {
 
    if(toggleADSspam){
        set_light('G');
    }
    else
        set_light('B');
 
    if(get_actual(RELOAD_USE)){
        set_val(ADS, 0);
        set_val(FIRE, 0);       
        set_val(UP_DPAD, 0);
        set_val(DOWN_DPAD, 0);
 
        if(event_active(ADS)){
            //ACTIVATE ADS SPAM
            toggleADSspam = !toggleADSspam;
        }
 
        if(event_active(FIRE)){
            //ACTIVATE RapidFire
            toggleRapidfire = !toggleRapidfire;
        }
 
        if(event_active(UP_DPAD)){
            //bonefisher fire only
            if(indexAAMod == 1){
                indexAAMod = 0;
            }
            else
                indexAAMod = 1;
        }
 
        if(event_active(DOWN_DPAD)){
            //bonefisher ads and fire
            if(indexAAMod == 2){
                indexAAMod = 0;
            }
            else
                indexAAMod = 2;
        }
    }
 
//ADS Spammer   
    if(toggleADSspam){
        if(get_val(ADS) && (time_active(ADS) >= 200)){
            combo_run(ADS_Spam);       
        }
        if(event_release(ADS)){
            combo_stop(ADS_Spam);
        }
    }
 
// Rapid Fire
    if(toggleRapidfire && get_val(FIRE)){
        combo_run(RapidFire);
    }
    else
        if(RapidFire){
            combo_stop(RapidFire);
        }
 
 
//AUTO AIM MODS   
    if((indexAAMod == 1)){     //bonefisher
        if(get_actual(ADS) && get_actual(FIRE)){
            combo_run(fire_assist);
        }
    }
 
    if((indexAAMod == 2)){
        if(get_actual(ADS) && !get_actual(FIRE)){
            combo_run(ads_assist);
        }
        else
            if(get_actual(ADS) && get_actual(FIRE)){
                combo_run(fire_assist);
            }     
    }   
 
// LEDS
    switch(indexAAMod){
        case 0: display_overlay(_0_, 2000); break; //Mods OFF
        case 1: display_overlay(_1_, 2000); break; //bonefisher only fire
        case 2: display_overlay(_2_, 2000); break; //bonefisher ads + fire
 
    }   
 
}
 
combo ADS_Spam {
    set_val(ADS, 100.0);
    wait(ADSDelay1);
    set_val(ADS, 0.0);
    wait(ADSDelay2);
    set_val(ADS, 0.0);
}
 
combo RapidFire{
    set_val(FIRE, 100.0);
    wait(BurstHold);
    set_val(FIRE, 0);
    wait(BurstRelease);
}
 
combo ads_assist{
    aim_assist(RIGHTSTICK_Y, 7.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, -7.0);
    wait(11);
    aim_assist(RIGHTSTICK_Y, -7.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, 7.0);
    wait(11);
}
 
combo fire_assist{
    aim_assist(RIGHTSTICK_Y, 8.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, -8.0);
    wait(11);
    aim_assist(RIGHTSTICK_Y, -8.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, 8.0);
    wait(11);
}
 
// FUNCTIONS
// bonefisher anti-recoil
void aim_assist(uint8 axis, fix32 recoil)
{
    set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
 
 

a) HOLD RELOAD press UP to bonefisher only at firing
b) HOLD RELOAD press DOWN to bonefisher at ads or firing
c) HOLD RELOAD press ADS to activate Aim abuse
d) HOLD RELOAD press FIRE to activate burst firing

On my test Aim Abuse + Burst Fire was more precise with AR's than regular fire with both versions of EEA and Aim Abuse
EEA(at firing only) + Aim Abuse + Burst Fire is similar to AA + BF with a bit more spread.
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby CallMeTim » Wed Aug 08, 2018 7:21 pm

alanmcgregor wrote:I do understand what you are saying, but I can't see any benefit of it (was tested). Manipulating the crosshairs while shooting is intended for antirecoil methods, EAA is not, is trying to tracking hitbox with ADS Spam that's why bonefisher wrote it like that with working while ads no shooting and shooting (different radius)

Code: Select all
 
#pragma METAINFO("FORTNITE - AIM ASSIST MODES", 1, 0, "AlanMcGregor + bonefisher aim assist")
 
#include <display.gph>
#include "light_k.gph"
 
#define FIRE         (BUTTON_5)
#define ADS            (BUTTON_8)
#define NEXTWEAPON     (BUTTON_4)
#define PREVWEAPON     (BUTTON_7)
#define RELOAD_USE     (BUTTON_17)
#define JUMP         (BUTTON_16)
#define RIGHTSTICK_X     (STICK_1_X)
#define RIGHTSTICK_Y     (STICK_1_Y)
#define LEFTSTICK_X     (STICK_2_X)
#define LEFTSTICK_Y     (STICK_2_Y)
 
#define UP_DPAD         (BUTTON_10)
#define DOWN_DPAD     (BUTTON_11)
#define LEFT_DPAD     (BUTTON_12)
#define RIGHT_DPAD     (BUTTON_13)
 
#define CIRCLE_RADIUS_R        15.0
#define CIRCLE_STEP_R          15.00
#define CIRCLE_SPEED_R         10
 
#define ADSDelay1 110
#define ADSDelay2 17
 
#define BurstHold 60
#define BurstRelease 30
 
 
//VALUES
bool toggleADSspam = FALSE;
bool toggleRapidfire = FALSE;
int indexAAMod = 0;
 
 
main {
 
    if(toggleADSspam){
        set_light('G');
    }
    else
        set_light('B');
 
    if(get_actual(RELOAD_USE)){
        set_val(ADS, 0);
        set_val(FIRE, 0);       
        set_val(UP_DPAD, 0);
        set_val(DOWN_DPAD, 0);
 
        if(event_active(ADS)){
            //ACTIVATE ADS SPAM
            toggleADSspam = !toggleADSspam;
        }
 
        if(event_active(FIRE)){
            //ACTIVATE RapidFire
            toggleRapidfire = !toggleRapidfire;
        }
 
        if(event_active(UP_DPAD)){
            //bonefisher fire only
            if(indexAAMod == 1){
                indexAAMod = 0;
            }
            else
                indexAAMod = 1;
        }
 
        if(event_active(DOWN_DPAD)){
            //bonefisher ads and fire
            if(indexAAMod == 2){
                indexAAMod = 0;
            }
            else
                indexAAMod = 2;
        }
    }
 
//ADS Spammer   
    if(toggleADSspam){
        if(get_val(ADS) && (time_active(ADS) >= 200)){
            combo_run(ADS_Spam);       
        }
        if(event_release(ADS)){
            combo_stop(ADS_Spam);
        }
    }
 
// Rapid Fire
    if(toggleRapidfire && get_val(FIRE)){
        combo_run(RapidFire);
    }
    else
        if(RapidFire){
            combo_stop(RapidFire);
        }
 
 
//AUTO AIM MODS   
    if((indexAAMod == 1)){     //bonefisher
        if(get_actual(ADS) && get_actual(FIRE)){
            combo_run(fire_assist);
        }
    }
 
    if((indexAAMod == 2)){
        if(get_actual(ADS) && !get_actual(FIRE)){
            combo_run(ads_assist);
        }
        else
            if(get_actual(ADS) && get_actual(FIRE)){
                combo_run(fire_assist);
            }     
    }   
 
// LEDS
    switch(indexAAMod){
        case 0: display_overlay(_0_, 2000); break; //Mods OFF
        case 1: display_overlay(_1_, 2000); break; //bonefisher only fire
        case 2: display_overlay(_2_, 2000); break; //bonefisher ads + fire
 
    }   
 
}
 
combo ADS_Spam {
    set_val(ADS, 100.0);
    wait(ADSDelay1);
    set_val(ADS, 0.0);
    wait(ADSDelay2);
    set_val(ADS, 0.0);
}
 
combo RapidFire{
    set_val(FIRE, 100.0);
    wait(BurstHold);
    set_val(FIRE, 0);
    wait(BurstRelease);
}
 
combo ads_assist{
    aim_assist(RIGHTSTICK_Y, 7.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, -7.0);
    wait(11);
    aim_assist(RIGHTSTICK_Y, -7.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, 7.0);
    wait(11);
}
 
combo fire_assist{
    aim_assist(RIGHTSTICK_Y, 8.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, -8.0);
    wait(11);
    aim_assist(RIGHTSTICK_Y, -8.0);
    wait(10);
    aim_assist(RIGHTSTICK_X, 8.0);
    wait(11);
}
 
// FUNCTIONS
// bonefisher anti-recoil
void aim_assist(uint8 axis, fix32 recoil)
{
    set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
 
 

a) HOLD RELOAD press UP to bonefisher only at firing
b) HOLD RELOAD press DOWN to bonefisher at ads or firing
c) HOLD RELOAD press ADS to activate Aim abuse
d) HOLD RELOAD press FIRE to activate burst firing



Ahh okay. Well I appreciate you looking into it. I think I get what you're saying, I don't use EAA (only AA) so maybe that's why I see benefit in it. Is the code you're sending something I can add to your script? Or is it just to review the current code? I've spent a good amount of time reviewing it (the only coding I know is Ubot, lol, and the most basic of basic python) and I'm unsure if it's the current scripts code or it can be used to amend the current script.

Is there a way for me to run just AA (active on ADS and FIRE) (NOT EAA) and the Instant Builder? That's exactly what I'm looking to do :)

Again, can't thank you enough for all the help.
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby alanmcgregor » Wed Aug 08, 2018 7:42 pm

No problem, guys thanks for the support.
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby Nate36 » Wed Aug 08, 2018 8:05 pm

dude why would u want double pump its timed now??? what is better would be double hand cannons tbh[/quote]

I don't want double pump that's the problem I wish it wasn't there I keep activating it I just call it double pump because thatrs what it was initially there for.
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby Shthappensbro » Wed Aug 08, 2018 8:13 pm

alanmcgregor wrote:No problem, guys thanks for the support.



testing the script u just posted
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby Blablubb » Wed Aug 08, 2018 10:09 pm

Hi Alan,

do u have a simple list for all the options we have? I would linke to print this list and take it near by my Xbox :-)

Your feature list is too long for my mind :-)
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby Shthappensbro » Wed Aug 08, 2018 10:41 pm

Sl3vin wrote:Hi Alan,

do u have a simple list for all the options we have? I would linke to print this list and take it near by my Xbox :-)

Your feature list is too long for my mind :-)


what u talking about
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby Shthappensbro » Thu Aug 09, 2018 12:09 am

alanmcgregor wrote:No problem, guys thanks for the support.



yeah see the aiming that does the circle movement should be on fire only not ads
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Re: Fortnite Battle Royale: Turbo Instant-Build AIO Script

Postby alanmcgregor » Thu Aug 09, 2018 12:46 am

you will lose the magnetic effect though that's the point of the EAA
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