GPC1 to GPC2 conversion

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GPC1 to GPC2 conversion

Postby eWeeb » Mon Mar 25, 2024 10:37 am

Hello I've tried Buffy's converter I get errors with each by default it's "GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc: syntax error, unexpected IDENTIFIER 'define'."

With the converter it says "GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Identifier not declared 'get_ival'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'arg:1'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal function call, near ')'
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'abs'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'pow'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Identifier not declared 'get_ival'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'arg:1'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal function call, near ')'
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'abs'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'pow'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation '+'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'arg:1'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Identifier not declared 'get_ival'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation 'arg:1'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal function call, near ')'
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation '<'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation '&&'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation '&&'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(41): Illegal operation '&&'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(45): Identifier not declared 'get_ival'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(45): Illegal operation 'arg:1'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(45): Illegal function call, near ')'
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(45): Illegal operation '&&'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(50): Identifier not declared 'combo_stop_all'.
GPC error: Bank_Headquaters_President_room_v1.4_XB - Original.gpc(50): Illegal function call, near ')'"

What am I doing wrong?? I'd appreciate any help here's the code normally I can mess with it, and figure it out but I got this script from a friend, and it just doesn't want to work.

Code: Select all
/*
Bank Headquaters
 
In game Camera sensitivity = 20
 
Build:
4 Eclipse Protocol with chest and backpack (status effect with skill cooldown mods)
1 Golan Gear (status effect + skill cooldown)
Vilenie mask
 
Skill:
R1: Fire chem launcher (Radius and Burn Strenght mods)
L1: Fire sticky
 
ON / OFF : Hold L2 and tap UP
 
Please remember to set the respawn time just below
*/

#include <titanone.gph>
 
define RESPAWN_TIME = 3000;
define AMOUNT_OF_RUN = 75000;
 
int farm_toggle, count;
int error_timer, error_toggle, run_quantity;
 
main {
 
    set_val(TRACE_1, farm_toggle);
    set_val(TRACE_2, count / 1000);
 
    set_val(TRACE_4, error_timer / 1000);
    set_val(TRACE_5, error_toggle);
    set_val(TRACE_6, run_quantity);
 
//Block Controller Vibration
    block_rumble();
 
/* AutoRun
   push the left stick 90% forward or to the sides to run - hold to sprint must be enable */

    if((isqrt(pow(abs(get_ival(PS4_LX)),2) + pow(abs(get_ival(PS4_LY)),2)) >= 90) && get_ival(PS4_LY) < 20 && !get_val(PS4_L2) && !get_val(PS4_R2))
        set_val(PS4_L3, 100);
 
// Start Farming
    if(get_ival(PS4_L2) && event_press(PS4_UP))
    {
        farm_toggle = !farm_toggle;
 
        if(!farm_toggle)
            combo_stop_all();
    }
 
    if(farm_toggle)
    {   
    // Reset for DELTA
        if(get_rumble(RUMBLE_A) || get_rumble(RUMBLE_B))
        {
            error_timer = 0;
            error_toggle = 0;
            combo_stop(ERROR);
        }
 
    // Toggle DELTA   
        if(error_timer >= 20000) // 20 sec
            error_toggle = TRUE;
 
    // Error DELTA       
        if(error_toggle)
        {
            combo_stop(RUN);
            combo_stop(FIRE);
            combo_stop(OPEN_CACHE);
 
            combo_run(ERROR);
        }
    // NOT error DELTA   
        else
        {
            count += get_rtime();
            error_timer += get_rtime();
 
            if(run_quantity >= AMOUNT_OF_RUN)
            {
                combo_stop(RUN);
                combo_run(OPEN_CACHE);
            }
            else
                combo_run(RUN);
        }
    }
    else
    {
        count = 0;
        error_timer = 0;
        error_toggle = 0;
    }
}
 
combo RUN {
    count = 0;
    wait(get_rtime());
    set_val(PS4_LY, -100); // run
    set_val(PS4_LX, 42); // to the right
    set_val(PS4_L3, 100);
    wait(2400);
    set_val(PS4_SQUARE, 100); // open door
    set_val(PS4_LY, -100); // run
    set_val(PS4_L3, 100);
    wait(1000);   
    set_val(PS4_LY, -100); // run
    set_val(PS4_L3, 100);
    wait(1900);   
 
    set_val(PS4_R1, 100); // grab chem
    wait(50);
    set_val(PS4_RX, -30); // spot first shot (left)
    set_val(PS4_RY, -27); // spot first shot (up)
    wait(500);
    call(FIRE); // fire
    wait(1500);
    set_val(PS4_R1, 100); // grab chem
    wait(50);
    set_val(PS4_RX, -50); // spot second shot (left)
    wait(500);
    call(FIRE); // fire
    wait(50);
 
// STICKY
 
    set_val(PS4_RY, 100); // change view
    wait(1500);
    set_val(PS4_L1, 100); // shoot sticky
    wait(50);
    wait(1500);
    set_val(PS4_L1, 100); // explode sticky
    wait(50);
 
// RESPAWN
    wait(4500); // wait respawn press
    set_val(PS4_SQUARE, 100); // press respawn
    wait(50);
    wait(RESPAWN_TIME); // loading screen
 
    run_quantity++;
    wait(get_rtime());
}
 
combo FIRE {
    set_val(PS4_R2, 100); // shot with chem
    wait(50);
    wait(1500);
    set_val(PS4_R1, 100); // double ...
    wait(50);
    wait(50);
    set_val(PS4_R1, 100); // ... tap to burn NPC
    wait(50);
}
 
combo ERROR {
    wait(10000);
    set_val(PS4_CROSS, 100); // error screen
    wait(100);
    wait(2000); // wait loading screen
    set_val(PS4_CROSS, 100); // Division 2 screen
    wait(100);
    wait(25000); // wait loading screen
    set_val(PS4_CROSS, 100); // select the character
    wait(100);
    wait(25000); // wait loading screen
    set_val(PS4_SQUARE, 100);
    wait(100);
    run_quantity = 0;
    error_timer = 0;
    error_toggle = FALSE;
}
 
combo OPEN_CACHE {
    set_val(PS4_OPTIONS, 100);
    wait(700);
    wait(800);
    set_val(PS4_RIGHT, 100);
    wait(50);
    wait(200);
    set_val(PS4_DOWN, 100);
    wait(50);
    wait(200);
    set_val(PS4_DOWN, 100);
    wait(50);
    wait(200);
    set_val(PS4_DOWN, 100);
    wait(50);
    wait(200);
    set_val(PS4_CROSS, 100);
    wait(50);
    wait(500);
    set_val(PS4_SQUARE, 100);
    wait(1800);
    wait(3800);
    set_val(PS4_CROSS, 100);
    wait(50);
    wait(150);
    set_val(PS4_CIRCLE, 100);
    wait(700);
    wait(150);
    set_val(PS4_L3, 100);
    wait(2000);
 
// STICKY
    set_val(PS4_RY, 100); // change view
    wait(800);
    set_val(PS4_L1, 100); // shoot sticky
    wait(50);
    wait(1500);
    set_val(PS4_L1, 100); // explode sticky
    wait(50);
 
// RESPAWN
    wait(4500); // wait respawn press
    set_val(PS4_SQUARE, 100); // press respawn
    wait(50);
    wait(RESPAWN_TIME); // loading screen
 
    wait(get_rtime());
    run_quantity = 0;
}
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eWeeb
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Posts: 2
Joined: Wed Jul 21, 2021 12:15 pm

Re: GPC1 to GPC2 conversion

Postby Mad » Mon Mar 25, 2024 1:12 pm

Code: Select all
/*
Bank Headquaters
 
In game Camera sensitivity = 20
 
Build:
4 Eclipse Protocol with chest and backpack (status effect with skill cooldown mods)
1 Golan Gear (status effect + skill cooldown)
Vilenie mask
 
Skill:
R1: Fire chem launcher (Radius and Burn Strenght mods)
L1: Fire sticky
 
ON / OFF : Hold L2 and tap UP
 
Please remember to set the respawn time just below
*/

#include <titanone.gph>
 
define RESPAWN_TIME = 3000;
define AMOUNT_OF_RUN = 75000;
 
int farm_toggle, count;
int error_timer, error_toggle, run_quantity;
 
main {
 
    set_val(TRACE_1, farm_toggle);
    set_val(TRACE_2, count / 1000);
 
    set_val(TRACE_4, error_timer / 1000);
    set_val(TRACE_5, error_toggle);
    set_val(TRACE_6, run_quantity);
 
//Block Controller Vibration
    block_rumble();
 
/* AutoRun
   push the left stick 90% forward or to the sides to run - hold to sprint must be enable */

    if((isqrt(pow(abs(get_val(PS4_LX)),2) + pow(abs(get_val(PS4_LY)),2)) >= 90) && get_val(PS4_LY) < 20 && !get_val(PS4_L2) && !get_val(PS4_R2))
        set_val(PS4_L3, 100);
 
// Start Farming
    if(get_val(PS4_L2) && event_press(PS4_UP))
    {
        farm_toggle = !farm_toggle;
 
        if(!farm_toggle)
            combo_stop(RUN);
            combo_stop(FIRE);
            combo_stop(ERROR);
            combo_stop(OPEN_CACHE);
    }
 
    if(farm_toggle)
    {   
    // Reset for DELTA
        if(get_rumble(RUMBLE_A) || get_rumble(RUMBLE_B))
        {
            error_timer = 0;
            error_toggle = 0;
            combo_stop(ERROR);
        }
 
    // Toggle DELTA   
        if(error_timer >= 20000) // 20 sec
            error_toggle = TRUE;
 
    // Error DELTA       
        if(error_toggle)
        {
            combo_stop(RUN);
            combo_stop(FIRE);
            combo_stop(OPEN_CACHE);
 
            combo_run(ERROR);
        }
    // NOT error DELTA   
        else
        {
            count += get_rtime();
            error_timer += get_rtime();
 
            if(run_quantity >= AMOUNT_OF_RUN)
            {
                combo_stop(RUN);
                combo_run(OPEN_CACHE);
            }
            else
                combo_run(RUN);
        }
    }
    else
    {
        count = 0;
        error_timer = 0;
        error_toggle = 0;
    }
}
 
combo RUN {
    count = 0;
    wait(get_rtime());
    set_val(PS4_LY, -100); // run
    set_val(PS4_LX, 42); // to the right
    set_val(PS4_L3, 100);
    wait(2400);
    set_val(PS4_SQUARE, 100); // open door
    set_val(PS4_LY, -100); // run
    set_val(PS4_L3, 100);
    wait(1000);   
    set_val(PS4_LY, -100); // run
    set_val(PS4_L3, 100);
    wait(1900);   
 
    set_val(PS4_R1, 100); // grab chem
    wait(50);
    set_val(PS4_RX, -30); // spot first shot (left)
    set_val(PS4_RY, -27); // spot first shot (up)
    wait(500);
    call(FIRE); // fire
    wait(1500);
    set_val(PS4_R1, 100); // grab chem
    wait(50);
    set_val(PS4_RX, -50); // spot second shot (left)
    wait(500);
    call(FIRE); // fire
    wait(50);
 
// STICKY
 
    set_val(PS4_RY, 100); // change view
    wait(1500);
    set_val(PS4_L1, 100); // shoot sticky
    wait(50);
    wait(1500);
    set_val(PS4_L1, 100); // explode sticky
    wait(50);
 
// RESPAWN
    wait(4500); // wait respawn press
    set_val(PS4_SQUARE, 100); // press respawn
    wait(50);
    wait(RESPAWN_TIME); // loading screen
 
    run_quantity++;
    wait(get_rtime());
}
 
combo FIRE {
    set_val(PS4_R2, 100); // shot with chem
    wait(50);
    wait(1500);
    set_val(PS4_R1, 100); // double ...
    wait(50);
    wait(50);
    set_val(PS4_R1, 100); // ... tap to burn NPC
    wait(50);
}
 
combo ERROR {
    wait(10000);
    set_val(PS4_CROSS, 100); // error screen
    wait(100);
    wait(2000); // wait loading screen
    set_val(PS4_CROSS, 100); // Division 2 screen
    wait(100);
    wait(25000); // wait loading screen
    set_val(PS4_CROSS, 100); // select the character
    wait(100);
    wait(25000); // wait loading screen
    set_val(PS4_SQUARE, 100);
    wait(100);
    run_quantity = 0;
    error_timer = 0;
    error_toggle = FALSE;
}
 
combo OPEN_CACHE {
    set_val(PS4_OPTIONS, 100);
    wait(700);
    wait(800);
    set_val(PS4_RIGHT, 100);
    wait(50);
    wait(200);
    set_val(PS4_DOWN, 100);
    wait(50);
    wait(200);
    set_val(PS4_DOWN, 100);
    wait(50);
    wait(200);
    set_val(PS4_DOWN, 100);
    wait(50);
    wait(200);
    set_val(PS4_CROSS, 100);
    wait(50);
    wait(500);
    set_val(PS4_SQUARE, 100);
    wait(1800);
    wait(3800);
    set_val(PS4_CROSS, 100);
    wait(50);
    wait(150);
    set_val(PS4_CIRCLE, 100);
    wait(700);
    wait(150);
    set_val(PS4_L3, 100);
    wait(2000);
 
// STICKY
    set_val(PS4_RY, 100); // change view
    wait(800);
    set_val(PS4_L1, 100); // shoot sticky
    wait(50);
    wait(1500);
    set_val(PS4_L1, 100); // explode sticky
    wait(50);
 
// RESPAWN
    wait(4500); // wait respawn press
    set_val(PS4_SQUARE, 100); // press respawn
    wait(50);
    wait(RESPAWN_TIME); // loading screen
 
    wait(get_rtime());
    run_quantity = 0;
}
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Mad
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Posts: 4536
Joined: Wed May 22, 2019 5:39 am

Re: GPC1 to GPC2 conversion

Postby eWeeb » Tue Mar 26, 2024 2:03 pm

I love you <3
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