Titan2-XIM APEX continue disconected..
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Titan2-XIM APEX continue disconected..
although the disconnection between titan 2 and xim apex continue, I tried different controllers, used both the xim and the titan power supply, several usb cables, the controllers were reset using the button on the back, but nothing in a random time titan 2 disconnected from Xim. but xim alone works perfectly. I've been buying titans for 4 months now and I give up using it
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orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
Hi, please inform if you have the latest firmware installed in your Titan Two (v.1.5.3.0) and also if using the Titan Two alone it works without issues. Thank you.
ConsoleTuner Support Team
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J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Titan2-XIM APEX continue disconected..
yes, last firmaware is installed. and if it use alone .. no problem
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orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
the controller cable is the original ps4 cable. the controller and are version ZCT1E. all the cables used are the original ones, alternatively high quality head cables, but without result. also tried the controller without its internal battery, tried to turn off the lighting on the mouse to reduce energy consumption. polling rate xim 500. polling in and out T2 500. ps4 output protocol.
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orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
I read one of your other post:
Is that still the case, it's only happening with a script loaded?
BUT AFTER 5 SECONDS THE TITAN2 DISCONNECT ... AND IT DOESN'T WORK MORE ... USE XIM APEX TOGETHER, AND WITHOUT SCRIPT IT WORKS ALL PERFECTLY ..
Is that still the case, it's only happening with a script loaded?
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Titan2-XIM APEX continue disconected..
yes only with a loaded script .. but I have about 20 different scripts / gampack and I find it quite impossible that with everyone I have this problem!
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orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
Mad wrote:I read one of your other post:Is that still the case, it's only happening with a script loaded?BUT AFTER 5 SECONDS THE TITAN2 DISCONNECT ... AND IT DOESN'T WORK MORE ... USE XIM APEX TOGETHER, AND WITHOUT SCRIPT IT WORKS ALL PERFECTLY ..
orokusaki wrote:yes only with a loaded script .. but I have about 20 different scripts / gampack and I find it quite impossible that with everyone I have this problem!
Interesting, because I've been trying reproduce the issue and here everything is working as expected.
Please indicate (or post here) one of the scripts you are using, so I can test using it to check.
Thanks.
ConsoleTuner Support Team
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J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Titan2-XIM APEX continue disconected..
I also use one of the gamepacks to scachi.. 4 the division game
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orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
- Code: Select all
#pragma METAINFO("MARCODIVISION", 1, 0, "")
#include <titanone.gph>
define R_SKILL = 3; // PS4 R1 / Xbox RB
define FIRE_BTN = 4; // PS4 R2 / Xbox RT
define R_Stick = 5; // PS4 R3 / Xbox RS
define L_SKILL = 6; // PS4 L1 / Xbox LB
define ADS_BTN = 7; // PS4 L2 / Xbox LT
define L_Stick = 8; // PS4 L3 / Xbox LS
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; // PS4 RY / Xbox RY
define L_X = 11; // PS4 LX / Xbox LX
define L_Y = 12; // PS4 LY / Xbox LY
define D_UP = 13; // PS4 UP / Xbox UP
define D_DOWN = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN = 18; // PS4 Circle / Xbox B
define COVER_BTN = 19; // PS4 Cross / Xbox A
define RELOAD_BTN = 20; // PS4 Square / Xbox X
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
// ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
// | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
// |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
//----------------------------------------------------------------------------------------------------------------------//
// PRIMARY WEAPON (or GREEN light):
// Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// Assault Rifle
int LW_M4_onoff = FALSE;
int BullFrog_onoff = FALSE;
int MDR_onoff = FALSE;
int WarlordAK_onoff = FALSE;
int CaduceusSCARL_onoff = FALSE;
//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or RED light):
// Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// ASSAULT RIFLE
int LW_M4_2_onoff = FALSE;
int BullFrog_2_onoff = FALSE;
int MDR_2_onoff = TRUE;
int WarlordAK_2_onoff = FALSE;
int CaduceusSCARL_2_onoff = FALSE;
//----------------------------------------------------------------------------------------------------------------------//
// Pistol setting (YELLOW light):
// RapidFire for Pistol
int RATE_OF_FIRE = 13; // Range: 1 to 25 RPS (Round/s)
//----------------------------------------------------------------------------------------------------------------------//
// AutoRun setting:
// Work better when in game option "Press to Sprint" is turned OFF
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON // FALSE = AutoRun OFF
//----------------------------------------------------------------------------------------------------------------------//
// Parkour setting:
// Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
int Parkour_onoff = FALSE; // TRUE = Parkour ON // FALSE = Parkour OFF
//----------------------------------------------------------------------------------------------------------------------//
// Strafe setting:
// Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
// Work better when in game option "Press to Sprint" is turned OFF
int Strafe_onoff = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
//----------------------------------------------------------------------------------------------------------------------//
// Swap Triggers setting:
int R1L1_onoff = FALSE; // FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
//----------------------------------------------------------------------------------------------------------------------//
// Inverted Axis setting:
// If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
int Axis_inverted = FALSE; // Set TRUE for Right Y axis inverted, esle set FALSE
//----------------------------------------------------------------------------------------------------------------------//
// AutoMark/Mark Targets setting:
int AutoMark_onoff = FALSE; // FALSE = AutoMark OFF // TRUE = AutoMark ON
//----------------------------------------------------------------------------------------------------------------------//
// Double Heal setting (Disable by befaut):
// Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
// If enable, tap the button YOU assign just below to take MedKit then Heal Skill
int Heal_BTN = L_SKILL; // set L_SKILL or R_SKILL
//----------------------------------------------------------------------------------------------------------------------//
// Fast MedKit setting:
// Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
int Fast_Medkit_onoff = FALSE; // TRUE = Fast Medkit ON // FALSE = Fast Medkit OFF
//----------------------------------------------------------------------------------------------------------------------//
// Fake Lone Star setting:
// Double tap PS4 square or Xbox X to reload then switch weapon
int Reload_Switch_onoff = FALSE; // TRUE = Fake Lone Star ON // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:
int Striker_onoff = FALSE; // TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
int Script_onoff; // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For device color
int Parkour; // For Parkour
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int scoped; // For Snipers
int S_Time1; // For Snipers
int S_Time2; // For Snipers
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo
//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |
main { // main start
//Switch Weapons + Panic Button
if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]
//Swap Triggers
if(R1L1_onoff) {
swap(3, 4); swap(6, 7);
}
//Script Enable/Disable mode (Script enable by defaut)
//Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
if(get_val(D_DOWN) && event_press(COVER_BTN)) {
Script_onoff=!Script_onoff;
}
if(!Script_onoff){ // Script Enable start
//Double Tap
if(Timer > 0) {
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}
//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
set_val(L_Stick, 100);
}
}
//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){
if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
Parkour = !Parkour;
}
if(Parkour) {
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
combo_run(AutoClimb);
}
}
}
//Strafe
//Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
if(event_press(CLIMB_BTN)) {
if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
Loop = !Loop;
}
}
if(Loop) {
combo_run(Strafe_v2);
}
else{combo_stop(Strafe_v2);
}
}
//Hair Trigger (always enable)
if(get_val(FIRE_BTN) > 0){
set_val(FIRE_BTN,100);
}
if(get_val(ADS_BTN) > 0){
set_val(ADS_BTN,100);
}
//Inverted Axis
if(Axis_inverted) {
set_val(R_Y, inv(get_val(R_Y)));
}
// AutoMark (Mark Targets)
if(AutoMark_onoff) {
if(get_val(ADS_BTN)) {
combo_run(MarkTargets);
}
}
//Double Heal (Disable by befaut)
//Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
//If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
if(get_val(D_DOWN) && event_press(Heal_BTN)) {
Heal_onoff=!Heal_onoff;
}
if(Heal_onoff) {
if(event_press(Heal_BTN)) {
set_val(Heal_BTN, 0);
combo_run(Heal);
}
}
//Fast MedKit
//Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
combo_run(MedKit);
}
}
//Fake Lone Star
if(Reload_Switch_onoff) {
if(event_press(RELOAD_BTN)) {
if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
combo_run(Reload);Switch=!Switch;
}
}
}
//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue
// Switch to side arm
if(event_press(Switch_button)) {
if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
Pistol_onoff = TRUE ; Switch = !Switch;
}
}
if(Pistol_onoff) { // Pistol start
ANTI_RECOIL = 30; // Pistol AntiRecoil
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);combo_run(RAPID_FIRE);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
} // Pistol end
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) { // NOT Pistol start
//_______________________________________________________________________________________________________________________//
if(!Switch) {
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green
//----------------------------------------------------- All Assault Rifle -----------------------------------------------//
if(LW_M4_onoff || BullFrog_onoff || MDR_onoff || WarlordAK_onoff || CaduceusSCARL_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(MDR);
}
if(combo_running(AntiRecoil)){ // If antirecoil run on
if(MDR_onoff) { // MDR on
combo_run(MDR);
} // MDR off
} // If antirecoil run off
} // Any AR off
//----------------------------------------------------- LW M4 part ------------------------------------------------------//
if(LW_M4_onoff){ // LWM4 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (20, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (40, 22); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (51, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (63, 38); // Recoil (NOT Striker value, Striker value)
}
}
} // LWM4 TRUE end
//----------------------------------------------------- BullFrog part ---------------------------------------------------//
if(BullFrog_onoff){ // BullFrog TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
}
}
} // BullFrog TRUE end
//----------------------------------------------------- MDR part --------------------------------------------------------//
if(MDR_onoff) { // MDR TRUE start
AR_Time_1 = 71; // Change this value if you add magazine with rate of fire
AR_Time_2 = 101; // Change this value if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
} // MDR TRUE end
//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
if(WarlordAK_onoff){ // Warlord/AK47 TRUE start
ANTI_RECOIL_LEFT = 5; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +950
Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
}
}
} // Warlord/AK47 TRUE end
//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
if(CaduceusSCARL_onoff){ // Caduceus/SCAR L TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +900
Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // Caduceus/SCAR L TRUE end
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//----------------------------------------------------- All Assault Rifle -----------------------------------------------//
if(LW_M4_2_onoff || BullFrog_2_onoff || MDR_2_onoff || WarlordAK_2_onoff || CaduceusSCARL_2_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(MDR);
}
if(combo_running(AntiRecoil)){ // If antirecoil run on
if(MDR_2_onoff) { // MDR on
combo_run(MDR);
} // MDR off
} // If antirecoil run off
} // Any AR off
//----------------------------------------------------- LW M4 part ------------------------------------------------------//
if(LW_M4_2_onoff){ // LWM4 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (20, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (40, 22); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (51, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (63, 38); // Recoil (NOT Striker value, Striker value)
}
}
} // LWM4 TRUE end
//----------------------------------------------------- BullFrog part ---------------------------------------------------//
if(BullFrog_2_onoff){ // BullFrog TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
}
}
} // BullFrog TRUE end
//----------------------------------------------------- MDR part --------------------------------------------------------//
if(MDR_2_onoff) { // MDR TRUE start
AR_Time_1 = 71; // Change this value if you add magazine with rate of fire
AR_Time_2 = 101; // Change this value if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
} // MDR TRUE end
//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
if(WarlordAK_2_onoff){ // Warlord/AK47 TRUE start
ANTI_RECOIL_LEFT = 5; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +950
Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
}
}
} // Warlord/AK47 TRUE end
//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
if(CaduceusSCARL_2_onoff){ // Caduceus/SCAR L TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +900
Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // Caduceus/SCAR L TRUE end
} //SECONDARY end
//_______________________________________________________________________________________________________________________//
} // NOT Pistol end
//_______________________________________________________________________________________________________________________//
if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
combo_stop(AntiRecoil);
}
} // Script Enable end
// COLOR INDICATION
if(Script_onoff) colourled(Blue);
else if(!Switch) colourled(Green);
else colourled(Red);
if(Pistol_onoff) colourled(Yellow);
} //main end
// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|
//----------------------------------------------------- Weapons combos -------------------------------------------------//
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo MDR { // RAPIDFIRE FOR MDR
wait(AR_Time_1);
set_val(FIRE_BTN, 0);
wait(AR_Time_2);
}
//----------------------------------------------------- Features combos -------------------------------------------------//
combo AutoClimb {
set_val(CLIMB_BTN, 100);
wait(500);
wait(200);
}
combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, 100);
set_val(L_Y, 50);
wait(750); // Time to run to the right
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, -100);
set_val(L_Y, 50);
wait(750); // Time to run to the left
}
combo MarkTargets {
set_val(D_UP, 100);
wait(50);
set_val(D_UP, 0);
wait(1000);
}
combo Heal {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
set_val(Heal_BTN, 100);
wait(15);
}
combo MedKit {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
}
combo Reload {
set_val(RELOAD_BTN,100);
wait(15);
set_val(Switch_button,0);
wait(700);
set_val(Switch_button,100);
wait(15);
}
//_______________________________________________________________________________________________________________________//
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}
// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
function Recoil (val1, val2) {
if(!Striker_onoff){
ANTI_RECOIL = val1;
}
if(Striker_onoff){
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//
function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}
else{
BTN_Tap = TRUE;
Timer = Time;
return FALSE;
}
}
//_______________________________________________________________________________________________________________________//
function colourled(Colour) { // COLOR LED function
static int lastcolor=255;
if (Colour == lastcolor) return;
lastcolor = Colour;
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
-
orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
however it doesn't work with scripts or gamepacks. always the same
-
orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
16 posts
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