Titan2-XIM APEX continue disconected..
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Re: Titan2-XIM APEX continue disconected..
Thank you for sending the script.
I would suggest (for optimization reasons and specially when using with XIM) to use native GPC2 scripts made for the Titan Two (not converted from the Titan One or other device).
Considering the Titan Two + XIM are working without problems when not having any script running on the Titan Two. Please try this edited version of the posted script. It was removed some parts which could potentially be the cause of the issue you are describing:
I would suggest (for optimization reasons and specially when using with XIM) to use native GPC2 scripts made for the Titan Two (not converted from the Titan One or other device).
Considering the Titan Two + XIM are working without problems when not having any script running on the Titan Two. Please try this edited version of the posted script. It was removed some parts which could potentially be the cause of the issue you are describing:
- 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));
}
*/
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Titan2-XIM APEX continue disconected..
OK thanks. I try and let you know
-
orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
https://www.sendspace.com/file/gypic5
thanks a lot now it works perfectly with the script you have fixed ... but with this I still have problems ... it disconnects again, and moreover if I press L3 to take the R3 key at the same time it does not work
thanks a lot now it works perfectly with the script you have fixed ... but with this I still have problems ... it disconnects again, and moreover if I press L3 to take the R3 key at the same time it does not work
-
orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: Titan2-XIM APEX continue disconected..
This is good, very happy to know the edited script worked.
Okay, the other script you posted I couldn't edit because it requires some include files I don't have. What you need to check is the functions that update the FFBs and LEDs, if called too often it seems to cause issue with XIM. In the first script above, what I did was just comment those kind of functions calls.
Okay, the other script you posted I couldn't edit because it requires some include files I don't have. What you need to check is the functions that update the FFBs and LEDs, if called too often it seems to cause issue with XIM. In the first script above, what I did was just comment those kind of functions calls.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Titan2-XIM APEX continue disconected..
J2Kbr wrote:This is good, very happy to know the edited script worked.
Okay, the other script you posted I couldn't edit because it requires some include files I don't have. What you need to check is the functions that update the FFBs and LEDs, if called too often it seems to cause issue with XIM. In the first script above, what I did was just comment those kind of functions calls.
You can find the script in the online resource: "The Division 1 - script rev2"
The script he has posted the link to is the same as it is available from the online resource. He only removed the online resource information from his file, no idea why. I run winmerge (diff) and it didn't show any other changes.
I am not aware of any issues with my codes usage of led or ffb. Please let me know if you find any issues its usage in this script.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Titan2-XIM APEX continue disconected..
I will download from Online Resources, thanks.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
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