MODzPACK script error
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MODzPACK script error
I dragged and dropped I also downloaded the script and tried to input that way but all I get is this.
GPC: ----- GPC Build: COD WWII MODzPACK.gpc -----
GPC: Preprocessor started.
GPC error: COD WWII MODzPACK.gpc(539): Can't open include file 'display.gph'
GPC: GPC Build ABORTED with 0 warning(s) and 1 error(s).
GPC: ----- GPC Build: COD WWII MODzPACK.gpc -----
GPC: Preprocessor started.
GPC error: COD WWII MODzPACK.gpc(539): Can't open include file 'display.gph'
GPC: GPC Build ABORTED with 0 warning(s) and 1 error(s).
Last edited by MAC on Sat Aug 11, 2018 4:43 am, edited 1 time in total.
-
MAC - Master Sergeant
- Posts: 39
- Joined: Fri Apr 13, 2018 7:13 pm
Re: ODzPACK script error
Have you updated your Titan Two? Shouldn't have a problem because that header file is Gtuners. Unless maybe needing a SD card to store it. Do you have one in the Titan configured?
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: ODzPACK script error
Yea I formatted my SD. Other scripts work but not the MODz. Update 1.0.2.68 and I pressed config.
-
MAC - Master Sergeant
- Posts: 39
- Joined: Fri Apr 13, 2018 7:13 pm
Re: MODzPACK script error
Try drag and drop in a slot and open interactive configurations to see if you can save and run....
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: MODzPACK script error
When I drop it the error comes up so it doesn't show up on the slot. Here's an example of one that doesn't work. Im using the Titan Two.
GPC: ----- GPC Build: Call Of Duty MODzPACK.gpc -----
GPC: Preprocessor started.
GPC error: Call Of Duty MODzPACK.gpc(462): Can't open include file 'display.gph'
GPC: GPC Build ABORTED with 0 warning(s) and 1 error(s).
GPC: ----- GPC Build: Call Of Duty MODzPACK.gpc -----
GPC: Preprocessor started.
GPC error: Call Of Duty MODzPACK.gpc(462): Can't open include file 'display.gph'
GPC: GPC Build ABORTED with 0 warning(s) and 1 error(s).
- Code: Select all
#pragma METAINFO("Call Of Duty MODzPACK", 1, 0, "bonefisher")
/*******************************************************************************
<cfgdesc>
[Call Of Duty MODzPACK: click on category for settings:]
color = #349510
control = info
[Game Runtime Operations:]
color = #349510
shortdesc = <<<MULTILINE
Applying to weapon selection in interactive configurations.
Quickest way to set up the sps setting of the weapon is to
apply 3 bullets in the shots per burst then give a test to
match the sps with the perfect 3 shot burst. If using
automatic weapons don't check enable rapid fire but still
do setting for sps, shots per burst if using. Make sure to
Save and Run.
Using D-Pad Left and D-Pad Right tap release within
300ms to engage the use of this for in game and hold
pass 300ms to activate/ deactivate mods. Holding pass
300ms will block buttons being passed thru to console
letting you to adjust and turn on/off mods.
Runtime Operations:
Weapons Track Switching: Tap Weapon Switch [] less than
250ms back and fourth for Primary = Red LED display(1)
and Secondary = Yellow LED display(2) If get on wrong
side hold Weapon Switch[] 250ms long and release to
reset tracking. If you get on wrong weapon choice
reset track by double tapping D-Pad Down [].
Adjusting SPS: Hold D-Pad Right [] + tap R1/RB []
for + value to sps and tap L1/LB [] for - value to sps.
Release D-Pad Right [] to get output print of 1~20 value.
Adjusting Ant-Recoil: Hold D-Pad Right [] + tap Face []s
in direction that you need to pull weapon towards.
Example:if weapon is rising when firing tap Cross/ A.
Rapid Fire: Hold D-Pad Left [] + Fire trigger [\.
Activate by holding fire trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Rapid Fire.
Anti Recoil: Hold D-Pad Left [] + PS/ Xbox button [].
Activate by firing trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Anti-Recoil.
Auto Fire Option: Hold D-Pad Left [] + Share/ View [].
Activate by fire trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Auto Fire on ADS Trigger.
Auto ADS Option: Hold D-Pad Left [] + Option/ Menu [].
Activate by fire trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Auto ADS on Fire Trigger.
Left Trigger Fire Option: Hold D-Pad Left [] + Switch button [].
Activate by holding ADS Trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Rapid Fire on ADS Trigger.
Left Trigger MODz Option: Hold D-Pad Left [] + L1/ LB [}.
Activate by ADS Trigger.
Display # 0 = Disable MODz
Display # 1 = Enable LT Crouch Shot.
Display # 2 = Enable LT Crouch Shot / RT Drop Shot.
Display # 3 = Enable LT Drop Shot / Cancel when Firing.
Right Trigger MODz Option: Hold D-Pad Left [] + R1/ RB [}.
Activate by Fire Trigger.
Display # 0 = Disable MODz
Display # 1 = Enable Crouch Shot.
Display # 2 = Enable Drop Shot / Block when ADS.
Display # 3 = Enable Jump Shot Crouch / Block when ADS.
Display # 4 = Enable Jump Shot Drop / Block when ADS.
Quick Scope Option: Hold D-Pad Left [] + Aim trigger [\.
Activate by quick tap ADS trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable quick scope or breath.
Display # 2 = Enable pressure sensitive breath engagement.
Display # 3 = Enable both quick scope and pressure sensitive breath engagement.
Sprint Option: Hold D-Pad Left [] + Sprint button [].
Activate walk holding forward left stick then release and hold forward to sprint
Display # 0 = Disable MODz
Display # 1 = Enable Walk / One Time Cycle Sprint.
Display # 2 = Enabled Walk / Sprint sensitivity.
Display # 3 = Enabled Sprint double forward press.
Turbo Melee Option: Hold D-Pad Left [] + Melee button [].
Activate by Melee button.
Display # 0 = Disable MODz
Display # 1 = Hold for normal press or double tap for turbo melee.
Display # 2 = Hold for turbo melee or double tap for normal press.
Superman Drop Option: Hold D-Pad Left [] + Drop button [].
Activate by button options.
Display # 0 = Disable MODz
Display # 1 = Enable Superman Drop on left stick click.
Display # 2 = Enable Superman Drop on left bumper.
Display # 3 = Enable Superman Drop on right bumber.
Jump Option: Hold D-Pad Left [] + Jump button [].
Activate by button options.
Display # 0 = Disable MODz
Display # 1 = Enable Double Jump on Jump button.
MULTILINE
collapsible = 2
[Primary Weapon Options:]
color = #349510
collapsible = 2
[Primary Weapon: Rapid Fire]
group = true
shortdesc = <font color="black">Rapid Fire Option: Disable for Automatics.</font>
byteoffset = 0
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable for Semi-Auto or Burst Weapons.
[Primary Weapon: SPS Setting]
group = true
shortdesc = <font color="green">Set Shots Per Second: Adjustable 1 ~ 20 sps</font>
byteoffset = 1
bitsize = 32
control = spinbox
default = 5
minimum = 1
maximum = 20
step = 1
[Primary Weapon: Shots Per Tap]
group = true
shortdesc = <font color="green">Set Shots Per Quick Tap Burst:</font>
byteoffset = 5
bitsize = 32
control = spinbox
default = 0
minimum = 0
maximum = 50
step = 1
[Primary Weapon: Anti Recoil MODz]
group = true
shortdesc = <font color="black">Primary Weapon: Anti-Recoil Option.</font>
byteoffset = 9
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Anti-Recoil
[Primary Weapon: Anti Recoil Vertical Force]
group = true
shortdesc = <font color="green">Anti-Recoil Vertical Pull Force Compensation:</font>
byteoffset = 10
bitsize = 32
control = spinboxf
default = 26000000
minimum = -100000000
maximum = 100000000
step = 500000
[Primary Weapon: Anti Recoil Horizontal Force]
group = true
shortdesc = <font color="green">Anti-Recoil Horizontal Pull Force Compensation:</font>
byteoffset = 14
bitsize = 32
control = spinboxf
default = 0000000
minimum = -100000000
maximum = 100000000
step = 500000
[Primary Weapon: Auto ADS]
group = true
shortdesc = <font color="green">Auto ADS Option.</font>
byteoffset = 18
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto ADS on Fire Trigger.
[Primary Weapon: Auto Fire]
group = true
shortdesc = <font color="green">Auto Fire Option.</font>
byteoffset = 19
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto Fire on ADS Trigger.
[Primary Weapon: Akimbo's]
group = true
shortdesc = <font color="green">Left Trigger Fire Option.</font>
byteoffset = 20
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Rapid Fire on ADS Trigger.
[Primary Weapon: Left Trigger MODz]
group = true
shortdesc = <font color="green">Left Trigger MODz Option:</font>
byteoffset = 21
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable LT Crouch Shot.
item = Enable LT Crouch Shot / RT Drop Shot.
item = Enable LT Drop Shot / Cancel when Firing.
[Primary Weapon: Right Trigger MODz]
group = true
shortdesc = <font color="green">Right Trigger MODz Option:</font>
byteoffset = 22
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Crouch Shot.
item = Enable Drop Shot / Block when ADS.
item = Enable Jump Shot Crouch / Block when ADS.
item = Enable Jump Shot Drop / Block when ADS.
[Quick Scope Options:]
group = true
shortdesc = <font color="green">Quick Scope option.</font>
byteoffset = 23
bitsize = 8
control = radiobox
default = 0
item = Disabled Mod
item = Enable quick scope or breath.
item = Enable pressure sensitive breath engagement.
item = Enable both quick scope and pressure sensitive breath engagement.
[Quick Scope Adjustable Setting]
group = true
shortdesc = <font color="green">Quick Scope Adjustable Setting:</font>
byteoffset = 24
bitsize = 32
control = spinbox
default = 320
minimum = 25
maximum = 1000
step = 1
[Secondary Weapon Options:]
color = #349510
collapsible = 2
[Secondary Weapon: Rapid Fire]
group = true
shortdesc = <font color="black">Rapid Fire Option: Disable for Automatics.</font>
byteoffset = 28
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable for Semi-Auto or Burst Weapons.
[Secondary Weapon: SPS Setting]
group = true
shortdesc = <font color="green">Set Shots Per Second: Adjustable 1 ~ 20 sps</font>
byteoffset = 29
bitsize = 32
control = spinbox
default = 12
minimum = 1
maximum = 20
step = 1
[Secondary Weapon: Shots Per Tap]
group = true
shortdesc = <font color="green">Set Shots Per Quick Tap Burst:</font>
byteoffset = 33
bitsize = 32
control = spinbox
default = 0
minimum = 0
maximum = 50
step = 1
[Secondary Weapon: Anti Recoil MODz]
group = true
shortdesc = <font color="black">Primary Weapon: Anti-Recoil Option.</font>
byteoffset = 37
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Anti-Recoil
[Secondary Weapon: Anti Recoil Vertical Force]
group = true
shortdesc = <font color="green">Anti-Recoil Vertical Pull Force Compensation:</font>
byteoffset = 38
bitsize = 32
control = spinboxf
default = 26000000
minimum = -100000000
maximum = 100000000
step = 500000
[Secondary Weapon: Anti Recoil Horizontal Force]
group = true
shortdesc = <font color="green">Anti-Recoil Horizontal Pull Force Compensation:</font>
byteoffset = 42
bitsize = 32
control = spinboxf
default = 0000000
minimum = -100000000
maximum = 100000000
step = 500000
[Secondary Weapon: Auto ADS]
group = true
shortdesc = <font color="green">Auto ADS Option.</font>
byteoffset = 46
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto ADS on Fire Trigger.
[Secondary Weapon: Auto Fire]
group = true
shortdesc = <font color="green">Auto Fire Option.</font>
byteoffset = 47
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto Fire on ADS Trigger.
[Secondary Weapon: Akimbo's]
group = true
shortdesc = <font color="green">Left Trigger Fire Option.</font>
byteoffset = 48
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Rapid Fire on ADS Trigger.
[Secondary Weapon: Left Trigger MODz]
group = true
shortdesc = <font color="green">Left Trigger MODz Option:</font>
byteoffset = 49
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Crouch Shot.
item = Enable LT Crouch Shot / RT Drop Shot.
item = Enable LT Drop Shot / Cancel when Firing.
[Secondary Weapon: Right Trigger MODz]
group = true
shortdesc = <font color="green">Right Trigger MODz Option:</font>
byteoffset = 50
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Crouch Shot.
item = Enable Drop Shot / Block when ADS.
item = Enable Jump Shot Crouch / Block when ADS.
item = Enable Jump Shot Drop / Block when ADS.
[Sprint Option:]
color = #349510
collapsible = 2
[Sprint:]
group = true
shortdesc = <font color="green">Sprint Option.</font>
byteoffset = 51
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Walk / One Time Cycle Sprint.
item = Enabled Walk / Sprint sensitivity.
item = Enabled Sprint double forward press.
[Turbo Melee Option:]
color = #349510
collapsible = 2
[TURBO MELEE MODz]
group = true
shortdesc = <font color="green">Options for Turbo Melee.</font>
byteoffset = 52
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Hold for normal press or double tap for turbo melee.
item = Hold for turbo melee or double tap for normal press.
[Superman Drop Option:]
color = #349510
collapsible = 2
[Superman Drop MODz]
group = true
shortdesc = <font color="green">Options for Superman Drop.</font>
byteoffset = 53
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Superman Drop on left stick click.
item = Enable Superman Drop on left bumper.
item = Enable Superman Drop on right bumber.
[Double Jump Option:]
color = #349510
collapsible = 2
[Double Jump MODz]
group = true
shortdesc = <font color="green">Double jump option.</font>
byteoffset = 54
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable double jump
[Double jump timing]
group = true
shortdesc = <font color="green">Double jump timing:</font>
byteoffset = 58
bitsize = 32
control = spinbox
default = 160
minimum = 0
maximum = 2000
step = 1
</cfgdesc>
*******************************************************************************/
#include <display.gph>
#define WEAPON_0 0
#define WEAPON_1 1
#define TAP_SPEED 250
bool p_toggle;
int p_tap_fire;
uint32 p_sps;
uint32 p_burst;
bool p_recoil;
bool stop_anti_recoil;
fix32 anti_precoil_V;
fix32 anti_precoil_H;
fix32 RY;
fix32 RX;
bool p_ads;
bool p_fire;
bool p_akimbo;
uint8 p_lt;
uint8 p_rt;
uint8 scope;
uint32 QuickScopeAdjustment;
bool s_toggle;
int s_tap_fire;
uint32 s_sps;
uint32 s_burst;
bool s_recoil;
fix32 anti_srecoil_V;
fix32 anti_srecoil_H;
bool s_ads;
bool s_fire;
bool s_akimbo;
uint8 s_lt;
uint8 s_rt;
uint8 crouchShot;
uint8 dropShot;
uint8 jumpcrouchShot;
uint8 jumpdropShot;
uint8 jumpShot;
uint8 sprint;
bool run_flag;
uint8 turbo_melee;
bool fast_melee;
bool doubletap_stage = 0;
bool doubletap_timing;
bool toggle;
uint8 superman;
bool double_jump;
bool doublejump_ready;
uint32 DoubleJumpTiming;
uint8 weapon = 0;
uint32 IND[] = {
_0_, // 0
_1_, // 1
_2_, // 2
_3_, // 3
_4_, // 4
_5_ // 5
};
init
{
pmem_load();
p_toggle = (pmem_read(0) >> 7) & 0b1;
pmem_read(1, &p_sps);
pmem_read(5, &p_burst);
p_recoil = (pmem_read(9) >> 7) & 0b1;
pmem_read(10, &anti_precoil_V);
pmem_read(14, &anti_precoil_H);
p_ads = (pmem_read(18) >> 7) & 0b1;
p_fire = (pmem_read(19) >> 7) & 0b1;
p_akimbo = (pmem_read(20) >> 7) & 0b1;
p_lt = pmem_read(21);
p_rt = pmem_read(22);
scope = pmem_read(23);
pmem_read(24, &QuickScopeAdjustment);
s_toggle = (pmem_read(28) >> 7) & 0b1;
pmem_read(29, &s_sps);
pmem_read(33, &s_burst);
s_recoil = (pmem_read(37) >> 7) & 0b1;
pmem_read(38, &anti_srecoil_V);
pmem_read(42, &anti_srecoil_H);
s_ads = (pmem_read(46) >> 7) & 0b1;
s_fire = (pmem_read(47) >> 7) & 0b1;
s_akimbo = (pmem_read(48) >> 7) & 0b1;
s_lt = pmem_read(49);
s_rt = pmem_read(50);
sprint = pmem_read(51);
turbo_melee = pmem_read(52);
superman = pmem_read(53);
double_jump = (pmem_read(54) >> 7) & 0b1;
pmem_read(58, &DoubleJumpTiming);
p_tap_fire = p_burst * 1000/p_sps;
s_tap_fire = s_burst * 1000/s_sps;
set_weapon(weapon);
}
main
{
//--------------------------WEAPON-SWITCHING----------------------------------//
if(!is_active(BUTTON_12) && !is_active(BUTTON_13) &&
event_release(BUTTON_14) && time_active(BUTTON_14) < 250) {
if(weapon == WEAPON_0) set_weapon(WEAPON_1);
else if(weapon == WEAPON_1) set_weapon(WEAPON_0);
}
//--------------------------RESET-WEAPON-TRACK--------------------------------//
if(!is_active(BUTTON_12) && !is_active(BUTTON_13) &&
event_active(BUTTON_11) && time_release(BUTTON_11) < 250) {
set_weapon(WEAPON_0);
}
//----------------------------------------------------------------------------//
set_val(BUTTON_12, 0.0);
if(event_release(BUTTON_12) && time_active(BUTTON_12) < 300) {
combo_run(D_Left);
}
set_val(BUTTON_13, 0.0);
if(event_release(BUTTON_13) && time_active(BUTTON_13) < 300) {
combo_run(D_Right);
}
set_val(BUTTON_11, 0.0);
if(event_release(BUTTON_11) && time_active(BUTTON_11) < 300) {
combo_run(D_Down);
}
switch(weapon) {
case WEAPON_0: {
//---------------------------ADJUSTING-RAPID-FIRE-----------------------------//
if(event_release(BUTTON_13) && time_active(BUTTON_13) > 300) {
printf("fire_option: %d", p_toggle);
printf("shot_per_second: %d", p_sps);
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_4, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_4)){
p_sps = p_sps + 1;
if(p_sps > 20) p_sps = 20;
pmem_write(1, p_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_7, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_7)){
p_sps = p_sps - 1;
if(p_sps < 1) p_sps = 1;
pmem_write(1, p_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_16, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_16)){
anti_precoil_V = anti_precoil_V + 1.0;
pmem_write(10, anti_precoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_14, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_14)){
anti_precoil_V = anti_precoil_V - 1.0;
pmem_write(10, anti_precoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_15, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_15)){
anti_precoil_H = anti_precoil_H + 1.0;
pmem_write(14, anti_precoil_H);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_17, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_17)){
anti_precoil_H = anti_precoil_H - 1.0;
pmem_write(14, anti_precoil_H);
pmem_save();
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_5, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_5)) {
if(p_toggle == 0) {
p_toggle = 1;
display (1);
}else if(p_toggle == 1) {
p_toggle = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_1, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_1)) {
if(p_recoil == 0) {
p_recoil = 1;
display (1);
}else if(p_recoil == 1) {
p_recoil = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_3, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_3)) {
if(p_ads == 0) {
p_ads = 1;
display (1);
}else if(p_ads == 1) {
p_ads = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_2, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_2)) {
if(p_fire == 0) {
p_fire = 1;
display (1);
}else if(p_fire == 1) {
p_fire = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_14, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_14)) {
if(p_akimbo == 0) {
p_akimbo = 1;
display (1);
}else if(p_akimbo == 1) {
p_akimbo = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_7, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_7)) {
if(p_lt == 0) {
p_lt = 1;
display (1);
}else if(p_lt == 1) {
p_lt = 2;
display (2);
}else if(p_lt == 2) {
p_lt = 3;
display (3);
}else if(p_lt == 3) {
p_lt = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_4, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_4)) {
if(p_rt == 0) {
p_rt = 1;
display (1);
}else if(p_rt == 1) {
p_rt = 2;
display (2);
}else if(p_rt == 2) {
p_rt = 3;
display (3);
}else if(p_rt == 3) {
p_rt = 4;
display (4);
}else if(p_rt == 4) {
p_rt = 0;
display (0);
}
}
}
if(p_toggle == 0) {
if(get_actual(BUTTON_5)) {
if(p_ads == 1) {set_val(BUTTON_8, 100.0);}
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= p_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(p_toggle == 1) {
if(get_actual(BUTTON_5)) {
if(p_ads == 1) {set_val(BUTTON_8, 100.0);}
p_turbo(BUTTON_5);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= p_tap_fire) {
p_turbo(BUTTON_5);
}
}
if(p_toggle == 0 && p_fire == 1) {
if(get_actual(BUTTON_8)) {
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= p_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(p_toggle == 1 && p_fire == 1) {
if(get_actual(BUTTON_8)) {
p_turbo(BUTTON_5);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= p_tap_fire) {
p_turbo(BUTTON_5);
}
}
if(p_akimbo == 1 && get_actual(BUTTON_8)) {
p_turbo(BUTTON_8);
}
if(p_recoil == 1) {
if(abs(get_actual(STICK_1_X)) > 25.0) {
stop_anti_recoil = 0;
}else{
stop_anti_recoil = 1;
}
if(get_actual(BUTTON_5))
{
if(stop_anti_recoil == 1)
{
AntiRecoil(STICK_1_Y, anti_precoil_V);
AntiRecoil(STICK_1_X, anti_precoil_H);
}
}
}
if(p_lt == 1) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(p_lt == 2) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(p_lt == 3) {
if(!get_actual(BUTTON_5) && event_active(BUTTON_8)) {
++dropShot;
} else if(!get_actual(BUTTON_5) && event_release(BUTTON_8)) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(p_rt == 1) {
if(event_active(BUTTON_5)) {
++crouchShot;
}else if(event_release(BUTTON_5)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(p_rt == 2) {
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(p_rt == 3) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpcrouchShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpCrouchshoT && jumpcrouchShot) { combo_run(JumpCrouchshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
if(p_rt == 4) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpdropShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpDropshoT && jumpdropShot) { combo_run(JumpDropshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_8, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_8)) {
if(scope == 0) {
scope = 1;
display (1);
}else if(scope == 1) {
scope = 2;
display (2);
}else if(scope == 2) {
scope = 3;
display (3);
}else if(scope == 3) {
scope = 0;
display (0);
}
}
}
if(scope == 1) {
if(event_release(BUTTON_8) && time_active(BUTTON_8) < 300) {
combo_run(QuickScope);
}else if(get_val(BUTTON_8) && time_active(BUTTON_8) > 300) {
combo_run(sniper_breath);
} else {
combo_stop(sniper_breath);
}
}
if(scope == 2) {
if(get_val(BUTTON_8) > 5.0 && get_val(BUTTON_8) < 99.0) {
set_val(BUTTON_8, 99.0);
combo_stop(sniper_breath);
}else if(get_val(BUTTON_8) > 99.0) {
set_val(BUTTON_8, 100.0);
combo_run(sniper_breath);
}
}
if(scope == 3) {
if(event_release(BUTTON_8) && time_active(BUTTON_8) < 300) {
combo_run(QuickScope);
}else if(get_val(BUTTON_8) && time_active(BUTTON_8) > 300) {
combo_run(sniper_breath);
} else {
combo_stop(sniper_breath);
}
if(get_val(BUTTON_8) > 5.0 && get_val(BUTTON_8) < 99.0) {
set_val(BUTTON_8, 99.0);
combo_stop(sniper_breath);
}else if(get_val(BUTTON_8) > 99.0) {
set_val(BUTTON_8, 100.0);
combo_run(sniper_breath);
}
}
} break;
case WEAPON_1: {
if(event_release(BUTTON_13) && time_active(BUTTON_13) > 300) {
printf("fire_option: %d", s_toggle);
printf("shot_per_second: %d", s_sps);
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_4, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_4)){
s_sps = s_sps + 1;
if(s_sps > 20) s_sps = 20;
pmem_write(10, s_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_7, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_7)){
s_sps = s_sps - 1;
if(s_sps < 1) s_sps = 1;
pmem_write(10, s_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_16, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_16)){
anti_srecoil_V = anti_srecoil_V + 1.0;
pmem_write(31, anti_srecoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_14, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_14)){
anti_srecoil_V = anti_srecoil_V - 1.0;
pmem_write(31, anti_srecoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_15, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_15)){
anti_srecoil_H = anti_srecoil_H + 1.0;
pmem_write(35, anti_srecoil_H);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_17, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_17)){
anti_srecoil_H = anti_srecoil_H - 1.0;
pmem_write(35, anti_srecoil_H);
pmem_save();
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_5, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_5)) {
if(s_toggle == 0) {
s_toggle = 1;
display (1);
}else if(s_toggle == 1) {
s_toggle = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_1, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_1)) {
if(s_recoil == 0) {
s_recoil = 1;
display (1);
}else if(s_recoil == 1) {
s_recoil = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_3, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_3)) {
if(s_ads == 0) {
s_ads = 1;
display (1);
}else if(s_ads == 1) {
s_ads = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_2, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_2)) {
if(s_fire == 0) {
s_fire = 1;
display (1);
}else if(s_fire == 1) {
s_fire = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_14, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_14)) {
if(s_akimbo == 0) {
s_akimbo = 1;
display (1);
}else if(s_akimbo == 1) {
s_akimbo = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_7, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_7)) {
if(s_lt == 0) {
s_lt = 1;
display (1);
}else if(s_lt == 1) {
s_lt = 2;
display (2);
}else if(s_lt == 2) {
s_lt = 3;
display (3);
}else if(s_lt == 3) {
s_lt = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_4, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_4)) {
if(s_rt == 0) {
s_rt = 1;
display (1);
}else if(s_rt == 1) {
s_rt = 2;
display (2);
}else if(s_rt == 2) {
s_rt = 3;
display (3);
}else if(s_rt == 3) {
s_rt = 4;
display (4);
}else if(s_rt == 4) {
s_rt = 0;
display (0);
}
}
}
if(s_toggle == 0) {
if(get_actual(BUTTON_5)) {
if(s_ads == 1) {set_val(BUTTON_8, 100.0);}
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= s_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(s_toggle == 1) {
if(get_actual(BUTTON_5)) {
if(s_ads == 1) {set_val(BUTTON_8, 100.0);}
s_turbo(BUTTON_5);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= s_tap_fire) {
s_turbo(BUTTON_5);
}
}
if(s_toggle == 0 && s_fire == 1) {
if(get_actual(BUTTON_8)) {
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= s_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(s_toggle == 1 && s_fire == 1) {
if(get_actual(BUTTON_8)) {
s_turbo(BUTTON_5);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= s_tap_fire) {
s_turbo(BUTTON_5);
}
}
if(s_akimbo == 1 && get_actual(BUTTON_8)) {
s_turbo(BUTTON_8);
}
if(s_recoil == 1) {
if(abs(get_actual(STICK_1_X)) > 25.0) {
stop_anti_recoil = 0;
}else{
stop_anti_recoil = 1;
}
if(get_actual(BUTTON_5))
{
if(stop_anti_recoil == 1)
{
AntiRecoil(STICK_1_Y, anti_srecoil_V);
AntiRecoil(STICK_1_X, anti_srecoil_H);
}
}
}
if(s_lt == 1) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(s_lt == 2) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(s_lt == 3) {
if(!get_actual(BUTTON_5) && event_active(BUTTON_8)) {
++dropShot;
} else if(!get_actual(BUTTON_5) && event_release(BUTTON_8)) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(s_rt == 1) {
if(event_active(BUTTON_5)) {
++crouchShot;
}else if(event_release(BUTTON_5)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(s_rt == 2) {
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(s_rt == 3) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpcrouchShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpCrouchshoT && jumpcrouchShot) { combo_run(JumpCrouchshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
if(s_rt == 4) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpdropShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpDropshoT && jumpdropShot) { combo_run(JumpDropshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
} break;
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_9, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_9)) {
if(sprint == 0) {
sprint = 1;
display (1);
}else if(sprint == 1) {
sprint = 2;
display (2);
}else if(sprint == 2) {
sprint = 3;
display (3);
}else if(sprint == 3) {
sprint = 0;
display (0);
}
}
}
if(sprint == 1) {
if(run_flag) {
if(get_val(STICK_2_Y) != -80.0 && time_active(STICK_2_Y) < 300) {
combo_run(EasySprint);
}else {
run_flag = 0;
}
}else if(get_val(STICK_2_Y) != -80.0 && get_val(STICK_2_Y) <= -80.0 && time_active(STICK_2_Y) < 110) {
run_flag = 1;
}
if(get_actual(BUTTON_5) || get_actual(BUTTON_8)) combo_stop(EasySprint);
if(get_actual(BUTTON_17)) run_flag = 0;
}
if(sprint == 2) {
if(run_flag) {
if(get_val(STICK_2_Y) != -80.0 && get_val(STICK_2_Y) <= -80.0) {
combo_run(TwoEasySprint);
}else {
run_flag = 0;
}
}else if(get_val(STICK_2_Y) != -80.0 && get_val(STICK_2_Y) <= -80.0 && time_active(STICK_2_Y) < 110) {
run_flag = 1;
}
if(get_actual(BUTTON_5) || get_actual(BUTTON_8)) combo_stop(TwoEasySprint);
if(get_actual(BUTTON_17)) run_flag = 0;
}
if(sprint == 3) {
if(toggle && get_val(STICK_2_Y) < -75.0) combo_run(TwoEasySprint);
if(doubletap_stage == 0) {
if(get_val(STICK_2_Y) < -75.0) doubletap_stage = 1;
} else if(doubletap_stage == 1) {
if(get_val(STICK_2_Y) >= -75.0) { doubletap_timing = 0; doubletap_stage = 2; }
} else if(doubletap_stage == 2) {
if(get_val(STICK_2_Y) < -75.0) { doubletap_stage = 1; toggle = !toggle; }
doubletap_timing = doubletap_timing + elapsed_time();
if(doubletap_timing > TAP_SPEED) doubletap_stage = 0;
}
if(event_active(BUTTON_17)) { toggle = 0; }
if(get_actual(BUTTON_8)) { combo_stop(TwoEasySprint); }
if(get_actual(BUTTON_5)) { combo_stop(TwoEasySprint); }
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_6, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_6)) {
if(turbo_melee == 0) {
turbo_melee = 1;
display (1);
}else if(turbo_melee == 1) {
turbo_melee = 2;
display (2);
}else if(turbo_melee == 2) {
turbo_melee = 0;
display (0);
}
}
}
if(turbo_melee == 1) {
if(fast_melee) {
if(get_val(BUTTON_6)) {
combo_run(melee);
}else {
fast_melee = 0;
}
}else if(event_active(BUTTON_6) && time_release(BUTTON_6) < 140) {
fast_melee = 1;
}
}
if(turbo_melee == 2) {
if(get_actual(BUTTON_6)) {
combo_run(melee);
}else if(event_release(BUTTON_6)) {
combo_stop(melee);
}
if(event_active(BUTTON_6) && time_release(BUTTON_6) < 140) {
fast_melee = !fast_melee;
}else if(event_release(BUTTON_6) && time_active(BUTTON_6) <= 140) {
fast_melee = !fast_melee;
}
if(fast_melee) {
if(get_actual(BUTTON_6)) {
combo_stop(melee);
set_val(BUTTON_6, 100.0);
}else if(event_release(BUTTON_6)) {
fast_melee = FALSE;
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_7, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_15)) {
if(superman == 0) {
superman = 1;
display (1);
}else if(superman == 1) {
superman = 2;
display (2);
}else if(superman == 2) {
superman = 3;
display (3);
}else if(superman == 3) {
superman = 0;
display (0);
}
}
}
if(superman == 1) {
if(event_active(BUTTON_9)) {
set_val(BUTTON_9, 0.0);
combo_run(super_drop);
}
}
if(superman == 2) {
if(event_active(BUTTON_7)) {
set_val(BUTTON_7, 0.0);
combo_run(super_drop);
}
}
if(superman == 3) {
if(event_active(BUTTON_4)) {
set_val(BUTTON_4, 0.0);
combo_run(super_drop);
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_16, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_16)) {
if(double_jump == 0) {
double_jump = 1;
display (1);
}else if(double_jump == 1) {
double_jump = 0;
display (0);
}
}
}
if(double_jump == 1) {
if(event_active(BUTTON_16)) {
if(time_release(BUTTON_16) >= (2*DoubleJumpTiming)) {
doublejump_ready = !FALSE;
}
} else if(event_release(BUTTON_16)) {
doublejump_ready = FALSE;
}
if(doublejump_ready
&& time_active(BUTTON_16) < DoubleJumpTiming
&& time_active(BUTTON_16) >= 40) {
set_val(BUTTON_16, 0.0);
}
}
}
combo D_Left
{
set_val(BUTTON_12, 100.0);
wait(300);
}
combo D_Right
{
set_val(BUTTON_13, 100.0);
wait(300);
}
combo D_Down
{
set_val(BUTTON_11, 100.0);
wait(300);
}
combo CrouchshoT {
set_val(STICK_2_Y, 0.0);
wait(20);
set_val(STICK_2_Y, 0.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(60);
wait(80);
--crouchShot;
}
combo DropshoT {
set_val(STICK_2_Y, 25.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(380);
wait(100);
--dropShot;
}
combo JumpCrouchshoT {
set_val(BUTTON_16, 100.0);
wait(240);
set_val(STICK_2_Y, 0.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(60);
wait(100);
--jumpcrouchShot;
}
combo JumpDropshoT {
set_val(BUTTON_16, 100.0);
wait(240);
set_val(STICK_2_Y, 0.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(380);
wait(100);
--jumpdropShot;
}
combo JumpshoT {
set_val(BUTTON_16, 100.0);
wait(380);
wait(100);
--jumpShot;
}
combo EasySprint
{
set_val(BUTTON_9, 0.0);
wait(200);
set_val(BUTTON_9, 100.0);
wait(200);
}
combo TwoEasySprint
{
set_val(BUTTON_9, 100.0);
wait(80);
set_val(BUTTON_9, 0.0);
wait(80);
set_val(BUTTON_9, 0.0);
}
combo QuickScope
{
set_val(BUTTON_5, 0.0);
set_val(BUTTON_8, 100.0);
wait(QuickScopeAdjustment);
set_val(BUTTON_5, 100.0);
set_val(BUTTON_8, 100.0);
wait(40);
}
combo sniper_breath
{
set_val(BUTTON_9, 100.0);
wait(10);
set_val(BUTTON_9, 100.0);
}
combo melee
{
set_val(BUTTON_6, 100.0);
wait(40);
set_val(BUTTON_6, 0.0);
wait(40);
set_val(BUTTON_6, 0.0);
}
combo super_drop {
set_val(BUTTON_15, 100.0);
wait(1000);
set_val(BUTTON_15, 0.0);
}
void p_turbo(uint8 button)
{
uint32 rate = 1000 / p_sps;
uint32 hold = rate / 2 ;
uint32 ta = time_active(button);
set_val(button, 100.0);
while(ta > rate) {
ta -= rate;
}
p_tap_fire = p_burst * rate;
if(ta > hold) {
set_val(button, 0.0);
}
}
void s_turbo(uint8 button)
{
uint32 rate = 1000 / s_sps;
uint32 hold = rate / 2 ;
uint32 ta = time_active(button);
set_val(button, 100.0);
while(ta > rate) {
ta -= rate;
}
s_tap_fire = s_burst * rate;
if(ta > hold) {
set_val(button, 0.0);
}
}
void AntiRecoil (uint8 axis, fix32 recoil)
{
RY = get_actual(STICK_1_Y);
RX = get_actual(STICK_1_X);
if ((sqrt(RX*RX + RY*RY)) <= abs(recoil))
{
if(abs(RY) <= abs(recoil))
{
set_val(axis,(recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_val(axis));
}
}
}
void set_weapon(uint8 new_weapon)
{
weapon = new_weapon;
// Set LED
switch(weapon) {
case WEAPON_0: { // RED LED
led_set(LED_1, 0.0, 0);
led_set(LED_2, 100.0, 0);
led_set(LED_3, 0.0, 0);
led_set(LED_4, 0.0, 0);
display(1);
} break;
case WEAPON_1: { // YELLOW LED
led_set(LED_1, 0.0, 0);
led_set(LED_2, 100.0, 0);
led_set(LED_3, 100.0, 0);
led_set(LED_4, 0.0, 0);
display(2);
} break;
}
return;
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
}
-
MAC - Master Sergeant
- Posts: 39
- Joined: Fri Apr 13, 2018 7:13 pm
Re: MODzPACK script error
If it can't find display.gph then your install/copy of GTuner IV looks incomplete as this file is located in GTuner IV include directory by default.
Please redownload GTuner IV again and unpack everything, do not run gtuner IV from within the zip file.
Please redownload GTuner IV again and unpack everything, do not run gtuner IV from within the zip file.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: MODzPACK script error
Scachi wrote:If it can't find display.gph then your install/copy of GTuner IV looks incomplete as this file is located in GTuner IV include directory by default.
Please redownload GTuner IV again and unpack everything, do not run gtuner IV from within the zip file.
Works! Thank you.
-
MAC - Master Sergeant
- Posts: 39
- Joined: Fri Apr 13, 2018 7:13 pm
Re: MODzPACK script error
perfect
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: MODzPACK script error
Good deal!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: MODzPACK script error
MAC wrote:Scachi wrote:If it can't find display.gph then your install/copy of GTuner IV looks incomplete as this file is located in GTuner IV include directory by default.
Please redownload GTuner IV again and unpack everything, do not run gtuner IV from within the zip file.
Works! Thank you.
I'm having the same thing but on Mac OS. I've deleted Gtuner and all scripts I have saved, download Gtuner again, unzip the file and run the application, I keep on getting the same error:
Can't open include file 'display.gph'
any suggestions, Scachi?
- My recommendation for learning C programming: 'C Programming Absolute Beginner's Guide'
- Create your own scripts with GPC2 Scripting
- Create your own scripts with GPC2 Scripting
-
jelly44 - Sergeant Major of the Army
- Posts: 220
- Joined: Tue Feb 05, 2019 3:49 pm
12 posts
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