*obsolete* Converting Titan1 scripts to Titan2 using T1.gph
37 posts
• Page 2 of 4 • 1, 2, 3, 4
Re: Converting Titan One scripts to Titan Two using T1.gph
Thankyou. I will play with this guide later, but being a super noob might only do it if I have to..
Do you think my converted Uncharted 4 script still work with the preset value as is? (I don't want to configure anything at the moment) But I guess down the track when trying out the script in the actual game I would have to make some configurations..
Do you think my converted Uncharted 4 script still work with the preset value as is? (I don't want to configure anything at the moment) But I guess down the track when trying out the script in the actual game I would have to make some configurations..
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jeta10 - First Sergeant
- Posts: 64
- Joined: Sun Feb 19, 2017 2:40 pm
Re: Converting Titan One scripts to Titan Two using T1.gph
Yeah it's not mandatory but it's useful if:
1) You have variables you need to change often, or;
2) You publish your script for others to use and it's just too dangerous for them to be messing about with your code.
1) You have variables you need to change often, or;
2) You publish your script for others to use and it's just too dangerous for them to be messing about with your code.
Setup: XIM Apex, T2, K780 keyboard, G Pro Wireless mouse, SteelSeries 4HD pad, DXRacer armrest, LucidSound LS30 headset, Netduma router, Ubiquiti UniFi AP LR
My R6 script: https://youtu.be/x-9NtxyySVM
My R6 script: https://youtu.be/x-9NtxyySVM
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pablosscripts - Brigadier General
- Posts: 1976
- Joined: Tue Nov 24, 2015 6:27 am
Re: Converting Titan One scripts to Titan Two using T1.gph
Thankyou for the super fast reply, i will test the Uncharted 4 script later tonight.
I will keep you updated on how i go when using your guide down the track (next few days i reckon). This is all very new to me.
*update*
The script doesn't work :( Even though 0 errors are shown when compiling so i have no idea what's wrong.
But I have found the ShootersMODZ Pack and that is working great (still working on some adjustments) with Uncharted 4 so I will stick with that until someone releases official Uncharted 4 gamepack.
My next aim is to somehow connect a keyboard and mouse to this thing
I will keep you updated on how i go when using your guide down the track (next few days i reckon). This is all very new to me.
*update*
The script doesn't work :( Even though 0 errors are shown when compiling so i have no idea what's wrong.
But I have found the ShootersMODZ Pack and that is working great (still working on some adjustments) with Uncharted 4 so I will stick with that until someone releases official Uncharted 4 gamepack.
My next aim is to somehow connect a keyboard and mouse to this thing
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jeta10 - First Sergeant
- Posts: 64
- Joined: Sun Feb 19, 2017 2:40 pm
Re: Converting Titan One scripts to Titan Two using T1.gph
EDIT : This went away after I updated my T2 firmware
When using this method, my script compiles fine but controller is rendered useless. None of the button presses are going through either in game or in device monitor
When using this method, my script compiles fine but controller is rendered useless. None of the button presses are going through either in game or in device monitor
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roidman - Sergeant Major
- Posts: 71
- Joined: Tue May 05, 2015 7:21 pm
Re: Converting Titan One scripts to Titan Two using T1.gph
roidman wrote:EDIT : This went away after I updated my T2 firmware
When using this method, my script compiles fine but controller is rendered useless. None of the button presses are going through either in game or in device monitor
Post your full script, then we might be able to help you.
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Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Converting Titan One scripts to Titan Two using T1.gph
How do you "compile then load to slot on titantwo"? I have compiled the .gpc script but I don't see how to load it on the device.
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HydroSean - Sergeant
- Posts: 8
- Joined: Sat Feb 25, 2017 9:34 pm
Re: Converting Titan One scripts to Titan Two using T1.gph
Go to the top right of the script and it should pop up the script name. You should be able to drag / drop that over on a slot on the Titan Two. Another way is to use the file browser at the left of the application. You need to navigate to the folder containing the script and from there it is the same, simply drag and drop the script over to an open slot on the Titan Two.
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The_Rabid_Taco - Major
- Posts: 1066
- Joined: Wed Mar 16, 2016 6:04 pm
- Location: Pensacola, FL
Re: Converting Titan One scripts to Titan Two using T1.gph
Nice I figured it out thanks, I just made a script from scratch which does double shot in halo 2 on MCC, I'll post the code later tonight when I'm done tweaking it
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HydroSean - Sergeant
- Posts: 8
- Joined: Sat Feb 25, 2017 9:34 pm
Re: Converting Titan One scripts to Titan Two using T1.gph
- Code: Select all
#pragma METAINFO("NLB TOTYS", 1, 0, "totys")
#include "T1.gph"
#include <ps4.gph>
#ifndef T1_GPH_
#define T1_GPH_
#define PIO_PS4 1
#define PIO_PS3 2
#define PIO_XB1 3
#define PIO_XB360 4
#define PIO_WII 5
#define PS4T_P1 BUTTON_19
#define PS4T_P1X POINT_1_X
#define PS4T_P1Y POINT_1_Y
#define PS4T_P2 BUTTON_20
#define PS4T_P2X POINT_2_X
#define PS4T_P2Y POINT_2_Y
#define PVAR_1 0
#define PVAR_2 2
#define PVAR_3 4
#define PVAR_4 6
#define PVAR_5 8
#define PVAR_6 10
#define PVAR_7 12
#define PVAR_8 14
#define PVAR_9 16
#define PVAR_10 18
#define PVAR_11 20
#define PVAR_12 22
#define PVAR_13 24
#define PVAR_14 26
#define PVAR_15 28
#define PVAR_16 30
#define SPVAR_1 32
#define SPVAR_2 34
#define SPVAR_3 36
#define SPVAR_4 38
#define SPVAR_5 40
#define SPVAR_6 42
#define SPVAR_7 44
#define SPVAR_8 46
#define SPVAR_9 48
#define SPVAR_10 50
#define SPVAR_11 52
#define SPVAR_12 54
#define SPVAR_13 56
#define SPVAR_14 58
#define SPVAR_15 60
#define SPVAR_16 62
#define TRACE_1 40
#define TRACE_2 41
#define TRACE_3 42
#define TRACE_4 43
#define TRACE_5 44
#define TRACE_6 45
#define RUMBLE_A FFB_1
#define RUMBLE_B FFB_2
#define RUMBLE_RT FFB_3
#define RUMBLE_LT FFB_4
#define ALL_REMAPS -1
#define DZ_CIRCLE 101
#define NOT_USE 0
#define TRUE !FALSE
#define define int16
#define function void
#define block(idx, time) inhibit(idx, time)
#define combo_running(idx) (idx)
#define event_press(idx) event_active(idx)
#define get_slot() mslot_get()
#define get_lval(idx) get_prev(idx)
#define get_ptime(idx) time_active(idx)
#define get_rtime() elapsed_time()
#define get_val(idx) ((int32) get_val(idx))
#define reset_leds() led_reset()
#define reset_rumble() ffb_reset()
#define swap(idx, idy) remapper_swap(idx, idy)
/*
Custom set_val function, prints TRACE_* values, must be declared before set_val macro.
*/
void _set_val(uint8 idx, int32 val)
{
if ((idx >= TRACE_1) && (idx <= TRACE_6))
{
printf("TRACE_%d: %d", idx - (TRACE_1 - 1), val);
}
else
{
set_val(idx, val);
}
}
#define set_val(idx, val) _set_val(idx, val);
void block_rumble()
{
// NYI.
}
void clear_bit(uint16* value, uint8 bit_index)
{
if (bit_index > 15)
{
bit_index = 15;
}
*value = *value & ~(1 << bit_index);
}
void deadzone(uint8 idx, uint8 idy, uint8 xdz_cir, uint8 ydz_rad)
{
// Obsolete.
}
int8 get_ctrlbutton()
{
return 0; // NYI.
}
uint8 get_battery()
{
return ((uint32) battery_get(NULL)) / 10;
}
uint8 get_console()
{
uint8 output;
if (port_status(PORT_USB_C, &output, 0))
{
switch (output)
{
case PROTOCOL_PS4:
{
output = PIO_PS4;
break;
}
case PROTOCOL_PS3:
{
output = PIO_PS3;
break;
}
case PROTOCOL_XB1:
{
output = PIO_XB1;
break;
}
case PROTOCOL_XB360:
case PROTOCOL_XB360_WRC:
{
output = PIO_XB360;
break;
}
case PROTOCOL_WII:
case PROTOCOL_WIIU:
{
output = PIO_WII;
break;
}
default:
{
output = 0;
break;
}
}
}
return output;
}
uint8 get_controller()
{
uint8 output = get_controllerex(PORT_BT_A);
if (!output)
{
output = get_controllerex(PORT_USB_A);
}
return output;
}
uint8 get_controllerex(uint8 idx)
{
uint8 output;
if (port_status(idx, &output, 0))
{
switch (output)
{
case PROTOCOL_PS4:
{
output = PIO_PS4;
break;
}
case PROTOCOL_PS3:
{
output = PIO_PS3;
break;
}
case PROTOCOL_XB1:
{
output = PIO_XB1;
break;
}
case PROTOCOL_XB360:
case PROTOCOL_XB360_WRC:
{
output = PIO_XB360;
break;
}
case PROTOCOL_WII:
case PROTOCOL_WIIU:
{
output = PIO_WII;
break;
}
default:
{
output = 0;
break;
}
}
}
return output;
}
int8 get_led(uint8 idx)
{
uint16 intensity;
uint32 length;
switch (idx)
{
case LED_1:
{
intensity = (uint16) led_get(LED_1, &length);
break;
}
case LED_2:
{
intensity = (uint16) led_get(LED_2, &length);
break;
}
case LED_3:
{
intensity = (uint16) led_get(LED_3, &length);
break;
}
case LED_4:
{
intensity = (uint16) led_get(LED_4, &length);
break;
}
}
return (intensity > 0 ? (length >= 1500 ? 3 : (length > 0 ? 2 : 1)) : 0);
}
int8 get_ledx(uint8 idx)
{
switch (idx)
{
case LED_1:
{
return led_vmget(LED_1) != 0;
}
case LED_2:
{
return led_vmget(LED_2) != 0;
}
case LED_3:
{
return led_vmget(LED_3) != 0;
}
case LED_4:
{
return led_vmget(LED_4) != 0;
}
}
return 0;
}
/*
Credit to Scachi and J2Kbr for helping with this function.
*/
int16 get_pvar(uint8 idx, int16 minval, int16 maxval, int16 defval)
{
int16 val;
pmem_load();
pmem_read(idx, &val);
if ((val < minval) || (val > maxval))
{
val = defval;
}
return val;
}
int16 inv(int16 idx)
{
return -idx;
}
int16 isqrt(int16 idx)
{
return (int16) sqrt((fix32) idx);
}
int16 irand(int16 minimum, int16 maximum)
{
return ((int16) rand() % ((maximum + 1) - minimum)) + minimum;
}
void load_slot(uint8 slot_no)
{
mslot_load(slot_no);
}
uint32 midpoint(uint32 val, uint32 mid)
{
return (val <= mid ? ((val * 50) / mid) : (((50 * (val - mid)) / (100 - mid)) + 50));
}
void output_protocol(int8 idx)
{
// NYI.
}
void output_reconnection()
{
// NYI.
}
int ps4_authtimeout()
{
return 100; // NYI.
}
void ps4_set_touchpad(int8 x, int8 y)
{
set_val(POINT_1_X, x);
set_val(POINT_1_X, y);
}
uint32 ps4_touchpad(int8 idx)
{
switch (idx)
{
case BUTTON_19:
{
return get_val(BUTTON_19);
}
case POINT_1_X:
{
return get_val(POINT_1_X);
}
case POINT_1_Y:
{
return get_val(POINT_1_Y);
}
case BUTTON_20:
{
return get_val(BUTTON_20);
}
case POINT_2_X:
{
return get_val(POINT_2_X);
}
case POINT_2_Y:
{
return get_val(POINT_2_Y);
}
}
return 0;
}
void sensitivity(uint8 idx, uint32 mid, uint32 sens)
{
uint32 val = get_val(idx);
if (val)
{
if (mid)
{
val = (val > 0 ? midpoint(val, mid) : midpoint(val * -1, mid) * -1);
}
if (sens)
{
val = (val * sens) / 100;
}
if (val > 100)
{
val = 100;
}
else if (val < -100)
{
val = -100;
}
set_val(idx, val);
}
}
void set_bit(int16* value, uint8 bit_index)
{
if (bit_index > 15)
{
bit_index = 15;
}
*value = *value | (1 << bit_index);
}
void set_led(uint8 idx, uint16 state)
{
if (state > 3)
{
state = 3;
}
fix32 intensity = (state > 0 ? -1.0 : 0.0);
uint32 length = (state > 1 ? 1000 * state : 0);
switch (idx)
{
case LED_1:
{
led_set(LED_1, intensity, length);
break;
}
case LED_2:
{
led_set(LED_2, intensity, length);
break;
}
case LED_3:
{
led_set(LED_3, intensity, length);
break;
}
case LED_4:
{
led_set(LED_4, intensity, length);
break;
}
}
}
void set_ledx(uint8 idx, uint8 blinks)
{
switch (idx)
{
case LED_1:
{
led_vmset(LED_1, 250, 250, blinks);
break;
}
case LED_2:
{
led_vmset(LED_2, 250, 250, blinks);
break;
}
case LED_3:
{
led_vmset(LED_3, 250, 250, blinks);
break;
}
case LED_4:
{
led_vmset(LED_4, 250, 250, blinks);
break;
}
}
}
/*
Credit to Scachi and J2Kbr for helping with this function.
*/
void set_pvar(uint8 idx, int16 val)
{
pmem_write(idx, val);
pmem_save();
}
void set_rumble(uint8 idx, uint16 duration)
{
switch (idx)
{
case FFB_1:
{
ffb_set(FFB_1, 100.0, duration);
break;
}
case FFB_2:
{
ffb_set(FFB_2, 100.0, duration);
break;
}
case FFB_3:
{
ffb_set(FFB_3, 100.0, duration);
break;
}
case FFB_4:
{
ffb_set(FFB_4, 100.0, duration);
break;
}
}
}
void stickize(uint8 arg0, uint8 arg1, uint8 arg2)
{
// Obsolete.
}
int16 test_bit(int16* value, uint8 bit_index)
{
if (bit_index > 15)
{
bit_index = 15;
}
return *value & (1 << bit_index);
}
void turn_off()
{
// NYI.
}
void vm_tctrl(int arg0)
{
// Obsolete.
}
bool wiir_offscreen()
{
return FALSE; // NYI.
}
#endif
define FIRE_BTN = PS4_R2; // default RT
#define ADS_BTN = PS4_L2; // LT
define SPRINT_BTN = PS4_L3; // LS
define CROUCH_BTN = PS4_CIRCLE; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define TACTICAL = PS4_R3; // RS/R3
define MELEE = PS4_R1; // RB
define GRENADE = PS4_L1; // LB
define UP = PS4_UP;
define RIGHT = PS4_RIGHT;
define DOWN = PS4_DOWN;
define LEFT = PS4_LEFT;
define R_X = PS4_RX;
define R_Y = PS4_RY;
define L_X = PS4_LX;
define L_Y = PS4_LY;
define SHARE = PS4_SHARE;
define OPTIONS = PS4_OPTIONS;
define TOUCH = PS4_TOUCH;
define trigger_value = 1;
define time_limit = 300;
define revive_time = 4000; // 4000 = 4 seconds - Decrease if using Crest of Alpha Lupi or Light Beyond Nemesis
define sen_reduc = 18; // Amount you want to subtract from your ADS Sensitivity
define w_scope = 300;
define reload_time = 2600; // Adjust according to weapon reload speed
define slide_time = 800; // Adjust longer for kneepads perk
define scope_time = 400;
int jump_active =FALSE;
int turbo_crouch = TRUE;
int block_buttons;
int timer;
int dble_click = 0;
int revive_onoff = TRUE; // AUTOREVIVE on by default
int Qscope_onoff = TRUE; // QUICKSCOPE on by default
int sprint_ok = TRUE;
int sprint_onoff = TRUE;
int master_sprint =FALSE; // AUTOSPRINT off by default
int sparrow_onoff =FALSE;
int master_sparrow = TRUE; // SPARROW MODE on by default (toggle off AUTOSPRINT and set QUICKSCOPE to FALSE, if SPARROW MODE is off)
int rapid_onoff =FALSE;
int burst_onoff =FALSE;
int hold_time = 25;
int rest_time = 15;
int ezrapid_onoff =FALSE;
int master_ez =FALSE;
int reset = TRUE;
int s_block = 4000;
int qs_block = 400;
int o_block = 400;
int nlb_onoff =FALSE;
int master_nlb =FALSE;
main {
if(get_val(RELOAD_BTN)) {
set_val(TOUCH,0);
}
swap(SHARE, TOUCH);
// HAIR TRIGGERS
if (get_val(ADS_BTN) > trigger_value)
set_val(ADS_BTN, 100);
if (get_val(FIRE_BTN) > trigger_value)
set_val(FIRE_BTN, 100);
if(get_val(TOUCH))
{
// PS4 SHARE
if(event_press(OPTIONS)) {
combo_run(PS_SHARE);
combo_run (OPTIONSBLOCK);
}
// AUTO SPARROW
if(event_press(RELOAD_BTN))
combo_run(SPARROW);
// AUTO ORBIT
if(event_press(SWITCH_WEAPON))
{
combo_run(ORBIT);
combo_run(SPRINTBLOCK);
}
}
// RAPID MELEE
if(get_val(MELEE)) {
combo_run(PUNCH);
}
// EVADE/SHADESTEP
if (turbo_crouch && !get_val(ADS_BTN) && !jump_active){
if(get_val(CROUCH_BTN)&& !combo_running(EVADE))
combo_restart(EVADE);
}
// TITAN SKATE
if((get_val(JUMP_BTN)) && (get_val(RELOAD_BTN))) {
block_buttons = 100;
set_val(JUMP_BTN,0);
set_val(RELOAD_BTN,0);
combo_run(SKATE);
}
else if(block_buttons) {
block_buttons = block_buttons - get_rtime():
set_val(JUMP_BTN,0);
set_val(RELOAD_BTN,0);
}
// AUTO REVIVE
if (revive_onoff){
if(dble_click > 0) dble_click = dble_click - get_rtime();
if(event_press(RELOAD_BTN) && dble_click <= 0) {dble_click = time_limit; }
else if(event_press(RELOAD_BTN) && dble_click > 0) {
combo_run(AUTOREVIVE);
}
}
// QUICKSCOPE
if (Qscope_onoff){
if(event_press(TACTICAL)) {
combo_run(QUICKSCOPE);
combo_run(Q_SPRINTBLOCK);
}
}
// ADS SENSITIVITY W/ TIMER
if(!sparrow_onoff){
if(get_val(ADS_BTN)){
timer = timer + get_rtime();
if(timer>= 000) { // Increase time for delay on ADS Sensitivity
sensitivity(R_X, NOT_USE, 100 - sen_reduc);
sensitivity(R_Y, NOT_USE, 100 - sen_reduc);
}
}
else {
timer =0;
sensitivity(R_X, NOT_USE, 100 );
sensitivity(R_Y, NOT_USE, 100 );
}
}
// SPARROW MODE
if (master_sparrow) {
if(get_val(TOUCH)) {
if(event_press(RELOAD_BTN)) {
sparrow_onoff = TRUE
}
}
}
if(event_press(SPRINT_BTN)) {
sparrow_onoff =FALSE
sprint_onoff = TRUE
}
if(get_val(SPRINT_BTN) && get_ptime(SPRINT_BTN)>=400){
sparrow_onoff = TRUE;
}
if(sparrow_onoff){
if(event_press(OPTIONS)) {
sparrow_onoff =FALSE;
}
}
if(get_val(OPTIONS) && get_ptime(OPTIONS)>=400){
sparrow_onoff = TRUE;
}
if(sparrow_onoff){
swap(JUMP_BTN,GRENADE);
swap(CROUCH_BTN,TACTICAL);
swap(JUMP_BTN,SWITCH_WEAPON);
combo_stop (QUICKSCOPE);
combo_stop (EVADE);
sprint_onoff =FALSE
}
// AUTOSPRINT
if(master_sprint){
if(sprint_onoff) {
if(get_val(L_Y) < -95 && !(get_val(ADS_BTN) || get_val(MELEE) || get_val(JUMP_BTN) ||get_val(FIRE_BTN)) && sprint_ok) {
combo_run(AUTOSPRINT); }
else if(get_val(L_Y) > -95) { combo_stop(AUTOSPRINT);
}
}
}
if(get_val(RELOAD_BTN))
{combo_run (RELOADTIME);
}
if(get_val(CROUCH_BTN))
{combo_run (SLIDETIME);
}
if(get_val(TACTICAL))
{combo_run (SCOPETIME);
}
if(get_val(ADS_BTN))
{
// AUTOSPRINT TOGGLE
if(event_press(TOUCH)) {
master_sprint = !master_sprint;
if(master_sprint){
combo_run(NOTIFY_ON);
}else{
combo_run(NOTIFY_OFF);
}
}
// RAPIDFIRE TOGGLE
if(event_press(UP)) {
rapid_onoff = TRUE;
master_ez =FALSE;
nlb_onoff =FALSE;
if(rapid_onoff){
combo_run(NOTIFY_ON);
}
}
// EASY SWAP RF TOGGLE
if(event_press(RIGHT)) {
master_ez = TRUE;
rapid_onoff =FALSE;
nlb_onoff =FALSE;
master_nlb =FALSE;
if(master_ez){
combo_run(NOTIFY_ON);
}
}
if(event_press(TACTICAL)) {
combo_stop (QUICKSCOPE)
ezrapid_onoff = !ezrapid_onoff;
}
// NLB RELOAD CANCEL TOGGLE
if(event_press(LEFT)) {
nlb_onoff = TRUE;
master_nlb = TRUE;
master_ez =FALSE;
rapid_onoff =FALSE;
if(nlb_onoff) {
combo_run(NOTIFY_ON);
}
}
if(master_nlb) {
if(event_press(TACTICAL)) {
combo_stop (QUICKSCOPE)
master_ez = !master_ez;
ezrapid_onoff = !ezrapid_onoff;
}
}
// RAPIDFIRE/NLB RELOAD CANCEL
if(event_press(DOWN)) {
reset = TRUE;
rapid_onoff =FALSE;
master_ez =FALSE;
nlb_onoff = FALSE;
master_nlb =FALSE;
if(reset) {
combo_run(NOTIFY_OFF);
}
}
}
// FULL RAPIDFIRE
if(rapid_onoff){
if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPIDFIRE);
}else if(combo_running(RAPIDFIRE)){
combo_stop(RAPIDFIRE);
}
}
// EASY SWAP RAPIDFIRE
if(event_press(SWITCH_WEAPON)) {
ezrapid_onoff = !ezrapid_onoff;
}
if(master_ez){
if(ezrapid_onoff){
if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPIDFIRE);
}else if(combo_running(RAPIDFIRE)) {
combo_stop(RAPIDFIRE);
}
}
}
// NLB RELOAD CANCEL
if(master_nlb) {
if(event_press(SWITCH_WEAPON)) {
nlb_onoff = !nlb_onoff;
}
}
if(nlb_onoff) {
if(get_val(FIRE_BTN)>= 46) {
combo_run(NLBCANCEL); combo_run (SLIDETIME);
ezrapid_onoff =FALSE;
}
}
}
// COMBO BLOCKS
combo PS_SHARE {
set_val(SHARE, 0);
wait(500);
set_val(SHARE, 100);
wait(50);
set_val(SHARE, 100);
}
combo SPARROW {
set_val(RELOAD_BTN, 0);
wait(500);
set_val(RELOAD_BTN, 100);
wait(4000);
set_val(RELOAD_BTN, 100);
}
combo ORBIT {
set_val(SWITCH_WEAPON, 0);
wait(500);
set_val(SWITCH_WEAPON, 100);
wait(4000);
set_val(SWITCH_WEAPON, 100);
}
combo PUNCH {
set_val(MELEE, 100);
wait(40);
set_val(MELEE, 0);
wait(40);
set_val(MELEE, 0);
}
combo EVADE {
set_val(CROUCH_BTN, 100);
wait(70);
set_val(CROUCH_BTN, 0);
wait(70);
set_val(CROUCH_BTN, 0);
}
combo SKATE {
set_val(JUMP_BTN, 100);
wait(25);
set_val(JUMP_BTN, 0);
wait(25);
set_val(JUMP_BTN, 0);
}
combo AUTOREVIVE {
set_val(RELOAD_BTN, 100);
wait(revive_time);
set_val(RELOAD_BTN, 0);
}
combo QUICKSCOPE {
set_val(ADS_BTN,100);
set_val(TACTICAL,0);
wait(w_scope);
set_val(ADS_BTN,100);
set_val(FIRE_BTN,100);
wait(50);
wait(100);
}
combo NOTIFY_ON {
set_rumble(RUMBLE_A,100);
wait(300);
reset_rumble();
wait(1000);
}
combo NOTIFY_OFF {
set_rumble(RUMBLE_B,100);
wait(300);
reset_rumble();
wait(300);
set_rumble(RUMBLE_B,100);
wait(300);
reset_rumble();
wait(500);
}
combo AUTOSPRINT {
set_val(SPRINT_BTN, 100);
wait(10);
set_val(SPRINT_BTN, 100);
}
combo RELOADTIME {
sprint_ok = FALSE;
wait(reload_time);
sprint_ok = TRUE;
}
combo SLIDETIME {
sprint_ok = FALSE;
wait(slide_time);
sprint_ok = TRUE;
}
combo SCOPETIME {
sprint_ok = FALSE;
wait(scope_time);
sprint_ok = TRUE;
}
combo RAPIDFIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo SPRINTBLOCK {
set_val(SPRINT_BTN, 0);
wait(s_block);
}
combo Q_SPRINTBLOCK {
set_val(SPRINT_BTN, 0);
wait(qs_block);
}
combo OPTIONSBLOCK {
set_val(OPTIONS, 0);
wait(o_block);
}
combo NLBCANCEL {
set_val(FIRE_BTN, 100);
wait(70);
set_val(FIRE_BTN, 100);
set_val(RELOAD_BTN, 100);
wait(30);
set_val(FIRE_BTN, 0);
set_val(RELOAD_BTN, 100);
wait(60);
set_val(RELOAD_BTN, 0);
wait(50);
set_val(L_Y, -34);
wait(30);
set_val(L_Y, -67);
wait(10);
set_val(SPRINT_BTN, 100);
set_val(L_Y, -99);
wait(10);
set_val(SPRINT_BTN, 100);
set_val(L_Y, -100);
wait(40);
set_val(SPRINT_BTN, 100);
set_val(L_Y, -100);
wait(10);
set_val(SPRINT_BTN, 100);
set_val(L_Y, -100);
wait(10);
set_val(SPRINT_BTN, 100);
set_val(L_Y, -100);
wait(10);
set_val(SPRINT_BTN, 100);
set_val(L_Y, -100);
wait(50);
set_val(SPRINT_BTN, 100);
set_val(L_Y, -100);
wait(40);
set_val(SPRINT_BTN, 0);
set_val(L_Y, -100);
wait(10);
set_val(R_Y, 0);
set_val(L_Y, -89);
wait(20);
set_val(L_Y, -59);
wait(300);
}
-
Totys - Staff Sergeant
- Posts: 13
- Joined: Thu Jun 16, 2016 9:45 pm
Re: Converting Titan One scripts to Titan Two using T1.gph
I got this error though...
GPC: GPC Compile ABORTED with 0 warning(s) and 98 error(s).
Everything was doing alright when I copy and pasted the code from T1 and compiled it and got the error above.
Thanks for the replies
GPC: GPC Compile ABORTED with 0 warning(s) and 98 error(s).
Everything was doing alright when I copy and pasted the code from T1 and compiled it and got the error above.
Thanks for the replies
-
blitz216 - Staff Sergeant
- Posts: 14
- Joined: Wed May 24, 2017 4:54 pm
37 posts
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