Random Combo / + directions depending

GPC2 script programming for Titan Two. Code examples, questions, requests.

Random Combo / + directions depending

Postby A1rookie » Thu Sep 13, 2018 8:11 pm

Hey all,
Coming from Titan one and just got the Titan 2.
Too excited to try out so I need your help to achieve this Script in gtuner IV please.
First, i want the script to:
-if you press one Button (ps4_l3), it performs 1 out of x(Let's say 10 Programmed combos) by random. So you have combo 1-10 and if you press L3 it starts combo1 or combo6, or combo8... Whatever by random. Also it should wait to one activated combo ends, if I press l3 again while one combo is already running.
-second I know it was hard to Programm the directions in Titan one, one of the main reasons why I bought Titan 2. So the Essential of All the above Listed combos 1-10 is :
they all need the be Performed depending by the left Stick direction,and they are Performed with the right Stick. So for example, if I Hold the left Stick up, the combo needs to Flick right Stick to left. (-90°).. in the same combo, if I Hold the left Stick to the left, combo performs right Stick down( also - 90°). Every movement in the combo, usually movements with the right Stick, is depended by which direction im Holding the left Stick at the Moment the combo is STARTED. Movements with the left Stick by me should NOT interfere with the right Stick directions Programmed. So :
All combos are right Stick movements. These must All refer to the direction im pressing the left stick when I Start the combo.
Later manual movements with the left Stick while the combo is running must not interfere. (while the combo is running, the left Stick direction I was pressing when I activated the combo, must be contained until the end of the combo)
This counts for All the combos in the script.
For explanation : this is for fifa, where you performt a skill move by moving the right Stick. But it's always depending on the direction you run with your Player(ls). So if I start a combo while running to the right, and the Trick is (in running direction right) , Let's say Flick rs down, Flick rs up, move rs from up to down, the Trick would not be Performed right I if move my left Stick into another direction while the combo is running.

I Hope I could explain what I mean.
Would be so awesome if you can give me a base Script, where I only need to add up my combos.
Sorry for Bad english, best Regards

*edit :im not a new User, only New Account
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Re: Random Combo / + directions depending

Postby alencroat » Thu Sep 13, 2018 10:57 pm

I was looking for this a while back and it was hard to get it to work, there is a fifa 16 or something skill moves script but the problem on that 1 was you cycle skills which is bad and also you get all of the skills which most of them are bad to do= lose the ball from defender. I'll copy it of you if someone gets you a working version :)
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Re: Random Combo / + directions depending

Postby A1rookie » Fri Sep 14, 2018 5:14 am

I only need the base Version. We can work on it together afterwards
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Re: Random Combo / + directions depending

Postby alencroat » Fri Sep 14, 2018 5:34 pm

Fully agree, I started working on fifa 19 shooting. (perfect shots timed). Got to do more testing
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Re: Random Combo / + directions depending

Postby filoogaroo » Wed Sep 19, 2018 12:25 pm

Please keep me in the loop - perfect shot really interessed me a loooot :)
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Re: Random Combo / + directions depending

Postby HotSteppr » Thu Sep 20, 2018 8:29 am

very interested in this as Fifa 19 draws closer please keep us updated :D
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Re: Random Combo / + directions depending

Postby HotSteppr » Thu Sep 20, 2018 8:37 am

Found this in the T1 library, do you think something similar could be made for Fifa19

Its a seasons game farming script for coins? could run bronze squads in seasons while im at work/sleeping lol, just a thought anyway

Code: Select all
 
int Milliseconds = 0;
int Seconds = 0;
int Minutes = 0;
int Hours = 0;
 
int Timer_Running = FALSE;
 
main {
 
//Lines 10-27 are for the timer. This will keep track of Milliseconds, Seconds, Minutes, and Hours.
    if(Timer_Running){
        Milliseconds = Milliseconds + get_rtime();
    }
    if(Milliseconds >= 1000){
        Milliseconds = 0;
        Seconds = Seconds + 1;
        if(Seconds >= 60){
            Seconds = 0;
            Minutes = Minutes + 1;
            if(Minutes >= 60){
                Minutes = 0;
                Hours = Hours + 1;
                if(Hours >= 24){
                    Hours = 0; //I can't imagine any combo would need to run for more than 24 hours... so stop tracking at this point.
                }
            }
        }
    }
 
//Use the trace variables so that we can see what the elapsed time is while using device monitor
    set_val(TRACE_1, Seconds);
    set_val(TRACE_2, Minutes);
    set_val(TRACE_3, Hours);
 
//Turn the timer on via X on the Xbox One (Square on the PS4)
    if(event_press(XB1_X)){
        Timer_Running = TRUE;
    }
 
//Turn the timer off via A on the Xbox One (Cross on the PS4)   
    if(event_press(XB1_A)){
        Timer_Running = FALSE;
    }
 
//Hold start for 1 second to manually reset timer
    if(event_release(XB1_MENU) && get_ptime(XB1_MENU) >= 1000){
        Milliseconds = 0;
        Seconds = 0;
        Minutes = 0;
        Hours = 0;       
    }
/*32 Minutes and 16 seconds into the script repeat combo "MyCombo" until time 32 minutes and 46 seconds is reached.
    So this combo will continue to repeat over and over for 30 seconds.*/

    if(Minutes == 2 && Seconds >= 2 && Seconds <= 10){
        combo_run(MyCombo);
    }
 
/*33 Minutes and 28 seconds into the script repeat combo "MySecondCombo" until time 34 Minutes and 10 Seconds is reached.
    Note: Our combo lasts for 3+ seconds. That means once the combo finishes it will check to see if this time fram is still being
        met. It will be past the time frame! So the combo will only run once.*/

    if((Minutes >= 0 && Seconds >= 10) && (Minutes <= 1 && Seconds <= 10)){
        combo_run(MySecondCombo);
    }
 
//Reset Timer when 40 minutes is elapsed.
    if(Minutes > 2){
        Milliseconds = 0;
        Seconds = 0;
        Minutes = 0;
        Hours = 0;
    }
}
 
combo MySecondCombo{
 set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
 
 
 
}
 
combo MyCombo{
 set_val(XB1_MENU, 100);
    wait(210);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(260);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(490);
    set_val(XB1_A, 0);
    wait(420);
    set_val(XB1_A, 100);
    wait(440);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(390);
    set_val(XB1_A, 0);
    wait(430);
    set_val(XB1_A, 100);
    wait(380);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(380);
    set_val(XB1_A, 0);
    wait(430);
    set_val(XB1_A, 100);
    wait(360);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(530);
    set_val(XB1_A, 100);
    wait(270);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(230);
    set_val(XB1_A, 0);
    wait(550);
    set_val(XB1_A, 100);
    wait(170);
    set_val(XB1_A, 0);
    wait(590);
    set_val(XB1_A, 100);
    wait(150);
    set_val(XB1_A, 0);
    wait(560);
    set_val(XB1_A, 100);
    wait(130);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(230);
    set_val(XB1_A, 0);
    wait(550);
    set_val(XB1_A, 100);
    wait(170);
    set_val(XB1_A, 0);
    wait(590);
    set_val(XB1_A, 100);
    wait(150);
    set_val(XB1_A, 0);
    wait(560);
    set_val(XB1_A, 100);
    wait(130);
    set_val(XB1_A, 0);
}
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Re: Random Combo / + directions depending

Postby J2Kbr » Fri Sep 21, 2018 9:43 am

Not sure if this will work for FIFA19, but converted to Titan Two:
Code: Select all
#include <titanone.gph>
 
int Milliseconds = 0;
int Seconds = 0;
int Minutes = 0;
int Hours = 0;
 
int Timer_Running = FALSE;
 
main {
 
//Lines 10-27 are for the timer. This will keep track of Milliseconds, Seconds, Minutes, and Hours.
    if(Timer_Running){
        Milliseconds = Milliseconds + get_rtime();
    }
    if(Milliseconds >= 1000){
        Milliseconds = 0;
        Seconds = Seconds + 1;
        if(Seconds >= 60){
            Seconds = 0;
            Minutes = Minutes + 1;
            if(Minutes >= 60){
                Minutes = 0;
                Hours = Hours + 1;
                if(Hours >= 24){
                    Hours = 0; //I can't imagine any combo would need to run for more than 24 hours... so stop tracking at this point.
                }
            }
        }
    }
 
//Use the trace variables so that we can see what the elapsed time is while using device monitor
    set_val(TRACE_1, Seconds);
    set_val(TRACE_2, Minutes);
    set_val(TRACE_3, Hours);
 
//Turn the timer on via X on the Xbox One (Square on the PS4)
    if(event_press(XB1_X)){
        Timer_Running = TRUE;
    }
 
//Turn the timer off via A on the Xbox One (Cross on the PS4)   
    if(event_press(XB1_A)){
        Timer_Running = FALSE;
    }
 
//Hold start for 1 second to manually reset timer
    if(event_release(XB1_MENU) && get_ptime(XB1_MENU) >= 1000){
        Milliseconds = 0;
        Seconds = 0;
        Minutes = 0;
        Hours = 0;       
    }
/*32 Minutes and 16 seconds into the script repeat combo "MyCombo" until time 32 minutes and 46 seconds is reached.
    So this combo will continue to repeat over and over for 30 seconds.*/

    if(Minutes == 2 && Seconds >= 2 && Seconds <= 10){
        combo_run(MyCombo);
    }
 
/*33 Minutes and 28 seconds into the script repeat combo "MySecondCombo" until time 34 Minutes and 10 Seconds is reached.
    Note: Our combo lasts for 3+ seconds. That means once the combo finishes it will check to see if this time fram is still being
        met. It will be past the time frame! So the combo will only run once.*/

    if((Minutes >= 0 && Seconds >= 10) && (Minutes <= 1 && Seconds <= 10)){
        combo_run(MySecondCombo);
    }
 
//Reset Timer when 40 minutes is elapsed.
    if(Minutes > 2){
        Milliseconds = 0;
        Seconds = 0;
        Minutes = 0;
        Hours = 0;
    }
}
 
combo MySecondCombo{
 set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(120);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(4000);
 
 
 
}
 
combo MyCombo{
 set_val(XB1_MENU, 100);
    wait(210);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(260);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_MENU, 100);
    wait(280);
    set_val(XB1_MENU, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(490);
    set_val(XB1_A, 0);
    wait(420);
    set_val(XB1_A, 100);
    wait(440);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(390);
    set_val(XB1_A, 0);
    wait(430);
    set_val(XB1_A, 100);
    wait(380);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(380);
    set_val(XB1_A, 0);
    wait(430);
    set_val(XB1_A, 100);
    wait(360);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(180);
    set_val(XB1_A, 0);
    wait(530);
    set_val(XB1_A, 100);
    wait(270);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(230);
    set_val(XB1_A, 0);
    wait(550);
    set_val(XB1_A, 100);
    wait(170);
    set_val(XB1_A, 0);
    wait(590);
    set_val(XB1_A, 100);
    wait(150);
    set_val(XB1_A, 0);
    wait(560);
    set_val(XB1_A, 100);
    wait(130);
    set_val(XB1_A, 0);
    wait(4000);
    set_val(XB1_A, 100);
    wait(230);
    set_val(XB1_A, 0);
    wait(550);
    set_val(XB1_A, 100);
    wait(170);
    set_val(XB1_A, 0);
    wait(590);
    set_val(XB1_A, 100);
    wait(150);
    set_val(XB1_A, 0);
    wait(560);
    set_val(XB1_A, 100);
    wait(130);
    set_val(XB1_A, 0);
}
 
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Re: Random Combo / + directions depending

Postby filoogaroo » Fri Sep 21, 2018 11:12 am

alencroat wrote:Fully agree, I started working on fifa 19 shooting. (perfect shots timed). Got to do more testing


Is it going as u wish ? :)
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Re: Random Combo / + directions depending

Postby alencroat » Sat Sep 22, 2018 1:20 am

havent played the fifer yet, when it comes out ill do the testing. but we still need the skill moves
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