Basic Fortnite Script conversion

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

Basic Fortnite Script conversion

Postby Millerz420 » Fri Dec 14, 2018 5:16 am

I have my old favorite script from my old device...Im new to titan two but would like to be able to get this to work but im getting errors when trying to compile. Can anyone help or advise?
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basic fortnite.gpc
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Re: Basic Fortnite Script conversion

Postby J2Kbr » Fri Dec 14, 2018 7:50 am

Errors fixed:
Code: Select all
// Basic Fortnite Script
// Controls:                                                                               
//-Aim Abuse: *Hold ADS all the way* | If you don't press the ADS Trigger all             
// the way down, you are not enabling Aim Abuse, so when using a                                                           
// scoped weapon, you can see the scope perfectly without it being   
// being spammed.                                                   
//-100% Accuracy: *ADS + RB/R1* No way to disable. You may tap or hold RB/R1.   
//-Dropshot: *ADS + RELOAD_BTN*
//-Anti-Recoil: *Always On*  No way to disable.                               
 
#include <titanone.gph>
 
//Dropshot
int Dropshot    = FALSE;
int DefenseMode = FALSE;
int AttackMode  = TRUE;
 
//Anti Recoil
int antirecoil;
int AntiRecoil  = TRUE;
int antirecoilA = 24;
int antirecoilB = 31;
int delayA      = 14;                               
 
//Aim Assist -- Always on
int AimAssist   = TRUE;
int aav         = 19; // AIM ASSIST VALUES
int aav2        = 19; //AIM ASSIST VALUES
 
int value       = 20;
int value2      =-20;
int delay       = 19;
 
//Aim Abuse
int  AimAbuse           = TRUE;
int AimAbuse_HOLD       = 127; //How long you HOLD ADS Button
int AimAbuse_RELEASE    = 17//How long you release ADS Button
 
//100% Accuracy
int PerfectAccuracy     = TRUE;
 
//Layout
define FIRE_BTN = XB1_RB; //PS4_R2
define ADS_BTN = XB1_LB; //PS4_L2
define CROUCH_BTN = XB1_RS; //PS4_R3
define RELOAD_BTN = XB1_X; //PS4_SQAURE
define SPRINT_BTN = XB1_LS; //PS4_L3
define JUMP_BTN = XB1_A;  //PS4_CROSS
define NEXT_PIECE = XB1_RT; //PS4_R1
define RIGHT_BUMP = XB1_RB; //PS4_R1
define LEFT_BUMP = XB1_LT; //PS4_L1
define SWAP_BTN = XB1_Y;  //PS4_TRIANGLE
define BUILD_BTN = XB1_B;  //PS4_CIRCLE
define R_X = XB1_RX; //PS4_R_X
define R_Y = XB1_RY; //PS4_R_Y
define L_X = XB1_LX; //PS4_L_X
define L_Y = XB1_LY; //PS4_L_Y
define UP = XB1_UP; //PS4_UP
define DOWN = XB1_DOWN; //PS4_DOWN
define LEFT = XB1_LEFT; //PS4_LEFT
define RIGHT = XB1_RIGHT; //PS4_RIGHT
 
main {
    //AIM ASSIST
    if (AimAssist) {
        if (get_val(ADS_BTN)) {
            combo_run(AimAssist_Combo);
        }
    }
    if(get_val(R_X) < value2 || get_val(R_X) > value  || get_val(R_Y) < value2
    || get_val(R_Y) > value  || get_val(R_X) < value2 || get_val(R_X) > value
    || get_val(R_Y) < value2 || get_val(R_Y) > value) {
        combo_stop(AimAssist_Combo);
    }
 
    //ANTI-RECOIL     
    if(AntiRecoil) {
        if(get_val(FIRE_BTN)) combo_run(Antirecoil);
        if(get_rumble(RUMBLE_A) <= 50) antirecoil = antirecoilA;
        if(get_rumble(RUMBLE_A) > 50) antirecoil = antirecoilB;
        if(abs(get_val(R_Y)) >= antirecoil+ 10) combo_stop(Antirecoil);
    }
 
    //100% ACCURACY
    if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
        combo_run(PerfectAccuracy_Combo);
        set_val(RIGHT_BUMP, 0);
    } else {
        combo_stop(PerfectAccuracy_Combo);
    }
 
    //AIM ABUSE
    if(get_val(ADS_BTN) && event_press(LEFT)) {
        AimAbuse =! AimAbuse;
    }
    if(AimAbuse) {
        if(get_val(ADS_BTN)> 75) {
            combo_run(AimAbuse_Combo);
        }
        if(event_release(ADS_BTN)) combo_stop(AimAbuse_Combo);
    }
 
    //Dropshot
    if(get_val(ADS_BTN) && event_press(RELOAD_BTN)) {
        Dropshot =! Dropshot;
    }
    if(Dropshot) {
        if(DefenseMode) {
            if(get_val(FIRE_BTN) == 0 && get_rumble(RUMBLE_A) || get_rumble(RUMBLE_B)) {
                combo_run(Dropshot_Combo);
            }
        }
        if(AttackMode) {
            if(get_val(ADS_BTN) && get_val(FIRE_BTN)) {
                combo_run(Dropshot_Combo);
            }
        }
    }
}
 
combo Dropshot_Combo {
    set_val(CROUCH_BTN, 100);
    wait(40);
    wait(60);
    set_val(CROUCH_BTN, 100);
}
 
combo AimAssist_Combo {
    set_val(R_Y, aav);
    wait(delay);
    set_val(R_X, aav);
    wait(delay);
    set_val(R_Y, aav2);
    wait(delay);
    set_val(R_X, aav2);
    wait(delay);
    set_val(R_Y, aav);
    wait(delay);
    set_val(R_X, aav);
    wait(delay);
    set_val(R_Y, aav2);
    wait(delay);
    set_val(R_X, aav2);
    wait(delay);
}
 
combo PerfectAccuracy_Combo {
    set_val(FIRE_BTN, 100);
    wait(100);
    wait(250);
    set_val(FIRE_BTN, 100);
}
 
combo AimAbuse_Combo {
    set_val(ADS_BTN, 100);
    wait(AimAbuse_HOLD);
    set_val(ADS_BTN, 0);
    wait(AimAbuse_RELEASE);
}
 
combo Antirecoil {
    set_val(R_Y, antirecoil);
    wait(delayA);
    set_val(R_Y, antirecoil);
    wait(delayA);
}
 
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