Fortnite to T2 conversion request or similar script?

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

Fortnite to T2 conversion request or similar script?

Postby Muzak10 » Sun Dec 16, 2018 3:33 pm

Hi Guys, first of all if anyone knows of a Fortnite script that has features such as Ramp rush and Tfue classic (shoot then instabuild) and is a native Titan Two script please let me know as a Titan user I would naturally want to support the developers on this forum etc

However, from what I have seen of the Fortnite scripts on this forum, most don't have updated building mods, I tried the AIO one from Alan McGregor but it doesn't seem to work correctly

So in that case, I was hoping someone could convert a CM/T1 script for me, this one below to be precise
Further to that I would greatly appreciate if someone would take the time to explain to me what exactly they needed to change for it to work on Titan Two, so that I and others could start to learn a bit more and hopefully help to contribute more to the forum

I have already tried just adding the line #include <titanone.gph> but that still gave errors, so I know that doesn't always work on it's own


Thank You :smile0517:

https://device.com/gpclib/?s=6820 Fortnite || Building Expert -- BETA v2.0
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Re: Fortnite to T2 conversion request or similar script?

Postby J2Kbr » Mon Dec 17, 2018 12:46 pm

Errors fixed:
Code: Select all
#include <titanone.gph>
/*
Note : Activate Builder Pro: Build Immediately in Fortnite settings
 
- Insta Edit has got more user friendly with the Easy Access Feature! You like Hold Button? I've got you covered. You like editing without holding? I've got you covered too!
Get the window or the hole in your 1x1 quickly to heal by insta reset, just edit and then click the reset button you have chosen in the script.
 
so, you are annoyed with the script forcing you out of your pump SMG mod after clicking the build button or harvesting tool? Now, just double jump after holding your weapon and the script will revert your previous mod back. and yes you can change the double change to any button you like or can use
 
- Now you can control the script most important features within the first lines of the script
 
BUILDER EXPERT WILL HAVE EXPERIMENTAL FEATURES + ERRORS
 
Features
 
0 - To reset EVERYTHING(L2& DOWN) --TO DEACTIVATE MODS ONLY -
THIS IS YOUR BEST BUTTON
 
1 - Tfue Classic(L2 & LEFT) --ACTIVATE ONLY -
Shoot then Instant Floor(L1) -
Shoot then Instant Wall(R2) -
DON 'T HOLD THE TRIGGER, TAP IT
 
2 - PUMP SMG(L2 & RIGHT) --TO ACTIVATE ONLY -
PUMP SMG (R2) -
Hold R2 and it will shoot PUMP then
switch to SMG and auto Drop and Aim Abuse
 
3 - Build Mods(L2& UP) --TO ACTIVATE ONLY -
3 Layer Ramp Floor Wall Rush(L1) -
90 Degree Turn
Insta Edit for both ways of entering edit mode
4 - Real Builder -
Disable MODS
while in and out of building MODE
 
6 - * BASIC * Aim Abuse -
This mode does not have Aim Assist to help, use your skills -
You can use Snipers, just don 't hold the trigger to MAX -
am getting easy kills, so you can!
 
7- Easy Access Returned!
5 minutes of customizing and you will be ready to play
 
8- Restore Previous Mod Returned!
Get your previous mod working by simply double clicking the jump button or whatever button you want!
 
9- Hair Trigger
Shoot faster like you are using a Scuff controller, RIP 150$
*/

 
//Buttons Definitions Sections
//Buttons Definitions Sections
//Buttons Definitions Sections
 
//There is a numbering system for buttons in device, So. follow the link below and get your button Index number, its just like using a dictionary
//Numbering system is to make the buttons work for Xbox and Ps4
 
//There is another system in which the button will be working in either xbox or ps4.
//Look at the link below to get an idea, Example : PS4_CROSS
 
                        //Ps4/XBox
define         FIRE     = /**/PS4_R2/**/;     //R2/RB
define         ADS     = /**/PS4_L2/**/;      //L2/LB
 
define         RBUMP     = /**/PS4_R1/**/;      //R1/RT
define         LBUMP     = /**/PS4_L1/**/;      //L1/LT
 
define         CROUCH     = /**/PS4_R3/**/;     //R3/RS
define         SPRINT     = /**/PS4_L3/**/;     //L3/LS
 
define         JUMP     = /**/PS4_CROSS/**/;     //X/A
define         RELOAD     = /**/PS4_SQUARE/**/;    //?/X
define         PICKAXE = /**/PS4_TRIANGLE/**/;    //?/Y
define         BUILD     = /**/PS4_CIRCLE/**/;     //?/B
 
define         UP         = /**/PS4_UP/**/;     //Up
define         DOWN     = /**/PS4_DOWN/**/;     //Down
define         LEFT     = /**/PS4_LEFT/**/;   //Left
define         RIGHT     = /**/PS4_RIGHT/**/;   //Right
 
define         OPTIONS = /**/PS4_OPTIONS/**/;    //Options/Menu
 
//Unrelated
define         TOUCHPAD = PS4_TOUCH;//Touchpad
define         R_X = PS4_RX; // PS4 RX / Xbox RX
define         R_Y = PS4_RY; //PS4 RY / Xbox RY
define         L_X = PS4_LX; //XB1_LX //PS4_LX
define         L_Y = PS4_LY; //XB1_LY //PS4_LY
 
//End of Buttons Definitions Section
 
//Mods Menu Section    //Type the name of the button using the reference below ( Buttons Definitions Sections )
int MAIN_BUTTON = /**/ADS/**/;                //Main Button, Hold it and press one of the secondary buttons to activate mods
int     Secondary_Button0 = /**/RIGHT/**/;    //PUMP SMG Activate button
int     Secondary_Button1 = /**/DOWN /**/;    //DeActivate Mods
int     Secondary_Button2 = /**/UP     /**/;    //Activate Build mods
int     Secondary_Button3 = /**/LEFT /**/;    //Activate TFUE Classic mods
 
int        Restore_LastMod =  /**/JUMP/**/ ;    //Restore the last active mod, if you activated Pump SMG then you build, the script will automatically disable pump smg so you can build freerly... So if you clicked this button twice rapidly after you exit build mode, it will restore pump smg for to use again
//Aim Mods Menu
    //
    //Aim Abuse
    int Aim_Abuse_ON = /**/TRUE;/**/    //True means Activated -- False mean Deactivated
    int zoom = /**/180/**/;        //How much time to stay zoommed
    int unZoom = /**/17/**/;    //How much time to stay unzommed
    //Aim Assist is coming soon
//Combat Mods Menu
    //
    //Pump SMG //Shoot then switch the next (Right) weapon
    int PUMP_SMG_ON = /**/TRUE/**/;        //True means Activated -- False mean Deactivated
    int SMG_TIME_ON = /**/TRUE/**/;        //Aim Abuse and Drop Shot for SMG ( After the first shot of the PUMP)    True means Activated -- False mean Deactivated
    int TFUE_ON =       /**/TRUE/**/;        //True means Activated -- False mean Deactivated
        int TFUE_FLOOR_BUTTON = /**/LBUMP/**/;//RBUMP means R1 -- LBUMP means L1
//Build Mods Menu
    //
    int RFW_ON = /**/TRUE/**/;
    int D90_ON = /**/TRUE/**/;
 
    int EDIT_BUTTON =     /**/BUILD/**/;     //Insta edit will allow you to confirm the edit quickly
int EDIT_BUTTON_HOLD =  /**/TRUE/**/;//Does your edit button has a hold delay? True means Yes -- False mean No
    int HOLD_TIME =     /**/220/**/// Type the hold time which is shown in Fortnite settings, in hundereds because device already know its in MS. |0.10 = 100| |0.25 = 250|
int RESET_EDIT_BUTTON = /**/CROUCH/**/;//Insta Reset will allow you to confirm the edit reset quickly
 
//Script Integers Section (**Dont Change**)
int RFW = FALSE; // RFW = RAMP FLOOR WALL
int D90 = FALSE;
int pressedIt[6]; // new activation method
int tap; //ADVANCED JITTER
int smgTime;
int aimMod = TRUE;
int WAIT;
int button;
int num, i, a;
int edit = FALSE;
int wasActive;
int doubleClick = FALSE;
//End of Script Integers
//----------------------
//The Core of the script
 
main {
    //---------------
    //Hair Trigger
    if (get_val(ADS) > 0 && get_val(ADS) < 94) {
        set_val(ADS, 94);
    }
    if (get_val(FIRE) > 0) {
        set_val(FIRE, 100);
    }
    //End of Hair Trigger
 
    //Start of the clicker
    if (a) {
        if (i < num) {
            if (!combo_running(master)) {
                combo_run(master);
            }
        } else if (i > num) {
            a = FALSE;
        }
    }
    //End of the clicker
 
    //Aim Mods
    if(Aim_Abuse_ON)
    {
        if (aimMod) {
            if (get_val(ADS) > 95) {
                combo_run(AIM_ABUSE); //AIM ABUSE
            } else {
                combo_stop(AIM_ABUSE);
            }
        }
    }
    //End of Aim Mods
 
    //Edit Section
            if(EDIT_BUTTON_HOLD)
            {
                if(get_val(EDIT_BUTTON) && get_ptime(EDIT_BUTTON) > HOLD_TIME)
                {
                edit = TRUE;
                }
            }
            else if(!EDIT_BUTTON_HOLD)
            {
                if(get_val(EDIT_BUTTON))
                {
                edit = TRUE;
                }
            }
    if (edit == TRUE) {
        resetPress(0,1,0,0,0,0);
        if (get_val(BUILD)) {
            aimMod = TRUE;
        }
        if (event_release(FIRE) || get_val(RESET_EDIT_BUTTON) || get_val(PICKAXE)) {
            set_click(BUILD, 1, 0);
            edit = FALSE;
        }
    }
    //End of Edit Section
 
 
    //----------------------------------------
    //Mods Activation Section
    if (event_press(BUILD))
    {
        resetPress(0,1,0,0,0,0);
        aimMod = !aimMod;
        edit = FALSE;
    }   
    if (get_val(PICKAXE))
    {
        resetPress(0,1,0,0,0,0);
        aimMod = TRUE;
    }
 
    if (get_val(MAIN_BUTTON))
    {           
        if (event_press(Secondary_Button0)) {
            resetPress(1,0,0,0,0,0);
            wasActive = 1;
 
        }
        if (event_press(Secondary_Button1)) {
            resetPress(0,1,0,0,0,0);
            aimMod = TRUE;
 
        }
        if (event_press(Secondary_Button2)) {
            resetPress(0,0,1,0,0,0);
            aimMod = FALSE;
            combo_run(moddedBuild);
            wasActive = 2;
 
        }
        if (event_press(Secondary_Button3)) {
            resetPress(0,0,0,1,0,0);
            wasActive = 3;
        }
            set_val(Secondary_Button0, 0);
            set_val(Secondary_Button1, 0);
            set_val(Secondary_Button2, 0);
            set_val(Secondary_Button3, 0);
    }
        if(get_double(Restore_LastMod,Restore_LastMod))
    {
    if(wasActive == 1)
    {
    resetPress(1,0,0,0,0,0);
    }
    if(wasActive == 2)
    {
    resetPress(0,0,1,0,0,0);
    }
    if(wasActive == 3)
    {
    resetPress(0,0,0,1,0,0);
    }
    }
 
    //End of Mods Activation Section
 
    //Pump SMG & TFUE Classic
        if (pressedIt[0] && PUMP_SMG_ON)
        {
            if (get_val(LBUMP)) {
                combo_run(Return_Shotgun);
            }
            if (get_val(JUMP)) {
                set_click(JUMP, 2, 0);
            }
        }
    if (get_val(FIRE))
    {
        if (!tap)
        {
            tap = TRUE;
            if (pressedIt[0] && PUMP_SMG_ON)
            {
                combo_run(PUMP_SMG);
            }
            if (pressedIt[3] && TFUE_ON)
            {
                combo_run(TfueClassicWall);
            }
        }
    }
    if (pressedIt[3] && TFUE_ON ) {
        if (get_val(TFUE_FLOOR_BUTTON)) {
            set_val(TFUE_FLOOR_BUTTON, 0);
            combo_stop(AIM_ABUSE);
            combo_run(TfueClassicFloor);
        }
    }       
    if ((pressedIt[0]) && smgTime && SMG_TIME_ON) {
            if (get_val(FIRE)) {
                combo_run(SMG_AIM);
            }
        }
    //End of Pump SMG and Tfue
 
    //Build Mods
    if (pressedIt[2]) {
        RFW = TRUE;
        D90 = TRUE;
    } else {
        RFW = FALSE;
        D90 = FALSE;
    }
    //----------------------------------------
    if(D90_ON){
        if (D90) {
            if (get_val(FIRE)) {
                set_click(FIRE, 2, 0);
 
            }
            if (event_release(FIRE)) {
                combo_run(R90);
            }
            if (combo_running(R90)) {
                block(R_Y, 100);
                block(R_X, 100);
            }
        }
    }
    if(RFW_ON){
        if (RFW) {
            if (get_val(LBUMP)) {
                set_val(LBUMP, 0);
                combo_run(RFW_Rush);
            }
        }
    }
}
//End of Build Mods
//End of Main
//Start of combos
//------------------------
//Tfue Classic Combos
combo TfueClassicFloor {
    block(ADS, 600);
    set_val(FIRE, 100);
    set_val(BUILD, 100);
    wait(75);
    set_click(RBUMP, 1, 0);
    wait(350);
    set_val(BUILD, 100);
    wait(50);
    tap = FALSE;
}
combo TfueClassicWall {
    block(FIRE, 500);
    combo_run(AIM_ABUSE);
    wait((zoom + unZoom) / 2);
    set_val(FIRE, 100);
    set_val(BUILD, 100);
    wait(20);
    set_click(FIRE, 2, 0);
    wait(300);
    set_val(BUILD, 100);
    wait(50);
    tap = FALSE;
}
//************************
//End of Tfue Classic Combos
//------------------------
//----------------------
//Ramp Wall Floor Combo
combo RFW_Rush {
    block(ADS, 726);
    set_val(ADS, 100); //Pull out ramp
    wait(50); //wait
    set_val(ADS, 0); //Pull out ramp
    wait(1); //wait
    set_val(ADS, 100); //Pull out ramp
    wait(50); //wait
    set_val(ADS, 100); //Build a Ramp
    wait(150); //Wait
    set_val(ADS, 100); //Turbo Building Trigger to allow Quicker Build for the floor
    set_val(RBUMP, 100); //Build a floor with the help of Ramp's Turbo building
    wait(40); //Wait
    wait(250); //Wait
    set_val(FIRE, 100); //Click R2 ( No Turbo Building, For a quicker Build )
    wait(56); //Wait
    set_val(FIRE, 0); //Release R2 ( To get that Double click fast build )
    wait(28); //Wait
    set_val(FIRE, 100); //Click R2 again ( Still, We didnt get the full double Click )
    wait(56); //Wait
    set_val(FIRE, 0); //Release R2 again ( We got Full double click.. We wont get stuck by a wall now )
    wait(28); //Wait
    wait(25); //Wait
}
//PUMP SMG Combos
combo Return_Shotgun {
    block(FIRE,10);
    wait(700);
    tap = FALSE;
    smgTime = FALSE;
}
combo PUMP_SMG {
    smgTime = FALSE;
    block(R_Y, (zoom + unZoom + 70));
    block(R_X, (zoom + unZoom + 70));
    block(ADS, zoom + unZoom);
    set_val(ADS, 100);
    wait(zoom);
    set_val(ADS, 0);
    wait(unZoom);
    set_val(R_Y, -30);
    wait((zoom + unZoom) / 2);
    set_val(FIRE, 100);
    wait(15);
    wait(5);
    set_val(RBUMP, 100);
    wait(50);
    smgTime = TRUE;
}
combo aimDrop {
    set_val(CROUCH, 100);
    wait(70);
    set_val(CROUCH, 0);
    wait(70);
}
combo SMG_AIM {
    combo_run(AIM_ABUSE);
    combo_run(aimDrop);
}
//End of Pump SMG combos
 
//Aim Combo
combo AIM_ABUSE {
    block(ADS, zoom + unZoom);
    set_val(ADS, 100);
    wait(zoom);
    set_val(ADS, 0);
    wait(unZoom);
}
//End of Aim Combo
 
//Build Combo
combo moddedBuild {
    block(UP, 200);
    set_val(PICKAXE, 100);
    wait(100);
    wait(100);
    set_val(BUILD, 100);
    wait(50);
}
combo R90 {
    set_val(JUMP, 100);
    wait(30);
    set_val(R_Y, 100);
    set_click(RBUMP, 5, 0);
    wait(20 * num);
    set_val(R_Y, -100);
    set_click(ADS, 5, 0);
    wait(20 * num);
}
//End of Build combo
//the clicker
combo master {
    wait(WAIT);
    set_val(button, 100);
    wait(28);
    set_val(button, 0);
    wait(28);
    i = i + 1;
}
//End of clicker
//Double clicker
combo TAP
    {
    doubleClick = TRUE;
    wait(400);
    doubleClick = FALSE;
    }
//end of double clicker
 
//Functions
//Clicker Function
function set_click(B, Num, Wait) {
    WAIT = Wait;
    i = 0;
    button = B;
    num = Num;
    a = TRUE;
}
//End of clicker function
 
//Double clicker function
function get_double(B1,B2)
    {
    if(get_val(B1) && event_press(B2) && !doubleClick) combo_run(TAP);
    if(get_val(B1) && event_press(B2) &&  doubleClick) return TRUE;
    return FALSE;
    }
 
//End of double clicker function
 
//Reset the mods
function resetPress(P0,P1,P2,P3,T,S) {
 
    if(!P0){pressedIt[0] = FALSE;}    else if(P0) {pressedIt[0] = TRUE;}
    if(!P1){pressedIt[1] = FALSE;}    else if(P1) {pressedIt[1] = TRUE;}   
    if(!P2){pressedIt[2] = FALSE;}    else if(P2) {pressedIt[2] = TRUE;}   
    if(!P3){pressedIt[3] = FALSE;}    else if(P3) {pressedIt[3] = TRUE;}
    if(!T){tap = FALSE;}     else if (T){tap = TRUE;}
    if(!S){smgTime = FALSE;} else if (S){smgTime = TRUE;}
}
//end of reset mods
 
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J2Kbr
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Re: Fortnite to T2 conversion request or similar script?

Postby Muzak10 » Mon Dec 17, 2018 3:56 pm

Gentleman. Much appreciated as always
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