WarFace Script???
Re: WarFace Script???
bonefisher wrote:Yeah that is a PC strafe!
Hey just a question does titan two do Macros ? Like scripts like say I want it to run some where or walk then press a couple of buttons then go back and repeat?
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Shthappensbro - Major
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Re: WarFace Script???
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
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Re: WarFace Script???
Mad wrote:https://www.consoletuner.com/wiki/index.php?id=t2:gpc_scripting:macros
Thanks man if I record it can u loop it for me ? Do you have remnant from the ashes?
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Shthappensbro - Major
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Re: WarFace Script???
JamesCaywood wrote:bonefisher wrote:Yeah that is a PC strafe!
Hey just a question does titan two do Macros ? Like scripts like say I want it to run some where or walk then press a couple of buttons then go back and repeat?
You can put the script "macrorecplay" onto a different slot and use it to record and replay the macros directly without the use of gtuner iv. You need a sd-card in your T2 for this script to work.
macrorecplay script documentation: viewtopic.php?f=23&t=9745#p68771
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Scachi - Brigadier General
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Re: WarFace Script???
Scachi wrote:JamesCaywood wrote:bonefisher wrote:Yeah that is a PC strafe!
Hey just a question does titan two do Macros ? Like scripts like say I want it to run some where or walk then press a couple of buttons then go back and repeat?
You can put the script "macrorecplay" onto a different slot and use it to record and replay the macros directly without the use of gtuner iv. You need a sd-card in your T2 for this script to work.
macrorecplay script documentation: viewtopic.php?f=23&t=9745#p68771
Oh I'm not smart enough for all this lol.
Do u play remnant from the ashes?? On xbox
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Shthappensbro - Major
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Re: WarFace Script???
JamesCaywood wrote:Oh I'm not smart enough for all this lol.
Using the script macrorecplay doesn't require any coding/scripting. You do all the inputs direclty in the game.
Only requirement is a sd-card.
JamesCaywood wrote:Do u play remnant from the ashes?? On xbox
..No and no .. I am on ps4.
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Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: WarFace Script???
Scachi wrote:JamesCaywood wrote:Oh I'm not smart enough for all this lol.
Using the script macrorecplay doesn't require any coding/scripting. You do all the inputs direclty in the game.
Only requirement is a sd-card.JamesCaywood wrote:Do u play remnant from the ashes?? On xbox
..No and no .. I am on ps4.
Ahhh ps4 has it but dont get it tell the 20th
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Shthappensbro - Major
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- Joined: Wed Aug 16, 2017 4:55 pm
Re: WarFace Script???
Scachi wrote:JamesCaywood wrote:Oh I'm not smart enough for all this lol.
Using the script macrorecplay doesn't require any coding/scripting. You do all the inputs direclty in the game.
Only requirement is a sd-card.JamesCaywood wrote:Do u play remnant from the ashes?? On xbox
..No and no .. I am on ps4.
i see im getting it but keeps masssing up on the movement and pressing i keep have top redo it ill try to go slower
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Shthappensbro - Major
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- Joined: Wed Aug 16, 2017 4:55 pm
Re: WarFace Script???
Scachi wrote:JamesCaywood wrote:Oh I'm not smart enough for all this lol.
Using the script macrorecplay doesn't require any coding/scripting. You do all the inputs direclty in the game.
Only requirement is a sd-card.JamesCaywood wrote:Do u play remnant from the ashes?? On xbox
..No and no .. I am on ps4.
Got it to work but I couldn't turn on game had to set my camera at a point and leave it there and just walk there and back seems like it would cut off a few seconds too after stopping it. Then when I'm turning it on it would like cut a few seconds off the last script for some reason
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Shthappensbro - Major
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Re: WarFace Script???
bonefisher wrote:
- Code: Select all
#pragma METAINFO("Warface Special", 1, 0, "bonefisher")
/* Special credits goes out to DrNefario for a awesome anti-recoil function!*/
/* *****************************************************************************
<cfgdesc>
[Warface Special]
color = #008000
shortdesc = Primary/ Secondary switching enabled. If you get on wrong side just hold switch button pass 250 ms to line up class. Runtime operations for manual overrides. <br /><br /> <b><u>Runtime Operations</b></u> <br /><br />Hold <b>[L2|LT] + </b><br /><br />Press <b>[Touch-Click|View] + [CROSS|A]</b> to quickly enable/disable the mod.
control = info
[WEAPON SETTINGS:]
color = #008000
collapsible = 2
shortdesc = <font color="brown">PRIMARY WEAPON ENABLE:</font> <font color="green"> Rapid Fire?</font>
byteoffset = 0
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Rapidfire ON
[Primary Hold Time Setting]
group = true
shortdesc = <font color="brown">PRIMARY ROUNDS PER MINUTE:</font> <font color="green"> Set to desired rpm setting.</font>
byteoffset = 1
bitsize = 32
control = spinboxf
default = 7500
minimum = 0
maximum = 12000
step = 10
decimals = 1
[Secondary Weapon Setting]
color = #008000
group = true
shortdesc = <font color="brown">SECONDARY WEAPON ENABLE:</font> <font color="green"> Rapid Fire?</font>
byteoffset = 9
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Rapidfire ON
[Secondary Hold Time Setting]
group = true
shortdesc = <font color="brown">SECONDARY ROUNDS PER MINUTE:</font> <font color="green"> Set to desired rpm setting.</font>
byteoffset = 10
bitsize = 32
control = spinboxf
default = 7500
minimum = 0
maximum = 12000
step = 10
decimals = 1
[ANTI RECOIL SETTINGS:]
color = #008000
collapsible = 2
[Stick Noise Remover]
group = true
shortdesc = <font color="brown">STICK NOISE:</font> <font color="green"> Set to the resting dead zone values for your right stick.</font>
byteoffset = 18
bitsize = 32
control = spinboxf
default = 1000
minimum = 0
maximum = 10000
step = 100
decimals = 2
[PRIMARY ANTI RECOIL SETTINGS:]
group = true
shortdesc = <font color="brown">PRIMARY WEAPON:</font> <font color="green"> Anti Recoil?</font>
byteoffset = 22
bitsize = 1
bitoffset = 7
control = checkbox
default = 1
item = Anti Recoil ON
[Primary Anti Recoil Settings]
group = true
shortdesc = <font color="brown">PRIMARY:</font> <font color="green"> Anti Recoil Delay (In MS) after fire button is pressed.</font>
byteoffset = 23
bitsize = 16
control = slider
default = 75
minimum = 0
maximum = 1000
step = 5
[Primary Anti Recoil]
group = true
shortdesc = <font color="brown">PRIMARY:</font> <font color="green"> Anti Recoil vertical pull force compensation.</font>
byteoffset = 25
bitsize = 32
control = spinboxf
default = 1600
minimum = -10000
maximum = 10000
step = 50
decimals = 2
[SECONDARY ANTI RECOIL SETTINGS:]
group = true
shortdesc = <font color="brown">SECONDARY WEAPON:</font> <font color="green"> Anti Recoil?</font>
byteoffset = 29
bitsize = 1
bitoffset = 7
control = checkbox
default = 1
item = Anti Recoil ON
[Secondary Anti Recoil Settings]
group = true
shortdesc = <font color="brown">SECONDARY:</font> <font color="green"> Anti Recoil Delay (In MS) after fire button is pressed.</font>
byteoffset = 30
bitsize = 16
control = slider
default = 75
minimum = 0
maximum = 1000
step = 5
[Secondary Anti Recoil]
group = true
shortdesc = <font color="brown">SECONDARY:</font> <font color="green"> Anti Recoil vertical pull force compensation.</font>
byteoffset = 32
bitsize = 32
control = spinboxf
default = 1400
minimum = -10000
maximum = 10000
step = 50
decimals = 2
[AIM ABUSE SETTINGS:]
color = #008000
collapsible = 2
byteoffset = 56
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Aim Abuse
[Auto Aim Hold Time]
group = true
shortdesc = <font color="brown">Auto Aim Hold Time:</font> <font color="green"> Configure the time period, in milli-seconds, of which the ADS(Scope) button should be pressed when the aim-assist abuse is activated.
byteoffset = 57
bitsize = 16
control = spinbox
default = 350
minimum = 20
maximum = 5000
step = 50
[Auto Aim Release Time]
group = true
shortdesc = <font color="brown">Auto Aim Release Time:</font> <font color="green"> Configure the time period, in milli-seconds, of which the ADS(Scope) button should be released when the aim-assist abuse is activated.
byteoffset = 59
bitsize = 16
control = spinbox
default = 80
minimum = 10
maximum = 5000
step = 5
[Auto Aim Fire Pre Pause Time]
group = true
shortdesc = <font color="brown">Auto Aim Fire Pre Pause Time:</font> <font color="green"> Configure the time period, in milli-seconds, to pause rapid fire for given time before ads release.
byteoffset = 61
bitsize = 16
control = spinbox
default = 10
minimum = 0
maximum = 5000
step = 5
[Auto Aim Fire Post Pause Time]
group = true
shortdesc = <font color="brown">Auto Aim Fire Post Pause Time:</font> <font color="green"> Configure the time period, in milli-seconds, to pause rapid fire for given time after ads release.
byteoffset = 63
bitsize = 16
control = spinbox
default = 10
minimum = 0
maximum = 5000
step = 5
[STRAFE SETTINGS:]
color = #008000
collapsible = 2
[Strafe MODz]
group = true
shortdesc = <font color="green">Strafe option.</font>
byteoffset = 115
bitsize = 8
control = radiobox
default = 0
item = Disabled
item = Enabled Strafe (Adjustable)
item = Enabled Strafe(Hip only)(Adjustable)
item = Enabled Strafe On single press ads and double press ads Off.
[Strafe Adjustable Setting]
group = true
shortdesc = <br><b><font color="green">Strafe Adjustable Setting:</font></b>
byteoffset = 116
bitsize = 32
control = spinbox
default = 400
minimum = 0
maximum = 2000
step = 10
</cfgdesc>
***************************************************************************** */
#include <display.gph>
#define wait(a) wait((int)a);
#define WEAPON_0 0
#define WEAPON_1 1
bool modz = 1;
fix32 prpm;
fix32 psps;
fix32 phold_time, prest_time;
fix32 srpm;
fix32 ssps;
fix32 shold_time, srest_time;
bool pUseRapidFire;
bool sUseRapidFire;
uint8 weapon = 0;
fix32 StickNoise;
bool pUseAntiRecoil;
uint16 pARecoilDelay;
fix32 pARecoil_V;
bool sUseAntiRecoil;
uint16 sARecoilDelay;
fix32 sARecoil_V;
fix32 ARecoil_V_ToUse;
uint16 ARecoilDelay_ToUse;
//Aim Abuse
bool bUseAimAbuse = FALSE;
bool bAutoAimPauseFire;
int AutoAimHoldTime = 650;
int AutoAimReleaseTime = 50;
int AutoAimFirePrePauseTime = 10;
int AutoAimFirePostPauseTime = 10;
bool UseStrafeMod = 1;
uint8 STRAFE_MODz;
uint32 STRAFE_SHUFFLE;
uint32 IND[] = {
_0_, // 0
_1_, // 1
_2_, // 2
_3_, // 3
_P_, // 4
_S_ // 5
};
init
{
pmem_load();
pUseRapidFire = (pmem_read(0) >> 7) & 0b1;
pmem_read(1, &prpm);
sUseRapidFire = (pmem_read(9) >> 7) & 0b1;
pmem_read(10, &srpm);
pmem_read(18, &StickNoise);
pUseAntiRecoil = (pmem_read(22) >> 7) & 0b1;
pmem_read(23, &pARecoilDelay);
pmem_read(25, &pARecoil_V);
sUseAntiRecoil = (pmem_read(29) >> 7) & 0b1;
pmem_read(30, &sARecoilDelay);
pmem_read(32, &sARecoil_V);
bUseAimAbuse = (pmem_read(56) >> 7) & 0b1;
pmem_read(57, &AutoAimHoldTime);
pmem_read(59, &AutoAimReleaseTime);
pmem_read(61, &AutoAimFirePrePauseTime);
pmem_read(63, &AutoAimFirePostPauseTime);
STRAFE_MODz = pmem_read(115);
pmem_read(116, &STRAFE_SHUFFLE);
set_weapon(weapon);
p_update_rapidfire();
s_update_rapidfire();
}
main
{
if(get_actual(BUTTON_8)){
set_val(BUTTON_2, 0.0);
if(get_actual(BUTTON_2) && event_active(BUTTON_16)){
modz = !modz;
}
}
if(modz==1){
//--------------------------WEAPON-SWITCHING----------------------------------//
if(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);
}
switch(weapon) {
case WEAPON_0: {
if(pUseRapidFire == 0)
{
set_val(BUTTON_5, 0.0);
if (get_actual(BUTTON_5))
{
if (bAutoAimPauseFire == FALSE)
{
set_val(BUTTON_5, 100.0);
}
}
}
if(pUseRapidFire == 1)
{
if (get_actual(BUTTON_5))
{
if (bAutoAimPauseFire == FALSE)
{
combo_run(pRapidFire);
}
}
}
if(pUseAntiRecoil == 1)
{
ARecoilDelay_ToUse = pARecoilDelay;
ARecoil_V_ToUse = pARecoil_V;
}
} break;
case WEAPON_1: {
if(sUseRapidFire == 1)
{
if (get_actual(BUTTON_5))
{
if (bAutoAimPauseFire == FALSE)
{
combo_run(sRapidFire);
}
}
}
if(sUseAntiRecoil == 1)
{
ARecoilDelay_ToUse = sARecoilDelay;
ARecoil_V_ToUse = sARecoil_V;
}
} break;
}
if (get_actual(BUTTON_5) && time_active(BUTTON_5) >= ARecoilDelay_ToUse)
{
if (abs(get_actual(STICK_1_X)) < StickNoise) set_val(STICK_1_X, 0.0);
if (abs(get_actual(STICK_1_Y)) < StickNoise) set_val(STICK_1_Y, 0.0);
if (abs(get_actual(STICK_2_X)) < StickNoise) set_val(STICK_2_X, 0.0);
if (abs(get_actual(STICK_2_Y)) < StickNoise) set_val(STICK_2_Y, 0.0);
//We currently only want shoot to be on during the hold phase of rapid fire
if (get_actual(BUTTON_8)&& get_actual(BUTTON_5))
{
AntiRecoil(ARecoil_V_ToUse);
}
}
if (bUseAimAbuse == 1)
{
if (get_actual(BUTTON_8) && get_actual(BUTTON_5))
{
combo_run(AimAbuse);
}
else
{
bAutoAimPauseFire = FALSE;
combo_stop(AimAbuse);
}
}
if(STRAFE_MODz == 1) {
if(get_val(BUTTON_5)) {
combo_run(super_strafe);
}else if(event_release(BUTTON_5)) {
combo_stop(super_strafe);
}
if(is_active(STICK_2_X) || is_active(STICK_2_Y)) {
combo_stop(super_strafe);
}
}
if(STRAFE_MODz == 2) {
if((!get_val(BUTTON_8) && get_val(BUTTON_5)) || (event_release(BUTTON_8) && get_val(BUTTON_5))) {
combo_run(super_strafe);
}else if(event_release(BUTTON_5)) {
combo_stop(super_strafe);
}
if(is_active(STICK_2_X) || is_active(STICK_2_Y)) {
combo_stop(super_strafe);
}
}
if(STRAFE_MODz == 3) {
#define STRAFE_OFF 0
#define STRAFE_ON 1
static uint8 strafe;
if(event_active(BUTTON_8)) {
strafe = STRAFE_ON;
display_overlay(_1_, 500);
} else if(is_active(BUTTON_8) && time_release(BUTTON_8) <= 200) {
strafe = STRAFE_OFF;
display_overlay(_0_, 500);
}
if(strafe == STRAFE_ON){
combo_run(super_strafe);
}else combo_stop(super_strafe);
if(is_active(STICK_2_Y)){combo_stop(super_strafe);}
if(is_active(STICK_2_X)){combo_stop(super_strafe);}
}
}
}
combo pRapidFire
{
set_val(BUTTON_5, 100);
wait(phold_time);
set_val(BUTTON_5, 0);
wait(prest_time);
set_val(BUTTON_5, 0);
}
combo sRapidFire
{
set_val(BUTTON_5, 100);
wait(shold_time);
set_val(BUTTON_5, 0);
wait(srest_time);
set_val(BUTTON_5, 0);
}
combo AimAbuse
{
bAutoAimPauseFire = FALSE;
set_val(BUTTON_8, 100);
wait(AutoAimHoldTime - AutoAimFirePrePauseTime);
bAutoAimPauseFire = TRUE;
wait(AutoAimFirePrePauseTime);
set_val(BUTTON_8, 0.0);
wait(AutoAimReleaseTime);
set_val(BUTTON_8, 100);
wait(AutoAimFirePostPauseTime);
}
combo super_strafe
{
set_val(STICK_2_X, -100);
wait(STRAFE_SHUFFLE/2);
set_val(STICK_2_X, 100);
wait(STRAFE_SHUFFLE);
set_val(STICK_2_X, 100);
set_val(STICK_2_X, -100);
wait(STRAFE_SHUFFLE);
set_val(STICK_2_X, 100);
wait(STRAFE_SHUFFLE);
set_val(STICK_2_X, 100);
set_val(STICK_2_X, -100);
wait(STRAFE_SHUFFLE/2);
set_val(STICK_2_X, 100);
}
void p_update_rapidfire()
{
printf("<center><font style='color:blue;font-size:14px;',><br>ROUNDS PER MINUTE: %.04f", prpm);
psps = prpm/ 60.0;
phold_time = 500.0 / psps;
prest_time = phold_time - 1.0;
if(prest_time < 0.0) prest_time = 0.0;
return;
}
void s_update_rapidfire()
{
printf("<center><font style='color:red;font-size:14px;',><br>ROUNDS PER MINUTE: %.04f", srpm);
ssps = srpm/ 60.0;
shold_time = 500.0 / ssps;
srest_time = shold_time - 1.0;
if(srest_time < 0.0) srest_time = 0.0;
return;
}
void AntiRecoil(fix32 recoil) {
fix32 RY = get_actual(22);
fix32 RX = get_actual(21);
fix32 modifiedRY;
fix32 trueRY = (sqrt(RY*RY+(RY*RY+RX*RX))-StickNoise)/sqrt(RY*RY+RX*RX)*RY*.8;
fix32 trueRX = (sqrt(RY*RY+(RY*RY+RX*RX))-StickNoise)/sqrt(RY*RY+RX*RX)*RX*.9;
if (RY > 0.0) modifiedRY = (100.0-StickNoise-recoil)/(100.0-StickNoise)*trueRY + recoil;
if (RY < 0.0) modifiedRY = (100.0-StickNoise+recoil)/(100.0-StickNoise)*trueRY + recoil;
fix32 altradius = sqrt(trueRX*trueRX + modifiedRY*modifiedRY);
fix32 finalRX = trueRX * (altradius + StickNoise)/altradius;
fix32 finalRY = modifiedRY * (altradius + StickNoise)/altradius;
if (RX*RX+RY*RY <= StickNoise*StickNoise) set_val(22,(StickNoise+recoil));
if (RX*RX+RY*RY > StickNoise*StickNoise) {
set_val(22,clamp(finalRY, -100f, 100f));
set_val(21,clamp(finalRX, -100f, 100f));
}
}
void set_weapon(uint8 new_weapon)
{
static uint8 old_weapon;
if(new_weapon == old_weapon) return;
old_weapon = new_weapon;
weapon = new_weapon;
static uint32 timestamp;
uint32 elapsed = system_time() - timestamp;
if(!elapsed || elapsed >= 10) {
// Set LED
switch(weapon) {
case WEAPON_0: { // BLUE LED
led_set(LED_1, 100.0, 0);
led_set(LED_2, 0.0, 0);
led_set(LED_3, 0.0, 0);
led_set(LED_4, 0.0, 0);
display (4);
} break;
case WEAPON_1: { // 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 (5);
} break;
}
timestamp = system_time();
}
return;
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
}
here give a try!
How's stuff going just updating? U been playing the game ? Are you Busy atm?
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Shthappensbro - Major
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- Joined: Wed Aug 16, 2017 4:55 pm
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