errors on script titan two
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• Page 1 of 1
errors on script titan two
- Code: Select all
#pragma METAINFO("noob", 1, 0, "<Jeremyverx>")
#include <titanone.gph>
// GPC Online Library
// SWBF.gpc
// Author: Greedoshotlate with contributions from AKHUGHES90, J2Kbr, & Bonefisher. Big thanks to these guys for all their help.
//==============================================================================
// COPYRIGHT
// 2017 greedoshotlate from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY,
// UNLESS written permission is given by the creator and/or copywritee.
// All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission
// of the copyright holder. For permission, contact greedoshotlate via http://www.consoletuner.com/forum
//------------------------------------------------------------------------------
// Made for Star Wars Battlefront specifically, (anti-recoil has been optimized for the EE-3.)
// -------- anything with "//" in front has been disabled, to re-enable it just remove the "//"
define ADS = PS4_L2; // L2 can be changed to L1 for flipped triggers
define FIRE_BUTTON = PS4_R2; // R2 can be changed to R1 for flipped triggers
define CROUCH = PS4_CIRCLE; // "Default" button layout is PS4_CIRCLE. "Alternate" button layout is PS4_R3.
define SWITCH = PS4_DOWN;
define LX = PS4_LX;
define LY = PS4_LY;
define RX = PS4_RX;
define RY = PS4_RY;
define JUMP = PS4_CROSS;
define UP = PS4_UP;
define DOWN = PS4_DOWN;
define LEFT = PS4_LEFT;
define RIGHT = PS4_RIGHT;
define RELOAD = PS4_SQUARE;
define ANTI_RECOIL = 27; // Change this value to compensate to the vertical recoil
define ANTI_RECOIL_LEFT = 0; // Change this value to compensate to the left
define ANTI_RECOIL_RIGHT = 4; // Change this value to compensate to the right
// Modz Specific
int InversionON = TRUE; // Set this to FALSE if you are not using look inversion enabled in the game setting. Most people are NOT using look inversion
int AntiRecoilON = FALSE; // Set this to TRUE if you want Anti-Recoil to be active hen the script is loaded.
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int SWITCHoNoFF;
int FIREMODE;
int ToggleAntiRecoil;
int AutoRunOnOff;
int run_flag = FALSE;
int AimAbuse;
init {
SWITCHoNoFF = get_pvar(SPVAR_1, 1, 2, 1);
FIREMODE = get_pvar(SPVAR_2, 1, 2, 1);
ToggleAntiRecoil = get_pvar(SPVAR_3, 1, 2, 1);
AutoRunOnOff = get_pvar(SPVAR_4, 1, 2, 2);
AimAbuse = get_pvar(SPVAR_5, 1, 2, 1);
}
main {
//hair trigger mod
if ( get_val(ADS) > 1 )
{
set_val(ADS, 100);
}
if ( get_val(FIRE_BUTTON) > 1 )
{
set_val(FIRE_BUTTON, 100);
}
//RapidFire On/Off Toggle. (1 Rumble indicates ON), (Zero Rumbles indicates OFF). Triangle will always turn it back on, if already on Triangle does nothing.
// /////// Up on the D-Pad will still function as an independent Toggle for On/Off capabilities if you uncomment Lines 83-87.
if (get_val(PS4_TRIANGLE)) { //Comment out lines 72-77 with "//" to disable Triangle as an On switch if you uncomment lines 83-87 to activate On/Off feature.
if (SWITCHoNoFF == 1) {
SWITCHoNoFF = 2;
set_pvar(SPVAR_1, SWITCHoNoFF);
combo_run(RumbleNotifier);
}
} //Can be changed from "UP" to any on the d-pad. Uncomment below to activate the full On/Off feature (remove "//" from the lines 83-87 below)
if (event_press(UP)) { //Up on D-pad turns off Auto Fire, Triangle turns it back on.
if (SWITCHoNoFF == 2) {
SWITCHoNoFF = 1;
set_pvar(SPVAR_1, SWITCHoNoFF);
} //else if (SWITCHoNoFF == 1) {
//SWITCHoNoFF = 2;
//set_pvar(SPVAR_1, SWITCHoNoFF);
//combo_run(RumbleNotifier);
//}
} // RapidFire Mode Selector. (1 Rumble= EE3), (2 Rumbles= EE4)
if (SWITCHoNoFF == 2 && event_press(SWITCH) && get_val(RELOAD)) {
if (FIREMODE == 2) {
FIREMODE = 1; // EE-3 Rapidfire
set_pvar(SPVAR_2, FIREMODE);
combo_run(RumbleNotifier);
} else if (FIREMODE == 1) {
FIREMODE = 2; // EE-4 Rapidfire
set_pvar(SPVAR_2, FIREMODE);
combo_run(DoubleRumbleNotifier);
}
}
if ( get_val(FIRE_BUTTON) && FIREMODE == 1 && SWITCHoNoFF == 2)
{
combo_run(EE3);
}
else if ( get_val(FIRE_BUTTON) && FIREMODE == 2 && SWITCHoNoFF == 2)
{
combo_run(EE4);
}
// Auto/Easy Roll Activates by pressing Sprint-L3 while strafing Left Or Right, just jumps if going straight (like starting a run normally)
if(event_press(PS4_L3)) {
combo_run(roll);
}
// Anti-Recoil On/Off Toggle. (1 Rumble indicates On), (Zero Rumble indicates Off).
if (get_val(LEFT) && event_press(CROUCH)) {
if (ToggleAntiRecoil == 2) {
ToggleAntiRecoil = 1;
set_pvar(SPVAR_3, ToggleAntiRecoil);
} else if (ToggleAntiRecoil == 1) {
ToggleAntiRecoil = 2;
set_pvar(SPVAR_3, ToggleAntiRecoil);
combo_run(RumbleNotifier);
}
}
if (get_val(RIGHT) && event_press(CROUCH)) {
if (AimAbuse == 2) {
AimAbuse = 1;
set_pvar(SPVAR_5, AimAbuse);
} else if (AimAbuse == 1) {
AimAbuse = 2;
set_pvar(SPVAR_5, AimAbuse);
combo_run(DoubleRumbleNotifier);
}
}
// Anti-Recoil (While ADS and Firing Only)
if (ToggleAntiRecoil == 2 && get_val(FIRE_BUTTON) && get_val(ADS)) {
combo_run(AntiRecoil);
} //Turn auto run On/Off by pressing L2 + Left on the D-Pad (1 Rumble indicates Auto Run is On), (Zero Rumble is Off)
if ((event_press(ADS) && get_val(LEFT)) || (event_press(LEFT) && get_val(ADS))) {
if (AutoRunOnOff == 1) {
AutoRunOnOff = 2;
} else if (AutoRunOnOff == 2) {
AutoRunOnOff = 1;
}
set_pvar(SPVAR_4, AutoRunOnOff);
if (AutoRunOnOff == 1) {
combo_run(RumbleNotifier);
}
}
if (AutoRunOnOff == 1 && !get_val(FIRE_BUTTON) && !get_val(ADS)) {
if(!run_flag && get_val(12) < -97) {
run_flag = TRUE;
combo_run(AutoSprint);
} else if(get_val(12) > -97) {
run_flag = FALSE;
}
}
-
underneathyou - Private
- Posts: 1
- Joined: Mon Dec 30, 2019 9:33 pm
Re: errors on script titan two
Starlet can you please stop making new accounts to post.
The script is incomplete, missing all combos.
Here is the complete one from the T1 online resource converted for T2:
The script is incomplete, missing all combos.
Here is the complete one from the T1 online resource converted for T2:
- Code: Select all
#include <titanone.gph>
// GPC Online Library
// swbf1.gpc
// GPC Online Library
// SWBF.gpc
// Author: Greedoshotlate with contributions from AKHUGHES90, J2Kbr, & Bonefisher. Big thanks to these guys for all their help.
//==============================================================================
// COPYRIGHT
// 2017 greedoshotlate from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY,
// UNLESS written permission is given by the creator and/or copywritee.
// All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission
// of the copyright holder. For permission, contact greedoshotlate via http://www.consoletuner.com/forum
//------------------------------------------------------------------------------
// Made for Star Wars Battlefront specifically, (anti-recoil has been optimized for the EE-3.)
// -------- anything with "//" in front has been disabled, to re-enable it just remove the "//"
define ADS = PS4_L2; // L2 can be changed to L1 for flipped triggers
define FIRE_BUTTON = PS4_R2; // R2 can be changed to R1 for flipped triggers
define CROUCH = PS4_CIRCLE; // "Default" button layout is PS4_CIRCLE. "Alternate" button layout is PS4_R3.
define SWITCH = PS4_DOWN;
define LX = PS4_LX;
define LY = PS4_LY;
define RX = PS4_RX;
define RY = PS4_RY;
define JUMP = PS4_CROSS;
define UP = PS4_UP;
define DOWN = PS4_DOWN;
define LEFT = PS4_LEFT;
define RIGHT = PS4_RIGHT;
define RELOAD = PS4_SQUARE;
define ANTI_RECOIL = 27; // Change this value to compensate to the vertical recoil
define ANTI_RECOIL_LEFT = 0; // Change this value to compensate to the left
define ANTI_RECOIL_RIGHT = 4; // Change this value to compensate to the right
// Modz Specific
int InversionON = TRUE; // Set this to FALSE if you are not using look inversion enabled in the game setting. Most people are NOT using look inversion
int AntiRecoilON = FALSE; // Set this to TRUE if you want Anti-Recoil to be active hen the script is loaded.
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int SWITCHoNoFF;
int FIREMODE;
int ToggleAntiRecoil;
int AutoRunOnOff;
int run_flag = FALSE;
int AimAbuse;
init {
SWITCHoNoFF = get_pvar(SPVAR_1, 1, 2, 1);
FIREMODE = get_pvar(SPVAR_2, 1, 2, 1);
ToggleAntiRecoil = get_pvar(SPVAR_3, 1, 2, 1);
AutoRunOnOff = get_pvar(SPVAR_4, 1, 2, 2);
AimAbuse = get_pvar(SPVAR_5, 1, 2, 1);
}
main {
//hair trigger mod
if ( get_val(ADS) > 1 )
{
set_val(ADS, 100);
}
if ( get_val(FIRE_BUTTON) > 1 )
{
set_val(FIRE_BUTTON, 100);
}
//RapidFire On/Off Toggle. (1 Rumble indicates ON), (Zero Rumbles indicates OFF). Triangle will always turn it back on, if already on Triangle does nothing.
// /////// Up on the D-Pad will still function as an independent Toggle for On/Off capabilities if you uncomment Lines 83-87.
if (get_val(PS4_TRIANGLE)) { //Comment out lines 72-77 with "//" to disable Triangle as an On switch if you uncomment lines 83-87 to activate On/Off feature.
if (SWITCHoNoFF == 1) {
SWITCHoNoFF = 2;
set_pvar(SPVAR_1, SWITCHoNoFF);
combo_run(RumbleNotifier);
}
} //Can be changed from "UP" to any on the d-pad. Uncomment below to activate the full On/Off feature (remove "//" from the lines 83-87 below)
if (event_press(UP)) { //Up on D-pad turns off Auto Fire, Triangle turns it back on.
if (SWITCHoNoFF == 2) {
SWITCHoNoFF = 1;
set_pvar(SPVAR_1, SWITCHoNoFF);
} //else if (SWITCHoNoFF == 1) {
//SWITCHoNoFF = 2;
//set_pvar(SPVAR_1, SWITCHoNoFF);
//combo_run(RumbleNotifier);
//}
} // RapidFire Mode Selector. (1 Rumble= EE3), (2 Rumbles= EE4)
if (SWITCHoNoFF == 2 && event_press(SWITCH) && get_val(RELOAD)) {
if (FIREMODE == 2) {
FIREMODE = 1; // EE-3 Rapidfire
set_pvar(SPVAR_2, FIREMODE);
combo_run(RumbleNotifier);
} else if (FIREMODE == 1) {
FIREMODE = 2; // EE-4 Rapidfire
set_pvar(SPVAR_2, FIREMODE);
combo_run(DoubleRumbleNotifier);
}
}
if ( get_val(FIRE_BUTTON) && FIREMODE == 1 && SWITCHoNoFF == 2)
{
combo_run(EE3);
}
else if ( get_val(FIRE_BUTTON) && FIREMODE == 2 && SWITCHoNoFF == 2)
{
combo_run(EE4);
}
// Auto/Easy Roll Activates by pressing Sprint-L3 while strafing Left Or Right, just jumps if going straight (like starting a run normally)
if(event_press(PS4_L3)) {
combo_run(roll);
}
// Anti-Recoil On/Off Toggle. (1 Rumble indicates On), (Zero Rumble indicates Off).
if (get_val(LEFT) && event_press(CROUCH)) {
if (ToggleAntiRecoil == 2) {
ToggleAntiRecoil = 1;
set_pvar(SPVAR_3, ToggleAntiRecoil);
} else if (ToggleAntiRecoil == 1) {
ToggleAntiRecoil = 2;
set_pvar(SPVAR_3, ToggleAntiRecoil);
combo_run(RumbleNotifier);
}
}
if (get_val(RIGHT) && event_press(CROUCH)) {
if (AimAbuse == 2) {
AimAbuse = 1;
set_pvar(SPVAR_5, AimAbuse);
} else if (AimAbuse == 1) {
AimAbuse = 2;
set_pvar(SPVAR_5, AimAbuse);
combo_run(DoubleRumbleNotifier);
}
}
// Anti-Recoil (While ADS and Firing Only)
if (ToggleAntiRecoil == 2 && get_val(FIRE_BUTTON) && get_val(ADS)) {
combo_run(AntiRecoil);
} //Turn auto run On/Off by pressing L2 + Left on the D-Pad (1 Rumble indicates Auto Run is On), (Zero Rumble is Off)
if ((event_press(ADS) && get_val(LEFT)) || (event_press(LEFT) && get_val(ADS))) {
if (AutoRunOnOff == 1) {
AutoRunOnOff = 2;
} else if (AutoRunOnOff == 2) {
AutoRunOnOff = 1;
}
set_pvar(SPVAR_4, AutoRunOnOff);
if (AutoRunOnOff == 1) {
combo_run(RumbleNotifier);
}
}
if (AutoRunOnOff == 1 && !get_val(FIRE_BUTTON) && !get_val(ADS)) {
if(!run_flag && get_val(12) < -97) {
run_flag = TRUE;
combo_run(AutoSprint);
} else if(get_val(12) > -97) {
run_flag = FALSE;
}
}
if(AimAbuse == 2 && get_val(PS4_L2) && get_ptime(PS4_L2) > 200) {
combo_run(AimAssistAbuse);
}
}
combo RumbleNotifier {
set_rumble(RUMBLE_A, 100);
wait (300);
reset_rumble();
}
combo DoubleRumbleNotifier {
set_rumble(RUMBLE_A, 100);
wait (300);
set_rumble (RUMBLE_A, 0);
wait (300);
set_rumble(RUMBLE_A, 100);
wait (300);
reset_rumble();
}
combo TripleRumbleNotifier {
set_rumble(RUMBLE_A, 100);
wait (300);
set_rumble (RUMBLE_A, 0);
wait (300);
set_rumble(RUMBLE_A, 100);
wait (300);
set_rumble (RUMBLE_A, 0);
wait (300);
set_rumble(RUMBLE_A, 100);
wait (300);
reset_rumble();
}
combo EE4 { // Optimized Rapidfire for the EE-4, Also best for DL-18, Relby V10. (2 Rumbles indicates activation).
set_val(FIRE_BUTTON, 100);
wait (45);
set_val (FIRE_BUTTON, 0);
wait (15);
set_val (FIRE_BUTTON, 0);
}
combo EE3 { // Optimized RapidFire for the EE-3, works great for most weapons unless listed as optimized with another previous Firemode.
set_val(FIRE_BUTTON, 100); // (1 Rumble indicates activation).
wait (60);
set_val (FIRE_BUTTON,0);
wait (15);
set_val (FIRE_BUTTON,0);
}
combo roll { // Optimized for the Auto/Easy Roll feature. Activates jump after your roll.
set_val (CROUCH, 100);
wait (35);
wait (35);
set_val (CROUCH, 100);
wait (35);
wait (35);
set_val (JUMP, 100);
wait (35);
wait (35);
set_val (JUMP, 100);
wait (35);
wait (35);
}
combo AutoSprint {
set_val(8, 0);
wait(100);
set_val(8, 100);
wait(200);
}
combo AimAssistAbuse {
set_val(PS4_L2, 100);
wait(40);
set_val(PS4_L2, 0);
wait(30);
set_val(PS4_L2, 0);
}
combo AntiRecoil {
// Look Inversion Enabled
if(get_val(FIRE_BUTTON) && !AntiRecoilON && InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons
anti_recoil = get_val(RY) - ANTI_RECOIL; // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED Normally.
if(anti_recoil > 100) anti_recoil = 100;
set_val(RY, anti_recoil);
anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT;
if(anti_recoil_left < -100) anti_recoil_left = -100;
set_val(RX, anti_recoil_left);
anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(RX, anti_recoil_right);
}
}
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