New to Scripting - Help with script shell please?
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New to Scripting - Help with script shell please?
Hello,
I am trying to create a toggle attack combo. I was wondering if it can toggle to start run, and then loop until a second combo series is activated, and then that loops until the script is toggled off?
Toggle to start combo (PS4_TOUCH)
Combo Series A: Loop until combo swap activates.
-- Series of combinations --
R2 Square R2 Triangle R2 Circle L Stick Press
R2 L1+R1 R2 R1 R2 Circle R2 Circle R2 Circle R2 Circle R2 R1 L Stick Press
R2 Square R2 Triangle R2 Circle R2 L1 L Stick Press
R2 R1 R2 Triangle R2 Circle R2 Circle R2 Circle R2 R1 L Stick Press
Swap to combo B: (D PAD RIGHT)
Combo Series B: Loop until toggle off
-- Series of combinations --
R2 Square R2 Triangle R2 L1 L Stick Press
R2 L1+R1 R2 R1 R2 Square R2 Square R2 Square R2 Square R2 R1 L Stick Press
R2 Square R2 Triangle R2 L1 L Stick Press
R2 R1 R2 Triangle R2 Square R2 Square R2 Square R2 R1 L Stick Press
Toggle to stop (PS4_TOUCH)
If such a thing is doable, I would appreciate some helpings on the shell of thiws script and I can fiddle with the series of combo attacks and timings itself since that can be quite tedious.
Appreciate it!
I am trying to create a toggle attack combo. I was wondering if it can toggle to start run, and then loop until a second combo series is activated, and then that loops until the script is toggled off?
Toggle to start combo (PS4_TOUCH)
Combo Series A: Loop until combo swap activates.
-- Series of combinations --
R2 Square R2 Triangle R2 Circle L Stick Press
R2 L1+R1 R2 R1 R2 Circle R2 Circle R2 Circle R2 Circle R2 R1 L Stick Press
R2 Square R2 Triangle R2 Circle R2 L1 L Stick Press
R2 R1 R2 Triangle R2 Circle R2 Circle R2 Circle R2 R1 L Stick Press
Swap to combo B: (D PAD RIGHT)
Combo Series B: Loop until toggle off
-- Series of combinations --
R2 Square R2 Triangle R2 L1 L Stick Press
R2 L1+R1 R2 R1 R2 Square R2 Square R2 Square R2 Square R2 R1 L Stick Press
R2 Square R2 Triangle R2 L1 L Stick Press
R2 R1 R2 Triangle R2 Square R2 Square R2 Square R2 R1 L Stick Press
Toggle to stop (PS4_TOUCH)
If such a thing is doable, I would appreciate some helpings on the shell of thiws script and I can fiddle with the series of combo attacks and timings itself since that can be quite tedious.
Appreciate it!
- anurak_eso
- Sergeant
- Posts: 8
- Joined: Mon Jul 26, 2021 7:55 pm
Re: New to Scripting - Help with script shell please?
New to scripting / programming in general ? you should start with more simple stuff first, read the scripting section on how to use the GPC script IDE and read the examples
https://www.consoletuner.com/wiki/index ... examples_1
when you know how to lookup the functions used and understand most/all examples you may be ready to do more advanced stuff.
It all depends on your logic. use some flags to step through your logic handle them to do the actions you want
pseudo code, won't compile:
you will also need to take into account that your running actions of step 1 do not interfere with step 2 so you may need to check for running combos or step some running ones or whatever.
something like that
https://www.consoletuner.com/wiki/index ... examples_1
when you know how to lookup the functions used and understand most/all examples you may be ready to do more advanced stuff.
It all depends on your logic. use some flags to step through your logic handle them to do the actions you want
pseudo code, won't compile:
you will also need to take into account that your running actions of step 1 do not interfere with step 2 so you may need to check for running combos or step some running ones or whatever.
- Code: Select all
bool enabled;
int step=0;
main {
if (event_active(touch)) {
enabled=!enabled;
if (enabled) step=1;
else step = 0;
}
if (step==1) {
//actions for step 1
// to change to step 2
if (get_val(R2) && event_active(Square)) step = 2;
}
if (step==2) {
}
}
something like that
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: New to Scripting - Help with script shell please?
Hey scachi, thank you very much for helpers. I’ll take a look. I did read up on a log of the wiki, but still trying to figure it all out. Appreciate your help!
- anurak_eso
- Sergeant
- Posts: 8
- Joined: Mon Jul 26, 2021 7:55 pm
Re: New to Scripting - Help with script shell please?
I've updated this code and have it running well. I was hoping for some futher pointers on making "Step 1" loop once and auto progress to "Step 2." Basically I've defined Loop = 1 in the header, but not sure where to implement the combo loop actions.
- Code: Select all
#pragma METAINFO("Combo Series", 1, 0, "Anurak with Scachi Help")
#include <ps4.gph>
#define LOOP 1
bool enabled;
int step=0;
main {
if (event_active(PS4_L3) && time_release(PS4_L3) < 200) {
enabled=!enabled;
if (enabled) step=1;
else step=0;
}
if (step==1) {
//actions for step 1 Loop Once
combo_run(Combo1);
}
if (step==2) {
//actions for step 2 Loop Until User Input
combo_run(Combo2);
}
if (step==3) {
//actions for step 3 Loop Until User Input
combo_run(Combo3);
}
}
combo Combo1 {
//Actions for combo
set_val(PS4_L1,100); wait(50);
set_val(PS4_L1,0); wait(850);
// to change to step 2 (Need to make progress to Step 2)
if (event_active(PS4_L3)) step = 2;
}
combo cAttack {
//Series 1 - Backbar Start
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 2 - Frontbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_L1,100); set_val(PS4_R1,100); wait (850);
set_val(PS4_L1,0); set_val(PS4_R1,0);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 3 - Backbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_L1,100); wait(50);
set_val(PS4_L1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 4 - Frontbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
// to change to step 3
if (event_active(PS4_L3)) step = 3;
}
combo cExecute {
//Series 1 - Backbar Start
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
// to change to step 0
if (event_active(PS4_L3)) step = 0;
}
- anurak_eso
- Sergeant
- Posts: 8
- Joined: Mon Jul 26, 2021 7:55 pm
Re: New to Scripting - Help with script shell please?
I've updated this code and have it running well. I was hoping for some futher pointers on making "Step 1" loop once and auto progress to "Step 2." Basically I've defined Loop = 1 in the header, but not sure where to implement the combo loop actions.
- Code: Select all
#pragma METAINFO("Combo Series", 1, 0, "Anurak with Scachi Help")
#include <ps4.gph>
#define LOOP 1
bool enabled;
int step=0;
main {
if (event_active(PS4_L3) && time_release(PS4_L3) < 200) {
enabled=!enabled;
if (enabled) step=1;
else step=0;
}
if (step==1) {
//actions for step 1 Loop Once
combo_run(Combo1);
}
if (step==2) {
//actions for step 2 Loop Until User Input
combo_run(Combo2);
}
if (step==3) {
//actions for step 3 Loop Until User Input
combo_run(Combo3);
}
}
combo Combo1 {
//Actions for combo
set_val(PS4_L1,100); wait(50);
set_val(PS4_L1,0); wait(850);
// to change to step 2 (Need to make progress to Step 2)
if (event_active(PS4_L3)) step = 2;
}
combo Combo2 {
//Actions for combo
set_val(PS4_L1,100); wait(50);
set_val(PS4_L1,0); wait(850);
// to change to step 3
if (event_active(PS4_L3)) step = 3;
}
combo Combo3 {
//Actions for combo
set_val(PS4_L1,100); wait(50);
set_val(PS4_L1,0); wait(850);
// to change to step 0
if (event_active(PS4_L3)) step = 0;
}
- anurak_eso
- Sergeant
- Posts: 8
- Joined: Mon Jul 26, 2021 7:55 pm
Re: New to Scripting - Help with script shell please?
Not sure what you are trying to do.
If you always want the combo1 to only run once and auto progress to step 2 you can add a
step = 2; wait(0);
at the end of the combo 1 instead of that event_active(PS4_L3)
If you want to be able to adjust the amount of times it should loop with your LOOP you can increase or decrease a counter at the end of the combo1 and check if its equal LOOP and then progress to step = 2
having the event_active check in the combo itself will only be able to read that event_active when the wait() times actions have finished, thats like a 1ms window.
you probably want to always check for that event_active outside of the combos and if that happend wait for the combo to finish end then move on to the next step.
If you always want the combo1 to only run once and auto progress to step 2 you can add a
step = 2; wait(0);
at the end of the combo 1 instead of that event_active(PS4_L3)
If you want to be able to adjust the amount of times it should loop with your LOOP you can increase or decrease a counter at the end of the combo1 and check if its equal LOOP and then progress to step = 2
- Code: Select all
#define LOOP 5 // loop 5 times
uint8 iLoop;
main {
if (event_active(BUTTON_16)) iLoop = LOOP; // initiate loop
if (iLoop) { // iLoop is not 0
combo_run(cLoop);
}
}
combo cLoop {
set_val(BUTTON_16,100);
wait(100);
set_val(BUTTON_16,0);
wait(50);
iLoop--;
if (iLoop ==0) step = 2;
wait(0); // <- important
}
having the event_active check in the combo itself will only be able to read that event_active when the wait() times actions have finished, thats like a 1ms window.
you probably want to always check for that event_active outside of the combos and if that happend wait for the combo to finish end then move on to the next step.
Last edited by Scachi on Tue Jul 27, 2021 2:38 pm, edited 3 times in total.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: New to Scripting - Help with script shell please?
Ah! Thats a much more efficient way to have to play once and progress with "Step=2; Wait(0);" appreciate you taking the time to help very much.
- anurak_eso
- Sergeant
- Posts: 8
- Joined: Mon Jul 26, 2021 7:55 pm
Re: New to Scripting - Help with script shell please?
To loop through the step 2 and step 3 I would add a flag like "step2Confirmed" and "step3Confirmed"
then do something like in main
if (step==2 and event_active(PS4_L3)) step2Confirmed=1;
and in your combo2 at the end check for
if (step2Confirmed) step = 3;
this will make sure that the combo finishes before moving on to the next step.
then you can add similar thing for combo3 and more combos.
then do something like in main
if (step==2 and event_active(PS4_L3)) step2Confirmed=1;
and in your combo2 at the end check for
if (step2Confirmed) step = 3;
this will make sure that the combo finishes before moving on to the next step.
then you can add similar thing for combo3 and more combos.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: New to Scripting - Help with script shell please?
Got some good progress and learning quite a bit. However the flags you suggested must not be implemented correctly. A couple of issues.
1. Combo 1 runs and stops, doesnt seem to progress to step 2.
2. Step 2 doesnt seem to progress to step 3 when L3 is pressed. Step2Confirm flag must not be correct.
It compiles with no errors. Any pointers on what is wrong here? TY!
1. Combo 1 runs and stops, doesnt seem to progress to step 2.
2. Step 2 doesnt seem to progress to step 3 when L3 is pressed. Step2Confirm flag must not be correct.
It compiles with no errors. Any pointers on what is wrong here? TY!
- Code: Select all
#pragma METAINFO("Combo Series", 1, 0, "Anurak with Scachi Help")
#include <ps4.gph>
#define step2Confirmed
#define step3Confirmed
bool enabled;
int step=0;
main {
if (event_active(PS4_L3) && time_release(PS4_L3) < 200) {
enabled=!enabled;
if (enabled) step=1;
else step=0;
}
if (step==1) {
//actions for step 1 will run once
combo_run(cPrebuff);
}
if (step==2 & event_active(PS4_L3)) {
//actions for step 2 will loop until user trigger
step2Confirmed 1;
combo_run(cAttack);
}
if (step==3 & event_active(PS4_L3)) {
//actions for step 3 will loop until user trigger
step3Confirmed 1;
combo_run(cExecute);
}
}
combo cPrebuff {
//Series 1 - Backbar Start
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
//Series 2 - Frontbar
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
//Series 3 - Backbar
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
// to change to step 2 (Need to make progress to Step 2)
step = 2; wait(0);
}
combo cAttack {
//Series 1 - Backbar Start
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 2 - Frontbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_L1,100); set_val(PS4_R1,100); wait (850);
set_val(PS4_L1,0); set_val(PS4_R1,0);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 3 - Backbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_L1,100); wait(50);
set_val(PS4_L1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 4 - Frontbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
// to change to step 3
if (step2Confirmed 1) step = 3;
}
combo cExecute {
//Series 1 - Backbar Start
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
// to change to step 0
if (step3Confirmed 1) step = 0;
}
- anurak_eso
- Sergeant
- Posts: 8
- Joined: Mon Jul 26, 2021 7:55 pm
Re: New to Scripting - Help with script shell please?
for changing stuff don't use defines. use variables. use variables for flags. variables of type bool, uint8 or int8
Read https://www.consoletuner.com/wiki/index ... data_types to see the different available types and their value ranges.
you want to loop the cattack combo until you press L3 again, your current logic will only run the combo once when you press L3. event_active is happening only the moment you press that button down and is not repeated while you are keeping that button pressed.
something like that perhaps:
Read https://www.consoletuner.com/wiki/index ... data_types to see the different available types and their value ranges.
you want to loop the cattack combo until you press L3 again, your current logic will only run the combo once when you press L3. event_active is happening only the moment you press that button down and is not repeated while you are keeping that button pressed.
something like that perhaps:
- Code: Select all
#pragma METAINFO("Combo Series", 1, 0, "Anurak")
#include <ps4.gph>
bool step2Confirmed;
bool step3Confirmed;
bool enabled;
int step=0;
main {
if (event_active(PS4_L3) && time_release(PS4_L3) < 200) {
enabled=!enabled;
step=0;
step2Confirmed=0;
step3Confirmed=0;
if (enabled) step=1;
}
if (step==1) {
//actions for step 1 will run once
combo_run(cPrebuff);
}
if (step==2) {
//actions for step 2 will loop until user trigger
combo_run(cAttack);
if (event_active(PS4_L3)) {
printf("step2Confirmed");
step2Confirmed=1;
}
}
if (step==3) {
//actions for step 3 will loop until user trigger
combo_run(cExecute);
if (event_active(PS4_L3)) {
printf("step3Confirmed");
step3Confirmed=1;
}
}
}
combo cPrebuff {
printf("step 1"); wait(0);
//Series 1 - Backbar Start
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
//Series 2 - Frontbar
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
//Series 3 - Backbar
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
// to change to step 2 (Need to make progress to Step 2)
step = 2; wait(0);
}
combo cAttack {
printf("step 2"); wait(0);
//Series 1 - Backbar Start
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 2 - Frontbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_L1,100); set_val(PS4_R1,100); wait (850);
set_val(PS4_L1,0); set_val(PS4_R1,0);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 3 - Backbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_L1,100); wait(50);
set_val(PS4_L1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
//Series 4 - Frontbar
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_TRIANGLE,100); wait(50);
set_val(PS4_TRIANGLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_CIRCLE,100); wait(50);
set_val(PS4_CIRCLE,0); wait(850);
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_R1,100); wait(50);
set_val(PS4_R1,0); wait(850);
set_val(PS4_R3,100); wait(50);
set_val(PS4_R3,0); wait(850);
// to change to step 3
if (step2Confirmed) step = 3;
wait(0);
}
combo cExecute {
printf("step 3"); wait(0);
//Series 1 - Backbar Start
set_val(PS4_R2,100); wait(50);
set_val(PS4_R2,0); wait(50);
set_val(PS4_SQUARE,100); wait(50);
set_val(PS4_SQUARE,0); wait(850);
// to change to step 0
if (step3Confirmed) step = 0;
wait(0);
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
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