Script side mouse button
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• Page 1 of 1
Script side mouse button
Hi, I need help with my script.
My setup: Mouse and Keyboard > T2 > PC output protocol Xbox 360.
I use it because I want to have the mouse and keyboard movement allied to the advantages of aim assist.
My script is this:
So I need that when MBUTON_5 pressed, combo_run, and in that combo the combinations BUTTON_15 and then BUTTON_17 happen. For some reason the combo doesn't run when I press MBUTTON_5, so I'd like to better understand what could be going on.
Like mouse_whel, the side buttons are not configured in the input translator because I need them free to run the combo.
Input Translator:
For some reason my script code is not working with MBUTTON_5 or MBUTTON_4 to activate combos. They only work in the game when I set them up in the input translator for some function.
My setup: Mouse and Keyboard > T2 > PC output protocol Xbox 360.
I use it because I want to have the mouse and keyboard movement allied to the advantages of aim assist.
My script is this:
- Code: Select all
#include <keyboard.gph>
#include <mouse.gph>
main {
if (mouse_status(MBUTTON_5)) {
combo_run(Toggle);
combo_run(pAR); }
mouse_wheel(); }
combo Toggle {
set_val(BUTTON_15,100);
wait(30);
wait(30);}
combo pAR {
set_val(BUTTON_7,100);
wait(30);
wait(30);
set_val(BUTTON_7, 0);}
combo cMWheelBack {
set_val(BUTTON_13,100);
wait(30);
wait(30);
set_val(BUTTON_8,100);
wait(30);
wait(30);
set_val(BUTTON_15,100);
wait(30);
wait(30);
}
void mouse_wheel() {
int8 wheel;
if (mouse_status(MREPORT_UPDATED)) {
if (wheel=mouse_status(MOUSE_WHEEL)) {
if (wheel==-1) combo_run(cMWheelBack);
}
}}
So I need that when MBUTON_5 pressed, combo_run, and in that combo the combinations BUTTON_15 and then BUTTON_17 happen. For some reason the combo doesn't run when I press MBUTTON_5, so I'd like to better understand what could be going on.
Like mouse_whel, the side buttons are not configured in the input translator because I need them free to run the combo.
Input Translator:
For some reason my script code is not working with MBUTTON_5 or MBUTTON_4 to activate combos. They only work in the game when I set them up in the input translator for some function.
-
Mimis - Staff Sergeant
- Posts: 14
- Joined: Tue Dec 01, 2020 10:26 pm
Re: Script side mouse button
Does anything print in the output panel when you press the side buttons?
- Code: Select all
#include <keyboard.gph>
#include <mouse.gph>
main {
if (mouse_status(MBUTTON_4) || mouse_status(MBUTTON_5)) {
combo_run(Toggle);
combo_run(pAR);
}
mouse_wheel();
}
combo Toggle {
printf("Toggle combo running");
wait(0);
set_val(BUTTON_15,100);
wait(30);
wait(30);}
combo pAR {
printf("pAR combo running");
wait(0);
set_val(BUTTON_7,100);
wait(30);
wait(30);
set_val(BUTTON_7, 0);
}
combo cMWheelBack {
set_val(BUTTON_13,100);
wait(30);
wait(30);
set_val(BUTTON_8,100);
wait(30);
wait(30);
set_val(BUTTON_15,100);
wait(30);
wait(30);
}
void mouse_wheel() {
int8 wheel;
if (mouse_status(MREPORT_UPDATED)) {
if (wheel=mouse_status(MOUSE_WHEEL)) {
if (wheel==-1) combo_run(cMWheelBack);
}
}
}
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Script side mouse button
Mad wrote:Does anything print in the output panel when you press the side buttons?
- Code: Select all
#include <keyboard.gph>
#include <mouse.gph>
main {
if (mouse_status(MBUTTON_4) || mouse_status(MBUTTON_5)) {
combo_run(Toggle);
combo_run(pAR);
}
mouse_wheel();
}
combo Toggle {
printf("Toggle combo running");
wait(0);
set_val(BUTTON_15,100);
wait(30);
wait(30);}
combo pAR {
printf("pAR combo running");
wait(0);
set_val(BUTTON_7,100);
wait(30);
wait(30);
set_val(BUTTON_7, 0);
}
combo cMWheelBack {
set_val(BUTTON_13,100);
wait(30);
wait(30);
set_val(BUTTON_8,100);
wait(30);
wait(30);
set_val(BUTTON_15,100);
wait(30);
wait(30);
}
void mouse_wheel() {
int8 wheel;
if (mouse_status(MREPORT_UPDATED)) {
if (wheel=mouse_status(MOUSE_WHEEL)) {
if (wheel==-1) combo_run(cMWheelBack);
}
}
}
Hello mad. Thanks for the quick reply and yes, the message appears on the panel, I was trying to understand what was wrong with the script and I found out, the problem is in the other part that I didn't post here. I'm trying to script Fortnite so that I can use the build function without having to manually go into build mode, so the side mouse buttons would serve to make it work.
My two unsuccessful attempts:
- Code: Select all
#include <keyboard.gph>
#include <mouse.gph>
int mode; // "buid mode identifier."
main {
if (mode > 1) { mode = 0;} //IF mode =1 build mode on, IF mode=0, build mode off.
if (mouse_status(MBUTTON_5) && (mode ==0));{ //If mode = 0 and M5 is pressed, script runs Toggle(BUILD BUTTON) and enters build mode, mode=1.
combo_run (Toggle);
combo_run (pAR);
mode = 1; }
if (mouse_status(MBUTTON_4) && (mode ==0));{ //If mode = 0 and M4 is pressed, script runs Toggle(BUILD BUTTON) and enters build mode, mode=1.
combo_run (Toggle);
combo_run (SuT);
mode = 1; }
if (mouse_status(MBUTTON_5) && (mode ==1));{ //If mode = 1 and M5 is pressed, script understands that the build mode is already activated and performs only the required combo.
combo_run (pAR); }
if (mouse_status(MBUTTON_4) && (mode ==1));{ //If mode = 1 and M4 is pressed, script understands that the build mode is already activated and performs only the required combo.
combo_run (SuT); }
}
combo Toggle { // Combo to activate build mode.
set_val(BUTTON_15,100);
set_val(BUTTON_15,0); }
combo pAR { //build
set_val(BUTTON_7,100);
set_val(BUTTON_7,100); }
combo SuT { //build
set_val(BUTTON_4,100);
set_val(BUTTON_4,100); }
- Code: Select all
#include <keyboard.gph>
#include <mouse.gph>
bool mode =FALSE; // "buid mode identifier, FALSE = build OFF, TRUE = build ON.
main {
if (mouse_status (MBUTTON_5)) { mode=TRUE; combo_run(Toggle); combo_run(pAR); } //If M5 is pressed, mode=TRUE and script runs Toggle(BUILD BUTTON) and enters build mode.
else if (mouse_status (MBUTTON_5) && (mode=TRUE)) {combo_run(pAR); } //If mode = TRUE and M5 is pressed, script understands that the build mode is already activated and performs only the required combo.
if (mouse_status (MBUTTON_4)) { mode=TRUE;combo_run(Toggle); combo_run(SuT); } //If M4 is pressed, mode=TRUE and script runs Toggle(BUILD BUTTON) and enters build mode.
else if (mouse_status (MBUTTON_4) && (mode=TRUE)) {combo_run(SuT); } //If mode = TRUE and M4 is pressed, script understands that the build mode is already activated and performs only the required combo.
}
combo Toggle { // Combo to activate build mode.
set_val(BUTTON_15,100);
set_val(BUTTON_15,0); }
combo pAR { //build
set_val(BUTTON_7,100);
set_val(BUTTON_7,100); }
combo SuT { //build
set_val(BUTTON_4,100);
set_val(BUTTON_4,100); }]
The problem is in the other part of the code, I'm doing something wrong because neither of these two options took effect.
-
Mimis - Staff Sergeant
- Posts: 14
- Joined: Tue Dec 01, 2020 10:26 pm
Re: Script side mouse button
Okay, I managed to find the reason for the problem using the first method. It might seem obvious to many but I was really having a hard time figuring out why the script didn't work.
The wrong:
The correct:
Were missing some parenthesis and an adequate delay for the combo to work properly, small details.
Thanks to Mad for the quick response.
The wrong:
- Code: Select all
#include <keyboard.gph>
#include <mouse.gph>
int mode; // "buid mode identifier."
main {
if (mode > 1) { mode = 0;} //IF mode =1 build mode on, IF mode=0, build mode off.
if (mouse_status(MBUTTON_5) && (mode ==0));{ //If mode = 0 and M5 is pressed, script runs Toggle(BUILD BUTTON) and enters build mode, mode=1.
combo_run (Toggle);
combo_run (pAR);
mode = 1; }
if (mouse_status(MBUTTON_4) && (mode ==0));{ //If mode = 0 and M4 is pressed, script runs Toggle(BUILD BUTTON) and enters build mode, mode=1.
combo_run (Toggle);
combo_run (SuT);
mode = 1; }
if (mouse_status(MBUTTON_5) && (mode ==1));{ //If mode = 1 and M5 is pressed, script understands that the build mode is already activated and performs only the required combo.
combo_run (pAR); }
if (mouse_status(MBUTTON_4) && (mode ==1));{ //If mode = 1 and M4 is pressed, script understands that the build mode is already activated and performs only the required combo.
combo_run (SuT); }
}
combo Toggle { // Combo to activate build mode.
set_val(BUTTON_15,100);
set_val(BUTTON_15,0); }
combo pAR { //build
set_val(BUTTON_7,100);
set_val(BUTTON_7,100); }
combo SuT { //build
set_val(BUTTON_4,100);
set_val(BUTTON_4,100); }
The correct:
- Code: Select all
#include <keyboard.gph>
#include <mouse.gph>
int mode;
main {
if (mode > 1) { mode = 0;}
if ((mouse_status (MBUTTON_5)) && (mode==0)) { mode=1; combo_run(Toggle); combo_run(pAR); }
else if ((mouse_status (MBUTTON_5)) && (mode==1)) {combo_run(pAR); }
if ((mouse_status (MBUTTON_4)) && (mode==0)) { mode=1;combo_run(Toggle); combo_run(SuT); }
else if ((mouse_status (MBUTTON_4)) && (mode==1)) {combo_run(SuT); }
}
combo Toggle {
wait(30);
set_val(BUTTON_15,100);
wait(40);
set_val(BUTTON_15,0);
wait(10); }
combo pAR {
set_val(BUTTON_7,100);
set_val(BUTTON_7,100); }
combo SuT {
set_val(BUTTON_4,100);
set_val(BUTTON_4,100); }
Were missing some parenthesis and an adequate delay for the combo to work properly, small details.
Thanks to Mad for the quick response.
-
Mimis - Staff Sergeant
- Posts: 14
- Joined: Tue Dec 01, 2020 10:26 pm
Re: Script side mouse button
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
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