Help to convert Division Zen Script
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Help to convert Division Zen Script
I need help... how can I convert this script to Titan Two?
- Code: Select all
/*
- T H E S U M M I T - A U T O F A R M O N T H E 1 0 t h F L O O R -
- X B O X -
Game: The Division 2
Version: 1.6
Device: device ONLY
Controller tested: wired PS5 / PS4
Console : XBOX - PS5 using RemotePlay on PC / PS5 using Speciality controller / PS4
Author: noozbar
________________________________________________________________________________________________________
V E R Y I M P O R T A N T :
You must equip your character with a semi automatic gun with a maximum of bullets in the magazine, I use the "Px4 Storm Type F" with 28 bullets
Why? For BRAVO/DELTA/MIKE error detection
Rumbles/Vibrations must be enable in console settings and game settings
________________________________________________________________________________________________________
N E W :
- Auto heal envery 2 loop
- If you enable "deconstruct_toggle", the script will open a cache every 2 runs. If your inventory is full, it will deconstruct the loot that dropped at your feet
- The script now detects if you have a BRAVO/DELTA/MIKE... error and will automatically restart the game. You will be back in the elevator on floor 10 and AutoFarm will restart automatically
- AutoRun has been added
________________________________________________________________________________________________________
I N S T R U C T I O N S :
You need to get to the 10th floor of Summit
Set the difficulty to Normal to go up from floor 1 to 9
Then, go back to the lobby, change the difficulty to Challenging and put every directives exept 2 (the "skill" directives) and take the elevator again so that it takes you to the 10th floor
It has to be the same floor as in the video otherwise it won't work (check Required Floor 10)
If you are not on the right floor, go back to the lobby and take the elevator up to the 10th floor again until you find the right one.
Then start the script when the elevator doors open and go do something else while it's farming for you
________________________________________________________________________________________________________
Required Floor 10
https://discord.com/channels/8322684740 ... 2304134245
________________________________________________________________________________________________________
Build
https://discord.com/channels/8322684740 ... 6335297606
https://discord.com/channels/8322684740 ... 3045271564
________________________________________________________________________________________________________
Skill
L1 ==> turret
R1 ==> seeker mines cluster
________________________________________________________________________________________________________
Start Autofarm when the elevator doors open
Hold L2 and tap UP
________________________________________________________________________________________________________
Enable or disable OLED Display (OLED display turns off after 3min)
Tap DOWN
________________________________________________________________________________________________________
*/
int deconstruct_toggle = 1; // If you want to open a cache every 2 runs and deconstruct what drops to the ground if the inventory is full set to 1, otherwise set to 0
define MAX_LOOP = 20; // maximum amount of HardWired loops - if the amount of loops exceeds this value, your character will commit suicide and you will start the floor again (if an enemy is well hidden and neither the turret nor the mine reach him)
int farm_toggle, error_toggle;
int floor_timer;
int HW_loop;
int loop_quantity, cleared;
int max_run_time, max_loops, max_rumbleA, max_rumbleB;
const string TXT[] = {
"L2/LT + UP" , "to start or stop" ,
// 0 1
"The Summit" , "AutoFarm" ,
// 2 3
"Go to cover" , "HardWired loop" , "Suicide" , "You're dead" , "Restart" , "Open Cache" , "ERROR DELTA"
// 4 5 6 7 8 9 10
}
int display_info, info_count, current_info, screen_saver;
int display_on = 1;
int display_main = 1;
main {
// Debug
if(floor_timer > max_run_time) max_run_time = floor_timer;
if(loop_quantity > max_loops) max_loops = loop_quantity;
if(get_rumble(RUMBLE_A) > max_rumbleA) max_rumbleA = get_rumble(RUMBLE_A);
if(get_rumble(RUMBLE_B) > max_rumbleB) max_rumbleB = get_rumble(RUMBLE_B);
if(event_release(PS4_TOUCH))
{
max_rumbleA = 0;
max_rumbleB = 0;
}
if(get_val(PS4_TOUCH))
{
set_val(TRACE_2, max_run_time / 1000);
set_val(TRACE_3, max_loops);
set_val(TRACE_5, max_rumbleA);
set_val(TRACE_6, max_rumbleB);
}
else
{
set_val(TRACE_1, farm_toggle);
set_val(TRACE_2, error_toggle);
set_val(TRACE_4, cleared);
set_val(TRACE_5, loop_quantity);
set_val(TRACE_6, floor_timer / 1000);
}
// Block controller rumbles
block_rumble();
/* AutoRun
push the left stick 90% forward or to the sides to run - hold to sprint must be enable */
if((isqrt(pow(abs(get_ival(PS4_LX)),2) + pow(abs(get_ival(PS4_LY)),2)) >= 90) && get_ival(PS4_LY) < 20 && !get_val(PS4_L2) && !get_val(PS4_R2))
set_val(PS4_L3, 100);
// Toggle
if(get_val(PS4_L2))
{
if(event_press(PS4_UP))
{
display_on = TRUE;
farm_toggle = !farm_toggle;
screen_saver = 0;
if(!farm_toggle)
display_main = TRUE;
}
if(event_press(PS4_SHARE))
deconstruct_toggle = !deconstruct_toggle;
set_val(PS4_SHARE, 0);
}
if(event_press(PS4_DOWN))
{
display_on = !display_on;
if(!display_on)
cls_oled(OLED_BLACK);
else
{
if(!farm_toggle)
display_main = TRUE;
else
{
if(combo_running(GO_TO_COVER_AND_START_CYCLE))
combo_run(DISPLAY_CORRIDOR);
else if(combo_running(HARD_WIRED))
combo_run(DISPLAY_HW);
else if(combo_running(NADE))
combo_run(DISPLAY_SUICIDE);
else if(combo_running(RESTART))
combo_run(DISPLAY_RESTART);
else if(combo_running(OPEN_CACHE))
combo_run(DISPLAY_OPEN_CACHE);
else if(combo_running(ERROR))
combo_run(DISPLAY_DELTA);
}
}
screen_saver = 0;
}
// Toggle ON
if(farm_toggle)
{
if(get_rumble(RUMBLE_A) || get_rumble(RUMBLE_B))
{
error_toggle = 0;
combo_stop(ERROR);
}
// Error DELTA
if(error_toggle >= 3)
{
combo_stop(GO_TO_COVER_AND_START_CYCLE);
combo_stop(HARD_WIRED);
combo_stop(WIPE);
combo_stop(NADE);
combo_stop(RESTART);
combo_stop(OPEN_CACHE);
combo_run(ERROR);
}
// Farm floor 10
else
{
floor_timer += get_rtime(); // how long it takes me to finish the floor (TRACE 6)
if(!HW_loop)
{
combo_stop(WIPE);
combo_stop(RESTART);
combo_stop(OPEN_CACHE);
combo_run(GO_TO_COVER_AND_START_CYCLE);
}
else
{
if(loop_quantity > MAX_LOOP) // if more than X loops to clear the floor, wipe and restart
{
combo_stop(HARD_WIRED);
if(cleared > 1 && cleared % 2 == 0)
combo_run(OPEN_CACHE);
else
combo_run(WIPE);
}
else
combo_run(HARD_WIRED);
if(error_toggle == 2)
{
combo_stop(GO_TO_COVER_AND_START_CYCLE);
combo_stop(HARD_WIRED);
combo_stop(WIPE);
combo_stop(NADE);
combo_stop(ERROR);
combo_stop(OPEN_CACHE);
combo_run(RESTART);
}
}
combo_stop(ERROR);
}
}
// Toggle OFF
else
{
combo_stop_all();
HW_loop = 0;
loop_quantity = 0;
error_toggle = 0;
floor_timer = 0;
cleared = 0;
}
if(display_on)
{
// Screen Saver
screen_saver += get_rtime();
if(screen_saver >= 150000) // 2min 30sec
{
cls_oled(OLED_BLACK);
display_on = FALSE;
}
// Timer to display user infos
info_count += get_rtime();
if(info_count > 2000)
{
current_info = !current_info;
display_info = TRUE;
}
// Display how to toggle
if(display_info)
{
info_count = 0;
rect_oled(1, 50, 126, 13, OLED_WHITE, OLED_BLACK); // bottom rectangle (clear)
print(center_x(get_string_length(TXT[current_info]), OLED_FONT_SMALL_WIDTH),53,OLED_FONT_SMALL,OLED_WHITE,TXT[current_info]);
display_info = FALSE;
}
// Display script name
if(display_main)
{
cls_oled(OLED_BLACK);
print(center_x(get_string_length(TXT[2]), OLED_FONT_MEDIUM_WIDTH),4,OLED_FONT_MEDIUM,OLED_WHITE,TXT[2]);
print(center_x(get_string_length(TXT[3]), OLED_FONT_MEDIUM_WIDTH),26,OLED_FONT_MEDIUM,OLED_WHITE,TXT[3]);
display_info = TRUE;
display_main = FALSE;
}
}
}
//_____________________________________________________________________________________________________________________ C O M B O S
combo GO_TO_COVER_AND_START_CYCLE {
floor_timer = 0; // reset the timer
if(display_on)
combo_run(DISPLAY_CORRIDOR);
wait(get_rtime());
// Start running to the cover
set_val(PS4_LY, -100);
wait(390);
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
wait(3160);
set_val(PS4_L3, 100);
set_val(PS4_LX, 23);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 59);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 82);
set_val(PS4_LY, -84);
wait(1190);
set_val(PS4_L3, 100);
set_val(PS4_LX, 76);
set_val(PS4_LY, -89);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 57);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 23);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
wait(310);
set_val(PS4_L3, 100);
set_val(PS4_LX, 49);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 81);
set_val(PS4_LY, -85);
wait(410);
set_val(PS4_L3, 100);
set_val(PS4_LX, 67);
set_val(PS4_LY, -96);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 38);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
wait(160);
set_val(PS4_L3, 100);
set_val(PS4_LX, 54);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 82);
set_val(PS4_LY, -84);
wait(510);
set_val(PS4_L3, 100);
set_val(PS4_LX, 48);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 23);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
wait(790);
set_val(PS4_L3, 100);
set_val(PS4_LX, 48);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 82);
set_val(PS4_LY, -84);
wait(230);
set_val(PS4_L3, 100);
set_val(PS4_LX, 40);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
wait(540);
set_val(PS4_L3, 100);
set_val(PS4_LX, 32);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 79);
set_val(PS4_LY, -86);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 83);
set_val(PS4_LY, -83);
wait(550);
set_val(PS4_L3, 100);
set_val(PS4_LX, 66);
set_val(PS4_LY, -97);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LX, 33);
set_val(PS4_LY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
wait(770);
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
set_val(PS4_CROSS, 100);
wait(80);
set_val(PS4_LY, -74);
set_val(PS4_CROSS, 100);
set_val(PS4_RY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_LY, -49);
set_val(PS4_CROSS, 100);
set_val(PS4_RY, -100);
wait(10); //_________________________________________________________________________________________v
set_val(PS4_LY, -30);
set_val(PS4_CROSS, 100);
set_val(PS4_RY, -100);
wait(10); //_________________________________________________________________________________________
set_val(PS4_CROSS, 100);
wait(720);
// Start Cycle
set_val(PS4_R1, 100); // seeker
wait(700);
wait(2200);
set_val(PS4_L1, 100); // turret on
wait(100);
set_val(PS4_TRIANGLE, 100);
wait(200);
wait(1000);
set_val(PS4_TRIANGLE, 100);
wait(150);
wait(100);
set_val(PS4_TRIANGLE, 100);
wait(150);
wait(2600);
loop_quantity++;
HW_loop++;
}
combo HARD_WIRED { // HardWired loop
if(display_on)
combo_run(DISPLAY_HW);
wait(get_rtime());
// Start loop
set_val(PS4_LY, 100); // exit cover
wait(50);
set_val(PS4_CROSS, 100); // cover
wait(150);
set_val(PS4_L1, 100); // deploy turret if mixed
wait(50);
wait(300);
set_val(PS4_L1, 100); // grab turret or blow turret if not close
wait(2250);
wait(250);
set_val(PS4_L1, 100); // deploy turret
wait(50);
wait(1000);
set_val(PS4_R1, 100); // throw seeker
wait(700);
wait(2000);
set_val(PS4_L1, 100); // re-target the turret if it's not firing at anyone (or deploy if mixed)
wait(50);
wait(1100);
// check DELTA/MIKE... error
set_val(PS4_R2, 100); // triggers a vibration to check if we have not been victim of a DELTA/MIKE... error
wait(700);
wait(500);
set_val(PS4_R1, 100); // blow the mine if it's back at our feet (or throw if mixed)
if(loop_quantity > 1 && loop_quantity % 2 == 0)
set_val(PS4_RIGHT, 100); // heal
wait(2250);
if(loop_quantity > 1 && loop_quantity % 2 == 0)
set_val(PS4_RIGHT, 100); // heal
wait(300);
loop_quantity++;
error_toggle++;
}
combo NADE {
if(display_on)
combo_run(DISPLAY_SUICIDE);
wait(get_rtime());
set_val(PS4_LEFT, 100); // take nade
wait(100);
set_val(PS4_RY, 100); // change view
set_val(PS4_RX, 100); // change view
wait(1000);
set_val(PS4_R2, 100); // throw nade
wait(50);
set_val(PS4_LY, -100); // go forward
wait(500);
wait(1500);
set_val(PS4_LEFT, 100); // take nade
wait(50);
set_val(PS4_RY, 100); // change view
wait(800);
set_val(PS4_R2, 100); // throw nade
wait(50);
set_val(PS4_LY, -100); // go forward
wait(500);
wait(1500);
set_val(PS4_LEFT, 100); // take nade
wait(50);
set_val(PS4_RY, 100); // change view
wait(800);
set_val(PS4_R2, 100); // throw nade
wait(50);
set_val(PS4_LY, -100); // go forward
wait(500);
wait(4000);
}
combo RESTART {
if(display_on)
combo_run(DISPLAY_DEAD);
wait(get_rtime());
set_val(PS4_CIRCLE, 100);
wait(100);
wait(200);
set_val(PS4_CIRCLE, 100);
wait(100);
wait(200);
set_val(PS4_CIRCLE, 100);
wait(100);
wait(200);
wait(3500); // wait respawn
set_val(PS4_SQUARE, 100); // press respawn
wait(150);
if(display_on)
combo_run(DISPLAY_RESTART);
wait(get_rtime());
wait(8000); // loading + elevator
display_main = TRUE;
wait(get_rtime());
wait(2000);
HW_loop = 0;
loop_quantity = 0;
if(error_toggle < 2 && loop_quantity < MAX_LOOP)
cleared++;
error_toggle = 0;
}
combo WIPE {
call(NADE);
wait(1000);
call(RESTART);
}
combo ERROR {
if(display_on)
combo_run(DISPLAY_DELTA);
wait(get_rtime());
wait(10000);
set_val(PS4_CROSS, 100); // error screen
wait(100);
wait(2000); // wait loading screen
set_val(PS4_CROSS, 100); // Division 2 screen
wait(100);
wait(25000); // wait loading screen
set_val(PS4_CROSS, 100); // select the character
wait(100);
wait(25000); // wait loading screen + elevator
HW_loop = 0;
loop_quantity = 0; //
floor_timer = 0; //
cleared = 0; //
error_toggle = FALSE;
}
combo OPEN_CACHE {
if(display_on)
combo_run(DISPLAY_OPEN_CACHE);
wait(get_rtime());
set_val(PS4_OPTIONS, 100);
wait(700);
wait(800);
set_val(PS4_DOWN, 100);
wait(50);
wait(150);
set_val(PS4_DOWN, 100);
wait(50);
wait(150);
set_val(PS4_DOWN, 100);
wait(50);
wait(150);
set_val(PS4_RIGHT, 100);
wait(50);
wait(150);
set_val(PS4_RIGHT, 100);
wait(50);
wait(150);
set_val(PS4_CROSS, 100);
wait(50);
wait(500);
set_val(PS4_SQUARE, 100);
wait(1600);
wait(3800);
set_val(PS4_CROSS, 100);
wait(50);
wait(150);
set_val(PS4_CIRCLE, 100);
wait(700);
wait(150);
set_val(PS4_L3, 100);
wait(2000);
call(NADE);
wait(1000);
call(NADE);
wait(1000);
call(RESTART);
}
//_____________________________________________________________________________________________________________________ D I S P L A Y
combo DISPLAY_CORRIDOR {
rect_oled(1, 1, 126, 49, OLED_WHITE, OLED_BLACK); // clear text zone
print(center_x(get_string_length(TXT[4]), OLED_FONT_SMALL_WIDTH),random(1, 36),OLED_FONT_SMALL,OLED_WHITE,TXT[4]);
}
combo DISPLAY_HW {
rect_oled(1, 1, 126, 49, OLED_WHITE, OLED_BLACK); // clear text zone
print(center_x(get_string_length(TXT[5]), OLED_FONT_SMALL_WIDTH),random(1, 36),OLED_FONT_SMALL,OLED_WHITE,TXT[5]);
}
combo DISPLAY_SUICIDE {
rect_oled(1, 1, 126, 49, OLED_WHITE, OLED_BLACK); // clear text zone
print(center_x(get_string_length(TXT[6]), OLED_FONT_SMALL_WIDTH),random(1, 36),OLED_FONT_SMALL,OLED_WHITE,TXT[6]);
}
combo DISPLAY_DEAD {
rect_oled(1, 1, 126, 49, OLED_WHITE, OLED_BLACK); // clear text zone
print(center_x(get_string_length(TXT[7]), OLED_FONT_SMALL_WIDTH),random(1, 36),OLED_FONT_SMALL,OLED_WHITE,TXT[7]);
}
combo DISPLAY_RESTART {
rect_oled(1, 1, 126, 49, OLED_WHITE, OLED_BLACK); // clear text zone
print(center_x(get_string_length(TXT[8]), OLED_FONT_SMALL_WIDTH),random(1, 36),OLED_FONT_SMALL,OLED_WHITE,TXT[8]);
}
combo DISPLAY_OPEN_CACHE {
rect_oled(1, 1, 126, 49, OLED_WHITE, OLED_BLACK); // clear text zone
print(center_x(get_string_length(TXT[9]), OLED_FONT_SMALL_WIDTH),random(1, 36),OLED_FONT_SMALL,OLED_WHITE,TXT[9]);
}
combo DISPLAY_DELTA {
rect_oled(1, 1, 126, 49, OLED_WHITE, OLED_BLACK); // clear text zone
print(center_x(get_string_length(TXT[10]), OLED_FONT_SMALL_WIDTH),random(1, 36),OLED_FONT_SMALL,OLED_WHITE,TXT[10]);
}
//_____________________________________________________________________________________________________________________ F U N C T I O N S
int stringLength;
function get_string_length(offset) {
stringLength = 0;
do {
offset++;
stringLength++;
} while (duint8(offset));
return stringLength;
}
function center_x(f_chars,f_font) {
return (OLED_WIDTH / 2) - ((f_chars * f_font) / 2);
}
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themagicsound - Private
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