Script Converting
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Script Converting
Hey everyone i need help to convert this Script from device Zen to a Titan compatible. I tried to convert it with the Gpc converter and Script Manipulator of device and manually by myself. It doesnt work. I hope really somoene can help me with this.
- Code: Select all
define AdsBtn = PS4_L2;
define FireBtn = PS4_R2;
define CrouchBtn = PS4_R3;
define JumpBtn = PS4_CROSS;
define LX = PS4_LX;
define LY = PS4_LY;
define RX = PS4_RX;
define RY = PS4_RY;
define On = TRUE;
define Off = FALSE;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crouch Shot Desactive ON/OFF
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
define CrouchShotHold = PS4_L2; // CROUCH SHOT HOLD TOGGLE
define CrouchShotPress = PS4_LEFT; // CROUCH SHOT PRESS TOGGLE
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Slide Shot Desactive ON/OFF
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
define SlideHold = PS4_L2; // SLIDE SHOT HOLD TOGGLE
define SlidePress = PS4_RIGHT; // SLIDE SHOT HOLD TOGGLE
// AIM ASSIST EXPLOIT EXPONENTIAL
int Aim_Exploit_Expo = On; // [(On) or (Off)] = {Aim Assist Exponential Toggle On/Off By Default}
int Strength_Expo = 30; // FORCA AIM ASSIST
int Wait_Expo = 9; // ESPERA DO AIM ASSIST
// AIM ASSIST EXPLOIT LINEAR
int Aim_Exploit_Linear = Off; // [(On) or (Off)] = {Aim Assist Linear Toggle On/Off By Default}
int Strength_Linear = 150; // FORCA AIM ASSIST // O VALOR MAXIMO 150
int Wait_Linear = 20; // ESPERA DO AIM ASSIST //CASO SEU PERSONAGEM ESTEJA SE MEXENDO MUITO PARA OS LADOS DIMINUIR
// FIRE ASSIST EXPLOIT
int Assist_Fire_Exploit = On; // [(On) or (Off)] = {Fire Assist Exploit Toggle On/Off By Default}
int Fire_Assist_Strength = 120; // FORCA FIRE ASSIST
// 100% ACCURACY EXPLOIT (1 BUTTON)
int Accuracy_Exploit = On; // [(On) or (Off)] = {Accuracy 100% 1 Button Toggle On/Off By Default} [!!define StopAC = PS4_R3 ; ]
int Spam_Accuracy = 100;
define HoldButtonStop = PS4_R3;
// ANTI RECOIL
int Anti_Recoil = Off; // [(On) or (Off)] = {Anti-Recoil Toggle On/Off By Default}
int AR_Ver = 10; // ANTI RECOIL VERTICAL
int AR_Horiz = 0; // ANTI RECOIL HORIZONTAL
// HEAD SHOT
int Head_Shot = On; // [(On) or (Off)] = {Head Assist Exploit Toggle On/Off By Default}
int HeadStep = 30; // [1 - 30] = Step Increment Increasing Until Its Reached HeadMax
int HeadMax = 70; // [1 - 70] = Max Head Assist Value
int HipAssistHead = On; // [(On) or (Off)] = Operate on Fire Only [If FALSE It Will Only Run On ADS & FIRE]
// RAPID CROUCH
int Drop_Shot = Off; // [(On) or (Off)] = {Rapid Crouch Toggle On/Off By Default}
int DropShotWait = 50; // COM MENOS VALOR, NOSSO PERSONAGEM VAI BAIXAR E LEVANTAR MAIS R?PIDO
// SLIDE SHOT
int Slide_Shot = Off; // [(On) or (Off)] = {Slide Shot Toggle On/Off By Default}
int SlideShotWait = 150;
// BLOCK RUMBLE
int Block_Rumble = On; // [(On) or (Off)] = Block Controller Rumble
int DisplayTitle = TRUE;
int ScreenSaver,BlankScreen,ModMenu,DisplayMenu,ModNameIdx,Toggle,EditMenu,ValNameIdx,KillSwitch;
int AntirecoilVertical,AntirecoilHorizontal,Head;
define AmountOfEditableValues = 10;
main {
if(get_ival(PS4_L2)) {
if(event_press(PS4_OPTIONS)) {
ModMenu = TRUE;
DisplayMenu = TRUE;
EditMenu = FALSE;
if(!ModMenu)
DisplayTitle = TRUE;
}
if(event_press(PS4_SHARE)) {
KillSwitch =! KillSwitch;
combo_run(KillSwitch)
}
set_val(PS4_OPTIONS,0); set_val(PS4_SHARE,0);
}
if(!DisplayTitle) {
if(ModMenu) {
ModNameIdx = MenuNavigation(ModNameIdx,0,8);
Aim_Exploit_Expo = ToggleSwitch(ModNameIdx == 0, Aim_Exploit_Expo);
Aim_Exploit_Linear = ToggleSwitch(ModNameIdx == 1, Aim_Exploit_Linear);
Assist_Fire_Exploit = ToggleSwitch(ModNameIdx == 2, Assist_Fire_Exploit);
Accuracy_Exploit = ToggleSwitch(ModNameIdx == 3, Accuracy_Exploit);
Anti_Recoil = ToggleSwitch(ModNameIdx == 4, Anti_Recoil);
Head_Shot = ToggleSwitch(ModNameIdx == 5, Head_Shot);
Drop_Shot = ToggleSwitch(ModNameIdx == 6, Drop_Shot);
Slide_Shot = ToggleSwitch(ModNameIdx == 7, Slide_Shot);
Block_Rumble = ToggleSwitch(ModNameIdx == 8, Block_Rumble);
}
if(EditMenu) {
ValNameIdx = MenuNavigation(ValNameIdx,0,11);
Strength_Expo = EditValues(ValNameIdx , 0, Strength_Expo , 0, 99);
Wait_Expo = EditValues(ValNameIdx , 1, Wait_Expo , 0, 99);
Strength_Linear = EditValues(ValNameIdx , 2, Strength_Linear , 0, 150);
Wait_Linear = EditValues(ValNameIdx , 3, Wait_Linear , 0, 50);
Fire_Assist_Strength = EditValues(ValNameIdx , 4, Fire_Assist_Strength , 0, 500);
Spam_Accuracy = EditValues(ValNameIdx , 5, Spam_Accuracy , 0, 100);
AR_Ver = EditValues(ValNameIdx , 6, AR_Ver , 0, 99);
AR_Horiz = EditValues(ValNameIdx , 7, AR_Horiz , 0, 99);
HeadStep = EditValues(ValNameIdx , 8, HeadStep , 0, 30);
HeadMax = EditValues(ValNameIdx , 9, HeadMax , 0, 70);
DropShotWait = EditValues(ValNameIdx , 10, DropShotWait , 0, 200);
SlideShotWait = EditValues(ValNameIdx , 11, SlideShotWait , 0, 400);
if(ModNameIdx == 0) ValNameIdx = cycle(ValNameIdx,0,1);
if(ModNameIdx == 1) ValNameIdx = cycle(ValNameIdx,2,3);
if(ModNameIdx == 2) ValNameIdx = cycle(ValNameIdx,4,4);
if(ModNameIdx == 3) ValNameIdx = cycle(ValNameIdx,5,5);
if(ModNameIdx == 4) ValNameIdx = cycle(ValNameIdx,6,7);
if(ModNameIdx == 5) ValNameIdx = cycle(ValNameIdx,8,9);
if(ModNameIdx == 6) ValNameIdx = cycle(ValNameIdx,10,10);
if(ModNameIdx == 7) ValNameIdx = cycle(ValNameIdx,11,11);
}
}
if(DisplayMenu) {
cls_oled(OLED_BLACK);
rect_oled(0, 0, OLED_WIDTH, OLED_HEIGHT, OLED_BLACK, OLED_WHITE);
line_oled(0, 27, OLED_WIDTH - 1, 27, 1, OLED_WHITE);
if(EditMenu) {
printf(center_x(get_valName_chars(ValNameIdx), OLED_FONT_MEDIUM_WIDTH),7,OLED_FONT_MEDIUM,OLED_WHITE,ValNames[ValNameIdx]);
}
else if (ModMenu) {
printf(center_x(get_modName_chars(ModNameIdx), OLED_FONT_MEDIUM_WIDTH),7,OLED_FONT_MEDIUM,OLED_WHITE,ModNames[ModNameIdx]);
if(Toggle == 1)
printf(center_x(get_misc_chars(1), OLED_FONT_SMALL_WIDTH), 40,OLED_FONT_SMALL,OLED_WHITE,Misc[1]);
else if(Toggle == 0)
printf(center_x(get_misc_chars(2), OLED_FONT_MEDIUM_WIDTH), 40,OLED_FONT_MEDIUM,OLED_WHITE,Misc[2]);
}
Toggle = FALSE;
DisplayMenu = FALSE;
}
if(!ModMenu && !EditMenu) {
if(DisplayTitle) {
cls_oled(OLED_BLACK);
rect_oled(0, 0, OLED_WIDTH, OLED_HEIGHT, OLED_BLACK, OLED_WHITE);
printf(center_x(get_misc_chars(0), OLED_FONT_SMALL_WIDTH),7,OLED_FONT_SMALL,OLED_WHITE,Misc[0]);
printf(center_x(get_misc_chars(3), OLED_FONT_SMALL_WIDTH),22,OLED_FONT_SMALL,OLED_WHITE,Misc[3]);
printf(center_x(get_misc_chars(4), OLED_FONT_SMALL_WIDTH),37,OLED_FONT_SMALL,OLED_WHITE,Misc[4]);
printf(center_x(get_misc_chars(5), OLED_FONT_SMALL_WIDTH),50,OLED_FONT_SMALL,OLED_WHITE,Misc[5]);
DisplayTitle = FALSE;
ScreenSaver = TRUE;
}
if(ScreenSaver)
{
BlankScreen += get_rtime();
if(BlankScreen >= 10000)
{
cls_oled(OLED_BLACK);
BlankScreen = 0;
ScreenSaver = TRUE;
}
}
}
if(!KillSwitch) {
//===========================================
// BLOCK RUMBLE
//===========================================
if (Block_Rumble) {
block_rumble();
}
//===========================================
// AIM ASSIST EXPLOIT EXPO V3
//===========================================
if (Aim_Exploit_Expo) {
if (get_ival(AdsBtn)) {
combo_run(Aim_Expo);
} else {
combo_stop(Aim_Expo);
}
}
//===========================================
// AIM ASSIST EXPLOIT LINEAR V3
//===========================================
if (Aim_Exploit_Linear) {
if (get_ival(AdsBtn)) {
combo_run(Aim_Linear);
}
}
//===========================================
// FIRE ASSIST EXPLOIT V3
//===========================================
if (Assist_Fire_Exploit) {
if (get_ival(FireBtn) && !get_ival(AdsBtn)) {
if (abs(get_ival(LX)) <= 40 && abs(get_ival(LY)) <= 35) {
combo_run(FireAssist);
} else {
combo_stop(FireAssist);
}
}
}
//===========================================
// 100% ACCUARCY EXPLOIT V3
//===========================================
if (Accuracy_Exploit) {
if (event_press(FireBtn) && !get_ival(HoldButtonStop)) {
combo_run(Accuracy100);
}
}
//===========================================
// ANTI RECOIL
//===========================================
if (Anti_Recoil) {
if (get_ival(AdsBtn) && get_ival(FireBtn)) {
combo_run(AntiRecoil);
}
}
//===========================================
// HEAD SHOT ASSIST
//===========================================
if (Head_Shot) {
if (get_ival(AdsBtn) && get_ival(FireBtn) || HipAssistHead && get_ival(FireBtn)) {
if (abs(get_ival(RY)) < HeadMax) {
Head += HeadStep;
combo_run(HeadShotAssist);
}
}
if (!get_ival(FireBtn)) Head = 0;
if (Head >= HeadMax) combo_stop(HeadShotAssist)
}
}
//===========================================
// RAPID CROUCH
//===========================================
if (get_val(CrouchShotHold) && event_press(CrouchShotPress)) {
Drop_Shot = !Drop_Shot;
}
if (Drop_Shot && get_ival(FireBtn)) {
combo_run(DropShot);
}
else {
combo_stop(DropShot);
}
//===========================================
// SLIDE SHOT
//===========================================
if (get_val(SlideHold) && event_press(SlidePress)) {
Slide_Shot = !Slide_Shot;
}
if (Slide_Shot) {
if (!get_ival(AdsBtn) && event_press(FireBtn)) {
combo_run(SlideShot);
}
if (event_release(FireBtn)) {
combo_run(SlideShot);
}
if (combo_running(SlideShot)) {
set_val(FireBtn,0);
}
}
}
//========================================================================//
// COMBOS //
//========================================================================//
combo ToggleVibrate {
if(Toggle)
set_ledx(2, 2);
set_rumble(RUMBLE_B, 50);
wait(150);
reset_rumble();
wait(100);
set_rumble(RUMBLE_B, 50);
wait(150);
reset_rumble();
reset_leds();
if(!Toggle)
set_ledx(1, 1);
set_rumble(RUMBLE_A, 50);
wait(300);
reset_rumble();
wait(400);
reset_leds();
}
combo RumbleOff {
set_ledx(1, 1);
set_rumble(RUMBLE_A, 50);
wait(300);
reset_rumble();
wait(400);
reset_leds();
}
combo Aim_Expo {
set_val(RY,AxisRelease(RY,Strength_Expo));
wait(Wait_Expo);
set_val(RX,AxisRelease(RX,Strength_Expo));
set_val(LX,AxisRelease(LX,Strength_Expo));
wait(Wait_Expo);
set_val(RY,AxisRelease(RY,Strength_Expo));
wait(Wait_Expo);
set_val(RX,AxisRelease(RX,inv(Strength_Expo)));
wait(Wait_Expo);
set_val(RX,AxisRelease(RX,inv(Strength_Expo)));
set_val(LX,AxisRelease(LX,inv(Strength_Expo)));
wait(Wait_Expo);
}
combo Aim_Linear {
set_val(LX,inv(Strength_Linear));
wait(Wait_Linear);
set_val(LX,Strength_Linear);
wait(Wait_Linear);
}
combo FireAssist {
set_val(LX,-100);
wait(Fire_Assist_Strength);
set_val(LX,100);
wait(Fire_Assist_Strength);
}
combo Accuracy100 {
set_val(AdsBtn,100);
wait(Spam_Accuracy);
}
combo AntiRecoil {
AntirecoilVertical = get_val(PS4_RY) + AR_Ver;
if(AntirecoilVertical > 100) AntirecoilVertical = 100;
if(abs(get_val(PS4_RY)) < abs(AR_Ver) + 5)
set_val(PS4_RY, (AntirecoilVertical));
AntirecoilHorizontal = get_val(PS4_RX) + AR_Horiz;
if(AntirecoilHorizontal > 100) AntirecoilHorizontal = 100;
if(abs(get_val(PS4_RX)) < abs(AR_Horiz) + 5)
set_val(PS4_RX, AntirecoilHorizontal);
}
combo HeadShotAssist {
set_val(RY,inv(Head) + get_val(RY));
}
combo DropShot {
set_val(CrouchBtn,100);
wait(50);
set_val(CrouchBtn,0);
wait(20);
wait(DropShotWait);
}
combo SlideShot {
set_val(CrouchBtn,100);
wait(SlideShotWait);
}
//========================================================================//
// FUNCTIONS //
//========================================================================//
function MenuNavigation(f_modorval,f_min,f_max) {
if(!get_val(PS4_L2)) {
if(event_press(PS4_RIGHT)) {
f_modorval = cycle(f_modorval + 1, f_min , f_max );
DisplayMenu = TRUE;
}
if(event_press(PS4_LEFT)) {
f_modorval = cycle(f_modorval - 1, f_min , f_max );
DisplayMenu = TRUE;
}
set_val(PS4_RIGHT,0); set_val(PS4_LEFT,0);
}
if(f_modorval <= AmountOfEditableValues) {
if(event_press(PS4_CROSS)) {
ValNameIdx = AmountOfEditableValues + 1;
EditMenu = TRUE;
ModMenu = FALSE;
DisplayMenu = TRUE;
}
set_val(PS4_CROSS,0);
}
if(ModMenu) {
if(event_press(PS4_CIRCLE)) {
DisplayTitle = TRUE;
ModMenu = FALSE;
DisplayMenu = FALSE;
combo_run(RumbleOff);
}
set_val(PS4_CIRCLE,0);
}
if(EditMenu) {
if(event_press(PS4_CIRCLE)) {
EditMenu = FALSE;
ModMenu = TRUE;
DisplayMenu = TRUE;
}
set_val(PS4_CIRCLE,0);
}
return f_modorval;
}
function ToggleSwitch(f_name,f_val) {
if(f_name) {
if(event_press(PS4_UP) || event_press(PS4_DOWN)) {
f_val =! f_val;
DisplayMenu = TRUE;
combo_run(ToggleVibrate);
}
Toggle = f_val
set_val(PS4_UP,0); set_val(PS4_DOWN,0);
}
return f_val;
}
function AxisRelease(AxisXY,AxisVal) {
if (abs(get_ival(AxisXY)) <= Strength_Expo)
return AxisVal;
return get_ival(AxisXY);
}
function cycle(f_val, f_lo, f_hi) {
if(f_val > f_hi) return f_lo;
if(f_val < f_lo) return f_hi;
return f_val;
}
function get_misc_chars(f_idx){
if (Misc[f_idx + 1] != -1)
return Misc[f_idx + 1] - Misc[f_idx] - 1;
return sizeof(Misc) - Misc[f_idx];
}
function get_modName_chars(f_idx) {
if (ModNames[f_idx + 1] != -1)
return ModNames[f_idx + 1] - ModNames[f_idx] - 1;
return sizeof(ModNames) - ModNames[f_idx];
}
function get_valName_chars(f_idx) {
if (ValNames[f_idx + 1] != -1)
return ValNames[f_idx + 1] - ValNames[f_idx] - 1;
return sizeof(ValNames) - ValNames[f_idx];
}
-
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