Error Question

GPC2 script programming for Titan Two. Code examples, questions, requests.

Error Question

Postby Mysticpurple90 » Fri Sep 09, 2016 12:14 am

so I don't know what this Error means and I'm hoping someone could help


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Mysticpurple90
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Re: Error Question

Postby Mysticpurple90 » Fri Sep 09, 2016 12:15 am

image is https://1drv.ms/i/s!AiBOaH4b40GGi0_P4om5bRqu89C0 (Don't worry its a one drive link)
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Re: Error Question

Postby pablosscripts » Fri Sep 09, 2016 7:27 am

Please post all your code and I'll take a look.

Also have you looked at my guide yet?

viewtopic.php?f=23&t=4609
Setup: XIM Apex, T2, K780 keyboard, G Pro Wireless mouse, SteelSeries 4HD pad, DXRacer armrest, LucidSound LS30 headset, Netduma router, Ubiquiti UniFi AP LR

My R6 script: https://youtu.be/x-9NtxyySVM
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Re: Error Question

Postby Mysticpurple90 » Fri Sep 09, 2016 4:06 pm

Code: Select all
#include <xb360.gph>
#include <ps3.gph>
 
 
#define select = 1;
#define shoot = 4;
#define ADS = 7;
#define jump = 19;
#define melee = 18;
#define reload = 20;
#define switch = 17;
#define tactical = 6;
#define leathal = 3;
#define D_PAD_UP = 13;
#define D_PAD_DOWN = 14;
#define D_PAD_LEFT = 15;
#define D_PAD_RIGHT = 16;
#define ANTI_RECOIL = 0;       //change "0" to compensate vertical recoil (0 - 100)
#define ANTI_RECOIL_LEFT = 0;  //change this value to compensate to the left (0 - 100)
#define ANTI_RECOIL_RIGHT = 0; //change this value to compensate to the right (0 - 100)
#define RoF = 1.79; //Used for the jitters Only change between 1 and 1.9
 
bool XYYjitter_ONoff  = FALSE;
bool RapidFire_ONoff  = FALSE;
bool Hybridjitter_ONoff = FALSE;
bool FSRapidFire_ONoff = FALSE;
bool Dueltrigger_ONoff = FALSE;
bool silentshot_ONoff = FALSE;
bool FastReload_ONoff = FALSE;
bool AntiRecoil_ONoff = FALSE;
bool anti_recoil;
bool anti_recoil_left;
bool anti_recoil_right;
#define TRUE !FALSE
 
main {
    if((event_actived(ADS) && get_val(D_PAD_UP)) || (event_actived(D_PAD_UP) && get_val(ADS))){           // Turns ON/OFF RapidFire
            RapidFire_ONoff = !RapidFire_ONoff;
    }
 
            if(RapidFire_ONoff) { combo_run(RumbleNotifier);
                XYYjitter_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(RapidFire_ONoff && get_val(shoot)){combo_run(RapidFire); }
 
    if((event_actived(ADS) && get_val(D_PAD_LEFT)) || (event_actived(D_PAD_LEFT) && get_val(ADS))){           // Turns ON/OFF FSRapidFire
            FSRapidFire_ONoff = !FSRapidFire_ONoff;
            if(FSRapidFire_ONoff) { combo_run(RumbleNotifier);
                XYYjitter_ONoff = FALSE; RapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(FSRapidFire_ONoff && get_val(shoot)){combo_run(FSRapidFire); }
 
    if((event_actived(ADS) && get_val(D_PAD_RIGHT)) || (event_actived(D_PAD_RIGHT) && get_val(ADS))){           // Turns ON/OFF Hybridjitter
            Hybridjitter_ONoff = !Hybridjitter_ONoff;                                                       // Use Fast Hands And Dexterity
            if(Hybridjitter_ONoff) { combo_run(RumbleNotifier);
                RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; XYYjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE; FastReload_ONoff = FALSE;
            }
        }
    if(Hybridjitter_ONoff && get_val(shoot)){combo_run(Hybridjitter); }
    if(Hybridjitter_ONoff && get_val(ADS)){ Hybridjitter = FALSE; }
 
 
    if((event_actived(ADS) && get_val(D_PAD_DOWN)) || (event_actived(D_PAD_DOWN) && get_val(ADS))){           // Turns ON/OFF XYYjitter
            XYYjitter_ONoff = !XYYjitter_ONoff;
            if(XYYjitter_ONoff) { combo_run(RumbleNotifier);
                RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(XYYjitter_ONoff && get_val(shoot)){combo_run(XYYjitter); }
    if(XYYjitter_ONoff && get_val(ADS)){ XYYjitter = FALSE; }
 
 
    if((event_actived(D_PAD_UP) && get_val(jump)) || (event_actived(jump) && get_val(D_PAD_UP))){
        Dueltrigger_ONoff = !Dueltrigger_ONoff;
        if(Dueltrigger_ONoff) {combo_run(RumbleNotifier);
        RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
        }
    }
    if(Dueltrigger_ONoff && get_val(shoot)){combo_run(Dueltrigger); }
    if(Dueltrigger_ONoff && get_val(ADS)){ Dueltrigger = FALSE; }
 
    if((event_actived(D_PAD_UP) && get_val(reload)) || (event_actived(reload) && get_val(D_PAD_UP))){           // Turns ON/OFF silentshot
            silentshot_ONoff = !silentshot_ONoff;
            if(silentshot_ONoff) { combo_run(RumbleNotifier);
             Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
            }
        }
    if(silentshot_ONoff && get_val(shoot) > 15){combo_run(silentshot); }
 
    if((event_actived(select) && get_val(reload)) || (event_actived(reload) && get_val(select))){              //Turns ON/OFF FastReload
        FastReload_ONoff = !FastReload_ONoff;
        if(FastReload_ONoff) { combo_run(RumbleNotifier);
        Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
        }
    }
    if(FastReload_ONoff && get_val(reload)){combo_run(FastReload);}
 
    if((event_actived(ADS) && get_val(reload)) || (event_actived(reload) && get_val(ADS))){
        AntiRecoil_ONoff = !AntiRecoil_ONoff;
        if(AntiRecoil_ONoff) {combo_run(RumbleNotifier);
        }
    }
    if(AntiRecoil_ONoff && get_val(ADS) && get_val(shoot)){ combo_run(AntiRecoil);}
}
 
 
combo RapidFire{
    set_val(4,15);
    wait(29)
    set_val(4,0);
    wait(79);
}
combo FSRapidFire{
    set_val(4,15);
    wait(10)
    set_val(4,0);
    wait(79)
}
combo Hybridjitter{
    set_val(4, 100);
    wait(10/RoF);
    set_val(4, 100);
    set_val(20, 100);
    wait(11/RoF);
    set_val(4, 100);
    set_val(12, -99);
    set_val(20, 0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -0);
    set_val(17, 100);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -99);
    set_val(17, 100);
    wait(11/RoF);           /////// Have Fun
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -0);
    set_val(17, 0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -90);
    set_val(17, 100);
    wait(9/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -0);
    set_val(17, 100);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -0);
    set_val(17, 0);
    wait(1/RoF);           // Switch to wait(10) iif you care about ammo
    set_val(4, 100);
    set_val(8, 100);
    set_val(12, -99);
    set_val(17, 0);
    wait(2/RoF)
}
combo XYYjitter {          //Standerd Jitter For S12 And Burst Weapons
    set_val(20, 100)
    set_val(17, 100)
    set_val(17, 100)
    wait(15.15/RoF)
    set_val(20, 0)
    set_val(17, 0)
    set_val(17, 0)
    wait(10/RoF)
    set_val(20, 0)
    set_val(17, 0)
    set_val(17, 0)
    vm_tctrl(-1/RoF)
}
combo silentshot{            //Uses Leathal switch 3 to 6 To use tactical
    wait(25)
    set_val(3, 100)
    wait(80);
    set_val(3, 100);
    set_val(17, 100);
    wait(130);
    set_val(3, 100);
    set_val(17, 0);
    wait(70);
    set_val(3, 0);
}
combo Dueltrigger{          //Set for All pistols
    set_val(4,15);
    set_val(7,15);
    wait(32)
    set_val(4,0);
    set_val(7,0);
    wait(79)
}
combo FastReload{
    set_val(20, 100);
    wait(120);
    set_val(20, 0);
    wait(1290);         // Change this value for different guns
    set_val(12, -40);
    wait(10);
    set_val(8, 100);
    set_val(12, -83);
    wait(10);
    set_val(8, 100);
    set_val(12, -100);
    wait(10);
    set_val(8, 100);
    set_val(12, -100);
    wait(10);
    set_val(8, 0);
    set_val(12, -100);
    wait(10);
    set_val(8, 0);
    set_val(12, -71);
    wait(10);
    set_val(12, -38);
    wait(10);
    set_val(12, 0);
}
combo RumbleNotifier {
    set_rumble(RUMBLE_B, 100);
    wait(300);
    reset_rumble();
}
combo AntiRecoil { // This combo must be the last one
    if(get_val(shoot)) {
    anti_recoil = get_val(10) + ANTI_RECOIL;
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(10, anti_recoil);
    anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
    if(anti_recoil_left > 100) anti_recoil_left = 100;
    set_val(9, anti_recoil_left);
    anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(9, anti_recoil_right);
}
}
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Mysticpurple90
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Posts: 175
Joined: Mon Mar 28, 2016 5:48 am

Re: Error Question

Postby The_Rabid_Taco » Fri Sep 09, 2016 4:32 pm

Got a lot of it working, it still doesn't like the math in the wait statements, but lunch is over unfortunately. I'll take another look later. For now though the most of it works fine. (Compiles anyways.)

Just a few missing ; in places and it didn't like the number assignments for the button values.

Code: Select all
#include <xb360.gph>
#include <ps3.gph>
 
 
#define select BUTTON_2
#define shoot BUTTON_4
#define ADS BUTTON_7
#define jump BUTTON_16
#define melee = 18;
#define reload BUTTON_17
#define switch = 17;
#define tactical = 6;
#define leathal = 3;
#define D_PAD_UP BUTTON_10
#define D_PAD_DOWN BUTTON_11
#define D_PAD_LEFT BUTTON_12
#define D_PAD_RIGHT BUTTON_13
#define ANTI_RECOIL = 0;       //change "0" to compensate vertical recoil (0 - 100)
#define ANTI_RECOIL_LEFT = 0;  //change this value to compensate to the left (0 - 100)
#define ANTI_RECOIL_RIGHT = 0; //change this value to compensate to the right (0 - 100)
#define RoF = 1.79; //Used for the jitters Only change between 1 and 1.9
 
bool XYYjitter_ONoff  = FALSE;
bool RapidFire_ONoff  = FALSE;
bool Hybridjitter_ONoff = FALSE;
bool FSRapidFire_ONoff = FALSE;
bool Dueltrigger_ONoff = FALSE;
bool silentshot_ONoff = FALSE;
bool FastReload_ONoff = FALSE;
bool AntiRecoil_ONoff = FALSE;
bool anti_recoil;
bool anti_recoil_left;
bool anti_recoil_right;
#define TRUE !FALSE
 
main {   
    if((event_actived(ADS) && get_val(D_PAD_UP)) || (event_actived(D_PAD_UP) && get_val(ADS))){           // Turns ON/OFF RapidFire
            if(RapidFire_ONoff == FALSE) {
                RapidFire_ONoff = TRUE;
            } else if(RapidFire_ONoff == TRUE) {
                RapidFire_ONoff = FALSE;
            }
   }
 
            if(RapidFire_ONoff) {
                combo_run(RumbleNotifier);
                XYYjitter_ONoff = FALSE;
                FSRapidFire_ONoff = FALSE;
                Hybridjitter_ONoff = FALSE;
                Dueltrigger_ONoff = FALSE;
            }
 
    if(RapidFire_ONoff && get_val(shoot)){combo_run(RapidFire); }
 
    if((event_actived(ADS) && get_val(D_PAD_LEFT)) || (event_actived(D_PAD_LEFT) && get_val(ADS))){           // Turns ON/OFF FSRapidFire
            FSRapidFire_ONoff = !FSRapidFire_ONoff;
            if(FSRapidFire_ONoff) { combo_run(RumbleNotifier);
                XYYjitter_ONoff = FALSE; RapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(FSRapidFire_ONoff && get_val(shoot)){combo_run(FSRapidFire); }
 
    if((event_actived(ADS) && get_val(D_PAD_RIGHT)) || (event_actived(D_PAD_RIGHT) && get_val(ADS))){           // Turns ON/OFF Hybridjitter
            Hybridjitter_ONoff = !Hybridjitter_ONoff;                                                       // Use Fast Hands And Dexterity
            if(Hybridjitter_ONoff) { combo_run(RumbleNotifier);
                RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; XYYjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE; FastReload_ONoff = FALSE;
            }
        }
    if(Hybridjitter_ONoff && get_val(shoot)){combo_run(Hybridjitter); }
    if(Hybridjitter_ONoff && get_val(ADS)){ Hybridjitter = FALSE; }
 
 
    if((event_actived(ADS) && get_val(D_PAD_DOWN)) || (event_actived(D_PAD_DOWN) && get_val(ADS))){           // Turns ON/OFF XYYjitter
            XYYjitter_ONoff = !XYYjitter_ONoff;
            if(XYYjitter_ONoff) { combo_run(RumbleNotifier);
                RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(XYYjitter_ONoff && get_val(shoot)){combo_run(XYYjitter); }
    if(XYYjitter_ONoff && get_val(ADS)){ XYYjitter = FALSE; }
 
 
    if((event_actived(D_PAD_UP) && get_val(jump)) || (event_actived(jump) && get_val(D_PAD_UP))){
        Dueltrigger_ONoff = !Dueltrigger_ONoff;
        if(Dueltrigger_ONoff) {combo_run(RumbleNotifier);
        RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
        }
    }
    if(Dueltrigger_ONoff && get_val(shoot)){combo_run(Dueltrigger); }
    if(Dueltrigger_ONoff && get_val(ADS)){ Dueltrigger = FALSE; }
 
    if((event_actived(D_PAD_UP) && get_val(reload)) || (event_actived(reload) && get_val(D_PAD_UP))){           // Turns ON/OFF silentshot
            silentshot_ONoff = !silentshot_ONoff;
            if(silentshot_ONoff) { combo_run(RumbleNotifier);
             Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
            }
        }
    if(silentshot_ONoff && get_val(shoot) > 15f){combo_run(silentshot); }
 
    if((event_actived(select) && get_val(reload)) || (event_actived(reload) && get_val(select))){              //Turns ON/OFF FastReload
        FastReload_ONoff = !FastReload_ONoff;
        if(FastReload_ONoff) { combo_run(RumbleNotifier);
        Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
        }
    }
    if(FastReload_ONoff && get_val(reload)){combo_run(FastReload);}
 
    if((event_actived(ADS) && get_val(reload)) || (event_actived(reload) && get_val(ADS))){
        AntiRecoil_ONoff = !AntiRecoil_ONoff;
        if(AntiRecoil_ONoff) {combo_run(RumbleNotifier);
        }
    }
    if(AntiRecoil_ONoff && get_val(ADS) && get_val(shoot)){ combo_run(AntiRecoil);}
}
 
 
combo RapidFire{
    set_val(shoot, 15);
    wait(29);
    set_val(shoot, 0);
    wait(79);
}
 
combo FSRapidFire{
    set_val(4,15);
    wait(10);
    set_val(4,0);
    wait(79);
}
combo Hybridjitter{
    set_val(4, 100);
    wait(10/RoF);
    set_val(4, 100);
    set_val(20, 100);
    wait(11/RoF);
    set_val(4, 100);
    set_val(12, -99);
    set_val(20, 0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -0);
    set_val(17, 100);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -99);
    set_val(17, 100);
    wait(11/RoF);           /////// Have Fun
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -0);
    set_val(17, 0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -0);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -90);
    set_val(17, 100);
    wait(9/RoF);
    set_val(4, 0);
    set_val(8, 100);
    set_val(12, -0);
    set_val(17, 100);
    wait(10/RoF);
    set_val(4, 0);
    set_val(8, 0);
    set_val(12, -0);
    set_val(17, 0);
    wait(1/RoF);           // Switch to wait(10) iif you care about ammo
    set_val(4, 100);
    set_val(8, 100);
    set_val(12, -99);
    set_val(17, 0);
    wait(2/RoF)
}
combo XYYjitter {          //Standerd Jitter For S12 And Burst Weapons
    set_val(20, 100)
    set_val(17, 100)
    set_val(17, 100)
    wait(15.15/RoF)
    set_val(20, 0)
    set_val(17, 0)
    set_val(17, 0)
    wait(10/RoF)
    set_val(20, 0)
    set_val(17, 0)
    set_val(17, 0)
    vm_tctrl(-1/RoF)
}
combo silentshot{            //Uses Leathal switch 3 to 6 To use tactical
    wait(25)
    set_val(3, 100)
    wait(80);
    set_val(3, 100);
    set_val(17, 100);
    wait(130);
    set_val(3, 100);
    set_val(17, 0);
    wait(70);
    set_val(3, 0);
}
combo Dueltrigger{          //Set for All pistols
    set_val(4,15);
    set_val(7,15);
    wait(32)
    set_val(4,0);
    set_val(7,0);
    wait(79)
}
combo FastReload{
    set_val(20, 100);
    wait(120);
    set_val(20, 0);
    wait(1290);         // Change this value for different guns
    set_val(12, -40);
    wait(10);
    set_val(8, 100);
    set_val(12, -83);
    wait(10);
    set_val(8, 100);
    set_val(12, -100);
    wait(10);
    set_val(8, 100);
    set_val(12, -100);
    wait(10);
    set_val(8, 0);
    set_val(12, -100);
    wait(10);
    set_val(8, 0);
    set_val(12, -71);
    wait(10);
    set_val(12, -38);
    wait(10);
    set_val(12, 0);
}
combo RumbleNotifier {
    set_rumble(RUMBLE_B, 100);
    wait(300);
    reset_rumble();
}
combo AntiRecoil { // This combo must be the last one
    if(get_val(shoot)) {
    anti_recoil = get_val(10) + ANTI_RECOIL;
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(10, anti_recoil);
    anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
    if(anti_recoil_left > 100) anti_recoil_left = 100;
    set_val(9, anti_recoil_left);
    anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(9, anti_recoil_right);
}
}
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Re: Error Question

Postby bonefisher » Fri Sep 09, 2016 5:30 pm

I thought shoot button is BUTTON_5?
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Re: Error Question

Postby bonefisher » Fri Sep 09, 2016 5:33 pm

Code: Select all
 
#ifndef PS4_GPH_
#define PS4_GPH_
 
#define PS4_PS          BUTTON_1
#define PS4_SHARE       BUTTON_2
#define PS4_OPTIONS       BUTTON_3
#define PS4_R1          BUTTON_4
#define PS4_R2          BUTTON_5
#define PS4_R3          BUTTON_6
#define PS4_L1          BUTTON_7
#define PS4_L2          BUTTON_8
#define PS4_L3          BUTTON_9
#define PS4_UP          BUTTON_10
#define PS4_DOWN       BUTTON_11
#define PS4_LEFT       BUTTON_12
#define PS4_RIGHT       BUTTON_13
#define PS4_TRIANGLE    BUTTON_14
#define PS4_CIRCLE       BUTTON_15
#define PS4_CROSS       BUTTON_16
#define PS4_SQUARE       BUTTON_17
#define PS4_TOUCH       BUTTON_18
#define PS4_TOUCH1       BUTTON_19
#define PS4_TOUCH2       BUTTON_20
 
#define PS4_RX          STICK_1_X
#define PS4_RY          STICK_1_Y
#define PS4_LX          STICK_2_X
#define PS4_LY          STICK_2_Y
 
#define PS4_TOUCH1X       POINT_1_X
#define PS4_TOUCH1Y       POINT_1_Y
#define PS4_TOUCH2X       POINT_2_X
#define PS4_TOUCH2Y       POINT_2_Y
 
#define PS4_ACCX       ACCEL_1_X
#define PS4_ACCY       ACCEL_1_Y
#define PS4_ACCZ       ACCEL_1_Z
 
#define PS4_GYROX       GYRO_1_X
#define PS4_GYROY       GYRO_1_Y
#define PS4_GYROZ       GYRO_1_Z
 
#endif /* PS4_GPH_ */
 
 
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Re: Error Question

Postby pablosscripts » Fri Sep 09, 2016 5:35 pm

bonefisher wrote:I thought shoot button is BUTTON_5?


Yeah you're right:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Setup: XIM Apex, T2, K780 keyboard, G Pro Wireless mouse, SteelSeries 4HD pad, DXRacer armrest, LucidSound LS30 headset, Netduma router, Ubiquiti UniFi AP LR

My R6 script: https://youtu.be/x-9NtxyySVM
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Re: Error Question

Postby The_Rabid_Taco » Fri Sep 09, 2016 7:19 pm

I was going by the posted code having the header files for PS3 / XB360. Back then it was R1 (Shoot) / L1 (ADS).
#include <xb360.gph>
#include <ps3.gph>

Thought it was off too until I saw those headers. Guess it depends on the system it's meant to be ran on.
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Re: Error Question

Postby J2Kbr » Fri Sep 09, 2016 9:47 pm

With the Titan Two script language I wanted avoid hard references to any system, so generic naming were used, such BUTTON, STICKER, etc. And any console specific naming should be provided by header files. For this purpose we have some "default" header files like ps4.gph, xb360.gph, PS3.gph and xb1.gph, as posted above by The_Rabit_Taco.
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