Convert Titan One scripts to Titan Two the easy way
49 posts
• Page 2 of 5 • 1, 2, 3, 4, 5
Re: Convert Titan1 scripts to Titan2 the easy way
This is a tutorial, so it is not about offering the script to download, it is for getting an idea how to do a T1->T2 conversation yourself.
If you enter your forum credentials in GTuner IV, you are able to upload scripts to the online resource, too.
GTuner IV->Tools->Preferences->Consoletuner: username and password. The username is case sensitive, too.
The T1 had no "graphical options"/Interactive Configuration for user-made script.
So you won't get one "automagicaly" by just converting the T1 script to T2 using the titanone.gph header file.
To add Interactive Configuration it needs some of coding/changes to an existing script:
A small guide for that : viewtopic.php?f=26&t=5045
If you enter your forum credentials in GTuner IV, you are able to upload scripts to the online resource, too.
GTuner IV->Tools->Preferences->Consoletuner: username and password. The username is case sensitive, too.
The T1 had no "graphical options"/Interactive Configuration for user-made script.
So you won't get one "automagicaly" by just converting the T1 script to T2 using the titanone.gph header file.
To add Interactive Configuration it needs some of coding/changes to an existing script:
A small guide for that : viewtopic.php?f=26&t=5045
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Convert Titan1 scripts to Titan2 the easy way
Hello Scachi.
Thanks for the infos
Thanks for the infos
- W168
- Sergeant
- Posts: 8
- Joined: Mon Aug 13, 2018 3:03 pm
Re: Convert Titan1 scripts to Titan2 the easy way
Just got my T2 delivered today. Would like to jump right in using scripts but needing to convert my CM+ scripts into T2.
I tried to follow the tut instructions here but seem to run into issue after adding the two code convert lines and try to save my current CM+ script.
Anybodys help would be greatly appreciated. (I have loads and loads of COD script files I would like to migrate to T2).
I assume this is possible without too much effort or headache?
I tried to follow the tut instructions here but seem to run into issue after adding the two code convert lines and try to save my current CM+ script.
Anybodys help would be greatly appreciated. (I have loads and loads of COD script files I would like to migrate to T2).
I assume this is possible without too much effort or headache?
-
Syndicate HD - Staff Sergeant
- Posts: 12
- Joined: Thu Oct 04, 2018 4:26 pm
Re: Convert Titan1 scripts to Titan2 the easy way
Syndicate HD wrote:Just got my T2 delivered today. Would like to jump right in using scripts but needing to convert my CM+ scripts into T2.
I tried to follow the tut instructions here but seem to run into issue after adding the two code convert lines and try to save my current CM+ script.
Anybodys help would be greatly appreciated. (I have loads and loads of COD script files I would like to migrate to T2).
I assume this is possible without too much effort or headache?
What I've seen moderators say to others was post scripts and someone may help you. Also a reminder if you didn't create the script yourself don't forget to give credit where it's due.
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Raptor_Titan2 - Sergeant Major
- Posts: 97
- Joined: Wed Oct 07, 2015 8:08 pm
Re: Convert Titan1 scripts to Titan2 the easy way
Syndicate HD wrote:Just got my T2 delivered today. Would like to jump right in using scripts but needing to convert my CM+ scripts into T2.
I tried to follow the tut instructions here but seem to run into issue after adding the two code convert lines and try to save my current CM+ script.
Anybodys help would be greatly appreciated. (I have loads and loads of COD script files I would like to migrate to T2).
I assume this is possible without too much effort or headache?
For CM > T2 there are some more things to watch out for in the output panel when adding the #include <titanone.gph> line and hitting the compile button :
The CM seems to allow the same name used for a variable and a combo, error example where combo and int is 'Double_Tact':
- Code: Select all
ERROR line 41: redefinition of 'Double_Tact'
You have to rename one of them through the entire script. I usually prefix the combo name with a c :
- Code: Select all
cDouble_Tact
through the entire script means you must change all the combo_whatever(Double_Tact) to combo_whatever(cDouble_Tact)
If you have no success doing it yourself post the cm code.
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Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Convert Titan1 scripts to Titan2 the easy way
Fixing Invalid symbol redefinition errors can be done, by doing the following.
Method 1)
Use the Find/Replace tab.
Copy and paste this into the find what box: 'combo '
- Important make sure there is an empty space in front of the word combo.
Then copy and paste this into the replace with box 'combo c'
Then click Replace All
Then including this code below to the script will solve the Invalid symbol redefinition errors
Method 2)
Alternatively you can enclose each combo declaration with parentheses like this
Here is an example script
Lastly, this is intended to only fix the Invalid symbol redefinition errors.
Your CM script may still cough up errors when trying to convert it over to the Titan two.
Missing semi colons ' ; ' are very prevalent with CM scripts, these will cause errors. So look out for them.
Method 1)
Use the Find/Replace tab.
Copy and paste this into the find what box: 'combo '
- Important make sure there is an empty space in front of the word combo.
Then copy and paste this into the replace with box 'combo c'
Then click Replace All
Then including this code below to the script will solve the Invalid symbol redefinition errors
- Code: Select all
#include <titanone.gph>
#undef combo_stop
#undef combo_run
#undef combo_running
#define combo_stop(a) combo_stop(c##a)
#define combo_run(a) combo_run(c##a)
#define combo_running(a) combo_running(c##a)
#define combo(a) combo c##a
#define call(a) call(c##a)
#define wait(a) ;wait(int)a);
#undef set_val
#define set_val(a) ;set_val((int)a);
Method 2)
Alternatively you can enclose each combo declaration with parentheses like this
- Code: Select all
combo (my_combo) {
...
}
Here is an example script
- Code: Select all
#include <titanone.gph>
#undef combo_stop
#undef combo_run
#undef combo_running
#define combo_stop(a) combo_stop(c##a)
#define combo_run(a) combo_run(c##a)
#define combo_running(a) combo_running(c##a)
#define combo(a) combo c##a
#define call(a) call(c##a)
#define wait(a) ;wait(int)a);
#undef set_val
#define set_val(a) ;set_val((int)a);
int one;
int two;
int three;
main { ... }
combo (one) { ... }
combo (two) { ... }
combo (three) { ... }
combo four { ... }
Lastly, this is intended to only fix the Invalid symbol redefinition errors.
Your CM script may still cough up errors when trying to convert it over to the Titan two.
Missing semi colons ' ; ' are very prevalent with CM scripts, these will cause errors. So look out for them.
-
Sillyasskid - Captain
- Posts: 574
- Joined: Sat May 14, 2016 3:07 am
Re: Convert Titan1 scripts to Titan2 the easy way
I appreciate everyone's input, very helpful.
I think what may work best for me (learning purposes) is to post CM code and let someone convert it to T2.
Once someone converts to T2 code, it would be extremely helpful to me if that someone can add some notes
that describes what was added to the CM code to convert to T2 and any edits/changes made to the code.
I seem to learn better that way when given an example I can look at and study to understand it better. From
there I should be ok converting on my own, with maybe a few questions along the way if I happen to stumble.
Here is the code (BO3):
I think what may work best for me (learning purposes) is to post CM code and let someone convert it to T2.
Once someone converts to T2 code, it would be extremely helpful to me if that someone can add some notes
that describes what was added to the CM code to convert to T2 and any edits/changes made to the code.
I seem to learn better that way when given an example I can look at and study to understand it better. From
there I should be ok converting on my own, with maybe a few questions along the way if I happen to stumble.
Here is the code (BO3):
- Code: Select all
/***********************************************************************************************
This Script was made and intended for http://www.device.com & device ONLY. *
UNLESS permission is given by the creator and/or copywritee, *
All rights reserved. This material may not be reproduced, displayed, *
modified or distributed without the express prior written permission of the *
copyright holder. For permission, contact ControlerMax *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/
// COD BLACK OPS III [S.G.I.] Mouse and Keyboard ver. 9.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , k4rL01 , x22dot
// Game : CoD BLACK OPS III
// Device : device PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// IMPORTANT : All mods are available only in application : BLACK OPS III
//--------------------------------------------------------------
//
/****************************************************************************
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.
=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS
----------------------------------------------------------------
Class 1. RAPID FIRE
//1. RAPID FIRE SECONDARY WEAPON
----------------------------------------------------------------
Class 5. SCOPE MODE
//1. QUICK SCOPE On / Off => CEMU_EXTRA1
----------------------------------------------------------------
Class 4. SHOT MODE
//1. DROP SHOT On / Off => CEMU_EXTRA1 + D pad Down
//2. JUMP SHOT On / Off => CEMU_EXTRA1 + D pad Up
//3. SIDE SHOT On / Off => CEMU_EXTRA1 + D pad Right
//4. Scope Shot On / Off => CEMU_EXTRA1 + D pad Left
----------------------------------------------------------------
Class 8. SPECIAL ABILITY
// Activate it with => XB1_RS
//----------------------------------------------------------------
// Class 17. AIM ASSIST
// hold XB1_A + press XB1_X
********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =300;//300
define timelimit =300;
define NotUse = 0;
int value = 33;
int value2 = -33;
int delay = 12;
int aim_assist_on = TRUE;//AIM ASSIST
////////////////////////////////////////////////////////
//
int RA;
int LX;
int LY;
int hold_timeA = 25; // Akimbo Rapid Fire
int rest_timeA = 5; // ----- || --------
int hold_time = 35; // All Weapons
int rest_time = 35;
int hold_timeP = 35; // Primary Weapon
int rest_timeP = 35;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 31;
int rest_time_B = 11;
////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = FALSE;
int RF_ALL_weapons = FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff = FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
//int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot = FALSE;
int QuickScope = FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = FALSE;
int Prim_SecondWeapon = FALSE;
int PrimaryWeapon =FALSE;
int BurstMelee = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff = TRUE;
int InvertYaxis =FALSE;
int TogleADS = FALSE; // On /Off Togle ADS
int HipFireAssist =FALSE;//AimAssist for Hip fire
int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 200;
int loop_slide;
int loop_g_slide;
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 0;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 0;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
////////////////////////////////////////////
/* // Cancel conditions for loop slide
if(abs(get_val(L_Y))<20 || event_press(JUMP_BTN) || get_val(PRONE_BTN) || get_val(ADS_BTN)) loop_slide = FALSE;
////////////////////////////////////////////
// loop slide
if(loop_slide) {
if(abs(get_val(L_Y))>80 || abs(get_val(L_X))>70){
combo_run(INFINITE_SLIDE);
}else if(abs(get_val(L_Y))<20 && abs(get_val(L_X))<20){
combo_stop(INFINITE_SLIDE);
loop_slide = FALSE;
}
}
// INFINITE - SLIDE
if( get_val(L_Y)<-80 ){
if(get_val(SPRINT_BTN) && get_ptime(SPRINT_BTN)>=200 && !loop_slide) {
loop_slide=TRUE;
}
}
////////////////////////////////////////////
// Cancel conditions for loop slide
if(abs(get_val(L_Y))<20 || event_press(JUMP_BTN) || get_val(PRONE_BTN) || get_val(ADS_BTN)) loop_g_slide = FALSE;
////////////////////////////////////////////
// loop slide
if(loop_g_slide) {
if(abs(get_val(L_Y))>70 || abs(get_val(L_X))>70){
combo_run(G_SLIDE_2_0);
}else if(abs(get_val(L_Y))<20 && abs(get_val(L_X))<20){
combo_stop(G_SLIDE_2_0);
loop_g_slide = FALSE;
}
}
// G - SLIDE
if( get_val(L_Y)<-80 ){
if(get_val(SPRINT_BTN) && get_ptime(SPRINT_BTN)>=200 && !loop_g_slide) {
loop_g_slide=TRUE;
}
}
*/
///////////////////////////////////////////////////////////////////
// KILL STREAKS /////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(18)) {combo_run(KILLSTREAKS);}
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(rapid_onoff && akimbo_onoff && !get_val(ADS_BTN)){
if(get_val(FIRE_BTN)) combo_run(RAPID_AKIMBO);
}
else if(akimbo_onoff) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
set_val(ADS_BTN,100);
}
}
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}
//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------
/////////////////////////////////////////////////
// DOUBLE MEELE
if(BurstMelee) {
if(get_val(MELEE) ) { combo_run(BURST_MELEE); }
}
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
// Class 5 : SCOPE
// Class 5 : SCOPE - QUICK SCOPE MODE
if(QuickScope){//---------------------
if(event_release(ADS_BTN) && get_ptime(ADS_BTN)<=150){
//combo_run(QUICK_SCOPE);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// TOGGLE ADS ////////////////////////
///////////////////////////////////////////////////////////////////////////
if(TogleADS) {
if(event_press(ADS_BTN)){
b_hold_ADS = !b_hold_ADS;
}
}
// hold ADS
if(b_hold_ADS){
set_val(ADS_BTN,100);
}
if(event_press(RELOAD_BTN)){
b_hold_ADS = FALSE;
}
//--------------------------------------------------
if(get_val(12)==(-100*Invert)) {
if(event_press(SPRINT_BTN)) b_hold_ADS = FALSE;
}
///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// SENSITIVITY - if ADS Delay is ON
if(get_val(ADS_BTN)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(R_X, NOT_USE, 100 + Sens);
sensitivity(R_Y, NOT_USE, 100 + Sens);
}
}//------------------------------------
if(event_press(ADS_BTN))timer=ADS_Delay;
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-90 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -90) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// SPECIAL ABILITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
if(SpecialAbility_OnOff) {
if(event_press(XB1_RS)) {
Akimbo_Secondary=FALSE
//combo_stop(SPECIAL_ABILITY);
combo_run(RIPR);
combo_run(BURST_MELEE);
//rapid_onoff = FALSE;
//PrimaryWeapon = FALSE;
//SecondaryWeapon= FALSE;
b_switch=TRUE;
}
if (event_press(XB1_LB)){
Akimbo_Secondary=FALSE
combo_run(SPECIAL_ABILITY);
//rapid_onoff = FALSE;
//PrimaryWeapon = FALSE;
//SecondaryWeapon= FALSE;
b_switch=TRUE;
}
}
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
/*
if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = CEMU_EXTRA1 + D pad Down
if(get_val(XB1_LT) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
//side_shot_OnOff=FALSE;
}
}//-----------------------------------
// ------------------------------------------------------
// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN) ) { combo_run(DROPSHOT);}
}
*/
// DROP SHOT On / Off = CEMU_EXTRA1 + D pad Down
if(get_val(XB1_LT) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
//side_shot_OnOff=FALSE;
}
}
// DROP SHOT
//press fire btn without ADS for Drop Shot
if( dropshot_OnOff && !get_val( ADS_BTN) ){
if(event_press(FIRE_BTN) ) { combo_run(DROPSHOT);}
}
///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Jump Shot On / Off => CEMU_EXTRA1 + D pad Up
if(get_val(XB1_LT)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
//ScopeShot =FALSE;
//side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}
}
// Jump Shot Scope Enable
if (JumpShot_OnOff )
{//-----------------------------------------
if(event_press(ADS_BTN) )combo_run(Jump);
}//-----------------------------------------
//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// Side Shot On / Off => CEMU_EXTRA1 + D pad Right
/* if(get_val(XB1_LT)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}
}
// Side Shot Scope Disable
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------
*/
//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => CEMU_EXTRA1 + D pad Left
if(get_val(XB1_LT)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
//side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}
}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
//////////////////////////////////////////////////////////////////////////
// RAPID FIRE Primary - Secondary //////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if(Prim_SecondWeapon){
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
combo_run(NOTIFY_ON);
b_switch=FALSE;
}
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability
if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
PrimaryWeapon = FALSE;
SecondaryWeapon= FALSE;
b_switch=TRUE;
}
if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon= !SecondaryWeapon;
}
////////////////////////////////////////////////////////////
// Rapid Fire Primary weapon
if(PrimaryWeapon){//----------------------------------------
if(get_val(FIRE_BTN) && !burst_onoff ) {
combo_run(RAPID_FIRE_Primary);
}else if(combo_running(RAPID_FIRE_Primary)){
combo_stop(RAPID_FIRE_Primary);
}
}//--------------------------------------------------------
////////////////////////////////////////////////////////////
// Rapid Fire Secondary weapon
if(SecondaryWeapon){//----------------------------------------
if(get_val(FIRE_BTN) && !burst_onoff ) {
combo_run(RAPID_FIRE_Secondary);
}else if(combo_running(RAPID_FIRE_Secondary)){
combo_stop(RAPID_FIRE_Secondary);
}
}//--------------------------------------------------------
}// Prim_SecondWeapon
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// LONG JUMP /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////
// LONG JUMP
if(get_val(JUMP_BTN)){
if(event_press(Up)) {
LongJump =!LongJump;// ON / OFF Long Jump
}
set_val(Up, 0):
}
/////////////////////////////////////////////
// timer for second tap
if(timerLJump>0) {//---------------------
timerLJump= timerLJump -get_rtime();
if(timerLJump <= 0) b_tap=FALSE;
}//--------------------------------------
if(LongJump ){
//----------------------------------------------------------- Long Jump ------------
/////////////////////////////////////////////////
// First tap
if (event_press(JUMP_BTN) && !b_tap) {
b_tap=TRUE;
timerLJump = wait_sec_tap;
// Second tap
}else if (event_press(JUMP_BTN) && b_tap ){
TimeToJump=1500;
JumpActive=TRUE;
b_tap=FALSE;
combo_run (LONG_JUMP_HIMSELF);
}
/////////////////////////////////////////////////
//-----------------------------------------------------------
}
///////////////////////////////////////////////////---- Long Jump ------------
/////////////////////////////////////////////////////////
// AIM ASSIST all credits go to the author : x22dot
/////////////////////////////////////////////////////////
if(get_val(XB1_A)) {
if(event_press(XB1_X)) aim_assist_on = !aim_assist_on;
if(aim_assist_on) combo_run(NOTIFY_ON);
else combo_run(NOTIFY_OFF);
}
if(aim_assist_on){//---------------------------------------------
if(get_val(ADS_BTN) || b_hold_ADS) {
combo_run(LT_C);
//combo_stop(XT_C);
}
if(get_val(FIRE_BTN) /*&& (get_val(ADS_BTN)||b_hold_ADS)*/) {
//combo_stop(XT_C);
combo_stop(LT_C);
combo_run(RT_C);
}
if(get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value || get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value) {
combo_stop(LT_C);
combo_stop(RT_C);
//combo_stop(XT_C);
}
}//--------------------------------------------------------------
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo NOTIFY_ON {
set_rumble(RUMBLE_A,5);//100
wait(300);
reset_rumble();
}
combo NOTIFY_OFF {
set_rumble(RUMBLE_B,5);//100
wait(300);
reset_rumble();
}
/*
combo G_SLIDE_2_0 {
set_val(PRONE_BTN,100);
wait(300);
set_val(MELEE,100);
wait(50);
wait(500);
set_val(JUMP_BTN,100);
wait(50);
wait(150);
}*/
// Sensitivity 5 - 14
combo LT_C {
set_val(R_Y,-25);
wait(delay)
set_val(R_X, 25);
set_val(R_Y, 15);
wait(delay)
set_val(R_Y, 15);
wait(delay)
set_val(R_X,-25);
set_val(R_Y, 15);
wait(delay)
}
combo RT_C {
set_val(R_Y,-35);
wait(delay)
set_val(R_X,35);
//set_val(L_X,100);
set_val(R_Y, 25);
wait(delay)
set_val(R_Y, 25);
wait(delay)
set_val(R_X,-35);
// set_val(L_X,100);
set_val(R_Y, 25);
wait(delay)
}
combo XT_C {
set_val(R_Y,-17);
wait(delay)
set_val(R_X, 17);
set_val(R_Y, 17);
wait(delay)
set_val(R_Y, -27);
wait(delay)
set_val(R_X,27);
set_val(R_Y, 17);
wait(delay)
}
combo KILLSTREAKS{
set_val(16,100);
wait(10);
set_val(16,0);
}
/*combo INFINITE_SLIDE{
set_val(JUMP_BTN, 100);
wait(30);
set_val(JUMP_BTN, 0);
wait(450);
set_val(PRONE_BTN, 100);
wait(300);
set_val(PRONE_BTN, 0);
wait(250);
}*/
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(600);
}
combo RAPID_AKIMBO {
set_val(FIRE_BTN,100);
set_val( ADS_BTN,100);
wait(hold_timeA);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo LONG_JUMP_HIMSELF {
set_val(JUMP_BTN,100);//1
wait(100);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//2
wait(100);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//3
wait(100);
set_val(JUMP_BTN, 0);
wait(100);
set_val(JUMP_BTN,100);//4
wait(50);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//5
wait(100);
set_val(JUMP_BTN, 0);
wait( 80);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo BURST_MELEE{
set_val(MELEE, 0);
set_val(FIRE_BTN, 100);
wait(50);
wait(400);
set_val(MELEE, 100);
wait(50);
wait(400);
}
// Quick Scope - Class 5
/*combo QUICK_SCOPE {
set_val(FIRE_BTN,0);
set_val(SPRINT_BTN,100);
set_val(ADS_BTN,100);
wait(200);
set_val(SPRINT_BTN,100);
set_val(ADS_BTN,100);
set_val(FIRE_BTN, 100);
wait(50);
}
*/
combo RIPR {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}
combo SPECIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
//set_val(FIRE_BTN,100);
//set_val(ADS_BTN,100);
// wait(900);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
}//end
//combo SIDE_SHOT {
//set_val(L_X, 100);
//wait(400); // -----------------
//set_val(L_X,-100);
//wait(400); // -----------------
//}
// end of script
-
Syndicate HD - Staff Sergeant
- Posts: 12
- Joined: Thu Oct 04, 2018 4:26 pm
Re: Convert Titan1 scripts to Titan2 the easy way
I have added a section "Summary - How to convert T1/CM scripts" to the very first post of this thread with the basic steps to do for those who just want to know the basic steps.
Read the few lines written there plus the first error below that about the typical GPC errors and you should have no trouble converting it.
Your posted script only requires that one additional line to add top the top of the script and add missing ; above the line the double click on the error message will direct you.
Repeat the compile & double click & one line up, at ; to the end until no more error are reported and you are done.
Read the few lines written there plus the first error below that about the typical GPC errors and you should have no trouble converting it.
Your posted script only requires that one additional line to add top the top of the script and add missing ; above the line the double click on the error message will direct you.
Repeat the compile & double click & one line up, at ; to the end until no more error are reported and you are done.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Convert Titan1 scripts to Titan2 the easy way
Thanks Scachi for the help.
I followed your directions with the code I posted and it appears everything compiled fine except one error that I can't seem
to fix.
The error I am getting is the following:
GPC: Second-pass started.
GPC error: bo3-TITAN.gpc(335): syntax error, unexpected COMBORUN, expecting C 'combo_run'.
GPC: GPC Compile ABORTED with 0 warning(s) and 1 error(s).
The original code had just RIPR as the name of the combo but you wrote sometimes you have to add the letter "c" to the combo name then compile. I did that as you can see but still get the error.
Any idea why?
Also, the code posted above is after the "c" was added.
I followed your directions with the code I posted and it appears everything compiled fine except one error that I can't seem
to fix.
- Code: Select all
///////////////////////////////////////////////////////////////////////////
/////////// SPECIAL ABILITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
if(SpecialAbility_OnOff) {
if(event_press(XB1_RS)) {
Akimbo_Secondary=FALSE
//combo_stop(SPECIAL_ABILITY);
combo_run (cRIPR);
combo_run(BURST_MELEE);
//rapid_onoff = FALSE;
//PrimaryWeapon = FALSE;
//SecondaryWeapon= FALSE;
b_switch=TRUE;
}
if (event_press(XB1_LB)){
Akimbo_Secondary=FALSE
combo_run(SPECIAL_ABILITY);
//rapid_onoff = FALSE;
//PrimaryWeapon = FALSE;
//SecondaryWeapon= FALSE;
b_switch=TRUE;
}
}
- Code: Select all
combo (cRIPR) {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}
The error I am getting is the following:
GPC: Second-pass started.
GPC error: bo3-TITAN.gpc(335): syntax error, unexpected COMBORUN, expecting C 'combo_run'.
GPC: GPC Compile ABORTED with 0 warning(s) and 1 error(s).
The original code had just RIPR as the name of the combo but you wrote sometimes you have to add the letter "c" to the combo name then compile. I did that as you can see but still get the error.
Any idea why?
Also, the code posted above is after the "c" was added.
-
Syndicate HD - Staff Sergeant
- Posts: 12
- Joined: Thu Oct 04, 2018 4:26 pm
Re: Convert Titan1 scripts to Titan2 the easy way
You don't need add the c to the combo. This is only needed on "invalid symbol redefinition" error with combo name used as variable at the same time.
The line "Akimbo_Secondary=FALSE" is only missing a ; , that's it why it struggles with the combo command as it doesn't expect this.
The problem with missing ; or mistyped as : is that they are hard to spot sometimes. But that is the most common error to lookout for.
I send you a PM.
The line "Akimbo_Secondary=FALSE" is only missing a ; , that's it why it struggles with the combo command as it doesn't expect this.
The problem with missing ; or mistyped as : is that they are hard to spot sometimes. But that is the most common error to lookout for.
I send you a PM.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
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