KB + XIM + Titan2 - Fortnite Combos

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

Re: KB + XIM + Titan2 - Fortnite Combos

Postby rlatpwo123 » Fri Jun 08, 2018 2:24 am

mal one question... plz answer

i want use double pump script and this scrip use lb/rb...now like pc scirpt you never use lb/rb...Then can I use this double pump scrip?
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rlatpwo123
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Fri Jun 08, 2018 5:59 pm

rlatpwo123 wrote:mal one question... plz answer

i want use double pump script and this scrip use lb/rb...now like pc scirpt you never use lb/rb...Then can I use this double pump scrip?


Send me the double pump combo and describe how you want to activate the combo and I'll add it.
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MAL8010
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby rlatpwo123 » Fri Jun 08, 2018 11:31 pm

thank you very much mal

here my double pump script


#define Double_Tac BUTTON_12 //Double Tac activate (left arrow)

main {

if (event_release(Double_Tac)){
combo_run (DoubleTacShotguns);
set_val(Double_Tac, 0.0);
}

}

combo DoubleTacShotguns {
set_val(BUTTON_5, 100);
wait(50);
set_val(BUTTON_5, 0);
wait(50);
set_val(BUTTON_4, 100);
wait(50);
set_val(BUTTON_4, 0);
wait(50);
wait(680);
set_val(BUTTON_5, 100);
wait(50);
set_val(BUTTON_5, 0);
wait(50);
set_val(BUTTON_7, 100);
wait(50);
set_val(BUTTON_7, 0);
wait(50);
wait(680);
}

I really want to use these scrips. please help me
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rlatpwo123
Sergeant First Class
Sergeant First Class
 
Posts: 24
Joined: Mon May 21, 2018 12:21 am

Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Sun Jun 10, 2018 9:12 am

rlatpwo123 wrote:thank you very much mal

here my double pump script


#define Double_Tac BUTTON_12 //Double Tac activate (left arrow)

main {

if (event_release(Double_Tac)){
combo_run (DoubleTacShotguns);
set_val(Double_Tac, 0.0);
}

}



combo DoubleTacShotguns {
set_val(BUTTON_5, 100);
wait(50);
set_val(BUTTON_5, 0);
wait(50);
set_val(BUTTON_4, 100);
wait(50);
set_val(BUTTON_4, 0);
wait(50);
wait(680);
set_val(BUTTON_5, 100);
wait(50);
set_val(BUTTON_5, 0);
wait(50);
set_val(BUTTON_7, 100);
wait(50);
set_val(BUTTON_7, 0);
wait(50);
wait(680);
}

I really want to use these scrips. please help me


Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FT 1 CLICK BUILD / WEAPON SLOTS")
 
#include <keyboard.gph>
#include <mouse.gph>
#include <display.gph>
#include "light_k.gph"
 
#define LB             BUTTON_7
#define RB             BUTTON_4
#define BUILD         BUTTON_15
#define AXE         BUTTON_14
#define FIRE        BUTTON_5
#define ADS         BUTTON_8
#define RELOAD        BUTTON_17
#define Double_Tac  BUTTON_12
#define Wall        (KEY_Q)
#define Stairs      (KEY_E)
#define Floor       (KEY_F)
#define Roof         (KEY_X)
#define Wpn1          (KEY_1)
#define Wpn2          (KEY_2)
#define Wpn3          (KEY_3)
#define Wpn4          (KEY_4)
#define Wpn5          (KEY_5)
#define Change_Mats (KEY_G)
#define Place_Trap    (KEY_T)
#define Reset        (KEY_V)
#define Initial_Wait                 100
#define Same_Button_Wait             40
#define Generic_Between_Button_Wait 40
#define End_Wait                     60
#define Weapon_Wait1                30 
#define Weapon_Wait2                80
 
bool InstantBuild = TRUE;
bool onoff   = TRUE;
bool in_Build_Mode = FALSE;
bool in_Combat_Mode = TRUE;
bool in_Axe_Mode = FALSE;
int8 weapon_slot = 1;
int8 wpn_slot_switch = 1;
int8 Last_Piece_Build = 0;
 
main {   
 
///------------------------------------------------------------------------------
// MODE TRACKING
 
    if(in_Build_Mode) {
    set_light('R');
    in_Combat_Mode = FALSE;   
    }
 
    if(in_Combat_Mode) {
    set_light('G');
    in_Build_Mode = FALSE;   
    }
 
    if(weapon_slot > 5) {
        weapon_slot = 1;
    }
 
    if(!in_Axe_Mode) {
        if(weapon_slot < 1) {
            weapon_slot = 5;
        }
    }
 
    if((in_Build_Mode) && (in_Axe_Mode))
        weapon_slot = 0;
 
///------------------------------------------------------------------------------
// AXE MODE COMBINATIONS
 
    if(event_release(AXE)) {
        if ((in_Combat_Mode) && (!in_Axe_Mode))  //Weapon to Axe
            in_Axe_Mode = TRUE;
        else if ((event_release(AXE)) && (in_Build_Mode) && (!in_Axe_Mode))  //Build to Axe
            in_Axe_Mode = TRUE;
        else if ((event_release(AXE)) && (in_Combat_Mode) && (in_Axe_Mode))  //Weapon to Axe to Weapon via Axe
            in_Axe_Mode = FALSE;
        else if ((event_release(AXE)) && (in_Build_Mode) && (in_Axe_Mode)) { //Weapon to Axe to Build to Axe
        weapon_slot = 1;
        wpn_slot_switch = 1;
        in_Build_Mode = FALSE;
        in_Combat_Mode = TRUE;
        }   
    }
 
///------------------------------------------------------------------------------
// RESET
 
    if (key_status(Reset)) {  //Manual tracker reset to weapon_slot = 1;
        weapon_slot = 1;
        wpn_slot_switch = 1;
        Last_Piece_Build = 0;
        in_Build_Mode = FALSE;
        in_Combat_Mode = TRUE;
        in_Axe_Mode = FALSE;
    }                                         
 
///------------------------------------------------------------------------------
// WEAPON LOAD-OUTS
 
        if(onoff){
 
            if(key_status(Wpn1)){   
                if(weapon_slot != 1)                   
                    wpn_slot_switch = 1;
 
                if((in_Build_Mode) && (weapon_slot != 0))
                    combo_run(ToggleBuild);
 
                if((in_Combat_Mode) && (in_Axe_Mode))
                    combo_run(ToggleAxe);
 
                if((in_Build_Mode) && (in_Axe_Mode) && (weapon_slot == 0))
                    combo_run(ToggleBuildAxe);
 
                if (in_Combat_Mode && !in_Axe_Mode && wpn_slot_switch_steps(wpn_slot_switch, weapon_slot))                           
                    combo_run(GoToSlot);                                   
            }                                             
 
            if(key_status(Wpn2)){
                if(weapon_slot != 2)
                     wpn_slot_switch = 2;
 
                if((in_Build_Mode) && (weapon_slot != 0))
                    combo_run(ToggleBuild);
 
                if((in_Combat_Mode) && (in_Axe_Mode))
                    combo_run(ToggleAxe);
 
                if((in_Build_Mode) && (in_Axe_Mode) && (weapon_slot == 0))
                    combo_run(ToggleBuildAxe);
 
                if (in_Combat_Mode && !in_Axe_Mode && wpn_slot_switch_steps(wpn_slot_switch, weapon_slot))                             
                    combo_run(GoToSlot);                                                                                               
            }                                           
 
            if(key_status(Wpn3)){
                if(weapon_slot != 3)
                     wpn_slot_switch = 3;                               
 
                if((in_Build_Mode) && (weapon_slot != 0))
                    combo_run(ToggleBuild);
 
                if((in_Combat_Mode) && (in_Axe_Mode))
                    combo_run(ToggleAxe);
 
                if((in_Build_Mode) && (in_Axe_Mode) && (weapon_slot == 0))
                    combo_run(ToggleBuildAxe);               
 
                if (in_Combat_Mode && !in_Axe_Mode && wpn_slot_switch_steps(wpn_slot_switch, weapon_slot))
                        combo_run(GoToSlot);                                                                           
            }                                           
 
            if(key_status(Wpn4)){
                if(weapon_slot != 4)
                     wpn_slot_switch = 4;
 
                if((in_Build_Mode) && (weapon_slot != 0))
                    combo_run(ToggleBuild);
 
                if((in_Combat_Mode) && (in_Axe_Mode))
                    combo_run(ToggleAxe);
 
                if((in_Build_Mode) && (in_Axe_Mode) && (weapon_slot == 0))
                    combo_run(ToggleBuildAxe);   
 
                if (in_Combat_Mode && !in_Axe_Mode && wpn_slot_switch_steps(wpn_slot_switch, weapon_slot))                       
                    combo_run(GoToSlot);                           
            }                                           
 
            if(key_status(Wpn5)){
                if(weapon_slot != 5)                   
                      wpn_slot_switch = 5;
 
                if((in_Build_Mode) && (weapon_slot != 0))
                    combo_run(ToggleBuild);
 
                if((in_Combat_Mode) && (in_Axe_Mode))
                    combo_run(ToggleAxe);
 
                if((in_Build_Mode) && (in_Axe_Mode) && (weapon_slot == 0))
                    combo_run(ToggleBuildAxe);   
 
                if (in_Combat_Mode && !in_Axe_Mode && wpn_slot_switch_steps(wpn_slot_switch, weapon_slot))                         
                        combo_run(GoToSlot);                                                                                           
            }                                           
 
        }
            set_val(Wpn1, 0);                     
            set_val(Wpn2, 0);                       
            set_val(Wpn3, 0);                     
            set_val(Wpn4, 0);                       
            set_val(Wpn5, 0);                                                 
 
 
///------------------------------------------------------------------------------
// BUILDING LOAD-OUTS
 
    if(key_status(Wall)){
        if(in_Combat_Mode){
            combo_run(BuildWall); //build the first new wall       
        }
        else
            if((in_Build_Mode) && (Last_Piece_Build != 1)){ //if last piece is not a Wall, double tap RT
                combo_run(BuildWall2);
            }
            else
                if((in_Build_Mode) && (Last_Piece_Build == 1)){ // if last piece as wall, turbo mode on
                    combo_run(BuildWall3);
                }
    }
 
    if(key_status(Floor)){
        if(in_Combat_Mode){
            combo_run(BuildFloor);         
        }
        else
            if((in_Build_Mode) && (Last_Piece_Build != 2)){
                combo_run(BuildFloor2);
            }
            else
                if((in_Build_Mode) && (Last_Piece_Build == 2)){
                    combo_run(BuildFloor3);
                }
    }
 
    if(key_status(Stairs)){
        if(in_Combat_Mode){
            combo_run(BuildStair);     
        }
        else
            if((in_Build_Mode) && (Last_Piece_Build != 3)){
                combo_run(BuildStair2);
            }
            else
                if((in_Build_Mode) && (Last_Piece_Build == 3)){
                    combo_run(BuildStair3);
                }
    }
 
 
    if(key_status(Roof)){
        if(in_Combat_Mode){
            combo_run(BuildRoof);     
        }
        else
            if((in_Build_Mode) && (Last_Piece_Build != 4)){
                combo_run(BuildRoof2);
            }
            else
                if((in_Build_Mode) && (Last_Piece_Build == 4)){
                    combo_run(BuildRoof3);
                }
    }
 
    //Turbo build using Fire
    if((in_Build_Mode) && (Last_Piece_Build > 0 ) && get_val(FIRE)){
        set_val(FIRE, 0);
        if (Last_Piece_Build == 1) combo_run (BuildWall3);
            else if (Last_Piece_Build == 2) combo_run(BuildFloor3);
                else if (Last_Piece_Build == 3) combo_run(BuildStair3);
                    else if (Last_Piece_Build == 4) combo_run(BuildRoof3);
    }
 
///------------------------------------------------------------------------------
// CHANGE MATS
 
            if(key_status(Change_Mats))    {
                if(in_Combat_Mode){
                    combo_run (ChangeMat1);}
                else if (in_Build_Mode){
                    combo_run (ChangeMat2);}
                }
 
///------------------------------------------------------------------------------
// PLACE TRAP
 
            if(key_status(Place_Trap)) {
                if(in_Combat_Mode){
                    combo_run (PlaceTrap1);}
                else if (in_Build_Mode){
                    combo_run( PlaceTrap2);}
                }
 
///------------------------------------------------------------------------------
// DOUBLE TAC
 
            if (event_release(Double_Tac)){
                combo_run (DoubleTacShotguns);
                set_val(Double_Tac, 0.0);   
            }
 
///------------------------------------------------------------------------------
// LED       
        if(!in_Axe_Mode){
        switch(weapon_slot) {
                case 0: display_overlay(_0_, 2000); break;
                case 1: display_overlay(_1_, 2000); break;
                case 2: display_overlay(_2_, 2000); break;
                case 3: display_overlay(_3_, 2000); break;
                case 4: display_overlay(_4_, 2000); break;
                case 5: display_overlay(_5_, 2000); break;
            }
        }
        if(in_Axe_Mode) {
                display_overlay(_0_, 2000);
        }
 
        if(in_Build_Mode) {
        switch(Last_Piece_Build)  {   
                case 0: display_overlay(_0_, 2000); break;
                case 1: display_overlay(_1_, 2000); break;
                case 2: display_overlay(_2_, 2000); break;
                case 3: display_overlay(_3_, 2000); break;
                case 4: display_overlay(_3_, 2000); break;
            }
        }             
 
}                                                               
 
combo GoToSlot {             
    onoff = FALSE;             
 
    if(wpn_slot_switch_steps(wpn_slot_switch, weapon_slot) >= 1 ){         
        if(wpn_slot_switch_direction(wpn_slot_switch, weapon_slot) != 0)
        set_val(RB, 100)
        else set_val(LB, 100);         
    }                                   
    wait(Weapon_Wait1);                           
    wait(Weapon_Wait2)
 
    if(wpn_slot_switch_steps(wpn_slot_switch, weapon_slot) >= 2 ){                   
        if(wpn_slot_switch_direction(wpn_slot_switch, weapon_slot) != 0)
        set_val(RB, 100);   
        else set_val(LB, 100);           
    }                                     
    wait(Weapon_Wait1);                           
    wait(Weapon_Wait2)
 
    if(wpn_slot_switch_steps(wpn_slot_switch, weapon_slot) >= 3 ){                   
        if(wpn_slot_switch_direction(wpn_slot_switch, weapon_slot) != 0)
        set_val(RB, 100);   
        else set_val(LB, 100);           
    }                                     
    wait(Weapon_Wait1);                             
    wait(Weapon_Wait2)
 
    if(wpn_slot_switch_steps(wpn_slot_switch, weapon_slot) >= 4 ){                     
        if(wpn_slot_switch_direction(wpn_slot_switch, weapon_slot) != 0)
        set_val(RB, 100);   
        else set_val(LB, 100);           
    }                                       
    wait(Weapon_Wait1);                             
    wait(Weapon_Wait2);                           
 
    weapon_slot = wpn_slot_switch;                     
 
    onoff = TRUE;                         
} 
 
combo ToggleBuild {
    set_val(BUILD, 100);
    wait(Same_Button_Wait);
    set_val(BUILD, 0);
    wait(End_Wait);
    in_Build_Mode = FALSE;
    in_Combat_Mode = TRUE;
}
 
combo ToggleAxe {
    set_val(AXE, 100);
    wait(Same_Button_Wait);
    set_val(AXE, 0);
    wait(End_Wait);
    in_Axe_Mode = FALSE;
}
 
combo ToggleBuildAxe {
    set_val(BUILD, 100);
    wait(Same_Button_Wait);
    set_val(BUILD, 0);
    wait(Generic_Between_Button_Wait);
    set_val(AXE, 100);
    wait(Same_Button_Wait);
    set_val(AXE, 0);
    wait(End_Wait);
    in_Axe_Mode = FALSE;
    in_Build_Mode = FALSE;
    in_Combat_Mode = TRUE;
    weapon_slot = 1;
}
 
combo BuildWall {
    wait(Initial_Wait);
    set_val(BUILD, 100);
    wait(Same_Button_Wait);
    set_val(BUILD, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(FIRE, 100);
    wait(End_Wait);
    in_Build_Mode = TRUE;
    Last_Piece_Build = 1;
}
 
combo BuildFloor {
    wait(Initial_Wait);
    set_val(BUILD, 100);
    wait(Same_Button_Wait);
    set_val(BUILD, 0);
    wait(Generic_Between_Button_Wait);
    set_val(RB, 100);
    wait(Same_Button_Wait);
    set_val(RB, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(RB, 100);
    wait(End_Wait);
    in_Build_Mode = TRUE;
    Last_Piece_Build = 2;
}
 
combo BuildStair {
    wait(Initial_Wait);
    set_val(BUILD, 100);
    wait(Same_Button_Wait);
    set_val(BUILD, 0);
    wait(Generic_Between_Button_Wait);
    set_val(ADS, 100);
    wait(Same_Button_Wait);
    set_val(ADS, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(ADS, 100);
    wait(End_Wait);
    in_Build_Mode = TRUE;
    Last_Piece_Build = 3;
}
 
combo BuildRoof {
    wait(Initial_Wait);
    set_val(BUILD, 100);
    wait(Same_Button_Wait);
    set_val(BUILD, 0);
    wait(Generic_Between_Button_Wait);
    set_val(LB, 100);
    wait(Same_Button_Wait);
    set_val(LB, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(LB, 100);
    wait(End_Wait);
    in_Build_Mode = TRUE;
    Last_Piece_Build = 4;
}
 
combo BuildWall2 {
    wait(Initial_Wait);
    set_val(FIRE, 100);
    wait(Same_Button_Wait);
    set_val(FIRE, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(FIRE, 100);
    wait(End_Wait);
    Last_Piece_Build = 1;
}
 
combo BuildFloor2 {
    wait(Initial_Wait);
    set_val(RB, 100);
    wait(Same_Button_Wait);
    set_val(RB, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(RB, 100);
    wait(End_Wait);
    Last_Piece_Build = 2;
}
 
combo BuildStair2 {
    wait(Initial_Wait);
    set_val(ADS, 100);
    wait(Same_Button_Wait);
    set_val(ADS, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(ADS, 100);
    wait(End_Wait);
    Last_Piece_Build = 3;
}
 
combo BuildRoof2 {
    wait(Initial_Wait);
    set_val(LB, 100);
    wait(Same_Button_Wait);
    set_val(LB, 0);
    wait(Generic_Between_Button_Wait);
    if(InstantBuild) set_val(LB, 100);
    wait(End_Wait);
    Last_Piece_Build = 4;
}
 
combo BuildWall3 {
    wait(Initial_Wait);
    set_val(FIRE, 100);
    wait(Same_Button_Wait);
    set_val(FIRE, 0);
    wait(End_Wait);
    Last_Piece_Build = 1;
}
 
combo BuildFloor3 {
    wait(Initial_Wait);
    set_val(RB, 100);
    wait(Same_Button_Wait);
    set_val(RB, 0);
    wait(End_Wait);
    Last_Piece_Build = 2;
}
 
combo BuildStair3 {
    wait(Initial_Wait);
    set_val(ADS, 100);
    wait(Same_Button_Wait);
    set_val(ADS, 0);
    wait(End_Wait);
    Last_Piece_Build = 3;
}
combo BuildRoof3 {
    wait(Initial_Wait);
    set_val(LB, 100);
    wait(Same_Button_Wait);
    set_val(LB, 0);
    wait(End_Wait);
    Last_Piece_Build = 4;
}
 
combo ChangeMat1 {
    wait(Initial_Wait);
    set_val(BUILD, 100.0);
    wait(Same_Button_Wait);
    set_val(BUILD, 0.0);
    wait(Initial_Wait);
    set_val(BUTTON_12, 100.0);
    wait(Same_Button_Wait);
    set_val(BUTTON_12, 0.0);
    wait(Initial_Wait);
    set_val(BUILD, 100.0);
    wait(Same_Button_Wait);
    set_val(BUILD, 0.0);
    wait(End_Wait);
}
 
combo ChangeMat2 {
    wait(Initial_Wait);
    set_val(BUTTON_12, 100.0);
    wait(Same_Button_Wait);
    set_val(BUTTON_12, 0.0);
    wait(End_Wait);
}
combo PlaceTrap1 {
    wait(Initial_Wait);
    set_val(BUILD, 100.0);
    wait(Same_Button_Wait);
    set_val(BUILD, 0.0);
    wait(100);
    set_val(BUTTON_17, 100.0);
    wait(Same_Button_Wait);
    set_val(BUTTON_17, 0.0);
    wait(100);
    set_val(BUTTON_17, 100.0);
    wait(Same_Button_Wait);
    set_val(BUTTON_17, 0.0);
    wait(100);
    set_val(BUILD, 100.0);
    wait(Same_Button_Wait);
    set_val(BUILD, 0.0);
    wait(End_Wait);
}
 
combo PlaceTrap2 {
    wait(Initial_Wait);
    set_val(BUTTON_17, 100.0);
    wait(Same_Button_Wait);
    set_val(BUTTON_17, 0.0);
    wait(100);
    set_val(BUTTON_17, 100.0);
    wait(Same_Button_Wait);
    set_val(BUTTON_17, 0.0);
    wait(End_Wait);
    in_Build_Mode = TRUE;
    Last_Piece_Build = 5;
}
 
combo DoubleTacShotguns {
    set_val(FIRE, 100.0);
    wait(50);
    set_val(FIRE, 0.0);
    wait(50);
    set_val(LB, 100.0);
    wait(50);
    set_val(LB, 0.0);
    wait(50);
    wait(680);
    set_val(FIRE, 100.0);
    wait(50);
    set_val(FIRE, 0.0);
    wait(50);
    set_val(RB, 100.0);
    wait(50);
    set_val(RB, 0.0);
    wait(50);
    wait(680);
}
 
int8 wpn_slot_switch_direction (int8 wpn_slot_switch, int8 weapon_slot){                   
 
    if(wpn_slot_switch > weapon_slot){ 
 
        if((wpn_slot_switch - weapon_slot) < 3){               
            return 1;   
 
        }else if((wpn_slot_switch - weapon_slot) >= 3) {           
            return 0;                 
        }                                   
 
    }else if(wpn_slot_switch < weapon_slot){             
 
        if((weapon_slot - wpn_slot_switch) < 3){           
            return 0;                 
        }else if((weapon_slot - wpn_slot_switch) >= 3) {           
            return 1;                   
        }                                 
    }  return 0;                             
}
 
int8 wpn_slot_switch_steps (int8 wpn_slot_switch, int8 weapon_slot) {
 
        if(wpn_slot_switch > weapon_slot){                   
 
            if((wpn_slot_switch - weapon_slot) < 3){               
                return (wpn_slot_switch - weapon_slot);
            }else if((wpn_slot_switch - weapon_slot) >= 3) {           
                return ((5 - wpn_slot_switch ) + weapon_slot) ;
            }                                   
 
        }else if(wpn_slot_switch < weapon_slot){             
 
            if((weapon_slot - wpn_slot_switch) < 3){           
                return (weapon_slot - wpn_slot_switch);                 
            }else if((weapon_slot - wpn_slot_switch) >= 3) {           
                return ((5 - weapon_slot) + wpn_slot_switch) ;
            }                                 
        }  return 0;                             
}
 
 
 
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby rlatpwo123 » Mon Jun 11, 2018 11:20 am

thank you mal!!! thank you!!
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby shevaBOT » Mon Jun 11, 2018 1:40 pm

Hi guys, i've scrolled in the posts but can't seem to find the answer on my question. So basicly, I cant use any buttons of my keyboard (one button construction). All other scripts on the buttons (mouse and controller work).
Is there a trick to activate the keyboard or something? I have a Logitech G910. Do i have to plug the keyboard on the xim apex or directly in the TitanTwo?

cheers

ShevaBOT
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby alanmcgregor » Mon Jun 11, 2018 6:31 pm

ShevaBOT

If you are trying MAL latest scripts, those uses this setup:
Image

You required an Input Translator for your keyboard mappings. XIM manager can only do mouse mappings because is the only input attached to XIM.

Personally, I tinker a lot with the weapon slots timings and is not reliable for me, very finicky and disrupt my gameplay. Don't get me wrong MAL did an outstanding job with the script. I believe, without of doubt is the best that mimics PC controls.

I went to a different approach: a more efficient console controls using a simplistic script, strong and reliable it seamlessly blends with the controls, that you do not notice that it is present until you stop using it.

At the end I kind of quit playing the game on console, fed up of Epic keeps messing around with the aim on each update and I enjoy more how I play the game on PC (only few hours per week), control wise and overall. Play occasionally with friends on consoles but that's it.
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Mon Jun 11, 2018 8:22 pm

shevaBOT wrote:Hi guys, i've scrolled in the posts but can't seem to find the answer on my question. So basicly, I cant use any buttons of my keyboard (one button construction). All other scripts on the buttons (mouse and controller work).
Is there a trick to activate the keyboard or something? I have a Logitech G910. Do i have to plug the keyboard on the xim apex or directly in the TitanTwo?

cheers

ShevaBOT


What script are you using? Have you setup an Input Translator?
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby shevaBOT » Tue Jun 12, 2018 3:10 pm

I would like to use yours with aim abuse. But mapping the keyboard looks complexe and dificult to get it right. or am i worrying too much. It's that I'm not used to this and of course would like to get it right. Is there some file for the input translator or is it keyboard specific?

Cheers :D
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Wed Jun 13, 2018 2:00 pm

shevaBOT wrote:I would like to use yours with aim abuse. But mapping the keyboard looks complexe and dificult to get it right. or am i worrying too much. It's that I'm not used to this and of course would like to get it right. Is there some file for the input translator or is it keyboard specific?

Cheers :D


Put your mouse and keybinds in an input translator and attach that to the memory slot together with the script.
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