KB + XIM + Titan2 - Fortnite Combos

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

Re: KB + XIM + Titan2 - Fortnite Combos

Postby Wistle » Wed Mar 21, 2018 4:43 pm

When I follow the instructions here...https://www.youtube.com/watch?v=8zdmfWOW_78 and include the light_k file then run compile...I get no errors...but...I install to active memory slot 1, its shows up in device memory slot along with input translator but won't register a slot on device.

So when I'm hooked up to Gtuner it shows slot 1 with <Mark>V1.0 [KM} Input Translater...Slot 2 is empty...Slot 3 Fortnite Gamepack.

When I scroll through profiles on T2 I get 0 then 0 then 3...slot 1 isn't coming up. What am I doing wrong.?
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Wed Mar 21, 2018 5:16 pm

Wistle wrote:When I follow the instructions here...https://www.youtube.com/watch?v=8zdmfWOW_78 and include the light_k file then run compile...I get no errors...but...I install to active memory slot 1, its shows up in device memory slot along with input translator but won't register a slot on device.

So when I'm hooked up to Gtuner it shows slot 1 with <Mark>V1.0 [KM} Input Translater...Slot 2 is empty...Slot 3 Fortnite Gamepack.

When I scroll through profiles on T2 I get 0 then 0 then 3...slot 1 isn't coming up. What am I doing wrong.?



Numbers are used to display the tracking within the script so it won't show the slot the script is attached to, it will show Green + 0.

You can test if it's working by pressing your build button and then LB/RB and the display will turn red (for build mode) and cycle through the 1-4 building slots.
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby Wistle » Wed Mar 21, 2018 7:53 pm

MAL8010 wrote:
Numbers are used to display the tracking within the script so it won't show the slot the script is attached to, it will show Green + 0.

You can test if it's working by pressing your build button and then LB/RB and the display will turn red (for build mode) and cycle through the 1-4 building slots.



Thank you for clearing this up for me.

I'm also having an on going issue with my G502...Using the setup...

- Mouse and KB into T2
- Controller into Port 1 of XIM APEX
- T2 into Port 2 of XIM APEX
- XIm APEX into Console
- In Gtuner set Output Protocol to USB Multi Interface HID and Check Disable Joystick

I get no mouse movement. G502 - Light is on but no movement or input.

Most of the time the T2 - Green light on Input A and B. Green light on Output. Though sometimes on reboot the T2 flashes ∩ U - top half of a 0 and then bottom half of a 0.

Using Xbox One X and Elite Controller. Did the protocol and disable in Gtuner. Am I missing any other settings.? All firmware up to date
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Wed Mar 21, 2018 9:04 pm

Wistle wrote:
MAL8010 wrote:
Numbers are used to display the tracking within the script so it won't show the slot the script is attached to, it will show Green + 0.

You can test if it's working by pressing your build button and then LB/RB and the display will turn red (for build mode) and cycle through the 1-4 building slots.



Thank you for clearing this up for me.

I'm also having an on going issue with my G502...Using the setup...

- Mouse and KB into T2
- Controller into Port 1 of XIM APEX
- T2 into Port 2 of XIM APEX
- XIm APEX into Console
- In Gtuner set Output Protocol to USB Multi Interface HID and Check Disable Joystick

I get no mouse movement. G502 - Light is on but no movement or input.

Most of the time the T2 - Green light on Input A and B. Green light on Output. Though sometimes on reboot the T2 flashes ∩ U - top half of a 0 and then bottom half of a 0.

Using Xbox One X and Elite Controller. Did the protocol and disable in Gtuner. Am I missing any other settings.? All firmware up to date


Setup looks ok to me.

Open gtuner and look at device monitor tab. When you move the mouse does stick_1_x and stick_1_y values change?
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby Wistle » Wed Mar 21, 2018 9:10 pm

MAL8010 wrote:
Open gtuner and look at device monitor tab. When you move the mouse does stick_1_x and stick_1_y values change?


Yes, mouse movement is displayed in Gtuner.

T2 - authenticating issue.?

SOLVED...My Elite controller was causing me issues
Last edited by Wistle on Thu Mar 22, 2018 4:54 am, edited 2 times in total.
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby gamerdad » Wed Mar 21, 2018 9:34 pm

Edit: Nevermind goy it working
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby NesQuik » Thu Mar 22, 2018 3:41 am

I have spend literally 6-8 hours straight to modify the script the way i prefer it but something is not working out for me. The 1 button building doesnt work for me. I still have stairs and floor on the g502 mouse but moved them to the front and moved the build(Q) and wall(E) to the keyboard. I also removed the secondary scripts from xim apex. I just left the scroll up and down on secondary, thats all. When i press E key on the keyboard for wall, nothing happens. Same with stairs and floor on the mouse. However, when i go to the build(Q on keyboard) option manually and press the buttons then it selects the right option but i want to avoid going to the build menu manually and just build with 1 touch button like before. Any ideas why is this happening? Let me attach the whole set up i am using now so maybe someone can spot some mistakes.

Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FORTNITE BUILDING ONLY - T2 INTO XIM APEX 2") 
 
#include <keyboard.gph>
#include <display.gph>
#include "light_k.gph"
#include <mouse.gph>
#define Reset BUTTON_13 //manual reset of tracking (right arrow)
#define Wall (KEY_E)
#define Floor (KEY_N)
#define Stair (KEY_J)
#define InitailEnd_Wait 20
#define SameButton_Wait 40
#define GenericBetweenButton_Wait 50
#define BeforeFireButton_Wait1 50
#define BeforeFireButton_Wait2 100
#define RB (MOUSE_WHEEL)
#define Build (KEY_Q)
#define Fire (MBUTTON_1)
 
//mode and tracker
int mode;
int bldvalue;
int NavState;
 
//building hotkeys and tracker
int bldslottrack=1;
bool event_active_e;
bool event_active_n;
bool event_active_f;
 
main {
 
    mouse_passthru();
    key_passthru();
 
//------------------------------------------------------------------------------
//MODE TRACKING
 
    if (mode == 0) {
        set_light('G');
        }
 
    if (mode == 1) {
        set_light('R');
        }
 
    if (mode > 1) {
        mode = 0;}
 
    if ((event_release(BUTTON_15)) && (mode == 0)){
            mode = 1; //building mode
            }
 
    else if (event_release(BUTTON_15) && (mode == 1)) {
            mode = 0; //combat mode
            bldslottrack = 1; //building always resets to slot 1, weapons to last occupied slot
            }
 
//------------------------------------------------------------------------------
//BUILDING AND WEAPON SLOT TRACKING
 
    //Building to axe - has to return to slot 1
    if ((event_release(BUTTON_14)) && (mode == 1)) {
        mode = 0;
        bldslottrack = 1;
        }
 
    if ((event_release(BUTTON_4)) && (mode == 1)) {
        bldslottrack = bldslottrack + 1;
            if (bldslottrack > 4) {
                bldslottrack = 1;
            }
        }
 
    if ((event_release(BUTTON_7)) && (mode == 1)) {
        bldslottrack = bldslottrack - 1;
            if (bldslottrack < 1) {
                bldslottrack = 4;
            }
        }
 
//------------------------------------------------------------------------------
//TRACKER RESETS
 
    //manual tracker reset to weapon mode slot1
    if (event_active(Reset)) {
        mode = 0;
        bldslottrack = 1;
    }
 
    //Since B is cancel as well as enter building mode, need to reset tracker if using to cancel out of xbox menu, inventory, game menu, emotes
    if (event_release (BUTTON_1) || event_release (BUTTON_3) || event_release (BUTTON_10) || event_release (BUTTON_11)) {
        NavState = 1;}
 
    // Pressing B to cancel resets
    if (event_release (BUTTON_15) && NavState) {
        mode = mode + 1;
        NavState = 0;}
 
//------------------------------------------------------------------------------
// LOAD-OUTS
 
       if(key_status(Wall)) {
            bldvalue = 1 -  bldslottrack;
            if(!event_active_e) {
                event_active_e = TRUE;
                if (mode == 0){ //weapons or pickaxe to wall
                    combo_run (BuildWall);
                }     else if ((mode == 1) && (bldvalue == 0)) { //already have wall selected
                        combo_run (RT);}
                    else { //moving from building slots 2,3,4 to wall
                        if (bldvalue == -1) {
                            combo_run (QLB1);
                            bldslottrack = 1;}
                        if (bldvalue == -2) {
                            combo_run (QLB2);
                            bldslottrack = 1;}
                        if (bldvalue == -3) {
                            combo_run (QRB1);
                            bldslottrack = 1;}
                    }
                }
        } else event_active_e = FALSE;
 
        if(key_status(Floor))  {
                bldvalue = 2 -  bldslottrack;
                if(!event_active_f) {
                    event_active_f = TRUE;
                    if (mode == 0){
                        combo_run (BuildFloor);
                    }    else if    ((mode == 1) && (bldvalue == 0)) {
                            combo_run (RT);}
                        else {   
                            if (bldvalue == 1) {
                                combo_run (QRB1);
                                bldslottrack = 2;}
                            if (bldvalue == -1) {
                                combo_run (QLB1);
                                bldslottrack = 2;}
                            if (bldvalue == -2) {
                                combo_run (QLB2);
                                bldslottrack = 2;}
                    }
                }
        } else event_active_f = FALSE;   
 
        if(key_status(Stair))    { 
                bldvalue = 3 -  bldslottrack;
                if(!event_active_n) {
                    event_active_n = TRUE;
                    if (mode == 0){
                        combo_run (BuildStair);
                    } else if ((mode == 1) && (bldvalue == 0)) {
                        combo_run (RT);}
                      else {
                          if (bldvalue == 2) {
                              combo_run (QLB2);
                              bldslottrack = 3;}
                          if (bldvalue == 1) {
                              combo_run (QRB1);
                              bldslottrack = 3;}
                          if (bldvalue == -1) {
                              combo_run (QLB1);
                              bldslottrack = 3;}
                    }
                }
        } else event_active_n = FALSE;   
 
//------------------------------------------------------------------------------
//LED                   
        if (mode == 1){           
        switch(bldslottrack) {
                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;
            }
        }
 
        if (mode == 0) {
            display_overlay(_0_, 2000); }   
 
} // main
 
combo BuildWall {
    wait(InitailEnd_Wait);
    key_set(Build, 1);
    wait(SameButton_Wait);
    key_set(Build, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
    bldslottrack = 1;
    mode = 1;
}
 
combo BuildFloor {
    wait(InitailEnd_Wait);
    key_set(Build, 1);
    wait(SameButton_Wait);
    key_set(Build, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
    bldslottrack = 2;
    mode = 1;
}
 
combo BuildStair {
    wait(InitailEnd_Wait);
    key_set(Build, 1);
    wait(SameButton_Wait);
    key_set(Build, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
    bldslottrack = 3;
    mode = 1;
}
 
combo QLB1 {
    wait(InitailEnd_Wait);
    mouse_set(RB, 1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}
 
combo QLB2 {
    wait(InitailEnd_Wait);
    mouse_set(RB, 1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, 1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}
 
combo QRB1 {
    wait(InitailEnd_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}   
 
combo RT {
    wait(InitailEnd_Wait);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}


heres some pics from my input

Image
Image

A pic of my g502 set up

Image

and finally some pics of my xim apex set up

Primary
Image
Image

Secondary
Image
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Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Thu Mar 22, 2018 7:48 am

NesQuik wrote:I have spend literally 6-8 hours straight to modify the script the way i prefer it but something is not working out for me. The 1 button building doesnt work for me. I still have stairs and floor on the g502 mouse but moved them to the front and moved the build(Q) and wall(E) to the keyboard. I also removed the secondary scripts from xim apex. I just left the scroll up and down on secondary, thats all. When i press E key on the keyboard for wall, nothing happens. Same with stairs and floor on the mouse. However, when i go to the build(Q on keyboard) option manually and press the buttons then it selects the right option but i want to avoid going to the build menu manually and just build with 1 touch button like before. Any ideas why is this happening? Let me attach the whole set up i am using now so maybe someone can spot some mistakes.

Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FORTNITE BUILDING ONLY - T2 INTO XIM APEX 2") 
 
#include <keyboard.gph>
#include <display.gph>
#include "light_k.gph"
#include <mouse.gph>
#define Reset BUTTON_13 //manual reset of tracking (right arrow)
#define Wall (KEY_E)
#define Floor (KEY_N)
#define Stair (KEY_J)
#define InitailEnd_Wait 20
#define SameButton_Wait 40
#define GenericBetweenButton_Wait 50
#define BeforeFireButton_Wait1 50
#define BeforeFireButton_Wait2 100
#define RB (MOUSE_WHEEL)
#define Build (KEY_Q)
#define Fire (MBUTTON_1)
 
//mode and tracker
int mode;
int bldvalue;
int NavState;
 
//building hotkeys and tracker
int bldslottrack=1;
bool event_active_e;
bool event_active_n;
bool event_active_f;
 
main {
 
    mouse_passthru();
    key_passthru();
 
//------------------------------------------------------------------------------
//MODE TRACKING
 
    if (mode == 0) {
        set_light('G');
        }
 
    if (mode == 1) {
        set_light('R');
        }
 
    if (mode > 1) {
        mode = 0;}
 
    if ((event_release(BUTTON_15)) && (mode == 0)){
            mode = 1; //building mode
            }
 
    else if (event_release(BUTTON_15) && (mode == 1)) {
            mode = 0; //combat mode
            bldslottrack = 1; //building always resets to slot 1, weapons to last occupied slot
            }
 
//------------------------------------------------------------------------------
//BUILDING AND WEAPON SLOT TRACKING
 
    //Building to axe - has to return to slot 1
    if ((event_release(BUTTON_14)) && (mode == 1)) {
        mode = 0;
        bldslottrack = 1;
        }
 
    if ((event_release(BUTTON_4)) && (mode == 1)) {
        bldslottrack = bldslottrack + 1;
            if (bldslottrack > 4) {
                bldslottrack = 1;
            }
        }
 
    if ((event_release(BUTTON_7)) && (mode == 1)) {
        bldslottrack = bldslottrack - 1;
            if (bldslottrack < 1) {
                bldslottrack = 4;
            }
        }
 
//------------------------------------------------------------------------------
//TRACKER RESETS
 
    //manual tracker reset to weapon mode slot1
    if (event_active(Reset)) {
        mode = 0;
        bldslottrack = 1;
    }
 
    //Since B is cancel as well as enter building mode, need to reset tracker if using to cancel out of xbox menu, inventory, game menu, emotes
    if (event_release (BUTTON_1) || event_release (BUTTON_3) || event_release (BUTTON_10) || event_release (BUTTON_11)) {
        NavState = 1;}
 
    // Pressing B to cancel resets
    if (event_release (BUTTON_15) && NavState) {
        mode = mode + 1;
        NavState = 0;}
 
//------------------------------------------------------------------------------
// LOAD-OUTS
 
       if(key_status(Wall)) {
            bldvalue = 1 -  bldslottrack;
            if(!event_active_e) {
                event_active_e = TRUE;
                if (mode == 0){ //weapons or pickaxe to wall
                    combo_run (BuildWall);
                }     else if ((mode == 1) && (bldvalue == 0)) { //already have wall selected
                        combo_run (RT);}
                    else { //moving from building slots 2,3,4 to wall
                        if (bldvalue == -1) {
                            combo_run (QLB1);
                            bldslottrack = 1;}
                        if (bldvalue == -2) {
                            combo_run (QLB2);
                            bldslottrack = 1;}
                        if (bldvalue == -3) {
                            combo_run (QRB1);
                            bldslottrack = 1;}
                    }
                }
        } else event_active_e = FALSE;
 
        if(key_status(Floor))  {
                bldvalue = 2 -  bldslottrack;
                if(!event_active_f) {
                    event_active_f = TRUE;
                    if (mode == 0){
                        combo_run (BuildFloor);
                    }    else if    ((mode == 1) && (bldvalue == 0)) {
                            combo_run (RT);}
                        else {   
                            if (bldvalue == 1) {
                                combo_run (QRB1);
                                bldslottrack = 2;}
                            if (bldvalue == -1) {
                                combo_run (QLB1);
                                bldslottrack = 2;}
                            if (bldvalue == -2) {
                                combo_run (QLB2);
                                bldslottrack = 2;}
                    }
                }
        } else event_active_f = FALSE;   
 
        if(key_status(Stair))    { 
                bldvalue = 3 -  bldslottrack;
                if(!event_active_n) {
                    event_active_n = TRUE;
                    if (mode == 0){
                        combo_run (BuildStair);
                    } else if ((mode == 1) && (bldvalue == 0)) {
                        combo_run (RT);}
                      else {
                          if (bldvalue == 2) {
                              combo_run (QLB2);
                              bldslottrack = 3;}
                          if (bldvalue == 1) {
                              combo_run (QRB1);
                              bldslottrack = 3;}
                          if (bldvalue == -1) {
                              combo_run (QLB1);
                              bldslottrack = 3;}
                    }
                }
        } else event_active_n = FALSE;   
 
//------------------------------------------------------------------------------
//LED                   
        if (mode == 1){           
        switch(bldslottrack) {
                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;
            }
        }
 
        if (mode == 0) {
            display_overlay(_0_, 2000); }   
 
} // main
 
combo BuildWall {
    wait(InitailEnd_Wait);
    key_set(Build, 1);
    wait(SameButton_Wait);
    key_set(Build, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
    bldslottrack = 1;
    mode = 1;
}
 
combo BuildFloor {
    wait(InitailEnd_Wait);
    key_set(Build, 1);
    wait(SameButton_Wait);
    key_set(Build, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
    bldslottrack = 2;
    mode = 1;
}
 
combo BuildStair {
    wait(InitailEnd_Wait);
    key_set(Build, 1);
    wait(SameButton_Wait);
    key_set(Build, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
    bldslottrack = 3;
    mode = 1;
}
 
combo QLB1 {
    wait(InitailEnd_Wait);
    mouse_set(RB, 1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}
 
combo QLB2 {
    wait(InitailEnd_Wait);
    mouse_set(RB, 1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(GenericBetweenButton_Wait);
    mouse_set(RB, 1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}
 
combo QRB1 {
    wait(InitailEnd_Wait);
    mouse_set(RB, -1);
    wait(SameButton_Wait);
    mouse_set(RB, 0);
    wait(BeforeFireButton_Wait1);
    wait(BeforeFireButton_Wait2);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}   
 
combo RT {
    wait(InitailEnd_Wait);
    mouse_set(Fire, 1);
    wait(SameButton_Wait);
    mouse_set(Fire, 0);
    wait(InitailEnd_Wait);
}


heres some pics from my input

Image
Image

A pic of my g502 set up

Image

and finally some pics of my xim apex set up

Primary
Image
Image

Secondary
Image


At a glance - why do you have E, N, J mapped to buttons 18,19,20 in the keyboard mapping? If these are the buttons you are using for the build macros they shouldn't be mapped to anything!

Also you don't need secondary mappings in XIM that are the same as the primary mappings i.e. scroll down/up.

Change that and try again. To test just connect everything up and watch the T2 lights/numbers. Start with Green+0 and press each build button and confirm it goes to the correct slot i.e. Wall = Building slot 1 (so Red +1), Stairs = Building slot 3 (so red + 3) etc.
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MAL8010
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Posts: 263
Joined: Sun Feb 05, 2017 3:12 pm

Re: KB + XIM + Titan2 - Fortnite Combos

Postby NesQuik » Thu Mar 22, 2018 2:58 pm

MAL8010 wrote:At a glance - why do you have E, N, J mapped to buttons 18,19,20 in the keyboard mapping? If these are the buttons you are using for the build macros they shouldn't be mapped to anything!

Also you don't need secondary mappings in XIM that are the same as the primary mappings i.e. scroll down/up.

Change that and try again. To test just connect everything up and watch the T2 lights/numbers. Start with Green+0 and press each build button and confirm it goes to the correct slot i.e. Wall = Building slot 1 (so Red +1), Stairs = Building slot 3 (so red + 3) etc.


I mapped these 3 button in a proccess of trying to find a solution, didnt have them mapped from the start. I removed them from the input as well as the secondary scroll so now i got nothing in the secondary section. When i press E for walls nothing happens. Green led and 0. But when i press n and j on the mouse side buttons my guns change from 3rd slot to 2nd. So i got it somehow right there but instead of building it just switches between these two gun slots.
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NesQuik
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Posts: 16
Joined: Tue Mar 20, 2018 6:07 am

Re: KB + XIM + Titan2 - Fortnite Combos

Postby Silktouch » Thu Mar 22, 2018 3:14 pm

Short question, what polling rate and DPI are you using for your mouse MAL?
I have the G502 and at the moment T2 + Xim4 until my Apex arrives.

Cheers
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Silktouch
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