KB + XIM + Titan2 - Fortnite Combos
Re: KB + XIM + Titan2 - Fortnite Combos
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?
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 - Sergeant First Class
- Posts: 24
- Joined: Mon May 21, 2018 12:21 am
Re: KB + XIM + Titan2 - Fortnite Combos
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 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: KB + XIM + Titan2 - Fortnite Combos
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
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
-
rlatpwo123 - Sergeant First Class
- Posts: 24
- Joined: Mon May 21, 2018 12:21 am
Re: KB + XIM + Titan2 - Fortnite Combos
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;
}
-
MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: KB + XIM + Titan2 - Fortnite Combos
thank you mal!!! thank you!!
-
rlatpwo123 - Sergeant First Class
- Posts: 24
- Joined: Mon May 21, 2018 12:21 am
Re: KB + XIM + Titan2 - Fortnite Combos
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
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
-
shevaBOT - Corporal
- Posts: 4
- Joined: Sat Apr 28, 2018 6:43 pm
Re: KB + XIM + Titan2 - Fortnite Combos
ShevaBOT
If you are trying MAL latest scripts, those uses this setup:
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.
If you are trying MAL latest scripts, those uses this setup:
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.
-
alanmcgregor - Major
- Posts: 981
- Joined: Tue Mar 27, 2018 8:38 am
Re: KB + XIM + Titan2 - Fortnite Combos
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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MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: KB + XIM + Titan2 - Fortnite Combos
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
Cheers :D
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shevaBOT - Corporal
- Posts: 4
- Joined: Sat Apr 28, 2018 6:43 pm
Re: KB + XIM + Titan2 - Fortnite Combos
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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MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
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