KB + XIM + Titan2 - Fortnite Combos
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
Heads up aim abuse is easy to report and get a console ban, but have it your way.
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alanmcgregor - Major
- Posts: 981
- Joined: Tue Mar 27, 2018 8:38 am
Re: KB + XIM + Titan2 - Fortnite Combos
MAL8010 wrote:
- Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FT 1 CLICK BUILD / WEAPON SLOTS")
Minor thing - Maybe you have this on purpose for better visibility of your script in the slot overview, but the pragma definition is the wrong way around.
Normally, it is
- Code: Select all
#pragma METAINFO("Scriptname", 1, 0, "Username")
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Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: KB + XIM + Titan2 - Fortnite Combos
No idea why but I cannot get that double pump script to work. It was posted on the last page. I copied everything into my script.
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teckx - Sergeant Major of the Army
- Posts: 194
- Joined: Tue Mar 27, 2018 1:53 pm
Re: KB + XIM + Titan2 - Fortnite Combos
any help please? im trying to use the double pump script to button_12
everything works except the shotgun script
i have everything mapped in XIM
GTUNER i have 1 = BUTTON_12
everything works except the shotgun script
i have everything mapped in XIM
GTUNER i have 1 = BUTTON_12
- Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FORTNITE BUILDING ONLY")
#include <keyboard.gph>
#include <display.gph>
#include "light_k.gpc"
#include <mouse.gph>
#define Reset BUTTON_14 //manual reset of tracking (right arrow)
#define Wall (KEY_B)
#define Floor (KEY_N)
#define Stair (KEY_J)
#define LB (BUTTON_7)
#define RB (BUTTON_4)
#define Build (KEY_END)
#define Double_Tac (BUTTON_12)
#define Fire (MBUTTON_1)
#define ADS (MBUTTON_2)
#define InitailEnd_Wait 20
#define SameButton_Wait 40
#define GenericBetweenButton_Wait 40
#define BeforeFireButton_Wait1 30
#define BeforeFireButton_Wait2 80
//mode and tracker
int mode;
int NavState;
//building hotkeys and tracker
bool event_active_b;
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
}
//------------------------------------------------------------------------------
//BUILDING AND WEAPON SLOT TRACKING
//Building to axe - has to return to slot 1
if ((event_release(BUTTON_14)) && (mode == 1)) {
mode = 0;
}
//------------------------------------------------------------------------------
// DOUBLE TAC
if (event_release(Double_Tac)){
combo_run (DoubleTacShotguns);
set_val(Double_Tac, 0.0);
}
///------------------------------------------------------------------------------
//TRACKER RESETS
//manual tracker reset to weapon mode slot1
if (event_active(Reset)) {
mode = 0;
}
//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)) {
if(!event_active_b) {
event_active_b = TRUE;
if (mode == 0){
combo_run (BuildWall);
} else if (mode == 1) {
combo_run (RT);}
}
} else event_active_b = FALSE;
if(key_status(Floor)) {
if(!event_active_f) {
event_active_f = TRUE;
if (mode == 0){
combo_run (BuildFloor);
} else if (mode == 1) {
combo_run (RB2);}
}
} else event_active_f = FALSE;
if(key_status(Stair)) {
if(!event_active_n) {
event_active_n = TRUE;
if (mode == 0){
combo_run (BuildStair);
} else if (mode == 1) {
combo_run (ADS2);}
}
} else event_active_n = FALSE;
} // main
combo BuildWall {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(GenericBetweenButton_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
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(GenericBetweenButton_Wait);
mouse_set(RB, -1);
wait(SameButton_Wait);
mouse_set(RB, 0);
wait(InitailEnd_Wait);
mode = 1;
}
combo BuildStair {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(GenericBetweenButton_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(InitailEnd_Wait);
mode = 1;
}
combo RB2 {
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(InitailEnd_Wait);
}
combo RT {
wait(InitailEnd_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(GenericBetweenButton_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo ADS2 {
wait(InitailEnd_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(GenericBetweenButton_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(InitailEnd_Wait);
}
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);
}
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teckx - Sergeant Major of the Army
- Posts: 194
- Joined: Tue Mar 27, 2018 1:53 pm
Re: KB + XIM + Titan2 - Fortnite Combos
Scachi wrote:MAL8010 wrote:
- Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FT 1 CLICK BUILD / WEAPON SLOTS")
Minor thing - Maybe you have this on purpose for better visibility of your script in the slot overview, but the pragma definition is the wrong way around.
Normally, it is
- Code: Select all
#pragma METAINFO("Scriptname", 1, 0, "Username")
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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
teckx wrote:any help please? im trying to use the double pump script to button_12
everything works except the shotgun script
i have everything mapped in XIM
GTUNER i have 1 = BUTTON_12
- Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FORTNITE BUILDING ONLY")
#include <keyboard.gph>
#include <display.gph>
#include "light_k.gpc"
#include <mouse.gph>
#define Reset BUTTON_14 //manual reset of tracking (right arrow)
#define Wall (KEY_B)
#define Floor (KEY_N)
#define Stair (KEY_J)
#define LB (BUTTON_7)
#define RB (BUTTON_4)
#define Build (KEY_END)
#define Double_Tac (BUTTON_12)
#define Fire (MBUTTON_1)
#define ADS (MBUTTON_2)
#define InitailEnd_Wait 20
#define SameButton_Wait 40
#define GenericBetweenButton_Wait 40
#define BeforeFireButton_Wait1 30
#define BeforeFireButton_Wait2 80
//mode and tracker
int mode;
int NavState;
//building hotkeys and tracker
bool event_active_b;
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
}
//------------------------------------------------------------------------------
//BUILDING AND WEAPON SLOT TRACKING
//Building to axe - has to return to slot 1
if ((event_release(BUTTON_14)) && (mode == 1)) {
mode = 0;
}
//------------------------------------------------------------------------------
// DOUBLE TAC
if (event_release(Double_Tac)){
combo_run (DoubleTacShotguns);
set_val(Double_Tac, 0.0);
}
///------------------------------------------------------------------------------
//TRACKER RESETS
//manual tracker reset to weapon mode slot1
if (event_active(Reset)) {
mode = 0;
}
//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)) {
if(!event_active_b) {
event_active_b = TRUE;
if (mode == 0){
combo_run (BuildWall);
} else if (mode == 1) {
combo_run (RT);}
}
} else event_active_b = FALSE;
if(key_status(Floor)) {
if(!event_active_f) {
event_active_f = TRUE;
if (mode == 0){
combo_run (BuildFloor);
} else if (mode == 1) {
combo_run (RB2);}
}
} else event_active_f = FALSE;
if(key_status(Stair)) {
if(!event_active_n) {
event_active_n = TRUE;
if (mode == 0){
combo_run (BuildStair);
} else if (mode == 1) {
combo_run (ADS2);}
}
} else event_active_n = FALSE;
} // main
combo BuildWall {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(GenericBetweenButton_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
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(GenericBetweenButton_Wait);
mouse_set(RB, -1);
wait(SameButton_Wait);
mouse_set(RB, 0);
wait(InitailEnd_Wait);
mode = 1;
}
combo BuildStair {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(GenericBetweenButton_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(InitailEnd_Wait);
mode = 1;
}
combo RB2 {
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(InitailEnd_Wait);
}
combo RT {
wait(InitailEnd_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(GenericBetweenButton_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo ADS2 {
wait(InitailEnd_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(GenericBetweenButton_Wait);
mouse_set(ADS, 1);
wait(SameButton_Wait);
mouse_set(ADS, 0);
wait(InitailEnd_Wait);
}
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); [code=gpc2][/code]
set_val(Fire, 0.0);
wait(50);
set_val(RB, 100.0);
wait(50);
set_val(RB, 0.0);
wait(50);
wait(680);
}
Look at all the other combo's, they refer to the end user output i.e. mouse_set or key_set. You need to replace the set_val in the combo below with the appropriate mouse_set / key_set.
Also for LB you want mouse_set(RB, -1).
- Code: Select all
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);
}
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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
Hello Guys,
I have here some problems with mals last script.. Setup: M/KB-T2-Apex-PS4
i changed the get_val /set_val to mouse-set and key-set.
Weapon slot and Build work perfect for me but i have some issue with Weapon to Axe/ Axe to Weapon the T2 Trackt not the Press from my Axe ... and is it possibel to if i stay in Build mode and press Fire that the script switch to the last weapon and if i press Fire while i stay in Combat he shoot ?
here the Code:
ps: Sry for my English
I have here some problems with mals last script.. Setup: M/KB-T2-Apex-PS4
i changed the get_val /set_val to mouse-set and key-set.
Weapon slot and Build work perfect for me but i have some issue with Weapon to Axe/ Axe to Weapon the T2 Trackt not the Press from my Axe ... and is it possibel to if i stay in Build mode and press Fire that the script switch to the last weapon and if i press Fire while i stay in Combat he shoot ?
here the Code:
- 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 RB (MOUSE_WHEEL)
#define BUILD (KEY_C)
#define AXE (KEY_F)
#define FIRE (MBUTTON_1)
#define ADS (KEY_P)
#define RELOAD BUTTON_17
#define Wall (KEY_Q)
#define Stairs (KEY_E)
#define Floor (KEY_N)
#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_V)
#define Reset (KEY_G)
#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 {
mouse_passthru();
key_passthru();
///------------------------------------------------------------------------------
// 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);
}
}
key_set(Wpn1, 0);
key_set(Wpn2, 0);
key_set(Wpn3, 0);
key_set(Wpn4, 0);
key_set(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 ) && mouse_status(FIRE)){
mouse_set(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);}
}
////---------------------------------------------------------------
if(mouse_status(FIRE)){
if(in_Combat_Mode){
combo_run(AA); //BUILD the first new wall
}
}
///------------------------------------------------------------------------------
// 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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
wait(Weapon_Wait1);
wait(Weapon_Wait2);
weapon_slot = wpn_slot_switch;
onoff = TRUE;
}
combo ToggleBUILD {
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(End_Wait);
in_BUILD_Mode = FALSE;
in_Combat_Mode = TRUE;
}
combo ToggleAXE {
key_set(AXE, 1);
wait(Same_Button_Wait);
key_set(AXE, 0);
wait(End_Wait);
in_AXE_Mode = FALSE;
}
combo ToggleBUILDAXE {
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
key_set(AXE, 1);
wait(Same_Button_Wait);
key_set(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);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(FIRE, 1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 1;
}
combo BUILDFloor {
wait(Initial_Wait);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
mouse_set(RB, -1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 2;
}
combo BUILDStair {
wait(Initial_Wait);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
key_set(ADS, 1);
wait(Same_Button_Wait);
key_set(ADS, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) key_set(ADS, 1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 3;
}
combo BUILDRoof {
wait(Initial_Wait);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
mouse_set(RB, 1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 4;
}
combo BUILDWall2 {
wait(Initial_Wait);
mouse_set(FIRE, 1);
wait(Same_Button_Wait);
mouse_set(FIRE, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(FIRE, 1);
wait(End_Wait);
Last_Piece_BUILD = 1;
}
combo BUILDFloor2 {
wait(Initial_Wait);
mouse_set(RB, -1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
Last_Piece_BUILD = 2;
}
combo BUILDStair2 {
wait(Initial_Wait);
key_set(ADS, 1);
wait(Same_Button_Wait);
key_set(ADS, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) key_set(ADS, 1);
wait(End_Wait);
Last_Piece_BUILD = 3;
}
combo BUILDRoof2 {
wait(Initial_Wait);
mouse_set(RB, 1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
Last_Piece_BUILD = 4;
}
combo BUILDWall3 {
wait(Initial_Wait);
mouse_set(FIRE, 1);
wait(Same_Button_Wait);
mouse_set(FIRE, 0);
wait(End_Wait);
Last_Piece_BUILD = 1;
}
combo BUILDFloor3 {
wait(Initial_Wait);
mouse_set(RB, -1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(End_Wait);
Last_Piece_BUILD = 2;
}
combo BUILDStair3 {
wait(Initial_Wait);
key_set(ADS, 1);
wait(Same_Button_Wait);
key_set(ADS, 0);
wait(End_Wait);
Last_Piece_BUILD = 3;
}
combo BUILDRoof3 {
wait(Initial_Wait);
mouse_set(RB, 1);
wait(Same_Button_Wait);
mouse_set(RB, 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 AA {
key_set(ADS, 1);
wait(95);
key_set(ADS, 0);
wait(10);
}
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;
}
ps: Sry for my English
-
Gurkenbaum - Sergeant
- Posts: 6
- Joined: Tue Jun 19, 2018 7:59 am
Re: KB + XIM + Titan2 - Fortnite Combos
Gurkenbaum wrote:Hello Guys,
I have here some problems with mals last script.. Setup: M/KB-T2-Apex-PS4
i changed the get_val /set_val to mouse-set and key-set.
Weapon slot and Build work perfect for me but i have some issue with Weapon to Axe/ Axe to Weapon the T2 Trackt not the Press from my Axe ... and is it possibel to if i stay in Build mode and press Fire that the script switch to the last weapon and if i press Fire while i stay in Combat he shoot ?
here the Code:
- 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 RB (MOUSE_WHEEL)
#define BUILD (KEY_C)
#define AXE (KEY_F)
#define FIRE (MBUTTON_1)
#define ADS (KEY_P)
#define RELOAD BUTTON_17
#define Wall (KEY_Q)
#define Stairs (KEY_E)
#define Floor (KEY_N)
#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_V)
#define Reset (KEY_G)
#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 {
mouse_passthru();
key_passthru();
///------------------------------------------------------------------------------
// 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);
}
}
key_set(Wpn1, 0);
key_set(Wpn2, 0);
key_set(Wpn3, 0);
key_set(Wpn4, 0);
key_set(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 ) && mouse_status(FIRE)){
mouse_set(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);}
}
////---------------------------------------------------------------
if(mouse_status(FIRE)){
if(in_Combat_Mode){
combo_run(AA); //BUILD the first new wall
}
}
///------------------------------------------------------------------------------
// 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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
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)
mouse_set(RB, -1);
else mouse_set(RB, 1);
}
wait(Weapon_Wait1);
wait(Weapon_Wait2);
weapon_slot = wpn_slot_switch;
onoff = TRUE;
}
combo ToggleBUILD {
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(End_Wait);
in_BUILD_Mode = FALSE;
in_Combat_Mode = TRUE;
}
combo ToggleAXE {
key_set(AXE, 1);
wait(Same_Button_Wait);
key_set(AXE, 0);
wait(End_Wait);
in_AXE_Mode = FALSE;
}
combo ToggleBUILDAXE {
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
key_set(AXE, 1);
wait(Same_Button_Wait);
key_set(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);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(FIRE, 1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 1;
}
combo BUILDFloor {
wait(Initial_Wait);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
mouse_set(RB, -1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 2;
}
combo BUILDStair {
wait(Initial_Wait);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
key_set(ADS, 1);
wait(Same_Button_Wait);
key_set(ADS, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) key_set(ADS, 1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 3;
}
combo BUILDRoof {
wait(Initial_Wait);
key_set(BUILD, 1);
wait(Same_Button_Wait);
key_set(BUILD, 0);
wait(Generic_Between_Button_Wait);
mouse_set(RB, 1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
in_BUILD_Mode = TRUE;
Last_Piece_BUILD = 4;
}
combo BUILDWall2 {
wait(Initial_Wait);
mouse_set(FIRE, 1);
wait(Same_Button_Wait);
mouse_set(FIRE, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(FIRE, 1);
wait(End_Wait);
Last_Piece_BUILD = 1;
}
combo BUILDFloor2 {
wait(Initial_Wait);
mouse_set(RB, -1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
Last_Piece_BUILD = 2;
}
combo BUILDStair2 {
wait(Initial_Wait);
key_set(ADS, 1);
wait(Same_Button_Wait);
key_set(ADS, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) key_set(ADS, 1);
wait(End_Wait);
Last_Piece_BUILD = 3;
}
combo BUILDRoof2 {
wait(Initial_Wait);
mouse_set(RB, 1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(Generic_Between_Button_Wait);
if(InstantBUILD) mouse_set(RB, -1);
wait(End_Wait);
Last_Piece_BUILD = 4;
}
combo BUILDWall3 {
wait(Initial_Wait);
mouse_set(FIRE, 1);
wait(Same_Button_Wait);
mouse_set(FIRE, 0);
wait(End_Wait);
Last_Piece_BUILD = 1;
}
combo BUILDFloor3 {
wait(Initial_Wait);
mouse_set(RB, -1);
wait(Same_Button_Wait);
mouse_set(RB, 0);
wait(End_Wait);
Last_Piece_BUILD = 2;
}
combo BUILDStair3 {
wait(Initial_Wait);
key_set(ADS, 1);
wait(Same_Button_Wait);
key_set(ADS, 0);
wait(End_Wait);
Last_Piece_BUILD = 3;
}
combo BUILDRoof3 {
wait(Initial_Wait);
mouse_set(RB, 1);
wait(Same_Button_Wait);
mouse_set(RB, 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 AA {
key_set(ADS, 1);
wait(95);
key_set(ADS, 0);
wait(10);
}
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;
}
ps: Sry for my English
It will be because you changed the #define's at the start of the script to your key binds whereas the script needs them defined as the controller input in order to execute the correct logic.
If you refer back to this post, it list the definition's you can change. You need to use an Input Translator to map keyboard/mouse keys to controller inputs and not the script.
viewtopic.php?f=26&t=7897&start=430#p63823
-
MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: KB + XIM + Titan2 - Fortnite Combos
Ok perfect i test it later thank you for the fast reply.
-
Gurkenbaum - Sergeant
- Posts: 6
- Joined: Tue Jun 19, 2018 7:59 am
Re: KB + XIM + Titan2 - Fortnite Combos
Its My firsty day with T2, Im user of apex and wanted to use bulding script for builder pro. So now I understnad few parts of it but still cant find a way how to make proper Input Translator for it. Im not supposed to change define buttons into script, right ? Only with input Translator. Could someone show me how this should looks like when u have keyboard connected to T2 with mouse into apex? Just need to see what im doing wrong with Input Controler, how should I for example bind weapons or blueprints into Input translator.
Sory for newbie questions.
Sory for newbie questions.
-
krzaczu - Staff Sergeant
- Posts: 14
- Joined: Fri Jun 22, 2018 12:53 am
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