KB + XIM + Titan2 - Fortnite Combos

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

Re: KB + XIM + Titan2 - Fortnite Combos

Postby alanmcgregor » Wed Jun 13, 2018 4:19 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

Heads up aim abuse is easy to report and get a console ban, but have it your way.
User avatar
alanmcgregor
Major
Major
 
Posts: 981
Joined: Tue Mar 27, 2018 8:38 am

Re: KB + XIM + Titan2 - Fortnite Combos

Postby Scachi » Sat Jun 16, 2018 7:58 am

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")
User avatar
Scachi
Brigadier General
Brigadier General
 
Posts: 3044
Joined: Wed May 11, 2016 6:25 am
Location: Germany

Re: KB + XIM + Titan2 - Fortnite Combos

Postby teckx » Mon Jun 18, 2018 10:51 pm

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.
User avatar
teckx
Sergeant Major of the Army
Sergeant Major of the Army
 
Posts: 194
Joined: Tue Mar 27, 2018 1:53 pm

Re: KB + XIM + Titan2 - Fortnite Combos

Postby teckx » Mon Jun 18, 2018 11:49 pm

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);
    set_val(Fire, 0.0);
    wait(50);
    set_val(RB, 100.0);
    wait(50);
    set_val(RB, 0.0);
    wait(50);
    wait(680);
}
 
 
 
User avatar
teckx
Sergeant Major of the Army
Sergeant Major of the Army
 
Posts: 194
Joined: Tue Mar 27, 2018 1:53 pm

Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Tue Jun 19, 2018 1:09 pm

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")


:smile0517:
User avatar
MAL8010
Sergeant Major of the Army
Sergeant Major of the Army
 
Posts: 263
Joined: Sun Feb 05, 2017 3:12 pm

Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Tue Jun 19, 2018 1:11 pm

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);
}
 
 
User avatar
MAL8010
Sergeant Major of the Army
Sergeant Major of the Army
 
Posts: 263
Joined: Sun Feb 05, 2017 3:12 pm

Re: KB + XIM + Titan2 - Fortnite Combos

Postby Gurkenbaum » Wed Jun 20, 2018 10:58 am

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
User avatar
Gurkenbaum
Sergeant
Sergeant
 
Posts: 6
Joined: Tue Jun 19, 2018 7:59 am

Re: KB + XIM + Titan2 - Fortnite Combos

Postby MAL8010 » Wed Jun 20, 2018 12:51 pm

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
User avatar
MAL8010
Sergeant Major of the Army
Sergeant Major of the Army
 
Posts: 263
Joined: Sun Feb 05, 2017 3:12 pm

Re: KB + XIM + Titan2 - Fortnite Combos

Postby Gurkenbaum » Wed Jun 20, 2018 4:14 pm

Ok perfect i test it later thank you for the fast reply.
User avatar
Gurkenbaum
Sergeant
Sergeant
 
Posts: 6
Joined: Tue Jun 19, 2018 7:59 am

Re: KB + XIM + Titan2 - Fortnite Combos

Postby krzaczu » Fri Jun 22, 2018 12:03 pm

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.
User avatar
krzaczu
Staff Sergeant
Staff Sergeant
 
Posts: 14
Joined: Fri Jun 22, 2018 12:53 am

PreviousNext

Return to GPC2 Script Programming

Who is online

Users browsing this forum: No registered users and 127 guests