[Request] Fortnite - Add Instant Build to Current Script
3 posts
• Page 1 of 1
[Request] Fortnite - Add Instant Build to Current Script
Hey, I just recently got a Titan Two and have been using the code below (thanks to bonefisher) for aim assist/aim abuse. I was wondering if anyone could take the instant build feature from the fortnite gamepack and include it into this?
Thank you in advance.
- Code: Select all
#pragma METAINFO("111", 1, 0, "bonefisher")
#include <display.gph>
#define shot_per_second 12 // adjust fire rate
#define burst 3 // adjust tap burst
bool toggle_rapid;
bool toggle_abuse;
bool toggle_assist;
uint32 tap_fire;
uint32 hold_time;
uint32 rest_time;
uint32 time_counter;
uint32 IND[] = {
_0_, // 0
_1_ // 1
};
init
{
hold_time = 500 / shot_per_second;
rest_time = hold_time;
if(rest_time < 0) rest_time = 0;
tap_fire = burst * 1000 / shot_per_second;
}
main
{
// toggles will show 0 on titan for off and 1 for on.
// left trigger + left d-pad (rapid fire on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_12, 0.0);
if(event_active(BUTTON_12)) {
if(toggle_rapid == 0) {
toggle_rapid = 1;
display (1);
}else if(toggle_rapid == 1) {
toggle_rapid = 0;
display (0);
}
}
}
// left trigger + up d-pad (aim abuse on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_10, 0.0);
if(event_active(BUTTON_10)) {
if(toggle_abuse == 0) {
toggle_abuse = 1;
display (1);
}else if(toggle_abuse == 1) {
toggle_abuse = 0;
display (0);
}
}
}
// left trigger + down d-pad (aim assist on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_11, 0.0);
if(event_active(BUTTON_11)) {
if(toggle_assist == 0) {
toggle_assist = 1;
display (1);
}else if(toggle_assist == 1) {
toggle_assist = 0;
display (0);
}
}
}
if(toggle_rapid == 0) {
if(get_actual(BUTTON_5)) {
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(toggle_rapid == 1) {
if(get_actual(BUTTON_5)) {
combo_run(rapid_fire);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= tap_fire) {
combo_run(rapid_fire);
}
}
if(toggle_abuse == 1) {
if(get_actual(BUTTON_8)) {
time_counter += elapsed_time();
if(time_counter >= 540) {
time_counter = 0;
combo_run(aim_abuse);
}
}
}
if(toggle_assist == 1) {
if(get_actual(BUTTON_8) && !get_actual(BUTTON_5)) {
combo_run(ads_assist);
combo_run(strafe);
}else if(get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
combo_run(fire_assist);
combo_run(strafe);
}
}
}
combo rapid_fire
{
set_val(BUTTON_5, 100.0);
wait(hold_time);
set_val(BUTTON_5, 0.0);
wait(rest_time);
set_val(BUTTON_5, 0.0);
}
combo aim_abuse {
set_val(BUTTON_8, 0.0);
wait(30);
}
combo strafe
{
aim_assist(STICK_2_X, 30.0);
wait(16);
aim_assist(STICK_2_X, -30.0);
wait(17);
}
combo ads_assist
{
aim_assist(STICK_1_Y, 30.0);
wait(16);
aim_assist(STICK_1_X, -30.0);
wait(17);
aim_assist(STICK_1_Y, -30.0);
wait(16);
aim_assist(STICK_1_X, 30.0);
wait(17);
}
combo fire_assist
{
aim_assist(STICK_1_Y, 35.0);
wait(16);
aim_assist(STICK_1_X, -35.0);
wait(17);
aim_assist(STICK_1_Y, -35.0);
wait(16);
aim_assist(STICK_1_X, 35.0);
wait(17);
}
void aim_assist(uint8 axis, fix32 recoil)
{
set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
Thank you in advance.
-
t2duddas - Private First Class
- Posts: 3
- Joined: Sat Mar 17, 2018 4:18 am
Re: [Request] Fortnite - Add Instant Build to Current Script
Welcome to our forums, "insta build" added to the script. ;)
- Code: Select all
#pragma METAINFO("111", 1, 0, "bonefisher")
#include <display.gph>
#define shot_per_second 12 // adjust fire rate
#define burst 3 // adjust tap burst
bool toggle_rapid;
bool toggle_abuse;
bool toggle_assist;
uint32 tap_fire;
uint32 hold_time;
uint32 rest_time;
uint32 time_counter;
uint32 IND[] = {
_0_, // 0
_1_ // 1
};
init
{
hold_time = 500 / shot_per_second;
rest_time = hold_time;
if(rest_time < 0) rest_time = 0;
tap_fire = burst * 1000 / shot_per_second;
}
main
{
// toggles will show 0 on titan for off and 1 for on.
// left trigger + left d-pad (rapid fire on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_12, 0.0);
if(event_active(BUTTON_12)) {
if(toggle_rapid == 0) {
toggle_rapid = 1;
display (1);
}else if(toggle_rapid == 1) {
toggle_rapid = 0;
display (0);
}
}
}
// left trigger + up d-pad (aim abuse on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_10, 0.0);
if(event_active(BUTTON_10)) {
if(toggle_abuse == 0) {
toggle_abuse = 1;
display (1);
}else if(toggle_abuse == 1) {
toggle_abuse = 0;
display (0);
}
}
}
// left trigger + down d-pad (aim assist on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_11, 0.0);
if(event_active(BUTTON_11)) {
if(toggle_assist == 0) {
toggle_assist = 1;
display (1);
}else if(toggle_assist == 1) {
toggle_assist = 0;
display (0);
}
}
}
if(toggle_rapid == 0) {
if(get_actual(BUTTON_5)) {
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(toggle_rapid == 1) {
if(get_actual(BUTTON_5)) {
combo_run(rapid_fire);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= tap_fire) {
combo_run(rapid_fire);
}
}
if(toggle_abuse == 1) {
if(get_actual(BUTTON_8)) {
time_counter += elapsed_time();
if(time_counter >= 540) {
time_counter = 0;
combo_run(aim_abuse);
}
}
}
if(toggle_assist == 1) {
if(get_actual(BUTTON_8) && !get_actual(BUTTON_5)) {
combo_run(ads_assist);
combo_run(strafe);
}else if(get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
combo_run(fire_assist);
combo_run(strafe);
}
}
// Build FLOOR with DPad Down
if(event_release(BUTTON_11) && time_active(BUTTON_11) < 200) {
combo_run(InstaBuildFloor);
} inhibit(BUTTON_11, 200);
// Build WALL with DPad Left
if(event_release(BUTTON_12) && time_active(BUTTON_12) < 200) {
combo_run(InstaBuildWall);
} inhibit(BUTTON_12, 200);
// Build STAIR with DPad Right
if(event_release(BUTTON_13) && time_active(BUTTON_13) < 200) {
combo_run(InstaBuildStair);
} inhibit(BUTTON_13, 200);
}
combo rapid_fire
{
set_val(BUTTON_5, 100.0);
wait(hold_time);
set_val(BUTTON_5, 0.0);
wait(rest_time);
set_val(BUTTON_5, 0.0);
}
combo aim_abuse {
set_val(BUTTON_8, 0.0);
wait(30);
}
combo strafe
{
aim_assist(STICK_2_X, 30.0);
wait(16);
aim_assist(STICK_2_X, -30.0);
wait(17);
}
combo ads_assist
{
aim_assist(STICK_1_Y, 30.0);
wait(16);
aim_assist(STICK_1_X, -30.0);
wait(17);
aim_assist(STICK_1_Y, -30.0);
wait(16);
aim_assist(STICK_1_X, 30.0);
wait(17);
}
combo fire_assist
{
aim_assist(STICK_1_Y, 35.0);
wait(16);
aim_assist(STICK_1_X, -35.0);
wait(17);
aim_assist(STICK_1_Y, -35.0);
wait(16);
aim_assist(STICK_1_X, 35.0);
wait(17);
}
combo InstaBuildFloor {
set_val(BUTTON_15, 100.0);
wait(40); wait(4*40);
set_val(BUTTON_4, 100.0);
wait(40); wait(6*40);
set_val(BUTTON_5, 100.0);
wait(40); wait(2*40);
set_val(BUTTON_15, 100.0);
wait(40);
}
combo InstaBuildWall {
set_val(BUTTON_15, 100.0);
wait(40); wait(6*40);
set_val(BUTTON_5, 100.0);
wait(40); wait(2*40);
set_val(BUTTON_15, 100.0);
wait(40);
}
combo InstaBuildStair {
set_val(BUTTON_15, 100.0);
wait(40); wait(4*40);
set_val(BUTTON_4, 100.0);
wait(40); wait(4*40);
set_val(BUTTON_4, 100.0);
wait(40); wait(6*40);
set_val(BUTTON_5, 100.0);
wait(40); wait(2*40);
set_val(BUTTON_15, 100.0);
wait(40);
}
void aim_assist(uint8 axis, fix32 recoil)
{
set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: [Request] Fortnite - Add Instant Build to Current Script
J2Kbr wrote:Welcome to our forums, "insta build" added to the script. ;)
- Code: Select all
#pragma METAINFO("111", 1, 0, "bonefisher")
#include <display.gph>
#define shot_per_second 12 // adjust fire rate
#define burst 3 // adjust tap burst
bool toggle_rapid;
bool toggle_abuse;
bool toggle_assist;
uint32 tap_fire;
uint32 hold_time;
uint32 rest_time;
uint32 time_counter;
uint32 IND[] = {
_0_, // 0
_1_ // 1
};
init
{
hold_time = 500 / shot_per_second;
rest_time = hold_time;
if(rest_time < 0) rest_time = 0;
tap_fire = burst * 1000 / shot_per_second;
}
main
{
// toggles will show 0 on titan for off and 1 for on.
// left trigger + left d-pad (rapid fire on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_12, 0.0);
if(event_active(BUTTON_12)) {
if(toggle_rapid == 0) {
toggle_rapid = 1;
display (1);
}else if(toggle_rapid == 1) {
toggle_rapid = 0;
display (0);
}
}
}
// left trigger + up d-pad (aim abuse on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_10, 0.0);
if(event_active(BUTTON_10)) {
if(toggle_abuse == 0) {
toggle_abuse = 1;
display (1);
}else if(toggle_abuse == 1) {
toggle_abuse = 0;
display (0);
}
}
}
// left trigger + down d-pad (aim assist on/off)
if(get_actual(BUTTON_8)) {
set_val(BUTTON_11, 0.0);
if(event_active(BUTTON_11)) {
if(toggle_assist == 0) {
toggle_assist = 1;
display (1);
}else if(toggle_assist == 1) {
toggle_assist = 0;
display (0);
}
}
}
if(toggle_rapid == 0) {
if(get_actual(BUTTON_5)) {
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(toggle_rapid == 1) {
if(get_actual(BUTTON_5)) {
combo_run(rapid_fire);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= tap_fire) {
combo_run(rapid_fire);
}
}
if(toggle_abuse == 1) {
if(get_actual(BUTTON_8)) {
time_counter += elapsed_time();
if(time_counter >= 540) {
time_counter = 0;
combo_run(aim_abuse);
}
}
}
if(toggle_assist == 1) {
if(get_actual(BUTTON_8) && !get_actual(BUTTON_5)) {
combo_run(ads_assist);
combo_run(strafe);
}else if(get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
combo_run(fire_assist);
combo_run(strafe);
}
}
// Build FLOOR with DPad Down
if(event_release(BUTTON_11) && time_active(BUTTON_11) < 200) {
combo_run(InstaBuildFloor);
} inhibit(BUTTON_11, 200);
// Build WALL with DPad Left
if(event_release(BUTTON_12) && time_active(BUTTON_12) < 200) {
combo_run(InstaBuildWall);
} inhibit(BUTTON_12, 200);
// Build STAIR with DPad Right
if(event_release(BUTTON_13) && time_active(BUTTON_13) < 200) {
combo_run(InstaBuildStair);
} inhibit(BUTTON_13, 200);
}
combo rapid_fire
{
set_val(BUTTON_5, 100.0);
wait(hold_time);
set_val(BUTTON_5, 0.0);
wait(rest_time);
set_val(BUTTON_5, 0.0);
}
combo aim_abuse {
set_val(BUTTON_8, 0.0);
wait(30);
}
combo strafe
{
aim_assist(STICK_2_X, 30.0);
wait(16);
aim_assist(STICK_2_X, -30.0);
wait(17);
}
combo ads_assist
{
aim_assist(STICK_1_Y, 30.0);
wait(16);
aim_assist(STICK_1_X, -30.0);
wait(17);
aim_assist(STICK_1_Y, -30.0);
wait(16);
aim_assist(STICK_1_X, 30.0);
wait(17);
}
combo fire_assist
{
aim_assist(STICK_1_Y, 35.0);
wait(16);
aim_assist(STICK_1_X, -35.0);
wait(17);
aim_assist(STICK_1_Y, -35.0);
wait(16);
aim_assist(STICK_1_X, 35.0);
wait(17);
}
combo InstaBuildFloor {
set_val(BUTTON_15, 100.0);
wait(40); wait(4*40);
set_val(BUTTON_4, 100.0);
wait(40); wait(6*40);
set_val(BUTTON_5, 100.0);
wait(40); wait(2*40);
set_val(BUTTON_15, 100.0);
wait(40);
}
combo InstaBuildWall {
set_val(BUTTON_15, 100.0);
wait(40); wait(6*40);
set_val(BUTTON_5, 100.0);
wait(40); wait(2*40);
set_val(BUTTON_15, 100.0);
wait(40);
}
combo InstaBuildStair {
set_val(BUTTON_15, 100.0);
wait(40); wait(4*40);
set_val(BUTTON_4, 100.0);
wait(40); wait(4*40);
set_val(BUTTON_4, 100.0);
wait(40); wait(6*40);
set_val(BUTTON_5, 100.0);
wait(40); wait(2*40);
set_val(BUTTON_15, 100.0);
wait(40);
}
void aim_assist(uint8 axis, fix32 recoil)
{
set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
}
Thank you for your time. I appreciate it!
-
t2duddas - Private First Class
- Posts: 3
- Joined: Sat Mar 17, 2018 4:18 am
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