[REQUEST] Xim Apex + T2 (MAL's script)
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[REQUEST] Xim Apex + T2 (MAL's script)
Can someone help me remap MAL's fortnite combo script for keyboard with this layout.
Keyboard
Q = L1
E = R1
Inventory = TAB
Map = G
WASD = Left stick X/Y
R = Square
L Shift = L3
Mouse
Mouse Forward = R3
Mouse backward = O
Left Click = R2
Right Click = L2
Mouse scrolldown = Triangle
--Button for script--
F for wall
C for stairs
V for floor
---------------
I know it is a lot to ask but I tried playing around with the script and input map for week, and I'm just not making any progress. I'm currently using logitech macro but it's just a messy macro for fortnite.
Keyboard
Q = L1
E = R1
Inventory = TAB
Map = G
WASD = Left stick X/Y
R = Square
L Shift = L3
Mouse
Mouse Forward = R3
Mouse backward = O
Left Click = R2
Right Click = L2
Mouse scrolldown = Triangle
--Button for script--
F for wall
C for stairs
V for floor
---------------
I know it is a lot to ask but I tried playing around with the script and input map for week, and I'm just not making any progress. I'm currently using logitech macro but it's just a messy macro for fortnite.
-
HidNSeek - Sergeant First Class
- Posts: 18
- Joined: Mon Mar 12, 2018 3:09 am
Re: [REQUEST] Xim Apex + T2 (MAL's script)
HidNSeek wrote:Can someone help me remap MAL's fortnite combo script for keyboard with this layout.
Keyboard
Q = L1
E = R1
Inventory = TAB
Map = G
WASD = Left stick X/Y
R = Square
L Shift = L3
Mouse
Mouse Forward = R3
Mouse backward = O
Left Click = R2
Right Click = L2
Mouse scrolldown = Triangle
--Button for script--
F for wall
C for stairs
V for floor
---------------
I know it is a lot to ask but I tried playing around with the script and input map for week, and I'm just not making any progress. I'm currently using logitech macro but it's just a messy macro for fortnite.
I can look at this, couple things:
1. What is your RESET button, a button to reset the tracking if it's incorrect, especially have to do this when the game first starts. By default it's the controller unput d-pad right, but you can assign it to any mouse/KB key, just let me know what you want it to be.
2. How is your scroll wheel button defined? What I mean by thus is for me who uses a Logitech G502 I have all my mouse buttons outside of MBUTTON 1/2 and MWHEEL as actual key's in the Logitech Software so for example scroll wheel for me is KEY_L. Do you have the same? If not, when you press the scroll wheel when the mouse is connected to the T2, what does it show in the Device Monitor as being pressed?
-
MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: [REQUEST] Xim Apex + T2 (MAL's script)
MAL8010 wrote:HidNSeek wrote:Can someone help me remap MAL's fortnite combo script for keyboard with this layout.
Keyboard
Q = L1
E = R1
Inventory = TAB
Map = G
WASD = Left stick X/Y
R = Square
L Shift = L3
Mouse
Mouse Forward = R3
Mouse backward = O
Left Click = R2
Right Click = L2
Mouse scrolldown = Triangle
--Button for script--
F for wall
C for stairs
V for floor
---------------
I know it is a lot to ask but I tried playing around with the script and input map for week, and I'm just not making any progress. I'm currently using logitech macro but it's just a messy macro for fortnite.
I can look at this, couple things:
1. What is your RESET button, a button to reset the tracking if it's incorrect, especially have to do this when the game first starts. By default it's the controller unput d-pad right, but you can assign it to any mouse/KB key, just let me know what you want it to be.
2. How is your scroll wheel button defined? What I mean by thus is for me who uses a Logitech G502 I have all my mouse buttons outside of MBUTTON 1/2 and MWHEEL as actual key's in the Logitech Software so for example scroll wheel for me is KEY_L. Do you have the same? If not, when you press the scroll wheel when the mouse is connected to the T2, what does it show in the Device Monitor as being pressed?
I’m also using a g502. In this case the reset button would be G8 which is mapped to P, and for the scroll wheel I like to keep it undefined for scroll up because sometime I mess up while clicking and scroll it up and for scroll down I like to keep it as triangle.
And by scroll wheel you mean Middle wheel?
-
HidNSeek - Sergeant First Class
- Posts: 18
- Joined: Mon Mar 12, 2018 3:09 am
Re: [REQUEST] Xim Apex + T2 (MAL's script)
Try this script:
Then use this Input Translator and attach them to the same Memory Slot.
Two things you need to add to it:
1. A bind for BUTTON_13 (Reset button) in Keyboard or Mouse
2. A bind for your scroll wheel mouse button. As per above ideally map it to a key and thus have the key mapped to BUTTON_14 (Triangle) in keyboard mapping.
I haven't tested in game just in Device Monitor and all seems ok, but test it out and let me know if any issues.
- Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FORTNITE BUILDING ONLY - T2 INTO XIM APEX")
#include <keyboard.gph>
#include <display.gph>
#include "light_k.gph"
#include <mouse.gph>
#define Reset BUTTON_13 //manual reset of tracking (right arrow)
#define Wall (KEY_F)
#define Floor (KEY_V)
#define Stair (KEY_C)
#define InitailEnd_Wait 20
#define SameButton_Wait 40
#define GenericBetweenButton_Wait 50
#define BeforeFireButton_Wait1 50
#define BeforeFireButton_Wait2 100
#define RB (KEY_L)
#define LB (KEY_Q)
#define Build (MOUSE_WHEEL)
#define Fire (MBUTTON_1)
//mode and tracker
int mode;
int bldvalue;
int NavState;
//building hotkeys and tracker
int bldslottrack=1;
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
bldslottrack = 1; //building always resets to slot 1, weapons to last occupied slot
}
//------------------------------------------------------------------------------
//BUILDING AND WEAPON SLOT TRACKING
//Building to axe - has to return to slot 1
if ((event_release(BUTTON_14)) && (mode == 1)) {
mode = 0;
bldslottrack = 1;
}
if ((event_release(BUTTON_4)) && (mode == 1)) {
bldslottrack = bldslottrack + 1;
if (bldslottrack > 4) {
bldslottrack = 1;
}
}
if ((event_release(BUTTON_7)) && (mode == 1)) {
bldslottrack = bldslottrack - 1;
if (bldslottrack < 1) {
bldslottrack = 4;
}
}
//------------------------------------------------------------------------------
//TRACKER RESETS
//manual tracker reset to weapon mode slot1
if (event_active(Reset)) {
mode = 0;
bldslottrack = 1;
}
//Since B is cancel as well as enter building mode, need to reset tracker if using to cancel out of xbox menu, inventory, game menu, emotes
if (event_release (BUTTON_1) || event_release (BUTTON_3) || event_release (BUTTON_10) || event_release (BUTTON_11)) {
NavState = 1;}
// Pressing B to cancel resets
if (event_release (BUTTON_15) && NavState) {
mode = mode + 1;
NavState = 0;}
//------------------------------------------------------------------------------
// LOAD-OUTS
if(key_status(Wall)) {
bldvalue = 1 - bldslottrack;
if(!event_active_b) {
event_active_b = TRUE;
if (mode == 0){ //weapons or pickaxe to wall
combo_run (BuildWall);
} else if ((mode == 1) && (bldvalue == 0)) { //already have wall selected
combo_run (RT);}
else { //moving from building slots 2,3,4 to wall
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 1;}
if (bldvalue == -2) {
combo_run (QLB2);
bldslottrack = 1;}
if (bldvalue == -3) {
combo_run (QRB1);
bldslottrack = 1;}
}
}
} else event_active_b = FALSE;
if(key_status(Floor)) {
bldvalue = 2 - bldslottrack;
if(!event_active_f) {
event_active_f = TRUE;
if (mode == 0){
combo_run (BuildFloor);
} else if ((mode == 1) && (bldvalue == 0)) {
combo_run (RT);}
else {
if (bldvalue == 1) {
combo_run (QRB1);
bldslottrack = 2;}
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 2;}
if (bldvalue == -2) {
combo_run (QLB2);
bldslottrack = 2;}
}
}
} else event_active_f = FALSE;
if(key_status(Stair)) {
bldvalue = 3 - bldslottrack;
if(!event_active_n) {
event_active_n = TRUE;
if (mode == 0){
combo_run (BuildStair);
} else if ((mode == 1) && (bldvalue == 0)) {
combo_run (RT);}
else {
if (bldvalue == 2) {
combo_run (QLB2);
bldslottrack = 3;}
if (bldvalue == 1) {
combo_run (QRB1);
bldslottrack = 3;}
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 3;}
}
}
} else event_active_n = FALSE;
//------------------------------------------------------------------------------
//LED
if (mode == 1){
switch(bldslottrack) {
case 0: display_overlay(_0_, 2000); break;
case 1: display_overlay(_1_, 2000); break;
case 2: display_overlay(_2_, 2000); break;
case 3: display_overlay(_3_, 2000); break;
case 4: display_overlay(_4_, 2000); break;
}
}
if (mode == 0) {
display_overlay(_0_, 2000); }
} // main
combo BuildWall {
wait(InitailEnd_Wait);
mouse_set(Build, -1);
wait(SameButton_Wait);
mouse_set(Build, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 1;
mode = 1;
}
combo BuildFloor {
wait(InitailEnd_Wait);
mouse_set(Build, -1);
wait(SameButton_Wait);
mouse_set(Build, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 2;
mode = 1;
}
combo BuildStair {
wait(InitailEnd_Wait);
mouse_set(Build, -1);
wait(SameButton_Wait);
mouse_set(Build, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 3;
mode = 1;
}
combo QLB1 {
wait(InitailEnd_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo QLB2 {
wait(InitailEnd_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(GenericBetweenButton_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo QRB1 {
wait(InitailEnd_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo RT {
wait(InitailEnd_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
Then use this Input Translator and attach them to the same Memory Slot.
Two things you need to add to it:
1. A bind for BUTTON_13 (Reset button) in Keyboard or Mouse
2. A bind for your scroll wheel mouse button. As per above ideally map it to a key and thus have the key mapped to BUTTON_14 (Triangle) in keyboard mapping.
I haven't tested in game just in Device Monitor and all seems ok, but test it out and let me know if any issues.
-
MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: [REQUEST] Xim Apex + T2 (MAL's script)
HidNSeek wrote:MAL8010 wrote:HidNSeek wrote:Can someone help me remap MAL's fortnite combo script for keyboard with this layout.
Keyboard
Q = L1
E = R1
Inventory = TAB
Map = G
WASD = Left stick X/Y
R = Square
L Shift = L3
Mouse
Mouse Forward = R3
Mouse backward = O
Left Click = R2
Right Click = L2
Mouse scrolldown = Triangle
--Button for script--
F for wall
C for stairs
V for floor
---------------
I know it is a lot to ask but I tried playing around with the script and input map for week, and I'm just not making any progress. I'm currently using logitech macro but it's just a messy macro for fortnite.
I can look at this, couple things:
1. What is your RESET button, a button to reset the tracking if it's incorrect, especially have to do this when the game first starts. By default it's the controller unput d-pad right, but you can assign it to any mouse/KB key, just let me know what you want it to be.
2. How is your scroll wheel button defined? What I mean by thus is for me who uses a Logitech G502 I have all my mouse buttons outside of MBUTTON 1/2 and MWHEEL as actual key's in the Logitech Software so for example scroll wheel for me is KEY_L. Do you have the same? If not, when you press the scroll wheel when the mouse is connected to the T2, what does it show in the Device Monitor as being pressed?
I’m also using a g502. In this case the reset button would be G8 which is mapped to P, and for the scroll wheel I like to keep it undefined for scroll up because sometime I mess up while clicking and scroll it up and for scroll down I like to keep it as triangle.
And by scroll wheel you mean Middle wheel?
Ah by this
Mouse Forward = R3
Mouse backward = O
Mouse scrolldown = Triangle
I presume you mean Mouse wheel forward = R3, mouse wheel back = O and the mouse wheel button to be Triangle. Is this not what you meant?
-
MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: [REQUEST] Xim Apex + T2 (MAL's script)
R3 for G5 and On for G4 and mouse wheel back for triangle
-
HidNSeek - Sergeant First Class
- Posts: 18
- Joined: Mon Mar 12, 2018 3:09 am
Re: [REQUEST] Xim Apex + T2 (MAL's script)
HidNSeek wrote:R3 for G5 and On for G4 and mouse wheel back for triangle
Ah ok I remember now, the original G502 button names are forward and back aren't they. What you need to do is change them to a keybind in the logitech software. It's simple to do, just use a key that you won't use for anything else on your KB in game, so something like O and P for example.
So for example mine is B and N as per picture below.
free gif sharing
In case you don't know how to do this, click on the button, edit, keystroke and type the key you want to change to. Do that and let me know what keys you choose and I'll amend the script.
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MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: [REQUEST] Xim Apex + T2 (MAL's script)
G4 as M and G5 as N
-
HidNSeek - Sergeant First Class
- Posts: 18
- Joined: Mon Mar 12, 2018 3:09 am
Re: [REQUEST] Xim Apex + T2 (MAL's script)
HidNSeek wrote:G4 as M and G5 as N
Try this script
- Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FORTNITE BUILDING ONLY - T2 INTO XIM APEX")
#include <keyboard.gph>
#include <display.gph>
#include "light_k.gph"
#include <mouse.gph>
#define Reset BUTTON_13 //manual reset of tracking (right arrow)
#define Wall (KEY_F)
#define Floor (KEY_V)
#define Stair (KEY_C)
#define InitailEnd_Wait 20
#define SameButton_Wait 40
#define GenericBetweenButton_Wait 50
#define BeforeFireButton_Wait1 50
#define BeforeFireButton_Wait2 100
#define RB (KEY_E)
#define LB (KEY_Q)
#define Build (KEY_N)
#define Fire (MBUTTON_1)
//mode and tracker
int mode;
int bldvalue;
int NavState;
//building hotkeys and tracker
int bldslottrack=1;
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
bldslottrack = 1; //building always resets to slot 1, weapons to last occupied slot
}
//------------------------------------------------------------------------------
//BUILDING AND WEAPON SLOT TRACKING
//Building to axe - has to return to slot 1
if ((event_release(BUTTON_14)) && (mode == 1)) {
mode = 0;
bldslottrack = 1;
}
if ((event_release(BUTTON_4)) && (mode == 1)) {
bldslottrack = bldslottrack + 1;
if (bldslottrack > 4) {
bldslottrack = 1;
}
}
if ((event_release(BUTTON_7)) && (mode == 1)) {
bldslottrack = bldslottrack - 1;
if (bldslottrack < 1) {
bldslottrack = 4;
}
}
//------------------------------------------------------------------------------
//TRACKER RESETS
//manual tracker reset to weapon mode slot1
if (event_active(Reset)) {
mode = 0;
bldslottrack = 1;
}
//Since B is cancel as well as enter building mode, need to reset tracker if using to cancel out of xbox menu, inventory, game menu, emotes
if (event_release (BUTTON_1) || event_release (BUTTON_3) || event_release (BUTTON_10) || event_release (BUTTON_11)) {
NavState = 1;}
// Pressing B to cancel resets
if (event_release (BUTTON_15) && NavState) {
mode = mode + 1;
NavState = 0;}
//------------------------------------------------------------------------------
// LOAD-OUTS
if(key_status(Wall)) {
bldvalue = 1 - bldslottrack;
if(!event_active_b) {
event_active_b = TRUE;
if (mode == 0){ //weapons or pickaxe to wall
combo_run (BuildWall);
} else if ((mode == 1) && (bldvalue == 0)) { //already have wall selected
combo_run (RT);}
else { //moving from building slots 2,3,4 to wall
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 1;}
if (bldvalue == -2) {
combo_run (QLB2);
bldslottrack = 1;}
if (bldvalue == -3) {
combo_run (QRB1);
bldslottrack = 1;}
}
}
} else event_active_b = FALSE;
if(key_status(Floor)) {
bldvalue = 2 - bldslottrack;
if(!event_active_f) {
event_active_f = TRUE;
if (mode == 0){
combo_run (BuildFloor);
} else if ((mode == 1) && (bldvalue == 0)) {
combo_run (RT);}
else {
if (bldvalue == 1) {
combo_run (QRB1);
bldslottrack = 2;}
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 2;}
if (bldvalue == -2) {
combo_run (QLB2);
bldslottrack = 2;}
}
}
} else event_active_f = FALSE;
if(key_status(Stair)) {
bldvalue = 3 - bldslottrack;
if(!event_active_n) {
event_active_n = TRUE;
if (mode == 0){
combo_run (BuildStair);
} else if ((mode == 1) && (bldvalue == 0)) {
combo_run (RT);}
else {
if (bldvalue == 2) {
combo_run (QLB2);
bldslottrack = 3;}
if (bldvalue == 1) {
combo_run (QRB1);
bldslottrack = 3;}
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 3;}
}
}
} else event_active_n = FALSE;
//------------------------------------------------------------------------------
//LED
if (mode == 1){
switch(bldslottrack) {
case 0: display_overlay(_0_, 2000); break;
case 1: display_overlay(_1_, 2000); break;
case 2: display_overlay(_2_, 2000); break;
case 3: display_overlay(_3_, 2000); break;
case 4: display_overlay(_4_, 2000); break;
}
}
if (mode == 0) {
display_overlay(_0_, 2000); }
} // main
combo BuildWall {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 1;
mode = 1;
}
combo BuildFloor {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 2;
mode = 1;
}
combo BuildStair {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 3;
mode = 1;
}
combo QLB1 {
wait(InitailEnd_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo QLB2 {
wait(InitailEnd_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(GenericBetweenButton_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo QRB1 {
wait(InitailEnd_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo RT {
wait(InitailEnd_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
Using this Input Translator
multiple image upload
-
MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: [REQUEST] Xim Apex + T2 (MAL's script)
MAL8010 wrote:HidNSeek wrote:G4 as M and G5 as N
Try this script
- Code: Select all
#pragma METAINFO("<Mark>", 1, 0, "FORTNITE BUILDING ONLY - T2 INTO XIM APEX")
#include <keyboard.gph>
#include <display.gph>
#include "light_k.gph"
#include <mouse.gph>
#define Reset BUTTON_13 //manual reset of tracking (right arrow)
#define Wall (KEY_F)
#define Floor (KEY_V)
#define Stair (KEY_C)
#define InitailEnd_Wait 20
#define SameButton_Wait 40
#define GenericBetweenButton_Wait 50
#define BeforeFireButton_Wait1 50
#define BeforeFireButton_Wait2 100
#define RB (KEY_E)
#define LB (KEY_Q)
#define Build (KEY_N)
#define Fire (MBUTTON_1)
//mode and tracker
int mode;
int bldvalue;
int NavState;
//building hotkeys and tracker
int bldslottrack=1;
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
bldslottrack = 1; //building always resets to slot 1, weapons to last occupied slot
}
//------------------------------------------------------------------------------
//BUILDING AND WEAPON SLOT TRACKING
//Building to axe - has to return to slot 1
if ((event_release(BUTTON_14)) && (mode == 1)) {
mode = 0;
bldslottrack = 1;
}
if ((event_release(BUTTON_4)) && (mode == 1)) {
bldslottrack = bldslottrack + 1;
if (bldslottrack > 4) {
bldslottrack = 1;
}
}
if ((event_release(BUTTON_7)) && (mode == 1)) {
bldslottrack = bldslottrack - 1;
if (bldslottrack < 1) {
bldslottrack = 4;
}
}
//------------------------------------------------------------------------------
//TRACKER RESETS
//manual tracker reset to weapon mode slot1
if (event_active(Reset)) {
mode = 0;
bldslottrack = 1;
}
//Since B is cancel as well as enter building mode, need to reset tracker if using to cancel out of xbox menu, inventory, game menu, emotes
if (event_release (BUTTON_1) || event_release (BUTTON_3) || event_release (BUTTON_10) || event_release (BUTTON_11)) {
NavState = 1;}
// Pressing B to cancel resets
if (event_release (BUTTON_15) && NavState) {
mode = mode + 1;
NavState = 0;}
//------------------------------------------------------------------------------
// LOAD-OUTS
if(key_status(Wall)) {
bldvalue = 1 - bldslottrack;
if(!event_active_b) {
event_active_b = TRUE;
if (mode == 0){ //weapons or pickaxe to wall
combo_run (BuildWall);
} else if ((mode == 1) && (bldvalue == 0)) { //already have wall selected
combo_run (RT);}
else { //moving from building slots 2,3,4 to wall
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 1;}
if (bldvalue == -2) {
combo_run (QLB2);
bldslottrack = 1;}
if (bldvalue == -3) {
combo_run (QRB1);
bldslottrack = 1;}
}
}
} else event_active_b = FALSE;
if(key_status(Floor)) {
bldvalue = 2 - bldslottrack;
if(!event_active_f) {
event_active_f = TRUE;
if (mode == 0){
combo_run (BuildFloor);
} else if ((mode == 1) && (bldvalue == 0)) {
combo_run (RT);}
else {
if (bldvalue == 1) {
combo_run (QRB1);
bldslottrack = 2;}
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 2;}
if (bldvalue == -2) {
combo_run (QLB2);
bldslottrack = 2;}
}
}
} else event_active_f = FALSE;
if(key_status(Stair)) {
bldvalue = 3 - bldslottrack;
if(!event_active_n) {
event_active_n = TRUE;
if (mode == 0){
combo_run (BuildStair);
} else if ((mode == 1) && (bldvalue == 0)) {
combo_run (RT);}
else {
if (bldvalue == 2) {
combo_run (QLB2);
bldslottrack = 3;}
if (bldvalue == 1) {
combo_run (QRB1);
bldslottrack = 3;}
if (bldvalue == -1) {
combo_run (QLB1);
bldslottrack = 3;}
}
}
} else event_active_n = FALSE;
//------------------------------------------------------------------------------
//LED
if (mode == 1){
switch(bldslottrack) {
case 0: display_overlay(_0_, 2000); break;
case 1: display_overlay(_1_, 2000); break;
case 2: display_overlay(_2_, 2000); break;
case 3: display_overlay(_3_, 2000); break;
case 4: display_overlay(_4_, 2000); break;
}
}
if (mode == 0) {
display_overlay(_0_, 2000); }
} // main
combo BuildWall {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 1;
mode = 1;
}
combo BuildFloor {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 2;
mode = 1;
}
combo BuildStair {
wait(InitailEnd_Wait);
key_set(Build, 1);
wait(SameButton_Wait);
key_set(Build, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(GenericBetweenButton_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
bldslottrack = 3;
mode = 1;
}
combo QLB1 {
wait(InitailEnd_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo QLB2 {
wait(InitailEnd_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(GenericBetweenButton_Wait);
key_set(LB, 1);
wait(SameButton_Wait);
key_set(LB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo QRB1 {
wait(InitailEnd_Wait);
key_set(RB, 1);
wait(SameButton_Wait);
key_set(RB, 0);
wait(BeforeFireButton_Wait1);
wait(BeforeFireButton_Wait2);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
combo RT {
wait(InitailEnd_Wait);
mouse_set(Fire, 1);
wait(SameButton_Wait);
mouse_set(Fire, 0);
wait(InitailEnd_Wait);
}
Using this Input Translator
multiple image upload
I just got back from work, I’ll give it a try tomorrow and let you know, and thanks for the help MAL
-
HidNSeek - Sergeant First Class
- Posts: 18
- Joined: Mon Mar 12, 2018 3:09 am
26 posts
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