Fortnite- Please help me with Converting Script
2 posts
• Page 1 of 1
Fortnite- Please help me with Converting Script
Can Someone Please help me and Convert these to Titan two I have used guides but still cant get the hand of it. Im on xbox btw if that matters.
If possible it would be very nice, Thanks
- Code: Select all
//RAPID FIRE OFF BY DEFAULT: HOLD L2 (LT) AND HOLD R2 (RT)
int rapid_onoff = FALSE; // HOLD "ADS_BTN" and TAP "RAPID" BUTTON for toggle ON_OFF
// UPDATE 4.2 ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
int Advanced_Jitter = FALSE; // TAP "ADVANCED JITTER" BUTTON for toggle ON_OFF
// OG DOUBLE TACT SHOTGUN JITTER: HOLD L2 (LT) AND HOLD R2 (RT)
int Double_Tact = FALSE; // TAP "TACT" BUTTON for toggle ON_OFF
//AR OP AIM ABUSE AUTO AIM WHEN ADS AND FIRE
int AR_AimAssist_on = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//AIM ASSIST V2
int AimAssist_onoff = FALSE; // HOLD "ADS_BTN" and TAP "UP" for toggle ON_OFF
//OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
int SENASSIST_onoff = FALSE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//GHOST PEEK HOLD L2(LT) AND TAP R2(RT)
int Ghost_Peek = FALSE; // HOLD "ADS_BTN" and TAP "DROP" for toggle ON_OFF
// GHOST PEEK NO AIM ABUSE: HOLD L2(LT) AND TAP R2(RT)
int GHOST_PEEK_NOABUSE = FALSE; // HOLD "ADS_BTN" and TAP "DROPV2" for toggle ON_OFF
//AIM ASSIST V2 HOW MUCH SCREEN SHAKE
int shake = 16; //V2 //23 is Good for SG
//BUTTONS:
//RAPID FIRE BUTTON
int RAPID = 16; //RIGHT
//GHOST PEEK BUTTON
define DROP = 19; //PS4_CROSS XB1_A
//GHOST PEEK:NO AIM ABUSE BUTTON
define DROPV2 = 20; //XB1_X //PS4_SQAURE
//ADVANCED JITTER BUTTON
define ADVANCED_JITTER_BUTTON = 14; //DOWN
//DOUBLE TACT BUTTON
define Double_Tact_Button = 16; //RIGHT
//----------------------------------------
// BUTTON LAYOUT: COMBAT PRO
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define WALL_BTN = 4; //XB1_RB //PS4_R2
define STAIRS_BTN = 7; //XB1_LB //PS4_L2
define FLOOR_BTN = 3; //XB1_RT //PS4_R1
define ROOF_BTN = 6; //XB1_LT //PS4_L1
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define R_X = 9; //XB1_RX //PS4_RX
define R_Y = 10; //XB1_RY //PS4_RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
//-------------------------------------------------------------------------------------------
//COLOR IDENTIFICATION
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2, 0, 0, 0, //1. Blue
0, 2, 0, 0, //2. Red
0, 0, 2, 0, //3. Green
0, 0, 0, 2, //4. Pink
2, 0, 2, 0, //5. SkyBlue
0, 2, 2, 0, //6. Yellow
2, 2, 2, 2 //7. White
);
int Col_ind;
//END
//UNMAPPING CONTROLS
unmap 16; //RIGHT
unmap 14; //DOWN
//END
//-----------------------------------------------------
// VARIABLES
//ANTI RECOIL SETTINGS
int ANTI_RECOIL; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
define AR_Release = 25;
define ONLY_WITH_SCOPE = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
//END
//RUMBLE
int rumble_type = RUMBLE_A;
//END
//JItter
int tap; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
//END
//AIM ASSIST HOLD & WAIT
int aimabuse_hold;
int aimabuse_rest;
//END
main { //---------------------------------
/////////////////////////////////////////////////////////////////////////////////
// ON-OFF SETTINGS:
// HOLD L2(LT) and PRESS RIGHT
if (get_val(ADS_BTN) && event_press(RAPID)) {
rapid_onoff = !rapid_onoff;
GHOST_PEEK_NOABUSE = FALSE;
Ghost_Peek = FALSE;
Advanced_Jitter = FALSE;
Double_Tact = FALSE;
rumble_A_if_true(rapid_onoff);
}
if (get_val(ADS_BTN)) {
// HOLD L2(LT) and PRESS CROSS (A)
if (event_press(DROP)) {
Ghost_Peek = !Ghost_Peek;
Advanced_Jitter = FALSE;
Double_Tact = FALSE;
GHOST_PEEK_NOABUSE = FALSE;
rumble_A_if_true(Ghost_Peek);
}
if (event_press(DROPV2)) {
GHOST_PEEK_NOABUSE = !GHOST_PEEK_NOABUSE;
Advanced_Jitter = FALSE;
Double_Tact = FALSE;
Ghost_Peek = FALSE;
rumble_A_if_true(GHOST_PEEK_NOABUSE);
}
set_val(DROPV2, 0);
set_val(DROP, 0);
}
// HOLD L2(LT) and PRESS LEFT
if (get_val(ADS_BTN) && event_press(LEFT)) {
SENASSIST_onoff = !SENASSIST_onoff;
AR_AimAssist_on = !AR_AimAssist_on;
rumble_A_if_true(SENASSIST_onoff);
}
// HOLD L2(LT) and PRESS UP
if (get_val(ADS_BTN)) {
if (event_press(UP)) {
AimAssist_onoff = !AimAssist_onoff;
rumble_A_if_true(AimAssist_onoff);
}
set_val(UP, 0);
}
// IF L2(LT) IS NOT HELD and PRESS DOWN
if (!get_val(ADS_BTN) && event_press(ADVANCED_JITTER_BUTTON)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
Double_Tact = FALSE;
GHOST_PEEK_NOABUSE = FALSE;
Ghost_Peek = FALSE;
rapid_onoff = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
// IF L2(LT) IS NOT HELD and PRESS RIGHT
if (!get_val(ADS_BTN) && event_press(Double_Tact_Button)) {
Advanced_Jitter = FALSE;
Double_Tact = !Double_Tact;
GHOST_PEEK_NOABUSE = FALSE;
Ghost_Peek = FALSE;
rapid_onoff = FALSE;
rumble_A_if_true(Double_Tact);
}
/////////////////////////////////////////////////////////////////////////////////
// Color Identification
if ((!Advanced_Jitter) && !rapid_onoff && !Double_Tact && !Ghost_Peek) colourled(Red); //EVERYTHING IS OFF
if ((Advanced_Jitter) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
if ((Advanced_Jitter) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
if ((Double_Tact)) colourled(Green); //IF GREEN Double Tact IS ON
if ((Ghost_Peek || GHOST_PEEK_NOABUSE)) colourled(Yellow); //IF YELLOW Ghost Peeking IS ON
/////////////////////////////////////////////////////////////////////////////////
//Rapid Fire
if (rapid_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) { // HOLD L2 AND R2 FOR RAPID (DONE LIKE THIS TO BE ABLE TO EDIT OBJECTS)
combo_run(RAPID_FIRE);
ANTI_RECOIL = 11;
}
}
/////////////////////////////////////////////////////////////////////////////////
// ANTI RECOIL
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
ANTI_RECOIL = 7;
combo_run(AntiRecoil);
}
/////////////////////////////////////////////////////////////////////////////////
// ASSAULT RIFLES AIM ABUSE
if (AR_AimAssist_on) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else {
combo_stop(AIM_ABUSE);
}
} //-----------------------------------------------
/////////////////////////////////////////////////////////////////////////////////
// SENSITIVE AIM ABUSE
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 95) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 35; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else {
combo_stop(AIM_ABUSE);
}
}
/////////////////////////////////////////////////////////////////////////////////
//TAPPING R2 AFTER SET TIME
if (Advanced_Jitter) {
if (R2_block) {
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
//------------------------------------------------
if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
if (!tap) {
combo_run(JUMP); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
} else if (tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST); // AIM ABUSE
} else {
combo_stop(BR_AIM_ASSIST);
}
}
//Double Tact / Heavy / Hand Cannon = Green
if (Double_Tact) {
if (get_val(FIRE_BTN) && get_ptime(FIRE_BTN) >= 175) { //HOLD FIRE BTN FOR MORE THAN 175 MS TO RUN JITTER
set_val(FIRE_BTN, 0);
combo_run(Double_Tact);
} else {
combo_stop(Double_Tact);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST);
} else {
combo_stop(BR_AIM_ASSIST);
}
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO RUN
if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
set_val(SPRINT_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//SNEAK PEAK
if (Ghost_Peek) {
if (get_val(ADS_BTN)) {
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
if (GHOST_PEEK_NOABUSE) { // NO AIM ABUSE
if (get_val(ADS_BTN)) {
combo_stop(AIM_ABUSE);
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
/////////////////////////////////////////////////////////////////////////////////
//HAIR TRIGGER
if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
set_val(FIRE_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//Aim Assist V 2
if (AimAssist_onoff) {
if (get_val(ADS_BTN))
combo_run(Auto_Aimm);
else
combo_stop(Auto_Aimm);
if (get_val(ADS_BTN)) {
if (abs(get_val(9)) > 15 || abs(get_val(10)) > 15) {
combo_stop(Auto_Aimm);
}
}
} //-------------------------------------------------------------------------------
} //-----------------------------------------
// COMBO BLOCKS
combo Auto_Aimm { //AIM ASSIST V2
set_val(R_Y, shake * -1); //1
wait(20)
set_val(R_X, shake); //1
wait(20)
set_val(R_Y, shake); //1
wait(20)
set_val(R_X, shake * -1); //1
wait(20)
} //end
combo Double_Tact { //DOUBLE TACT // DOUBLE HEAVY
set_val(FIRE_BTN, 100);
wait(30);
set_val(NEXT_PIECE, 100);
wait(760); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
set_val(LEFT_BUMP, 100);
wait(760); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
}
combo JUMP {
wait(120);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200); // how long to wait until next Jump
} //end
combo SINGLE_SNEAK_PEAK {
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
wait(15);
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(10);//INCREASE THIS IF YOU SHOOT THE STAIRS
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
} // END
combo AIM_ABUSE { // RAPID AIM
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(10);
set_val(FIRE_BTN, 0);
wait(10);
} //end
combo BR_AIM_ASSIST { //AR Auto Aim
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo Double_Tact_L1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
set_val(LEFT_BUMP, 100);
wait(50);
set_val(LEFT_BUMP, 0);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
R2_block = FALSE;
} //END
combo Double_Tact_R1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
set_val(NEXT_PIECE, 100);
wait(50);
set_val(NEXT_PIECE, 0);
wait(400);
R2_block = FALSE;
} //end
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
//--------------------------------------------------------------
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if (anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
// COLOR LED function
//--------------------------------------------------------------
function colourled(Colour) {
Col_ind = (Colour * 4) - 3;
set_led(LED_1, dbyte(Col_ind));
set_led(LED_2, dbyte(Col_ind + 1));
set_led(LED_3, dbyte(Col_ind + 2));
set_led(LED_4, dbyte(Col_ind + 3));
}
If possible it would be very nice, Thanks
-
Jmayo890 - Staff Sergeant
- Posts: 12
- Joined: Tue Oct 17, 2017 10:55 pm
Re: Fortnite- Please help me with Converting Script
Just add the back compatibility header:
- Code: Select all
#include <titanone.gph>
//RAPID FIRE OFF BY DEFAULT: HOLD L2 (LT) AND HOLD R2 (RT)
int rapid_onoff = FALSE; // HOLD "ADS_BTN" and TAP "RAPID" BUTTON for toggle ON_OFF
// UPDATE 4.2 ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
int Advanced_Jitter = FALSE; // TAP "ADVANCED JITTER" BUTTON for toggle ON_OFF
// OG DOUBLE TACT SHOTGUN JITTER: HOLD L2 (LT) AND HOLD R2 (RT)
int Double_Tact = FALSE; // TAP "TACT" BUTTON for toggle ON_OFF
//AR OP AIM ABUSE AUTO AIM WHEN ADS AND FIRE
int AR_AimAssist_on = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//AIM ASSIST V2
int AimAssist_onoff = FALSE; // HOLD "ADS_BTN" and TAP "UP" for toggle ON_OFF
//OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
int SENASSIST_onoff = FALSE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//GHOST PEEK HOLD L2(LT) AND TAP R2(RT)
int Ghost_Peek = FALSE; // HOLD "ADS_BTN" and TAP "DROP" for toggle ON_OFF
// GHOST PEEK NO AIM ABUSE: HOLD L2(LT) AND TAP R2(RT)
int GHOST_PEEK_NOABUSE = FALSE; // HOLD "ADS_BTN" and TAP "DROPV2" for toggle ON_OFF
//AIM ASSIST V2 HOW MUCH SCREEN SHAKE
int shake = 16; //V2 //23 is Good for SG
//BUTTONS:
//RAPID FIRE BUTTON
int RAPID = 16; //RIGHT
//GHOST PEEK BUTTON
define DROP = 19; //PS4_CROSS XB1_A
//GHOST PEEK:NO AIM ABUSE BUTTON
define DROPV2 = 20; //XB1_X //PS4_SQAURE
//ADVANCED JITTER BUTTON
define ADVANCED_JITTER_BUTTON = 14; //DOWN
//DOUBLE TACT BUTTON
define Double_Tact_Button = 16; //RIGHT
//----------------------------------------
// BUTTON LAYOUT: COMBAT PRO
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define WALL_BTN = 4; //XB1_RB //PS4_R2
define STAIRS_BTN = 7; //XB1_LB //PS4_L2
define FLOOR_BTN = 3; //XB1_RT //PS4_R1
define ROOF_BTN = 6; //XB1_LT //PS4_L1
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define R_X = 9; //XB1_RX //PS4_RX
define R_Y = 10; //XB1_RY //PS4_RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
//-------------------------------------------------------------------------------------------
//COLOR IDENTIFICATION
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2, 0, 0, 0, //1. Blue
0, 2, 0, 0, //2. Red
0, 0, 2, 0, //3. Green
0, 0, 0, 2, //4. Pink
2, 0, 2, 0, //5. SkyBlue
0, 2, 2, 0, //6. Yellow
2, 2, 2, 2 //7. White
);
int Col_ind;
//END
//UNMAPPING CONTROLS
unmap 16; //RIGHT
unmap 14; //DOWN
//END
//-----------------------------------------------------
// VARIABLES
//ANTI RECOIL SETTINGS
int ANTI_RECOIL; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
define AR_Release = 25;
define ONLY_WITH_SCOPE = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
//END
//RUMBLE
int rumble_type = RUMBLE_A;
//END
//JItter
int tap; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
//END
//AIM ASSIST HOLD & WAIT
int aimabuse_hold;
int aimabuse_rest;
//END
main { //---------------------------------
/////////////////////////////////////////////////////////////////////////////////
// ON-OFF SETTINGS:
// HOLD L2(LT) and PRESS RIGHT
if (get_val(ADS_BTN) && event_press(RAPID)) {
rapid_onoff = !rapid_onoff;
GHOST_PEEK_NOABUSE = FALSE;
Ghost_Peek = FALSE;
Advanced_Jitter = FALSE;
Double_Tact = FALSE;
rumble_A_if_true(rapid_onoff);
}
if (get_val(ADS_BTN)) {
// HOLD L2(LT) and PRESS CROSS (A)
if (event_press(DROP)) {
Ghost_Peek = !Ghost_Peek;
Advanced_Jitter = FALSE;
Double_Tact = FALSE;
GHOST_PEEK_NOABUSE = FALSE;
rumble_A_if_true(Ghost_Peek);
}
if (event_press(DROPV2)) {
GHOST_PEEK_NOABUSE = !GHOST_PEEK_NOABUSE;
Advanced_Jitter = FALSE;
Double_Tact = FALSE;
Ghost_Peek = FALSE;
rumble_A_if_true(GHOST_PEEK_NOABUSE);
}
set_val(DROPV2, 0);
set_val(DROP, 0);
}
// HOLD L2(LT) and PRESS LEFT
if (get_val(ADS_BTN) && event_press(LEFT)) {
SENASSIST_onoff = !SENASSIST_onoff;
AR_AimAssist_on = !AR_AimAssist_on;
rumble_A_if_true(SENASSIST_onoff);
}
// HOLD L2(LT) and PRESS UP
if (get_val(ADS_BTN)) {
if (event_press(UP)) {
AimAssist_onoff = !AimAssist_onoff;
rumble_A_if_true(AimAssist_onoff);
}
set_val(UP, 0);
}
// IF L2(LT) IS NOT HELD and PRESS DOWN
if (!get_val(ADS_BTN) && event_press(ADVANCED_JITTER_BUTTON)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
Double_Tact = FALSE;
GHOST_PEEK_NOABUSE = FALSE;
Ghost_Peek = FALSE;
rapid_onoff = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
// IF L2(LT) IS NOT HELD and PRESS RIGHT
if (!get_val(ADS_BTN) && event_press(Double_Tact_Button)) {
Advanced_Jitter = FALSE;
Double_Tact = !Double_Tact;
GHOST_PEEK_NOABUSE = FALSE;
Ghost_Peek = FALSE;
rapid_onoff = FALSE;
rumble_A_if_true(Double_Tact);
}
/////////////////////////////////////////////////////////////////////////////////
// Color Identification
if ((!Advanced_Jitter) && !rapid_onoff && !Double_Tact && !Ghost_Peek) colourled(Red); //EVERYTHING IS OFF
if ((Advanced_Jitter) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
if ((Advanced_Jitter) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
if ((Double_Tact)) colourled(Green); //IF GREEN Double Tact IS ON
if ((Ghost_Peek || GHOST_PEEK_NOABUSE)) colourled(Yellow); //IF YELLOW Ghost Peeking IS ON
/////////////////////////////////////////////////////////////////////////////////
//Rapid Fire
if (rapid_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) { // HOLD L2 AND R2 FOR RAPID (DONE LIKE THIS TO BE ABLE TO EDIT OBJECTS)
combo_run(RAPID_FIRE);
ANTI_RECOIL = 11;
}
}
/////////////////////////////////////////////////////////////////////////////////
// ANTI RECOIL
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
ANTI_RECOIL = 7;
combo_run(AntiRecoil);
}
/////////////////////////////////////////////////////////////////////////////////
// ASSAULT RIFLES AIM ABUSE
if (AR_AimAssist_on) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else {
combo_stop(AIM_ABUSE);
}
} //-----------------------------------------------
/////////////////////////////////////////////////////////////////////////////////
// SENSITIVE AIM ABUSE
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 95) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 35; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else {
combo_stop(AIM_ABUSE);
}
}
/////////////////////////////////////////////////////////////////////////////////
//TAPPING R2 AFTER SET TIME
if (Advanced_Jitter) {
if (R2_block) {
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
//------------------------------------------------
if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
if (!tap) {
combo_run(JUMP); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
} else if (tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST); // AIM ABUSE
} else {
combo_stop(BR_AIM_ASSIST);
}
}
//Double Tact / Heavy / Hand Cannon = Green
if (Double_Tact) {
if (get_val(FIRE_BTN) && get_ptime(FIRE_BTN) >= 175) { //HOLD FIRE BTN FOR MORE THAN 175 MS TO RUN JITTER
set_val(FIRE_BTN, 0);
combo_run(Double_Tact_combo);
} else {
combo_stop(Double_Tact_combo);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST);
} else {
combo_stop(BR_AIM_ASSIST);
}
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO RUN
if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
set_val(SPRINT_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//SNEAK PEAK
if (Ghost_Peek) {
if (get_val(ADS_BTN)) {
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
if (GHOST_PEEK_NOABUSE) { // NO AIM ABUSE
if (get_val(ADS_BTN)) {
combo_stop(AIM_ABUSE);
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
/////////////////////////////////////////////////////////////////////////////////
//HAIR TRIGGER
if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
set_val(FIRE_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//Aim Assist V 2
if (AimAssist_onoff) {
if (get_val(ADS_BTN))
combo_run(Auto_Aimm);
else
combo_stop(Auto_Aimm);
if (get_val(ADS_BTN)) {
if (abs(get_val(9)) > 15 || abs(get_val(10)) > 15) {
combo_stop(Auto_Aimm);
}
}
} //-------------------------------------------------------------------------------
} //-----------------------------------------
// COMBO BLOCKS
combo Auto_Aimm { //AIM ASSIST V2
set_val(R_Y, shake * -1); //1
wait(20);
set_val(R_X, shake); //1
wait(20);
set_val(R_Y, shake); //1
wait(20);
set_val(R_X, shake * -1); //1
wait(20);
} //end
combo Double_Tact_combo { //DOUBLE TACT // DOUBLE HEAVY
set_val(FIRE_BTN, 100);
wait(30);
set_val(NEXT_PIECE, 100);
wait(760); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
set_val(LEFT_BUMP, 100);
wait(760); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
}
combo JUMP {
wait(120);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200); // how long to wait until next Jump
} //end
combo SINGLE_SNEAK_PEAK {
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
wait(15);
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(10);//INCREASE THIS IF YOU SHOOT THE STAIRS
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
} // END
combo AIM_ABUSE { // RAPID AIM
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(10);
set_val(FIRE_BTN, 0);
wait(10);
} //end
combo BR_AIM_ASSIST { //AR Auto Aim
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo Double_Tact_L1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
set_val(LEFT_BUMP, 100);
wait(50);
set_val(LEFT_BUMP, 0);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
R2_block = FALSE;
} //END
combo Double_Tact_R1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
set_val(NEXT_PIECE, 100);
wait(50);
set_val(NEXT_PIECE, 0);
wait(400);
R2_block = FALSE;
} //end
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
//--------------------------------------------------------------
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if (anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
// COLOR LED function
//--------------------------------------------------------------
function colourled(Colour) {
Col_ind = (Colour * 4) - 3;
set_led(LED_1, dbyte(Col_ind));
set_led(LED_2, dbyte(Col_ind + 1));
set_led(LED_3, dbyte(Col_ind + 2));
set_led(LED_4, dbyte(Col_ind + 3));
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
2 posts
• Page 1 of 1
Return to GPC2 Script Programming
Who is online
Users browsing this forum: Google [Bot] and 88 guests