Fortnite- Please help me with Converting Script

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

Fortnite- Please help me with Converting Script

Postby Jmayo890 » Sat Jun 16, 2018 3:09 pm

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.

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
User avatar
Jmayo890
Staff Sergeant
Staff Sergeant
 
Posts: 12
Joined: Tue Oct 17, 2017 10:55 pm

Re: Fortnite- Please help me with Converting Script

Postby J2Kbr » Tue Jun 19, 2018 2:15 pm

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
User avatar
J2Kbr
General of the Army
General of the Army
 
Posts: 20323
Joined: Tue Mar 18, 2014 1:39 pm


Return to GPC2 Script Programming

Who is online

Users browsing this forum: Google [Bot] and 88 guests