Apex Legends Gamepack
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Re: Apex Legends Gamepack
J2Kbr wrote:Mochi wrote:Wow that sounds incredible. However, does the Devotion really rank among Group 1? It has really crazy vertical recoil like the R-99.
With the rumble feedback is possible detect those groups, unfortunately not the weapons individually. So the idea is set the anti-recoil force to compensate a common weapon (e.g. R99) and the other in that group may still requires some minor manual adjustments.
Great nonetheless... very much looking forward to the release!!
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Mochi - Sergeant First Class
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- Joined: Wed Mar 20, 2019 8:02 am
Re: Apex Legends Gamepack
Hi J2Kbr, sorry to bother you with this request as I assume you're busy juggling many things, but any chance this weapon detection script is close to being added to the gamepack?
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Mochi - Sergeant First Class
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Re: Apex Legends Gamepack
Sorry for taking so long to release this update. I have it done for PS4, but on XB1 the rumble values are different, I need go to all the process again on this console, which -unfortunately- takes time.
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J2Kbr - General of the Army
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Re: Apex Legends Gamepack
J2Kbr wrote:Sorry for taking so long to release this update. I have it done for PS4, but on XB1 the rumble values are different, I need go to all the process again on this console, which -unfortunately- takes time.
Oh it's no problem, I understand it's tedious but fingers crossed you find some time
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Mochi - Sergeant First Class
- Posts: 24
- Joined: Wed Mar 20, 2019 8:02 am
Re: Apex Legends Gamepack
J2Kbr wrote:Sorry for taking so long to release this update. I have it done for PS4, but on XB1 the rumble values are different, I need go to all the process again on this console, which -unfortunately- takes time.
I already found the right ffb values to use for the Xbox version.
You can use my script as a reference
- Code: Select all
const uint8 ads_button = BUTTON_8;
const uint8 fire_button = BUTTON_5;
int8 group,weapon_group, bcount, flag1, temp;
main {
#define ffb_get_actual(a) ffb_get_actual(a, 0)
static unsigned long int timer_0;
ffb_capture(ffb_get_actual(FFB_2));
set_val(20, flag1);
if (event_release(ads_button)) flag1 = 0;
if (is_active(fire_button)) {
timer_0 += elapsed_time();
} else timer_0 = 0;
if (is_active(fire_button) && is_active(ads_button)) {
if (get_val(20) == 75f && !temp) {
++bcount;
if (timer_0 > 200) goto skip_print;
switch (group) {
case 1:
printf("<center><pre><font size='+2'><b>Group 1 = </b></font>ALTERNATOR, PROWLER, R-99<font size='+2'><b><font size='+2'><b><br> Round(s) Fired: <font color='red'><b>%-02d</b></font> | Last Round Fired <font color='blue'>%-03d</font>ms ago</font>", bcount, bcount == 1 ? 0 : timer_0);
break;
case 2:
printf("<center><pre><font size='+2'><b>Group 2 = </b></font>DEVOTION, FLATLINE, HAVOC, HEMLOCK, R-301, SPITFIRE<font size='+2'><b><font size='+2'><b><br> Round(s) Fired: <font color='red'><b>%-02d</b></font> | Last Round Fired <font color='blue'>%-03d</font>ms ago</font>", bcount, bcount == 1 ? 0 : timer_0);
break;
case 3:
printf("<center><pre><font size='+2'><b>Group 3 = </b></font>PP2020, RE-45<font size='+2'><b><font size='+2'><b><br> Round(s) Fired: <font color='red'><b>%-02d</b></font> | Last Round Fired <font color='blue'>%-03d</font>ms ago</font>", bcount, bcount == 1 ? 0 : timer_0);
break;
case 4:
printf("<center><pre><font size='+2'><b>Group 4 = </b></font>Eva-B AUTO, PACEKEEPER<font size='+2'><b><font size='+2'><b><br> Round(s) Fired: <font color='red'><b>%-02d</b></font> | Last Round Fired <font color='blue'>%-03d</font>ms ago</font>", bcount, bcount == 1 ? 0 : timer_0);
break;
case 5:
printf("<center><pre><font size='+2'><b>Group 5 = </b></font>MOZAMBIQUE, WINGMAN<font size='+2'><b><font size='+2'><b><br> Round(s) Fired: <font color='red'><b>%-02d</b></font> | Last Round Fired <font color='blue'>%-03d</font>ms ago</font>", bcount, bcount == 1 ? 0 : timer_0);
break;
case 6:
printf("<center><pre><font size='+2'><b>Group 6 = </b></font>G7 SCOUTE, KRABER, LONGBOW, TRIPPLE TAKE");
}
skip_print: timer_0 = 0;
temp = TRUE;
} else if (temp && get_val(20) != 75f) temp = FALSE;
} else bcount = FALSE;
if (ffb_get_actual(FFB_3) == 0.00) weapon_group = 0;
if (is_active(fire_button)) {
if (check_active(ads_button, time_active(ads_button) - time_active(fire_button))) {
detect_weapon();
} else weapon_group = 0;
}
static unsigned long int ts3,ts,prev_ts;
static uint8 pcount;
if (bcount) {
if (bcount != pcount) {
ts = time_active(fire_button) < 0 ? 0 : time_active(fire_button);
ts = ts - prev_ts < 0 ? 0 : ts;
if (ts3 != system_time()) {
ts3 = system_time();
}
prev_ts = ts;
pcount = bcount;
}
}
}
void ffb_capture(fix32 val) {
static fix32 lval;
if (val) {
if (lval != val) {
if (lval > val) {
flag1 = 75;
} else if (lval < val) {
flag1 = 0;
}
lval = val;
}
}
}
void detect_weapon() {
fix32 captured_ffb = (ffb_get_actual(FFB_3) * 255f / 100f) * 10f;
if (!weapon_group) {
switch (detect_group(captured_ffb)) {
case 1:
weapon_group = 1;
break;
case 2:
weapon_group = 2;
break;
case 3:
weapon_group = 3;
break;
case 4:
weapon_group = 4;
break;
case 5:
weapon_group = 5;
break;
case 6:
weapon_group = 6;
break;
default:;
}
} else {
static int oldw;
if (oldw != weapon_group)
oldw = group = weapon_group;
if (event_active((13)))
weapon_group = 0;
}
}
uint8 detect_group(fix32 v) {
if (v > 80f) return 5;
else if (v > 65f) return 4;
else if (v > 55f && ffb_get_actual(FFB_1) > 39f) return 6;
else if (v > 55f) return 3;
else if (v > 35f) return 2;
else if (v > 25f) return 1;
return 0;
}
Supports all 6 weapon groups
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DontAtMe - Captain
- Posts: 502
- Joined: Tue Oct 02, 2018 4:49 am
Re: Apex Legends Gamepack
In reference to auto-running. Wouldn't it make sense to detect if the heal button was pressed recently, and if so, temporarily disable the auto-run so that the heal can be used with movement?
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ycksy - First Sergeant
- Posts: 43
- Joined: Tue Aug 28, 2018 3:07 pm
Re: Apex Legends Gamepack
I can’t get the hang of the bhop heal on controller (xb1 elite). Guy looks to the left and character moves right. Can’t get him to move forward. What am I doing wrong? I just want to move in the direction I’m looking. Thanks!
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cb57 - Sergeant First Class
- Posts: 21
- Joined: Wed Mar 13, 2019 1:14 pm
Re: Apex Legends Gamepack
ycksy wrote:In reference to auto-running. Wouldn't it make sense to detect if the heal button was pressed recently, and if so, temporarily disable the auto-run so that the heal can be used with movement?
This would be a great addition to the gamepack. In other scripts, I would temporarily disable or just stop moving completely but this would be troublesome in a heated gun fight. So this would be greatly beneficial to have.
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TrayDay - First Sergeant
- Posts: 60
- Joined: Wed Nov 02, 2016 11:12 pm
Re: Apex Legends Gamepack
Bunny Hop Healing:
How to Bunny Hop & Heal
1. Run for 2 seconds
2. Initiate slide once at maximum speed
3. Immediately start jumping
4. Press the D (right on look analog stick) and simultaneously swing your mouse to the right
5. Jump as soon as you land
6. Then Press the A (left on look analog stick) and swing your mouse to the left
7. Jump as soon as you land
8. Repeat 4-8 to continuously bunny hop
* (Use a healing item during Step 4, 5, 6, 7.)
No Need to Press the W Key
Bunny hopping relies on the momentum you create from strafing left to right while boosting the speed by moving your mouse. Pressing W is unnecessary and will actually stop your momentum, effectively stopping your bunny hop.
Run for 2 Seconds First Before Sliding
This technique will not work unless you are running for approximately 2 seconds first to gain maximum momentum. This makes it tricky to use when in the midst of battle, be sure to practice before executing this technique in-game.
WARNING: You must change your crouch from toggle to hold so that you can simply hold it down. Otherwise you'll stop sliding after you land.
https://www.youtube.com/watch?v=xIvEkZF9KnY <- video explains it with on screen keyboard.
How to Bunny Hop & Heal
1. Run for 2 seconds
2. Initiate slide once at maximum speed
3. Immediately start jumping
4. Press the D (right on look analog stick) and simultaneously swing your mouse to the right
5. Jump as soon as you land
6. Then Press the A (left on look analog stick) and swing your mouse to the left
7. Jump as soon as you land
8. Repeat 4-8 to continuously bunny hop
* (Use a healing item during Step 4, 5, 6, 7.)
No Need to Press the W Key
Bunny hopping relies on the momentum you create from strafing left to right while boosting the speed by moving your mouse. Pressing W is unnecessary and will actually stop your momentum, effectively stopping your bunny hop.
Run for 2 Seconds First Before Sliding
This technique will not work unless you are running for approximately 2 seconds first to gain maximum momentum. This makes it tricky to use when in the midst of battle, be sure to practice before executing this technique in-game.
WARNING: You must change your crouch from toggle to hold so that you can simply hold it down. Otherwise you'll stop sliding after you land.
https://www.youtube.com/watch?v=xIvEkZF9KnY <- video explains it with on screen keyboard.
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ycksy - First Sergeant
- Posts: 43
- Joined: Tue Aug 28, 2018 3:07 pm
Re: Apex Legends Gamepack
cb57 wrote:I can’t get the hang of the bhop heal on controller (xb1 elite). Guy looks to the left and character moves right. Can’t get him to move forward. What am I doing wrong? I just want to move in the direction I’m looking. Thanks!
The Gamepack is programmed to strafe while bhopping, this preserves the momentum for long time. The idea is first look to the point you want go and only then start the bhop. We can, in the next gamepack update, change the bhop for the regular forwarding bhop, which does not have the same speed as strafing, but allows the player to control the direction more easily.
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J2Kbr - General of the Army
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