Apex Legends Gamepack

Titan Two general support. Questions, firmware update, feature request.

Re: Apex Legends Gamepack

Postby Mochi » Thu Apr 18, 2019 4:26 pm

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!!
User avatar
Mochi
Sergeant First Class
Sergeant First Class
 
Posts: 24
Joined: Wed Mar 20, 2019 8:02 am

Re: Apex Legends Gamepack

Postby Mochi » Thu Apr 25, 2019 11:57 am

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?
User avatar
Mochi
Sergeant First Class
Sergeant First Class
 
Posts: 24
Joined: Wed Mar 20, 2019 8:02 am

Re: Apex Legends Gamepack

Postby J2Kbr » Fri Apr 26, 2019 9:52 am

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

Re: Apex Legends Gamepack

Postby Mochi » Fri Apr 26, 2019 1:42 pm

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 :innocent_smile_1: :innocent_smile_1: :innocent_smile_1:
User avatar
Mochi
Sergeant First Class
Sergeant First Class
 
Posts: 24
Joined: Wed Mar 20, 2019 8:02 am

Re: Apex Legends Gamepack

Postby DontAtMe » Fri Apr 26, 2019 2:15 pm

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
User avatar
DontAtMe
Captain
Captain
 
Posts: 502
Joined: Tue Oct 02, 2018 4:49 am

Re: Apex Legends Gamepack

Postby ycksy » Fri Apr 26, 2019 8:32 pm

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?
User avatar
ycksy
First Sergeant
First Sergeant
 
Posts: 43
Joined: Tue Aug 28, 2018 3:07 pm

Re: Apex Legends Gamepack

Postby cb57 » Fri Apr 26, 2019 8:47 pm

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!
User avatar
cb57
Sergeant First Class
Sergeant First Class
 
Posts: 21
Joined: Wed Mar 13, 2019 1:14 pm

Re: Apex Legends Gamepack

Postby TrayDay » Sat Apr 27, 2019 11:31 pm

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.
User avatar
TrayDay
First Sergeant
First Sergeant
 
Posts: 60
Joined: Wed Nov 02, 2016 11:12 pm

Re: Apex Legends Gamepack

Postby ycksy » Sun Apr 28, 2019 12:28 pm

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.
User avatar
ycksy
First Sergeant
First Sergeant
 
Posts: 43
Joined: Tue Aug 28, 2018 3:07 pm

Re: Apex Legends Gamepack

Postby J2Kbr » Mon Apr 29, 2019 12:31 pm

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

PreviousNext

Return to Titan Two Device

Who is online

Users browsing this forum: No registered users and 26 guests