T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/2020]

Tutorials, How-tos and FAQs for the Titan Two device.

Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby Mad » Wed Apr 27, 2022 8:37 am

Conso wrote:When I changed it in the converted script, what I have to do next ? I think maybe I am doin it not right.
What Buttons I have to push in the Gtuner ?

Every script is different. If the script doesn't have instructions you'll need to look through the code to figure out what buttons activate what.
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Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby Conso » Wed Apr 27, 2022 11:18 pm

Mad wrote:
Conso wrote:When I changed it in the converted script, what I have to do next ? I think maybe I am doin it not right.
What Buttons I have to push in the Gtuner ?

Every script is different. If the script doesn't have instructions you'll need to look through the code to figure out what buttons activate what.


I understand, enclosed u can find the original Script from CM.

Code: Select all
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or GREEN light):
 
//        Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SMG
int House_onoff         = TRUE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff           = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or RED light):
 
//        Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SMG
int House_2_onoff       = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_2_onoff         = TRUE; // Use with 5% or 6% Rate of Fire more !
int Midas_2_onoff       = FALSE; // Use with 5% or 6% Rate of Fire more !
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (YELLOW light):
  // RapidFire for Pistol
int RATE_OF_FIRE  = 13;    // Range: 1 to 25 RPS (Round/s)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
 
//        Work better when in game option "Press to Sprint" is turned OFF
 
int AutoRun_onoff = TRUE; // TRUE = AutoTun ON  // FALSE = AutoRun OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Parkour setting:
 
//        Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
 
int Parkour_onoff = TRUE; // TRUE = Parkour ON  // FALSE = Parkour OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe setting:
 
//        Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//        Work better when in game option "Press to Sprint" is turned OFF
 
int Strafe_onoff    = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Swap Triggers setting:
 
int R1L1_onoff = FALSE// FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Inverted Axis setting:
 
//        If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
 
int Axis_inverted = FALSE// Set TRUE for Right Y axis inverted, esle set FALSE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoMark/Mark Targets setting:
 
int AutoMark_onoff = FALSE// FALSE = AutoMark OFF // TRUE = AutoMark ON
 
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
 
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign just below to take MedKit then Heal Skill
 
int Heal_BTN = R_SKILL;  // set L_SKILL or R_SKILL
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
 
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
 
int Fast_Medkit_onoff = TRUE// TRUE = Fast Medkit ON  // FALSE = Fast Medkit OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
 
//        Double tap PS4 square or Xbox X to reload then switch weapon
 
int Reload_Switch_onoff = FALSE// TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
 
int Striker_onoff = FALSE// TRUE if you run 6 pieces Striker, else FALSE
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
 
define R_SKILL       = 3// PS4 R1 / Xbox RB
define FIRE_BTN      = 4// PS4 R2 / Xbox RT
define R_Stick       = 5// PS4 R3 / Xbox RS
define L_SKILL       = 6// PS4 L1 / Xbox LB
define ADS_BTN       = 7// PS4 L2 / Xbox LT
define L_Stick       = 8// PS4 L3 / Xbox LS
define R_X           = 9// PS4 RX / Xbox RX
define R_Y           = 10; // PS4 RY / Xbox RY
define L_X           = 11; // PS4 LX / Xbox LX
define L_Y           = 12; // PS4 LY / Xbox LY
define D_UP          = 13; // PS4 UP / Xbox UP
define D_DOWN        = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT        = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT       = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN     = 18; // PS4 Circle / Xbox B
define COVER_BTN     = 19; // PS4 Cross / Xbox A
define RELOAD_BTN    = 20; // PS4 Square / Xbox X
 
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. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
 
int Script_onoff           // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
 
int ANTI_RECOIL;           // For AntiRecoil combo
int ANTI_RECOIL_LEFT;      // For AntiRecoil combo
int ANTI_RECOIL_RIGHT;     // For AntiRecoil combo
int AR_Release = 90;       // For AntiRecoil combo
int anti_recoil;           // For AntiRecoil combo
int anti_recoil_left;      // For AntiRecoil combo
int anti_recoil_right;     // For AntiRecoil combo
int BTN_Tap;               // For Double Tap
int Timer;                 // For Double Tap
int Switch;                // For Switch weapon
int Pistol_onoff = FALSE// For Sidearm / Pistol
int hold_time;             // For RapidFire
int rest_time;             // For RapidFire
int Col_ind;               // For device color
int Parkour;               // For Parkour
int Loop;                  // For Strafe
int Heal_onoff;            // For Double Heal
int scoped;                // For Snipers
int S_Time1;               // For Snipers
int S_Time2;               // For Snipers
int AR_Time_1;             // For MDR
int AR_Time_2;             // For MDR
int SG_Time1;              // For Shotgun combo
int SG_Time2;              // For Shotgun combo
int SG_Time3;              // For Shotgun combo
 
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
 
main { // main start
 
  //Switch Weapons + Panic Button
    if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
 
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
 
 
  //Swap Triggers
    if(R1L1_onoff) {
        swap(3, 4); swap(6, 7);
        }
 
  //Script Enable/Disable mode (Script enable by defaut)
  //Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
    if(get_val(D_DOWN) && event_press(COVER_BTN)) {
        Script_onoff=!Script_onoff;
        }
 
if(!Script_onoff){ // Script Enable start
 
  //Double Tap
    if(Timer > 0) {
        Timer = Timer - get_rtime();
            if(Timer <= 0) BTN_Tap = FALSE;
            }
 
  //AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
        if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
                set_val(L_Stick, 100);
                }                     
}
 
  //Parkour
  //If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){   
      if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
          Parkour = !Parkour;
          }
          if(Parkour) {
              if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
                  combo_run(AutoClimb);
                  }
          }
}
 
  //Strafe
  //Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
  //Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
    if(event_press(CLIMB_BTN)) {
        if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
        Loop = !Loop;
        }
    }
    if(Loop) {
        combo_run(Strafe_v2);
        }
        else{combo_stop(Strafe_v2);
        }
}
 
  //Hair Trigger (always enable)
    if(get_val(FIRE_BTN) > 0){
        set_val(FIRE_BTN,100);
        }
    if(get_val(ADS_BTN) > 0){
        set_val(ADS_BTN,100);
        }
 
  //Inverted Axis
    if(Axis_inverted) {
        set_val(R_Y, inv(get_val(R_Y)));
        }
 
  // AutoMark (Mark Targets)
if(AutoMark_onoff) {
    if(get_val(ADS_BTN)) {
        combo_run(MarkTargets);
        }
}
 
  //Double Heal (Disable by befaut)
  //Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
  //If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
    if(get_val(D_DOWN) && event_press(Heal_BTN)) {
        Heal_onoff=!Heal_onoff;
        }
if(Heal_onoff) {
    if(event_press(Heal_BTN)) {
        set_val(Heal_BTN, 0);
        combo_run(Heal);
        }
}
 
  //Fast MedKit
  //Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
      if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
          combo_run(MedKit);
          }
}
 
  //Fake Lone Star
if(Reload_Switch_onoff) {
    if(event_press(RELOAD_BTN)) {
        if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
            combo_run(Reload);Switch=!Switch;
            }
    }
}
 
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
 
  // Switch to side arm
      if(event_press(Switch_button)) {
          if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
          Pistol_onoff = TRUE ; Switch = !Switch;
          }
      }
 
if(Pistol_onoff) {  // Pistol start
 
    ANTI_RECOIL = 30; // Pistol AntiRecoil
 
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);combo_run(RAPID_FIRE);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
            }
 
        hold_time = 500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
 
}  // Pistol end
 
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) {  // NOT Pistol start
//_______________________________________________________________________________________________________________________//
 
if(!Switch) {
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
 
//----------------------------------------------------- All SMG ---------------------------------------------------------//
 
    if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
    if(get_val(FIRE_BTN)){
        ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);
            }
} // Any SMG off
 
//----------------------------------------------------- House part ------------------------------------------------------//
    if(House_onoff){ // House TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (20, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 750) {  // +600
        Recoil (30, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1350) { // +600
        Recoil (40, 30); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2150) { // +800
        Recoil (55, 31); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2950) { // +800
        Recoil (65, 39); // Recoil (NOT Striker value, Striker value)
        }
    }
} // House TRUE end
 
//----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_onoff){ // MP5 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1850) { // +850
        Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2850) { // +1000
        Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3850) { // +1000
        Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
} // MP5 TRUE end
 
//----------------------------------------------------- Midas part ------------------------------------------------------//
    if(Midas_onoff){ // Midas TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2000) { // +1000
        Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3000) { // +1000
        Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 4250) { // +1250
        Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
        }
    }
} // Midas TRUE end
 
}    //PRIMARY end
 
//_______________________________________________________________________________________________________________________//
 
    if(Switch) {
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
 
//----------------------------------------------------- All SMG ---------------------------------------------------------//
 
    if(House_2_onoff || MP5_2_onoff || Midas_2_onoff) { // Any SMG on
    if(get_val(FIRE_BTN)){
        ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);
            }
} // Any SMG off
 
//----------------------------------------------------- House part ------------------------------------------------------//
    if(House_2_onoff){ // House TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 750) {  // +600
        Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1350) { // +600
        Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2150) { // +800
        Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2950) { // +800
        Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
        }
    }
} // House TRUE end
 
//----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_2_onoff){ // MP5 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1850) { // +850
        Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2850) { // +1000
        Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3850) { // +1000
        Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
} // MP5 TRUE end
 
//----------------------------------------------------- Midas part ------------------------------------------------------//
    if(Midas_2_onoff){ // Midas TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2000) { // +1000
        Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3000) { // +1000
        Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 4250) { // +1250
        Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
        }
    }
} // Midas TRUE end
 
}    //SECONDARY end
 
//_______________________________________________________________________________________________________________________//
}   // NOT Pistol end
//_______________________________________________________________________________________________________________________//
 
    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
        combo_stop(AntiRecoil);
        }
 
}   // Script Enable end
 
  // COLOR INDICATION
     if(Script_onoff) colourled(Blue);
         else if(!Switch) colourled(Green);
             else colourled(Red);
     if(Pistol_onoff) colourled(Yellow);
 
}    //main end 
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
 
//----------------------------------------------------- Weapons combos -------------------------------------------------//
 
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
    }
 
//----------------------------------------------------- Features combos -------------------------------------------------//
 
combo AutoClimb {
    set_val(CLIMB_BTN, 100);
    wait(500);
    wait(200);
    }
 
combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, 100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the right
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, -100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the left
    }
 
combo MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
    }
 
combo Heal    {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    set_val(Heal_BTN, 100);
    wait(15);
    }
 
combo MedKit {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(15);
    }
 
combo Reload {
    set_val(RELOAD_BTN,100);
    wait(15);
    set_val(Switch_button,0);
    wait(700);
    set_val(Switch_button,100);
    wait(15);
    }
 
//_______________________________________________________________________________________________________________________//
 
combo AntiRecoil {
     anti_recoil = get_val(R_Y) + ANTI_RECOIL;
     if(anti_recoil > 100) anti_recoil = 100;
     set_val(R_Y, anti_recoil);
     anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
     if(anti_recoil_left > 100) anti_recoil_left = 100;
     set_val(R_X, anti_recoil_left);
     anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
     if(anti_recoil_right > 100) anti_recoil_right = 100;
     set_val(R_X, anti_recoil_right);
    }
 
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
 
function Recoil (val1, val2) {
    if(!Striker_onoff){
        ANTI_RECOIL = val1;
        }
    if(Striker_onoff){
        ANTI_RECOIL = val2;
        }
}
//_______________________________________________________________________________________________________________________//
 
function Double_Tap (Time) {
    if(BTN_Tap){
        return TRUE;
    }
 
        BTN_Tap = TRUE;
        Timer = Time;
        return FALSE;
 
}
//_______________________________________________________________________________________________________________________//
 
function colourled(Colour) {  // COLOR LED function
    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));
}
//end


and here is the converted T2 script

Code: Select all
#pragma METAINFO("Script3.gpc", 1, 0, "Buffy's GPC Converter v0.28r6")
#include <titanone.gph>
 
 
#define _ot_i _ot_i2
const uint8 _ot_i2[42] = {
    BUTTON_1BUTTON_2BUTTON_3BUTTON_4BUTTON_5BUTTON_6,
    BUTTON_7BUTTON_8BUTTON_9STICK_1_X, STICK_1_Y, STICK_2_X,
    STICK_2_Y, BUTTON_10, BUTTON_11, BUTTON_12, BUTTON_13, BUTTON_14,
    BUTTON_15, BUTTON_16, BUTTON_17, ACCEL_1_X, ACCEL_1_Y, ACCEL_1_Z,
    GYRO_1_XGYRO_1_YGYRO_1_ZPADDLE_1, POINT_1_X, POINT_1_Y,
    PADDLE_2, PADDLE_3, PADDLE_4, ACCEL_2_X, ACCEL_2_Y, ACCEL_2_Z,
    0, 0, BUTTON_18, BUTTON_19, BUTTON_20, BUTTON_21,
};
//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or GREEN light):
//        Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
//    SMG
// Use with 5% or 6% Rate of Fire more !
// Use with 5% or 6% Rate of Fire more !
// Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or RED light):
//        Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
//    SMG
// Use with 5% or 6% Rate of Fire more !
// Use with 5% or 6% Rate of Fire more !
// Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (YELLOW light):
// RapidFire for Pistol
// Range: 1 to 25 RPS (Round/s)
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
//        Work better when in game option "Press to Sprint" is turned OFF
// TRUE = AutoTun ON  // FALSE = AutoRun TRUE
//----------------------------------------------------------------------------------------------------------------------//
//                                    Parkour setting:
//        Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
// TRUE = Parkour ON  // FALSE = Parkour TRUE
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe setting:
//        Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//        Work better when in game option "Press to Sprint" is turned OFF
// TRUE = Strafe ON // FALSE = Strafe TRUE
//----------------------------------------------------------------------------------------------------------------------//
//                                    Swap Triggers setting:
// FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
//----------------------------------------------------------------------------------------------------------------------//
//                                    Inverted Axis setting:
//        If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
// Set TRUE for Right Y axis inverted, esle set FALSE
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoMark/Mark Targets setting:
// FALSE = AutoMark OFF // TRUE = AutoMark ON
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign just below to take MedKit then Heal Skill
// set L_SKILL or R_SKILL
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
// TRUE = Fast Medkit ON  // FALSE = Fast Medkit TRUE
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
//        Double tap PS4 square or Xbox X to reload then switch weapon
// TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
// TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
// PS4 R1 / Xbox RB
// PS4 R2 / Xbox RT
// PS4 R3 / Xbox RS
// PS4 L1 / Xbox LB
// PS4 L2 / Xbox LT
// PS4 L3 / Xbox LS
// PS4 RX / Xbox RX
// PS4 RY / Xbox RY
// PS4 LX / Xbox LX
// PS4 LY / Xbox LY
// PS4 UP / Xbox UP
// PS4 DOWN / Xbox DOWN
// PS4 LEFT / Xbox LEFT
// PS4 RIGHT / Xbox RIGHT
// PS4 Triangle / Xbox Y
// PS4 Circle / Xbox B
// PS4 Cross / Xbox A
// PS4 Square / Xbox X
//1. Blue
//2. Red
//3. Lime/Green
//4. Fuchsia/Pink
//5. SkyBlue
//6. Yellow
//7. White
// For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
// For AntiRecoil combo
// For AntiRecoil combo
// For AntiRecoil combo
// For AntiRecoil combo
// For AntiRecoil combo
// For AntiRecoil combo
// For AntiRecoil combo
// For Double Tap
// For Double Tap
// For Switch weapon
// For Sidearm / Pistol
// For RapidFire
// For RapidFire
// For device color
// For Parkour
// For Strafe
// For Double Heal
// For Snipers
// For Snipers
// For Snipers
// For MDR
// For MDR
// For Shotgun combo
// For Shotgun combo
// For Shotgun combo
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
// main start
//Switch Weapons + Panic Button
//_______________________________________________________________________________________________________________________//
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
//Swap Triggers
//Script Enable/Disable mode (Script enable by defaut)
//Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
// Script Enable start
//Double Tap
//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
// Press sensitive = 75
//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
// Press sensitive = 70
//Strafe
//Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
// Double tap speed (discrease value to have to double tap faster to enable / disable)
//Hair Trigger (always enable)
//Inverted Axis
// AutoMark (Mark Targets)
//Double Heal (Disable by befaut)
//Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
//If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
//Fast MedKit
//Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
//Fake Lone Star
// Double tap speed (discrease value to have to double tap faster to reload then switch)
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
// Switch to side arm
// Double tap speed (discrease value to have to double tap faster to switch to side arm)
// Pistol start
// Pistol AntiRecoil
// Pistol end
//_______________________________________________________________________________________________________________________//
// NOT Pistol start
//_______________________________________________________________________________________________________________________//
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
//----------------------------------------------------- All SMG ---------------------------------------------------------//
// Any SMG on
// Any SMG off
//----------------------------------------------------- House part ------------------------------------------------------//
// House TRUE start
// Change this value to compensate horizontal recoil        (0 - 100)
// Change this value to compensate horizontal recoil        (0 - 100)
// Burst before antirecoil
// Recoil (NOT Striker value, Striker value)
// +600
// Recoil (NOT Striker value, Striker value)
// +600
// Recoil (NOT Striker value, Striker value)
// +800
// Recoil (NOT Striker value, Striker value)
// +800
// Recoil (NOT Striker value, Striker value)
// House TRUE end
//----------------------------------------------------- MP5 part --------------------------------------------------------//
// MP5 TRUE start
// Change this value to compensate horizontal recoil        (0 - 100)
// Change this value to compensate horizontal recoil        (0 - 100)
// Burst before antirecoil
// Recoil (NOT Striker value, Striker value)
// +850
// Recoil (NOT Striker value, Striker value)
// +850
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// MP5 TRUE end
//----------------------------------------------------- Midas part ------------------------------------------------------//
// Midas TURE start
// Change this value to compensate horizontal recoil        (0 - 100)
// Change this value to compensate horizontal recoil        (0 - 100)
// Burst before antirecoil
// Recoil (NOT Striker value, Striker value)
// +850
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// +1250
// Recoil (NOT Striker value, Striker value)
// Midas TRUE end
//PRIMARY end
//_______________________________________________________________________________________________________________________//
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
//----------------------------------------------------- All SMG ---------------------------------------------------------//
// Any SMG on
// Any SMG off
//----------------------------------------------------- House part ------------------------------------------------------//
// House TURE start
// Change this value to compensate horizontal recoil        (0 - 100)
// Change this value to compensate horizontal recoil        (0 - 100)
// Burst before antirecoil
// Recoil (NOT Striker value, Striker value)
// +600
// Recoil (NOT Striker value, Striker value)
// +600
// Recoil (NOT Striker value, Striker value)
// +800
// Recoil (NOT Striker value, Striker value)
// +800
// Recoil (NOT Striker value, Striker value)
// House TRUE end
//----------------------------------------------------- MP5 part --------------------------------------------------------//
// MP5 TRUE start
// Change this value to compensate horizontal recoil        (0 - 100)
// Change this value to compensate horizontal recoil        (0 - 100)
// Burst before antirecoil
// Recoil (NOT Striker value, Striker value)
// +850
// Recoil (NOT Striker value, Striker value)
// +850
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// MP5 TRUE end
//----------------------------------------------------- Midas part ------------------------------------------------------//
// Midas TURE start
// Change this value to compensate horizontal recoil        (0 - 100)
// Change this value to compensate horizontal recoil        (0 - 100)
// Burst before antirecoil
// Recoil (NOT Striker value, Striker value)
// +850
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// +1000
// Recoil (NOT Striker value, Striker value)
// +1250
// Recoil (NOT Striker value, Striker value)
// Midas TRUE end
//SECONDARY end
//_______________________________________________________________________________________________________________________//
// NOT Pistol end
//_______________________________________________________________________________________________________________________//
// Script Enable end
// COLOR INDICATION
//main end 
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
//----------------------------------------------------- Weapons combos -------------------------------------------------//
// RAPIDFIRE FOR PISTOL
//----------------------------------------------------- Features combos -------------------------------------------------//
// Run straight, right, straight, left
// Time to run straight
// Time to run to the right
// Time to run straight
// Time to run to the left
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
//_______________________________________________________________________________________________________________________//
//_______________________________________________________________________________________________________________________//
// COLOR LED function
//end
 
define R_SKILL = 3;
define FIRE_BTN = 4;
define R_Stick = 5;
define L_SKILL = 6;
define ADS_BTN = 7;
define L_Stick = 8;
define R_X = 9;
define R_Y = 10;
define L_X = 11;
define L_Y = 12;
define D_UP = 13;
define D_DOWN = 14;
define D_LEFT = 15;
define D_RIGHT = 16;
define Switch_button = 17;
define CLIMB_BTN = 18;
define COVER_BTN = 19;
define RELOAD_BTN = 20;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
#define __LAST_COMBO__ c_AntiRecoil
#define _VM_BTN_COUNT_ 42
#define DISABLE_VM_ // delete underscore to disable VM mode
#ifndef DISABLE_VM
#define VM_TIME 10
#define vm_tctrl(time) ___vm_time___ = (((10+ time) < 0) ? 0 : (10+ time))
#define wait(a) wait(vm_tctrl_wait(a));
#else
#define VM_TIME 0
#endif
 
data(1,
2, 0, 0, 0,
0, 2, 0, 0,
0, 0, 2, 0,
0, 0, 0, 2,
2, 0, 2, 0,
0, 2, 2, 0,
2, 2, 2, 2
);
 
int House_onoff = TRUE;
int MP5_onoff = FALSE;
int Midas_onoff = FALSE;
int House_2_onoff = FALSE;
int MP5_2_onoff = TRUE;
int Midas_2_onoff = FALSE;
int RATE_OF_FIRE = 13;
int AutoRun_onoff = TRUE;
int Parkour_onoff = TRUE;
int Strafe_onoff = FALSE;
int R1L1_onoff = FALSE;
int Axis_inverted = FALSE;
int AutoMark_onoff = FALSE;
int Heal_BTN = R_SKILL;
int Fast_Medkit_onoff = TRUE;
int Reload_Switch_onoff = TRUE;
int Striker_onoff = FALSE;
int Script_onoff;
int ANTI_RECOIL;
int ANTI_RECOIL_LEFT;
int ANTI_RECOIL_RIGHT;
int AR_Release = 90;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int BTN_Tap;
int Timer;
int Switch;
int Pistol_onoff = FALSE;
int hold_time;
int rest_time;
int Col_ind;
int Parkour;
int Loop;
int Heal_onoff;
int scoped;
int S_Time1;
int S_Time2;
int AR_Time_1;
int AR_Time_2;
int SG_Time1;
int SG_Time2;
int SG_Time3;
uint8 __COMBO_RUN__[8];
int8 __io_vals__[_VM_BTN_COUNT_];
uint8 __io_val_events__[_VM_BTN_COUNT_];
uint32 __vm_run_time__ = 0;
uint8 __run_vm__ = 1,  ___vm_time___ = VM_TIME,  ___i____i;
 
main {
    if(__run_vm__) {
        if (_event_press(Switch_button) || _event_release(D_UP) && get_ptime(D_UP) > 55) {
            Switch =! Switch;
            Pistol_onoff = FALSE;
        }
        if (R1L1_onoff) {
            swap(3, 4);
            swap(6, 7);
        }
        if (get_val(D_DOWN) && _event_press(COVER_BTN)) {
            Script_onoff =! Script_onoff;
        }
        if (!Script_onoff) {
            if (Timer > 0) {
                Timer = Timer-get_rtime();
                if (Timer <= 0) BTN_Tap = FALSE;
            }
            if (AutoRun_onoff) {
                if (!combo_running(c_Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) {
                    set_val(L_Stick, 100);
                }
            }
            if (Parkour_onoff) {
                if (get_val(D_DOWN) && _event_press(CLIMB_BTN)) {
                    Parkour =! Parkour;
                }
                if (Parkour) {
                    if (!combo_running(c_Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) {
                        combo_run(c_AutoClimb);
                    }
                }
            }
            if (Strafe_onoff) {
                if (_event_press(CLIMB_BTN)) {
                    if (f_Double_Tap(175)) {
                        Loop =! Loop;
                    }
                }
                if (Loop) {
                    combo_run(c_Strafe_v2);
                }
                else {
                    combo_stop(c_Strafe_v2);
                }
            }
            if (get_val(FIRE_BTN) > 0) {
                set_val(FIRE_BTN, 100);
            }
            if (get_val(ADS_BTN) > 0) {
                set_val(ADS_BTN, 100);
            }
            if (Axis_inverted) {
                set_val(R_Y, inv(get_val(R_Y)));
            }
            if (AutoMark_onoff) {
                if (get_val(ADS_BTN)) {
                    combo_run(c_MarkTargets);
                }
            }
            if (get_val(D_DOWN) && _event_press(Heal_BTN)) {
                Heal_onoff =! Heal_onoff;
            }
            if (Heal_onoff) {
                if (_event_press(Heal_BTN)) {
                    set_val(Heal_BTN, 0);
                    combo_run(c_Heal);
                }
            }
            if (Fast_Medkit_onoff) {
                if ((get_val(ADS_BTN) || get_val(FIRE_BTN)) && _event_press(CLIMB_BTN)) {
                    combo_run(c_MedKit);
                }
            }
            if (Reload_Switch_onoff) {
                if (_event_press(RELOAD_BTN)) {
                    if (f_Double_Tap(250)) {
                        combo_run(c_Reload);
                        Switch =! Switch;
                    }
                }
            }
            if (_event_press(Switch_button)) {
                if (f_Double_Tap(200)) {
                    Pistol_onoff = TRUE;
                    Switch =! Switch;
                }
            }
            if (Pistol_onoff) {
                ANTI_RECOIL = 30;
                if (get_val(FIRE_BTN)) {
                    combo_run(c_AntiRecoil);
                    combo_run(c_RAPID_FIRE);
                }
                else if (_event_release(FIRE_BTN)) {
                    combo_stop(c_AntiRecoil);
                    combo_stop(c_RAPID_FIRE);
                }
                hold_time = 500 / RATE_OF_FIRE;
                rest_time = hold_time-20;
                if (rest_time < 0) rest_time = 0;
            }
            if (!Pistol_onoff) {
                if (!Switch) {
                    if (House_onoff|| MP5_onoff|| Midas_onoff) {
                        if (get_val(FIRE_BTN)) {
                            ANTI_RECOIL = 0;
                            combo_run(c_AntiRecoil);
                        }
                        else if (_event_release(FIRE_BTN)) {
                            combo_stop(c_AntiRecoil);
                        }
                    }
                    if (House_onoff) {
                        ANTI_RECOIL_LEFT = 0;
                        ANTI_RECOIL_RIGHT = 0;
                        if (get_val(FIRE_BTN)) {
                            if (get_ptime(FIRE_BTN) >= 150) {
                                f_Recoil(20, 15);
                            }
                            if (get_ptime(FIRE_BTN) >= 750) {
                                f_Recoil(30, 25);
                            }
                            if (get_ptime(FIRE_BTN) >= 1350) {
                                f_Recoil(40, 30);
                            }
                            if (get_ptime(FIRE_BTN) >= 2150) {
                                f_Recoil(55, 31);
                            }
                            if (get_ptime(FIRE_BTN) >= 2950) {
                                f_Recoil(65, 39);
                            }
                        }
                    }
                    if (MP5_onoff) {
                        ANTI_RECOIL_LEFT = 0;
                        ANTI_RECOIL_RIGHT = 0;
                        if (get_val(FIRE_BTN)) {
                            if (get_ptime(FIRE_BTN) >= 150) {
                                f_Recoil(12, 7);
                            }
                            if (get_ptime(FIRE_BTN) >= 1000) {
                                f_Recoil(22, 12);
                            }
                            if (get_ptime(FIRE_BTN) >= 1850) {
                                f_Recoil(30, 19);
                            }
                            if (get_ptime(FIRE_BTN) >= 2850) {
                                f_Recoil(40, 26);
                            }
                            if (get_ptime(FIRE_BTN) >= 3850) {
                                f_Recoil(50, 32);
                            }
                        }
                    }
                    if (Midas_onoff) {
                        ANTI_RECOIL_LEFT = 0;
                        ANTI_RECOIL_RIGHT = 0;
                        if (get_val(FIRE_BTN)) {
                            if (get_ptime(FIRE_BTN) >= 150) {
                                f_Recoil(5, 5);
                            }
                            if (get_ptime(FIRE_BTN) >= 1000) {
                                f_Recoil(12, 8);
                            }
                            if (get_ptime(FIRE_BTN) >= 2000) {
                                f_Recoil(17, 12);
                            }
                            if (get_ptime(FIRE_BTN) >= 3000) {
                                f_Recoil(22, 15);
                            }
                            if (get_ptime(FIRE_BTN) >= 4250) {
                                f_Recoil(28, 18);
                            }
                        }
                    }
                }
                if (Switch) {
                    if (House_2_onoff|| MP5_2_onoff|| Midas_2_onoff) {
                        if (get_val(FIRE_BTN)) {
                            ANTI_RECOIL = 0;
                            combo_run(c_AntiRecoil);
                        }
                        else if (_event_release(FIRE_BTN)) {
                            combo_stop(c_AntiRecoil);
                        }
                    }
                    if (House_2_onoff) {
                        ANTI_RECOIL_LEFT = 0;
                        ANTI_RECOIL_RIGHT = 0;
                        if (get_val(FIRE_BTN)) {
                            if (get_ptime(FIRE_BTN) >= 150) {
                                f_Recoil(14, 10);
                            }
                            if (get_ptime(FIRE_BTN) >= 750) {
                                f_Recoil(24, 17);
                            }
                            if (get_ptime(FIRE_BTN) >= 1350) {
                                f_Recoil(34, 24);
                            }
                            if (get_ptime(FIRE_BTN) >= 2150) {
                                f_Recoil(46, 31);
                            }
                            if (get_ptime(FIRE_BTN) >= 2950) {
                                f_Recoil(58, 39);
                            }
                        }
                    }
                    if (MP5_2_onoff) {
                        ANTI_RECOIL_LEFT = 0;
                        ANTI_RECOIL_RIGHT = 0;
                        if (get_val(FIRE_BTN)) {
                            if (get_ptime(FIRE_BTN) >= 150) {
                                f_Recoil(12, 7);
                            }
                            if (get_ptime(FIRE_BTN) >= 1000) {
                                f_Recoil(22, 12);
                            }
                            if (get_ptime(FIRE_BTN) >= 1850) {
                                f_Recoil(30, 19);
                            }
                            if (get_ptime(FIRE_BTN) >= 2850) {
                                f_Recoil(40, 26);
                            }
                            if (get_ptime(FIRE_BTN) >= 3850) {
                                f_Recoil(50, 32);
                            }
                        }
                    }
                    if (Midas_2_onoff) {
                        ANTI_RECOIL_LEFT = 0;
                        ANTI_RECOIL_RIGHT = 0;
                        if (get_val(FIRE_BTN)) {
                            if (get_ptime(FIRE_BTN) >= 150) {
                                f_Recoil(5, 5);
                            }
                            if (get_ptime(FIRE_BTN) >= 1000) {
                                f_Recoil(12, 8);
                            }
                            if (get_ptime(FIRE_BTN) >= 2000) {
                                f_Recoil(17, 12);
                            }
                            if (get_ptime(FIRE_BTN) >= 3000) {
                                f_Recoil(22, 15);
                            }
                            if (get_ptime(FIRE_BTN) >= 4250) {
                                f_Recoil(28, 18);
                            }
                        }
                    }
                }
            }
            if (abs(get_val(R_Y)) > AR_Release|| abs(get_val(R_X)) > 100) {
                combo_stop(c_AntiRecoil);
            }
        }
        if (Script_onoff) f_colourled(Blue);
        else if (!Switch) f_colourled(Green);
        else  f_colourled(Red);
        if (Pistol_onoff) f_colourled(Yellow);
    }
}
 
combo c_RAPID_FIRE {
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
}
 
combo c_AutoClimb {
    set_val(CLIMB_BTN, 100);
    wait(500);
    wait(200);
}
 
combo c_Strafe_v2 {
    set_val(L_Y,  -100);
    set_val(L_Stick, 100);
    wait(250);
    set_val(L_X, 100);
    set_val(L_Y, 50);
    wait(750);
    set_val(L_Y,  -100);
    set_val(L_Stick, 100);
    wait(250);
    set_val(L_X,  -100);
    set_val(L_Y, 50);
    wait(750);
}
 
combo c_MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
}
 
combo c_Heal {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    set_val(Heal_BTN, 100);
    wait(15);
}
 
combo c_MedKit {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(15);
}
 
combo c_Reload {
    set_val(RELOAD_BTN, 100);
    wait(15);
    set_val(Switch_button, 0);
    wait(700);
    set_val(Switch_button, 100);
    wait(15);
}
 
combo c_AntiRecoil {
    anti_recoil = get_val(R_Y) + ANTI_RECOIL;
    if (anti_recoil > 100) anti_recoil = 100;
    set_val(R_Y, anti_recoil);
    anti_recoil_left = get_val(R_X)  -ANTI_RECOIL_LEFT;
    if (anti_recoil_left > 100) anti_recoil_left = 100;
    set_val(R_X, anti_recoil_left);
    anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
    if (anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(R_X, anti_recoil_right);
}
 
 
function f_Recoil(val1, val2) {
    if (!Striker_onoff) {
        ANTI_RECOIL = val1;
    }
    if (Striker_onoff) {
        ANTI_RECOIL = val2;
    }
}
 
function f_Double_Tap(Time) {
    if (BTN_Tap) {
        return TRUE;
    }
    BTN_Tap = TRUE;
    Timer = Time;
    return FALSE;
}
 
function f_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));
}
 
 
main {
    if(__run_vm__) {
        __run_vm__ = system_time() >= (__vm_run_time__+ ___vm_time___);
        if(__run_vm__) __vm_run_time__ = system_time();
        else {
            memset( & __io_vals__[0]0,  _VM_BTN_COUNT_);
            memset( & __io_val_events__[0]0,  _VM_BTN_COUNT_);
            for(___i____i = 0; ___i____i < _VM_BTN_COUNT_; ++ ___i____i) {
                if(get_val(___i____i)) __io_vals__[___i____i] = get_val(___i____i);
                if(get_val( ++ ___i____i)) __io_vals__[___i____i] = get_val(___i____i);
            }
            #ifdef __LAST_COMBO__
            for(___i____i = 0; ___i____i < sizeof(__COMBO_RUN__); ++ ___i____i) {
                if(__LAST_COMBO__[(___i____i * 3) + ___i____i]) {
                    __LAST_COMBO__[(___i____i * 3) + ___i____i] = 0;
                    __COMBO_RUN__[___i____i] = 1;
                }
            }
            #endif
        }
    }
    else {
        ___i____i = 0;
        do {
            if(__io_vals__[___i____i]) set_val(___i____i,    __io_vals__[___i____i]);
            if(event_press(___i____i)) __io_val_events__[___i____i] = 1;
            if(event_release(___i____i)) __io_val_events__[___i____i] = 3;
            if(__io_vals__[ ++ ___i____i]) set_val(___i____i,    __io_vals__[___i____i]);
            if(event_press(___i____i)) __io_val_events__[___i____i] = 1;
            if(event_release(___i____i)) __io_val_events__[___i____i] = 3;
        } while( ++ ___i____i < _VM_BTN_COUNT_);
        if(system_time() >= (__vm_run_time__+ ___vm_time___)) {
            __run_vm__ = 1; __vm_run_time__ = system_time();
            #ifdef __LAST_COMBO__
            for(___i____i = 0; ___i____i < sizeof(__COMBO_RUN__); ++ ___i____i) {
                if(__COMBO_RUN__[___i____i]) {
                    __LAST_COMBO__[(___i____i * 3) + ___i____i] = 1;
                    __COMBO_RUN__[___i____i] = 0;
                }
            }
            #endif
        }
    }
}
 
 
int vm_tctrl_wait(int num) {
    return ___vm_time___ ? ((num / ___vm_time___) + ((num % ___vm_time___) ? 1 : 0)) : num;
}
 
bool _event_press(uint8 io) {
    return event_press(io) || __io_val_events__[io] == 1;
}
 
bool _event_release(uint8 io) {
    return event_release(io) || __io_val_events__[io] == 3;
}
 


If I want to change settings like AutoRun, Parkour, Strafe etc then I know how to do it on CM script. On T2 script I do not really know where I can change settings.
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Conso
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Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby Mad » Thu Apr 28, 2022 3:50 am

It's all still there just keep scrolling down.
Code: Select all
int House_onoff = TRUE;
int MP5_onoff = FALSE;
int Midas_onoff = FALSE;
int House_2_onoff = FALSE;
int MP5_2_onoff = TRUE;
int Midas_2_onoff = FALSE;
int RATE_OF_FIRE = 13;
int AutoRun_onoff = TRUE;
int Parkour_onoff = TRUE;
int Strafe_onoff = FALSE;
int R1L1_onoff = FALSE;
int Axis_inverted = FALSE;
int AutoMark_onoff = FALSE;
int Heal_BTN = R_SKILL;
int Fast_Medkit_onoff = TRUE;
int Reload_Switch_onoff = TRUE;
int Striker_onoff = FALSE;
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Mad
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Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby Conso » Thu Apr 28, 2022 10:23 pm

Hi Mad,

this part of the script I tried days before to change value from FALSE to TRUE but nothing happend in game during I connected T2 with Gtuner und PS5.

Today I tried again and I saw what I did wrong, I forgot to save the script because I am not so familiar with Gtuner yet.

Thanks for your support !!
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Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby wickedwrath » Tue Aug 09, 2022 6:18 pm

Hi Buffy (or any other who can help out with this) I tried to contact you over Discord but you don't accept Messages.

Anyways, I'm trying to get this working with Titan One, but it gives me tons of errors. Could you look into this or do it for me, please? I just want a simple script for Titan One that shoots (with R2) 1 time, then wait 3 seconds, then shoots again on repeat. :) I'm totally new into this so I had to find a AFK/shoot script that might work by changing some buttons. So I guess a brand new script for doing this would make this easier.

Code: Select all
bool toggle;
 
main {
    // Touch-Click to enable/disable AFK
    if(event_active(BUTTON_2)) {
        toggle = !toggle;
        if(!toggle) {
            combo_stop(AFKStick);
            combo_stop(AFKCross);
        }
    }
    if(toggle) {
        combo_run(AFKStick);
        combo_run(AFKCross);
    }
}
 
combo AFKStick {
    set_val(STICK_1_X, 60.0);
    set_val(STICK_1_Y, 0.0);
    wait(250);
    set_val(STICK_1_X, 60.0);
    set_val(STICK_1_Y, 60.0);
    wait(250);
    set_val(STICK_1_X, 0.0);
    set_val(STICK_1_Y, 60.0);
    wait(250);
    set_val(STICK_1_X, -60.0);
    set_val(STICK_1_Y, 60.0);
    wait(250);
    set_val(STICK_1_X, -60.0);
    set_val(STICK_1_Y, 0.0);
    wait(250);
    set_val(STICK_1_X, -60.0);
    set_val(STICK_1_Y, -60.0);
    wait(250);
    set_val(STICK_1_X, 0.0);
    set_val(STICK_1_Y, -60.0);
    wait(250);
    set_val(STICK_1_X, 60.0);
    set_val(STICK_1_Y, -60.0);
    wait(250);
    wait(10000);
}
 
combo AFKCross {
    set_val(BUTTON_16, 100.0);
    wait(100);
    wait(5000);
}
 
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wickedwrath
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Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby Mad » Tue Aug 09, 2022 11:17 pm

wickedwrath wrote:Hi Buffy (or any other who can help out with this)

Replied to your other post: viewtopic.php?f=6&t=19690
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