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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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 jasp90 » Wed Sep 14, 2022 4:09 pm

have they changed how they code zen scripts thanks
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Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby Rains Fall » Thu Mar 23, 2023 11:18 am

hello
who knows how to convert this script to titan two?

thank you
Code: Select all
// 1. Blue    = Close
// 2. Red    = Medium
// 3. Green    = Long
 
/* L2/LT + Right D-Pad to change distance
                                   0. Off    = No Selection    */

define  CloseRangeTime    = 160,    // 1. Blue    = Close
        MediumRangeTime    = 120,    // 2. Red    = Medium
        LongRangeTime    = 100;    // 3. Green    = Long
 
int Count,
    Start;
 
main {
    if(isqrt(pow(get_ival(PS4_RY), 2) + pow(get_ival(PS4_RX), 2)) <= 12) // Remove Any Unwanted Stick Drift
    {
        set_val(PS4_RY, 0);
        set_val(PS4_RX, 0);
    }
 
    // L2/LT Hair Trigger
    deadzone(PS4_L2, NOT_USE, 99, NOT_USE);
 
  // R2/RT Hair Trigger (Hip Aim)
    if(get_val(PS4_R2) >= 1 && get_val(PS4_R2) < 13)
        set_val(PS4_R2, 13);
 
 
    // Headshot Aim
    if(get_val(PS4_L2) && event_press(PS4_RIGHT))
        Count ++;
 
        if(Count >= 4)
            Count = 0;
 
        if(!Start && get_val(PS4_L2) && get_ptime(PS4_L2) > 250)
        {
            if(Count == 1)
                combo_run(AIM_HEAD_CLOSE);
            if(Count == 2)
                combo_run(AIM_HEAD_MEDIUM);
            if(Count == 3)
                combo_run(AIM_HEAD_LONG);
        }
 
    if(event_release(PS4_L2))
        Start = FALSE;
 
    if(!Count)
        set_led(LED_1, 0);
 
    if(Count == 1)
        set_hsb(110, 100, 75);
 
    if(Count == 2)
        set_hsb(55, 100, 75);
 
    if(Count == 3)
        set_hsb(12, 100, 75);
}
 
// Headshot Aim
combo AIM_HEAD_CLOSE {
    set_val(PS4_RY, -100);
    wait(CloseRangeTime);
    Start = TRUE;
}
 
combo AIM_HEAD_MEDIUM {
    set_val(PS4_RY, -100);
    wait(MediumRangeTime);
    Start = TRUE;
}
 
combo AIM_HEAD_LONG {
    set_val(PS4_RY, -100);
    wait(LongRangeTime);
    Start = TRUE;
}
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Re: T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/202

Postby Thegame » Wed Jan 24, 2024 11:48 pm

hi can someone assist with converting this script for the T2? i tried using the converter but it did not work. thanks in advance!
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Official_ScottishTryHard_6.0_v1.02_Public.gpc
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