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Re: Please Help

PostPosted: Sun Jun 23, 2019 8:13 pm
by Warsai
Is for fifa 19 and using xbox elite one whit paddle

Re: Please Help

PostPosted: Mon Jun 24, 2019 1:41 am
by Buffy
Add this below "#include <titanone.gph>"
Code: Select all
 
#define XB1_PR1 XB1_P1
#define XB1_PR2 XB1_P2
#define XB1_PL1 XB1_P3
#define XB1_PL2 XB1_P4
 

help with transferring T1 script to T2

PostPosted: Mon Jun 24, 2019 2:58 am
by Ne0
Please help to adapt this script to titan two for ps4 . I tried to do it ^ but it writes that there errors in it .

Code: Select all
/*
DESTINY AFK
scripted by xenologer
PS4 only
PLEASE READ ALL INSTRUCTIONS
 
Used to AFK in RUMBLE Playlist
-autoGrind Crucible Rep, and Match Rewards
-derank (Reverse BOOST) Matchmaking Skill / ELO ratings -for more chill games when you DO play for real
 
DO NOT, use this script in any other Playlist except RUMBLE
it is Not Nice to your TeamMates, and they WILL REPORT YOU
 
How it works:
Normally, DESTINY has protection to discourage AFK
you get no Crucible Rep and no Match Rewards if you have No Points, thus someone who just AFKs usually gets nothing.
This Script is Different
This Script gets Kills, therefore, you get Rewards.
typicall results, about 50% of matches have at least 1 kill
We accomplish this, by DETECTING when the player is being Attacked by monitoring the controller RumbleMotors
    then we RESPOND using AREA EFFECT grenades and Super Abilities, to get a kill without having to aim.
 
 
Setup:
Must be TITAN OR WARLOCK - not tested on HUNTERS, doubt it works for them
feel free to experiment with alternate class/armor Builds
the following worked Well for my when AFK
 
TITAN:
class Striker
max int, max dis
lightening grenades -enemies who teabag your afk body get electrocuted
fist of havoc -AFtermatch perk (FoH leaves a damaging field behind)
Aftershocks perk - lightening grenades last longer
Balance other stats for Max Armor
 
WARLOCK:
class VoidWalker
max int
Armor Requirement: VoidFang Vestments -respawn with grenades
Axion Bolt grenade -tracks enemies, even when you're AFK
Nova Bomb - Vortex perk (leaves a damaging area of effect behind)
Annihhalate perk - bigger explosions (very important to get kils)
Vortex Mastery perk - the axion bolts are more persistent
Balance other stats for Max Armor
 
HUNTER:
hunter's have no good area grenades or area super
cannot guarantee any effective AFK kills
 
 
REMEMBER to set your EMOTE to your Favorite DANCE MOVE
*/

 
//wandering settings
define waittime=100; //how long to wait in ms between each direction change
define STR=100; //how far the stick is pushed by the script
 
//dance odds, higher values = less dancing
//0=no dancing
define coldfeet = 200;
 
//DEFAULT control layout
define ADS= PS4_L2, SHOOT=PS4_R2, MELEE=PS4_R1, GRENADE=PS4_L1, CROUCH = PS4_CIRCLE;
//xenolger's layout
//define ADS= PS4_L1, SHOOT=PS4_R1, MELEE=PS4_R2, GRENADE=PS4_L2, CROUCH = PS4_R3;
 
int direction;
define UP=0,RIGHT=1,DOWN=2,LEFT=3;
int dancing=0;
int supercharge=0;
int rumble1,rumble2;
int bag;
 
int lx,ly;
main {
    vm_tctrl(-6);
    rumble1=get_rumble(RUMBLE_A); //read rumble values
    rumble2=get_rumble(RUMBLE_B);
    //block rumble from physically shaking
    set_rumble(RUMBLE_A,0);
    set_rumble(RUMBLE_B,0);
 
    //DETECT red led, Guardian Down
    if(!get_led(0)&&get_led(1)&&!get_led(2)){
        combo_run(respawn);
    }
 
    //DETECT yellow led, SUPER CHARGED
    if(!get_led(0)&&get_led(1)&&get_led(2)){
        supercharge=1;
    }
 
    //DETECT RUMBLE, being attacked -respond with grenade/super
    if(!combo_running(fire) && !combo_running(melee) && (rumble1+rumble2)>50){
        if(supercharge){
            combo_run(super);
            supercharge=0;
        }else{
            combo_run(grenade);
        }
    }
 
    //DANCE, TEABAG, do random stuff
    //VERY IMPORTANT, have to DO STUFF or you'll get booted for inactivity
    //FEEL FREE to Personalize this section
    if(!dancing)
    if(irand(0,coldfeet)==1){//dance
        dancing=1;
        combo_run(dance);
        combo_stop(wander);
        //combo_stop(fire);
        combo_stop(ads);
        combo_stop(look);
    }else{
        if(bag>0){
            combo_run(teabag);
        }else{
            bag=irand(-100,30);
        }
        combo_run(wander);
        //combo_run(fire);
        combo_run(look);
        combo_run(ads);
        //if(irand(0,100)<10)combo_run(melee);
    }
}
combo fire{
    set_val(SHOOT,100);
    wait(irand(0,2000));
    set_val(SHOOT,0);
    wait(irand(0,2000));
}
combo ads{   
    set_val(ADS,100);
    wait(irand(0,100));
    set_val(ADS,0);
    wait(irand(0,2000));
}
combo melee{   
    set_val(MELEE,100);
    wait(irand(0,100));
}
combo grenade{
    set_val(GRENADE,100);
    wait(100);
}
combo dance{
    set_val(PS4_LEFT,100);
    wait(irand(500,3000));
    dancing=0;
}
combo teabag{
    set_val(CROUCH,100);
    wait(100):
    set_val(CROUCH,0);
    wait(100);
    bag=bag-1;
}
combo respawn{
    wait(4000);
    wait(2000);
    set_val(PS4_SQUARE,100);
    wait(100);
    set_val(PS4_SQUARE,0);
    wait(100);
    //output_reconnection(); //reset controller
}
combo super{
    set_val(GRENADE,100);
    set_val(MELEE,100);
    wait(500);
}
 
combo wander{
    if(direction<=UP){set_val(PS4_LX,0);set_val(PS4_LY,-STR);}
    if(direction==DOWN){set_val(PS4_LX,0);set_val(PS4_LY,STR/2);}
    if(direction==LEFT){set_val(PS4_LX,-STR);set_val(PS4_LY,0);}
    if(direction==RIGHT){set_val(PS4_LX,STR);set_val(PS4_LY,0);}
    wait(irand(500,4000));
    direction=irand(-3,8);
}
combo look{
    set_val(PS4_RY,ly);
    set_val(PS4_RX,lx);
    wait(irand(0,400));
    lx=irand(-100,100);
    ly=irand(-20,20);
    if(supercharge)ly=100;
}

Re: Please Help

PostPosted: Mon Jun 24, 2019 12:17 pm
by Warsai
Hi Mate

Thank you very much gone try today :)

Re: help with transferring T1 script to T2

PostPosted: Wed Jun 26, 2019 12:01 am
by Buffy
Code: Select all
 
#pragma METAINFO("destiny.gpc", 1, 0, "Buffy's GPC Converter v0.25r3")
#include <titanone.gph>
 
 
/*
DESTINY AFK
scripted by xenologer
PS4 only
PLEASE READ ALL INSTRUCTIONS
 
Used to AFK in RUMBLE Playlist
-autoGrind Crucible Rep, and Match Rewards
-derank (Reverse BOOST) Matchmaking Skill / ELO ratings -for more chill games when you DO play for real
 
DO NOT, use this script in any other Playlist except RUMBLE
it is Not Nice to your TeamMates, and they WILL REPORT YOU
 
How it works:
Normally, DESTINY has protection to discourage AFK
you get no Crucible Rep and no Match Rewards if you have No Points, thus someone who just AFKs usually gets nothing.
This Script is Different
This Script gets Kills, therefore, you get Rewards.
typicall results, about 50% of matches have at least 1 kill
We accomplish this, by DETECTING when the player is being Attacked by monitoring the controller RumbleMotors
    then we RESPOND using AREA EFFECT grenades and Super Abilities, to get a kill without having to aim.
 
 
Setup:
Must be TITAN OR WARLOCK - not tested on HUNTERS, doubt it works for them
feel free to experiment with alternate class/armor Builds
the following worked Well for my when AFK
 
TITAN:
class Striker
max int, max dis
lightening grenades -enemies who teabag your afk body get electrocuted
fist of havoc -AFtermatch perk (FoH leaves a damaging field behind)
Aftershocks perk - lightening grenades last longer
Balance other stats for Max Armor
 
WARLOCK:
class VoidWalker
max int
Armor Requirement: VoidFang Vestments -respawn with grenades
Axion Bolt grenade -tracks enemies, even when you're AFK
Nova Bomb - Vortex perk (leaves a damaging area of effect behind)
Annihhalate perk - bigger explosions (very important to get kils)
Vortex Mastery perk - the axion bolts are more persistent
Balance other stats for Max Armor
 
HUNTER:
hunter's have no good area grenades or area super
cannot guarantee any effective AFK kills
 
 
REMEMBER to set your EMOTE to your Favorite DANCE MOVE
**/
//wandering settings
//how long to wait in ms between each direction change
//how far the stick is pushed by the script
//dance odds, higher values = less dancing
//0=no dancing
//DEFAULT control layout
//xenolger's layout
//define ADS= PS4_L1, SHOOT=PS4_R1, MELEE=PS4_R2, GRENADE=PS4_L2, CROUCH = PS4_R3;
//read rumble values
//block rumble from physically shaking
//DETECT red led, Guardian Down
//DETECT yellow led, SUPER CHARGED
//DETECT RUMBLE, being attacked -respond with grenade/super
//DANCE, TEABAG, do random stuff
//VERY IMPORTANT, have to DO STUFF or you'll get booted for inactivity
//FEEL FREE to Personalize this section
//dance
//combo_stop(fire);
//combo_run(fire);
//if(irand(0,100)<10)combo_run(melee);
//output_reconnection(); //reset controller
 
 
 
 
define waittime = 100;
define STR = 100;
define coldfeet = 200;
define ADS = PS4_L2;
define  SHOOT = PS4_R2;
define  MELEE = PS4_R1;
define  GRENADE = PS4_L1;
define  CROUCH = PS4_CIRCLE;
define UP = 0;
define RIGHT = 1;
define DOWN = 2;
define LEFT = 3;
 
int direction;
int dancing = 0;
int supercharge = 0;
int rumble1, rumble2;
int bag;
int lx, ly;
 
main {
    vm_tctrl( - 6);
    rumble1 = get_rumble(RUMBLE_A);
    rumble2 = get_rumble(RUMBLE_B);
    set_rumble(RUMBLE_A, 0);
    set_rumble(RUMBLE_B, 0);
    if (!get_led(0) && get_led(1) && !get_led(2)) {
        combo_run(c_respawn);
    }
    if (!get_led(0) && get_led(1) && get_led(2)) {
        supercharge = 1;
    }
    if (!FALSE && !FALSE && (rumble1 + rumble2) > 50) {
        if (supercharge) {
            combo_run(c_super);
            supercharge = 0;
        }
        else {
            combo_run(c_grenade);
        }
    }
    if (!dancing) if (irand(0, coldfeet) == 1) {
        dancing = 1;
        combo_run(c_dance);
        combo_stop(c_wander);
        combo_stop(c_ads);
        combo_stop(c_look);
    }
    else {
        if (bag > 0) {
            combo_run(c_teabag);
        }
        else {
            bag = irand( - 100, 30);
        }
        combo_run(c_wander);
        combo_run(c_look);
        combo_run(c_ads);
    }
}
 
/* combo c_fire {
    set_val(SHOOT, 100);
    wait(irand(0, 2000));
    set_val(SHOOT, 0);
    wait(irand(0, 2000));
}
*/

 
 combo c_ads {
    set_val(ADS, 100);
    wait(irand(0, 100));
    set_val(ADS, 0);
    wait(irand(0, 2000));
}
 
/* combo c_melee {
    set_val(MELEE, 100);
    wait(irand(0, 100));
}
*/

 
 combo c_grenade {
    set_val(GRENADE, 100);
    wait(100);
}
 
combo c_dance {
    set_val(PS4_LEFT, 100);
    wait(irand(500, 3000));
    dancing = 0;
}
 
combo c_teabag {
    set_val(CROUCH, 100);
    wait(100);
    set_val(CROUCH, 0);
    wait(100);
    bag = bag - 1;
}
 
combo c_respawn {
    wait(4000);
    wait(2000);
    set_val(PS4_SQUARE, 100);
    wait(100);
    set_val(PS4_SQUARE, 0);
    wait(100);
}
 
combo c_super {
    set_val(GRENADE, 100);
    set_val(MELEE, 100);
    wait(500);
}
 
combo c_wander {
    if (direction <= UP) {
        set_val(PS4_LX, 0);
        set_val(PS4_LY, - STR);
    }
    if (direction == DOWN) {
        set_val(PS4_LX, 0);
        set_val(PS4_LY, STR / 2);
    }
    if (direction == LEFT) {
        set_val(PS4_LX, - STR);
        set_val(PS4_LY, 0);
    }
    if (direction == RIGHT) {
        set_val(PS4_LX, STR);
        set_val(PS4_LY, 0);
    }
    wait(irand(500, 4000));
    direction = irand( - 3, 8);
}
 
combo c_look {
    set_val(PS4_RY, ly);
    set_val(PS4_RX, lx);
    wait(irand(0, 400));
    lx = irand( - 100, 100);
    ly = irand( - 20, 20);
    if (supercharge) ly = 100;
}
 


viewtopic.php?f=26&t=12027

Re: help with transferring T1 script to T2

PostPosted: Fri Jun 28, 2019 12:15 am
by Ne0
thanks !!!

Script erros /Titan Two - compatability

PostPosted: Sun Jun 30, 2019 10:50 am
by S13002931
Hi

can someone please fix errors in this script and make it compatible with Titan Two ?

thanks

Re: Script erros /Titan Two - compatability

PostPosted: Sun Jun 30, 2019 11:35 am
by Scachi
fixed to compile:
Code: Select all
#include <titanone.gph>
 
int recoil=15;//M4¤Ï«á®y¤Oªì­È
int a2=15;//M4¤Ï«á®y¤Oªì­È
int t1=1;
int t2=1;
int onoff ;
int t4=0;
int autorun=0;
int rbx=0;
int a3;
int swt;
int sqf;
int hg;
int x3=1;
 
main {
  //////////////////////////////M4¸}¥»//////////////////////////////////////
 
  if(get_val(PS4_L2) && get_val(PS4_R2)){//M4¸}¥»
        combo_run(antirecoil2);
        if(t2 >= 5 && t2 <15){
           recoil = 33 + (a2 - 30);
           t1=0;
        }
        if(t2 >= 15 && t2 <25){
           recoil = 55 + 0 + (a2 - 30);
           t1 = 0;
        }
        if(t2 >= 25 && t2<35){
           recoil = 50 + 0 + (a2 - 30);
           t1 = 0;
        }
        if(t2 >= 35 && t2<45){
           recoil = 65 + 0 + (a2 - 30);
           t1 = 0;
        }
        if(t2 >= 45){
           recoil = 60 + 0 + (a2 - 30);
           t1 = 100;
        }
    }
 
  if(onoff==1 && hg==0 && get_val(PS4_L2)){//¦¸­nªZ¾¹M4«á®y¤O½Õ¾ã,«ö¦íL2¤£©ñ
        if(event_press(PS4_UP)){
           recoil = recoil + 2;
           a2 = recoil;
           combo_run(rumble_1);
           if(a2>=50){
              a2=50;
              recoil=50;
              combo_run(rumble_2);
           }
        }
        if(event_press(PS4_DOWN)){
           recoil = recoil - 2;
           a2 = recoil;
           combo_run(rumble_1);
           if(a2<=1){
              a2=0;
              recoil=0;
              combo_run(rumble_2);
           }
        }
        if (get_val(PS4_DOWN) && get_ptime(PS4_DOWN) > 1000){
           a2= 0;
           combo_run(rumble_2);
        }
    }
 
  ////////////////////////////////////////////////////////////////////
 
  if(a2==0){combo_stop(antirecoil2);}//¨ú®øM4¤Ï«á®y¤O   
 
 
  if(event_release(PS4_R2)){  //reset
     combo_stop(antirecoil2);
     recoil=a2;
     t2=1;
     t1=1;
     t4=0;
     x3=1;
    } 
 
 /////////§Y±À§Y¶]/////////
 
  if(get_val(PS4_CROSS)){
     if(event_press(PS4_L3)){
           autorun=!autorun;
      }
   }
 
  if(!get_val(PS4_L2) && autorun==0){
     if(get_val(PS4_LY) < -50 && a3==0){
        combo_run(run);
      }
     if(get_val(PS4_LY) > -50 && a3==1){
        a3=0;
      }
   }
 
  if(combo_running(run)){
     if(autorun==1){
        combo_stop(run);
      }
   }
 
  if(autorun && rbx==1){
       combo_run(rumble_2b);
   }
 
  if(!autorun && rbx==0){
       combo_run(rumble_1b);
   }
 
 
 
 
set_val(TRACE_1, recoil);
set_val(TRACE_2, t2);
set_val(TRACE_5, onoff*100);
set_val(TRACE_6, swt);
}
 
combo swap2{
      set_val(PS4_TRIANGLE, 100);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(80);
      set_val(PS4_TRIANGLE, 100);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(80);
      swt=0;
      }
 
combo rapid2{//M4³s®gcombo
     set_val(PS4_L2, 100);
     wait(200);
     set_val(PS4_L2, 100);
     set_val(PS4_R2, 100);
     wait(100);
     set_val(PS4_L2, 100);
     t2=t2 + 1;
     }
 
combo run {//§Y±À§Y¶]combo
    set_val(PS4_L3,100);
    wait(200);
    set_val(PS4_L3, 0);
    wait(100);
    a3=1;
    }
combo antirecoil2{//M4¤Ï«á®y¤O¸}¥»
    wait(30);
    set_val(PS4_RY, recoil);
    wait(70+t1);
    t2 = t2 + 1;
    wait(30);
    set_val(PS4_RY, recoil);
    wait(70+t1);
    }
 
combo rumble_1{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(100);
      reset_rumble();
      wait(50);
      //rbx=1;
      }
 
combo rumble_2{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(1000);
      reset_rumble();
      wait(50);
      //rbx=0;
      }
combo rumble_1b{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(100);
      reset_rumble();
      wait(50);
      rbx=1;
      }
 
combo rumble_2b{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(1000);
      reset_rumble();
      wait(50);
      rbx=0;
      }

Re: Script erros /Titan Two - compatability

PostPosted: Mon Jul 01, 2019 8:23 am
by S13002931
Thank you

Re: Script erros /Titan Two - compatability

PostPosted: Mon Jul 01, 2019 9:07 am
by Scachi
S13002931 wrote:Thank you

I have done that manually but you can give the converter to T2 a try too: viewtopic.php?f=26&t=12027