Gears Ulimate edition Gamepack Request

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

Re: Gears Ulimate edition Gamepack Request

Postby CEO » Sun Aug 30, 2015 2:32 am

So did we get the perfect reload working?
..and does it work for all the weapons?
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Re: Gears Ulimate edition Gamepack Request

Postby Elvish » Sun Aug 30, 2015 2:59 am

I have no idea CEO, I can't test anything I write because I do not have the game. I have not gotten any feedback as to what still needs done.
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Re: Gears Ulimate edition Gamepack Request

Postby JDK19XX » Sun Aug 30, 2015 5:57 pm

Anybody got the latest on this? Which codes work perfect/etc?
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Re: Gears Ulimate edition Gamepack Request

Postby Fragsnipa » Sun Aug 30, 2015 8:14 pm

Ignore
Last edited by Fragsnipa on Sun Aug 30, 2015 8:26 pm, edited 1 time in total.
Console= Xbone
Games = BF4, MCC, H5, BO3, Gears of War UE, Destiny, Gears of War 4, COD 4 Remaste, BF1.
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Re: Gears Ulimate edition Gamepack Request

Postby Fragsnipa » Sun Aug 30, 2015 8:18 pm

Hey Ok here is what works

1. Perfect Reloads For Gnasher, Pistol, Lancer

2. Wall Bounce Works Hold A + Dpad up to enable , Hold A + Dpad down to Disable

3. Rapid Fire Works Hold Right trigger + Dpad up to enable , Hold Right Trigger + Dpad down to Disable

4. Auto Tagging or Spotting Works'

WIP

1. Weapon Sliding

2. Auto Zoom on Longshot.

Code: Select all
    //Active Reload defines.
    define Lancer       = 720;
    define HammerBurst  = 1100;
    define Pistol       = 500;
    define Gnasher      = 850;
         

    //START WEAPON on the line below
    define StartWeapon = Lancer;
    define RATE_OF_FIRE = 20;

    int CurrentWeapon = StartWeapon;
    int cDelay = 100;
    int Zoomed_In = FALSE;
    int Rapid_Fire = FALSE;
    int Auto_Cover = FALSE;
    int hold_time, rest_time;

            init {
                hold_time = 512 / RATE_OF_FIRE;
                rest_time = hold_time - 32;
            if(rest_time < 0) rest_time = 0;}

    main {

        //Tag, whatever that means?
        if(get_val(XB1_LT)){
            combo_run(Tag);
        }
       
        //Weapon Slide
        if(event_press(XB1_X) && !combo_running(Weapon_Slide)){
            combo_run(Weapon_Slide);
        }

        if(get_val(XB1_RT)){
            if(get_val(XB1_DOWN)){
                set_val(XB1_DOWN, 0);
                Rapid_Fire = FALSE;
            }
            if(event_press(XB1_UP)){
                set_val(XB1_UP, 0);
                Rapid_Fire = TRUE;
            }
        }
        if(get_val(XB1_RT) && Rapid_Fire && !combo_running(RapidFire)){
            combo_run(RapidFire);
        }
       
    //Auto Wall Bounce Hold A + Dpad Up to enable.  Hold A + Dpad Down to disable
    if(get_val(XB1_A)){
            if(get_val(XB1_DOWN)){
                set_val(XB1_DOWN, 0);
                Auto_Cover = FALSE;
            }
            if(event_press(XB1_UP)){
                set_val(XB1_UP, 0);
                Auto_Cover = TRUE;
            }
        }
        if(get_val(XB1_A) && Auto_Cover && !combo_running(AutoCover)){
            combo_run(AutoCover);
        }
        //Active reload
        if(event_press(XB1_RB)) {
            combo_run(ReloadGun);
        }
        set_val(XB1_RB, 0);

        // Switch weapon reload timing
        if(event_press(XB1_RIGHT) && !get_val(XB1_RT)) {
            CurrentWeapon = StartWeapon;
        }
        if(event_press(XB1_LEFT) && !get_val(XB1_RT)) {
            CurrentWeapon = Gnasher;
        }
        if(event_press(XB1_DOWN) && !get_val(XB1_RT)) {
            CurrentWeapon = Pistol;
        }
       
        //Reload delay
        if(CurrentWeapon == Gnasher){
            cDelay = 800;
        }
        else{
            cDelay = 100;
        }
        //Auto Zoom  WIP
          /* if(get_val(XB1_LT) && get_ptime(XB1_LT) >= 300 && !Zoomed_In){
              Zoomed_In = TRUE;
               combo_run(ZoomIn);
              }
               else if(!get_val(XB1_LT)){
                  Zoomed_In = FALSE;
              }*/

       
       
    }


    combo ReloadGun {
                                wait(cDelay);
        set_val(XB1_RB, 100);   wait(60);
        set_val(XB1_RB, 0);     wait(CurrentWeapon);
        set_val(XB1_RB, 100);   wait(60);
        set_val(XB1_RB, 0);
    }

    combo Tag {
        set_val(XB1_LS, 100);   wait(100);
        set_val(XB1_LS0);    wait(300);
        set_val(XB1_LS, 100);   wait(100);
        set_val(XB1_LS0);    wait(300);
    }

    combo Weapon_Slide
    {
        set_val(XB1_X, 100);   wait(60);
        set_val(XB1_X, 0);     wait(20);
        set_val(XB1_A, 100);   wait(60);
        set_val(XB1_A, 0);
    }

     combo RapidFire {
                set_val(XB1_RT, 100);
            wait(hold_time);
                set_val(XB1_RT, 0);
            wait(rest_time);
                set_val(XB1_RT, 0);
            }

    combo ZoomIn
    {
        set_val(XB1_LS, 100);
        wait(150);
        set_val(XB1_LS, 0);
    }
    combo AutoCover {
             set_val(XB1_A, 100);
             wait(30);
             set_val(XB1_A, 0);
             wait(30);

    }
Last edited by Fragsnipa on Sun Aug 30, 2015 8:26 pm, edited 2 times in total.
Console= Xbone
Games = BF4, MCC, H5, BO3, Gears of War UE, Destiny, Gears of War 4, COD 4 Remaste, BF1.
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Re: Gears Ulimate edition Gamepack Request

Postby Elvish » Sun Aug 30, 2015 8:23 pm

Could you refresh my memory on what buttons are used for Auto Zoom on Longshot? And does anything happen when you preform a weapon slide, or does nothing happen at all?
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Re: Gears Ulimate edition Gamepack Request

Postby Fragsnipa » Sun Aug 30, 2015 8:32 pm

Elvish wrote:Could you refresh my memory on what buttons are used for Auto Zoom on Longshot? And does anything happen when you preform a weapon slide, or does nothing happen at all?


Sure Think of Quick-scoping in COD. The Left Trigger is the ADS button and the RS button is to zoom in on the longshot(Sniper). So WHat I am implying is when you ADS on longshot. If the user hold the Left Trigger for about 300 ms it Click the RS button to zoom in. i will be doing some test today to see if the Spotting aka Tag enemy is interfering with the Auto Zoom on the long shot.
Console= Xbone
Games = BF4, MCC, H5, BO3, Gears of War UE, Destiny, Gears of War 4, COD 4 Remaste, BF1.
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Re: Gears Ulimate edition Gamepack Request

Postby Elvish » Mon Aug 31, 2015 12:54 am

Haha well no... Auto scope would clearly not work. I used the wrong button... My bad!
Auto scope should now work, and I sped up the time of weapon slide, so hopfully that will work as well. Let me know if it works and if not what needs fixed, Thanks!

-Elvish

Code: Select all
//Active Reload defines.
define Lancer       = 720;
define HammerBurst  = 1100;
define Pistol       = 500;
define Gnasher      = 850;
     

//START WEAPON on the line below
define StartWeapon = Lancer;
define RATE_OF_FIRE = 20;

int CurrentWeapon = StartWeapon;
int cDelay = 100;
int Zoomed_In = FALSE;
int Rapid_Fire = FALSE;
int Auto_Cover = FALSE;
int hold_time, rest_time;

init {
    hold_time = 512 / RATE_OF_FIRE;
    rest_time = hold_time - 32;
    if(rest_time < 0){rest_time = 0;}
}


main {

    //Tag, whatever that means?
    if(get_val(XB1_LT)){
        combo_run(Tag);
    }
    else if(combo_running(Tag)){
        combo_stop(Tag);
    }
   
    //Weapon Slide
    if(event_press(XB1_X) && !combo_running(Weapon_Slide)){
        combo_run(Weapon_Slide);
    }

    //Rapid Fire
    if(get_val(XB1_RT)){
        if(get_val(XB1_DOWN)){
            set_val(XB1_DOWN, 0);
            Rapid_Fire = FALSE;
        }
        if(event_press(XB1_UP)){
            set_val(XB1_UP, 0);
            Rapid_Fire = TRUE;
        }
    }
    if(get_val(XB1_RT) && Rapid_Fire && !combo_running(RapidFire)){
        combo_run(RapidFire);
    }
   
    //Auto Wall Bounce Hold A + Dpad Up to enable.  Hold A + Dpad Down to disable
    if(get_val(XB1_A)){
        if(get_val(XB1_DOWN)){
            set_val(XB1_DOWN, 0);
            Auto_Cover = FALSE;
        }
        if(event_press(XB1_UP)){
            set_val(XB1_UP, 0);
            Auto_Cover = TRUE;
        }
    }
    if(get_val(XB1_A) && Auto_Cover && !combo_running(AutoCover)){
        combo_run(AutoCover);
    }
    //Active reload
    if(event_press(XB1_RB)) {
        combo_run(ReloadGun);
    }
    set_val(XB1_RB, 0);

    // Switch weapon reload timing
    if(event_press(XB1_RIGHT) && !get_val(XB1_RT)) {
        CurrentWeapon = StartWeapon;
    }
    if(event_press(XB1_LEFT) && !get_val(XB1_RT)) {
        CurrentWeapon = Gnasher;
    }
    if(event_press(XB1_DOWN) && !get_val(XB1_RT)) {
        CurrentWeapon = Pistol;
    }
   
    //Reload delay
    if(CurrentWeapon == Gnasher){
        cDelay = 800;
    }
    else{
        cDelay = 100;
    }
   
    //Auto Zoom  WIP
    if(get_val(XB1_LT) && get_ptime(XB1_LT) >= 300 && !Zoomed_In){
        Zoomed_In = TRUE;
        combo_run(ZoomIn);
    }
    else if(!get_val(XB1_LT)){
        Zoomed_In = FALSE;
    }
   
   
}


combo ReloadGun {
                            wait(cDelay);
    set_val(XB1_RB, 100);   wait(60);
    set_val(XB1_RB, 0);     wait(CurrentWeapon);
    set_val(XB1_RB, 100);   wait(60);
    set_val(XB1_RB, 0);
}

combo Tag {
    set_val(XB1_LS, 100);   wait(100);
    set_val(XB1_LS0);    wait(300);
    set_val(XB1_LS, 100);   wait(100);
    set_val(XB1_LS0);    wait(300);
}

combo Weapon_Slide
{
    set_val(XB1_X, 100);   wait(40);
    set_val(XB1_X, 0);     wait(20);
    set_val(XB1_A, 100);   wait(40);
    set_val(XB1_A, 0);
}

combo RapidFire {
    set_val(XB1_RT, 100);
    wait(hold_time);
    set_val(XB1_RT, 0);
    wait(rest_time);
    set_val(XB1_RT, 0);
}

combo ZoomIn
{
    set_val(XB1_RS, 100);   wait(150);
    set_val(XB1_RS, 0);
}

combo AutoCover
{
    set_val(XB1_A, 100);   wait(30);
    set_val(XB1_A, 0);     wait(30);
}
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Mon Aug 31, 2015 4:26 am

I'm about to test this now ill let you know as soon as i find out
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Mon Aug 31, 2015 4:42 am

all the reloads are great
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