Script Conversion Request Megathread
Re: Script Conversion Request Megathread
Harleys2016 wrote:Need converted to use on titan 1 please
converted:
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Script Conversion Request Megathread
Hi, I have two requests that I'm hoping aren't too much trouble to convert, as there are a limited amount of 2K scripts.
First one is a 2K Shot script
Second is a shot + dribble script
Attached. Thank you for the work!
First one is a 2K Shot script
Second is a shot + dribble script
Attached. Thank you for the work!
- Attachments
-
- 2K21 Shot + Dribble.gpc
- (11.66 KiB) Downloaded 79 times
-
- Dilema 2KShot.gpc
- (3.75 KiB) Downloaded 85 times
-
fenixforver - Private
- Posts: 1
- Joined: Mon Sep 21, 2020 7:36 am
Conversione per titan one
- Code: Select all
/
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------FABRICIO KEITEL ULTIMATE WARZONE SCRIPT-------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Version: 3.0
Platform: Multi
Controller: Multi
Game: WARZONE
Author: FABRICIO KEITEL
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
*/
int Auto_Ping_ON = FALSE;
int Quick_Shot_ON = FALSE;
int Crouch_Shot_ON = FALSE;
int Strafe_Shot_ON = FALSE;
int STICKY__AIM = TRUE; // AIM ASSIST
int release=25;
int _v= 23;
define AIM_H=XB1_RX;//AIM HORIZONTAL
define AIM_V=XB1_RY;//AIM VERTICAL
define STRAFE=XB1_LX;
// PRIMARY WEAPON:
int AR_Primary = 22; // Antirecoil Vertical
int ARH_Primary = 0; // AntiRecoil Horizontal
int RF_Primary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Primary else set FALSE
int RoF_Primary = 8; // Range: 1 to 25 RPS (Round/s)
// SECONDARY WEAPON:
int AR_Secondary = 24; // Antirecoil Vertical
int ARH_Secondary = 0; // AntiRecoil Horizontal
int RF_Secondary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Secondary else set FALSE
int RoF_Secondary = 10; // Range: 1 to 25 RPS (Round/s)
////////// Do not modify //////////
define Off = 0;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(
0,0,0,0, //0. Off
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 double_tap;
int weapon;
int handgun;
int ARV;
int ARH;
int arv;
int arh;
int idx;
int RATE_OF_FIRE;
int hold_time;
int rest_time;
init {
AR_Primary = get_pvar(SPVAR_1, -100, 100, 0); ARH_Primary = get_pvar(SPVAR_4, -100, 100, 0); RoF_Primary = get_pvar(SPVAR_7, 0, 25, 0);
AR_Secondary = get_pvar(SPVAR_2, -100, 100, 0); ARH_Secondary = get_pvar(SPVAR_5, -100, 100, 0); RoF_Secondary = get_pvar(SPVAR_8, 0, 25, 0);
}
define FIRE_SENS = 97.5; // Sensitivity while shothing - Default: 100 - Range [0 ~ 327]
// set a number below 100 for less sens - above 100 for more sens
define GEN_SENS = 92.1; // General sensitivity - Default: 100 - Range [0 ~ 327]
// set a number below 100 for less sens - above 100 for more sens
define ADS_SENS = 105.5; // Sensitivity while aiming - Default: 100 - Range [0 ~ 327]
// set a number below 100 for less sens - above 100 for more sens
define RUN_SENS = 86.1; // Sensitivity while running - Default: 100 - Range [0 ~ 327]
// set a number below 100 for less sens - above 100 for more sens
define MIDPOINT = 51.5; /** MIDPOINT - Default: 50 - Range [0 ~ 100] Carefully read below:
If you set a number below 50 you are defining a zone of high sensitivity range when close to rest position
(fast movements) and a low sensitivity range when far from rest position (better accuracy).
if you set a number above 50 you are defining a zone of low sensitivity when close to the rest position
(better accuracy), and a zone of high sensitivity when far from rest position (fast movements).**/
main {
if(get_val(XB1_LT))
sensitivity(PS4_RX, 54, 98);
sensitivity(PS4_RY, 58, 115);
if(get_val(XB1_RT))
sensitivity(PS4_RX, NOT_USE, 95);
sensitivity(PS4_RY, NOT_USE, 112);
if((get_val(PS4_RX)) && (get_val(PS4_RY) && (get_val(PS4_LY) && (get_val(PS4_LX)&& (!get_val(XB1_LT) && (!get_val(XB1_RT))))))) {
sensitivity(PS4_RX, NOT_USE, 99);
sensitivity(PS4_RY, NOT_USE, 104);}
// FIRE SENS
if(get_val(XB1_LT) && get_val(XB1_RT)) {
sensitivity( 9, MIDPOINT, FIRE_SENS);
sensitivity(10, MIDPOINT, FIRE_SENS);
}
// ADS SENS
else if (get_val(XB1_LT)) {
sensitivity( 9, MIDPOINT, ADS_SENS);
sensitivity(10, MIDPOINT, ADS_SENS);
} else {
// GENERAL SENS
sensitivity( 9, MIDPOINT, GEN_SENS);
sensitivity(10, MIDPOINT, GEN_SENS);
}
// RUNNING SENS
if(get_val(XB1_LS)) {
sensitivity( 9, MIDPOINT, RUN_SENS);
sensitivity(10, MIDPOINT, RUN_SENS);
}
if((get_val(7)) >= 100) {
set_val(XB1_LS, 100);
}
if(event_press(PS4_TRIANGLE))
combo_run(Vibrate1);
deadzone(PS4_L2,PS4_R2,99,99);
if(get_val(PS4_LY) <=-85 && !get_val(XB1_LT) && !get_val(XB1_RT))
combo_run(Auto_Run);
else
combo_stop(Auto_Run);
if(event_release(XB1_Y) && get_ptime(XB1_Y) >= 510)
combo_run(Auto_Y);
if(event_press(PS4_TRIANGLE) || (event_press(PS4_R2) || get_val(PS4_L2)))
combo_stop(Auto_Y);
if(event_release(XB1_X) && get_ptime(XB1_X) >= 1000)
combo_run(Auto_X);
if(event_press(PS4_SQUARE) || (event_press(PS4_R2) || get_val(PS4_L2)))
combo_stop(Auto_X);
if(!get_val(PS4_L2))
{
if(event_press(XB1_X))
combo_run(Reload);
}
}
main{
if(abs(get_val(XB1_RY)) <=5 && abs(get_val(XB1_RX)) <=5)
{
set_val(XB1_RY,0);
set_val(XB1_RX,0);
}
//QUICK SHOT
if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_SQUARE))
{
Quick_Shot_ON = !Quick_Shot_ON;
if (Quick_Shot_ON) combo_run (Vibrate);
if (!Quick_Shot_ON) combo_run (Vibrate1);
}
if(Quick_Shot_ON)
{
if(get_val(XB1_LT))
set_val(XB1_RT, 100);
}
//AIM ABUSE
if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CROSS))
{
Strafe_Shot_ON = !Strafe_Shot_ON;
if (Strafe_Shot_ON) combo_run (Vibrate);
if (!Strafe_Shot_ON) combo_run (Vibrate1);
}
if(Strafe_Shot_ON)
{
if(get_val(XB1_LT) && (get_val(XB1_RT)))
combo_run(Strafe_Shot);
else
combo_stop(Strafe_Shot);
}
//CROUCH SHOT
if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CIRCLE))
{
Crouch_Shot_ON = !Crouch_Shot_ON;
if (Crouch_Shot_ON) combo_run (Vibrate);
if (!Crouch_Shot_ON) combo_run (Vibrate1);
}
if(Crouch_Shot_ON)
{
if(get_val(XB1_LT) && (get_val(XB1_RT)))
combo_run(Crouch_Shot);
else
combo_stop(Crouch_Shot);
}
//AUTO PING
if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_R3))
{
Auto_Ping_ON = !Auto_Ping_ON;
if (Auto_Ping_ON) combo_run (Vibrate);
if (!Auto_Ping_ON) combo_run (Vibrate1);
}
if(Auto_Ping_ON)
{
if (get_val(XB1_RT) && (!get_val(XB1_RS)))
combo_run(Auto_RS1);
else
combo_stop(Auto_RS1);
}
if(STICKY__AIM){
if(get_val(XB1_LT))
combo_run(AA_XY);
else
combo_stop(AA_XY);
}
set_val(TRACE_1, ARV);
set_val(TRACE_2, ARH);
set_val(TRACE_3, RATE_OF_FIRE);
set_val(TRACE_5, weapon);
if(double_tap)
double_tap -= get_rtime();
if(event_press(PS4_TRIANGLE) || (event_press(PS4_DOWN) && !get_val(PS4_L2)))
{
weapon=!weapon;
handgun = FALSE;
if(double_tap)
{
handgun = FALSE ;
weapon = !weapon;
}
}
if(get_val(PS4_L2) && get_val(PS4_OPTIONS))
{
set_pvar(SPVAR_1, AR_Primary); set_pvar(SPVAR_4, ARH_Primary); set_pvar(SPVAR_7, RoF_Primary);
set_pvar(SPVAR_2, AR_Secondary); set_pvar(SPVAR_5, ARH_Secondary); set_pvar(SPVAR_8, RoF_Secondary);
combo_run(Vibrate); combo_run(Flash); set_val(PS4_OPTIONS, 0)
}
if(get_val(PS4_L2) && get_val(PS4_R2))
combo_run(AntiRecoil);
else
combo_stop(AntiRecoil);
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
{
if(!weapon)
{
AR_Primary = edit_val (0, PS4_L2, PS4_CROSS, AR_Primary, PS4_UP, PS4_DOWN, 0, 100);
ARH_Primary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Primary, PS4_RIGHT, PS4_LEFT, -100, 100);
if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
RF_Primary_onoff = !RF_Primary_onoff;
if(RF_Primary_onoff)
{
RoF_Primary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Primary, PS4_UP, PS4_DOWN, 0, 25);
RF ();
}
}
if(weapon)
{
AR_Secondary = edit_val (0, PS4_L2, PS4_CROSS, AR_Secondary, PS4_UP, PS4_DOWN, 0, 100);
ARH_Secondary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Secondary, PS4_RIGHT, PS4_LEFT, -100, 100);
if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
RF_Secondary_onoff = !RF_Secondary_onoff;
if(RF_Secondary_onoff)
{
RoF_Secondary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Secondary, PS4_UP, PS4_DOWN, 0, 25);
RF ();
}
}
}
if(!weapon) LED(Blue);
else LED(Green);
}
combo AA_XY {
set_val(AIM_V,xy_val(AIM_V, _v));
wait(20);
set_val(AIM_H,xy_val(AIM_H, _v));
set_val(STRAFE,xy_val(STRAFE, _v));
wait(20);
set_val(AIM_V,xy_val(AIM_V, _v * -1));
wait(20);
set_val(AIM_H,xy_val(AIM_H, _v * -1));
set_val(STRAFE,xy_val(STRAFE, _v * -1));
wait(20);
}
combo RAPID_FIRE {
wait(hold_time);
set_val(PS4_R2, 0);
wait(rest_time);
}
combo Vibrate1 {
set_rumble(RUMBLE_B, 100);
wait(150);
set_rumble(RUMBLE_B, 0);
wait (150);
set_rumble(RUMBLE_B, 100);
wait(150);
reset_rumble();
}
combo Vibrate {
set_rumble(RUMBLE_A, 50);
wait(300);
reset_rumble();
}
combo Flash {
wait(400);
LED(Off);
wait(400);
}
combo AntiRecoil {
arv = get_val(10) + ARV;
if(arv > 100) arv = 100;
set_val(10, arv);
arh = get_val(9) + ARH;
if(arh > 100) arh = 100;
set_val(9, arh);
}
combo Turbo_1 {
set_val(XB1_X, 100);
wait(550);
set_val(XB1_X, 0);
}
combo Strafe_Shot{
set_val(PS4_L2, 100);
wait(199);
set_val(PS4_L2, 0);
wait(19);
}
combo Auto_RS1 {
set_val(PS4_UP, 100);
wait(120);
set_val(PS4_UP, 0);
wait(70);
}
combo Crouch_Shot {
set_val(XB1_B,100);
}
combo Flash3 {
wait(600);
LED(4);
wait(700);
}
combo Auto_Run{
set_val(XB1_LS, 100);
wait(50);
set_val(XB1_LS, 0);
wait(100);
}
combo Auto_Y {
set_val(XB1_Y,100);
wait(5500);
}
combo Auto_X {
set_val(XB1_X,100);
wait(10500);
}
combo Reload {
set_val(XB1_LS, 0);
wait(2200);
set_val(XB1_LS, 100);
}
function edit_val (f_idx, f_btn1, f_btn2, f_var, f_inc, f_dec, f_min, f_max) {
idx = f_idx;
if(idx == 0)
ARV = f_var;
if(idx == 1)
ARH = f_var;
if(idx == 2)
RATE_OF_FIRE = f_var;
if(get_val(f_btn1) && get_lval(f_btn2))
{
if(event_press(f_inc))
f_var += 1;
if(event_press(f_dec))
f_var -= 1;
set_val(f_inc, 0); set_val(f_dec, 0);
if(f_var < f_min)
{
f_var = f_min;
combo_run(Vibrate);
}
if(f_var > f_max)
{
f_var = f_max;
combo_run(Vibrate);
}
set_val(f_btn2, 0);
}
return f_var;
}
function RF_toggle (f_hbtn1, f_hbtn2, f_pbtn) {
if((get_val(f_hbtn1) && get_val(f_hbtn2)) && event_press(f_pbtn))
{
combo_run(Vibrate);
return TRUE;
}
return FALSE;
}
//#################################################################################################
//
// State machine variable
//
int Current_State = 0;
int Aim_Abuse_State = 2;
define Get_Last_Value = 0;
define Get_Current_Value = 1;
define Aim_Correction = 2;
define Aim_Boost = 3;
define Aim_Perfection_Limit = 95;
//
//#################################################################################################
//######################################### Script variable #######################################
//#################################################################################################
//
// Dont't change!
//
int X_Last_Value = 0;
int Y_Last_Value = 0;
int X_Current_Value = 0;
int Y_Current_Value = 0;
int mvt = 0;
int Aim_Boost_Val = 0;
int Aim_Correction_Val = 0;
//
//#################################################################################################
//############################################# MAIN ##############################################
//#################################################################################################
//
main
{
//update main every 8ms --> only for XB1
// vm_tctrl(-2);
//--LT pulled
if(get_val(XB1_LT))
{
if (Current_State == Get_Last_Value)
{
X_Last_Value = get_lval(XB1_RX);
Y_Last_Value = get_lval(XB1_RY);
Current_State = Get_Current_Value;
}
else if (Current_State == Get_Current_Value)
{
X_Current_Value = get_val(XB1_RX);
Y_Current_Value = get_val(XB1_RY);
if(Aim_Abuse_State == Aim_Correction)
{
Current_State = Aim_Boost;
}
else
{
Current_State = Aim_Correction;
}
}
if (Current_State == Aim_Boost)
{
//Applying BOOST
//Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );
Current_State = Get_Last_Value;
Aim_Abuse_State = Aim_Boost;
}
else if (Current_State == Aim_Correction)
{
//Applying CORRECTION
//Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );
Current_State = Get_Last_Value;
Aim_Abuse_State = Aim_Correction;
}
}
else //--LT not pulled
{
Current_State = Get_Last_Value;
Aim_Abuse_State = Aim_Correction;
}
}
//
//#################################################################################################
//############################################# FUNC ##############################################
//#################################################################################################
//
function
Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS)
{
mvt = abs(Last_Value) + abs(Current_Value);
Aim_Boost_Val = ( mvt + 1 )/2; //Rounding integer division (instead of truncating)
Aim_Correction_Val = Aim_Boost_Val + 4;
if(Aim_Boost_Val >= 10)
{
Aim_Boost_Val = 10;
Aim_Correction_Val = 14;
}
else if(Aim_Boost_Val == 0)
{
Aim_Boost_Val = 2
Aim_Correction_Val = 4;
}
if(mvt < Aim_Perfection_Limit)
{
//--moving right
if(Last_Value < Current_Value)
{
if (Boost)
{
if (X_AXIS)
set_val(XB1_RX, (Current_Value + Aim_Boost_Val));
if (Y_AXIS)
set_val(XB1_RY, (Current_Value + Aim_Boost_Val));
}
else if(Correction)
{
if (X_AXIS)
set_val(XB1_RX, (Current_Value - Aim_Correction_Val));
if (Y_AXIS)
set_val(XB1_RY, (Current_Value - Aim_Correction_Val));
}
}
else //--moving left
{
if (Boost)
{
if (X_AXIS)
set_val(XB1_RX, (Current_Value - Aim_Boost_Val));
if (Y_AXIS)
set_val(XB1_RY, (Current_Value - Aim_Boost_Val));
}
else if(Correction)
{
if (X_AXIS)
set_val(XB1_RX, (Current_Value + Aim_Correction_Val));
if (Y_AXIS)
set_val(XB1_RY, (Current_Value + Aim_Correction_Val));
}
}
}
}
function RF () {
combo_run(Flash);
if(get_val(PS4_R2))
combo_run(RAPID_FIRE);
else
combo_stop(RAPID_FIRE);
}
function LED(Colour) {
set_led(LED_1,dbyte(Colour*4));
set_led(LED_2,dbyte((Colour*4) + 1));
set_led(LED_3,dbyte((Colour*4) + 2));
set_led(LED_4,dbyte((Colour*4) + 3));
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
-
Alfagamer - First Sergeant
- Posts: 60
- Joined: Fri Sep 04, 2020 7:58 am
Re: Script Conversion Request Megathread
converted:fenixforver wrote:Hi, I have two requests that I'm hoping aren't too much trouble to convert, as there are a limited amount of 2K scripts.
other one already compiles.
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Conversione per titan one
already converted here: viewtopic.php?f=6&t=14428&start=340#p101386
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Script Conversion Request Megathread
plz convert to titan 1
- Attachments
-
- modern_warfare_pro_aim_zen_edition_4.2_.gpc
- (106.73 KiB) Downloaded 74 times
-
B00-STN - Private
- Posts: 1
- Joined: Tue Sep 22, 2020 12:00 pm
Re: Script Conversion Request Megathread
B00-STN wrote:plz convert to titan 1
Zen scripts cannot be converted to titan 1.
-
DontAtMe - Captain
- Posts: 502
- Joined: Tue Oct 02, 2018 4:49 am
Re: Script Conversion Request Megathread
Trying to make a 2k21 vc (currency) farming macro. Found some examples but it has a get_rumble and get_rtime command that I don't know how to convert. Is there an equivalent way to do it for the Titan 2?
Thank you
Thank you
- Code: Select all
#pragma METAINFO("2k21 VC Farm", 1, 0, "<author_name>")
int minutes;
int seconds;
int milliseconds;
main {
if(!get_rumble(RUMBLE_RT) && !get_rumble(RUMBLE_LT)) {
milliseconds = milliseconds + get_rtime();
if(milliseconds >= 1000) {
milliseconds = milliseconds - 1000
seconds = seconds + 1;
if(seconds == 90) {// after 30 seconds without rumble.
seconds = 0; // reset counter seconds.
combo_run(Restart_Match); // runs the combo to quit and setup another match.
}
}
}
if(get_rumble(RUMBLE_RT) || get_rumble(RUMBLE_LT)) {
milliseconds = 0; seconds = 0; minutes = 0; // if a rumble is detected then a reset to the counter
}
set_val(TRACE_3, minutes);
set_val(TRACE_4, seconds);
set_val(TRACE_5, milliseconds / 10);
if(get_rumble(RUMBLE_LT) > 1)
if(get_rumble(RUMBLE_RT) > 1)
combo_run(SHOOT_BALL);
}
combo SHOOT_BALL {
set_val(BUTTON_17, 100);
wait(520);
set_val(STICK_2_Y, -100);
}
combo Restart_Match {
set_val(BUTTON_10, 100);
wait(180);
set_val(BUTTON_13, 100);
wait(180);
set_val(BUTTON_13, 100);
wait(2000);
set_val(BUTTON_13, 100);
wait(170);
set_val(BUTTON_13, 100);
wait(170);
set_val(BUTTON_16, 100);
wait(140);
set_val(BUTTON_16, 100);
wait(200);
set_val(BUTTON_16, 100);
wait(200);
set_val(BUTTON_16, 100);
wait(200);
set_val(BUTTON_11, 100);
wait(120);
set_val(BUTTON_16, 100);
wait(380);
}
-
Nefliminator - Staff Sergeant
- Posts: 14
- Joined: Tue Feb 18, 2020 2:37 am
Re: Script Conversion Request Megathread
Nefliminator wrote:Trying to make a 2k21 vc (currency) farming macro. Found some examples but it has a get_rumble and get_rtime command that I don't know how to convert. Is there an equivalent way to do it for the Titan 2?
For the titan two you can use Buffy's converter on the original script: viewtopic.php?f=3&t=12027
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Script Conversion Request Megathread
Hey everyone my buddy is on T1 and I have T2 we added AutoBreath and ping when shot to this but we get a error anyone fix without taking them out please ?
- Attachments
-
- fix.gpc
- (5.19 KiB) Downloaded 68 times
-
ApexPred - Sergeant
- Posts: 9
- Joined: Wed Jun 03, 2020 12:04 am
Return to GPC1 Script Programming
Who is online
Users browsing this forum: No registered users and 62 guests