FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TIA

GPC1 script programming for Titan One. Code examples, questions, requests.

FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TIA

Postby yAZZYFizz » Mon Mar 19, 2018 12:13 pm

Code: Select all
//mode and tracker
define buildmode = 1;
define combatmode = 0;
int mode = combatmode;
 
//building tracker
int bldslottrack=1;
 
main {
    //keeps track of which mode
    if ((event_press(PS4_CIRCLE)) && (mode == combatmode)) {
            mode = buildmode
            }
    else if ((event_press(PS4_CIRCLE)) && (mode == buildmode)) {
            mode = combatmode;
            }
 
    //keeps track of build slot
    if ((event_press(PS4_R1)) && (mode == buildmode)) {
        bldslottrack = bldslottrack + 1
            if (bldslottrack > 4) {
                bldslottrack = 1
                }}
    if ((event_press(PS4_L1)) && (mode == buildmode)) {
        bldslottrack = bldslottrack - 1
            if (bldslottrack < 1) {
            bldslottrack = 4
            }}
    //wall hotkey
    if (event_press(PS4_LEFT) && (mode == combatmode)) {
            combo_run(bldwallfrmC)
            }
        else if ((event_press(PS4_LEFT))&& (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldwallfrm2)
        }
        else if ((event_press(PS4_LEFT)) && (mode == buildmode) && (bldslottrack == 3)){
            combo_run(bldwallfrm3)
        }
        else if ((event_press(PS4_LEFT)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldwallfrm4)
        }
    //floor hotkey   
    if (event_press(CEMU_EXTRA5) && (mode == combatmode)) {
            combo_run(bldfloorfrmC)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldfloorfrm1)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 3)) {
            combo_run(bldfloorfrm3)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldfloorfrm4)
        }
    //ramp hotkey
     if (event_press(PS4_RIGHT) && (mode == combatmode)) {
            combo_run(bldrampfrmC)
        }
        else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldrampfrm1)
        }
        else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldrampfrm2)
        }
        else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldrampfrm4)
        }
 
    //roof hotkey
     if (event_press(NOT_USE) && (mode == combatmode)) {
            combo_run(bldrooffrmC)
        }
        else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldrooffrm1)
        }
        else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldrooffrm2)
        }
        else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 3)) {
            combo_run(bldrooffrm3)
        }
 
    //tracker reset to build mode slot1
    if (event_press(PS4_LEFT)) {
        mode = 1
        bldslottrack = 1
    }
}
 //wall combos
combo bldwallfrmC {
    set_val(PS4_CIRCLE,100);
    wait(50);
    bldslottrack=1;
    mode = buildmode;
}
 combo bldwallfrm2{
    set_val(PS4_CIRCLE,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
 combo bldwallfrm3{
    set_val(PS4_R1,100);
    wait(50);
    set_val(PS4_R1,0);
    wait(50)
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
 combo bldwallfrm4{
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
//floor combos
combo bldfloorfrmC{
    set_val(XB1_B,100);
    wait(50);
    set_val(XB1_B,0);
    wait(50);
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm1{
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm3{
    set_val(XB1_LB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm4{
    set_val(XB1_RB,100);
    wait(50);
    set_val(XB1_RB,0);
    wait(50)
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
//ramp combos
combo bldrampfrmC{
    set_val(PS4_CIRCLE,100);
    wait(50);
    set_val(PS4_CIRCLE,0);
    wait(50);
    set_val(PS4_R1,100);
    wait(50);
    set_val(PS4_R1,0);
    wait(50)
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm1{
    set_val(PS4_R1,100);
    wait(50);
    set_val(PS4_R1,0);
    wait(50);
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm2{
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm4{
    set_val(PS4_L1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
 
//roof combos
combo bldrooffrmC{
    set_val(NOT_USE,100);
    wait(50);
    set_val(NOT_USE,0)
    wait(50);
    set_val(NOT_USE,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm1{
    set_val(NOT_USE,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm2{
    set_val(NOT_USE,100);
    wait(50);
    set_val(NOT_USE,0);
    wait(50);
    set_val(NOT_USE,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm3{
    set_val(NOT_USE,100)
    wait(50)
    bldslottrack=4;
    mode=buildmode;
}
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yAZZYFizz
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Posts: 2
Joined: Mon Mar 19, 2018 7:50 am

Re: FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TI

Postby J2Kbr » Mon Mar 19, 2018 12:58 pm

Added.
Code: Select all
//mode and tracker
define buildmode = 1;
define combatmode = 0;
int mode = combatmode;
 
//building tracker
int bldslottrack=1;
 
main {
    //keeps track of which mode
    if ((event_press(PS4_CIRCLE)) && (mode == combatmode)) {
            mode = buildmode
            }
    else if ((event_press(PS4_CIRCLE)) && (mode == buildmode)) {
            mode = combatmode;
            }
 
    //keeps track of build slot
    if ((event_press(PS4_R1)) && (mode == buildmode)) {
        bldslottrack = bldslottrack + 1
            if (bldslottrack > 4) {
                bldslottrack = 1
                }}
    if ((event_press(PS4_L1)) && (mode == buildmode)) {
        bldslottrack = bldslottrack - 1
            if (bldslottrack < 1) {
            bldslottrack = 4
            }}
    //wall hotkey
    if (event_press(PS4_LEFT) && (mode == combatmode)) {
            combo_run(bldwallfrmC)
            }
        else if ((event_press(PS4_LEFT))&& (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldwallfrm2)
        }
        else if ((event_press(PS4_LEFT)) && (mode == buildmode) && (bldslottrack == 3)){
            combo_run(bldwallfrm3)
        }
        else if ((event_press(PS4_LEFT)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldwallfrm4)
        }
    //floor hotkey   
    if (event_press(CEMU_EXTRA5) && (mode == combatmode)) {
            combo_run(bldfloorfrmC)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldfloorfrm1)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 3)) {
            combo_run(bldfloorfrm3)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldfloorfrm4)
        }
    //ramp hotkey
     if (event_press(PS4_RIGHT) && (mode == combatmode)) {
            combo_run(bldrampfrmC)
        }
        else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldrampfrm1)
        }
        else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldrampfrm2)
        }
        else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldrampfrm4)
        }
 
    //roof hotkey
     if (event_press(NOT_USE) && (mode == combatmode)) {
            combo_run(bldrooffrmC)
        }
        else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldrooffrm1)
        }
        else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldrooffrm2)
        }
        else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 3)) {
            combo_run(bldrooffrm3)
        }
 
    //tracker reset to build mode slot1
    if (event_press(PS4_LEFT)) {
        mode = 1
        bldslottrack = 1
    }
 
    if(get_val(PS4_R2)) {
        combo_run(AutoAim);
    }
}
 
combo AutoAim {
    set_val(PS4_L2, 100);
    wait(150);
    set_val(PS4_L2, 0);
    wait(40);
    set_val(PS4_L2, 0);
}
 
 //wall combos
combo bldwallfrmC {
    set_val(PS4_CIRCLE,100);
    wait(50);
    bldslottrack=1;
    mode = buildmode;
}
 combo bldwallfrm2{
    set_val(PS4_CIRCLE,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
 combo bldwallfrm3{
    set_val(PS4_R1,100);
    wait(50);
    set_val(PS4_R1,0);
    wait(50)
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
 combo bldwallfrm4{
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
//floor combos
combo bldfloorfrmC{
    set_val(XB1_B,100);
    wait(50);
    set_val(XB1_B,0);
    wait(50);
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm1{
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm3{
    set_val(XB1_LB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm4{
    set_val(XB1_RB,100);
    wait(50);
    set_val(XB1_RB,0);
    wait(50)
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
//ramp combos
combo bldrampfrmC{
    set_val(PS4_CIRCLE,100);
    wait(50);
    set_val(PS4_CIRCLE,0);
    wait(50);
    set_val(PS4_R1,100);
    wait(50);
    set_val(PS4_R1,0);
    wait(50)
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm1{
    set_val(PS4_R1,100);
    wait(50);
    set_val(PS4_R1,0);
    wait(50);
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm2{
    set_val(PS4_R1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm4{
    set_val(PS4_L1,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
 
//roof combos
combo bldrooffrmC{
    set_val(NOT_USE,100);
    wait(50);
    set_val(NOT_USE,0)
    wait(50);
    set_val(NOT_USE,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm1{
    set_val(NOT_USE,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm2{
    set_val(NOT_USE,100);
    wait(50);
    set_val(NOT_USE,0);
    wait(50);
    set_val(NOT_USE,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm3{
    set_val(NOT_USE,100)
    wait(50)
    bldslottrack=4;
    mode=buildmode;
}
 
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J2Kbr
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Re: FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TI

Postby gankbait » Mon Mar 19, 2018 11:14 pm

sorry im new here, i ordered my t2 yesterday to use with my apex xim..

but what does aim abuse do ? and who does it work ? is there a video online? cannot find anything
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Re: FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TI

Postby J2Kbr » Tue Mar 20, 2018 1:07 pm

Aim abuse constantly press and release the aiming button to trigger the aim assist of the game. The effect of it is snap the aim reticle on the enemy.
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