Please convert this script
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Please convert this script
please convert this script
- Code: Select all
/*
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
--FFFFFFFFFFF----OOOOO-----RRRRRRRRR--TTTTTTTTTTTTTT--NNNNNN------NNNN--IIII--TTTTTTTTTTTTTT--EEEEEEEEEEE--
--FFFFFFFFFF---OOOOOOOOO---RRRRRRRRRR--TTTTTTTTTTTT---NNNNNNN-----NNNN--IIII---TTTTTTTTTTTT---EEEEEEEEEE---
--FFFF--------OOOOOOOOOOO--RRRR------------TTTT-------NNNNNNNN----NNNN-------------TTTT-------EEEE---------
--FFFF--------OOOO---OOOO--RRRR------------TTTT-------NNNN-NNNN---NNNN--IIII-------TTTT-------EEEE---------
--FFFFFFFF----OOOO---OOOO--RRRR------------TTTT-------NNNN--NNNN--NNNN--IIII-------TTTT-------EEEEEEEE-----
--FFFFFFF-----OOOO---OOOO--RRRR------------TTTT-------NNNN---NNNN-NNNN--IIII-------TTTT-------EEEEEEEE-----
--FFFF--------OOOOOOOOOOO--RRRR------------TTTT-------NNNN----NNNNNNNN--IIII-------TTTT-------EEEE---------
--FFFF---------OOOOOOOOO---RRRR------------TTTT-------NNNN-----NNNNNNN--IIII-------TTTT-------EEEEEEEEEE---
--FFFF-----------OOOOO-----RRRR------------TTTT-------NNNN------NNNNNN--IIII-------TTTT-------EEEEEEEEEEE--
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
/*
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!WHILE THIS SCRIPT IS ACTIVE XBOX / PLAYSTATION HOME BUTTON IS FUNCTIONED TO USE THE VIEW/SHARE BUTTON!
!THIS WAY THE HOME BUTTON NOW BRING UP THE MAP IN FORTNITE AND THE VIEW/SHARE BUTTON IS NOW A TOGGLE!!!
!FOR DOUBLE PUMP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
IF TRUE = MOD IS ON // IF FALSE = MOD IS OFF
*/
remap HOME VIEW // CHANGES XBOX/PLAYSTATION HOME BUTTON TO VIEW/SHARE BUTTON
unmap HOME // REMOVES XBOX/PLAYSTATION HOME BUTTON
//Anti-Recoil --- ALWAYS ON
int AntiRecoil = TRUE;
int antirecoil
int antirecoilA = 24;
int antirecoilB = 31;
int delayA = 14;// --- ANTI-RECOIL VALUE
//Ghost Peeking---ALWAYS ON---HOLD ADS + TAP LB(L1)
int GHOST_PEEK_NOABUSE
//Aim Assist -- Always on
int AimAssist = TRUE;
int aav = 24;// AIM ASSIST VALUES
int aav2 = -24;//AIM ASSIST VALUES
//-//----------------------------------------\\-\\
int value = 31;
int value2 =-31;
int delay = 65;
//Sensitive Aim Abuse---HOLD ADS + TAP LEFT---Aim Abuse kicks in when ADS trigger 95% pressed
int AimAbuse = TRUE;
int AimAbuse_HOLD = 110; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 18;//How long it takes to release ADS Button
//AutoRun---ALWAYS ON
int AutoRun = TRUE;
//100% Accuracy---ALWAYS ON---HOLD ADS + HOLD RB (R1)
int SINGLESHOT = TRUE;
//Double Pump--- TAP XBOX VIEW (PS SHARE) toggle on/off---HOLD FIRE for double pump
int Double_Pump = FALSE;
int PUMP = 780 // DOUBLE PUMP VALUE
//Rumble
int rumble_type = RUMBLE_A;
int Notify = TRUE
//LED
int a; int b;
//BUTTON LAYOUT(WORKS FOR BUILDER PRO)
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define RIGHT_BUMP = 3; // XB1_RB //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define R_X = 9; //XB1_R_X //PS4_R_X
define R_Y = 10; //XB1_R_Y //PS4_R_Y
define L_X = 11; //XB1_L_X //PS4_L_X
define L_Y = 12; //XB1_L_Y //PS4_L_Y
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
define HOME = XB1_XBOX && PS4_PS;
define VIEW = XB1_VIEW && PS4_SHARE;
main {
//AIM ASSIST
if (AimAssist) {
if (get_val(ADS_BTN)) {
combo_run(AimAssist);}}
if (get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value||get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value){
combo_stop(AimAssist);}
//ANTI-RECOIL
if(AntiRecoil){
if(get_val(FIRE_BTN)){combo_run(Antirecoil);}
if(get_rumble(RUMBLE_A) <= 50){antirecoil = antirecoilA;}
if(get_rumble(RUMBLE_A) > 50){antirecoil = antirecoilB;}
if(abs(get_val(R_Y)) >= antirecoil+ 10){combo_stop(Antirecoil);}}
//100% ACCURACY
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
combo_run(SINGLESHOT);
combo_run(Notify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(SINGLESHOT);
}
//AIM ABUSE
if(get_val(ADS_BTN) && event_press(LEFT)){
AimAbuse =! AimAbuse;
if(AimAbuse == TRUE){combo_run(Notify);a=0;b=2;}
if(AimAbuse == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(AimAbuse);
}
if(AimAbuse){
if(get_val(ADS_BTN)> 95){
combo_run(AimAbuse);}
if(event_release(ADS_BTN)){ combo_stop(AimAbuse);
}
//GHOST PEEK
if (get_val(ADS_BTN)) {
// HOLD L2(LT) and PRESS LB
if (event_press(LEFT_BUMP)) {
combo_run( SINGLE_SNEAK_PEAK);
combo_run(Notify);a=0;b=2;
}
set_val(LEFT_BUMP, 0);
}
//AUTO RUN
if(AutoRun){if(get_val(L_Y) <= -20){set_val(SPRINT_BTN, 100);
}
//Double Pump
if (get_val(VIEW) && event_press(VIEW)) {
Double_Pump = !Double_Pump;
if(Double_Pump == TRUE){combo_run(Notify);a=0;b=2;}
if(Double_Pump == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Double_Pump);
}
if (Double_Pump) {
if (get_val(FIRE_BTN) && get_ptime(FIRE_BTN) >= 175) {
set_val(FIRE_BTN, 0);
combo_run(Double_Pump);
} else {
combo_stop (Double_Pump);
}}
}}
}
//LED INDICATOR
combo Notify {
if(Notify){set_rumble(RUMBLE_B,65);}
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(550);
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(250);
reset_leds();
}
combo AimAssist {
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
}
combo SINGLESHOT {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
combo Double_Pump { //DOUBLE TACT // DOUBLE HEAVY
set_val(NEXT_PIECE, 100);
wait(PUMP); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
set_val(LEFT_BUMP, 100);
wait(PUMP); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
}
combo AimAbuse {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
combo SINGLE_SNEAK_PEAK {
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
wait(15);
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(10); //INCREASE THIS IF YOU SHOOT THE STAIRS
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
combo Antirecoil {
set_val(R_Y, antirecoil);
wait(delayA);
set_val(R_Y, antirecoil);
wait(delayA);
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
-
headhunterz - Corporal
- Posts: 5
- Joined: Tue Jun 12, 2018 7:25 am
Re: Please convert this script
Untested:
- Code: Select all
/*
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
--FFFFFFFFFFF----OOOOO-----RRRRRRRRR--TTTTTTTTTTTTTT--NNNNNN------NNNN--IIII--TTTTTTTTTTTTTT--EEEEEEEEEEE--
--FFFFFFFFFF---OOOOOOOOO---RRRRRRRRRR--TTTTTTTTTTTT---NNNNNNN-----NNNN--IIII---TTTTTTTTTTTT---EEEEEEEEEE---
--FFFF--------OOOOOOOOOOO--RRRR------------TTTT-------NNNNNNNN----NNNN-------------TTTT-------EEEE---------
--FFFF--------OOOO---OOOO--RRRR------------TTTT-------NNNN-NNNN---NNNN--IIII-------TTTT-------EEEE---------
--FFFFFFFF----OOOO---OOOO--RRRR------------TTTT-------NNNN--NNNN--NNNN--IIII-------TTTT-------EEEEEEEE-----
--FFFFFFF-----OOOO---OOOO--RRRR------------TTTT-------NNNN---NNNN-NNNN--IIII-------TTTT-------EEEEEEEE-----
--FFFF--------OOOOOOOOOOO--RRRR------------TTTT-------NNNN----NNNNNNNN--IIII-------TTTT-------EEEE---------
--FFFF---------OOOOOOOOO---RRRR------------TTTT-------NNNN-----NNNNNNN--IIII-------TTTT-------EEEEEEEEEE---
--FFFF-----------OOOOO-----RRRR------------TTTT-------NNNN------NNNNNN--IIII-------TTTT-------EEEEEEEEEEE--
-----------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------
/*
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!WHILE THIS SCRIPT IS ACTIVE XBOX / PLAYSTATION HOME BUTTON IS FUNCTIONED TO USE THE VIEW/SHARE BUTTON!
!THIS WAY THE HOME BUTTON NOW BRING UP THE MAP IN FORTNITE AND THE VIEW/SHARE BUTTON IS NOW A TOGGLE!!!
!FOR DOUBLE PUMP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
IF TRUE = MOD IS ON // IF FALSE = MOD IS OFF
*/
remap XB1_XBOX -> XB1_VIEW; // CHANGES XBOX/PLAYSTATION HOME BUTTON TO VIEW/SHARE BUTTON
unmap XB1_XBOX; // REMOVES XBOX/PLAYSTATION HOME BUTTON
//Anti-Recoil --- ALWAYS ON
int AntiRecoil = TRUE;
int antirecoil;
int antirecoilA = 24;
int antirecoilB = 31;
int delayA = 14;// --- ANTI-RECOIL VALUE
//Ghost Peeking---ALWAYS ON---HOLD ADS + TAP LB(L1)
int GHOST_PEEK_NOABUSE;
//Aim Assist -- Always on
int AimAssist = TRUE;
int aav = 24;// AIM ASSIST VALUES
int aav2 = -24;//AIM ASSIST VALUES
//-//----------------------------------------\\-\\
int value = 31;
int value2 =-31;
int delay = 65;
//Sensitive Aim Abuse---HOLD ADS + TAP LEFT---Aim Abuse kicks in when ADS trigger 95% pressed
int AimAbuse = TRUE;
int AimAbuse_HOLD = 110; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 18;//How long it takes to release ADS Button
//AutoRun---ALWAYS ON
int AutoRun = TRUE;
//100% Accuracy---ALWAYS ON---HOLD ADS + HOLD RB (R1)
int SINGLESHOT = TRUE;
//Double Pump--- TAP XBOX VIEW (PS SHARE) toggle on/off---HOLD FIRE for double pump
int Double_Pump = FALSE;
int PUMP = 780; // DOUBLE PUMP VALUE
//Rumble
int rumble_type = RUMBLE_A;
int Notify = TRUE;
//LED
int a; int b;
//BUTTON LAYOUT(WORKS FOR BUILDER PRO)
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define RIGHT_BUMP = 3; // XB1_RB //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define R_X = 9; //XB1_R_X //PS4_R_X
define R_Y = 10; //XB1_R_Y //PS4_R_Y
define L_X = 11; //XB1_L_X //PS4_L_X
define L_Y = 12; //XB1_L_Y //PS4_L_Y
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
define HOME = XB1_XBOX; //&& PS4_PS;
define VIEW = XB1_VIEW; //&& PS4_SHARE;
main {
//AIM ASSIST
if (AimAssist) {
if (get_val(ADS_BTN)) {
combo_run(_AimAssist);}}
if (get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value||get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value){
combo_stop(_AimAssist);}
//ANTI-RECOIL
if(AntiRecoil){
if(get_val(FIRE_BTN)){combo_run(Antirecoil);}
if(get_rumble(RUMBLE_A) <= 50){antirecoil = antirecoilA;}
if(get_rumble(RUMBLE_A) > 50){antirecoil = antirecoilB;}
if(abs(get_val(R_Y)) >= antirecoil+ 10){combo_stop(Antirecoil);}}
//100% ACCURACY
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
combo_run(_SINGLESHOT);
combo_run(_Notify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(_SINGLESHOT);
}
//AIM ABUSE
if(get_val(ADS_BTN) && event_press(LEFT)){
AimAbuse =! AimAbuse;
if(AimAbuse == TRUE){combo_run(_Notify);a=0;b=2;}
if(AimAbuse == FALSE){combo_run(_Notify);a=2;b=0;}
rumble_A_if_true(AimAbuse);
}
if(AimAbuse){
if(get_val(ADS_BTN)> 95){
combo_run(_AimAbuse);}
if(event_release(ADS_BTN)){ combo_stop(_AimAbuse);
}
//GHOST PEEK
if (get_val(ADS_BTN)) {
// HOLD L2(LT) and PRESS LB
if (event_press(LEFT_BUMP)) {
combo_run( SINGLE_SNEAK_PEAK);
combo_run(_Notify);a=0;b=2;
}
set_val(LEFT_BUMP, 0);
}
//AUTO RUN
if(AutoRun){if(get_val(L_Y) <= -20){set_val(SPRINT_BTN, 100);
}
//Double Pump
if (get_val(VIEW) && event_press(VIEW)) {
Double_Pump = !Double_Pump;
if(Double_Pump == TRUE){combo_run(_Notify);a=0;b=2;}
if(Double_Pump == FALSE){combo_run(_Notify);a=2;b=0;}
rumble_A_if_true(Double_Pump);
}
if (Double_Pump) {
if (get_val(FIRE_BTN) && get_ptime(FIRE_BTN) >= 175) {
set_val(FIRE_BTN, 0);
combo_run(_Double_Pump);
} else {
combo_stop (_Double_Pump);
}}
}}
}
//LED INDICATOR
combo _Notify {
if(Notify){set_rumble(RUMBLE_B,65);}
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(550);
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(250);
reset_leds();
}
combo _AimAssist {
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
}
combo _SINGLESHOT {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
combo _Double_Pump { //DOUBLE TACT // DOUBLE HEAVY
set_val(NEXT_PIECE, 100);
wait(PUMP); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
set_val(LEFT_BUMP, 100);
wait(PUMP); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
}
combo _AimAbuse {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
combo SINGLE_SNEAK_PEAK {
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
wait(15);
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(10); //INCREASE THIS IF YOU SHOOT THE STAIRS
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
combo Antirecoil {
set_val(R_Y, antirecoil);
wait(delayA);
set_val(R_Y, antirecoil);
wait(delayA);
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
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