changing button config for ps4 to combat pro
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changing button config for ps4 to combat pro
can you modified for builder pro and jump button is r3, x button is crouch. ps4
- Code: Select all
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
//---------------------------------------------------------------------------------------------------CONFIG & SETUP SECTION-------------------------------------------------------------------------------------------------------------//
//-----------------------------------------------------------------------------------------------------XBOX Edition---------------------------------------------------------------------------------------------------------------------//
//SSCAim Abuse - L2/LT + Y/Triangle to Activate (Secondary Values) Alternate Aim Abuse Values - Toggle on/off
//SSAim Assist - L2/LT + O/B to Activate (Secondary Values) Alternate Aim Assist Values - Toggle on/off
//Dropshot - LT/L2 + A/X to Activate Rapidly Crouch/Uncrouch while ADS and Firing Toggle on/off
//PUMP SMG - L2/LT + Left to Activate Shot a Single shot then goes to the the next right slot and fires weapon
//100% Accuracy - L2/LT & R1/RB to Fire - Always Active Fires a single shot with 100% Accuracy
//TFUE Ghost Peek - L2/LT & L1/LB to Fire - Always Active Use from crouch position will uncrouch fire then quickly crouch again
//Incremental Aim Assist - Always On Except When SSCAim Abuse Is Active Will Increase Shake Gradually The More RS/R3 is pushed
//TFUE Wall - X/Square + LS/L3 Then Tap RT/R2 or L3/LS Will fire weapon then quicly place a wall if RT/R2 pressed
//--Rapidfire - LT/L2 + Right Continually Fires Weapon
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
//--Controls
define VIEW = 1;
define MENU = 2;
define RB = 3;
define RT = 4;
define RS = 5;
define LB = 6;
define LT = 7;
define LS = 8;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
//TFUE Ghost Peek - L2/LT & L1/LB
int ghostpeek = TRUE;
int gpreset = 111;
//TFUE Wall - A/X + LS/L3 Then Tap RT/R2
int tfuewall = FALSE;
//RUMBLE
int rumble_type = RUMBLE_A;
//100% Accuracy - L2/LT & R1/RB
int PerfectAccuracy = TRUE;
//PUMP SMG - L2/LT + LEFT
int PUMP_SMG = FALSE;
//JItter
int tap; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
//--Rapidfire - LT/L2 + Right
int RapidFire = FALSE;
//--Dropshot - LT/L2 + A/X
int DropShot = FALSE;
int dsdown = 34; // Time you are down
int dsup = 136; // Time you are up
//Incremental Aim Assist - Always ON
int STICKY__AIM = TRUE;
int aa_p=20;
int aa_n=-20;
int aa_delay=20;
int release=23;
//Aim Assist - Default/Starting
int AimAssist = TRUE;
int aav = 19;// AIM ASSIST VALUES
int delay = 17;
//Other Aim Assist - Pump/SMG Values
int oAimAssist = FALSE;
int oaav = 25;// AIM ASSIST VALUES
int odelay = 10;
//SSAim Assist - L2/LT + O/B
int SSAimAssist = FALSE;
int SSShake= 22;
int ssdelay = 45;
//Aim Abuse - Default/Staring Values
int AimAbuse = TRUE;
int AimAbuse_HOLD = 284; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 19;
//Aim Abuse Pump/SMG Values
int AimAbusePump = FALSE;
int AimAbuse_HOLD_Pump = 20; //How long you HOLD ADS Button
int AimAbuse_RELEASE_Pump = 1;//How long you release ADS Button
//SSCAim Abuse - L2/LT + Y/Triangle
int SSCAimAbuse = FALSE;
int SSCAimAbuse_HOLD = 160; //How long you HOLD ADS Button
int SSCAimAbuse_RELEASE = 22;//How long you release ADS Button
//Reset Script / All Mods Off
int rreset;
//LED Stuff
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
define Bright_Blue = 8;
data ( 1,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,2,0,2,0,0,2,2,0,2,2,2,2,3,0,0,0);
int LED;
//--------------------------------------------------------------------------------------------------------MAIN SECTION----------------------------------------------------------------------------------------------------//
main {
//TFUE Ghost Peek
if (ghostpeek) {
if (get_val(7)) {if (get_val(6)) {
combo_run(ghostpeek_Hold); }
set_val(6, 0);
}}
//LED Stuff
if (DropShot) LEDC(Green); //Dropshot
if (RapidFire) LEDC(Blue); //RapidFire
if (PUMP_SMG) LEDC(Pink); //PUMP_SMG
if (tfuewall) LEDC(White); //TFUE COMBOS
if (SSAimAssist) LEDC(Yellow); //AimAssit
if (SSCAimAbuse) LEDC(Bright_Blue); //AimAbuse
// ON-OFF SETTINGS:
if (get_val(LT)) {
if (event_press(LEFT)) {
PUMP_SMG = !PUMP_SMG;
tap = FALSE;
rumble_A_if_true(PUMP_SMG);
pumpsmgfunc(PUMP_SMG);
}
set_val(LS, 0);
}
//TFUE Wall
if (get_val(LS) && event_press(X)) {
rumble_A_if_true(tfuewall);
RapidFire = FALSE;
DropShot = FALSE;
PUMP_SMG = FALSE;
tfuewall =! tfuewall;
}
if (tfuewall) {
if (get_val(RT)) {
combo_run(tfuewall);
}
if (get_val(LT)) {
combo_run(tfuefloor);
}
if (get_val(LB) || (get_val(RB) || get_val(Y))) {
tfuewall = FALSE;
}
}
//100% ACCURACY
if (get_val(LT) && get_val(RB)) {
PerfectAccuracy = !PerfectAccuracy
combo_run(PerfectAccuracy);
set_val(RB, 0);
} else {
combo_stop(PerfectAccuracy);
}
//PUMP SMG
if (PUMP_SMG) {
if (R2_block) {
set_val(LT, 0);
set_val(RT, 0);
}
//------------------------------------------------
if (get_val(LT) && event_press(RT)) {
if (!tap) {
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
set_val(RT, 0);
}
}
if (event_press(LB)) {
tap = FALSE;
}
}
//--Rapidfire
if(get_val(LT) && event_press(RIGHT)){
rumble_A_if_true(RapidFire);
RapidFire =! RapidFire;
}
if(RapidFire){
if(get_val(RT)){
combo_run(Rapidfire);
}
}
//--Dropshot
if(get_val(LT) && event_press(A)){
rumble_A_if_true(DropShot);
DropShot =! DropShot;
}
if(DropShot){
if(get_val(LT)&&get_val(RT)){combo_run(DropShot);}
if (event_press(18)){ DropShot = FALSE; }
}
//Reset Script
if(get_val(LT) && event_press(DOWN)){
rumble_A_if_true(rreset);
rreset =! rreset;
funcreset(rreset)
}
//Incremental Aim Assist
if(STICKY__AIM){
if(get_val(LT) > 98) combo_run(AA_XY);
else combo_stop(AA_XY);
}
//SSAim Assist
if((get_val(LT)> 98) && event_press(B)){
rumble_A_if_true(SSAimAssist);
SSAimAssist =! SSAimAssist;
funcSSAA(SSAimAssist)
}
if (SSAimAssist) {
if (get_val(7) > 98) { combo_run(SSAimAssist);}
if (abs(get_val(9)) > 19 || abs(get_val(10)) > 19){
combo_stop(SSAimAssist);}}
//AIM ASSIST
if (AimAssist) {
if (get_val(7)> 98){ combo_run(AimAssist);}
}
if (get_val(9)<-19||get_val(9)>19||get_val(10)<-19||get_val(10)>19||get_val(9)<-19||get_val(9)>19||get_val(10)<-19||get_val(10)>19){
combo_stop(AimAssist);}
//oAimAssist
if (oAimAssist) {
if (get_val(7) > 98) { combo_run(oAimAssist);}
}
if (get_val(9)<-19||get_val(9)>19||get_val(10)<-19||get_val(10)>19||get_val(9)<-19||get_val(9)>19||get_val(10)<-19||get_val(10)>19){
combo_stop(oAimAssist);}
//SSCAIM ABUSE
if(get_val(LT) && event_press(Y)){
rumble_A_if_true(SSCAimAbuse);
SSCAimAbuse =! SSCAimAbuse;
funcSSCAB(SSCAimAbuse)
}
if(SSCAimAbuse){
if(get_val(LT)> 95 && get_val(RT)){
combo_run(SSCAimAbuse);}
if(event_release(LT)){ combo_stop(SSCAimAbuse);
}
}
//AIM ABUSE
if(AimAbuse){
if(get_val(LT)> 95){
combo_run(AimAbuse);}
if(event_release(LT)){ combo_stop(AimAbuse);
}
}
//AIM ABUSE for PUMP/SMG
if(AimAbusePump){
if(get_val(LT)> 95){
combo_run(AimAbusePump);}
if(event_release(LT)){ combo_stop(AimAbusePump);
}
}
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------------------------------------COMBO SECTION-----------------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
combo AA_XY {
set_val(10,xy_val(10,aa_p));
wait(aa_delay);
set_val(9,xy_val(9,aa_p));
wait(aa_delay);
set_val(10,xy_val(10,aa_n));
wait(aa_delay);
set_val(9,xy_val(9,aa_n));
wait(aa_delay);
}
combo ghostpeek_Hold {
set_val(5, 100);
wait(15); wait(15);
set_val(4, 100);
wait(15); wait(10);
set_val(5, 100);
wait(15); wait(gpreset);
}
combo tfuefloor {
block(LT, 500);
wait(130);
set_val(RT, 100);
set_val(B, 100);
wait(20);
set_val(RB, 100);
wait(300);
set_val(B, 100);
wait(50);
}
combo tfuewall {
block(RT, 400);
wait(130);
set_val(RT, 100);
set_val(B, 100);
wait(20);
set_val(RT, 100);
wait(200);
set_val(B, 100);
wait(50);
}
combo PerfectAccuracy {
set_val(RT,100);
wait(100);
wait(250);
set_val(RT,100);
}
combo Rapidfire {
set_val(RT, 100);
wait(120);
set_val(RT, 0);
wait(30);
}
combo Double_Tact_R1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(4, 100);
wait(15);
wait(5);
set_val(7, 100);
set_val(8, 100);
set_val(3, 100);
wait(15);
R2_block = FALSE;
} //end
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
//-----------------
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
//--------------------
combo DropShot{
set_val(RS,100);
wait(dsdown);
wait(dsup);
set_val(RS,100);
}
combo AimAssist {
set_val(10, (aav)); wait(delay)
set_val(9, (aav)); wait(delay)
set_val(10, aav * -1); wait(delay)
set_val(9, aav * -1); wait(delay)}
combo oAimAssist {
set_val(9, (oaav)); wait(odelay);
set_val(9, oaav * -1); wait(odelay); }
combo SSAimAssist {
set_val(10, (SSShake)); wait(ssdelay)
set_val(9, (SSShake)); wait(ssdelay)
set_val(10, SSShake * -1); wait(ssdelay)
set_val(9, SSShake * -1); wait(ssdelay)}
combo AimAbuse {
set_val(LT, 100);
wait(AimAbuse_HOLD);
set_val(LT, 0);
wait(AimAbuse_RELEASE);
}
combo AimAbusePump {
set_val(LT, 100);
wait(AimAbuse_HOLD_Pump);
set_val(LT, 0);
wait(AimAbuse_RELEASE_Pump);
}
combo SSCAimAbuse {
set_val(7, 100); wait(SSCAimAbuse_HOLD);
set_val(7, 0); wait(SSCAimAbuse_RELEASE);
set_val(7, 100); wait(15);
}
function pumpsmgfunc(ps) {
if (ps) {
AimAbuse = FALSE;
AimAbusePump = TRUE;
SSCAimAbuse = FALSE;
SSAimAssist = FALSE;
AimAssist = FALSE;
oAimAssist = TRUE;
} else {
AimAbuse = TRUE;
AimAbusePump = FALSE;
SSCAimAbuse = FALSE;
SSAimAssist = FALSE;
AimAssist = TRUE;
oAimAssist = FALSE;
}
}
function funcSSAA(ssaa) {
if (ssaa) {
SSAimAssist = TRUE;
AimAssist = FALSE;
oAimAssist = FALSE;
} else {
SSAimAssist = FALSE;
AimAssist = TRUE;
oAimAssist = FALSE;
}
}
function funcSSCAB(sscab) {
if (sscab) {
SSCAimAbuse = TRUE;
AimAbuse = FALSE;
AimAbusePump = FALSE;
STICKY__AIM = FALSE;
} else {
SSCAimAbuse = FALSE;
AimAbuse = TRUE;
AimAbusePump = FALSE;
STICKY__AIM = TRUE;
}
}
function funcreset(resett) {
if (resett) {
SSAimAssist = FALSE;
AimAssist = TRUE;
oAimAssist = FALSE;
AimAbuse = TRUE;
AimAbusePump = FALSE;
SSCAimAbuse = FALSE;
tfuewall = FALSE;
PUMP_SMG = FALSE;
RapidFire = FALSE;
DropShot = FALSE;
STICKY__AIM = TRUE;
} else {
SSAimAssist = FALSE;
AimAssist = TRUE;
oAimAssist = FALSE;
AimAbuse = TRUE;
AimAbusePump = FALSE;
SSCAimAbuse = FALSE;
tfuewall = FALSE;
PUMP_SMG = FALSE;
RapidFire = FALSE;
DropShot = FALSE;
STICKY__AIM = TRUE;
}
}
function LEDC(Colour) { LED = (Colour * 4) - 3;
set_led(LED_1, dbyte(LED)); set_led(LED_2, dbyte(LED + 1));
set_led(LED_3, dbyte(LED + 2)); set_led(LED_4, dbyte(LED + 3)); }
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
-
uncleswayy - Staff Sergeant
- Posts: 14
- Joined: Wed Nov 14, 2018 7:16 pm
Re: changing button config for ps4 to combat pro
uncleswayy wrote:jump button is r3, x button is crouch. ps4
For this button remap you can add the following code at the very beginning of the main block:
- Code: Select all
swap(PS4_R3, PS4_CROSS);
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
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