changing button config for ps4 to combat pro

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

changing button config for ps4 to combat pro

Postby uncleswayy » Fri Nov 30, 2018 8:14 am

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);
}
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uncleswayy
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Posts: 14
Joined: Wed Nov 14, 2018 7:16 pm

Re: changing button config for ps4 to combat pro

Postby J2Kbr » Sun Dec 02, 2018 9:08 am

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);
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J2Kbr
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