syntax error, unexpected INT16
10 posts
• Page 1 of 1
syntax error, unexpected INT16
syntax error, unexpected INT16, expecting C or T 'int'.
can someone explain what this debug is trying to tell me. I literally declared the int and it wont accept anything.
change it to a bool same thing, change it to a float same thing, change it to int16 like it asks... same thing
im so lost as to why I cant declare a variable in this titan 2 debug
can someone explain what this debug is trying to tell me. I literally declared the int and it wont accept anything.
change it to a bool same thing, change it to a float same thing, change it to int16 like it asks... same thing
im so lost as to why I cant declare a variable in this titan 2 debug
-
jw48152 - Sergeant First Class
- Posts: 20
- Joined: Fri Dec 14, 2018 12:00 am
Re: syntax error, unexpected INT16
You may be missing a ; at the end in the line before your int declaration.
Post you whole script if you need help to find the issue.
Post you whole script if you need help to find the issue.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: syntax error, unexpected INT16
- Code: Select all
#include <titanone.gph>
//Posted by hacker1990, a member of the community in the device Forums - http://device.com/forums
//Posted : Monday 28th of January, 2019 21:37 UTC
//Aim Assist: *Always On* | No way to disable. Cracker xxpoligoneraxx v15 |
/*_____________________________________________________________________________________________________
| Please Read: |
| Current Version: V15 |
|------------------------------------------------------------------------------------------------------|
| Description: |
| I created this script for the community. I enjoyed using community scripts |
| however I thought I'd have a go and create my own and it came out so much |
| better than I expected! The Aim Abuse is basically a flawless lock on and |
| it has even locked onto people through walls for me. I say all this whilst |
| being humble, this is the best script I have ever used. I appreciate all of |
| the script makers in the community and I appreciate what they have done for |
| us. If anyone has a problem with my script, please contact my discord. |
|------------------------------------------------------------------------------------------------------|
| Copyright Act 1978: |
| |
| The "Fair Use" doctrine allows limited copying of copyrighted works for |
| educational and research purposes. The copyright law provides that |
| reproduction "for purposes such as criticism, news reporting, teaching |
| (including multiple copies for classroom use), scholarship, or research" is |
| not an infringement of copyright. = If your code was used, I will credit |
| where ever needed. |
_______________________________________________________________________________________________________
|------------------------------------------------------------------------------------------------------|
| Controls: |
| -Aim Assist: *Always On* | No way to disable. |
| |
| -Aim Abuse: *Hold ADS all the way* | If you don't press the ADS Trigger all |
| the way down, you are not enabling Aim Abuse, so when using a |
| scoped weapon, you can see the scope perfectly without it being |
| being spammed. |
| |
| -100% Accuracy: *ADS + RB/R1* No way to disable. You may tap or hold RB/R1. |
| |
| -Ghost Peek: *ADS + LB/L1* | No way to disable. |
| |
| -Dropshot: *ADS + RELOAD_BTN* |
| |
| -Auto Run: *Always On* | Moving the left stick upwards will automatically run |
| without you having to press it. |
| |
| -Anti-Recoil: *Always On* | No way to disable. |
| |
| -Fast Farming: *ADS + Y/Triangle to enable, switch weapon to disable* |
| |
| -Rapid Fire: *ADS + Dpad Right* |
| |
| -Hair Trigger: *Always On* | If you lightly tap the shoot button, it will |
| always shoot, allowing you to get the first shot off on |
| your opponents. This also allows super fast building. |
| |
| -Jitter: *ADS + Down = Enable / RB/R1, LB/L1 or Y/Triangle = Disable* | The |
| jitter is set to the Burst AR by default as it works the best, |
| however you can change the timings to fit any guns needs. |
| |
| -Auto Pick Up: *Hold X or Square* | Automatically picks up weapons when you |
| hold your action button. |
| -Auto Bhop: *Hold A or Circle* | This spams the jump button, allowing you to |
| bunny hop better or equal to PC players.
__________________________________________________________________________________________
| TRUE = ON | FALSE = OFF |
| |
| This only effects if the modification is enabled or disabled at the start of the script |
__________________________________________________________________________________________
*/
//Dropshot
int Dropshot = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE
//Auto Pick Up --- ***PLEASE GO TO YOUR FORTNITE SETTINGS AND TURN ON "TAP TO INTERACT"
define Speed = 50
//Hair Trigger
int HairTrigger = TRUE;
//Rapid Fire
int RapidFire = FALSE;
//Anti Recoil
int AntiRecoil = FALSE;
int antirecoil
int antirecoilA = 24;
int antirecoilB = 31;
int delayA = 14;
//Ghost Peek
int GHOST_PEEK_NOABUSE
//Aim Assist -- Always on
int AimAssist = TRUE;
int aav = 19;// AIM ASSIST VALUES
int aav2 = -19;//AIM ASSIST VALUES
int value = 19;
int value2 =-19;
int delay = 20;
//Aim Abuse
int AimAbuse = TRUE;
int AimAbuse_HOLD =230; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 20;//How long you release ADS Button
//AutoRun
int AutoRun = TRUE;
//100% Accuracy
int PerfectAccuracy = TRUE;
//Rumble
int rumble_type = RUMBLE_A;
int Notify = TRUE
//Jitter
int Jitter = FALSE;
//Rapid Fire [Settings]
int shoot_rate = 1;
int rapidfire;
//LED
int a; int b;
//Layout
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; //ADS_BTN //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
main {
//AUTO PICK UP
if (get_val(RELOAD_BTN)){
combo_run(TurboCross);
}
//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);}
//HAIR TRIGGER
if(HairTrigger){
if(get_val(FIRE_BTN))
set_val(FIRE_BTN, 100);
}
//RAPID FIRE
if(get_val(ADS_BTN) && event_press(RIGHT)){
RapidFire =! RapidFire;
if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}
if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}
}
if(RapidFire){
if(get_val(FIRE_BTN)){
combo_run(Rapidfire);
}
}
//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(PerfectAccuracy);
combo_run(Notify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(PerfectAccuracy);
}
//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)) {
if (event_press(LEFT_BUMP)) {
combo_run( GhostPeek);
combo_run(Notify);a=0;b=2;
}
set_val(LEFT_BUMP, 0);
}
//Jitter
if (get_val(ADS_BTN) && event_press(DOWN)) {
Jitter = !Jitter;
}
if (event_press(NEXT_PIECE) || event_press(LEFT_BUMP) || event_press(ADS_BTN)) {
Jitter = FALSE;
}
if (Jitter) {
if(get_val(FIRE_BTN)){
set_val(FIRE_BTN, 0);
combo_run(Jitter);
} else {
combo_stop(Jitter);
}
}
//AutoRun
if(AutoRun){if(get_val(L_Y) <= -20){set_val(SPRINT_BTN, 100);
}
//Dropshot
if(get_val(ADS_BTN) && event_press(RELOAD_BTN)){
Dropshot =! Dropshot;
if(Dropshot == TRUE){combo_run(Notify);a=0;b=2;}
if(Dropshot == FALSE){combo_run(Notify);a=2;b=0;}
}
if(Dropshot){
if(DefenseMode){if(get_val(FIRE_BTN)==0&&get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B)){combo_run(Dropshot);}}
if(AttackMode){if(get_val(ADS_BTN)&&get_val(FIRE_BTN)){combo_run(Dropshot);}}
}
}}
}
//LEDs.
// If the LED flashes Green, you have enabled a modification.
// If the LED flashes Red, you have disabled a modification.
// If the LED flashes Yellow, you are using an un-togglable modification.
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 TurboCross {
wait(Speed);
set_val(XB1_X, 0);
wait(Speed);
set_val(XB1_X, 0);
}
combo Dropshot{
set_val(CROUCH_BTN,100);
wait(40);
wait(200);
set_val(CROUCH_BTN,100);
}
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 PerfectAccuracy {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
combo AimAbuse {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
combo Rapidfire {
set_val(FIRE_BTN, 100);
wait(rapidfire);
set_val(FIRE_BTN, 0);
}
combo Bhop {
wait(Speed);
set_val(JUMP_BTN, 0);
wait(Speed);
set_val(JUMP_BTN, 0);
}
combo Jitter {
set_val(FIRE_BTN, 100);
wait(200);
set_val(RIGHT_BUMP,100);
wait(320);
set_val(FIRE_BTN,100);
wait(200);
set_val(LEFT_BUMP,100)
wait(320)
}
combo GhostPeek {
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(50);
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);
}
Error code is on line 86: GPC error: *****.gpc(86): syntax error, unexpected INT16, expecting C or T 'int'.
- Code: Select all
int HairTrigger = TRUE;
and if ur feeling really generous
- Code: Select all
#pragma METAINFO("P19UE", 1, 0, "jw48152")
#include <titanone.gph>
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--P19UE SCRIPT--////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////////**WARNING, THIS SCRIPT ONLY WORKS WITH BUILDER PRO**//////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
//// CONTROLS ////
//// ////
//// //AIM ABUSE = ALWAYS ON JUST AIM AND SHOOT\\ ////
//// //AIM ASSIST = ALWAYS ON JUST AIM AND SHOOT \\ ////
//// //GHOST PEEK = ADS + LEFT BUMPER \\ ////
//// //SINGLE SHOT = ADS + RIGHT BUMPER \\ ////
//// //DROPSHOT PRESS = ADS + HOLD DOWN SPRINT BUTTON \\ ////
//// //DROPSHOT TOGGLE = ADS + RELOAD TO TOGGLE ON/OFF \\ ////
//// //RAPID FIRE = ADS + DAPD LEFT TO TOGGLE ON/OFF \\ ////
//// //HAIR TRIGGER = ALWAYS ON \\ ////
//// //SWAP TRIGGER = NO TOGGLE \\ ////
//// //INSTA EDIT/RESET = ALWAYS ON \\ ////
//// //-ANTI-RECOIL: *ALWAYS ON* | NO WAY TO DISABLE. \\ ////
/////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////--CONFIGURATION--//////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
////
//AIM ASSIST\\ ////
int AimAssist = TRUE; //WIGGLES YOUR CROSSHAIR MAKING AIM ABUSE MORE EFFECTIVE ////
int AimAssistValues = 23; //HOW MUCH YOUR SCREEN SHAKES(higher values shake faster ////
int delay = 50; //HOW FAST IT SHAKES(lower values shake faster) ////
////
//AIM ABUSE\\ ////
int AimAbuse = TRUE; //TAKES ADVANTAGE OF THE IN GAME AIM ASSIST ////
int ZoomInValues = 230; //ZOOM IN VALUES ////
int ZoomOutValues = 20; //ZOOM OUT VALUES ////
////
//INSTA EDIT & INSTA RESET\\ ////
int EDIT_BUTTON = SPRINT_BTN;//SET THIS TO THE BUTTON YOU USE TO ENTER EDIT MODE ////
int EDIT_BUTTON_HOLD = FALSE//IF YOU HAVE EDIT DELAY SET THIS TO TRUE OR FALSE IF YOU DONT///
int HOLD_TIME = 130;//ENTER YOUR IN GAME EDIT HOLD TIME.(0.10 = 100, 0.25 = 250) ////
int EDIT_RESET_BUTTON = CROUCH_BTN//SET THIS TO THE BUTTON YOU USE TO RESET YOUR BUILD ////
////
////
//Anti Recoil
int AntiRecoil = FALSE;
int antirecoil
int antirecoilA = 24;
int antirecoilB = 31;
int delayA = 14;
////
/*///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////--BUTTON LAYOUT--/////////////////////////////////////////
*////////////////////////////////////////////////////////////////////////////////////////////
define SHOOT_BTN = 4;//RT/R2 ////
define AIM_BTN = 7;//LT/L2 ////
define CROUCH_BTN = 5;//DOWN ON RIGHT STICK ////
define RELOAD_BTN = 20;//X/SQUARE ////
define SPRINT_BTN = 8;//DOWN ON LEFT STICK ////
define JUMP_BTN = 19;//A/CROSS ////
define RIGHT_BUMP = 3;//RB/R1 ////
define LEFT_BUMP = 6;//LB/L1 ////
define SWAP_BTN = 17;//Y/TRIANGLE ////
define BUILD_BTN = 18;//B/CIRCLE ////
define UP = 13;//DPAD UP ////
define DOWN = 14;//DPAD DOWN ////
define LEFT = 15;//DPAD LEFT ////
define RIGHT = 16;//DPAD RIGHT ////
define RX = 9;// ////
define RY = 10;// ////
define LX = 11;// ////
define LY = 12;// ////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--MAIN SCRIPT--/////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
main { ////
///////////////////////////////////////HairTrigger///////////////////////////////////////////
if(HairTrigger){ ////
if(get_val(SHOOT_BTN)){set_val(SHOOT_BTN,100);} ////
} ////
////////////////////////////////////////AimAssist////////////////////////////////////////////
if(AimAssist){ ////
if((get_val(AIM_BTN)) && (get_val(SHOOT_BTN))) { ////
combo_run(AimAssist); ////
} ////
if((get_val(RX)) > AimAssistValues || (get_val(RX)) < inv(AimAssistValues)){ ////
combo_stop(AimAssist); ////
} ////
} ////
////////////////////////////////////////AimAbuse/////////////////////////////////////////////
if(AimAbuse){ ////
if(get_val(AIM_BTN)> 95){ ////
combo_run(AimAbuse);} ////
if(event_release(AIM_BTN)){ combo_stop(AimAbuse); ////
} ////
} ////
///////////////////////////////////////SingleShot////////////////////////////////////////////
if (get_val(AIM_BTN) && get_val(RIGHT_BUMP)) { ////
combo_run(SingleShot); ////
set_val(RIGHT_BUMP, 0); ////
} else { ////
combo_stop(SingleShot); ////
} ////
/////////////////////////////////////DropShot Press//////////////////////////////////////////
////
////////////////////////////////////DropShot Toggle//////////////////////////////////////////
///////////////////////////////InstaEdit & InstaReset////////////////////////////////////////
if (a) { ////
if (i < num) { ////
if (!combo_running(master)) { ////
combo_run(master); ////
} ////
} else if (i > num) { ////
a = FALSE; ////
} ////
} ////
if(EDIT_BUTTON_HOLD) ////
{ ////
if(get_val(EDIT_BUTTON) && get_ptime(EDIT_BUTTON) > HOLD_TIME) ////
{ ////
edit = TRUE; ////
} ////
} ////
else if(!EDIT_BUTTON_HOLD) ////
{ ////
if(get_val(EDIT_BUTTON)) ////
{ ////
edit = TRUE; ////
} ////
} ////
if (edit == TRUE) { ////
resetPress(0,1,0,0,0,0); ////
if (get_val(BUILD_BTN)) { ////
AimAssist = TRUE; ////
AimAbuse = TRUE; ////
} ////
if (event_release(SHOOT_BTN) || get_val(EDIT_RESET_BUTTON) || get_val(SWAP_BTN)) { ////
set_click(BUILD_BTN, 1, 0); ////
edit = FALSE; ////
} ////
} ////
//////////////////////////////////////RapidFire//////////////////////////////////////////////
//// //// ////
//anti-recoil}
if(get_val(SHOOT_BTN)){combo_run(Antirecoil);}
if(abs(get_val(RY)) >= antirecoil+ 10){combo_stop(Antirecoil);}
}
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--COMBO--//////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
combo AimAssist { ////
set_val(RX, AimAssistValues); ////
wait(delay); ////
wait(4); ////
set_val(RX, AimAssistValues*(-1)); ////
wait(delay); ////
} ////
combo AimAbuse { ////
set_val(AIM_BTN, 100); ////
wait(ZoomInValues); ////
set_val(AIM_BTN, 0); ////
wait(ZoomOutValues); ////
} ////
combo SingleShot { ////
set_val(SHOOT_BTN,100); ////
wait(100); ////
wait(260); ////
set_val(SHOOT_BTN,100); ////
} //// ////
combo VIBRATE { ////
set_rumble(rumble_type, 100); ////
wait(300); ////
reset_rumble(); ////
}
combo Antirecoil {
set_val(RY, antirecoil);
wait(delayA);
set_val(RY, antirecoil);
wait(delayA);
}
function rumble_A_if_true(var) { ////
if (var) rumble_type = RUMBLE_A; ////
else rumble_type = RUMBLE_B; ////
combo_run(VIBRATE); ////
} ////
combo master { ////
wait(WAIT); ////
set_val(button, 100); ////
wait(28); ////
set_val(button, 0); ////
wait(28); ////
i = i + 1; ////
} ////
function resetPress(P0,P1,P2,P3,T,S) { ////
if(!P0){pressedIt[0] = FALSE;} else if(P0) {pressedIt[0] = TRUE;} ////
if(!P1){pressedIt[1] = FALSE;} else if(P1) {pressedIt[1] = TRUE;} ////
if(!P2){pressedIt[2] = FALSE;} else if(P2) {pressedIt[2] = TRUE;} ////
if(!P3){pressedIt[3] = FALSE;} else if(P3) {pressedIt[3] = TRUE;} ////
} ////
function set_click(B, Num, Wait) { ////
WAIT = Wait; ////
i = 0; ////
button = B; ////
num = Num; ////
a = TRUE; ////
} ////
int edit = FALSE; ////
int pressedIt[6]; ////
int WAIT; ////
int num, i, a; ////
int button; ////
int rumble_type = RUMBLE_A ////
int HairTrigger = TRUE ////
//#################################################################################################
//######################################### Sweet_EviL_14 #########################################
//#################################################################################################
//# _________ __ ___________ .__.____ ____ _____ #
//# / _____/_ _ __ ____ _____/ |_ \_ _____/__ _|__| | /_ | / | | #
//# \_____ \\ \/ \/ // __ \_/ __ \ __\ | __)_\ \/ / | | | |/ | |_ #
//# / \\ /\ ___/\ ___/| | | \\ /| | |___ | / ^ / #
//# /_______ / \/\_/ \___ >\___ >__| /_______ / \_/ |__|_______ \ |___\____ | #
//# \/ \/ \/ \/ \/ |__| #
//# Big thanks to BATTS legitclouds and all BETA TESTER#
//#################################################################################################
//###################################### Sweet_EviL_14 V5.20 ######################################
//#################################################################################################
//#################################################################################################
//####################################### Script parameters ######################################
//#################################################################################################
//
// Define the refresh rate of the combo
// Big value --> effect not perceived
// Small value --> cause aim jitter
//
define Sampling_Time = 10;
//
//#################################################################################################
//
// Add speed boost to initial joystick movement
// Big value --> you loose sticky aim bubble
//
define Aim_Boost = 7;
//
//#################################################################################################
//
// Compensate the acceleration of the movement introduced by the boost by reducing this value
//
define Aim_Correction = 12;
//
//#################################################################################################
//
// the algorithm saves two movements positions. the current position and the previous position.
// sampling frequency is defined by Sampling_Time.
// if the difference between the current value and the preceding value doesn't exceeds Aim_Perfection_Limit.
// the aimbot algorithm will execute
// i add this parameter to avoid floaty movement when you try to track a target
//
define Aim_Perfection_Limit = 30;
//
//#################################################################################################
//
//operating aim perfection interval
//
define POS_Aim_Limit = 70;
define NEG_Aim_Limit = -70;
//
//#################################################################################################
//
//operating spiroide aim assist interval
//
define POS_Micro_MVT_Limit = 25;
define NEG_Micro_MVT_Limit = -25;
//
//#################################################################################################
//######################################### 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 Sampling_Done = FALSE;
//
int spiroide_pulse = 0;
int fine_pulse = 0;
//
// Joystick calibration value
int Joystick_calibration = FALSE;
int RX_Axis_Joystick_calibrate = 0;
int RY_Axis_Joystick_calibrate = 0;
//
//#################################################################################################
//############################################# MAIN ##############################################
//#################################################################################################
//
main{
//update main every 8ms --> only for PS4
// vm_tctrl(-2);
if (Joystick_calibration == FALSE)
{
RX_Axis_Joystick_calibrate = get_val(PS4_RX);
RY_Axis_Joystick_calibrate = get_val(PS4_RY);
Joystick_calibration = TRUE;
}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
//--LT pulled
if(get_val(PS4_L2))
{
//--current & last value less than limit
if(abs(X_Current_Value) <= POS_Micro_MVT_Limit && abs(Y_Current_Value) <= POS_Micro_MVT_Limit)
{
//--both have a value
//if(X_Last_Value && X_Current_Value)
//{
//--difference between the 2 values less than 15
if(abs(X_Last_Value - X_Current_Value) < 15)
{
combo_stop(Aim_Assist_Perfection);
Sampling_Done = FALSE;
//--RT pulled more than 95%
if(get_val(PS4_R2) > 95)
{
combo_stop(Fine_Tune_Aim);
fine_pulse = 0;
combo_run(spiroide_Aim_Assit);
}
else
{
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
combo_run(Fine_Tune_Aim);
}
}
//}
}
//--current and last greater than limit
else if(abs(X_Current_Value) <= POS_Aim_Limit && abs(Y_Current_Value) <= POS_Aim_Limit)
{
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
fine_pulse = 0;
combo_run(Aim_Assist_Perfection);
}
}
else //--LT not pulled
{
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
combo_stop(Aim_Assist_Perfection);
spiroide_pulse = 0;
fine_pulse = 0;
Sampling_Done = FALSE;
}
}
//
//#################################################################################################
//############################################ COMBO ##############################################
//#################################################################################################
//
combo Aim_Assist_Perfection
{
// Save the first joystick position
X_Last_Value = X_Current_Value
Y_Last_Value = Y_Current_Value
// Sampling frequency
wait(Sampling_Time);
// Save the second joystick position
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE )
{
//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 );
}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
// Sampling frequency
wait(Sampling_Time);
// Save the second joystick position
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RX_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE )
{
//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 );
}
Sampling_Done = TRUE;
wait(Sampling_Time);
}
combo Fine_Tune_Aim {
set_val(PS4_RX,(15 - fine_pulse));//right
set_val(PS4_LX,(-15 + fine_pulse));//move left
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));//right+down
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse));//move left
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(10 - fine_pulse));// down
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse));//left+down
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))//move right
wait(Sampling_Time);
wait(Sampling_Time)
wait(Sampling_Time)
set_val(PS4_RX,(-15 + fine_pulse));// left
set_val(PS4_LX,(15 - fine_pulse))//move right
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse)); //left + up
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))//move right
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(-10 + fine_pulse)); //up
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));//right+up
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse))//move left
wait(Sampling_Time);
wait(Sampling_Time);
fine_pulse = fine_pulse + 2;
if ( fine_pulse >10)
{
fine_pulse = 0;
}
}
combo spiroide_Aim_Assit {
set_val(PS4_RX,(4 + spiroide_pulse));//right
set_val(PS4_LX,(-15+ spiroide_pulse));//move left
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(5 + spiroide_pulse));// down
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-4 - spiroide_pulse));//left
set_val(PS4_LX,15 - spiroide_pulse );//move right
wait(Sampling_Time);
wait(Sampling_Time)
set_val(PS4_RY,(5 + spiroide_pulse));// down
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
spiroide_pulse = spiroide_pulse + 2;
if ( spiroide_pulse >10)
{
spiroide_pulse = 0;
}
}
function Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
{
// Thanks Batts for help <img src="images/smilies/animated/smile_20_anim.gif" border="0" alt="" title="Smile" class="inlineimg" />
if(abs(Last_Value - Current_Value) < Aim_Perfection_Limit)
{
//--moving right
if(Last_Value < Current_Value)
{
if (Boost)
{
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Boost));
}
else if(Correction)
{
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Correction));
}
}
else //--moving left
{
if (Boost)
{
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Boost));
}
else if(Correction)
{
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Correction));
}
}
}
}
//
//#################################################################################################
//############################################# END ###############################################
//#################################################################################################
-
jw48152 - Sergeant First Class
- Posts: 20
- Joined: Fri Dec 14, 2018 12:00 am
Re: syntax error, unexpected INT16
Are you trying to compile it for the Titan One or the Titan Two ?
For your error in line 86, it is complaining that you have an "int" in this line but it is expecting something different.
This is most of the time caused by a line above this one where a ";" is missing.
Line 82 has no ";" at the end of the line, but it need one.
Line 82 has to be:
For your error in line 86, it is complaining that you have an "int" in this line but it is expecting something different.
This is most of the time caused by a line above this one where a ";" is missing.
Line 82 has no ";" at the end of the line, but it need one.
Line 82 has to be:
- Code: Select all
define Speed = 50;
Last edited by Scachi on Tue Jan 29, 2019 12:48 am, edited 1 time in total.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: syntax error, unexpected INT16
EDIT: OHHHH OKAY wow that explains alot haha
Last edited by jw48152 on Tue Jan 29, 2019 2:09 am, edited 1 time in total.
-
jw48152 - Sergeant First Class
- Posts: 20
- Joined: Fri Dec 14, 2018 12:00 am
Re: syntax error, unexpected INT16
I'm still getting the same error on the same line even after putting the colon in on speed
okay i figured out why the line above that line also had a missing ;
damn thats really annoying but okay thank you for ur help
okay i figured out why the line above that line also had a missing ;
damn thats really annoying but okay thank you for ur help
-
jw48152 - Sergeant First Class
- Posts: 20
- Joined: Fri Dec 14, 2018 12:00 am
Re: syntax error, unexpected INT16
You can read this post, it list some of most common errors and how to fix them:
viewtopic.php?f=26&t=7591
scroll a bit down to "Summary - How to convert T1/CM scripts"
your first:
I don't think your second script posted will work ..it looks like you have put two scripts into a single one.
That is not that easy two merge to complex scripts. There might be the same names used mutliple times, logic of the script 1 interferes with the logic of script 2 , like button combination to trigger something is used multiple times..
viewtopic.php?f=26&t=7591
scroll a bit down to "Summary - How to convert T1/CM scripts"
your first:
- Code: Select all
#include <titanone.gph>
//Posted by hacker1990, a member of the community in the device Forums - http://device.com/forums
//Posted : Monday 28th of January, 2019 21:37 UTC
//Aim Assist: *Always On* | No way to disable. Cracker xxpoligoneraxx v15 |
/*_____________________________________________________________________________________________________
| Please Read: |
| Current Version: V15 |
|------------------------------------------------------------------------------------------------------|
| Description: |
| I created this script for the community. I enjoyed using community scripts |
| however I thought I'd have a go and create my own and it came out so much |
| better than I expected! The Aim Abuse is basically a flawless lock on and |
| it has even locked onto people through walls for me. I say all this whilst |
| being humble, this is the best script I have ever used. I appreciate all of |
| the script makers in the community and I appreciate what they have done for |
| us. If anyone has a problem with my script, please contact my discord. |
|------------------------------------------------------------------------------------------------------|
| Copyright Act 1978: |
| |
| The "Fair Use" doctrine allows limited copying of copyrighted works for |
| educational and research purposes. The copyright law provides that |
| reproduction "for purposes such as criticism, news reporting, teaching |
| (including multiple copies for classroom use), scholarship, or research" is |
| not an infringement of copyright. = If your code was used, I will credit |
| where ever needed. |
_______________________________________________________________________________________________________
|------------------------------------------------------------------------------------------------------|
| Controls: |
| -Aim Assist: *Always On* | No way to disable. |
| |
| -Aim Abuse: *Hold ADS all the way* | If you don't press the ADS Trigger all |
| the way down, you are not enabling Aim Abuse, so when using a |
| scoped weapon, you can see the scope perfectly without it being |
| being spammed. |
| |
| -100% Accuracy: *ADS + RB/R1* No way to disable. You may tap or hold RB/R1. |
| |
| -Ghost Peek: *ADS + LB/L1* | No way to disable. |
| |
| -Dropshot: *ADS + RELOAD_BTN* |
| |
| -Auto Run: *Always On* | Moving the left stick upwards will automatically run |
| without you having to press it. |
| |
| -Anti-Recoil: *Always On* | No way to disable. |
| |
| -Fast Farming: *ADS + Y/Triangle to enable, switch weapon to disable* |
| |
| -Rapid Fire: *ADS + Dpad Right* |
| |
| -Hair Trigger: *Always On* | If you lightly tap the shoot button, it will |
| always shoot, allowing you to get the first shot off on |
| your opponents. This also allows super fast building. |
| |
| -Jitter: *ADS + Down = Enable / RB/R1, LB/L1 or Y/Triangle = Disable* | The |
| jitter is set to the Burst AR by default as it works the best, |
| however you can change the timings to fit any guns needs. |
| |
| -Auto Pick Up: *Hold X or Square* | Automatically picks up weapons when you |
| hold your action button. |
| -Auto Bhop: *Hold A or Circle* | This spams the jump button, allowing you to |
| bunny hop better or equal to PC players.
__________________________________________________________________________________________
| TRUE = ON | FALSE = OFF |
| |
| This only effects if the modification is enabled or disabled at the start of the script |
__________________________________________________________________________________________
*/
//Dropshot
int Dropshot = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE;
//Auto Pick Up --- ***PLEASE GO TO YOUR FORTNITE SETTINGS AND TURN ON "TAP TO INTERACT"
define Speed = 50;
//Hair Trigger
int HairTrigger = TRUE;
//Rapid Fire
int RapidFire = FALSE;
//Anti Recoil
int AntiRecoil = FALSE;
int antirecoil;
int antirecoilA = 24;
int antirecoilB = 31;
int delayA = 14;
//Ghost Peek
int GHOST_PEEK_NOABUSE;
//Aim Assist -- Always on
int AimAssist = TRUE;
int aav = 19;// AIM ASSIST VALUES
int aav2 = -19;//AIM ASSIST VALUES
int value = 19;
int value2 =-19;
int delay = 20;
//Aim Abuse
int AimAbuse = TRUE;
int AimAbuse_HOLD =230; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 20;//How long you release ADS Button
//AutoRun
int AutoRun = TRUE;
//100% Accuracy
int PerfectAccuracy = TRUE;
//Rumble
int rumble_type = RUMBLE_A;
int Notify = TRUE;
//Jitter
int Jitter = FALSE;
//Rapid Fire [Settings]
int shoot_rate = 1;
int rapidfire;
//LED
int a; int b;
//Layout
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; //ADS_BTN //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
main {
//AUTO PICK UP
if (get_val(RELOAD_BTN)){
combo_run(TurboCross);
}
//AIM ASSIST
if (AimAssist) {
if (get_val(ADS_BTN)) {
combo_run(cAimAssist);}}
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(cAimAssist);}
//HAIR TRIGGER
if(HairTrigger){
if(get_val(FIRE_BTN))
set_val(FIRE_BTN, 100);
}
//RAPID FIRE
if(get_val(ADS_BTN) && event_press(RIGHT)){
RapidFire =! RapidFire;
if(RapidFire == TRUE){combo_run(cNotify);a=0;b=2;}
if(RapidFire == FALSE){combo_run(cNotify);a=2;b=0;}
}
if(RapidFire){
if(get_val(FIRE_BTN)){
combo_run(Rapidfire);
}
}
//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(cPerfectAccuracy);
combo_run(cNotify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(cPerfectAccuracy);
}
//AIM ABUSE
if(get_val(ADS_BTN) && event_press(LEFT)){
AimAbuse =! AimAbuse;
if(AimAbuse == TRUE){combo_run(cNotify);a=0;b=2;}
if(AimAbuse == FALSE){combo_run(cNotify);a=2;b=0;}
rumble_A_if_true(AimAbuse);
}
if(AimAbuse){
if(get_val(ADS_BTN)> 95){
combo_run(cAimAbuse);}
if(event_release(ADS_BTN)){ combo_stop(cAimAbuse);
}
//Ghost Peek
if (get_val(ADS_BTN)) {
if (event_press(LEFT_BUMP)) {
combo_run( GhostPeek);
combo_run(cNotify);a=0;b=2;
}
set_val(LEFT_BUMP, 0);
}
//Jitter
if (get_val(ADS_BTN) && event_press(DOWN)) {
Jitter = !Jitter;
}
if (event_press(NEXT_PIECE) || event_press(LEFT_BUMP) || event_press(ADS_BTN)) {
Jitter = FALSE;
}
if (Jitter) {
if(get_val(FIRE_BTN)){
set_val(FIRE_BTN, 0);
combo_run(cJitter);
} else {
combo_stop(cJitter);
}
}
//AutoRun
if(AutoRun){if(get_val(L_Y) <= -20){set_val(SPRINT_BTN, 100);
}
//Dropshot
if(get_val(ADS_BTN) && event_press(RELOAD_BTN)){
Dropshot =! Dropshot;
if(Dropshot == TRUE){combo_run(cNotify);a=0;b=2;}
if(Dropshot == FALSE){combo_run(cNotify);a=2;b=0;}
}
if(Dropshot){
if(DefenseMode){if(get_val(FIRE_BTN)==0&&get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B)){combo_run(cDropshot);}}
if(AttackMode){if(get_val(ADS_BTN)&&get_val(FIRE_BTN)){combo_run(cDropshot);}}
}
}}
}
//LEDs.
// If the LED flashes Green, you have enabled a modification.
// If the LED flashes Red, you have disabled a modification.
// If the LED flashes Yellow, you are using an un-togglable modification.
combo cNotify {
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 TurboCross {
wait(Speed);
set_val(XB1_X, 0);
wait(Speed);
set_val(XB1_X, 0);
}
combo cDropshot{
set_val(CROUCH_BTN,100);
wait(40);
wait(200);
set_val(CROUCH_BTN,100);
}
combo cAimAssist {
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 cPerfectAccuracy {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
combo cAimAbuse {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
combo Rapidfire {
set_val(FIRE_BTN, 100);
wait(rapidfire);
set_val(FIRE_BTN, 0);
}
combo Bhop {
wait(Speed);
set_val(JUMP_BTN, 0);
wait(Speed);
set_val(JUMP_BTN, 0);
}
combo cJitter {
set_val(FIRE_BTN, 100);
wait(200);
set_val(RIGHT_BUMP,100);
wait(320);
set_val(FIRE_BTN,100);
wait(200);
set_val(LEFT_BUMP,100);
wait(320);
}
combo GhostPeek {
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(50);
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);
}
I don't think your second script posted will work ..it looks like you have put two scripts into a single one.
That is not that easy two merge to complex scripts. There might be the same names used mutliple times, logic of the script 1 interferes with the logic of script 2 , like button combination to trigger something is used multiple times..
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: syntax error, unexpected INT16
when xbox one controller is connected would I call it by "XB1_L2" similar to PS4_L2 or can I just use L2 and the titan two figure it out itself which controller is connected?
Last edited by jw48152 on Tue Jan 29, 2019 1:13 am, edited 2 times in total.
-
jw48152 - Sergeant First Class
- Posts: 20
- Joined: Fri Dec 14, 2018 12:00 am
Re: syntax error, unexpected INT16
jw48152 wrote:when xbox one controller is connected would I call it by "XB1_L2" similar to PS4_L2 or can I just use L2 and the titan two figure it out itself which controller is connected?
No need to change the names.
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: syntax error, unexpected INT16
i fixed it I feel like a moron now lol XB1 uses LT not L2 haha
the second script was able to compile now time to see if it works as intended
the second script was able to compile now time to see if it works as intended
-
jw48152 - Sergeant First Class
- Posts: 20
- Joined: Fri Dec 14, 2018 12:00 am
10 posts
• Page 1 of 1
Return to GPC1 Script Programming
Who is online
Users browsing this forum: No registered users and 94 guests