Please fix this Apex Legends Ultimate script
3 posts
• Page 1 of 1
Please fix this Apex Legends Ultimate script
This gives so many errors when compiling with Gtuner Pro for Titan One.
- Code: Select all
int R1L1_onoff = FALSE; //Flipped - Change to TRUE if user wants to play with flipped bumpers/triggers
int rf_onoff = FALSE; //Rapid Fire - Change to TRUE for ON by default
int rumbles;
int d_tap;
int Bhop_onoff;
define FIRE_BTN = 4;
define ADS_BTN = 7;
define R_X = 9;
define R_Y = 10;
define D_UP = 13;
define DOWN = 14;
data(0,0,3,0,0,0,0,3);
const byte AR_T[][] =
{{10,50,140},
{10,90,150}};
const byte AR_V[][] =
{{35,20,10},
{37,22,15}};
//Rapid Fire Values
int hold_time = 50;
int rest_time = 30;
int v,i,ar_y;
int ar_idx;
int rumble = -1;
int rumble_t;
//Aim Assist Values
int aa_p = 24;
int aa_n = -24;
int aa_delay = 20;
// Melee Glitch Value
int patchsoonmaybe = FALSE
//RUMBLE
int rumble_type = RUMBLE_A;
// Fast Heal Swap
//--starting position is up & left should be med-kit
int w_x = -100; //--wheel position left
int w_y = 100; //--wheel position up
int window_time = 250; //--time in ms to hold UP before moving
int xy_time = 20; //--time to hold LX & LY
int rs_x;
int rs_y;
int combo_count;
init{
led_color(ar_idx);
}
main {
//Double Tap Timer
if(d_tap)
d_tap -= get_rtime();
//Bhop-Med
//R3 pressed and LS is forward
if(event_press(PS4_CIRCLE)) {
//Double Tap occured
if(d_tap && get_val(PS4_LY) < -95)
Bhop_onoff = TRUE;
else
d_tap = 300;
}
//Run Combo
if(Bhop_onoff)
combo_run(BHOP);
else
combo_stop(BHOP);
//LS is less than 50%
if(get_val(PS4_LY) > -50)
Bhop_onoff = FALSE;
//Flipped Bumbers/Triggers
if(R1L1_onoff) {
swap(3, 4);
swap(6, 7);
}
//Hair Triggers
if(get_val(PS4_R2))
set_val(PS4_R2,100);
if(get_val(PS4_L2))
set_val(PS4_L2,100);
//Auto Run
if(get_val(PS4_LY) == -100 && get_val(PS4_L2) == 0)
set_val(PS4_L3,100);
//RAPID FIRE TOGGLE
if(get_val(ADS_BTN) && event_press(D_UP)) {
rf_onoff = !rf_onoff;
rumble(rf_onoff);
}
if(rf_onoff && get_val(PS4_R2))
combo_run(RAPID_FIRE);
if(rumbles)
combo_run(RUMBLE);
//AIM ASSIST
if(get_val(ADS_BTN) && !get_val(FIRE_BTN))
combo_run(AA_XY);
else
combo_stop(AA_XY);
//ANTI-RECOIL
//Toggle
if(get_val(ADS_BTN) && event_press(DOWN)) {
ar_idx = !ar_idx;
rumble = ar_idx;
led_color(ar_idx);
}
if(get_val(ADS_BTN) && get_val(FIRE_BTN)) {
//Anti-Recoil Values
if(get_ptime(FIRE_BTN) >= AR_T[ar_idx][0])
ar_y = AR_V[ar_idx][0];
if(get_ptime(FIRE_BTN) >= AR_T[ar_idx][1] * 10)
ar_y = AR_V[ar_idx][1];
if(get_ptime(FIRE_BTN) >= AR_T[ar_idx][2] * 10)
ar_y = AR_V[ar_idx][2];
//CHECK PS4_RX
if(abs(get_val(PS4_RX)) < ar_y + 5)
//Set Anti-Recoil Values
set_val(R_Y,xy_val(R_Y,ar_y));
}
//RUMBLE 2 = On, 1 = Off
if(rumble >= 0) {
if(!rumble_t)
set_rumble(RUMBLE_A,100);
rumble_t += get_rtime();
if(rumble_t == 250)
reset_rumble();
if(rumble_t == 400) {
rumble--;
rumble_t = 0;
}
}
//Melee Glitch Main part
if(get_val(PS4_L2) && event_press(PS4_LEFT)) {
patchsoonmaybe = !patchsoonmaybe;
rumble_A_if_true (patchsoonmaybe);
}
if(patchsoonmaybe && get_val(PS4_R2)) {
combo_run(Melee);
set_val(PS4_R2,0);
} //end
//Heal Swap Activation
//Down arrow is pressed
if(event_press(XB1_DOWN)) {
rs_x = w_x;
rs_y = w_y;
}
if(rs_x || rs_y)
combo_run(HEAL);
}//End Of Main
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 RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo RUMBLE {
set_rumble(RUMBLE_A,100);
wait(250);
reset_rumble();
wait(200);
rumble--;
}
//Combo part for Melee Glitch
combo Melee {
set_val(PS4_R3,100);
wait(390);
set_val(PS4_L1, 100);
set_val(PS4_R1, 100);
wait(40);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
// Heal Swap Combo part
combo HEAL {
set_val(XB1_UP, 100); //--hold up
wait(window_time);
set_val(XB1_UP, 100); //--hold up
set_val(XB1_RX,rs_x);
set_val(XB1_RY,rs_y); //--set RX & RY
wait(xy_time);
set_val(XB1_RX,rs_x); //--hold briefly, release UP
set_val(XB1_RY,rs_y);
wait(30);
wait(30); //--second wait() will return input to controller
combo_count += 1; //add one
w_x = inv(w_x); //reverse for next call
if(combo_count == 2){
//flip the sign
w_y = inv(w_y);
combo_count = 0; //--reset
}
rs_x = 0; //--clear vals so combo only runs once
rs_y = 0;
}
combo BHOP {
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 100);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 0);
wait(30);
set_val (PS4_UP, 100);
set_val(PS4_CROSS, 100):
set_val(PS4_CROSS, 0);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 100);
wait(30);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 0);
set_val(PS4_CROSS, 100);
wait (10);
}
//end
//Function for Melee Glitch
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
} //end
function rumble(f_bln) {
if(f_bln)
rumble = 1;
else
rumble = 2;
}
function xy_val(f_axis,f_val) {
v = get_val(f_axis);
if(abs(v) < 10)
v = 0;
if(abs(v) < f_val + 5)
return v + f_val;
return v;
}
function led_color(color) {
for(i = 0; i <= 3; i++) {
set_led(i,dbyte((color * 4) + i));
}
}
-
dorindain - Sergeant First Class
- Posts: 20
- Joined: Sat Mar 23, 2019 6:47 pm
Re: Please fix this Apex Legends Ultimate script
Fixed:
- Code: Select all
define FIRE_BTN = 4;
define ADS_BTN = 7;
define R_X = 9;
define R_Y = 10;
define D_UP = 13;
define DOWN = 14;
data(0,0,3,0,0,0,0,3);
int R1L1_onoff = FALSE; //Flipped - Change to TRUE if user wants to play with flipped bumpers/triggers
int rf_onoff = FALSE; //Rapid Fire - Change to TRUE for ON by default
int rumbles;
int d_tap;
int Bhop_onoff;
int AR_T00 = 10;
int AR_T01 = 50;
int AR_T02 = 140;
int AR_T10 = 10;
int AR_T11 = 90;
int AR_T12 = 150;
int AR_V00 = 35;
int AR_V01 = 20;
int AR_V02 = 10;
int AR_V10 = 37;
int AR_V11 = 22;
int AR_v12 = 15;
//Rapid Fire Values
int hold_time = 50;
int rest_time = 30;
int v,i,ar_y;
int ar_idx;
int rumble = -1;
int rumble_t;
//Aim Assist Values
int aa_p = 24;
int aa_n = -24;
int aa_delay = 20;
// Melee Glitch Value
int patchsoonmaybe = FALSE;
//RUMBLE
int rumble_type = RUMBLE_A;
// Fast Heal Swap
//--starting position is up & left should be med-kit
int w_x = -100; //--wheel position left
int w_y = 100; //--wheel position up
int window_time = 250; //--time in ms to hold UP before moving
int xy_time = 20; //--time to hold LX & LY
int rs_x;
int rs_y;
int combo_count;
init{
led_color(ar_idx);
}
main {
//Double Tap Timer
if(d_tap)
d_tap = d_tap - get_rtime();
//Bhop-Med
//R3 pressed and LS is forward
if(event_press(PS4_CIRCLE)) {
//Double Tap occured
if(d_tap && get_val(PS4_LY) < -95)
Bhop_onoff = TRUE;
else
d_tap = 300;
}
//Run Combo
if(Bhop_onoff)
combo_run(BHOP);
else
combo_stop(BHOP);
//LS is less than 50%
if(get_val(PS4_LY) > -50)
Bhop_onoff = FALSE;
//Flipped Bumbers/Triggers
if(R1L1_onoff) {
swap(3, 4);
swap(6, 7);
}
//Hair Triggers
if(get_val(PS4_R2))
set_val(PS4_R2,100);
if(get_val(PS4_L2))
set_val(PS4_L2,100);
//Auto Run
if(get_val(PS4_LY) == -100 && get_val(PS4_L2) == 0)
set_val(PS4_L3,100);
//RAPID FIRE TOGGLE
if(get_val(ADS_BTN) && event_press(D_UP)) {
rf_onoff = !rf_onoff;
frumble(rf_onoff);
}
if(rf_onoff && get_val(PS4_R2))
combo_run(RAPID_FIRE);
if(rumbles)
combo_run(RUMBLE);
//AIM ASSIST
if(get_val(ADS_BTN) && !get_val(FIRE_BTN))
combo_run(AA_XY);
else
combo_stop(AA_XY);
//ANTI-RECOIL
//Toggle
if(get_val(ADS_BTN) && event_press(DOWN)) {
ar_idx = !ar_idx;
rumble = ar_idx;
led_color(ar_idx);
}
if(get_val(ADS_BTN) && get_val(FIRE_BTN)) {
//Anti-Recoil Values
if(get_ptime(FIRE_BTN) >= AR_T00[3*ar_idx+0])
ar_y = AR_V00[3*ar_idx+0];
if(get_ptime(FIRE_BTN) >= AR_T00[3*ar_idx+1] * 10)
ar_y = AR_V00[3*ar_idx+1];
if(get_ptime(FIRE_BTN) >= AR_T00[3*ar_idx+2] * 10)
ar_y = AR_V00[3*ar_idx+2];
//CHECK PS4_RX
if(abs(get_val(PS4_RX)) < ar_y + 5)
//Set Anti-Recoil Values
set_val(R_Y,xy_val(R_Y,ar_y));
}
//RUMBLE 2 = On, 1 = Off
if(rumble >= 0) {
if(!rumble_t)
set_rumble(RUMBLE_A,100);
rumble_t = rumble_t + get_rtime();
if(rumble_t == 250)
reset_rumble();
if(rumble_t == 400) {
rumble--;
rumble_t = 0;
}
}
//Melee Glitch Main part
if(get_val(PS4_L2) && event_press(PS4_LEFT)) {
patchsoonmaybe = !patchsoonmaybe;
rumble_A_if_true (patchsoonmaybe);
}
if(patchsoonmaybe && get_val(PS4_R2)) {
combo_run(Melee);
set_val(PS4_R2,0);
} //end
//Heal Swap Activation
//Down arrow is pressed
if(event_press(XB1_DOWN)) {
rs_x = w_x;
rs_y = w_y;
}
if(rs_x || rs_y)
combo_run(HEAL);
}//End Of Main
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 RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo RUMBLE {
set_rumble(RUMBLE_A,100);
wait(250);
reset_rumble();
wait(200);
rumble--;
}
//Combo part for Melee Glitch
combo Melee {
set_val(PS4_R3,100);
wait(390);
set_val(PS4_L1, 100);
set_val(PS4_R1, 100);
wait(40);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
// Heal Swap Combo part
combo HEAL {
set_val(XB1_UP, 100); //--hold up
wait(window_time);
set_val(XB1_UP, 100); //--hold up
set_val(XB1_RX,rs_x);
set_val(XB1_RY,rs_y); //--set RX & RY
wait(xy_time);
set_val(XB1_RX,rs_x); //--hold briefly, release UP
set_val(XB1_RY,rs_y);
wait(30);
wait(30); //--second wait() will return input to controller
combo_count = combo_count + 1; //add one
w_x = inv(w_x); //reverse for next call
if(combo_count == 2){
//flip the sign
w_y = inv(w_y);
combo_count = 0; //--reset
}
rs_x = 0; //--clear vals so combo only runs once
rs_y = 0;
}
combo BHOP {
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 100);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 0);
wait(30);
set_val (PS4_UP, 100);
set_val(PS4_CROSS, 100):
set_val(PS4_CROSS, 0);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 100);
wait(30);
set_val(PS4_CIRCLE, 100);
set_val(PS4_CROSS, 0);
set_val(PS4_CROSS, 100);
wait (10);
}
//end
//Function for Melee Glitch
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
} //end
function frumble(f_bln) {
if(f_bln)
rumble = 1;
else
rumble = 2;
}
function xy_val(f_axis,f_val) {
v = get_val(f_axis);
if(abs(v) < 10)
v = 0;
if(abs(v) < f_val + 5)
return v + f_val;
return v;
}
function led_color(color) {
i = 0;
while(i <= 3) {
set_led(i,dbyte((color * 4) + i));
i++;
}
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Please fix this Apex Legends Ultimate script
Thank you. You're the best.
-
dorindain - Sergeant First Class
- Posts: 20
- Joined: Sat Mar 23, 2019 6:47 pm
3 posts
• Page 1 of 1
Return to GPC1 Script Programming
Who is online
Users browsing this forum: No registered users and 54 guests