Please fix this Apex Legends Ultimate script

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

Please fix this Apex Legends Ultimate script

Postby dorindain » Tue Apr 09, 2019 4:36 am

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));
   }
}
User avatar
dorindain
Sergeant First Class
Sergeant First Class
 
Posts: 20
Joined: Sat Mar 23, 2019 6:47 pm

Re: Please fix this Apex Legends Ultimate script

Postby J2Kbr » Tue Apr 09, 2019 8:17 am

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++;
   }
}
 
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J2Kbr
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Re: Please fix this Apex Legends Ultimate script

Postby dorindain » Wed Apr 10, 2019 10:31 am

Thank you. You're the best.
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dorindain
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