Some Fortnite and Apex Legends scripts that need fixing
Posted: Thu Apr 11, 2019 8:26 pm
These scripts are made on a program that comes with another device. These scripts are really great and would help everyone who play these games and use a Titan One device. Plus I'm new to scripting so seeing what was changed to fix these scripts will help immensely. Thanks to anyone who spends their time fixing these.
- Code: Select all
// GPC Online Library
// the_apex_legends_script_-_all_button_/_stick_layouts_/_all_consoles.gpc
/*v.2.2 (major update)
___ ____ ____ ____ ___ ____ __ _ ____
/ __)( _ \( __)/ ___) / __)( __)( ( \/ ___)
( (__ ) / ) _) \___ \( (__ ) _) / /\___ \
\___)(__\_)(____)(____/ \___)(____)\_)__)(____/
PROUDLY PRESENTS
_____ ________ __
/\ | __ \| ____\ \ / /
/ \ | |__) | |__ \ V /
/ /\ \ | ___/| __| > <
/ ____ \| | | |____ / . \
_ /_/___ \_\_| ___|______/_/_\_\_ _____
| | | ____/ ____| ____| \ | | __ \ / ____|
| | | |__ | | __| |__ | \| | | | | (___
| | | __|| | |_ | __| | . ` | | | |\___ \
| |____| |___| |__| | |____| |\ | |__| |____) |
|______|______\_____|______|_| \_|_____/|_____/
* A GPC POWER SCRIPT FROM device *
INSTRUCTIONS:
PRO-TIP:
FOR THE MOST INTUITIVE GAME PLAY:
- USE BUTTON_PUNCHER BTN LAYOUT (THIS PUTS CROUCH & SLIDING UNDER YOUR RIGHT THUMB)
- AND SWITCH ON EASY SPRINT WITH ONE OF THE NEW OPTIONS INCL AUTO PING ENEMY, EASY JUMP and more..)
----------- / STEP 1 \ ---------------
/ HOLD \
/ D-PAD DOWN \
hold it....hold it....hold it.... rumbles? Led turned pink?
If yes, you unlocked program mode. YEAH!
Now, first set your in game button lay out and stick layout.
-skip if you play with stick & btn both on default-
HOLD ADS + [TAP D-PAD UP: BUTTON LAY OUT +1].
DEFAULT = 0; (IS ON BY DEFAULT)
BUMPER_JUMPER = 1; (SO TAP D-PAD UP 1X)
BUTTON_PUNCHER = 2; (SO TAP D-PAD UP 2X)
EVOLVED = 3; (ETC.)
GRENADIER = 4;
NINJA = 5;
-skip if you play with stick & btn both on default-
HOLD ADS + [TAP D-PAD RIGHT = STICK LAY OUT +1]
STICK_LAYOUT_DEFAULT = 0; (IS ON BY DEFAULT)
STICK_LAYOUT_SOUTHPAW = 1; (SO TAP D-PAD RIGHT 1X)
STICK_LAYOUT_LEGACY = 2; (SO TAP D-PAD RIGHT 2X)
STICK_LAYOUT_LEGACY_SOUTHPAW = 3; (ETC.)
----------- / STEP 2 \ ---------------
NOW, DECIDE WHAT MODS YOU WANT TO RUN BY DEFAULT:
Rapid_Fire = HOLD ADS + TAP FIRE
AntiRecoil = HOLD ADS + TAP RELOAD
Aim_Assist = HOLD ADS + TAP SW_WEAPON
Easy_Run = HOLD ADS + [TAP PS4_CROSS/XB1_A) = +1]
1 (SO TAP JUMP 1X) = Auto Sprint activated
2 (SO TAP JUMP 2X) = Auto Sprint activated + Easy Jump under Left Stick Click
3 (ETC.) = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
5 = Auto Sprint activated + Easy Ping under Left Stick Click
6 = Auto Sprint activated + Easy Ability under Left Stick Click
7 = Auto Sprint activated + Easy Ultimate Ability under Left Stick Click
8 = Auto Sprint activated + Auto Ping Enemy under Left Stick Click
FINISHED? AND 100% SATISFIED WITH YOUR SETTINGS? HOLD RELOAD UNTIL IT LOCKS (rumbles/led turns blue again).
SO YOUR SCRIPT WILL NOW ALWAYS LOAD EXACTLY AS YOU WANT IT TO LOAD.
CAUTION: YOU HAVE 2 MINUTES TO COMPLETE STEP 1 & 2, AFTER 2 MINUTES YOU EXIT PROGRAM MODE AND CURRENT MODS ARE AUTO SAVED.
TO FINISH WHERE YOU LEFT YOU HAVE TO START THE PROGRAM MODE AGAIN.
----------- / THAT`S IT! FINISHED \ ---------------
IF YOU WANT TO LEARN SOME USEFULL TIPS ON HOW THE HANDLE RAPID FIRE CONTROLLS, YOU MIGHT WANT TO READ POST 1247 IN
MY SUPPORT TOPIC. OPEN THIS LINK IN YOUR BROWSER: https://tinyurl.com/APEXSCRIPTSUPPORT.
From here on (so after completing step 1 & 2) the operational instructions will apply.
OPERATIONAL INSTRUCTIONS
How to use the script...
IN A GAME (WHEN Rapid_Fire IS ACTIVATED BY DEFAULT):
TO SWITCH OFF ALL FIRE MODS : HOLD ADS + TAP D-PAD DOWN
TO SWITCH ON RAPID FIRE : HOLD ADS + TAP D-PAD RIGHT TO SWITCH ON RAPID FIRE (COLOR LED= WHITE - BEST USED WHEN YOU HAVE TWO WEAPONS THAT REQUIRE RAPID FIRE)
TO SWICTH ON RAPID FIRE SECONDARY : HOLD ADS + TAP D-PAD LEFT TO SWITCH ON RAPID FIRE SECONDARY (COLOR LED = BLUE OR RED WHEN YOU SWITCH TO SECONDARY)
WHEN RAPID FIRE SECONDARY IS SWICTHED ON:
- TAP SW_WEAPON !!-->TAP BRIEFLY, LESS THAN 200ms!! TO CYCLE BETWEEN YOUR PRIMARY WEAPON & SECONDARY WEAPON.
- IF YOU NEED TO RESET TO PRIMARY WEAPON: [HOLD ADS] + [HOLD RELOAD] FOR MORE THAN 200 ms.
- READ POST 1247 IF THIS ALL DOES NOT MAKE SENSE,YOU WILL LEARN HOW TO OPERATE THE SCRIPT TO YOUR BEST ADVANTAGE
ANTI RECOIL:
The script will take your vibration out put to determine the level of correction it should apply to compensate recoil.
The anti-recoil therefore requires that you have virbratuon switched on in the games menu.
Toggle ON/OFF anti recoil: HOLD ADS + D-PAD UP. If ON - the led blinks. From the moment you receive vibration input from the game
the anti recoil will start working, the colorled will blink either Green of Skyblue.
- Green - lower recoil correction
- Skyblue - higer recoil correction
IF YOU FEEL THAT THE RECOIL CORRECTION IS TO STRONG (PULLS YOUR WEAPON DOWN) OR TO WEAK, YOU CAN CHANGE THE CORRECTIONS VALUES ON THE FLY!
- HOLD PS4_CIRLE / XB1_B +
tap for the green value:
- D-PAD UP +1 / D-PAD DOWN -1
tap for the SkyBlue value:
- D-PAD RIGHT +1 / D-PAD LEFT -1
TIP: go to the training area in APEX game to try the recoil on the different guns to find your sweet spot before going to an online match.
Values are AUTO SAVED to EPROM - so they will always run by default after competing this step.
AIM ASSIST:
ONCE ACTIVATED TO RUN BY DEFAULT, YOU CAN STILL TOGGLE IT ON/OFF IN A GAME (HOLD ADS + HOLD XB1_VIEW/PS4_ SHARE).
THIS CAN COME IN HANDY, BECAUSE AIM ASSIST DOES NOT WORK GREAT WITH SNIPER WEOPONS, LONG SHOT SCOPES, ETC. THAT REQUIRE A STILL HAND.
----------- / HOLD ADS + HOLD HOME BUTTON UNTIL IT VIBRATES: \ ---------------
----------- /Resets all mods and unlocks the script as if you \ --------------
-----------\ run it for the first time. Use this reset if you /--------------
------------\ experience issues of any kind. /----------------
DO NOT, I REPEAT, DO ABSOLUTELY NOT CHANGE ANYTHING IN THE SCRIPT!!!! IF YOU DO, YOU WILL FUCK UP THE SCRIPT
FOR SURE. THIS SCRIPT IS HIGH-END GPC SCRIPTING - YOU WILL FIND NO BETTER SCRIPT IN THE MARKET PLACE 100% GUARANTEED.
SO AGAIN: MAKE NO CHANGES OR YOU WILL FUCK UP THE SCRIPT!!!
*/
const byte BUTTON_LAYOUTS[][] = {
{ 4, 7, 8, 3, 19, 18, 5, 6, 17},
{ 4, 7, 8, 3, 6, 18, 5, 19, 17},
{ 4, 7, 8, 3, 19, 5, 18, 6, 17},
{ 4, 7, 8, 3, 6, 5, 18, 19, 17},
{ 4, 7, 8, 13, 19, 18, 5, 6, 17},
{ 4, 7, 8, 19, 6, 3, 5, 18, 17}
};
const byte STICK_LAYOUTS[][] = {
{ 12, 11, 9, 10 },
{ 10, 9, 11, 12 },
{ 12, 9, 11, 10 },
{ 10, 11, 9, 12 }
};
const byte DEVICE_LED_COLORS[][] = {
{0,0,0,0},
{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}
};
int FIRE;
int ADS;
int SPRINT;
int PING;
int JUMP;
int CROUCH;
int MELEE;
int ABILITY;
int SW_WEAPON;
int LY;
int LX;
int AIM_X;
int AIM_Y;
int rumble=TRUE;
int RF_1;
int RF_2;
int PrimaryWeapon;
int e_run_threshold= -5;
int A__R;
int T_Button;
int val;
int Auto_Sprint;
int Pr__M=FALSE;
int __a=50;
int __av = 24;
int ar_;
int ar_c;
int l__val=150;
int Stick_Layout;
define STICK_LAYOUT_DEFAULT = 0;
define STICK_LAYOUT_SOUTHPAW = 1;
define STICK_LAYOUT_LEGACY = 2;
define STICK_LAYOUT_LEGACY_SOUTHPAW = 3;
define S_MIN = 0;
define S_MAX = 3;
int Button_Layout;
define BUTTON_LAYOUT_DEFAULT = 0;
define BUTTON_LAYOUT_BUMPER_JUMPER = 1;
define BUTTON_LAYOUT_BUTTON_PUNCHER = 2;
define BUTTON_LAYOUT_EVOLVED = 3;
define BUTTON_LAYOUT_GRENADIER = 4;
define BUTTON_LAYOUT_NINJA = 5;
define B_MIN = 0;
define B_MAX = 5;
int Rapid_Fire
define R_MIN = 0;
define R_MAX = 1;
int AntiRecoil;
define A_MIN = 0;
define A_MAX = 1;
int Aim_Assist;
define AA_MIN = 0;
define AA_MAX = 2;
int Easy_Thumb;
define T_MIN = 0;
define T_MAX = 8;
define Press_btn= 8;
int ar_1;
define ar1_MIN = -100;
define ar1_MAX = 100;
int ar_2;
define ar2_MIN = -100;
define ar2_MAX = 100;
define LED_OFF = 0;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define Skyblue = 5;
define Yellow = 6;
define White = 7;
init {
Button_Layout = get_pvar(SPVAR_1, B_MIN, B_MAX, 0);
Stick_Layout = get_pvar(SPVAR_2, S_MIN, S_MAX, 0);
Rapid_Fire = get_pvar(SPVAR_3, R_MIN, R_MAX, 0);
AntiRecoil = get_pvar(SPVAR_5, A_MIN, A_MAX, 0);
Aim_Assist = get_pvar(SPVAR_6, AA_MIN, AA_MAX, 0);
Easy_Thumb = get_pvar(SPVAR_7, T_MIN, T_MAX, 0);
ar_1 = get_pvar(SPVAR_8, ar1_MIN, ar1_MAX, 15);
ar_2 = get_pvar(SPVAR_9, ar2_MIN, ar2_MAX, 30);
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| |B|L|O|C|K| |S|T|A|R|T|S| |H|E|R|E| | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main{
set_val (TRACE_1, ar_1);
set_val (TRACE_3, ar_2);
set_val (TRACE_4, Easy_Thumb);
set_val (TRACE_5, AntiRecoil);
set_val (TRACE_6, Aim_Assist);
LY = STICK_LAYOUTS[Stick_Layout][0];
LX = STICK_LAYOUTS[Stick_Layout][1];
AIM_X = STICK_LAYOUTS[Stick_Layout][2];
AIM_Y = STICK_LAYOUTS[Stick_Layout][3];
FIRE = BUTTON_LAYOUTS[Button_Layout][0];
ADS = BUTTON_LAYOUTS[Button_Layout][1];
SPRINT = BUTTON_LAYOUTS[Button_Layout][2];
PING = BUTTON_LAYOUTS[Button_Layout][3];
JUMP = BUTTON_LAYOUTS[Button_Layout][4];
CROUCH = BUTTON_LAYOUTS[Button_Layout][5];
MELEE = BUTTON_LAYOUTS[Button_Layout][6];
ABILITY = BUTTON_LAYOUTS[Button_Layout][7];
SW_WEAPON = BUTTON_LAYOUTS[Button_Layout][8];
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |P|R|O|G|R|A|M| |M|E|N|U| |&| |P|I|N| |C|O|D|E| | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
*/
if (get_val (ADS))
{
if (get_val (0) && get_ptime(0)> 3800)
{
reset_defaults ();
}
set_val (0,0);
}
if (get_val(14) && get_ptime(14)> 3800){
combo_run (Pr__m);
reset_defaults ();
}
if (get_val (20)&& combo_running (Pr__m)&& get_ptime(20)> 1800){
combo_stop (Pr__m);
Pr__M=0;
save_pvars ();
}
if (Pr__M==TRUE)
{
if(get_val(ADS))
{
if (event_press(13))//--------+ TAP UP
{
Button_Layout = Button_Layout + 1; combo_run (notify);
}
if (Button_Layout > 6)
{
Button_Layout = 1;
}
set_val(13,0);
if (event_press(16))//--------+ TAP RIGHT
{
Stick_Layout = Stick_Layout + 1; combo_run (notify);
}
if (Stick_Layout > 4)
{
Stick_Layout = 1;
}
set_val(16,0);
if (event_press(FIRE))
{//--------+ TAP FIRE
Rapid_Fire = Rapid_Fire + 1; combo_run (notify);
}
if (Rapid_Fire> 1)
{
Rapid_Fire = 1;
}
set_val(FIRE,0);
if (event_press(JUMP))
{//--------+ TAP JUMP
Easy_Thumb = Easy_Thumb + 1; combo_run (notify);
}
if (Easy_Thumb > 8)
{
Easy_Thumb = 1;
}
set_val (JUMP, 0);
if (event_press(20))
{//--------+ TAP RELOAD
AntiRecoil = AntiRecoil + 1; combo_run (notify);
}
if (AntiRecoil > 1)
{
AntiRecoil = 1;
}
set_val(20,0);
if (event_press(SW_WEAPON))
{//--------+ SW_WEAPON
Aim_Assist = Aim_Assist + 1; combo_run (notify);
}
if (Aim_Assist > 1)
{
Aim_Assist = 1;
}
set_val (SW_WEAPON, 0);
}
}//--END HOLD ADS + HOLD SHARE/VIEW
if (get_val(18))
{//-START
if (event_press(13))
{ ar_1 = ar_1 + 1; combo_run (notify);
}
if (event_press(14))
{ar_1 = ar_1 - 1; combo_run (notify);
}
if (event_press(15))
{ ar_2 = ar_2 - 1; combo_run (notify);
}
if (event_press(16))
{ar_2 = ar_2 + 1; combo_run (notify);
}
set_val (13,0); set_val (14,0); set_val (15,0); set_val (16,0);
}
if (event_release(18) && get_ptime(18)> 500) save_pvars ();
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |R|A|P|I|D| |F|I|R|E| |O|P|T|I|O|N|S| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
*/
if (Rapid_Fire == 1)
{
if (RF_1)
{
if (get_val(FIRE))combo_run (RAPID_FIRE);
}
if (RF_2)
{
if (event_release(SW_WEAPON)&& get_ptime(SW_WEAPON)< 200 && !get_val (14))
{
PrimaryWeapon = !PrimaryWeapon; rumble (!PrimaryWeapon);
}
if(!PrimaryWeapon && get_val(FIRE))
{ combo_run (RAPID_FIRE);
}
if (get_val (ADS) && get_val(20) && get_ptime(20)> 200)
{
PrimaryWeapon = TRUE; rumble (!PrimaryWeapon);
}
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |T|H|U|M|B| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Easy_Thumb > 0) Auto_Sprint=TRUE;
if (Easy_Thumb == 2) T_Button = JUMP;
if (Easy_Thumb == 3) T_Button = CROUCH;
if (Easy_Thumb == 4) T_Button = MELEE;
if (Easy_Thumb == 5) T_Button = PING;
if (Easy_Thumb == 6) T_Button = ABILITY;
if (Easy_Thumb > 1 && Easy_Thumb <7 && get_val(Press_btn)){set_val(T_Button, 100);}
else if (Easy_Thumb == 7 && get_val(Press_btn)){set_val(3, 100);set_val(6, 100);}
else if (Easy_Thumb == 8 && get_val(Press_btn)){combo_run (Auto_Ping);}
if (Auto_Sprint==TRUE)
{
if(get_val(LY) < e_run_threshold) combo_run(EASY_RUN);
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|N|T|I| |R|E|C|O|I|L| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(AntiRecoil==1)
{
if (PrimaryWeapon){
if (ar_)
{
combo_run (BLINK_AR);
if(get_rumble(RUMBLE_A) > 5 && get_rumble(RUMBLE_A) <= __a){A__R = ar_1; ar_c = Pink; l__val = 300}
if(get_rumble(RUMBLE_A) > __a){A__R = ar_2; ar_c = Skyblue; l__val = 150}
if(get_val(FIRE)) set_val(AIM_Y,ar(AIM_Y,A__R));
}
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|E|N|U| |A|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(get_val(ADS)){// hold ADS button + D pad buttons
//--STANDARD SET UP/------------------------------------------
if (event_press(15)){// D pad LEFT
RF_1 = FALSE;
RF_2 = TRUE;
PrimaryWeapon = TRUE;
rumble (RF_2);
}
if (event_press(16)) {// D pad RIGHT
RF_1 = TRUE;
RF_2 = FALSE;
ar_ = FALSE;
PrimaryWeapon = TRUE;
rumble (RF_1);
}
if (event_press(14)) {// D pad DOWN
RF_1 = FALSE;
RF_2 = FALSE;
PrimaryWeapon = TRUE;
rumble (RF_1);
}
if (event_press (13)) {//D-pad UP
ar_ = !ar_;
PrimaryWeapon = TRUE;
RF_1 = FALSE;
}
if (event_press(2)) { // SHARE / VIEW
Aim_Assist = Aim_Assist + 1;
}
if (Aim_Assist == 3)
{
Aim_Assist = 1;
}
set_val(14, 0); set_val(16, 0); set_val(15, 0);set_val(1, 0); set_val(2, 0);
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| |A|S|S|I|S|T| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Aim_Assist==1){
if(get_val(ADS)) {
combo_run(AA_XY);
}
if(get_val(AIM_X) < -26 || get_val(AIM_X) > 26|| get_val(AIM_Y) < -26 || get_val(AIM_Y) > 26)
{
combo_stop(AA_XY);
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |S|O|M|E| |S|T|U|F|F| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
*/
if(rumble) combo_run(RUMBLE);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |L|E|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Pr__M==TRUE) colorLED(Pink);
else if (Rapid_Fire==1 && RF_1) colorLED(White);
else if (Rapid_Fire==1 && RF_2 && !PrimaryWeapon) colorLED(Red);
else colorLED(Blue);
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo AA_XY {
set_val(AIM_X, __av * -1);
wait(14);
set_val(AIM_X, 0);
wait(14);
set_val(AIM_X,__av);
wait(14);
}
combo RAPID_FIRE {
set_val(FIRE,100);
wait(35);
set_val(FIRE, 0);
wait(20);
}
combo EASY_RUN {
set_val(SPRINT,100);
wait(30);
wait(100);
}
combo Pr__m{
Pr__M = TRUE;
wait (30000)
wait (30000)
wait (30000)
wait (30000)
Pr__M = FALSE;
save_pvars ();
wait (10);
combo_stop (Pr__m);
}
combo notify {
set_rumble(RUMBLE_B,100);
wait(80);
reset_rumble();
wait (50);
combo_stop(notify);
}
combo BLINK_AR {
wait(l__val);
colorLED(ar_c);
wait(l__val);
wait (2000);
}
combo Auto_Ping{
set_val(PING, 100);
wait(25);
set_val(PING, 0);
wait(55);
set_val(PING, 100);
wait(25);
}
combo RUMBLE{
wait (120);
set_rumble(RUMBLE_B,100);
wait(150);
reset_rumble();
wait(150);
rumble--;
}
function reset_defaults (){
Button_Layout= 0;
Stick_Layout=0;
Rapid_Fire=0;
// Pin=7634;
AntiRecoil=0;
Aim_Assist=0;
Easy_Thumb=0;
ar_1 = 15;
ar_2 = 30;
save_pvars();
}
function save_pvars (){
set_pvar(SPVAR_1 , Button_Layout);
set_pvar(SPVAR_2 , Stick_Layout);
set_pvar(SPVAR_3 , Rapid_Fire);
// set_pvar(SPVAR_4 , Pin);
set_pvar(SPVAR_5 , AntiRecoil);
set_pvar(SPVAR_6 , Aim_Assist);
set_pvar(SPVAR_7 , Easy_Thumb);
set_pvar(SPVAR_8 , ar_1);
set_pvar(SPVAR_9 , ar_2);
rumble (1);
}
function ar(f_axis,f_val) {
val = get_val(f_axis);
if(abs(val) <= f_val + 5)
return val + f_val ;
return val;
}
function rumble(f_bln) {
if(f_bln)
rumble = 2;
else
rumble = 1;
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |S|O|M|E| |S|T|U|F|F| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
*/
function colorLED(Color_Name) {
set_led(LED_1,DEVICE_LED_COLORS [Color_Name][0]);
set_led(LED_2,DEVICE_LED_COLORS [Color_Name][1]);
set_led(LED_3,DEVICE_LED_COLORS [Color_Name][2]);
set_led(LED_4,DEVICE_LED_COLORS [Color_Name][3]);
}
- Code: Select all
// GPC Online Library
// fortnite:_p19ue_script_.gpc
/*
VISIT THIS LINK FOR UPDATE NOTES, INSTRUCTIONS, AND DEMO VIDEOS ON THIS SCRIPT
https://docs.google.com/document/d/1LQ0x8KWpSA3-UbWA1Tq2fCpdvjpCC-EvkZmwYTaxvEk/edit?usp=sharing
FOR SUPPORT WITH THIS SCRIPT YOU CAN CONTACT ME ON DISCORD:PIGUE #6558 OR INSTAGRAM: _zack_vigue_
/////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////--P19UE SCRIPT--/////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////////**WARNING, THIS SCRIPT ONLY WORKS WITH BUILDER PRO**//////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
//// -CONTROLS- ////
//// ////
//// //AIM ABUSE = ALWAYS ON JUST AIM AND SHOOT \\ ////
//// //GHOST PEEK = ADS + LEFT BUMPER \\ ////
//// //DROPSHOT = ADS + RELOAD TO TOGGLE ON/OFF \\ ////
//// //SINGLE SHOT = ADS + RIGHT BUMPER \\ ////
//// //RAPID FIRE = ADS + DAPD LEFT TO TOGGLE ON/OFF \\ ////
//// //HAIR TRIGGER = ALWAYS ON \\ ////
//// //SWAP TRIGGER = NO TOGGLE \\ ////
//// //AIM ASSIST = ALWAYS ON JUST AIM AND SHOOT \\ ////
//// //INSTA EDIT/RESET = ALWAYS ON \\ ////
//// //AUTO PICK UP = HOLD YOUR PICK UP BUTTON \\ ////
//// //PUMP BUILD = ADS + LEFT STICK CLICK \\ ////
//// ////
/////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////--CONFIGURATION--//////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
//----------------CONTACT ME IF YOU NEED HELP CONFIGURING THIS SCRIPT--------------------////
////
//AIM ABUSE \\ ////
int AimAbuse = TRUE; //Change "FALSE" to "TRUE" for no aim abuse ////
int ZoomInValues = 228; //Zoom in values ////
int ZoomOutValues = 43; //Zoom out values ////
////
//AIM ASSIST\\ ////
int AimAssist = TRUE; //Change "FALSE" to "TRUE" for no aim assist ////
int Shake = 13; //How much your screen shakes ////
int Speed = 70; //How fast your screen shakes ////
////
//INSTA EDIT & INSTA RESET\\ ////
int EDIT_BUTTON = BUILD_BTN; //Your in game edit button ////
int EDIT_BUTTON_HOLD = TRUE; //If you dont have hold time make this "FALSE" ////
int HOLD_TIME = 200; //Your in game edit hold time (0.200 = 200) ////
int EDIT_RESET_BUTTON = CROUCH_BTN //Your in game edit reset button ////
////
//DROPSHOT\\ ////
int DropshotToggle = FALSE; //Press AIM + RELOAD to turn on dropshot ////
int DropshotDown = 70 //Dropshot down values ////
int DropshotUp = 30 //Dropshot up values ////
////
//RAPIDFIRE\\ ////
int RapidFire = FALSE; //Press AIM + DPAD LEFT to turn on rapidfire ////
////
//SWAP TRIGGER\\ ////
int SwapTrigger = FALSE; //Change "FALSE" to "TRUE" if you have swapped tiggers////
////
//AUTO PICK UP\\ ////
int PickUpSpeed = 50 //The Speed Your Pick Up Items ////
int PickUpButton = RELOAD_BTN //Set This TO The Button You USe To Pick Up Items ////
//Make Sure You Have "tap to interact enabled in game ////
//PUMP BUILD\\ ////
int BuildType = SHOOT_BTN //Set this to the build you want to do ////
//Wall = SHOOT_BTN ////
//FLOOR = RIGHT_BUMP ////
//RAMP = AIM_BTN ////
//CONE = LEFT_BUMP ////
////
/*///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////--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);} ////
} ////
/////////////////////////////////// ///FlipTrigger///////////////////////////////////////////
if (SwapTrigger){ ////
swap (7,6) swap (4,3) } ////
///////////////////////////////////////AimAbuse//////////////////////////////////////////////
if(AimAbuse){ ////
if(get_val(AIM_BTN)> 95){ ////
combo_run(AimAbuse);} ////
if(event_release(AIM_BTN)){ combo_stop(AimAbuse); ////
} ////
} ////
//////////////////////////////////////AimAssist//////////////////////////////////////////////
if(AimAssist){ ////
if (get_val(AIM_BTN) && get_val(SHOOT_BTN)) { ////
combo_run(AimAssist); ////
} ////
if((get_val(RX)) > Shake || (get_val(RX)) < inv(Shake)){ ////
combo_stop(AimAssist); ////
} ////
} ////
///////////////////////////////////////PumpBuild/////////////////////////////////////////////
if (get_val(AIM_BTN) && get_val(SPRINT_BTN)) { ////
combo_run(PumpBuild); ////
set_val(SPRINT_BTN, 0); ////
} else { ////
} ////
///////////////////////////////////////GhostPeek/////////////////////////////////////////////
if (get_val(AIM_BTN)) { ////
if (event_press(LEFT_BUMP)) { ////
combo_run( GhostPeek); ////
} ////
set_val(LEFT_BUMP, 0); ////
} ////
///////////////////////////////////////SingleShot////////////////////////////////////////////
if (get_val(AIM_BTN) && get_val(RIGHT_BUMP)) { ////
combo_run(SingleShot); ////
set_val(RIGHT_BUMP, 0); ////
} else { ////
combo_stop(SingleShot); ////
} ////
///////////////////////////////////////AutoPickUp////////////////////////////////////////////
if (get_val(PickUpButton)){ ////
combo_run(AutoPickUp); ////
} ////
////////////////////////////////////////DropShot/////////////////////////////////////////////
if(get_val(AIM_BTN) && event_press(RELOAD_BTN)){ ////
DropshotToggle =! DropshotToggle; ////
rumble_A_if_true(DropshotToggle); ////
} ////
if(DropshotToggle){ ////
if(get_val(AIM_BTN)&&get_val(SHOOT_BTN)){combo_run(DropShot);} ////
if (event_press(BUILD_BTN)){ DropshotToggle = FALSE; } ////
} ////
///////////////////////////////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)) { ////
} ////
if (event_release(SHOOT_BTN) || get_val(EDIT_RESET_BUTTON) || get_val(SWAP_BTN)) { ////
set_click(BUILD_BTN, 1, 0); ////
edit = FALSE; ////
} ////
} ////
////////////////////////////////////////AdvancedAim//////////////////////////////////////////
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; ////
if(get_val(PS4_L2)) ////
{ ////
if(abs(X_Current_Value) <= POS_Micro_MVT_Limit && abs(Y_Current_Value) <= POS_Micro_MVT_Limit)
{ ////
if(abs(X_Last_Value - X_Current_Value) < 15) ////
{ ////
combo_stop(Aim_Assist_Perfection); ////
Sampling_Done = FALSE; ////
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); ////
} ////
} ////
} ////
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 ////
{ ////
combo_stop(Fine_Tune_Aim); ////
combo_stop(spiroide_Aim_Assit); ////
combo_stop(Aim_Assist_Perfection); ////
spiroide_pulse = 0; ////
fine_pulse = 0; ////
Sampling_Done = FALSE; ////
} ////
//////////////////////////////////////RapidFire//////////////////////////////////////////////
if(get_val(AIM_BTN) && event_press(LEFT)) { ////
RapidFire =! RapidFire; ////
rumble_A_if_true(RapidFire); ////
} ////
if(RapidFire){ ////
if (get_val(AIM_BTN) && get_val(SHOOT_BTN)) { ////
combo_run( RapidFire); ////
} ////
} ////
} ////
/////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////--COMBOS--//////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////
combo AimAbuse {
set_val(AIM_BTN, 100);
wait(ZoomInValues);
set_val(AIM_BTN, 0);
wait(ZoomOutValues);
}
combo AimAssist {
set_val(RX, Shake);
wait(Speed);
wait(4);
set_val(RX, Shake*(-1));
wait(Speed);
}
combo SingleShot {
set_val(SHOOT_BTN,100);
wait(100);
wait(250);
set_val(SHOOT_BTN,100);
}
combo GhostPeek {
set_val(CROUCH_BTN, 100);
wait(15);
wait(15);
set_val(SHOOT_BTN, 100);
wait(15);
wait(15);
set_val(CROUCH_BTN, 100);
wait(15);
wait(5);
}
combo DropShot{
set_val(CROUCH_BTN,100);
wait(DropshotDown);
wait(DropshotUp);
set_val(CROUCH_BTN,100);
}
combo AutoPickUp {
wait(PickUpSpeed);
set_val(PickUpButton, 0);
wait(PickUpSpeed);
set_val(PickUpButton, 0);
}
combo PumpBuild {
set_val(SHOOT_BTN, 100);
wait(60);
set_val(SHOOT_BTN, 0);
wait(60);
set_val(BUILD_BTN, 100);
wait(60);
set_val(BUILD_BTN, 0);
wait(60);
set_val(BuildType, 100);
wait(100);
set_val(BuildType, 100);
wait(70);
set_val(BUILD_BTN, 100);
wait(100);
set_val(BUILD_BTN, 0);
wait(250);
}
combo RapidFire {
set_val(SHOOT_BTN, 100);
wait(120);
set_val(SHOOT_BTN, 0);
wait(30);
}
combo Aim_Assist_Perfection
{
X_Last_Value = X_Current_Value
Y_Last_Value = Y_Current_Value
wait(Sampling_Time);
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 )
{
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;
wait(Sampling_Time);
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 )
{
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,(4 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-4 - fine_pulse));
wait(Sampling_Time);
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_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(4 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-4 - spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(5 + spiroide_pulse));
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 )
{
if(abs(Last_Value - Current_Value) < Aim_Perfection_Limit)
{
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
{
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));
}
}
}
}
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 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
define Sampling_Time = 10;
define Aim_Boost = 7;
define Aim_Correction = 12;
define Aim_Perfection_Limit = 30;
define POS_Aim_Limit = 70;
define NEG_Aim_Limit = -70;
define POS_Micro_MVT_Limit = 25;
define NEG_Micro_MVT_Limit = -25;
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;
int Joystick_calibration = FALSE;
int RX_Axis_Joystick_calibrate = 0;
int RY_Axis_Joystick_calibrate = 0;
/////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////--CREDIT: @PIGUE #6558 ON DISCORD--///////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////