please help fix errors

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

please help fix errors

Postby dean » Mon Jul 22, 2019 2:14 pm

please help fix errors .thanks

Code: Select all
=Weapon Switch=
 -P/S weapon: press TRIANGLE button.(Blue LED:Primary /Green LED:Secondly)
 -Pisto(Red Led): pressing UP+TRIANGLE,return to P/S weapon just press TRIANGLR
 -Special weapon(White Led): pressing UP+CIRCLE,return to P/S weapon just press TRIANGLR
 
=AntiRecoil Adjustment(For P/S Weapon & Pistol)=
 -Starting Value adjustment: holding L2+SQUARE and then pressing UP/DOWN/RIGHT/LEFT(short rumble)
 -Ending Value adjustment: holding L2+CIRCLE and then pressing UP/DOWN/RIGHT/LEFT(short rumble)
 -UP:+1, DOWN:-1, RIGHT:+10, LEFT:-10
 -Long rumble means value min. or max.
 
=RapidFire(For P/S Weapon & Pistol)=
 -Rapid ON/OFF: holding L2 & pressing L3 to enable(short rumble/LED flash) or disable(long rumble)
 -Rate OF Fire adjustment: holding L2+CROSS and pressing UP/DOWN(short rumble)
 -UP:=+20(Slower),DOWN:-20(Faster)
 -Long rumble means value min. or max.
 
=AutoRun=
 -Default enable
 -Enable/Disable: holding CROSS then pressing L3.(enable:short rumble, disable:long rumble)
 
=Easy Medkit=
 -Holding RIGHT then pressing SQUARE
 
=Easy Skill Cancelled=
 -Holding L3 then pressing L1 for L1 Skill cancelled.(no need to keep holding L1)
 -Holding R3 then pressing R1 for R1 Skill cancelled.(no need to keep holding R1)
 
=Fix Script Mis-match for Primary/Secondly Weapon=
 -Holding UP then pressing SQUARE.
 
=Save Date/Value=
 -Holding L3 then pressing R3(short rumble) for saving Data/Value/Setting.
 
=Script ON/OFF For P/S Weapon & Pistol individual=
 -Holding L2+SQUARE then pressing R3 to enable(short rumble) or disable(long rumble/LED OFF) AntiRecoil+RapidFire script individual
 
=Aim Assist(Aim Abuse)=
 -Holding R2 then pressing UP for ON/OFF Aim Assist
 
=Double Swap=
 -"Dodge City Gunslinger's Holster" is requested.
 -Holding Down then pressing PS4 TRIANGLE to do "Double Swap" to reload all weapons.
 
*/
 
int recoil;
int RS
int RE;
int autorun=0;
int a4;
int tr3=300;
int hg;
int K;
int ms;
int AR1[6];
int ROF[3];
int idx=0, idy=0;
int IAR1[6];
int IART[3];
int rapid[3];
int sp;
int SC[3];
int wp;
int savedata=0;
int rapid_R3;
int sw;
 
define off=0;
define Blue=1;
define Green=2;
define Red=3;
define White=4;
 
 
data(
0,0,0,0,// Off
2,0,0,0,// Blue
0,0,2,0,// Green
0,2,0,0,// Red
2,2,2,2 // White
);
 
init {
       savedata= get_pvar(SPVAR_16, 0,1,0)
       if(savedata== 1) {
        AR1[0] = get_pvar(SPVAR_1 ,-100,100,0);  AR1[1] = get_pvar(SPVAR_2, -100,100,0);  AR1[2] = get_pvar(SPVAR_3, -100,100,0);
        AR1[3] = get_pvar(SPVAR_4, -100,100,0);  AR1[4] = get_pvar(SPVAR_5, -100,100,0);  AR1[5] = get_pvar(SPVAR_6, -100,100,0);
        ROF[0] = get_pvar(SPVAR_7, -100,100,0);  ROF[1] = get_pvar(SPVAR_8, -100,100,0);  ROF[2] = get_pvar(SPVAR_9, -100,100,0);
        rapid[0] = get_pvar(SPVAR_10,0,1,0);  rapid[1] = get_pvar(SPVAR_11,0,1,0);  rapid[2] = get_pvar(SPVAR_12,0,1,0);
        SC[0] = get_pvar(SPVAR_13,0,1,0);  SC[1] = get_pvar(SPVAR_14,0,1,0);  SC[2] = get_pvar(SPVAR_15,0,1,0);
       } 
 
       IAR1[0]=25; IAR1[3]=20;
       IAR1[1]=30; IAR1[4]=25;
       IAR1[2]=30; IAR1[5]=30;
       IART[0]=3500; IART[1]=3500; IART[2]=3500
       ROF[0]=40; ROF[1]=40; ROF[2]=40;
       RS=(IAR1[idx]+AR1[idx]);
       RE=(IAR1[idx + 3]+AR1[idx + 3]);
 
     }
//unmap PS4_SHARE;
 
main {
       if((idx==1 || idx==0) && get_val(PS4_DOWN) && event_press(PS4_TRIANGLE)){
            sw=100;
            combo_run(swap2);
          }
 
       if(event_press(PS4_TRIANGLE) && !combo_running(swap) && !get_val(PS4_UP) && !get_val(PS4_DOWN)) { //Swap weapon-TRIANGLE
             //set_val(PS4_TRIANGLE, 0);
             combo_run(swap);
             if(hg==0 && sp==0 ){wp=!wp;}
             if(hg==1 || sp==1){hg=0;sp=0;}
             if(wp){idx=1;recoil_value();}
             if(!wp){idx=0;recoil_value();}
           }
 
       if(get_val(PS4_TRIANGLE) && get_ptime(PS4_TRIANGLE)>200){ combo_stop(swap);}
 
       if(event_press(PS4_SQUARE) && get_val(PS4_UP)){//Change script UP+SQUARE
           wp= !wp;
           if(wp){idx=1;recoil_value();}
           if(!wp){idx=0;recoil_value();}
           combo_run(rumble_1);
        }
 
       ////////////////Special///////////////////////////////
 
       if(get_val(PS4_UP) && event_press(PS4_CIRCLE) && sp==0){
          hg=0;
          sp=1;
          set_val(PS4_CIRCLE, 0);
          set_val(PS4_UP, 0);
          combo_run(HD_TRIANGLE);
          combo_stop(led_flash);
          setled(White);
 
        }
 
 /////////////////////////HangGun////////////////////////////
 
       if(get_val(PS4_UP) && event_press(PS4_TRIANGLE) && hg==0 && !combo_running(swap)){
            hg=1;
            sp=0;
            set_val(PS4_TRIANGLE, 0);
            set_val(PS4_UP, 0);
            combo_run(swap2);
            setled(Red);
            idx=2;
            recoil_value();
        }
 
  ////////////////////////////Script ON/OFF && LED Status////////////////////////////////////
 
       if(sp==0){
           if(SC[idx]==0){
              if(get_val(PS4_R2)){combo_run(antirecoil);
                 if(rapid[idx]==1){combo_run(rapidx);}
               }
              if(rapid[idx]==0){combo_stop(led_flash);setled(idx+1);}
              //if(rapid[1]==0 && idx ==1){combo_stop(led_flash);setled(Green);}
              //if(rapid[2]==0 && idx ==2){combo_stop(led_flash);setled(Red);}
              if(rapid[idx]==1){combo_run(led_flash);}
            }
           if(SC[idx]==1){combo_stop(led_flash);setled(off);combo_stop(antirecoil);combo_stop(rapidx);}
       }
 
    //////////////////////Hold L2/////////////////////
 
        if(get_val(PS4_L2) && sp==0){
 
              if(!get_val(PS4_SQUARE)&& !get_val(PS4_CROSS)&& !get_val(PS4_CIRCLE)){
 
                 if(event_press(PS4_L3)){rapid[idx]=!rapid[idx];
                     if(rapid[idx]==1){combo_run(rumble_1);}
                     if(rapid[idx]==0){combo_run(rumble_2);}   
                  }
                 if(event_press(PS4_UP)){rapid_R3=!rapid_R3;}
                 if(rapid_R3){combo_run(rapid_R3);}
                 if(!rapid_R3){combo_stop(rapid_R3);}
 
               }
 
              if(get_val(PS4_SQUARE) && !get_val(PS4_R2)){
                  if(event_press(PS4_L3)){SC[idx]= !SC[idx];
 
                     if(SC[idx]==0){combo_run(rumble_1);}
                     if(SC[idx]==1){combo_run(rumble_2);}
                   }
                }
 
          ///////////////////////////////////////////////////////////////////
 
          if((get_val(PS4_SQUARE) || get_val(PS4_CIRCLE)) && !get_val(PS4_R2)&& !get_val(PS4_CROSS)){
                  if(get_val(PS4_SQUARE)){idy=idx;}
                  if(get_val(PS4_CIRCLE)){idy=idx + 3;}
                  if(event_press(PS4_UP)){AR1[idy]+=1; combo_run(rumble_1);}
                  if(event_press(PS4_DOWN)){AR1[idy]+= -1; combo_run(rumble_1);}           
                  if(event_press(PS4_RIGHT)){AR1[idy]+=10;combo_run(rumble_1);}   
                  if(event_press(PS4_LEFT)){AR1[idy]+=-10;combo_run(rumble_1);}
                  recoil_value()
                  set_val(PS4_UP,0);       set_val(PS4_DOWN,0);
                  set_val(PS4_RIGHT,0);    set_val(PS4_LEFT,0);
 
           }
 
 
           K=(IART[idx])/(abs((IAR1[idx]+AR1[idx])-(IAR1[idx + 3]+AR1[idx + 3])));
 
 
           //////////////////////////////////////////////////////////////////////
 
            if(get_val(PS4_CROSS) && rapid[idx] == 1 && !get_val(PS4_R2)){// ROF
 
                 if(event_press(PS4_UP)){ROF[idx]+=20;combo_run(rumble_1);
                     if(ROF[idx]>=1000){ROF[idx]=500;combo_run(rumble_2);}
                  }
 
                 if(event_press(PS4_DOWN)){ROF[idx]-=20; combo_run(rumble_1);
                     if(ROF[idx]<=40){ROF[idx]=40;combo_run(rumble_2);}
                  }
                 set_val(PS4_UP,0);
                 set_val(PS4_DOWN,0);
            }
 
 
         }//if get_val L2 end
 
 
  ////////////////////////////////////////////////////////////////////
 
        if(get_val(PS4_L3) && event_press(PS4_L1)){combo_run(HD_L1);}
        if(get_val(PS4_R3) && event_press(PS4_R1)){combo_run(HD_R1);}
        if(get_val(PS4_RIGHT) && event_press(PS4_SQUARE)){combo_run(HD_RIGHT);}
 
  ////////////////////////////////////////////////////////////////////
 
       if(event_release(PS4_R2)|| event_release(PS4_L2)){  //Reset
         combo_stop(antirecoil);
         combo_stop(rapidx);
         combo_stop(rapid_R3);
         recoil_value()
         ms=0;
         tr3=300;
        } 
 
      ///////////////AutoRun//////////////
 
       if(get_val(PS4_CROSS)){
           if(event_press(PS4_L3)){
             autorun=!autorun;
               if(autorun){
                 combo_run(rumble_2);
                   if(combo_running(run)){
                     combo_stop(run);
                    }
                }
               if(!autorun){
                 combo_run(rumble_1);
                }
            }
        }
 
       if(!get_val(PS4_L2) && autorun==0){
           if(get_val(PS4_LY) < -50 && a4==0){
             combo_run(run);
            }
           if((get_val(PS4_LY) > -50) && (abs(get_val(PS4_LX))) < 10 && a4==1){
              a4=0;
            }
        }
       //////////////////Save Data///////////////////
 
       if(get_val(PS4_L3) && event_press(PS4_R3))
        {
            set_pvar(SPVAR_1 ,AR1[0]);  set_pvar(SPVAR_2 ,AR1[1]); set_pvar(SPVAR_3 ,AR1[2]);
            set_pvar(SPVAR_4 ,AR1[3]);  set_pvar(SPVAR_5 ,AR1[4]); set_pvar(SPVAR_6 ,AR1[5]);
            set_pvar(SPVAR_7 ,ROF[0]);  set_pvar(SPVAR_8 ,ROF[1]); set_pvar(SPVAR_9 ,ROF[2]);
            set_pvar(SPVAR_10,rapid[0]);  set_pvar(SPVAR_11,rapid[1]); set_pvar(SPVAR_12,rapid[2]);
            set_pvar(SPVAR_16,1); combo_run(rumble_2);
        }
 
      /*set_val(TRACE_1, wp); 
      set_val(TRACE_2, hg); 
      set_val(TRACE_3, sp); 
      set_val(TRACE_4, idx);*/
      //set_val(TRACE_5, a4);
      //set_val(TRACE_6, tr3/10);
 
 
    }
 
combo HD_TRIANGLE{
      set_val(PS4_CIRCLE, 0);
      set_val(PS4_TRIANGLE, 100);
      wait(1000);
      //sp=0;
      }
 
combo HD_L1{
      set_val(PS4_L1, 100);
      wait(3000);
      }
 
combo HD_R1{
      set_val(PS4_R1, 100);
      wait(3000);
      }      
 
combo HD_RIGHT{
      set_val(PS4_RIGHT, 100);
      wait(2500);
      }
 
combo swap{
      set_val(PS4_TRIANGLE, 100);
      wait(200);
      set_val(PS4_TRIANGLE, 0);
      wait(1100);
      //swt=0;
      }
 
combo swap2{
      set_val(PS4_TRIANGLE, 100);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(80);
      set_val(PS4_TRIANGLE, 100);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(600);
      set_val(PS4_TRIANGLE, sw);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(80);
      sw=0;
      }
 
 
combo run {//AutoRun
      wait(200);
      set_val(PS4_L3,100);
      wait(200);
      set_val(PS4_L3, 0);
      wait(100);
      a4=1;
    }
 
combo antirecoil{//Weapon AR
      ms = ms + get_rtime();
      if(ms >= K){ms=0;
          if(RE > RS){ RS+=1;}
          if(RS > RE){ RS+=-1;}
      }
     recoil = RS + ((get_val(PS4_RY)/2));
     if(recoil > 100){recoil = 100;}
     if(recoil < -100){recoil = -100;}
     set_val(PS4_RY, recoil);
     wait(50);
     set_val(PS4_RY, recoil);
 
    }
 
combo rapidx{//Rapidx
     set_val(PS4_R2, 100);
     wait(40);
     set_val(PS4_R2, 0);
     wait(ROF[idx]);
     //set_val(PS4_R2, 100);
    }
 
combo rapid_R3{//Rapid_R3
     wait(tr3);
     set_val(PS4_R3, 100);
     wait(40);
     set_val(PS4_R3, 0);
     wait(40);
     tr3=0;
    }
 
combo rumble_1{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(100);
      reset_rumble();
      wait(50);
      //rb=0;
    }
 
combo rumble_2{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(1000);
      reset_rumble();
      wait(50);
      //rb=0;
    }
 
combo led_flash{
      setled(idx + 1);
      wait(500);
      setled(off);
      wait(500);
      }
 
function recoil_value(){
 
      RS=(IAR1[idx]+AR1[idx]);
      RE=(IAR1[idx + 3]+AR1[idx + 3]);
 
      if(RS > 100){RS=100;AR1[idx]=100-IAR1[idx];combo_run(rumble_2)}
      if(RS < -100){RS=-100;AR1[idx]=-100-IAR1[idx];combo_run(rumble_2)}
      if(RE > 100){RE=100;AR1[idx + 3]=100-IAR1[idx + 3];combo_run(rumble_2)}
      if(RE < -100){RE=-100;AR1[idx + 3]=-100-IAR1[idx + 3];combo_run(rumble_2)}
      }
 
function setled(colour) {
 
    set_led(LED_1, dbyte(colour * 4));
 
    set_led(LED_2, dbyte((colour * 4) + 1));
 
    set_led(LED_3, dbyte((colour * 4) + 2));
 
    set_led(LED_4, dbyte((colour * 4) + 3));
 
}
User avatar
dean
Private
Private
 
Posts: 1
Joined: Mon Jul 22, 2019 2:09 pm

Re: please help fix errors

Postby J2Kbr » Tue Jul 23, 2019 8:43 am

Errors fixed.
Code: Select all
/*
=Weapon Switch=
 -P/S weapon: press TRIANGLE button.(Blue LED:Primary /Green LED:Secondly)
 -Pisto(Red Led): pressing UP+TRIANGLE,return to P/S weapon just press TRIANGLR
 -Special weapon(White Led): pressing UP+CIRCLE,return to P/S weapon just press TRIANGLR
 
=AntiRecoil Adjustment(For P/S Weapon & Pistol)=
 -Starting Value adjustment: holding L2+SQUARE and then pressing UP/DOWN/RIGHT/LEFT(short rumble)
 -Ending Value adjustment: holding L2+CIRCLE and then pressing UP/DOWN/RIGHT/LEFT(short rumble)
 -UP:+1, DOWN:-1, RIGHT:+10, LEFT:-10
 -Long rumble means value min. or max.
 
=RapidFire(For P/S Weapon & Pistol)=
 -Rapid ON/OFF: holding L2 & pressing L3 to enable(short rumble/LED flash) or disable(long rumble)
 -Rate OF Fire adjustment: holding L2+CROSS and pressing UP/DOWN(short rumble)
 -UP:=+20(Slower),DOWN:-20(Faster)
 -Long rumble means value min. or max.
 
=AutoRun=
 -Default enable
 -Enable/Disable: holding CROSS then pressing L3.(enable:short rumble, disable:long rumble)
 
=Easy Medkit=
 -Holding RIGHT then pressing SQUARE
 
=Easy Skill Cancelled=
 -Holding L3 then pressing L1 for L1 Skill cancelled.(no need to keep holding L1)
 -Holding R3 then pressing R1 for R1 Skill cancelled.(no need to keep holding R1)
 
=Fix Script Mis-match for Primary/Secondly Weapon=
 -Holding UP then pressing SQUARE.
 
=Save Date/Value=
 -Holding L3 then pressing R3(short rumble) for saving Data/Value/Setting.
 
=Script ON/OFF For P/S Weapon & Pistol individual=
 -Holding L2+SQUARE then pressing R3 to enable(short rumble) or disable(long rumble/LED OFF) AntiRecoil+RapidFire script individual
 
=Aim Assist(Aim Abuse)=
 -Holding R2 then pressing UP for ON/OFF Aim Assist
 
=Double Swap=
 -"Dodge City Gunslinger's Holster" is requested.
 -Holding Down then pressing PS4 TRIANGLE to do "Double Swap" to reload all weapons.
 
*/

 
data(
0,0,0,0,// Off
2,0,0,0,// Blue
0,0,2,0,// Green
0,2,0,0,// Red
2,2,2,2 // White
);
 
int recoil;
int RS;
int RE;
int autorun=0;
int a4;
int tr3=300;
int hg;
int K;
int ms;
int AR1[6];
int ROF[3];
int idx=0, idy=0;
int IAR1[6];
int IART[3];
int rapid[3];
int sp;
int SC[3];
int wp;
int savedata=0;
int rapid_R3;
int sw;
 
define off=0;
define Blue=1;
define Green=2;
define Red=3;
define White=4;
 
init {
       savedata= get_pvar(SPVAR_16, 0,1,0)
       if(savedata== 1) {
        AR1[0] = get_pvar(SPVAR_1 ,-100,100,0);  AR1[1] = get_pvar(SPVAR_2, -100,100,0);  AR1[2] = get_pvar(SPVAR_3, -100,100,0);
        AR1[3] = get_pvar(SPVAR_4, -100,100,0);  AR1[4] = get_pvar(SPVAR_5, -100,100,0);  AR1[5] = get_pvar(SPVAR_6, -100,100,0);
        ROF[0] = get_pvar(SPVAR_7, -100,100,0);  ROF[1] = get_pvar(SPVAR_8, -100,100,0);  ROF[2] = get_pvar(SPVAR_9, -100,100,0);
        rapid[0] = get_pvar(SPVAR_10,0,1,0);  rapid[1] = get_pvar(SPVAR_11,0,1,0);  rapid[2] = get_pvar(SPVAR_12,0,1,0);
        SC[0] = get_pvar(SPVAR_13,0,1,0);  SC[1] = get_pvar(SPVAR_14,0,1,0);  SC[2] = get_pvar(SPVAR_15,0,1,0);
       } 
 
       IAR1[0]=25; IAR1[3]=20;
       IAR1[1]=30; IAR1[4]=25;
       IAR1[2]=30; IAR1[5]=30;
       IART[0]=3500; IART[1]=3500; IART[2]=3500
       ROF[0]=40; ROF[1]=40; ROF[2]=40;
       RS=(IAR1[idx]+AR1[idx]);
       RE=(IAR1[idx + 3]+AR1[idx + 3]);
 
     }
//unmap PS4_SHARE;
 
main {
       if((idx==1 || idx==0) && get_val(PS4_DOWN) && event_press(PS4_TRIANGLE)){
            sw=100;
            combo_run(swap2);
          }
 
       if(event_press(PS4_TRIANGLE) && !combo_running(Swap) && !get_val(PS4_UP) && !get_val(PS4_DOWN)) { //Swap weapon-TRIANGLE
             //set_val(PS4_TRIANGLE, 0);
             combo_run(Swap);
             if(hg==0 && sp==0 ){wp=!wp;}
             if(hg==1 || sp==1){hg=0;sp=0;}
             if(wp){idx=1;recoil_value();}
             if(!wp){idx=0;recoil_value();}
           }
 
       if(get_val(PS4_TRIANGLE) && get_ptime(PS4_TRIANGLE)>200){ combo_stop(Swap);}
 
       if(event_press(PS4_SQUARE) && get_val(PS4_UP)){//Change script UP+SQUARE
           wp= !wp;
           if(wp){idx=1;recoil_value();}
           if(!wp){idx=0;recoil_value();}
           //combo_run(rumble_1);
        }
 
       ////////////////Special///////////////////////////////
 
       if(get_val(PS4_UP) && event_press(PS4_CIRCLE) && sp==0){
          hg=0;
          sp=1;
          set_val(PS4_CIRCLE, 0);
          set_val(PS4_UP, 0);
          combo_run(HD_TRIANGLE);
          combo_stop(led_flash);
          setled(White);
 
        }
 
 /////////////////////////HangGun////////////////////////////
 
       if(get_val(PS4_UP) && event_press(PS4_TRIANGLE) && hg==0 && !combo_running(Swap)){
            hg=1;
            sp=0;
            set_val(PS4_TRIANGLE, 0);
            set_val(PS4_UP, 0);
            combo_run(swap2);
            setled(Red);
            idx=2;
            recoil_value();
        }
 
  ////////////////////////////Script ON/OFF && LED Status////////////////////////////////////
 
       if(sp==0){
           if(SC[idx]==0){
              if(get_val(PS4_R2)){combo_run(antirecoil);
                 if(rapid[idx]==1){combo_run(rapidx);}
               }
              if(rapid[idx]==0){combo_stop(led_flash);setled(idx+1);}
              //if(rapid[1]==0 && idx ==1){combo_stop(led_flash);setled(Green);}
              //if(rapid[2]==0 && idx ==2){combo_stop(led_flash);setled(Red);}
              if(rapid[idx]==1){combo_run(led_flash);}
            }
           if(SC[idx]==1){combo_stop(led_flash);setled(off);combo_stop(antirecoil);combo_stop(rapidx);}
       }
 
    //////////////////////Hold L2/////////////////////
 
        if(get_val(PS4_L2) && sp==0){
 
              if(!get_val(PS4_SQUARE)&& !get_val(PS4_CROSS)&& !get_val(PS4_CIRCLE)){
 
                 if(event_press(PS4_L3)){rapid[idx]=!rapid[idx];
                     //if(rapid[idx]==1){combo_run(rumble_1);}
                     if(rapid[idx]==0){combo_run(rumble_2);}   
                  }
                 if(event_press(PS4_UP)){rapid_R3=!rapid_R3;}
                 if(rapid_R3){combo_run(Rapid_R3);}
                 if(!rapid_R3){combo_stop(Rapid_R3);}
 
               }
 
              if(get_val(PS4_SQUARE) && !get_val(PS4_R2)){
                  if(event_press(PS4_L3)){SC[idx]= !SC[idx];
 
                     //if(SC[idx]==0){combo_run(rumble_1);}
                     if(SC[idx]==1){combo_run(rumble_2);}
                   }
                }
 
          ///////////////////////////////////////////////////////////////////
 
          if((get_val(PS4_SQUARE) || get_val(PS4_CIRCLE)) && !get_val(PS4_R2)&& !get_val(PS4_CROSS)){
                  if(get_val(PS4_SQUARE)){idy=idx;}
                  if(get_val(PS4_CIRCLE)){idy=idx + 3;}
                  if(event_press(PS4_UP)){AR1[idy]=AR1[idy]+1; }//combo_run(rumble_1);}
                  if(event_press(PS4_DOWN)){AR1[idy]=AR1[idy]-1; }//combo_run(rumble_1);}           
                  if(event_press(PS4_RIGHT)){AR1[idy]=AR1[idy]+10;}//combo_run(rumble_1);}   
                  if(event_press(PS4_LEFT)){AR1[idy]=AR1[idy]-10;}//combo_run(rumble_1);}
                  recoil_value()
                  set_val(PS4_UP,0);       set_val(PS4_DOWN,0);
                  set_val(PS4_RIGHT,0);    set_val(PS4_LEFT,0);
 
           }
 
 
           K=(IART[idx])/(abs((IAR1[idx]+AR1[idx])-(IAR1[idx + 3]+AR1[idx + 3])));
 
 
           //////////////////////////////////////////////////////////////////////
 
            if(get_val(PS4_CROSS) && rapid[idx] == 1 && !get_val(PS4_R2)){// ROF
 
                 if(event_press(PS4_UP)){ROF[idx]=ROF[idx]+20;//combo_run(rumble_1);
                     if(ROF[idx]>=1000){ROF[idx]=500;combo_run(rumble_2);}
                  }
 
                 if(event_press(PS4_DOWN)){ROF[idx]=ROF[idx]-20; //combo_run(rumble_1);
                     if(ROF[idx]<=40){ROF[idx]=40;combo_run(rumble_2);}
                  }
                 set_val(PS4_UP,0);
                 set_val(PS4_DOWN,0);
            }
 
 
         }//if get_val L2 end
 
 
  ////////////////////////////////////////////////////////////////////
 
        if(get_val(PS4_L3) && event_press(PS4_L1)){combo_run(HD_L1);}
        if(get_val(PS4_R3) && event_press(PS4_R1)){combo_run(HD_R1);}
        if(get_val(PS4_RIGHT) && event_press(PS4_SQUARE)){combo_run(HD_RIGHT);}
 
  ////////////////////////////////////////////////////////////////////
 
       if(event_release(PS4_R2)|| event_release(PS4_L2)){  //Reset
         combo_stop(antirecoil);
         combo_stop(rapidx);
         combo_stop(Rapid_R3);
         recoil_value()
         ms=0;
         tr3=300;
        } 
 
      ///////////////AutoRun//////////////
 
       if(get_val(PS4_CROSS)){
           if(event_press(PS4_L3)){
             autorun=!autorun;
               if(autorun){
                 combo_run(rumble_2);
                   if(combo_running(run)){
                     combo_stop(run);
                    }
                }
               //if(!autorun){
               //  combo_run(rumble_1);
               // }
            }
        }
 
       if(!get_val(PS4_L2) && autorun==0){
           if(get_val(PS4_LY) < -50 && a4==0){
             combo_run(run);
            }
           if((get_val(PS4_LY) > -50) && (abs(get_val(PS4_LX))) < 10 && a4==1){
              a4=0;
            }
        }
       //////////////////Save Data///////////////////
 
       if(get_val(PS4_L3) && event_press(PS4_R3))
        {
            set_pvar(SPVAR_1 ,AR1[0]);  set_pvar(SPVAR_2 ,AR1[1]); set_pvar(SPVAR_3 ,AR1[2]);
            set_pvar(SPVAR_4 ,AR1[3]);  set_pvar(SPVAR_5 ,AR1[4]); set_pvar(SPVAR_6 ,AR1[5]);
            set_pvar(SPVAR_7 ,ROF[0]);  set_pvar(SPVAR_8 ,ROF[1]); set_pvar(SPVAR_9 ,ROF[2]);
            set_pvar(SPVAR_10,rapid[0]);  set_pvar(SPVAR_11,rapid[1]); set_pvar(SPVAR_12,rapid[2]);
            set_pvar(SPVAR_16,1); combo_run(rumble_2);
        }
 
      /*set_val(TRACE_1, wp); 
      set_val(TRACE_2, hg); 
      set_val(TRACE_3, sp); 
      set_val(TRACE_4, idx);*/

      //set_val(TRACE_5, a4);
      //set_val(TRACE_6, tr3/10);
 
 
    }
 
combo HD_TRIANGLE{
      set_val(PS4_CIRCLE, 0);
      set_val(PS4_TRIANGLE, 100);
      wait(1000);
      //sp=0;
      }
 
combo HD_L1{
      set_val(PS4_L1, 100);
      wait(3000);
      }
 
combo HD_R1{
      set_val(PS4_R1, 100);
      wait(3000);
      }     
 
combo HD_RIGHT{
      set_val(PS4_RIGHT, 100);
      wait(2500);
      }
 
combo Swap{
      set_val(PS4_TRIANGLE, 100);
      wait(200);
      set_val(PS4_TRIANGLE, 0);
      wait(1100);
      //swt=0;
      }
 
combo swap2{
      set_val(PS4_TRIANGLE, 100);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(80);
      set_val(PS4_TRIANGLE, 100);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(600);
      set_val(PS4_TRIANGLE, sw);
      wait(80);
      set_val(PS4_TRIANGLE, 0);
      wait(80);
      sw=0;
      }
 
 
combo run {//AutoRun
      wait(200);
      set_val(PS4_L3,100);
      wait(200);
      set_val(PS4_L3, 0);
      wait(100);
      a4=1;
    }
 
combo antirecoil{//Weapon AR
      ms = ms + get_rtime();
      if(ms >= K){ms=0;
          if(RE > RS){ RS++;}
          if(RS > RE){ RS--;}
      }
     recoil = RS + ((get_val(PS4_RY)/2));
     if(recoil > 100){recoil = 100;}
     if(recoil < -100){recoil = -100;}
     set_val(PS4_RY, recoil);
     wait(50);
     set_val(PS4_RY, recoil);
 
    }
 
combo rapidx{//Rapidx
     set_val(PS4_R2, 100);
     wait(40);
     set_val(PS4_R2, 0);
     wait(ROF[idx]);
     //set_val(PS4_R2, 100);
    }
 
combo Rapid_R3{//Rapid_R3
     wait(tr3);
     set_val(PS4_R3, 100);
     wait(40);
     set_val(PS4_R3, 0);
     wait(40);
     tr3=0;
    }
 /*
combo rumble_1{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(100);
      reset_rumble();
      wait(50);
      //rb=0;
    }
 */

combo rumble_2{
      wait(200);
      set_rumble(RUMBLE_B, 80);
      wait(1000);
      reset_rumble();
      wait(50);
      //rb=0;
    }
 
combo led_flash{
      setled(idx + 1);
      wait(500);
      setled(off);
      wait(500);
      }
 
function recoil_value(){
 
      RS=(IAR1[idx]+AR1[idx]);
      RE=(IAR1[idx + 3]+AR1[idx + 3]);
 
      if(RS > 100){RS=100;AR1[idx]=100-IAR1[idx];combo_run(rumble_2)}
      if(RS < -100){RS=-100;AR1[idx]=-100-IAR1[idx];combo_run(rumble_2)}
      if(RE > 100){RE=100;AR1[idx + 3]=100-IAR1[idx + 3];combo_run(rumble_2)}
      if(RE < -100){RE=-100;AR1[idx + 3]=-100-IAR1[idx + 3];combo_run(rumble_2)}
      }
 
function setled(colour) {
 
    set_led(LED_1, dbyte(colour * 4));
 
    set_led(LED_2, dbyte((colour * 4) + 1));
 
    set_led(LED_3, dbyte((colour * 4) + 2));
 
    set_led(LED_4, dbyte((colour * 4) + 3));
 
}
ConsoleTuner Support Team
User avatar
J2Kbr
General of the Army
General of the Army
 
Posts: 20323
Joined: Tue Mar 18, 2014 1:39 pm


Return to GPC1 Script Programming

Who is online

Users browsing this forum: No registered users and 68 guests