Fortnite convert
19 posts
• Page 2 of 2 • 1, 2
Re: Fortnite convert
Nope, good to go.
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Fortnite convert
Ok thank you
-
O.g swayz - First Sergeant
- Posts: 54
- Joined: Tue Feb 05, 2019 3:46 pm
- Location: bundaberg,qld
Re: Fortnite convert
Mad wrote:Nope, good to go.
does all the features work for this script
-
O.g swayz - First Sergeant
- Posts: 54
- Joined: Tue Feb 05, 2019 3:46 pm
- Location: bundaberg,qld
Re: Fortnite convert
No idea sorry. It compiles at least, try it out I guess.
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Fortnite convert
Hi, ok so I tried it out couple of times now and the first game I played it was fine then after I played 2 or 3 games it’s started to do drop shooting out of nowhere. And now it’s changing guns every time I shoot. Please help
-
O.g swayz - First Sergeant
- Posts: 54
- Joined: Tue Feb 05, 2019 3:46 pm
- Location: bundaberg,qld
Re: Fortnite convert
I had a quick look. There is a toggle in there for ADS+Reload that enables dropshot, you must have hit that combination and enabled it. I have commented out that feature and set jitter to disabled
- Code: Select all
define FIRE = 4; //R2/RB
define ADS = 7; //L2/LB
define RBUMP = 3; //R1/RT
define LBUMP = 6; //L1/LT
define CROUCH = 5; //R3/RS
define SPRINT = 8; //L3/LS
define JUMP = 19; //X/A
define RELOAD = 20; //square/X
define PICKAXE = 17; //triangle/Y
define BUILD = 18; //circle/B
define UP = 13; //Up
define DOWN = 14; //Down
define LEFT = 15; //Left
define RIGHT = 16; //Right
define OPTIONS = 2 ; //Options/Menu
define TOUCHPAD = 27;//Touchpad
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; //PS4 RY / Xbox RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
define Speed = 50;
define BUILDBTN = 18;
define ACTIVE = 8;
int EDIT_BUTTON = BUILD;
int EDIT_BUTTON_HOLD = TRUE;
int HOLD_TIME = 150;
int RESET_EDIT_BUTTON = CROUCH;
int CONFIRM_BUTTON = BUILD;
int AimAssist = TRUE;
int aav = 13;
int delay = 10;
int AimAbuse_V2 = TRUE;
int AimAbuse_V2_HOLD = 250;
int AimAbuse_V2_RELEASE = 25;
int ghostpeek = TRUE;
int gpreset = 111;
int PerfectAccuracy = TRUE;
int DropShot = FALSE;
int dsdown = 130;
int dsup = 41;
int RMBLE = RUMBLE_A;
int AntiRecoil = FALSE;
int antirecoil;
int antirecoilA = 20;
int antirecoilB = 28;
int delayA = 12;
int Jitter_Burst= FALSE;
int tap;
int L2_block;
int R2_block;
int R1L1_SWAP = FALSE;
int XR3_SWAP = FALSE;
int rumble_type = RUMBLE_A;
int Notify = TRUE;
int g; int h; //Ps4/XBox
int pressedIt[6];
int WAIT;
int button;
int num, i, a;
int edit = FALSE;
main {
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) {
if (get_val(BUILD)) {
AimAbuse_V2 = TRUE;}
if (event_release(FIRE) || get_val(RESET_EDIT_BUTTON) || get_val(PICKAXE)) {
set_click(CONFIRM_BUTTON, 1, 0);
edit = FALSE;}}
if (a) {
if (i < num) {
if (!combo_running(master)) {
combo_run(master);}} else if (i > num) {
a = FALSE;}}
if (ghostpeek) {
if (get_val(7)) {if (get_val(16)) {
combo_run(ghostpeek_Hold); }
set_val(16, 0);}}
if(R1L1_SWAP) {
swap(3, 4); swap(6, 7);}
if (XR3_SWAP) {
swap(19, 5);}
if (get_val(PICKAXE)&&get_val(RELOAD)){
combo_run(TurboCros);}
if(get_val(ADS)&&event_press(TOUCHPAD)){ Jitter_Burst=!Jitter_Burst;
if(Jitter_Burst == TRUE){combo_run(NotifyC);g=0;h=2;}
if(Jitter_Burst == FALSE){combo_run(NotifyC);g=2;h=0;}
}
if(Jitter_Burst){
if(get_val(FIRE)){combo_run(Jitter_BurstC);}
if(event_release(FIRE)){combo_stop(Jitter_BurstC);}
if (event_press(18)){ Jitter_Burst = FALSE; }
}
/*
if(get_val(ADS) && event_press(RELOAD)){
DropShot =! DropShot;
if(DropShot == TRUE){combo_run(NotifyC);g=0;h=2;}
if(DropShot == FALSE){combo_run(NotifyC);g=2;h=0;}
}
if(DropShot){
if(get_val(ADS)&&get_val(FIRE)){combo_run(DropShotC);}
if (event_press(18)){ DropShot = FALSE; }}
*/
if (AimAssist) {
if (get_val(ADS) > 95){ combo_run(AimAssistC);}}
if (abs(get_val(R_X)) > 19 || abs(get_val(R_Y)) > 19){
combo_stop(AimAssistC);}
if(AimAbuse_V2){
if(get_val(ADS) > 95){
combo_run(AimAbuse_V2C);}
if(event_release(ADS)){ combo_stop(AimAbuse_V2C);}}}
combo NotifyC {
if(Notify){set_rumble(RUMBLE_B,65);}
set_led(LED_1, 0);
set_led(LED_2, g);
set_led(LED_3, h);
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, g);
set_led(LED_3, h);
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, g);
set_led(LED_3, h);
set_led(LED_4, 0);
wait(250);
reset_leds();
}
combo Jitter_BurstC {
set_val(ADS, 100);
wait(50);
set_val(FIRE, 100);
wait(50);
set_val(RBUMP, 100);
wait(100);
set_val(RBUMP, 0);
wait(300); //END
set_val(ADS, 100);
wait(300);
set_val(FIRE, 100);
wait(50);
set_val(LBUMP, 100);
wait(100);
set_val(LBUMP, 0);
wait(500);}
combo TurboCros {
wait(Speed);
set_val(XB1_X, 0);
wait(Speed);
set_val(XB1_X, 0);}
combo AimAssistC {
set_val(R_Y, (aav)); wait(delay)
set_val(R_X, (aav)); wait(delay)
set_val(R_Y, aav * -1); wait(delay)
set_val(R_X, aav * -1); wait(delay)}
combo AimAbuse_V2C {
set_val(ADS, 100);
wait(AimAbuse_V2_HOLD);
set_val(ADS, 0);
wait(AimAbuse_V2_RELEASE);}
combo master {
wait(WAIT);
set_val(button, 100);
wait(28);
set_val(button, 0);
wait(28);
i = i + 1;}
combo ghostpeek_Hold {
set_val(5, 100);
wait(15); wait(15);
set_val(4, 100);
wait(15); wait(10);
set_val(5, 100);
wait(15); wait(gpreset);}
combo DropShotC{
set_val(5,100);
wait(dsdown);
wait(dsup);
set_val(5,100);}
combo TurboCross {
wait(Speed);
set_val(XB1_X, 0);
wait(Speed);
set_val(XB1_X, 0);}
combo RUMBLE {
set_rumble(RMBLE, 100); wait(300);
reset_rumble(); }
function set_click(B, Num, Wait) {
WAIT = Wait;
i = 0;
button = B;
num = Num;
a = TRUE;}
function RMBLE_A(var) {
if (var) RMBLE = RUMBLE_A;
else RMBLE = RUMBLE_B;
combo_run(RUMBLE); }
//End of Functions
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Fortnite convert
thank yo very much for having a look a it, ill let you know how it goes.
-
O.g swayz - First Sergeant
- Posts: 54
- Joined: Tue Feb 05, 2019 3:46 pm
- Location: bundaberg,qld
Re: Fortnite convert
- Code: Select all
/*
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███████████████████████████████████████████████████████████████████████████
///////////////////////////////////////////////////////////////////////////
// Instructions //
///////////////////////////////////////////////////////////////////////////
// //
// Aim Asssist --- > ALWAYS ON //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Aim abuse V2 (MagnetAimbot) --- > ALWAYS ON //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Sniper Aimbot (DO A QUICKSCOPE) --- > ALWAYS ON //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Head Aimbot --- > ALWAYS ON //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Shotgun aimbot --- > ALWAYS ON //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Insta edit --- > ALWAYS ON //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Ghost peek --- > ALWAYS ON [ ADS (L2) + RIGHT (Dpad-RIGHT)] //
// //
///////////////////////////////////////////////////////////////////////////
// //
// 100% Accuracy --- > ALWAYS ON [ ADS (L2) + RIGHT (Dpad-RIGHT)] //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Dropshot --- > HOLD ADS + SQUARE TO ACTIVATE //
// //
// ENTER ON BUILD MODE DROPSHOT WILL DESACTIVATE //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Pump-Hand cannom --- > HOLD ADS + TOUCHPAD TO ACTIVATE //
// //
// EnteR ON BUIILD MODE PUMP-HAND CANNON WILL DESACTIVATE //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Anti Recoil --- > ALWAYS ON [ Just fire ] //
// //
///////////////////////////////////////////////////////////////////////////
// //
// Auto pick up --- > ALWAYS ON [ HOLD TRIANGLE + SQUARE ] //
// //
// Insta trap and insta pick up all the loot //
// //
///////////////////////////////////////////////////////////////////////////
*/
int EDIT_BUTTON = /**/BUILD/**/;
int EDIT_BUTTON_HOLD = /**/TRUE/**/
int HOLD_TIME = /**/150/**/;
int RESET_EDIT_BUTTON = /**/CROUCH/**/
int CONFIRM_BUTTON = BUILD;
int AimAssist = TRUE;
int aav = 13;
int delay = 10;
int AimAbuse_V2 = TRUE;
int AimAbuse_V2_HOLD = 250;
int AimAbuse_V2_RELEASE = 25;
int ghostpeek = TRUE;
int gpreset = 111;
int PerfectAccuracy = TRUE;
int DropShot = FALSE;
int dsdown = 130;
int dsup = 41;
int RMBLE = RUMBLE_A;
define Speed = 50
int AntiRecoil = FALSE;
int antirecoil
int antirecoilA = 20;
int antirecoilB = 28;
int delayA = 12;
int Jitter_Burst= TRUE;
int tap;
int L2_block;
int R2_block;
define BUILDBTN = 18;
define ACTIVE = 8;
int R1L1_SWAP = FALSE;
int XR3_SWAP = FALSE;
int rumble_type = RUMBLE_A;
int Notify = TRUE
int g; int h; //Ps4/XBox
define FIRE = /**/4/**/; //R2/RB
define ADS = /**/7/**/; //L2/LB
define RBUMP = /**/3/**/; //R1/RT
define LBUMP = /**/6/**/; //L1/LT
define CROUCH = /**/5/**/; //R3/RS
define SPRINT = /**/8/**/; //L3/LS
define JUMP = /**/19/**/; //X/A
define RELOAD = /**/20/**/; //square/X
define PICKAXE = /**/17/**/; //triangle/Y
define BUILD = /**/18/**/; //circle/B
define UP = /**/13/**/; //Up
define DOWN = /**/14/**/; //Down
define LEFT = /**/15/**/; //Left
define RIGHT = /**/16/**/; //Right
define OPTIONS = /**/2 /**/; //Options/Menu
define TOUCHPAD = 27;//Touchpad
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; //PS4 RY / Xbox RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
int pressedIt[6];
int WAIT;
int button;
int num, i, a;
int edit = FALSE;
main {
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) {
if (get_val(BUILD)) {
AimAbuse_V2 = TRUE;}
if (event_release(FIRE) || get_val(RESET_EDIT_BUTTON) || get_val(PICKAXE)) {
set_click(CONFIRM_BUTTON, 1, 0);
edit = FALSE;}}
if (a) {
if (i < num) {
if (!combo_running(master)) {
combo_run(master);}} else if (i > num) {
a = FALSE;}}
if (ghostpeek) {
if (get_val(7)) {if (get_val(16)) {
combo_run(ghostpeek_Hold); }
set_val(16, 0);}}
if(R1L1_SWAP) {
swap(3, 4); swap(6, 7);}
if (XR3_SWAP) {
swap(19, 5);}
if (get_val(PICKAXE)&&get_val(RELOAD)){
combo_run(TurboCros);}
if(get_val(ADS)&&event_press(TOUCHPAD)){ Jitter_Burst=!Jitter_Burst;
if(Jitter_Burst == TRUE){combo_run(Notify);g=0;h=2;}
if(Jitter_Burst == FALSE){combo_run(Notify);g=2;h=0;}
}
if(Jitter_Burst){
if(get_val(FIRE)){combo_run(Jitter_Burst);}
if(event_release(FIRE)){combo_stop(Jitter_Burst);}
if (event_press(18)){ Jitter_Burst = FALSE; }
}
if(get_val(ADS) && event_press(RELOAD)){
DropShot =! DropShot;
if(DropShot == TRUE){combo_run(Notify);g=0;h=2;}
if(DropShot == FALSE){combo_run(Notify);g=2;h=0;}
}
if(DropShot){
if(get_val(ADS)&&get_val(FIRE)){combo_run(DropShot);}
if (event_press(18)){ DropShot = FALSE; }}
if (AimAssist) {
if (get_val(ADS) > 95){ combo_run(AimAssist);}}
if (abs(get_val(R_X)) > 19 || abs(get_val(R_Y)) > 19){
combo_stop(AimAssist);}
if(AimAbuse_V2){
if(get_val(ADS) > 95){
combo_run(AimAbuse_V2);}
if(event_release(ADS)){ combo_stop(AimAbuse_V2);}}}
combo Notify {
if(Notify){set_rumble(RUMBLE_B,65);}
set_led(LED_1, 0);
set_led(LED_2, g);
set_led(LED_3, h);
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, g);
set_led(LED_3, h);
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, g);
set_led(LED_3, h);
set_led(LED_4, 0);
wait(250);
reset_leds();
}
combo TAP
{
doubleClick = TRUE;
wait(400);
doubleClick = FALSE;}
combo Jitter_Burst {
set_val(ADS, 100);
wait(50);
set_val(FIRE, 100);
wait(50);
set_val(RBUMP, 100);
wait(100);
set_val(RBUMP, 0);
wait(300); //END
set_val(ADS, 100);
wait(300);
set_val(FIRE, 100);
wait(50);
set_val(LBUMP, 100);
wait(100);
set_val(LBUMP, 0);
wait(500);}
combo TurboCros {
wait(Speed);
set_val(XB1_X, 0);
wait(Speed);
set_val(XB1_X, 0);}
combo AA_XY {
set_val(10,xy_val(10,aa__shake));
wait(aa_delay);
set_val(9,xy_val(9,aa__shake));
set_val(11,xy_val(11,aa__shake));
wait(aa_delay);
set_val(10,xy_val(10,aa__shake * -1));
wait(aa_delay);
set_val(9,xy_val(9,aa__shake * -1));
set_val(11,xy_val(11,aa__shake * -1));
wait(aa_delay);}
combo AimAssist {
set_val(R_Y, (aav)); wait(delay)
set_val(R_X, (aav)); wait(delay)
set_val(R_Y, aav * -1); wait(delay)
set_val(R_X, aav * -1); wait(delay)}
combo AimAbuse_V2 {
set_val(ADS, 100);
wait(AimAbuse_V2_HOLD);
set_val(ADS, 0);
wait(AimAbuse_V2_RELEASE);}
combo master {
wait(WAIT);
set_val(button, 100);
wait(28);
set_val(button, 0);
wait(28);
i = i + 1;}
function set_click(B, Num, Wait) {
WAIT = Wait;
i = 0;
button = B;
num = Num;
a = TRUE;}
combo ghostpeek_Hold {
set_val(5, 100);
wait(15); wait(15);
set_val(4, 100);
wait(15); wait(10);
set_val(5, 100);
wait(15); wait(gpreset);}
combo DropShot{
set_val(5,100);
wait(dsdown);
wait(dsup);
set_val(5,100);}
combo TurboCross {
wait(Speed);
set_val(XB1_X, 0);
wait(Speed);
set_val(XB1_X, 0);}
combo RUMBLE {
set_rumble(RMBLE, 100); wait(300);
reset_rumble(); }
function RMBLE_A(var) {
if (var) RMBLE = RUMBLE_A;
else RMBLE = RUMBLE_B;
combo_run(RUMBLE); }
//End of Functions
Last edited by Mad on Sun Jul 28, 2019 7:13 am, edited 1 time in total.
Reason: Added code tags
Reason: Added code tags
-
23jar01 - Private
- Posts: 1
- Joined: Sun Jul 28, 2019 6:58 am
Re: Fortnite convert
Did you fix script
-
O.g swayz - First Sergeant
- Posts: 54
- Joined: Tue Feb 05, 2019 3:46 pm
- Location: bundaberg,qld
19 posts
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