fortnite script convert
12 posts
• Page 2 of 2 • 1, 2
Re: fortnite script convert
O.g swayz wrote:can someone convert this script as well please......
Converted:
- Code: Select all
define SHOOT_BTN = 4;
define AIM_BTN = 7;
define CROUCH_BTN = 5;
define RELOAD_BTN = 20;
define SPRINT_BTN = 8;
define JUMP_BTN = 19;
define RIGHT_BUMP = 3;
define LEFT_BUMP = 6;
define SWAP_BTN = 17;
define BUILD_BTN = 18;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define VIEW = 1;
define MENU = 2;
define RB = 3;
define RT = 4;
define RS = 5;
define LB = 6;
define LT = 7;
define LS = 8;
define Y = 17;
define BUILD = 18;
define A = 19;
define X = 20;
int AimAbuse = TRUE;
int ZoomInValues = 290;
int ZoomOutValues = 40;
int AimAssist = TRUE;
int Shake1 = 19;
int Shake2 = -19;
int RapidFire = FALSE;
int SwapTrigger = FALSE;
int EDIT_BUTTON = LS;
int RESET_EDIT_BUTTON = RS;
int CONFIRM_BUTTON = BUILD;
int edit = FALSE;
int FIRE = 4;
int value = 19;
int value2 =-19;
int delay = 20;
int GhostPeek_R = 111;
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;
int NEG_Aim_Limit = -70;
define POS_Micro_MVT_Limit = 25;
int 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;
main {
if(HairTrigger){
if(get_val(SHOOT_BTN)){set_val(SHOOT_BTN,100);}
}
if (SwapTrigger){
swap (7,6) swap (4,3) }
if(AimAbuse){
if(get_val(AIM_BTN)> 95){
combo_run(AimAbuseC);}
if(event_release(AIM_BTN)){ combo_stop(AimAbuseC);
}
}
if (get_val(AIM_BTN)) {
if (event_press(LEFT_BUMP)) {
combo_run( GhostPeek);
}
set_val(LEFT_BUMP, 0);
}
if (get_val(AIM_BTN) && get_val(RIGHT_BUMP)) {
combo_run(SingleShot);
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(SingleShot);
}
if(edit){
if(get_val(EDIT_BUTTON)){
if(get_ptime(EDIT_BUTTON) > 5){
edit = TRUE;
combo_run(cheese);
}
}
if(event_release(EDIT_BUTTON)){
combo_stop(cheese);
set_click(CONFIRM_BUTTON, 1, 100);
edit = FALSE;
}
if(event_press(RESET_EDIT_BUTTON)){
set_click(RT, 0, 0);
combo_stop(cheese);
combo_run(wait1);
set_click(CONFIRM_BUTTON, 1, 100);
set_click(EDIT_BUTTON, 0, 0);
edit = FALSE;
}
}
if(get_val(EDIT_BUTTON) && !get_val(RT) < 20){
edit = TRUE;
}
if (a) {
if (i < num) {
if (!combo_running(master)) {
combo_run(master);
}
} else if
(i > num) {a = FALSE;
}
}
if(edit == TRUE) {
if(event_press(X)){
combo_run(FlrPyraEdit);
}
}
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;
}
if (AimAssist) {
if (get_val(AIM_BTN)) {
combo_run(AimAssistC);}}
if (get_val(RX)<value2||get_val(RX)>value||get_val(RY)<value2||get_val(RY)>value||get_val(RX)<value2||get_val(RX)>value||get_val(RY)<value2||get_val(RY)>value){
combo_stop(AimAssistC);}
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( RapidFireC);
}
}
}
combo AimAbuseC {
set_val(AIM_BTN, 100);
wait(ZoomInValues);
set_val(AIM_BTN, 0);
wait(ZoomOutValues);
}
combo AimAssistC {
set_val(RY, (Shake1));
wait(delay)
set_val(RX, (Shake1));
wait(delay)
set_val(RY, (Shake2));
wait(delay)
set_val(RX, (Shake2));
wait(delay)
set_val(RY, (Shake1));
wait(delay)
set_val(RX, (Shake1));
wait(delay)
set_val(RY, (Shake2));
wait(delay)
set_val(RX, (Shake2));
wait(delay)
}
combo SingleShot {
set_val(SHOOT_BTN,100);
wait(100);
wait(250);
set_val(SHOOT_BTN,100);
}
combo GhostPeek {
set_val(CROUCH_BTN, 100);
wait(25); wait(25);
set_val(SHOOT_BTN, 100);
wait(25); wait(25);
set_val(CROUCH_BTN, 100);
wait(25); wait(GhostPeek_R);
}
combo RapidFireC {
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;
}
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
combo wait1 {
wait(50);
wait(55);
}
combo cheese {
set_val(RT,100);
wait(10000);
}
combo FlrPyraEdit {
set_val(EDIT_BUTTON, 100);
wait(12);
set_val(FIRE, 100);
wait(12);
set_val(FIRE, 0);
set_val(EDIT_BUTTON, 0);
wait(12);
set_val(BUILD, 100);
wait(12);
set_val(BUILD, 0);
wait(100);
set_val(EDIT_BUTTON, 100);
wait(12);
set_val(FIRE, 100);
wait(12);
set_val(FIRE, 0);
set_val(EDIT_BUTTON, 0);
wait(12);
set_val(BUILD, 100);
wait(12);
set_val(BUILD, 0);
wait(8);
}
combo master {
wait(WAIT);
set_val(button, 100);
wait(28);
set_val(button, 0);
wait(28);
i = i + 1;
}
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));
}
}
}
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
function set_click(B, Num, Wait) {
WAIT = Wait;
i = 0;
button = B;
num = Num;
a = TRUE;
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: fortnite script convert
thank you so much
-
O.g swayz - First Sergeant
- Posts: 54
- Joined: Tue Feb 05, 2019 3:46 pm
- Location: bundaberg,qld
12 posts
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