ayuda para poner apuntar y disparar en L2 y R2

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

ayuda para poner apuntar y disparar en L2 y R2

Postby sebascu » Mon Oct 07, 2019 6:33 pm

Code: Select all
// colorled(0,0,0,0); // Off / No LED light
// colorled(1,0,0,0); // Dim Blue
// colorled(0,1,0,0); // Dim Red
// colorled(0,0,1,0); // Dim Lime/Green
// colorled(0,0,0,1); // Dim Fuchsia/Pink
// colorled(1,0,1,0); // Dim SkyBlue
// colorled(0,1,1,0); // Dim Yellow
// colorled(1,1,1,1); // Dim White
// colorled(2,0,0,0); // Blue 
// colorled(0,2,0,0); // Red
// colorled(0,0,2,0); // Lime/Green
// colorled(0,0,0,2); // Fuchsia/Pink
// colorled(2,0,2,0); // SkyBlue
// colorled(0,2,2,0); // Yellow
// colorled(2,2,2,2); // White
// colorled(3,0,0,0); // Bright Blue
// colorled(0,3,0,0); // Bright Red
// colorled(0,0,3,0); // Bright Lime/Green
// colorled(0,0,0,3); // Bright Fuchsia/Pinka
// colorled(3,0,3,0); // Bright SkyBlue
// colorled(0,3,3,0); // Bright Yellow
// colorled(3,3,3,3); // Bright white
// ColorLed (1) Dim light
// ColorLed (2) Normal/Medium
// ColorLed (3) Bright light
 
 
//--Aim Assist
    //--constants
    define AA_P      =  26;       //--ads values
    define FA_P      =  34;       //--firing values
    define AA_DELAY  =  20;       //--delay between values
    //--variables
    int release; //      = AA_P +1;  //--aim assist release
    int aa_p,aa_n;
 
//--Anti Recoil
    define AR_Y      =  20;       //--anti recoil value
 
//DECLARARATIONS
//--------------------------------------------------------------
define SHOOT_BUTTON      = PS4_R1;
define RAPIDFIRE_BUTTON = PS4_L1;
define RATE_OF_FIRE       = 180; // Range: 1 to 25 RPS (Round/s)
define AUTOSPOT_BUTTON  = PS4_L1;
define SPOT_BUTTON      =PS4_R3;
define RB    =  3;
define RX    =  9;
define RY    = 10;
define LX    = 11;
define LY    = 12;
//VARIABLES
//--------------------------------------------------------------
//             *DO NOT EDIT/DELETE THIS SECTION*
int hold_time;
int rest_time;
int Attack                   = FALSE;
 
int Timeout_Melee            = 0;
int DbleClick_Square         = 0;
 
//INITIALIZATION - init
//--------------------------------------------------------------
init {
     hold_time = 5450 / RATE_OF_FIRE;
     rest_time = hold_time - 5450;
     if(rest_time < 23) rest_time = 0;
 
     release = AA_P +1;
}
 
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main {
    if(get_val(6) && get_val(3)) {
       combo_run(AA_XY);
    }
    // COLOR INDICATION FOR the RAPID FIRE ON / OFF
    if(get_val(RAPIDFIRE_BUTTON) && get_val(SHOOT_BUTTON)) {
        colorled(0,0,1,0)// OFF (Dim Lime/Green) *you can edit here*
        colorled(3,3,3,3); // (White) *you can edit here*
        combo_run(RapidFire);
    } else if(combo_running(RapidFire)) {
        combo_stop(RapidFire);
        reset_leds(); }
 
    // COLOR INDICATION FOR the RAPID SPOT ON / OFF
    if(get_val(RAPIDFIRE_BUTTON)) {
        combo_run(RapidSpot);
    } else if(combo_running(RapidSpot)) {
        combo_stop(RapidSpot);
        reset_leds(); }
 
  // Double click Square to turn off/on Melee.
    if(DbleClick_Square > 0) DbleClick_Square = DbleClick_Square - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_Square <= 0) {
        DbleClick_Square = 0; }
        else if(event_press(PS4_SQUARE) && DbleClick_Square > 0) {
        Attack = !Attack;
        Timeout_Melee = 0;
    }
    if(Attack) {
        set_val(TRACE_1, Timeout_Melee);
        Timeout_Melee = Timeout_Melee + get_rtime();
        if(Timeout_Melee <= 350) combo_run(Brawl);
        else combo_run(StrongAttack);
    } else if(combo_running(Brawl)) {
        combo_stop(Brawl);
        reset_leds(); }
 
   // Rapid fire on Square button.
    if(get_val(PS4_SQUARE)) { combo_run(Action); }
    else if(combo_running(Action)) { combo_stop(Action); }
}
 
//COMBO BLOCKS
//--------------------------------------------------------------
combo RapidFire {
    set_val(SHOOT_BUTTON, 100);
    wait(hold_time);
    set_val(SHOOT_BUTTON, 0);
    wait(rest_time);
    set_val(SHOOT_BUTTON, 0);
}
 
combo RapidSpot {
    set_val(SPOT_BUTTON, 100);
    wait(hold_time);
    set_val(SPOT_BUTTON, 0);
    wait(rest_time);
    set_val(SPOT_BUTTON, 0);
}
 
combo Brawl {
    set_val(PS4_SQUARE, 100);
    set_led(LED_4, 2);
    wait(80);
    set_val(PS4_SQUARE, 0);
    set_led(LED_2, 0);
    wait(60);
    set_val(PS4_SQUARE, 0);
    set_led(LED_4, 0);
}   
 
combo StrongAttack {
    set_val(PS4_TRIANGLE, 100);
    wait(100);
    set_val(PS4_TRIANGLE, 0);
    Timeout_Melee = 0;
}
 
combo Action {
    set_val(PS4_SQUARE, 100);
    wait(40);
    set_val(PS4_SQUARE, 0);
    wait(20);
    set_val(PS4_SQUARE, 0);
}
 
combo AA_XY {
    if(!get_val(RB))set_val(RY,xy_val(RY,aa_p));
        else set_val(RY,xy_val(RY,AR_Y))
    wait(AA_DELAY);
    set_val(RX,xy_val(RX,aa_p));
    set_val(LX,xy_val(LX,aa_p));
    wait(AA_DELAY);
    if(!get_val(RB))set_val(RY,xy_val(RY,aa_n));
        else set_val(RY,xy_val(RY,AR_Y));
    wait(AA_DELAY)
    set_val(RX,xy_val(RX,aa_n));
    set_val(LX,xy_val(LX,aa_n));
    wait(AA_DELAY);
}
 
 
 function xy_val(f_axis,f_val) {
    if(abs(get_val(f_axis)) < release)
        return f_val;
    return get_val(f_axis); }
// COLOR LED INDICATION for PS4 *NO NEED TO EDIT BELOW*
//--------------------------------------------------------------
function colorled(a,b,c,d) {
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d); }
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sebascu
Sergeant Major
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Posts: 68
Joined: Sat Aug 03, 2019 5:32 pm

Re: ayuda para poner apuntar y disparar en L2 y R2

Postby Mad » Tue Oct 08, 2019 12:52 am

Code: Select all
// colorled(0,0,0,0); // Off / No LED light
// colorled(1,0,0,0); // Dim Blue
// colorled(0,1,0,0); // Dim Red
// colorled(0,0,1,0); // Dim Lime/Green
// colorled(0,0,0,1); // Dim Fuchsia/Pink
// colorled(1,0,1,0); // Dim SkyBlue
// colorled(0,1,1,0); // Dim Yellow
// colorled(1,1,1,1); // Dim White
// colorled(2,0,0,0); // Blue 
// colorled(0,2,0,0); // Red
// colorled(0,0,2,0); // Lime/Green
// colorled(0,0,0,2); // Fuchsia/Pink
// colorled(2,0,2,0); // SkyBlue
// colorled(0,2,2,0); // Yellow
// colorled(2,2,2,2); // White
// colorled(3,0,0,0); // Bright Blue
// colorled(0,3,0,0); // Bright Red
// colorled(0,0,3,0); // Bright Lime/Green
// colorled(0,0,0,3); // Bright Fuchsia/Pinka
// colorled(3,0,3,0); // Bright SkyBlue
// colorled(0,3,3,0); // Bright Yellow
// colorled(3,3,3,3); // Bright white
// ColorLed (1) Dim light
// ColorLed (2) Normal/Medium
// ColorLed (3) Bright light
 
 
//--Aim Assist
    //--constants
    define AA_P      =  26;       //--ads values
    define FA_P      =  34;       //--firing values
    define AA_DELAY  =  20;       //--delay between values
    //--variables
    int release; //      = AA_P +1;  //--aim assist release
    int aa_p,aa_n;
 
//--Anti Recoil
    define AR_Y      =  20;       //--anti recoil value
 
//DECLARARATIONS
//--------------------------------------------------------------
define SHOOT_BUTTON      = PS4_R2;
define RAPIDFIRE_BUTTON = PS4_L2;
define RATE_OF_FIRE       = 180; // Range: 1 to 25 RPS (Round/s)
define AUTOSPOT_BUTTON  = PS4_L2;
define SPOT_BUTTON      =PS4_R3;
define RB    =  3;
define RX    =  9;
define RY    = 10;
define LX    = 11;
define LY    = 12;
//VARIABLES
//--------------------------------------------------------------
//             *DO NOT EDIT/DELETE THIS SECTION*
int hold_time;
int rest_time;
int Attack                   = FALSE;
 
int Timeout_Melee            = 0;
int DbleClick_Square         = 0;
 
//INITIALIZATION - init
//--------------------------------------------------------------
init {
     hold_time = 5450 / RATE_OF_FIRE;
     rest_time = hold_time - 5450;
     if(rest_time < 23) rest_time = 0;
 
     release = AA_P +1;
}
 
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main {
    if(get_val(6) && get_val(3)) {
       combo_run(AA_XY);
    }
    // COLOR INDICATION FOR the RAPID FIRE ON / OFF
    if(get_val(RAPIDFIRE_BUTTON) && get_val(SHOOT_BUTTON)) {
        colorled(0,0,1,0)// OFF (Dim Lime/Green) *you can edit here*
        colorled(3,3,3,3); // (White) *you can edit here*
        combo_run(RapidFire);
    } else if(combo_running(RapidFire)) {
        combo_stop(RapidFire);
        reset_leds(); }
 
    // COLOR INDICATION FOR the RAPID SPOT ON / OFF
    if(get_val(RAPIDFIRE_BUTTON)) {
        combo_run(RapidSpot);
    } else if(combo_running(RapidSpot)) {
        combo_stop(RapidSpot);
        reset_leds(); }
 
  // Double click Square to turn off/on Melee.
    if(DbleClick_Square > 0) DbleClick_Square = DbleClick_Square - get_rtime();
    if(event_press(PS4_SQUARE) && DbleClick_Square <= 0) {
        DbleClick_Square = 0; }
        else if(event_press(PS4_SQUARE) && DbleClick_Square > 0) {
        Attack = !Attack;
        Timeout_Melee = 0;
    }
    if(Attack) {
        set_val(TRACE_1, Timeout_Melee);
        Timeout_Melee = Timeout_Melee + get_rtime();
        if(Timeout_Melee <= 350) combo_run(Brawl);
        else combo_run(StrongAttack);
    } else if(combo_running(Brawl)) {
        combo_stop(Brawl);
        reset_leds(); }
 
   // Rapid fire on Square button.
    if(get_val(PS4_SQUARE)) { combo_run(Action); }
    else if(combo_running(Action)) { combo_stop(Action); }
}
 
//COMBO BLOCKS
//--------------------------------------------------------------
combo RapidFire {
    set_val(SHOOT_BUTTON, 100);
    wait(hold_time);
    set_val(SHOOT_BUTTON, 0);
    wait(rest_time);
    set_val(SHOOT_BUTTON, 0);
}
 
combo RapidSpot {
    set_val(SPOT_BUTTON, 100);
    wait(hold_time);
    set_val(SPOT_BUTTON, 0);
    wait(rest_time);
    set_val(SPOT_BUTTON, 0);
}
 
combo Brawl {
    set_val(PS4_SQUARE, 100);
    set_led(LED_4, 2);
    wait(80);
    set_val(PS4_SQUARE, 0);
    set_led(LED_2, 0);
    wait(60);
    set_val(PS4_SQUARE, 0);
    set_led(LED_4, 0);
}   
 
combo StrongAttack {
    set_val(PS4_TRIANGLE, 100);
    wait(100);
    set_val(PS4_TRIANGLE, 0);
    Timeout_Melee = 0;
}
 
combo Action {
    set_val(PS4_SQUARE, 100);
    wait(40);
    set_val(PS4_SQUARE, 0);
    wait(20);
    set_val(PS4_SQUARE, 0);
}
 
combo AA_XY {
    if(!get_val(RB))set_val(RY,xy_val(RY,aa_p));
        else set_val(RY,xy_val(RY,AR_Y))
    wait(AA_DELAY);
    set_val(RX,xy_val(RX,aa_p));
    set_val(LX,xy_val(LX,aa_p));
    wait(AA_DELAY);
    if(!get_val(RB))set_val(RY,xy_val(RY,aa_n));
        else set_val(RY,xy_val(RY,AR_Y));
    wait(AA_DELAY)
    set_val(RX,xy_val(RX,aa_n));
    set_val(LX,xy_val(LX,aa_n));
    wait(AA_DELAY);
}
 
 
 function xy_val(f_axis,f_val) {
    if(abs(get_val(f_axis)) < release)
        return f_val;
    return get_val(f_axis); }
// COLOR LED INDICATION for PS4 *NO NEED TO EDIT BELOW*
//--------------------------------------------------------------
function colorled(a,b,c,d) {
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d); }
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Mad
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