Script Conversion Request Megathread

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

Re: Script Conversion Request Megathread

Postby Mad » Fri Sep 18, 2020 8:26 pm

Harleys2016 wrote:Need converted to use on titan 1 please

converted:
T1 GTA SCRIPT.gpc
(7.29 KiB) Downloaded 73 times
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
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Re: Script Conversion Request Megathread

Postby fenixforver » Mon Sep 21, 2020 7:42 am

Hi, I have two requests that I'm hoping aren't too much trouble to convert, as there are a limited amount of 2K scripts.

First one is a 2K Shot script
Second is a shot + dribble script
Attached. Thank you for the work!
Attachments
2K21 Shot + Dribble.gpc
(11.66 KiB) Downloaded 77 times
Dilema 2KShot.gpc
(3.75 KiB) Downloaded 84 times
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Posts: 1
Joined: Mon Sep 21, 2020 7:36 am

Conversione per titan one

Postby Alfagamer » Mon Sep 21, 2020 4:19 pm

Code: Select all
/
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------   
---------------------------------------------------FABRICIO KEITEL ULTIMATE WARZONE SCRIPT-------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
Version: 3.0
Platform: Multi
Controller: Multi
Game: WARZONE
Author: FABRICIO KEITEL
 
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
*/
int Auto_Ping_ON = FALSE;
int Quick_Shot_ON = FALSE;    
int Crouch_Shot_ON = FALSE;
int Strafe_Shot_ON = FALSE;
int    STICKY__AIM = TRUE;        // AIM ASSIST
int    release=25;
int _v=    23;   
define AIM_H=XB1_RX;//AIM HORIZONTAL                 
define AIM_V=XB1_RY;//AIM VERTICAL       
define STRAFE=XB1_LX
 
// PRIMARY WEAPON:
int AR_Primary = 22; // Antirecoil Vertical
int ARH_Primary = 0; // AntiRecoil Horizontal
int RF_Primary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Primary else set FALSE
int RoF_Primary = 8; // Range: 1 to 25 RPS (Round/s)
 
// SECONDARY WEAPON:
int AR_Secondary = 24; // Antirecoil Vertical
int ARH_Secondary = 0; // AntiRecoil Horizontal
int RF_Secondary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Secondary else set FALSE
int RoF_Secondary = 10; // Range: 1 to 25 RPS (Round/s)
 
 
////////// Do not modify //////////
 
define Off       = 0;
define Blue      = 1;
define Red       = 2;
define Green     = 3;
define Pink      = 4;
define SkyBlue   = 5;
define Yellow    = 6;
define White     = 7;
 
data(
  0,0,0,0, //0. Off
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
 
int double_tap;
int weapon;
int handgun;
 
int ARV;
int ARH;
int arv;
int arh;
 
int idx;
 
int RATE_OF_FIRE;
int hold_time;
int rest_time;
 
init {
    AR_Primary = get_pvar(SPVAR_1, -100, 100, 0);   ARH_Primary = get_pvar(SPVAR_4, -100, 100, 0);   RoF_Primary = get_pvar(SPVAR_7, 0, 25, 0);
    AR_Secondary = get_pvar(SPVAR_2, -100, 100, 0); ARH_Secondary = get_pvar(SPVAR_5, -100, 100, 0); RoF_Secondary = get_pvar(SPVAR_8, 0, 25, 0);
 
}
 
 
    define FIRE_SENS = 97.5; // Sensitivity while shothing - Default: 100 - Range [0 ~ 327]
                            // set a number below 100 for less sens - above 100 for more sens
 
    define GEN_SENS = 92.1// General sensitivity - Default: 100 - Range [0 ~ 327]
                            // set a number below 100 for less sens - above 100 for more sens
 
    define ADS_SENS = 105.5// Sensitivity while aiming - Default: 100 - Range [0 ~ 327]
                            // set a number below 100 for less sens - above 100 for more sens
 
    define RUN_SENS = 86.1;     // Sensitivity while running - Default: 100 - Range [0 ~ 327]
                               // set a number below 100 for less sens - above 100 for more sens
 
    define MIDPOINT = 51.5;   /** MIDPOINT - Default: 50 - Range [0 ~ 100] Carefully read below:
                            If you set a number below 50 you are defining a zone of high sensitivity range when close to rest position
                            (fast movements) and a low sensitivity range when far from rest position (better accuracy).
                            if you set a number above 50 you are defining a zone of low sensitivity when close to the rest position
                            (better accuracy), and a zone of high sensitivity when far from rest position (fast movements).**/

 
 
main {   
 if(get_val(XB1_LT))
    sensitivity(PS4_RX, 54, 98);
    sensitivity(PS4_RY, 58, 115);
 
    if(get_val(XB1_RT))
    sensitivity(PS4_RX, NOT_USE, 95);
    sensitivity(PS4_RY, NOT_USE, 112);
 
if((get_val(PS4_RX)) && (get_val(PS4_RY) && (get_val(PS4_LY) && (get_val(PS4_LX)&& (!get_val(XB1_LT) && (!get_val(XB1_RT))))))) {
    sensitivity(PS4_RX, NOT_USE, 99);       
    sensitivity(PS4_RY, NOT_USE, 104);}   
 
 
    // FIRE SENS
    if(get_val(XB1_LT) && get_val(XB1_RT)) {         
    sensitivity( 9, MIDPOINT, FIRE_SENS);       
    sensitivity(10, MIDPOINT, FIRE_SENS);
    }
    // ADS SENS
    else if (get_val(XB1_LT)) {       
    sensitivity( 9, MIDPOINT, ADS_SENS);       
    sensitivity(10, MIDPOINT, ADS_SENS);
    } else {
    // GENERAL SENS
    sensitivity( 9, MIDPOINT, GEN_SENS);
    sensitivity(10, MIDPOINT, GEN_SENS);
    }
    // RUNNING SENS
    if(get_val(XB1_LS)) {
    sensitivity( 9, MIDPOINT, RUN_SENS);
    sensitivity(10, MIDPOINT, RUN_SENS);
    }
     if((get_val(7)) >= 100) {
        set_val(XB1_LS, 100)
 
      } 
 
    if(event_press(PS4_TRIANGLE))
        combo_run(Vibrate1);
 
     deadzone(PS4_L2,PS4_R2,99,99);
 
 
 
 if(get_val(PS4_LY) <=-85 && !get_val(XB1_LT) && !get_val(XB1_RT))
         combo_run(Auto_Run);
         else
         combo_stop(Auto_Run);   
 
if(event_release(XB1_Y) && get_ptime(XB1_Y) >= 510)
     combo_run(Auto_Y);
 
    if(event_press(PS4_TRIANGLE) || (event_press(PS4_R2) || get_val(PS4_L2)))
     combo_stop(Auto_Y);
 
     if(event_release(XB1_X) && get_ptime(XB1_X) >= 1000)
     combo_run(Auto_X);
 
    if(event_press(PS4_SQUARE) || (event_press(PS4_R2) || get_val(PS4_L2)))
     combo_stop(Auto_X);
 
if(!get_val(PS4_L2))
    {
           if(event_press(XB1_X))
             combo_run(Reload);
}
}
main{
if(abs(get_val(XB1_RY)) <=5 && abs(get_val(XB1_RX)) <=5)
        {
            set_val(XB1_RY,0);                                                 
            set_val(XB1_RX,0);
 
}
//QUICK SHOT
  if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_SQUARE))
    {
        Quick_Shot_ON = !Quick_Shot_ON;
        if (Quick_Shot_ON) combo_run (Vibrate);
        if (!Quick_Shot_ON) combo_run (Vibrate1)
    }
 
if(Quick_Shot_ON)
{
 
    if(get_val(XB1_LT))
        set_val(XB1_RT, 100);
}
//AIM ABUSE
 if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CROSS))
    {
        Strafe_Shot_ON = !Strafe_Shot_ON;
         if (Strafe_Shot_ON) combo_run (Vibrate);
         if (!Strafe_Shot_ON) combo_run (Vibrate1);
    }
 
if(Strafe_Shot_ON)
{
  if(get_val(XB1_LT) && (get_val(XB1_RT)))
        combo_run(Strafe_Shot);
    else
        combo_stop(Strafe_Shot);
 
}
 
//CROUCH SHOT
if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CIRCLE))
    {
        Crouch_Shot_ON = !Crouch_Shot_ON;
        if (Crouch_Shot_ON) combo_run (Vibrate);
         if (!Crouch_Shot_ON) combo_run (Vibrate1);
    }
 
if(Crouch_Shot_ON)
{
  if(get_val(XB1_LT) && (get_val(XB1_RT)))
        combo_run(Crouch_Shot);
    else
        combo_stop(Crouch_Shot);
 
}
//AUTO PING
if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_R3))
    {
        Auto_Ping_ON = !Auto_Ping_ON;
        if (Auto_Ping_ON) combo_run (Vibrate);
         if (!Auto_Ping_ON) combo_run (Vibrate1);
        }
 
if(Auto_Ping_ON)
{
  if (get_val(XB1_RT) && (!get_val(XB1_RS)))
     combo_run(Auto_RS1);
     else
         combo_stop(Auto_RS1);
}   
    if(STICKY__AIM){
    if(get_val(XB1_LT))
    combo_run(AA_XY);
      else
      combo_stop(AA_XY);
}               
    set_val(TRACE_1, ARV);
    set_val(TRACE_2, ARH);
    set_val(TRACE_3, RATE_OF_FIRE);
    set_val(TRACE_5, weapon);
 
 
    if(double_tap)
        double_tap -= get_rtime();
 
    if(event_press(PS4_TRIANGLE) || (event_press(PS4_DOWN) && !get_val(PS4_L2)))
    {
        weapon=!weapon;
        handgun = FALSE;
 
        if(double_tap)
          {
              handgun = FALSE ;
              weapon = !weapon;
          }
 
    }
 
    if(get_val(PS4_L2) && get_val(PS4_OPTIONS))
    {
        set_pvar(SPVAR_1, AR_Primary);   set_pvar(SPVAR_4, ARH_Primary);   set_pvar(SPVAR_7, RoF_Primary);
        set_pvar(SPVAR_2, AR_Secondary); set_pvar(SPVAR_5, ARH_Secondary); set_pvar(SPVAR_8, RoF_Secondary);
        combo_run(Vibrate);              combo_run(Flash);                 set_val(PS4_OPTIONS, 0)
    }
 
     if(get_val(PS4_L2) && get_val(PS4_R2))
        combo_run(AntiRecoil);
            else
                combo_stop(AntiRecoil);
 
    hold_time = 500 / RATE_OF_FIRE;
    rest_time = hold_time - 20;
    if(rest_time < 0) rest_time = 0;
 
 
        {
            if(!weapon)
            {
                AR_Primary = edit_val (0, PS4_L2, PS4_CROSS, AR_Primary, PS4_UP, PS4_DOWN, 0, 100);
                ARH_Primary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Primary, PS4_RIGHT, PS4_LEFT, -100, 100);
 
                if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
                    RF_Primary_onoff = !RF_Primary_onoff;
 
                if(RF_Primary_onoff)
                {
                    RoF_Primary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Primary, PS4_UP, PS4_DOWN, 0, 25);
                    RF ();
                }   
            }
 
            if(weapon)
            {
                AR_Secondary = edit_val (0, PS4_L2, PS4_CROSS, AR_Secondary, PS4_UP, PS4_DOWN, 0, 100);
                ARH_Secondary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Secondary, PS4_RIGHT, PS4_LEFT, -100, 100);
 
                if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
                    RF_Secondary_onoff = !RF_Secondary_onoff;
 
                if(RF_Secondary_onoff)
                {
                    RoF_Secondary =  edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Secondary, PS4_UP, PS4_DOWN, 0, 25);
                    RF ();
               }   
            }
        }
 
         if(!weapon) LED(Blue);
             else LED(Green);
              }
 
 
 
combo AA_XY {
     set_val(AIM_V,xy_val(AIM_V, _v));
    wait(20);
    set_val(AIM_H,xy_val(AIM_H, _v));
    set_val(STRAFE,xy_val(STRAFE, _v));
    wait(20);
    set_val(AIM_V,xy_val(AIM_V, _v * -1));
    wait(20);
    set_val(AIM_H,xy_val(AIM_H, _v * -1));
    set_val(STRAFE,xy_val(STRAFE, _v * -1));
    wait(20);
}
combo RAPID_FIRE {
    wait(hold_time);
    set_val(PS4_R2, 0);
    wait(rest_time);
 
}
combo Vibrate1 {
   set_rumble(RUMBLE_B, 100);
    wait(150);
    set_rumble(RUMBLE_B, 0);
    wait (150);
    set_rumble(RUMBLE_B, 100);
    wait(150);
    reset_rumble();
 
}
combo Vibrate {
    set_rumble(RUMBLE_A, 50);
    wait(300);
    reset_rumble();
}
 
combo Flash {
    wait(400);
    LED(Off);
    wait(400);
}
 
combo AntiRecoil {
    arv = get_val(10) + ARV;
    if(arv > 100) arv = 100;
    set_val(10, arv);
    arh = get_val(9) + ARH;
    if(arh > 100) arh = 100;
    set_val(9, arh);
}
combo Turbo_1 {
    set_val(XB1_X, 100);
    wait(550);
    set_val(XB1_X, 0);
 
} 
combo Strafe_Shot{
   set_val(PS4_L2, 100);   
    wait(199);               
    set_val(PS4_L2, 0);     
    wait(19);
 
}
 combo Auto_RS1 {
    set_val(PS4_UP, 100);
    wait(120);
    set_val(PS4_UP, 0);
    wait(70);
}   
combo Crouch_Shot {
   set_val(XB1_B,100);
}
combo Flash3 {
    wait(600);
    LED(4);
    wait(700);
}
combo Auto_Run{
    set_val(XB1_LS, 100);
    wait(50);
    set_val(XB1_LS, 0);
    wait(100);   
}   
 combo Auto_Y {
    set_val(XB1_Y,100);
    wait(5500);
}   
 combo Auto_X {
    set_val(XB1_X,100);
    wait(10500);
}   
combo Reload {
    set_val(XB1_LS, 0);
    wait(2200);
    set_val(XB1_LS, 100);
}
function edit_val (f_idx, f_btn1, f_btn2, f_var, f_inc, f_dec, f_min, f_max) {
    idx = f_idx;
 
    if(idx == 0)
        ARV = f_var;
    if(idx == 1)
        ARH =  f_var;
    if(idx == 2)
        RATE_OF_FIRE = f_var;
 
    if(get_val(f_btn1) && get_lval(f_btn2))
    {
        if(event_press(f_inc))
            f_var += 1;       
        if(event_press(f_dec))
            f_var -= 1;
        set_val(f_inc, 0); set_val(f_dec, 0);
 
        if(f_var < f_min)
        {
            f_var = f_min;
            combo_run(Vibrate);
        }
        if(f_var > f_max)
        {
            f_var = f_max;
            combo_run(Vibrate);
        }
        set_val(f_btn2, 0);
    }
    return f_var;
}
 
 
function RF_toggle (f_hbtn1, f_hbtn2, f_pbtn) {
    if((get_val(f_hbtn1) && get_val(f_hbtn2)) && event_press(f_pbtn))
    {
        combo_run(Vibrate);
        return TRUE;
    }
    return FALSE;
} 
 
//#################################################################################################
//
// State machine variable
//
 
 
int Current_State          = 0;
int Aim_Abuse_State      = 2;
 
 
define Get_Last_Value     = 0;
define Get_Current_Value = 1;
define Aim_Correction      = 2;
define Aim_Boost          = 3;
 
 
define Aim_Perfection_Limit = 95;
 
 
//
//#################################################################################################
//######################################### Script variable #######################################
//#################################################################################################
//
// Dont't change!
//
int X_Last_Value     = 0;
int Y_Last_Value     = 0;
int X_Current_Value  = 0;
int Y_Current_Value  = 0;
 
int mvt = 0;
int Aim_Boost_Val = 0;
int Aim_Correction_Val = 0;
 
 
//
//#################################################################################################
//############################################# MAIN ##############################################
//#################################################################################################
//
main
{
 //update main every 8ms --> only for XB1
   // vm_tctrl(-2);
 
    //--LT pulled
 
    if(get_val(XB1_LT))
        {       
            if (Current_State == Get_Last_Value)
            {
                X_Last_Value = get_lval(XB1_RX);
                Y_Last_Value = get_lval(XB1_RY);
 
                Current_State = Get_Current_Value;
 
            }
            else if (Current_State == Get_Current_Value)
            {
                X_Current_Value = get_val(XB1_RX);
                Y_Current_Value = get_val(XB1_RY);
 
                if(Aim_Abuse_State == Aim_Correction)
                {   
                    Current_State = Aim_Boost;
                }
                else
                {
                    Current_State = Aim_Correction;
                }   
            }
            if (Current_State == Aim_Boost)
            {
                //Applying BOOST
                //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
                Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
                Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );
 
                Current_State = Get_Last_Value;
                Aim_Abuse_State = Aim_Boost; 
            }
            else if (Current_State == Aim_Correction)
            {
                //Applying CORRECTION
                //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
                Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
                Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );
 
                Current_State = Get_Last_Value;
                Aim_Abuse_State = Aim_Correction;
            }
        }
        else //--LT not pulled
        {
            Current_State = Get_Last_Value;
            Aim_Abuse_State = Aim_Correction;
        }
}
//
//#################################################################################################
//############################################# FUNC ##############################################
//#################################################################################################
//           
 
function
Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS)
    {
       mvt = abs(Last_Value) + abs(Current_Value);
       Aim_Boost_Val = ( mvt + 1 )/2; //Rounding integer division (instead of truncating)
       Aim_Correction_Val = Aim_Boost_Val + 4;
 
       if(Aim_Boost_Val >= 10)
       {
           Aim_Boost_Val = 10;
           Aim_Correction_Val = 14;
       }
       else if(Aim_Boost_Val == 0)
       {
            Aim_Boost_Val = 2
            Aim_Correction_Val = 4;
       }
 
 
       if(mvt < Aim_Perfection_Limit)
       {
            //--moving right
            if(Last_Value < Current_Value)
            {           
                if (Boost)
                {
                    if (X_AXIS)
                        set_val(XB1_RX, (Current_Value + Aim_Boost_Val));
 
                    if (Y_AXIS)
                        set_val(XB1_RY, (Current_Value + Aim_Boost_Val));
                }
                else if(Correction)
                {
                    if (X_AXIS)
                        set_val(XB1_RX, (Current_Value - Aim_Correction_Val));
 
                    if (Y_AXIS)
                        set_val(XB1_RY, (Current_Value - Aim_Correction_Val));           
                }
            }
            else //--moving left
            {
                if (Boost)
                {
                    if (X_AXIS)
                        set_val(XB1_RX, (Current_Value - Aim_Boost_Val));
 
                    if (Y_AXIS)
                        set_val(XB1_RY, (Current_Value - Aim_Boost_Val));
                }
                else if(Correction)
                {
                    if (X_AXIS)
                        set_val(XB1_RX, (Current_Value + Aim_Correction_Val));
 
                    if (Y_AXIS)
                        set_val(XB1_RY, (Current_Value + Aim_Correction_Val));           
                }
            }
        }
    }
 
 
function RF () {
    combo_run(Flash);
 
    if(get_val(PS4_R2))
        combo_run(RAPID_FIRE);
        else
            combo_stop(RAPID_FIRE);
}
 
 
function LED(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));
}
 
function xy_val(f_axis,f_val) {
    if(abs(get_val(f_axis)) < release)
    return f_val;
    return get_val(f_axis);
}
 
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Re: Script Conversion Request Megathread

Postby Mad » Mon Sep 21, 2020 8:24 pm

fenixforver wrote:Hi, I have two requests that I'm hoping aren't too much trouble to convert, as there are a limited amount of 2K scripts.
converted:
T1 2K21 Shot + Dribble.gpc
(9.13 KiB) Downloaded 109 times

other one already compiles. :smile0517:
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Re: Conversione per titan one

Postby Mad » Mon Sep 21, 2020 8:26 pm

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Re: Script Conversion Request Megathread

Postby B00-STN » Tue Sep 22, 2020 12:01 pm

plz convert to titan 1
Attachments
modern_warfare_pro_aim_zen_edition_4.2_.gpc
(106.73 KiB) Downloaded 73 times
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Re: Script Conversion Request Megathread

Postby DontAtMe » Tue Sep 22, 2020 2:51 pm

B00-STN wrote:plz convert to titan 1

Zen scripts cannot be converted to titan 1.
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Re: Script Conversion Request Megathread

Postby Nefliminator » Thu Sep 24, 2020 2:40 am

Trying to make a 2k21 vc (currency) farming macro. Found some examples but it has a get_rumble and get_rtime command that I don't know how to convert. Is there an equivalent way to do it for the Titan 2?

Thank you

Code: Select all
#pragma METAINFO("2k21 VC Farm", 1, 0, "<author_name>")
 
int minutes;
int seconds;
int milliseconds;
main {
 
    if(!get_rumble(RUMBLE_RT) && !get_rumble(RUMBLE_LT)) {   
        milliseconds = milliseconds + get_rtime();
        if(milliseconds >= 1000) {
            milliseconds = milliseconds - 1000
            seconds = seconds + 1;
 
            if(seconds == 90) {// after 30 seconds without rumble.
                seconds = 0;   // reset counter seconds.
                combo_run(Restart_Match); // runs the combo to quit and setup another match.
            }
        }
    }
    if(get_rumble(RUMBLE_RT) || get_rumble(RUMBLE_LT)) {
        milliseconds = 0; seconds = 0; minutes = 0; // if a rumble is detected then a reset to the counter
    }   
 
    set_val(TRACE_3, minutes);
    set_val(TRACE_4, seconds);
    set_val(TRACE_5, milliseconds / 10);
 
    if(get_rumble(RUMBLE_LT) > 1)
    if(get_rumble(RUMBLE_RT) > 1)
    combo_run(SHOOT_BALL);
   }
combo SHOOT_BALL {
    set_val(BUTTON_17, 100);
    wait(520);
    set_val(STICK_2_Y, -100);
}
combo Restart_Match {
    set_val(BUTTON_10, 100);
    wait(180);
    set_val(BUTTON_13, 100);
    wait(180);
    set_val(BUTTON_13, 100);
    wait(2000);
    set_val(BUTTON_13, 100);
    wait(170);
    set_val(BUTTON_13, 100);
    wait(170);
    set_val(BUTTON_16, 100);
    wait(140);
    set_val(BUTTON_16, 100);
    wait(200);
    set_val(BUTTON_16, 100);
    wait(200);
    set_val(BUTTON_16, 100);
    wait(200);
 
    set_val(BUTTON_11, 100);
    wait(120);
    set_val(BUTTON_16, 100);
    wait(380);
}
 
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Re: Script Conversion Request Megathread

Postby Mad » Thu Sep 24, 2020 3:49 am

Nefliminator wrote:Trying to make a 2k21 vc (currency) farming macro. Found some examples but it has a get_rumble and get_rtime command that I don't know how to convert. Is there an equivalent way to do it for the Titan 2?

For the titan two you can use Buffy's converter on the original script: viewtopic.php?f=3&t=12027
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Re: Script Conversion Request Megathread

Postby ApexPred » Thu Sep 24, 2020 6:48 pm

Hey everyone my buddy is on T1 and I have T2 we added AutoBreath and ping when shot to this but we get a error anyone fix without taking them out please ?
Attachments
fix.gpc
(5.19 KiB) Downloaded 66 times
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