Script Conversion Request Megathread
Re: Script Conversion Request Megathread
Please convert this to T1
- Attachments
-
- JEFE NEXT GEN RT + LB Perfect Shot Updated.gpc
- (4.98 KiB) Downloaded 91 times
-
Chase1015 - Private First Class
- Posts: 3
- Joined: Wed Oct 14, 2020 5:45 pm
Re: Script Conversion Request Megathread
Chase1015 wrote:Please convert this to T1
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
- Mad
- Major General
- Posts: 4533
- Joined: Wed May 22, 2019 5:39 am
Re: Script Conversion Request Megathread
- Code: Select all
Code:
*/
define Blue = 1;
define Green = 3;
define LED_OFF = -2;
define Red = 2;
data( 1,
2,0,0,0 , //1. Blue
0,2,0,0 , //2. Red
0,0,2,0 , //3. Green
0,0,0,2 , //4. Pink
2,0,2,0 , //5. SkyBlue
0,2,2,0 , //6. Yellow
2,2,2,2 //7. White
)
int MeterPosition = 18;
int CareerShooting = 0;
int release = 21;
int defenseOnOff = TRUE;
int blockButton;
int timeBetweenTriggers;
define MAX_RANGE = 330;
main
{
if(get_rumble(RUMBLE_A) || get_rumble(RUMBLE_B)) {combo_run(wait_time);}
// -- Advanced Defense
if(get_val(PS4_L2) && get_val(PS4_R2))
{
if(FindMax(abs(get_val(PS4_LX)),abs(get_val(PS4_LY))) > 15)
{
timeBetweenTriggers = MAX_RANGE - (FindMax(abs(get_val(XB1_LX)),abs(get_val(XB1_LY))) * 3);
combo_run(ALTERNATE_TRIGGERS);
}
LED_CM(Red);
}
if(event_release(PS4_R2) || event_release(PS4_L2))
{
LED_CM(Blue);
}
// -- Toggles
if(get_val(PS4_OPTIONS))
{
if(event_press(PS4_L1))
{
CareerShooting=!CareerShooting;
set_val(PS4_L1, 0);
}
}
// -- Shooting
if (CareerShooting == 1)
{
if(get_val(PS4_R2))
{
if(get_val(PS4_L1))
{
set_val(PS4_RX, MeterPosition);
set_val(PS4_RY, 100);
}
}
}
if (CareerShooting == 0)
{
if(get_val(PS4_L1))
{
set_val(PS4_RX, MeterPosition);
set_val(PS4_RY, 100);
}
}
// -- Dribbles
if(get_val(PS4_R2))
{
if (event_press(PS4_L3))
{
combo_run(LHSpinBack);
}
if (event_press(PS4_R3))
{
combo_run(Takeover);
combo_run(RHSpinBack);
}
if (event_press(PS4_LEFT))
{
combo_run(LHDribbleFreeze);
blockButton = PS4_LEFT;
}
if (event_press(PS4_RIGHT))
{
combo_run(RHDribbleFreeze);
blockButton = PS4_RIGHT;
}
}
if(get_val(PS4_L3))
{
combo_run(LHSLIDE);
set_val(PS4_L3, 0);
}
if(get_val(PS4_R3))
{
combo_run(Takeover);
combo_run(RHSLIDE);
set_val(PS4_R3, 0);
}
if(combo_running(RHSpinBack) || combo_running(LHSpinBack))
{
combo_stop(LHSLIDE);
combo_stop(RHSLIDE);
set_val(PS4_R2, 0);
}
//--block output
if(blockButton)
{
if(event_release(blockButton))
{
blockButton = 0;
}
else
{
set_val(blockButton,0);
}
}
}
//=======================================
// Dribble Moves//=======================
//=======================================
combo LHSLIDE
{
set_val(PS4_RX, 75);
set_val(PS4_RY, 75);
wait(400);
}
combo RHSLIDE
{
set_val(PS4_RX, -75);
set_val(PS4_RY, 75);
wait(400);
}
/*
combo RHExplosiveBB
{
set_val(PS4_RX, -75);
set_val(PS4_RY, 75);
wait(80);
set_val(PS4_LX, -75);
set_val(PS4_LY, -75);
wait(100);
set_val(PS4_LX, -75);
set_val(PS4_LY, -75);
wait(200);
}
combo LHExplosiveBB
{
set_val(PS4_RX, 75);
set_val(PS4_RY, 75);
wait(80);
set_val(PS4_LX, 75);
set_val(PS4_LY, -75);
wait(100);
set_val(PS4_LX, 75);
set_val(PS4_LY, -75);
wait(200);
}
*/
combo LHDribbleFreeze
{
set_val(PS4_RX, 100);
wait(100);
wait(150);
set_val(PS4_R2, 100);
set_val(PS4_LY, 100);
wait(500);
set_val(PS4_LX, -75);
set_val(PS4_LY, -75);
wait(700);
set_val(PS4_L2, 100);
set_val(PS4_L3, 100);
wait(1500);
}
combo RHDribbleFreeze
{
set_val(PS4_RX, -100);
wait(100);
wait(150);
set_val(PS4_R2, 100);
set_val(PS4_LY, 100);
wait(500);
set_val(PS4_LX, 75);
set_val(PS4_LY, -75);
wait(700);
set_val(PS4_L2, 100);
set_val(PS4_L3, 100);
wait(1500);
}
combo RHSpinBack
{
set_val(PS4_RY, -100); // 12 'o Clock
wait(60);
set_val(PS4_RX, 100); // 3 'o Clock
wait(60);
set_val(PS4_RY, 100);// 6 'o Clock
wait(120);
set_val(PS4_LY, 100);
wait(800);
}
combo LHSpinBack
{
set_val(PS4_RY, -100); // 12 'o Clock
wait(60);
set_val(PS4_RX, -100); // 9 'o Clock
wait(60);
set_val(PS4_RY, 100);// 6 'o Clock
wait(120);
set_val(PS4_LY, 100);
wait(800);
}
combo QuickStopLeftHand
{
set_val(PS4_RX, 100);
wait(100);
}
combo QuickStopRightHand
{
set_val(PS4_RX, -100);
wait(100);
}
//=======================================
// Stick Shooting//======================
//=======================================
combo wait_time
{
wait(release);
set_val(PS4_L2, 100);
set_val(PS4_SQUARE, 0):
wait(100);
set_val(PS4_L2, 0);
wait(200):
}
combo Takeover
{
set_val(PS4_R3, 100);
wait(100);
set_val(PS4_R3, 0);
}
combo RUMBLE
{
set_rumble(RUMBLE_A, 50);
wait(200);
set_rumble(RUMBLE_A, 0);
}
/*
============================================================================================================================
Defense
============================================================================================================================
*/
combo ALTERNATE_TRIGGERS {
set_val(XB1_LT,100);
set_val(XB1_RT,0);
wait(30);
set_val(XB1_LT,0);
set_val(XB1_RT,0);
wait(timeBetweenTriggers);
set_val(XB1_RT,100);
set_val(XB1_LT,0);
wait(30);
set_val(XB1_LT,0);
set_val(XB1_RT,0);
wait(timeBetweenTriggers);
}
/*
============================================================================================================================
FindMax
============================================================================================================================
*/
function FindMax(a,b) {
if(a > b){
return a;
}
return b;
}
//=========================================================
//LED COLOURS//============================================
//=========================================================
function LED_CM(Colour)
{
set_led(LED_1,dbyte(( Colour * 4)- 3 ));
set_led(LED_2,dbyte(((Colour * 4)- 3) + 1));
set_led(LED_3,dbyte(((Colour * 4)- 3) + 2));
set_led(LED_4,dbyte(((Colour * 4)- 3) + 3));
}
T1 please.
-
Tomhug - Sergeant
- Posts: 6
- Joined: Sun Oct 25, 2020 9:08 am
Re: Script Conversion Request Megathread
Tomhug wrote:T1 please.
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
- Mad
- Major General
- Posts: 4533
- Joined: Wed May 22, 2019 5:39 am
Re: Script Conversion Request Megathread
Can anyone change this too t1? If possible
- Attachments
-
- Dri_Cloud_v1.gpc
- (9.93 KiB) Downloaded 83 times
-
gohun9008 - First Sergeant
- Posts: 63
- Joined: Sun Sep 13, 2015 2:37 pm
Re: Script Conversion Request Megathread
ayuda para comvertir a titan one
- Code: Select all
// GPC Online Library
// fortnite_aim_with_polar_(zen_+_max)_[perfect_accuracy_only].gpc
/*
___ _ __ __ ___ __ __ ___
/ _ \ ___ / |/ /___ / /_ / _ | / /_ / |/ /___
/ // // _ \ / // _ \/ __// __ |/ __// /|_/ // -_)
/____/ \___//_/|_/ \___/\__//_/ |_|\__//_/ /_/ \__/ For Polar Aim Assist That Works With device
___ _____ ______ __ ____ _ _____ __ ______ ___
/ _ \ ___ / ___/___/_ __// / ___ / __/(_)/ ___// / /_ __/___ / _ \
/ // // _ \/ (_ //_ / / / / _ \/ -_)/ _/ / // (_ // _ \ / / / -_)/ , _/
/____/ \___/\___/ /__//_/ /_//_/\__//_/ /_/ \___//_//_//_/ \__//_/|_| For Enhancing DoNotAtMe's Polar Aim Assist
Code For device
____ __ ____ __
/ _// /_ ___ / __/___ ___ _ ____ / /__
_/ / / __//_ / _\ \ / _ \/ _ `// __// '_/
/___/ \__/ /__//___//_//_/\_,_/ \__//_/\_\ For Most Of The Other Aim Assist Codes
____ ____ _ __ _ __ __ _
/ __// __/ / |/ /(_)/ /__ ___ / /___ _ (_)
_\ \ _\ \ / // // '_// _ \ / // _ `// /
/___//___/____/_/|_//_//_/\_\ \___//_/ \_,_//_/ For Putting All This Together
/___/
*/
//Layout
define PS = PS4_PS; //XBOX
define SHARE = PS4_SHARE; //VIEW
define OPTIONS = PS4_OPTIONS; //MENU
define R1 = PS4_R1; //RB
define R2 = PS4_R2; //RT
define R3 = PS4_R3; //RS
define L1 = PS4_L1; //LB
define L2 = PS4_L2; //LT
define L3 = PS4_L3; //LS
define RX = PS4_RX;
define RY = PS4_RY;
define LX = PS4_LX;
define LY = PS4_LY;
define UP = PS4_UP;
define DOWN = PS4_DOWN;
define LEFT = PS4_LEFT;
define RIGHT = PS4_RIGHT;
define TRIANGLE = PS4_TRIANGLE; //Y
define CIRCLE = PS4_CIRCLE; //B
define CROSS = PS4_CROSS; //A
define SQUARE = PS4_SQUARE //X
define TOUCHPAD = PS4_TOUCH;
define X = RX;
define Y = RY;
//DON'T AT ME POLAR AIM ASSIST (CMP VERSION)
int DONT_AT_ME_ASSIST = TRUE
//100% Perfect Accuracy (L2 + R1)
int PerfectAccuracy = TRUE;
//Aim assist ADS
int Aim1 = 21;// Decrease if shake
int Aim1_delay= 20;// Increase if game lag
//Aim Assist Hip Fire
int Aim2 = 21;// Decrease if shake
int Aim2_delay= 20;// Increase if game lag
//2nd Aim Assist ADS
int AP = 20; //Decrease if shake
int AM = -20; //Decrease if shake
int Delay = 21; //How fast Aim Assist Run
int Reelease = 21; //Must be 1 higher than AP & AM
//2nd Aim Assist Hip Fire
int APP = 19; //Decrease if shake
int AMM = -19; //Decrease if shake
int Delayyyy = 21; //How fast Aim Assist Run
int Reeleasee = 20; //Must be 1 higher than APP & AMM
//Aim Assist
int AimmAsssist = TRUE;
int aav = 10;//
int delay = 5;
//Aim Abuse
int AimAbuse = TRUE;
int AimAbuse_HOLD = 460;
int AimAbuse_RELEASE = 20;
//Anti Recoil
int AntiRecoil = TRUE;
int arv = 3;
// POLAR ASSIST SETTINGS
define RADIUS = 8;// RADIUS/STRENGTH/VALUE
define STEPS = 20;// STEP/SPEED
define POLAR_RELEASE = 20;// RELEASE VALUE
int POLAR_BOOST = 7;// BOOST VALUE MUST BE 1 TO 10 ( 1 = STRONGER SHAKE ) ( 10 = NO SHAKE )
int POLAR_SHAKE = 20;// SHAKE VALUE (EXPERIMENT) 2 - 200
// POLAR CONDITIONS
define ACTIVE_WHEN_ADS = TRUE;//POLAR ASSSIT PRESSING AIM
define ACTIVE_WHEN_FIRING = TRUE;//POLAR ASSSIT ACTIVE BY ONLY PRESSING FIRE OR AIM & FIRE
define POLAR_BOOST_FIRE = TRUE;//BOOST POLAR AIM ASSIST ON FIRE ( WHEN AIMING & SHOOTING )
define POLAR_SHAKE_FIRE = TRUE//SHAKE POLAR AIM ASSIST ON FIRE ( WHEN AIMING & SHOOTING )
// DON'T TOUCH THESE BELOW
define STEP_INTERVAL = 1;
define STEPS2 = 0;
int RADIUS1,RADIUS2 = 10,RADIUS3 = 100;
int time,angle,cos_angle,sin_angle,actual_X,actual_Y,actual_Magnitude,max_Magnitude,STEPS1;
const char Polar_Array[]={100,100,100,100,100,100,100,100,99,99,99,99,98,98,97,97,97,96,95,95,94,94,93,92,92,91,90,89,89,88,87,86,85,84,83,82,81,
80,79,78,77,75,74,73,72,71,70,69,67,66,65,63,62,61,59,58,56,55,53,52,50,49,47,46,44,43,41,40,38,36,35,33,31,30,28,26,25,23,21,20,18,16,14,13,11,9,7,
6,4,2,0,-1,-3,-5,-7,-8,-10,-12,-13,-15,-17,-19,-20,-22,-24,-25,-27,-29,-30,-32,-34,-35,-37,-39,-40,-42,-43,-45,-46,-48,-50,-51,-53,-54,-55,-57,-58,
-60,-61,-62,-64,-65,-66,-68,-69,-70,-71,-73,-74,-75,-76,-77,-78,-79,-80,-81,-82,-83,-84,-85,-86,-87,-88,-89,-89,-90,-91,-92,-92,-93,-93,-94,-95,-95,
-96,-96,-97,-97,-97,-98,-98,-99,-99,-99,-99,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-99,-99,-99,-98,-98,-98,-97,-97,
-96,-96,-95,-94,-94,-93,-93,-92,-91,-90,-90,-89,-88,-87,-86,-85,-84,-83,-82,-81,-80,-79,-78,-77,-76,-75,-74,-72,-71,-70,-69,-67,-66,-65,-63,-62,-61,
-59,-58,-56,-55,-53,-52,-50,-49,-47,-46,-44,-43,-41,-40,-38,-36,-35,-33,-31,-30,-28,-26,-25,-23,-21,-20,-18,-16,-14,-13,-11,-9,-7,-6,-4,-2,0,2,4,6,7,
9,11,13,14,16,18,20,21,23,25,26,28,30,31,33,35,36,38,40,41,43,44,46,47,49,51,52,54,55,56,58,59,61,62,63,65,66,67,69,70,70,72,73,74,75,77,78,79,80,81,
82,83,84,85,86,87,88,89,89,90,91,92,92,93,94,94,95,95,96,97,97,97,98,98,99,99,99,99,100,100,100,100,100,100,100};
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| | |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main {
if(get_val(PS4_L2) && event_press(PS4_L2))
combo_run(AimAssist1);
else
combo_stop(AimAssist1);
if(get_val(PS4_R2)) combo_run(AimAssist2);
else
combo_stop(AimAssist2);
if(get_val(PS4_L2) && event_press(PS4_R2))
combo_run(Aim1_XY);
else
combo_stop(Aim1_XY);
if(get_val(PS4_R2))
combo_run(Aim2_XY);
else
combo_stop(Aim2_XY);
if(AntiRecoil){
if(get_val(PS4_L2) && !get_val(PS4_R2)){
arv = -3;}
if(get_val(PS4_R2) && !get_val(PS4_L2)){
arv = 3;}
if(get_val(PS4_R2) && get_val(PS4_L2)){
arv = 3;}
}
if (AimmAsssist) {
if (get_val(PS4_L2)> 105/1/1<9999){ combo_run(AimmAsssist);}
}
if (abs(get_val(PS4_RX)) > 19 || abs(get_val(PS4_RY)) > 19){
combo_stop(AimmAsssist);}
if(AimAbuse){
if(get_val(PS4_L2)> 95){
combo_run(AimAbuse);}
if(event_release(PS4_L2)){ combo_stop(AimAbuse);}
}
if (get_val(PS4_L2) && get_val(PS4_R1)) {
PerfectAccuracy = !PerfectAccuracy;
combo_run(cPerfectAccuracy);
set_val(PS4_R1, 0);
} else {
combo_stop(cPerfectAccuracy);
}
if (DONT_AT_ME_ASSIST) {
actual_X = get_val(X);
actual_Y = get_val(Y);
actual_Magnitude = isqrt(pow(actual_X, 2) + pow(actual_Y, 2));
max_Magnitude = (actual_Magnitude < 100);
if (POLAR_BOOST_FIRE) {
if (get_val(PS4_R2)) {
RADIUS1 = POLAR_BOOST * RADIUS2;
}
else
RADIUS1 = RADIUS3;
}
if (POLAR_SHAKE_FIRE) {
if (POLAR_SHAKE_FIRE && get_val(PS4_R2)) {
STEPS1 = POLAR_SHAKE;
}
else
STEPS1 = STEPS2;
}
if (!(time++ % STEP_INTERVAL)){
angle += STEPS + STEPS1;
}
angle = angle % 360;
sin_angle = Polar_Array[angle % 360];
cos_angle = Polar_Array[(angle + 270) % 360];
cos_angle = (cos_angle * RADIUS) / RADIUS1;
sin_angle = (sin_angle * RADIUS) / RADIUS1;
if ((ACTIVE_WHEN_ADS && get_val(PS4_L2) && abs(get_val(PS4_RY)) < POLAR_RELEASE && abs(get_val(PS4_RX)) < POLAR_RELEASE)
|| (ACTIVE_WHEN_FIRING && get_val(PS4_R2) && abs(get_val(PS4_RY))< POLAR_RELEASE && abs(get_val(PS4_RX)) < POLAR_RELEASE)) {
if(actual_Magnitude <= RADIUS){
sin_angle -= actual_Y;
cos_angle -= actual_X;
}
else {
sin_angle = (sin_angle * (200 - ((abs(actual_Y) + actual_Magnitude) / 10) * 10) / 200) * max_Magnitude;
cos_angle = (cos_angle * (200 - ((abs(actual_X) + actual_Magnitude) / 10) * 10) / 200) * max_Magnitude;
}
set_val(X, clamp(actual_X + cos_angle, -100, 100));
set_val(Y, clamp(actual_Y + sin_angle, -100, 100));
}
}
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo cPerfectAccuracy {
set_val(PS4_R2,100);
wait(100);
wait(250);
set_val(PS4_R2,100);
}
combo Aim1_XY {
set_val(PS4_RY,xy_val(PS4_RY,Aim1));
wait(Aim1_delay)
set_val(PS4_RX,xy_val(PS4_RX,Aim1));
set_val(PS4_LX,xy_val(PS4_LX,Aim1));
wait(Aim1_delay)
set_val(PS4_RY,xy_val(PS4_RY,inv(Aim1)));
wait(Aim1_delay)
set_val(PS4_RX,xy_val(PS4_RX,inv(Aim1)));
set_val(PS4_LX,xy_val(PS4_LX,inv(Aim1)));
wait(Aim1_delay)
}
combo Aim2_XY {
set_val(PS4_RY,xxyy_val(PS4_RY,Aim2));
wait(Aim2_delay)
set_val(PS4_RX,xxyy_val(PS4_RX,Aim2));
set_val(PS4_LX,xxyy_val(PS4_LX,Aim2));
wait(Aim2_delay)
set_val(PS4_RY,xxyy_val(PS4_RY,inv(Aim2)));
wait(Aim2_delay)
set_val(PS4_RX,xxyy_val(PS4_RX,inv(Aim2)));
set_val(PS4_LX,xxyy_val(PS4_LX,inv(Aim2)));
wait(Aim2_delay)
}
combo AimAssist1 {
set_val(PS4_RY,a_f(PS4_RY,AP));
wait(Delay)
set_val(PS4_RX,a_f(PS4_RX,AP));
wait(Delay)
set_val(PS4_RY,a_f(PS4_RY,AM));
wait(Delay)
set_val(PS4_RX,a_f(PS4_RX,AM));
wait(Delay)
}
combo AimAssist2 {
set_val(PS4_RY,aa_ff(PS4_RY,APP));
wait(Delayyyy)
set_val(PS4_RX,aa_ff(PS4_RX,APP));
wait(Delayyyy)
set_val(PS4_RY,aa_ff(PS4_RY,AMM));
wait(Delayyyy)
set_val(PS4_RX,aa_ff(PS4_RX,AMM));
wait(Delayyyy)
}
combo AimmAsssist {
set_val(PS4_RY, (aav)); wait(delay)
set_val(PS4_RX, (aav)); wait(delay)
set_val(PS4_RY, aav * -1); wait(delay)
set_val(PS4_RX, aav * -1); wait(delay)
}
combo AimAbuse {
set_val(PS4_L2, 100);
wait(AimAbuse_HOLD);
set_val(PS4_L2, 0);
wait(AimAbuse_RELEASE);
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |F |U | N | C | T | I | O | N | S | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
function clamp(int v,int lo,int hi) {
if(v < lo)
return lo;
if(v > hi)
return hi;
return v;
}
function a_f(p,m) {
if(abs(get_val(p)) < Reelease)
return m;
return get_val(p);
}
function aa_ff(p,m) {
if(abs(get_val(p)) < Reeleasee)
return m;
return get_val(p);
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < Aim1 + 1)
return f_val;
return get_val(f_axis);
}
function xxyy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < Aim2 + 1)
return f_val;
return get_val(f_axis);
}
-
sebascu - Sergeant Major
- Posts: 68
- Joined: Sat Aug 03, 2019 5:32 pm
Re: Script Conversion Request Megathread
sebascu wrote:ayuda para comvertir a titan one
converted here: viewtopic.php?f=6&t=14428&hilit=fortnite&start=270#p99551
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
- Mad
- Major General
- Posts: 4533
- Joined: Wed May 22, 2019 5:39 am
Re: Script Conversion Request Megathread
Mad wrote:sebascu wrote:ayuda para comvertir a titan one
converted here: viewtopic.php?f=6&t=14428&hilit=fortnite&start=270#p99551
Think u can do mine?
-
gohun9008 - First Sergeant
- Posts: 63
- Joined: Sun Sep 13, 2015 2:37 pm
Re: Script Conversion Request Megathread
comvertir a titan one porfavor
- Code: Select all
//Posted : Monday 30th of November, 2020 21:46 UTC
//#################################################################################################
//######################################### Sweet_EviL_14 #########################################
//#################################################################################################
//# _________ __ ___________ .__.____ ____ _____ #
//# / _____/_ _ __ ____ _____/ |_ \_ _____/__ _|__| | /_ | / | | #
//# \_____ \\ \/ \/ // __ \_/ __ \ __\ | __)_\ \/ / | | | |/ | |_ #
//# / \\ /\ ___/\ ___/| | | \\ /| | |___ | / ^ / #
//# /_______ / \/\_/ \___ >\___ >__| /_______ / \_/ |__|_______ \ |___\____ | #
//# \/ \/ \/ \/ \/ |__| #
//# #
//#################################################################################################
//############################## Sweet_EviL_14 SE_PRO_AIM_V2.9.5 ##################################
//#################################################################################################
//
// don't change
/*
const int Lookup_Table[] =
{
0, 1, 3, 5, 6, 8, 10, 12, 13, 15,
17, 19, 20, 22, 24, 25, 27, 29, 30, 32,
34, 35, 37, 39, 40, 42, 43, 45, 46, 48,
50, 51, 52, 54, 55, 57, 58, 60, 61, 62,
64, 65, 66, 68, 69, 70, 71, 73, 74, 75,
76, 77, 78, 79, 80, 81, 82, 83, 84, 85,
86, 87, 88, 89, 89, 90, 91, 92, 92, 93,
93, 94, 95, 95, 96, 96, 97, 97, 98, 98,
98, 98, 99, 99, 99, 99, 99, 99, 99, 99,
100
}
/*/
const int16 Lookup_Table[] =
{
0, 17, 34, 52, 69, 87, 104, 121, 139, 156,
173, 190, 207, 224, 241, 258, 275, 292, 309, 325,
342, 358, 374, 390, 406, 422, 438, 453, 469, 484,
500, 515, 529, 544, 559, 573, 587, 601, 615, 629,
642, 656, 669, 682, 694, 707, 719, 731, 743, 754,
766, 777, 788, 798, 809, 819, 829, 838, 848, 857,
866, 874, 882, 891, 898, 906, 913, 920, 927, 933,
939, 945, 951, 956, 961, 965, 970, 974, 978, 981,
984, 987, 990, 992, 994, 996, 997, 998, 999, 999,
1000
}
//#################################################################################################
//Don't change these value!!!!!!!
define PROCESS_SE_AIM_PRO = 0;
define PROCESS_SMOOTHING = 1;
//#################################################################################################
//Don't change these value!!!!!!!
define REGULAR_AIM_ASSIST = 0;
define DYNAMIC_AIM_ASSIST = 1;
define SPIROIDE_AIM_ASSIST = 2;
define DYSPIROIDE_AIM_ASSIST = 3; // DYNAMIC_AIM_ASSIST + SPIROIDE_AIM_ASSIST
//Choose Type
define AIM_ASSIST_TYPE = DYSPIROIDE_AIM_ASSIST; // select your aim assist type choose:
//#################################################################################################
define CIRCULAR_SHAPES = 0;
define LINEAR_SHAPES = 1;
define ELLIPSOID_SHAPES = 2;
//Choose Pattern
define PATTERN_SHAPES = CIRCULAR_SHAPES; // select your chape. choose:
//#################################################################################################
//Cofigure angle
define ANGLE_INCREMENT = 22;
define ANGLE_SAMLING_RATE = 25;
//#################################################################################################
//Configure Radius
define MAX_RADIUS = 22; // Warning !!!!! Max value if ELLIPSOID_SHAPES if selected 20 otherwise 30
define MIN_RADIUS = 8;
//#################################################################################################
// Configure Steady aim
// CIRCULAR_SHAPES or LINEAR_SHAPES
define USE_STEADY_AIM = TRUE;
define STEADY_AIM_RESOLUTION = 6;
//#################################################################################################
// configure SIROID
//don't change!
define INSIDE_SENS = 0;
define OUTSIDE_SENS = 1;
//select sens
define SPIN_SENS = OUTSIDE_SENS; // Increase value decrease spinning speed Only for SPIROIDE_AIM_ASSIST or DYSPIROIDE_AIM_ASSIST
//configure speed
define SPIN_SPEED = 8;
//#################################################################################################
//Configure movement smoothness
define MAX_MAGNITUDE = 12;
define SMOOTHING = 25; // smoothing time = vm update date x SMOOTHING
//#################################################################################################
//Configure Virtual machine update time
define VM_UPDATE = 10;
//#################################################################################################
//Configure AR
define USE_ANTI_RECOIL = TRUE;
define MAX_ANTI_RECOIL_CORRECTION = 24;
define FIXED_ANTI_RECOIL = 2;
define PROGRESSIVE_ANTI_RECOIL = 80; //bigger value less progressive
define ANTI_RECOIL_SRENGTH = 3; // use 4 for warzone 2 for mp
//#################################################################################################
//Configure Slide cancel
define USE_SLIDE_CANCEL = TRUE;
define CROUCH_BUTTON = PS4_CIRCLE;
define JUMP_BUTTON = PS4_CROSS;
//#################################################################################################
//Configure Controller
define ADS_BUTTON = PS4_L2;
define FIRE_BUTTON = PS4_R2;
define DEAD_ZONE_LIMIT = 2;
//#################################################################################################
int Rx;
int Ry;
int Rx_Polar;
int Ry_Polar;
int Angle;
int Polar_Process_Done;
int Angle_Increment_State;
int Angle_Update_Cycle;
int Init_Agnle_Update_Cycle
int Radius;
int Radius_Increment_State;
int Ellipse_Radius;
int Smoothing;
int SE_PRO_AIM_STATE;
int Anti_Recoil_Angle;
int Anti_Recoil_Correction;
//#################################################################################################
int ret;
int val1;
int val2;
//#################################################################################################
init
{
Angle = 0;
Smoothing = SMOOTHING;
Polar_Process_Done = TRUE;
SE_PRO_AIM_STATE = PROCESS_SE_AIM_PRO;
Anti_Recoil_Angle = (180/ANGLE_INCREMENT) * ANGLE_INCREMENT;
Init_Agnle_Update_Cycle = ANGLE_SAMLING_RATE * (360/ANGLE_INCREMENT);
Anti_Recoil_Correction = FIXED_ANTI_RECOIL;
if((AIM_ASSIST_TYPE == SPIROIDE_AIM_ASSIST) || (AIM_ASSIST_TYPE == DYSPIROIDE_AIM_ASSIST))
{
if(SPIN_SENS == OUTSIDE_SENS)
{
Ellipse_Radius = MIN_RADIUS;
Radius = MIN_RADIUS;
Radius_Increment_State = TRUE;
}
else if(SPIN_SENS == INSIDE_SENS)
{
Ellipse_Radius = MAX_RADIUS;
Radius = MAX_RADIUS;
Radius_Increment_State = FALSE;
}
}
else
{
Ellipse_Radius = MAX_RADIUS;
Radius = MAX_RADIUS;
Radius_Increment_State = FALSE;
}
}
//#################################################################################################
main
{
vm_tctrl(VM_UPDATE);
if((get_val(ADS_BUTTON) > 50) || (get_val(FIRE_BUTTON)> 50))
{
if( SE_PRO_AIM_STATE == PROCESS_SE_AIM_PRO)
{
Rx = get_val(PS4_RX);
Ry = get_val(PS4_RY);
if((check_magnitude_overflow(PATTERN_SHAPES, MAX_MAGNITUDE) == TRUE))
{
Polar_Process_Done = TRUE;
Smoothing = SMOOTHING;
/*
Angle = 0;
Angle_Update_Cycle = Init_Agnle_Update_Cycle;
if((AIM_ASSIST_TYPE == SPIROIDE_AIM_ASSIST) || (AIM_ASSIST_TYPE == DYSPIROIDE_AIM_ASSIST))
{
if(SPIN_SENS == OUTSIDE_SENS)
{
Ellipse_Radius = MIN_RADIUS;
Radius = MIN_RADIUS;
Radius_Increment_State = TRUE;
}
else if(SPIN_SENS == INSIDE_SENS)
{
Ellipse_Radius = MAX_RADIUS;
Radius = MAX_RADIUS;
Radius_Increment_State = FALSE;
}
}
else
{
Ellipse_Radius = MAX_RADIUS;
Radius = MAX_RADIUS;
Radius_Increment_State = FALSE;
}
*/
SE_PRO_AIM_STATE = PROCESS_SMOOTHING;
}
else
{
if(USE_STEADY_AIM == TRUE)
{
Rx = get_steady_aim(Rx, STEADY_AIM_RESOLUTION);
Ry = get_steady_aim(Ry, STEADY_AIM_RESOLUTION);
}
if( Polar_Process_Done == TRUE)
{
Polar_Process_Done = FALSE;
if( (abs(Ry) > DEAD_ZONE_LIMIT) && (abs(Rx) > DEAD_ZONE_LIMIT))
{
Angle = get_full_quadrant_angle(atan2_16bits(inv(Ry),Rx));
Angle_Update_Cycle = Init_Agnle_Update_Cycle;
if( (Angle >= 0 && Angle <= 90) || (Angle >= 270))
{
Angle_Increment_State = TRUE;
}
else
{
Angle_Increment_State = FALSE;
}
}
else
{
Angle = 0;
Angle_Increment_State = TRUE;
}
}
if(AIM_ASSIST_TYPE == DYNAMIC_AIM_ASSIST || AIM_ASSIST_TYPE == DYSPIROIDE_AIM_ASSIST)
{
ret = MAX_RADIUS - ((abs(get_val(PS4_RX)) * abs(get_val(PS4_RX)) + abs(get_val(PS4_RY)) * abs(get_val(PS4_RY)))/1000);
if(AIM_ASSIST_TYPE == DYSPIROIDE_AIM_ASSIST)
{
if(PATTERN_SHAPES == ELLIPSOID_SHAPES)
{
if(ret < Ellipse_Radius)
{
Ellipse_Radius = ret;
Radius_Increment_State = FALSE;
}
}
else // (PATTERN_SHAPES == ELLIPSOID_SHAPES))
{
if(ret < Radius)
{
Radius = ret;
Radius_Increment_State = FALSE;
}
}
}
else
{
Radius = ret;
Ellipse_Radius = ret;
}
}
if(PATTERN_SHAPES == ELLIPSOID_SHAPES)
{
//set_val(TRACE_6,Ellipse_Radius);
Radius = calculate_ellipsoid_RADIUS(Ellipse_Radius,cos(Angle));
}
Rx_Polar = get_polar_coordinate(Radius, cos(Angle));
Ry_Polar = get_polar_coordinate(Radius, sin(Angle));
Rx = process_overflow_check(Rx, Rx_Polar);
Ry = process_overflow_check(Ry, Ry_Polar);
if((USE_ANTI_RECOIL == TRUE) && (get_val(ADS_BUTTON) > 50)&& (get_val(FIRE_BUTTON) > 50))
{
if( ((ANTI_RECOIL_SRENGTH!= 0) && (Angle <= (180 + (ANTI_RECOIL_SRENGTH * Anti_Recoil_Angle))) && (Angle >= (180 - (ANTI_RECOIL_SRENGTH * Anti_Recoil_Angle))))
|| ((ANTI_RECOIL_SRENGTH == 0) && (Angle == Anti_Recoil_Angle)))
{
ret = get_ptime(PS4_R2);
if( ret >= 100)
{
Anti_Recoil_Correction = (ret/PROGRESSIVE_ANTI_RECOIL) + FIXED_ANTI_RECOIL;
if(Anti_Recoil_Correction > MAX_ANTI_RECOIL_CORRECTION)
{
Anti_Recoil_Correction = MAX_ANTI_RECOIL_CORRECTION;
}
set_val(TRACE_1,Anti_Recoil_Correction);
Ry += Anti_Recoil_Correction;
Ry = process_overflow_check(Ry, 0);
set_val(TRACE_2,Ry);
}
}
}
if(USE_STEADY_AIM == TRUE)
{
Rx = get_steady_aim(Rx, STEADY_AIM_RESOLUTION);
Ry = get_steady_aim(Ry, STEADY_AIM_RESOLUTION);
Rx = process_overflow_check(Rx, 0);
Ry = process_overflow_check(Ry, 0);
}
set_right_joystick(Rx, Ry, PATTERN_SHAPES);
if(((AIM_ASSIST_TYPE == SPIROIDE_AIM_ASSIST) || (AIM_ASSIST_TYPE == DYSPIROIDE_AIM_ASSIST)) && ((Angle_Update_Cycle % SPIN_SPEED) == 0))
{
if(Radius_Increment_State == FALSE)
{
if(PATTERN_SHAPES == ELLIPSOID_SHAPES)
{
Ellipse_Radius -= 1;
if(Ellipse_Radius < MIN_RADIUS)
{
Radius_Increment_State = TRUE;
Ellipse_Radius = MIN_RADIUS;
}
}
else
{
Radius -= 1;
if(Radius < MIN_RADIUS)
{
Radius_Increment_State = TRUE;
Radius = MIN_RADIUS;
}
}
}
else if(Radius_Increment_State == TRUE)
{
if(PATTERN_SHAPES == ELLIPSOID_SHAPES)
{
Ellipse_Radius += 1;
if(Ellipse_Radius > MAX_RADIUS)
{
Radius_Increment_State = FALSE;
Ellipse_Radius = MAX_RADIUS;
}
}
else
{
Radius += 1;
if(Radius > MAX_RADIUS)
{
Radius_Increment_State = FALSE;
Radius = MAX_RADIUS;
}
}
}
//set_val(TRACE_6,Ellipse_Radius);
}
Angle_Update_Cycle--;
//set_val(TRACE_2,Angle_Update_Cycle);
if(Angle_Update_Cycle == 0)
{
Polar_Process_Done = TRUE;
Angle_Update_Cycle = Init_Agnle_Update_Cycle;
}
else
{
Angle = update_angle(Angle, Angle_Increment_State, ANGLE_INCREMENT);
}
}
}
else if( SE_PRO_AIM_STATE == PROCESS_SMOOTHING)
{
if(USE_STEADY_AIM == TRUE)
{
if((USE_ANTI_RECOIL == TRUE) && (get_val(ADS_BUTTON) > 50) && (get_val(FIRE_BUTTON) > 50) && (Smoothing == (SMOOTHING/2)))
{
Rx = get_val(PS4_RX);
Ry = get_val(PS4_RY);
Ry += Anti_Recoil_Correction;
Rx = get_steady_aim(Rx, STEADY_AIM_RESOLUTION);
Ry = get_steady_aim(Ry, STEADY_AIM_RESOLUTION);
Rx = process_overflow_check(Rx, 0);
Ry = process_overflow_check(Ry, 0);
set_val(PS4_RX, Rx);
set_val(PS4_RY, Ry);
}
else if((Smoothing % 2) == 0)
{
Rx = get_val(PS4_RX);
Ry = get_val(PS4_RY);
Rx = get_steady_aim(Rx, STEADY_AIM_RESOLUTION);
Ry = get_steady_aim(Ry, STEADY_AIM_RESOLUTION);
Rx = process_overflow_check(Rx, 0);
Ry = process_overflow_check(Ry, 0);
set_val(PS4_RX, Rx);
set_val(PS4_RY, Ry);
}
}
else if((USE_ANTI_RECOIL == TRUE) && (get_val(ADS_BUTTON) > 50) && (get_val(FIRE_BUTTON) > 50) && (Smoothing == (SMOOTHING/2)))
{
Ry = get_val(PS4_RY);
Ry += Anti_Recoil_Correction;
Ry = process_overflow_check(Ry, 0);
set_val(PS4_RY, Ry);
}
if(Smoothing == 0)
{
SE_PRO_AIM_STATE = PROCESS_SE_AIM_PRO;
}
Smoothing--;
}
}
else
{
Angle = 0;
Polar_Process_Done = TRUE;
Angle_Update_Cycle = Init_Agnle_Update_Cycle;
Anti_Recoil_Correction = FIXED_ANTI_RECOIL;
Smoothing = SMOOTHING;
SE_PRO_AIM_STATE = PROCESS_SE_AIM_PRO;
if(AIM_ASSIST_TYPE == SPIROIDE_AIM_ASSIST || AIM_ASSIST_TYPE == DYSPIROIDE_AIM_ASSIST)
{
if(SPIN_SENS == OUTSIDE_SENS)
{
Ellipse_Radius = MIN_RADIUS;
Radius = MIN_RADIUS;
Radius_Increment_State = TRUE;
}
else if(SPIN_SENS == INSIDE_SENS)
{
Ellipse_Radius = MAX_RADIUS;
Radius = MAX_RADIUS;
Radius_Increment_State = FALSE;
}
}
else
{
Ellipse_Radius = MAX_RADIUS;
Radius = MAX_RADIUS;
Radius_Increment_State = FALSE;
}
}
if(USE_SLIDE_CANCEL == TRUE)
{
if((get_val(PS4_LY) < -60) || (get_val(PS4_LY) > 60) || (get_val(PS4_LX) < -60) || (get_val(PS4_LX) > 60))
{
if(event_release(CROUCH_BUTTON))
{
combo_run(COMBO_SLIDE_CANCEL);
}
}
}
}
//#################################################################################################
/*
function calculate_eccentricity_coef(max_ellipsoid_RADIUS, min_ellipsoid_RADIUS)
{
val1 = pow(min_ellipsoid_RADIUS, 2);
val2 = pow(max_ellipsoid_RADIUS, 2);
val1 *= 10;
ret = val1/val2;
ret = 10 - ret;
return ret;
}
*/
//#################################################################################################
function calculate_ellipsoid_RADIUS(Radius, cosinus)
{
// factor 50%
ret = (cosinus * (Radius/2));
ret = (1000 * Radius )- ret;
ret /= 100;
return (ret);
}
//#################################################################################################
function update_angle(angle, increment_state, val)
{
if(increment_state == TRUE)
{
angle += val;
if(angle >= 360)
{
angle -= 360;
}
}
else
{
angle -= val;
if(angle <= 0)
{
angle = 360 + angle;
}
}
return angle;
}
//#################################################################################################
function set_right_joystick(x , y, pattern)
{
set_val(PS4_RX, x);
if(pattern != LINEAR_SHAPES)
{
set_val(PS4_RY, y);
}
}
//#################################################################################################
function check_magnitude_overflow(pattern, max_val)
{
ret = TRUE;
val2 = 0;
val1 = isqrt(pow((get_lval(PS4_RX) - get_val(PS4_RX)), 2));
if( pattern != LINEAR_SHAPES)
{
val2 = isqrt(pow((get_lval(PS4_RY) - get_val(PS4_RY)), 2));
}
if( (val1 <= max_val) && (val2 <= max_val))
{
ret = FALSE;
}
//set_val(TRACE_1,val1);
//set_val(TRACE_2,val2);
return ret;
}
//#################################################################################################
function get_steady_aim(axis, resolution)
{
if(axis >= 0)
{
ret = (axis % resolution);
if(ret >= (resolution / 2))
{
axis = axis + (resolution - ret);
}
else
{
axis -= ret;
}
}
else
{
ret = (axis % resolution);
if( abs(ret) >= (resolution / 2))
{
axis = axis - (resolution + ret);
}
else
{
axis += abs(ret);
}
}
if(axis > 100)
{
axis = 100;
}
else if(axis < -100)
{
axis = -100;
}
return axis;
}
//#################################################################################################
function get_polar_coordinate(Radius, coef)
{
if(Radius > 32)
{
Radius = 32;
}
return((Radius * coef) / 1000);
}
//#################################################################################################
function process_overflow_check(x, y)
{
ret = x + y;
if( ret > 100)
{
ret = 100;
}
else if (ret < -100)
{
ret = -100;
}
return ret;
}
//#################################################################################################
function sin(angle)
{
if(angle <= 90)
{
ret = (Lookup_Table[angle]);
}
else if (angle <= 180)
{
ret = (Lookup_Table[180 - angle]);
}
else if (angle <= 270)
{
ret = inv(Lookup_Table[angle - 180]);
}
else
{
ret = inv(Lookup_Table[360 - angle]);
}
return ret;
}
//#################################################################################################
function cos(angle)
{
if(angle <= 90)
{
ret = (Lookup_Table[90 - angle]);
}
else if (angle <= 180)
{
ret = inv(Lookup_Table[angle - 90]);
}
else if (angle <= 270)
{
ret = inv(Lookup_Table[270 - angle]);
}
else
{
ret = (Lookup_Table[angle - 270]);
}
return ret;
}
//#################################################################################################
function atan2_16bits(y, x)
{
// determine Angle
if (y >= 0)
{ // oct 0,1,2,3
if (x >= 0) { // oct 0,1
if (x > y)
{
ret = ( (y * 300) / x );
}
else
{
if (y == 0)
ret = 0; // (x=0,y=0)
else
ret = 540 - ( (x * 300) / y );
}
}
else
{ // oct 2,3
// if (inv(x) <= y) {
if (x >= inv(y))
{
ret = 540 - ( (x * 300) / y );
}
else
{
ret = 1080 + ( (y * 300) / x );
}
}
}
else
{ // oct 4,5,6,7
if (x < 0)
{ // oct 4,5
// if (inv(x) > inv(y)) {
if (x < y)
{
ret = ( (y * 300) / x ) - 1080;
}
else
{
ret = ( (inv(x) * 300) / y ) - 540;
}
} else
{ // oct 6,7
// if (x <= inv(y)) {
if (inv(x) >= y)
{
ret = ( (inv(x) * 300) / y ) - 540;
}
else
{
ret = ( (y * 300) / x );
}
}
}
return (ret/6);
}
//#################################################################################################
function get_full_quadrant_angle(angle)
{
if(angle < 0)
{
angle += 360;
}
return angle
}
//#################################################################################################
combo COMBO_SLIDE_CANCEL
{
set_val(CROUCH_BUTTON, 100);
wait(120);
set_val(CROUCH_BUTTON, 0);
wait(60);
set_val(CROUCH_BUTTON, 100);
wait(50);
set_val(CROUCH_BUTTON, 100);
set_val(JUMP_BUTTON, 100);
wait(60);
set_val(CROUCH_BUTTON, 0);
set_val(JUMP_BUTTON, 100);
wait(10);
set_val(JUMP_BUTTON, 0);
}
-
sebascu - Sergeant Major
- Posts: 68
- Joined: Sat Aug 03, 2019 5:32 pm
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