Help convert to T1
3 posts
• Page 1 of 1
Help convert to T1
Hi can anyone help me convert this to T!
thank you!
thank you!
- Code: Select all
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);
}
// -- Quickstop
if((get_val(PS4_LX))<0 && get_val(PS4_R2) && event_press(PS4_R1))
{
blockButton = PS4_R1;
combo_run(QuickStopLeftHand);
}
if((get_val(PS4_LX))>0 && get_val(PS4_R2) && event_press(PS4_R1))
{
blockButton = PS4_R1;
combo_run(QuickStopRightHand);
}
//--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));
}
-
coolfedorabro - Staff Sergeant
- Posts: 13
- Joined: Mon Oct 05, 2020 6:14 am
Re: Help convert to T1
- Code: Select all
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
);
define Blue = 1;
define Green = 3;
int LED_OFF = -2;
define Red = 2;
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);
}
// -- Quickstop
if((get_val(PS4_LX))<0 && get_val(PS4_R2) && event_press(PS4_R1))
{
blockButton = PS4_R1;
combo_run(QuickStopLeftHand);
}
if((get_val(PS4_LX))>0 && get_val(PS4_R2) && event_press(PS4_R1))
{
blockButton = PS4_R1;
combo_run(QuickStopRightHand);
}
//--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));
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Help convert to T1
coolfedorabro wrote:Hi can anyone help me convert this to T!
thank you!
Do you have the notes to this script so we know what all it does?
-
Tomhug - Sergeant
- Posts: 6
- Joined: Sun Oct 25, 2020 9:08 am
3 posts
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