Help Request: Convert Fortnite Script to Titan One

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

Help Request: Convert Fortnite Script to Titan One

Postby ShortEssay » Sat Nov 04, 2017 10:05 pm

Can anyone convert this for the Titan One? It's from 3rne5t0's Fortnite Script

Code: Select all
//L2 Aim Improved Doubletab R3 Autosprint L3 Wiggle Double Tab Circle Change Material.
 
 
 
#pragma METAINFO("Fortnite", 1, 0, "3rne5t0")
#define LeftTrigger     BUTTON_8
#define FIRE_BUTTON     BUTTON_5
#define SPRINT_BUTTON   BUTTON_9
 
bool dtap_flag;
uint8 b_Run = 0;
uint32 MSElapsed = 0;
uint32 ButtonPressSpeed = 40;
uint32 ButtonPressHold = 320;
 
main {
    //L2Aim
    MSElapsed += elapsed_time();
 
     if(MSElapsed >= ButtonPressHold) {
         if(get_val(LeftTrigger) >= 90.0){
            set_val(LeftTrigger, 0.0);
        }
     }
 
     if(MSElapsed >= ButtonPressHold+ButtonPressSpeed) {
         MSElapsed -= ButtonPressHold+ButtonPressSpeed;
     }
    // EASY SPRINT
    if(get_val(STICK_2_Y) <= -75.0) {
        combo_run(EasySprint);
    } else {
        combo_stop(EasySprint);
    }
    //AUTORUN
    if(event_release(BUTTON_6)) {
            dtap_flag = 0;
        } else if(event_active(BUTTON_6) && time_release(BUTTON_6) < 120) {
            dtap_flag = 1;
        }
        if(dtap_flag) {
            set_val(BUTTON_6, 0.0);
            dtap_flag = 0;
        b_Run = 2;
        }
     // \/ let go of the stick first before checking for activity to stop the running
     if(b_Run == 1 && get_val(STICK_2_Y) >= -10.0) b_Run = 2;
 
     if (b_Run >= 1) {
         combo_run(Easyrun);
         if ( b_Run >= 2 && get_val(FIRE_BUTTON)) b_Run = 0;
     }
     if(event_active(BUTTON_8) || get_val(STICK_2_Y) > 15f) {
        b_Run = 0;
          }
    // RAPIDFIRE
    if(get_val(BUTTON_9)) {
        set_val(BUTTON_9, 0.0);
        combo_run(Easyfire);
    }
    if(get_val(BUTTON_16)) {
        set_val(BUTTON_16, 0.0);
        combo_run(EasyJump);
    }
    //BUILD COMBOS
    if(event_release(BUTTON_7)) {
            dtap_flag = 0;
        } else if(event_active(BUTTON_7) && time_release(BUTTON_7) < 120) {
            dtap_flag = 1;
        }
        if(dtap_flag) {
            set_val(BUTTON_7, 0.0);
            dtap_flag = 0;
        combo_run(ChangeMat);
        }
}
combo Easyfire {
    set_val(STICK_2_X, 100.0);
    wait(360);
    set_val(STICK_2_X, 0.0);
    wait(80);
    set_val(STICK_2_X, -100.0);
    wait(360);
    set_val(STICK_2_X, 0.0);
    wait(80);
}
combo EasyJump {
    set_val(BUTTON_16, 100.0);
    wait(120);
    set_val(BUTTON_16, 0.0);
    wait(400);
    }
combo ChangeMat {
    wait(40);
    set_val(BUTTON_15, 100.0);
    wait(120);
    set_val(BUTTON_15, 0.0);
    wait(320);
    set_val(BUTTON_7, 100.0);
    wait(80);
    set_val(BUTTON_7, 0.0);
    wait(80);
    set_val(BUTTON_15, 100.0);
    wait(80);
    set_val(BUTTON_15, 0.0);
}
combo EasySprint {
    set_val(SPRINT_BUTTON, 100.0);
}
combo Easyrun {
    set_val(STICK_2_Y, -100.0);
    set_val(SPRINT_BUTTON, 100.0);
}
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Re: Help Request: Convert Fortnite Script to Titan One

Postby J2Kbr » Sun Nov 05, 2017 3:07 pm

Converted, hopefully it works as the original (haven't tested)
Code: Select all
//L2 Aim Improved Doubletab R3 Autosprint L3 Wiggle Double Tab Circle Change Material.
 
define LeftTrigger   =  PS4_L2;
define FIRE_BUTTON   =  PS4_R2;
define SPRINT_BUTTON =  PS4_L3;
 
int dtap_flag;
int b_Run = 0;
int MSElapsed = 0;
int ButtonPressSpeed = 40;
int ButtonPressHold = 320;
 
main {
    //L2Aim
    MSElapsed = MSElapsed + get_rtime();
 
    if(MSElapsed >= ButtonPressHold) {
        if(get_val(LeftTrigger) >= 90){
            set_val(LeftTrigger, 0);
        }
    }
 
    if(MSElapsed >= ButtonPressHold+ButtonPressSpeed) {
        MSElapsed = MSElapsed - (ButtonPressHold+ButtonPressSpeed);
    }
 
    // EASY SPRINT
    if(get_val(PS4_LY) <= -75) {
        combo_run(EasySprint);
    } else {
        combo_stop(EasySprint);
    }
    //AUTORUN
    if(event_release(PS4_R3)) {
        dtap_flag = 0;
    } else if(event_press(PS4_R3)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_R3, 0);
        dtap_flag = 0;
        b_Run = 2;
    }
    // \/ let go of the stick first before checking for activity to stop the running
    if(b_Run == 1 && get_val(PS4_LY) >= -10) b_Run = 2;
 
    if (b_Run >= 1) {
        combo_run(Easyrun);
        if ( b_Run >= 2 && get_val(FIRE_BUTTON)) b_Run = 0;
    }
    if(event_press(PS4_L2) || get_val(PS4_LY) > 15) {
        b_Run = 0;
    }
    // RAPIDFIRE
    if(get_val(PS4_L3)) {
        set_val(PS4_L3, 0);
        combo_run(Easyfire);
    }
    if(get_val(PS4_CROSS)) {
        set_val(PS4_CROSS, 0);
        combo_run(EasyJump);
    }
    //BUILD COMBOS
    if(event_release(PS4_L1)) {
        dtap_flag = 0;
    } else if(event_press(PS4_L1)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_L1, 0);
        dtap_flag = 0;
        combo_run(ChangeMat);
    }
 
}
combo Easyfire {
    set_val(PS4_LX, 100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
    set_val(PS4_LX, -100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
}
combo EasyJump {
    set_val(PS4_CROSS, 100);
    wait(120);
    set_val(PS4_CROSS, 0);
    wait(400);
    }
combo ChangeMat {
    wait(40);
    set_val(PS4_CIRCLE, 100);
    wait(120);
    set_val(PS4_CIRCLE, 0);
    wait(320);
    set_val(PS4_L1, 100);
    wait(80);
    set_val(PS4_L1, 0);
    wait(80);
    set_val(PS4_CIRCLE, 100);
    wait(80);
    set_val(PS4_CIRCLE, 0);
}
combo EasySprint {
    set_val(SPRINT_BUTTON, 100);
}
combo Easyrun {
    set_val(PS4_LY, -100);
    set_val(SPRINT_BUTTON, 100);
}
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Re: Help Request: Convert Fortnite Script to Titan One

Postby ShortEssay » Sun Nov 05, 2017 11:09 pm

J2Kbr wrote:Converted, hopefully it works as the original (haven't tested)
Code: Select all
//L2 Aim Improved Doubletab R3 Autosprint L3 Wiggle Double Tab Circle Change Material.
 
define LeftTrigger   =  PS4_L2;
define FIRE_BUTTON   =  PS4_R2;
define SPRINT_BUTTON =  PS4_L3;
 
int dtap_flag;
int b_Run = 0;
int MSElapsed = 0;
int ButtonPressSpeed = 40;
int ButtonPressHold = 320;
 
main {
    //L2Aim
    MSElapsed = MSElapsed + get_rtime();
 
    if(MSElapsed >= ButtonPressHold) {
        if(get_val(LeftTrigger) >= 90){
            set_val(LeftTrigger, 0);
        }
    }
 
    if(MSElapsed >= ButtonPressHold+ButtonPressSpeed) {
        MSElapsed = MSElapsed - (ButtonPressHold+ButtonPressSpeed);
    }
 
    // EASY SPRINT
    if(get_val(PS4_LY) <= -75) {
        combo_run(EasySprint);
    } else {
        combo_stop(EasySprint);
    }
    //AUTORUN
    if(event_release(PS4_R3)) {
        dtap_flag = 0;
    } else if(event_press(PS4_R3)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_R3, 0);
        dtap_flag = 0;
        b_Run = 2;
    }
    // \/ let go of the stick first before checking for activity to stop the running
    if(b_Run == 1 && get_val(PS4_LY) >= -10) b_Run = 2;
 
    if (b_Run >= 1) {
        combo_run(Easyrun);
        if ( b_Run >= 2 && get_val(FIRE_BUTTON)) b_Run = 0;
    }
    if(event_press(PS4_L2) || get_val(PS4_LY) > 15) {
        b_Run = 0;
    }
    // RAPIDFIRE
    if(get_val(PS4_L3)) {
        set_val(PS4_L3, 0);
        combo_run(Easyfire);
    }
    if(get_val(PS4_CROSS)) {
        set_val(PS4_CROSS, 0);
        combo_run(EasyJump);
    }
    //BUILD COMBOS
    if(event_release(PS4_L1)) {
        dtap_flag = 0;
    } else if(event_press(PS4_L1)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_L1, 0);
        dtap_flag = 0;
        combo_run(ChangeMat);
    }
 
}
combo Easyfire {
    set_val(PS4_LX, 100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
    set_val(PS4_LX, -100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
}
combo EasyJump {
    set_val(PS4_CROSS, 100);
    wait(120);
    set_val(PS4_CROSS, 0);
    wait(400);
    }
combo ChangeMat {
    wait(40);
    set_val(PS4_CIRCLE, 100);
    wait(120);
    set_val(PS4_CIRCLE, 0);
    wait(320);
    set_val(PS4_L1, 100);
    wait(80);
    set_val(PS4_L1, 0);
    wait(80);
    set_val(PS4_CIRCLE, 100);
    wait(80);
    set_val(PS4_CIRCLE, 0);
}
combo EasySprint {
    set_val(SPRINT_BUTTON, 100);
}
combo Easyrun {
    set_val(PS4_LY, -100);
    set_val(SPRINT_BUTTON, 100);
}

Thanks! Will test when I get the chance
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Re: Help Request: Convert Fortnite Script to Titan One

Postby alencroat » Mon Nov 13, 2017 5:38 am

Hey is there a way to add rapid fire, and does it help on fortnite
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Re: Help Request: Convert Fortnite Script to Titan One

Postby J2Kbr » Mon Nov 13, 2017 12:06 pm

Rapidfire added. ;)
Code: Select all
//L2 Aim Improved Doubletab R3 Autosprint L3 Wiggle Double Tab Circle Change Material.
 
define LeftTrigger   =  PS4_L2;
define FIRE_BUTTON   =  PS4_R2;
define SPRINT_BUTTON =  PS4_L3;
 
int dtap_flag;
int b_Run = 0;
int MSElapsed = 0;
int ButtonPressSpeed = 40;
int ButtonPressHold = 320;
 
main {
    //L2Aim
    MSElapsed = MSElapsed + get_rtime();
 
    if(MSElapsed >= ButtonPressHold) {
        if(get_val(LeftTrigger) >= 90){
            set_val(LeftTrigger, 0);
        }
    }
 
    if(MSElapsed >= ButtonPressHold+ButtonPressSpeed) {
        MSElapsed = MSElapsed - (ButtonPressHold+ButtonPressSpeed);
    }
 
    // EASY SPRINT
    if(get_val(PS4_LY) <= -75) {
        combo_run(EasySprint);
    } else {
        combo_stop(EasySprint);
    }
    //AUTORUN
    if(event_release(PS4_R3)) {
        dtap_flag = 0;
    } else if(event_press(PS4_R3)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_R3, 0);
        dtap_flag = 0;
        b_Run = 2;
    }
    // \/ let go of the stick first before checking for activity to stop the running
    if(b_Run == 1 && get_val(PS4_LY) >= -10) b_Run = 2;
 
    if (b_Run >= 1) {
        combo_run(Easyrun);
        if ( b_Run >= 2 && get_val(FIRE_BUTTON)) b_Run = 0;
    }
    if(event_press(PS4_L2) || get_val(PS4_LY) > 15) {
        b_Run = 0;
    }
    // EASY FIRE
    if(get_val(PS4_L3)) {
        set_val(PS4_L3, 0);
        combo_run(Easyfire);
    }
    if(get_val(PS4_CROSS)) {
        set_val(PS4_CROSS, 0);
        combo_run(EasyJump);
    }
    //BUILD COMBOS
    if(event_release(PS4_L1)) {
        dtap_flag = 0;
    } else if(event_press(PS4_L1)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_L1, 0);
        dtap_flag = 0;
        combo_run(ChangeMat);
    }
    // RAPIDFIRE
    if(get_val(PS4_R2)) {
        combo_run(Rapidfire);
    }
}
 
combo Rapidfire {
    set_val(PS4_R2, 100);
    wait(40);
    set_val(PS4_R2, 0);
    wait(30);
    set_val(PS4_R2, 0);
}
 
combo Easyfire {
    set_val(PS4_LX, 100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
    set_val(PS4_LX, -100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
}
combo EasyJump {
    set_val(PS4_CROSS, 100);
    wait(120);
    set_val(PS4_CROSS, 0);
    wait(400);
    }
combo ChangeMat {
    wait(40);
    set_val(PS4_CIRCLE, 100);
    wait(120);
    set_val(PS4_CIRCLE, 0);
    wait(320);
    set_val(PS4_L1, 100);
    wait(80);
    set_val(PS4_L1, 0);
    wait(80);
    set_val(PS4_CIRCLE, 100);
    wait(80);
    set_val(PS4_CIRCLE, 0);
}
combo EasySprint {
    set_val(SPRINT_BUTTON, 100);
}
combo Easyrun {
    set_val(PS4_LY, -100);
    set_val(SPRINT_BUTTON, 100);
}
 
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Re: Help Request: Convert Fortnite Script to Titan One

Postby alencroat » Mon Nov 13, 2017 2:07 pm

Again the best many thanks
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Re: Help Request: Convert Fortnite Script to Titan One

Postby bmpt guard » Tue Nov 28, 2017 2:05 am

is this work for xbox one?
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Re: Help Request: Convert Fortnite Script to Titan One

Postby J2Kbr » Tue Nov 28, 2017 1:24 pm

norge1 wrote:is this work for xbox one?

yes, it will work on XB1. No need make any change.
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Re: Help Request: Convert Fortnite Script to Titan One

Postby bmpt guard » Tue Nov 28, 2017 1:59 pm

Code: Select all
//L2 Aim Improved Doubletab R3 Autosprint L3 Wiggle Double Tab Circle Change Material.
 
define LeftTrigger   =  PS4_L2;
define FIRE_BUTTON   =  PS4_R2;
define SPRINT_BUTTON =  PS4_L3;
 
int dtap_flag;
int b_Run = 0;
int MSElapsed = 0;
int ButtonPressSpeed = 40;
int ButtonPressHold = 320;
 
main {
    //L2Aim
    MSElapsed = MSElapsed + get_rtime();
 
    if(MSElapsed >= ButtonPressHold) {
        if(get_val(LeftTrigger) >= 90){
            set_val(LeftTrigger, 0);
        }
    }
 
    if(MSElapsed >= ButtonPressHold+ButtonPressSpeed) {
        MSElapsed = MSElapsed - (ButtonPressHold+ButtonPressSpeed);
    }
 
    // EASY SPRINT
    if(get_val(PS4_LY) <= -75) {
        combo_run(EasySprint);
    } else {
        combo_stop(EasySprint);
    }
    //AUTORUN
    if(event_release(PS4_R3)) {
        dtap_flag = 0;
    } else if(event_press(PS4_R3)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_R3, 0);
        dtap_flag = 0;
        b_Run = 2;
    }
    // \/ let go of the stick first before checking for activity to stop the running
    if(b_Run == 1 && get_val(PS4_LY) >= -10) b_Run = 2;
 
    if (b_Run >= 1) {
        combo_run(Easyrun);
        if ( b_Run >= 2 && get_val(FIRE_BUTTON)) b_Run = 0;
    }
    if(event_press(PS4_L2) || get_val(PS4_LY) > 15) {
        b_Run = 0;
    }
    // RAPIDFIRE
    if(get_val(PS4_L3)) {
        set_val(PS4_L3, 0);
        combo_run(Easyfire);
    }
    if(get_val(PS4_CROSS)) {
        set_val(PS4_CROSS, 0);
        combo_run(EasyJump);
    }
    //BUILD COMBOS
    if(event_release(PS4_L1)) {
        dtap_flag = 0;
    } else if(event_press(PS4_L1)) {
        dtap_flag = 1;
    }
    if(dtap_flag) {
        set_val(PS4_L1, 0);
        dtap_flag = 0;
        combo_run(ChangeMat);
    }
 
}
combo Easyfire {
    set_val(PS4_LX, 100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
    set_val(PS4_LX, -100);
    wait(360);
    set_val(PS4_LX, 0);
    wait(80);
}
combo EasyJump {
    set_val(PS4_CROSS, 100);
    wait(120);
    set_val(PS4_CROSS, 0);
    wait(400);
    }
combo ChangeMat {
    wait(40);
    set_val(PS4_CIRCLE, 100);
    wait(120);
    set_val(PS4_CIRCLE, 0);
    wait(320);
    set_val(PS4_L1, 100);
    wait(80);
    set_val(PS4_L1, 0);
    wait(80);
    set_val(PS4_CIRCLE, 100);
    wait(80);
    set_val(PS4_CIRCLE, 0);
}
combo EasySprint {
    set_val(SPRINT_BUTTON, 100);
}
combo Easyrun {
    set_val(PS4_LY, -100);
    set_val(SPRINT_BUTTON, 100);
}


can someone make it so i can crouch without it popping build menu up and have it stay crouched when hitting LB
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Re: Help Request: Convert Fortnite Script to Titan One

Postby J2Kbr » Tue Nov 28, 2017 2:06 pm

perhaps it is just a button layout issue. What is the button layout you have set on the game?
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