Fortnite Script Help!! [XB1]

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

Re: Fortnite Script Help!! [XB1]

Postby DeathFear » Tue Mar 06, 2018 6:42 pm

For anyone interested this is what i came up with works really well but its only for the building mode it would be too much code to do the weapon slots as well
Code: Select all
//mode and tracker
define buildmode = 1;
define combatmode = 0;
int mode = combatmode;
 
//building tracker
int bldslottrack=1;
 
main {
    //keeps track of which mode
    if ((event_press(XB1_B)) && (mode == combatmode)) {
            mode = buildmode
            }
    else if ((event_press(XB1_B)) && (mode == buildmode)) {
            mode = combatmode;
            }
 
    //keeps track of build slot
    if ((event_press(XB1_RB)) && (mode == buildmode)) {
        bldslottrack = bldslottrack + 1
            if (bldslottrack > 4) {
                bldslottrack = 1
                }}
    if ((event_press(XB1_LB)) && (mode == buildmode)) {
        bldslottrack = bldslottrack - 1
            if (bldslottrack < 1) {
            bldslottrack = 4
            }}
    //wall hotkey
    if (event_press(CEMU_EXTRA4) && (mode == combatmode)) {
            combo_run(bldwallfrmC)
            }
        else if ((event_press(CEMU_EXTRA4))&& (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldwallfrm2)
        }
        else if ((event_press(CEMU_EXTRA4)) && (mode == buildmode) && (bldslottrack == 3)){
            combo_run(bldwallfrm3)
        }
        else if ((event_press(CEMU_EXTRA4)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldwallfrm4)
        }
    //floor hotkey   
    if (event_press(CEMU_EXTRA5) && (mode == combatmode)) {
            combo_run(bldfloorfrmC)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldfloorfrm1)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 3)) {
            combo_run(bldfloorfrm3)
        }
        else if ((event_press(CEMU_EXTRA5)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldfloorfrm4)
        }
    //ramp hotkey
     if (event_press(CEMU_EXTRA6) && (mode == combatmode)) {
            combo_run(bldrampfrmC)
        }
        else if ((event_press(CEMU_EXTRA6)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldrampfrm1)
        }
        else if ((event_press(CEMU_EXTRA6)) && (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldrampfrm2)
        }
        else if ((event_press(CEMU_EXTRA6)) && (mode == buildmode) && (bldslottrack == 4)) {
            combo_run(bldrampfrm4)
        }
 
    //roof hotkey
     if (event_press(CEMU_EXTRA7) && (mode == combatmode)) {
            combo_run(bldrooffrmC)
        }
        else if ((event_press(CEMU_EXTRA7)) && (mode == buildmode) && (bldslottrack == 1)) {
            combo_run(bldrooffrm1)
        }
        else if ((event_press(CEMU_EXTRA7)) && (mode == buildmode) && (bldslottrack == 2)) {
            combo_run(bldrooffrm2)
        }
        else if ((event_press(CEMU_EXTRA7)) && (mode == buildmode) && (bldslottrack == 3)) {
            combo_run(bldrooffrm3)
        }
 
    //tracker reset to build mode slot1
    if (event_press(CEMU_EXTRA4)) {
        mode = 1
        bldslottrack = 1
    }
}
 //wall combos
combo bldwallfrmC {
    set_val(XB1_B,100);
    wait(50);
    bldslottrack=1;
    mode = buildmode;
}
 combo bldwallfrm2{
    set_val(XB1_LB,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
 combo bldwallfrm3{
    set_val(XB1_RB,100);
    wait(50);
    set_val(XB1_RB,0);
    wait(50)
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
 combo bldwallfrm4{
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=1;
    mode=buildmode;
 }
//floor combos
combo bldfloorfrmC{
    set_val(XB1_B,100);
    wait(50);
    set_val(XB1_B,0);
    wait(50);
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm1{
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm3{
    set_val(XB1_LB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
combo bldfloorfrm4{
    set_val(XB1_RB,100);
    wait(50);
    set_val(XB1_RB,0);
    wait(50)
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=2;
    mode=buildmode;
}
//ramp combos
combo bldrampfrmC{
    set_val(XB1_B,100);
    wait(50);
    set_val(XB1_B,0);
    wait(50);
    set_val(XB1_RB,100);
    wait(50);
    set_val(XB1_RB,0);
    wait(50)
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm1{
    set_val(XB1_RB,100);
    wait(50);
    set_val(XB1_RB,0);
    wait(50);
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm2{
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
combo bldrampfrm4{
    set_val(XB1_LB,100);
    wait(50);
    bldslottrack=3;
    mode=buildmode;
}
 
//roof combos
combo bldrooffrmC{
    set_val(XB1_B,100);
    wait(50);
    set_val(XB1_B,0)
    wait(50);
    set_val(XB1_LB,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm1{
    set_val(XB1_LB,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm2{
    set_val(XB1_RB,100);
    wait(50);
    set_val(XB1_RB,0);
    wait(50);
    set_val(XB1_RB,100);
    wait(50);
    bldslottrack=4;
    mode=buildmode;
}
combo bldrooffrm3{
    set_val(XB1_RB,100)
    wait(50)
    bldslottrack=4;
    mode=buildmode;
}
 
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Re: Fortnite Script Help!! [XB1]

Postby J2Kbr » Wed Mar 07, 2018 11:36 am

Thank you DeathFear for sharing your script with us :)
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Re: Fortnite Script Help!! [XB1]

Postby mrtrdy » Wed Mar 21, 2018 2:31 pm

i dont get it, whats it do?
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Re: Fortnite Script Help!! [XB1]

Postby J2Kbr » Wed Mar 21, 2018 3:18 pm

The script makes easy build with Fortnite.
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Re: Fortnite Script Help!! [XB1]

Postby mrtrdy » Thu Mar 22, 2018 3:51 am

can someone add aim abuse and anti recoil to this please?
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Re: Fortnite Script Help!! [XB1]

Postby teckx » Fri Apr 06, 2018 12:59 pm

hows this script holding up?
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Re: Fortnite Script Help!! [XB1]

Postby Buffy » Tue Apr 10, 2018 8:24 pm

I've been working on something similar to this and it seems to be fully working for me. This script uses specific CEMU_EXTRA keys combined with regular button inputs to fully work, but it keeps track of which weapon you're on, (allows use of numrow 1-5 for weapons, and f1-f4 for building). It also has a reset key incase the weapon slots do get unsynced (tilde + the numrow key of the weapon slot you're on). You will need the .glf I've attached to get it fully working.

Code: Select all
/* *********************************************************** *
*    Fortnite Xbox One KB&M Script for Titan One
*   
*    Created by Buffy - 04/10/2018
*   
* *********************************************************** */

//#pragma METAINFO("Fortnite Battle Royale", 1, 0, "")

// User Settings
#define ADS_SPEED       = 100;
#define VIEW_SPEED      = 100;

#define ESC_BUTTON      = XB1_MENU;
#define CTRL_BUTTON     = XB1_B;

//

//#include <titanone.gph>

// #pragma region consts //{

// Timings (ms)
#define SWITCH_WEAPON_WAIT_TIME     =   80;
#define BUILDING_MODE_TOGGLE_TIME    =    80;


// Buttons

#define ADS_BUTTON                  =   XB1_LT;
#define HOLD_TO_WALK_KEY            =    CEMU_EXTRA2;
#define RUN_BUTTON                    =    XB1_LS;

#define HARVEST_WEP_KEY                =    CEMU_EXTRA3;
#define HARVEST_WEP_BUTTON            =    XB1_Y;

#define RESET_WEP_SLOT_TO_1_KEY        =    CEMU_EXTRA1;
#define NUM_OF_ITEM_SLOTS            =    5;

#define BUILDING_MODE_KEY            =    CEMU_EXTRA3;
#define BUILDING_MODE_BUTTON        =    XB1_B;

#define BUILDING_EDIT_KEY            =    CEMU_EXTRA3;
#define BUILDING_EDIT_SPEC_BUTTON    =    XB1_RIGHT;
#define BUILDING_EDIT_BUTTON        =    XB1_B;

#define MAP_KEY                        =     CEMU_EXTRA3;
#define MAP_BUTTON                    =    XB1_VIEW;

#define INVENTORY_KEY                =    CEMU_EXTRA3;    
#define INVENTORY_BUTTON            =    XB1_UP;

#define NEXT_SLOT_BUTTON            =   XB1_RB;
#define PREV_SLOT_BUTTON            =   XB1_LB;

#define WEPS_SLOT_BUTTON            =   XB1_LEFT; // spotholder button
#define WEP_SLOT_KEY_1              =   CEMU_EXTRA5;
#define WEP_SLOT_KEY_2              =   CEMU_EXTRA6;
#define WEP_SLOT_KEY_3              =   CEMU_EXTRA7;
#define WEP_SLOT_KEY_4              =   CEMU_EXTRA8;
#define WEP_SLOT_KEY_5              =   CEMU_EXTRA9;

#define BUILD_SLOT_BUTTON           =   XB1_RIGHT; // spotholder button
#define BUILD_SLOT_KEY_1            =   CEMU_EXTRA5;
#define BUILD_SLOT_KEY_2            =   CEMU_EXTRA6;
#define BUILD_SLOT_KEY_3            =   CEMU_EXTRA7;
#define BUILD_SLOT_KEY_4            =   CEMU_EXTRA8;
#define BUILD_SLOT_KEY_5            =   CEMU_EXTRA9;

// #pragma endregion//}

// #pragma region Variables //{

int stored_item_slot = -1;
int current_item_slot = -1;
int slots_to_change = 0;
int in_building_mode = FALSE;
int in_map = FALSE;
int in_inventory = FALSE;

// #pragma endregion//}

init {

    // Disable Rumble
    block_rumble();
    //turn_off();
   
}

main {
    /** Turn off Capture **/
    exit_capture();
   
    if(get_val(RESET_WEP_SLOT_TO_1_KEY)) {    // Make sure you are in the weapon item list
        slots_to_change = 0;
        in_building_mode = FALSE;
        if(get_item_slot_pressed()) {
            current_item_slot = get_item_slot_pressed();
        }
    }
   
    if(!in_map && !in_inventory) {
        if(in_building_mode) {
            if(key_event_active(BUILDING_MODE_KEY, BUILDING_MODE_BUTTON)) {
                combo_run(toggle_building_mode);
                current_item_slot = stored_item_slot;
                in_building_mode = FALSE;
            }
        }
        else{
            if(key_event_active(BUILDING_MODE_KEY, BUILDING_MODE_BUTTON)) {
                combo_run(toggle_building_mode);
                in_building_mode = TRUE;
                stored_item_slot = current_item_slot;
                current_item_slot = 1;
            }
        }
       
        // Swapping weapon/piece code
        if(!get_val(RESET_WEP_SLOT_TO_1_KEY)) {
            if(slots_to_change != 0) {
                if(!combo_running(switch_slot) && !combo_running(toggle_harvest_wep) && !combo_running(toggle_building_mode)) {
                     combo_run(switch_slot);
                }
            }
            else {
                slots_to_change = get_item_slot_pressed() + get_build_slot_pressed();
                if(slots_to_change != 0) {
                    in_inventory = slots_to_change; // use this as a temp var to store the value
                    if(get_item_slot_pressed() != 0) { // Weapon slot button was pressed
                        if(in_building_mode) {
                            if(stored_item_slot < 0)
                                combo_run(toggle_build_and_harvest);
                            else
                                combo_run(toggle_building_mode);
                            current_item_slot = abs(stored_item_slot);
                        }
                        else if(current_item_slot < 0) {
                            combo_run(toggle_harvest_wep);
                            current_item_slot = abs(current_item_slot);
                        }
                        slots_to_change = get_slots_to_change(abs(current_item_slot), slots_to_change, 5);
                        in_building_mode = FALSE;
                    }
                    else {
                        if(!in_building_mode) {
                            combo_run(toggle_building_mode);
                            stored_item_slot = current_item_slot;
                            current_item_slot = 1;
                            in_building_mode = TRUE;
                        }
                        slots_to_change = get_slots_to_change(abs(current_item_slot), slots_to_change, 4);
                    }
                    current_item_slot = in_inventory;
                    in_inventory = FALSE; // reset the temp var
                }
            }
        }
       
        if(event_press(NEXT_SLOT_BUTTON)) {
            current_item_slot = abs(current_item_slot) + (1 * (current_item_slot > 0));
            if((current_item_slot > 5 && !in_building_mode) || (in_building_mode && current_item_slot > 4)) current_item_slot = 1;
        }
        else if(event_press(PREV_SLOT_BUTTON)) {
            current_item_slot = abs(current_item_slot) - (1 * (current_item_slot > 0));
            if(current_item_slot < 1) {
                if(in_building_mode)
                    current_item_slot = 4;
                else
                    current_item_slot = 5;
            }
        }
        else if(key_event_active(HARVEST_WEP_KEY, HARVEST_WEP_BUTTON)) {
            if(in_building_mode) {
                if(stored_item_slot < 0)
                    combo_run(toggle_build_and_harvest);
                else
                    combo_run(toggle_building_mode);
                current_item_slot = inv(abs(stored_item_slot));
            }
            else {
                current_item_slot = inv(current_item_slot);
            }
            slots_to_change = 0;
        }
       
        // ADS Code
        if(get_val(ADS_BUTTON)) {
            sensitivity(XB1_RX, NOT_USE, ADS_SPEED);
            sensitivity(XB1_RY, NOT_USE, ADS_SPEED);
        } else {
            sensitivity(XB1_RX, NOT_USE, VIEW_SPEED);
            sensitivity(XB1_RY, NOT_USE, VIEW_SPEED);
        }
    }
   
    /** Map (M)**/
    if(in_map) {
        if(key_event_active(MAP_KEY, MAP_BUTTON) || event_press(XB1_B)) {
            if(event_press(MAP_BUTTON)) {
                combo_run(toggle_map);
            }
            in_map = FALSE;
        }
        else {
            set_val(INVENTORY_BUTTON, 0);
            swap(XB1_RT, XB1_RB);    // Make right click waypoint, and Mouse Scroll Up to Zoom In
            swap(XB1_LT, XB1_LB);    // Make left click remove waypoint, and Mouse Scroll Down to Zoom Out
        }
    }
    else {
        if(key_event_active(MAP_KEY, MAP_BUTTON)) {
            if(!in_inventory) {
                combo_run(toggle_map);
                in_map = TRUE;
            }
        }
    }
   
    /** Inventory (I) **/
    if(in_inventory) {
        if(key_event_active(INVENTORY_KEY, INVENTORY_BUTTON) || event_press(XB1_B)) {
            if(event_press(INVENTORY_BUTTON)) {
                combo_run(toggle_inventory);
            }
            else in_inventory = FALSE;
        }
        else {
            set_val(MAP_BUTTON, 0);
           
        }
    }
    else{
        if(key_event_active(INVENTORY_KEY, INVENTORY_BUTTON)) {
            if(!in_map) {
                combo_run(toggle_inventory);
            }
        }
    }
   
    //end
}

// #pragma region combos & functions //{
   
combo switch_slot {
    wait(SWITCH_WEAPON_WAIT_TIME);
    if(slots_to_change > 0)
        set_val(XB1_RB, 100);
    else
        set_val(XB1_LB, 100);
    wait(SWITCH_WEAPON_WAIT_TIME);
    if(slots_to_change > 0)
        slots_to_change = slots_to_change - 1;
    else
        slots_to_change = slots_to_change + 1;
}

combo toggle_harvest_wep {
    set_val(HARVEST_WEP_BUTTON, 100);
    wait(SWITCH_WEAPON_WAIT_TIME);
}

combo toggle_building_mode {
    set_val(BUILDING_MODE_BUTTON, 100);
    wait(BUILDING_MODE_TOGGLE_TIME);
}

combo toggle_build_and_harvest {
    set_val(BUILDING_MODE_BUTTON, 100);
    wait(BUILDING_MODE_TOGGLE_TIME);
    set_val(HARVEST_WEP_BUTTON, 100);
    wait(SWITCH_WEAPON_WAIT_TIME);
}
/*

combo toggle_running {
    set_val(RUN_BUTTON, 0);
    wait(70);
    set_val(RUN_BUTTON, 100);
    wait(70);
}

combo activate_auto_run {
    set_val(XB1_LS, 0);
    wait(35);
    set_val(XB1_LS, 100);
    wait(35);
    set_val(XB1_LS, 0);
    wait(35);
    set_val(XB1_LS, 100);
    wait(35);
    auto_run = TRUE;
}

combo exit_auto_run {
    set_val(XB1_LY, -100);
    wait(70);
    auto_run = FALSE;
}
*/

combo toggle_map {
    set_val(MAP_BUTTON, 100);
    wait(70);
}

combo toggle_inventory {
    if(in_inventory)
        set_val(XB1_B, 100);
    else
        set_val(INVENTORY_BUTTON, 100);
    wait(70);
    in_inventory = !in_inventory;
}

combo exit_capture_helper {
    set_val(ESC_BUTTON, 0);
    set_val(CTRL_BUTTON, 0);
    wait(1000);
}

function get_build_slot_pressed() {
    if(key_event_active(BUILD_SLOT_KEY_1, BUILD_SLOT_BUTTON)) return 1;
    if(key_event_active(BUILD_SLOT_KEY_2, BUILD_SLOT_BUTTON)) return 2;
    if(key_event_active(BUILD_SLOT_KEY_3, BUILD_SLOT_BUTTON)) return 3;
    if(key_event_active(BUILD_SLOT_KEY_4, BUILD_SLOT_BUTTON)) return 4;
    if(key_event_active(BUILD_SLOT_KEY_5, BUILD_SLOT_BUTTON)) return 5;
    return 0;
}

function get_item_slot_pressed() {
    if(key_event_active(WEP_SLOT_KEY_1, WEPS_SLOT_BUTTON)) return 1;
    if(key_event_active(WEP_SLOT_KEY_2, WEPS_SLOT_BUTTON)) return 2;
    if(key_event_active(WEP_SLOT_KEY_3, WEPS_SLOT_BUTTON)) return 3;
    if(key_event_active(WEP_SLOT_KEY_4, WEPS_SLOT_BUTTON)) return 4;
    if(key_event_active(WEP_SLOT_KEY_5, WEPS_SLOT_BUTTON)) return 5;
    return 0;
}

function get_slots_to_change(curr_slot, to_slot, slot_count) {
    if(curr_slot == to_slot || to_slot > slot_count || slot_count == 1) return 0;
    if(abs(to_slot - curr_slot) == (slot_count - 1)) return ((-2 * ((to_slot - curr_slot) > 0)) + 1);
    if(slot_count == 5) {
        if(abs(to_slot - curr_slot) == 3) return ((to_slot - curr_slot) / -3) * 2;
    }
    if(abs(to_slot - curr_slot) <= abs(curr_slot - to_slot))
        return (to_slot - curr_slot);
    return (curr_slot - to_slot);
}

function key_event_active(key, button) {
    return (event_press(key) && event_press(button));
}

function key_event_release(key, button) {
    return (event_release(key) && event_release(button));
}

function exit_capture() {
    if(event_press(ESC_BUTTON) && event_press(CTRL_BUTTON)){
        combo_run(exit_capture_helper);
    }
}

// #pragma endregion//}


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Fornite Battle Royale (Xbox One).glf
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ConsoleTuner Support Team || Discord || Custom Scripts
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Re: Fortnite Script Help!! [XB1]

Postby DeathFear » Wed Apr 11, 2018 2:42 am

I like how you’ve added the weapon slots as well I hate dealing with the mouse wheel, this script is for the titan two which thankfully I’ve upgraded to but I’m blanking on how to open the script in the gtuner software the .glf is throwing me off. I made another script for the titan two but it only covers the building mode again I want to give yours a try. The thing I was struggling with was if you click the different keys too quickly the tracker loses its place have you found a fix to that? I have a manual reset button as well but it get me killed so often when I’m in an intense build battle, thanks!

edit:just realized .glf is for maxaim di but the gpc looks like titan 2 coding so im not sure whats going on, wish i was better with computers haha
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Re: Fortnite Script Help!! [XB1]

Postby Buffy » Wed Apr 11, 2018 3:22 am

DeathFear wrote:I like how you’ve added the weapon slots as well I hate dealing with the mouse wheel, this script is for the titan two which thankfully I’ve upgraded to but I’m blanking on how to open the script in the gtuner software the .glf is throwing me off. I made another script for the titan two but it only covers the building mode again I want to give yours a try. The thing I was struggling with was if you click the different keys too quickly the tracker loses its place have you found a fix to that? I have a manual reset button as well but it get me killed so often when I’m in an intense build battle, thanks!

edit:just realized .glf is for maxaim di but the gpc looks like titan 2 coding so im not sure whats going on, wish i was better with computers haha


I plan on converting it for T2 soon. I have both, but I prefer to keep the sources very similar so minimal editing needs to be done to convert it (I have a simple Java program that'll convert T1 -> T2, but I'm still thinking about how I'll implement T2 to T1 with it..) :smile0517:
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