Fortnite Script Help!! [XB1]
19 posts
• Page 2 of 2 • 1, 2
Re: Fortnite Script Help!! [XB1]
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;
}
-
DeathFear - Sergeant
- Posts: 8
- Joined: Thu Jan 25, 2018 5:22 pm
Re: Fortnite Script Help!! [XB1]
Thank you DeathFear for sharing your script with us
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite Script Help!! [XB1]
i dont get it, whats it do?
-
mrtrdy - Sergeant First Class
- Posts: 21
- Joined: Mon Mar 12, 2018 10:35 pm
Re: Fortnite Script Help!! [XB1]
The script makes easy build with Fortnite.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite Script Help!! [XB1]
can someone add aim abuse and anti recoil to this please?
-
mrtrdy - Sergeant First Class
- Posts: 21
- Joined: Mon Mar 12, 2018 10:35 pm
Re: Fortnite Script Help!! [XB1]
hows this script holding up?
-
teckx - Sergeant Major of the Army
- Posts: 194
- Joined: Tue Mar 27, 2018 1:53 pm
Re: Fortnite Script Help!! [XB1]
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//}
- Attachments
-
- Fornite Battle Royale (Xbox One).glf
- (7.5 KiB) Downloaded 213 times
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
Re: Fortnite Script Help!! [XB1]
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
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
-
DeathFear - Sergeant
- Posts: 8
- Joined: Thu Jan 25, 2018 5:22 pm
Re: Fortnite Script Help!! [XB1]
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..)
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
19 posts
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