FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TIA
4 posts
• Page 1 of 1
FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TIA
- 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(PS4_CIRCLE)) && (mode == combatmode)) {
mode = buildmode
}
else if ((event_press(PS4_CIRCLE)) && (mode == buildmode)) {
mode = combatmode;
}
//keeps track of build slot
if ((event_press(PS4_R1)) && (mode == buildmode)) {
bldslottrack = bldslottrack + 1
if (bldslottrack > 4) {
bldslottrack = 1
}}
if ((event_press(PS4_L1)) && (mode == buildmode)) {
bldslottrack = bldslottrack - 1
if (bldslottrack < 1) {
bldslottrack = 4
}}
//wall hotkey
if (event_press(PS4_LEFT) && (mode == combatmode)) {
combo_run(bldwallfrmC)
}
else if ((event_press(PS4_LEFT))&& (mode == buildmode) && (bldslottrack == 2)) {
combo_run(bldwallfrm2)
}
else if ((event_press(PS4_LEFT)) && (mode == buildmode) && (bldslottrack == 3)){
combo_run(bldwallfrm3)
}
else if ((event_press(PS4_LEFT)) && (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(PS4_RIGHT) && (mode == combatmode)) {
combo_run(bldrampfrmC)
}
else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 1)) {
combo_run(bldrampfrm1)
}
else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 2)) {
combo_run(bldrampfrm2)
}
else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 4)) {
combo_run(bldrampfrm4)
}
//roof hotkey
if (event_press(NOT_USE) && (mode == combatmode)) {
combo_run(bldrooffrmC)
}
else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 1)) {
combo_run(bldrooffrm1)
}
else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 2)) {
combo_run(bldrooffrm2)
}
else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 3)) {
combo_run(bldrooffrm3)
}
//tracker reset to build mode slot1
if (event_press(PS4_LEFT)) {
mode = 1
bldslottrack = 1
}
}
//wall combos
combo bldwallfrmC {
set_val(PS4_CIRCLE,100);
wait(50);
bldslottrack=1;
mode = buildmode;
}
combo bldwallfrm2{
set_val(PS4_CIRCLE,100);
wait(50);
bldslottrack=1;
mode=buildmode;
}
combo bldwallfrm3{
set_val(PS4_R1,100);
wait(50);
set_val(PS4_R1,0);
wait(50)
set_val(PS4_R1,100);
wait(50);
bldslottrack=1;
mode=buildmode;
}
combo bldwallfrm4{
set_val(PS4_R1,100);
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(PS4_CIRCLE,100);
wait(50);
set_val(PS4_CIRCLE,0);
wait(50);
set_val(PS4_R1,100);
wait(50);
set_val(PS4_R1,0);
wait(50)
set_val(PS4_R1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
combo bldrampfrm1{
set_val(PS4_R1,100);
wait(50);
set_val(PS4_R1,0);
wait(50);
set_val(PS4_R1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
combo bldrampfrm2{
set_val(PS4_R1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
combo bldrampfrm4{
set_val(PS4_L1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
//roof combos
combo bldrooffrmC{
set_val(NOT_USE,100);
wait(50);
set_val(NOT_USE,0)
wait(50);
set_val(NOT_USE,100);
wait(50);
bldslottrack=4;
mode=buildmode;
}
combo bldrooffrm1{
set_val(NOT_USE,100);
wait(50);
bldslottrack=4;
mode=buildmode;
}
combo bldrooffrm2{
set_val(NOT_USE,100);
wait(50);
set_val(NOT_USE,0);
wait(50);
set_val(NOT_USE,100);
wait(50);
bldslottrack=4;
mode=buildmode;
}
combo bldrooffrm3{
set_val(NOT_USE,100)
wait(50)
bldslottrack=4;
mode=buildmode;
}
-
yAZZYFizz - Private First Class
- Posts: 2
- Joined: Mon Mar 19, 2018 7:50 am
Re: FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TI
Added.
- 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(PS4_CIRCLE)) && (mode == combatmode)) {
mode = buildmode
}
else if ((event_press(PS4_CIRCLE)) && (mode == buildmode)) {
mode = combatmode;
}
//keeps track of build slot
if ((event_press(PS4_R1)) && (mode == buildmode)) {
bldslottrack = bldslottrack + 1
if (bldslottrack > 4) {
bldslottrack = 1
}}
if ((event_press(PS4_L1)) && (mode == buildmode)) {
bldslottrack = bldslottrack - 1
if (bldslottrack < 1) {
bldslottrack = 4
}}
//wall hotkey
if (event_press(PS4_LEFT) && (mode == combatmode)) {
combo_run(bldwallfrmC)
}
else if ((event_press(PS4_LEFT))&& (mode == buildmode) && (bldslottrack == 2)) {
combo_run(bldwallfrm2)
}
else if ((event_press(PS4_LEFT)) && (mode == buildmode) && (bldslottrack == 3)){
combo_run(bldwallfrm3)
}
else if ((event_press(PS4_LEFT)) && (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(PS4_RIGHT) && (mode == combatmode)) {
combo_run(bldrampfrmC)
}
else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 1)) {
combo_run(bldrampfrm1)
}
else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 2)) {
combo_run(bldrampfrm2)
}
else if ((event_press(PS4_RIGHT)) && (mode == buildmode) && (bldslottrack == 4)) {
combo_run(bldrampfrm4)
}
//roof hotkey
if (event_press(NOT_USE) && (mode == combatmode)) {
combo_run(bldrooffrmC)
}
else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 1)) {
combo_run(bldrooffrm1)
}
else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 2)) {
combo_run(bldrooffrm2)
}
else if ((event_press(NOT_USE)) && (mode == buildmode) && (bldslottrack == 3)) {
combo_run(bldrooffrm3)
}
//tracker reset to build mode slot1
if (event_press(PS4_LEFT)) {
mode = 1
bldslottrack = 1
}
if(get_val(PS4_R2)) {
combo_run(AutoAim);
}
}
combo AutoAim {
set_val(PS4_L2, 100);
wait(150);
set_val(PS4_L2, 0);
wait(40);
set_val(PS4_L2, 0);
}
//wall combos
combo bldwallfrmC {
set_val(PS4_CIRCLE,100);
wait(50);
bldslottrack=1;
mode = buildmode;
}
combo bldwallfrm2{
set_val(PS4_CIRCLE,100);
wait(50);
bldslottrack=1;
mode=buildmode;
}
combo bldwallfrm3{
set_val(PS4_R1,100);
wait(50);
set_val(PS4_R1,0);
wait(50)
set_val(PS4_R1,100);
wait(50);
bldslottrack=1;
mode=buildmode;
}
combo bldwallfrm4{
set_val(PS4_R1,100);
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(PS4_CIRCLE,100);
wait(50);
set_val(PS4_CIRCLE,0);
wait(50);
set_val(PS4_R1,100);
wait(50);
set_val(PS4_R1,0);
wait(50)
set_val(PS4_R1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
combo bldrampfrm1{
set_val(PS4_R1,100);
wait(50);
set_val(PS4_R1,0);
wait(50);
set_val(PS4_R1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
combo bldrampfrm2{
set_val(PS4_R1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
combo bldrampfrm4{
set_val(PS4_L1,100);
wait(50);
bldslottrack=3;
mode=buildmode;
}
//roof combos
combo bldrooffrmC{
set_val(NOT_USE,100);
wait(50);
set_val(NOT_USE,0)
wait(50);
set_val(NOT_USE,100);
wait(50);
bldslottrack=4;
mode=buildmode;
}
combo bldrooffrm1{
set_val(NOT_USE,100);
wait(50);
bldslottrack=4;
mode=buildmode;
}
combo bldrooffrm2{
set_val(NOT_USE,100);
wait(50);
set_val(NOT_USE,0);
wait(50);
set_val(NOT_USE,100);
wait(50);
bldslottrack=4;
mode=buildmode;
}
combo bldrooffrm3{
set_val(NOT_USE,100)
wait(50)
bldslottrack=4;
mode=buildmode;
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TI
sorry im new here, i ordered my t2 yesterday to use with my apex xim..
but what does aim abuse do ? and who does it work ? is there a video online? cannot find anything
but what does aim abuse do ? and who does it work ? is there a video online? cannot find anything
-
gankbait - Sergeant First Class
- Posts: 20
- Joined: Mon Mar 19, 2018 5:31 am
Re: FORTNITE : CAN SOMEONE ADD AIM ABUSE TO THIS SCRIPT ? TI
Aim abuse constantly press and release the aiming button to trigger the aim assist of the game. The effect of it is snap the aim reticle on the enemy.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
4 posts
• Page 1 of 1
Return to GPC1 Script Programming
Who is online
Users browsing this forum: No registered users and 70 guests