Please convert this script j2kbr
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• Page 1 of 1
Please convert this script j2kbr
Thnks
- Code: Select all
// GPC Online Library
// fortnite_|_anti_recoil_|_ghost_peak_|_aim_abuse/100%_accuracy_|_auto_drop_|_aim_assist_|_advanced_jitter_(ps4&xbox).gpc
/* ______ ____ _____ _______ _ _ _____ _______ ______
// *| ____/ __ \| __ \__ __| \ | |_ _|__ __| ____|* //
SCRIPT FEATURES // *| |__ | | | | |__) | | | | \| | | | | | | |__ * //
- Aim Abuse // *| __|| | | | _ / | | | . ` | | | | | | __| * //
- Aim Assist // *| | | |__| | | \ \ | | | |\ |_| |_ | | | |____ * //
- 100% Accuracy (Tap Fire) // *|_| \____/|_| \_\ |_| |_| \_|_____| |_| |______|* //
- Advanced Jitter (NEW)
- Drop Shot
- Easy Run Tested With Builder Pro Only! (XB1/PS4)
- One Button Build
*/
int ASST = TRUE;
int ABT = TRUE; //--Aim Assist (LT & LEFT)
int ASD2 = 10; //--Aim Abuse
int ASD = 85;
int Drop_shot = FALSE; //--Drop Shot (LT & RS)
int EasyRun_onoff = TRUE; //--Easy Run
int Ghost_Peek = FALSE; //--Ghost Peek (LT & Y)
define DROP = XB1_Y;
int Advanced_Jitter = FALSE; //--Advanced Jitter (RIGHT)
int tap;
int L2_block;
int R2_block;
int OneBtnBuild_onoff = TRUE; //--One Button Build (Always on!)
int BTN_BUILD = XB1_RT;
define w_btn = 60;
define w_press = 60;
int build_on = 0;
int InstaBuild = TRUE;
int value = 31; //--100% Accuracy (Always On!)
int value2 = -31;
int delay = 11;
//--------------------------------------------> INITALIZATION
int a; int b; int rumble_type = RUMBLE_A;
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define CROUCH_BTN = XB1_RS;
define SPRINT_BTN = XB1_LS;
define JUMP_BTN = XB1_A;
define RIGHT_BUMP = XB1_RB;
define LEFT_BUMP = XB1_LB;
define SWAP_BTN = XB1_Y;
define BUILD_BTN = XB1_B;
define RELOAD_BTN = XB1_X;
define LX = XB1_LX
define RX = XB1_RX
define RY = XB1_RY
define LY = XB1_LY
define UP = XB1_UP
define DOWN = XB1_DOWN
define LEFT = XB1_LEFT
define RIGHT = XB1_RIGHT
/*------------------------------
BUILDER PRO */
define WALL_BTN = XB1_RT;
define STAIRS_BTN = XB1_LT;
define FLOOR_BTN = XB1_RB;
define ROOF_BTN = XB1_LB;
//<--Unmapped Buttons-->
unmap XB1_RIGHT
unmap XB1_LEFT
//------------------| MAIN |-----------------------------
main {
////////////CANCEL BLOOM////////////////
if(get_val(XB1_LT)) {
combo_run(Cancel_Bloom);
}
if(get_val(LX) < value2 || get_val(LX) > value || get_val(LY) < value2 || get_val(LY) > value || get_val(LX) < value2 || get_val(LX) > value || get_val(LY) < value2 || get_val(LY) > value) {
combo_stop(Cancel_Bloom);
}
if(ASST){
if(get_val(XB1_LT)) {
combo_run(L2_C);
}
}
if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value || get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value) {
combo_stop(L2_C);
}
////////////DROP SHOT////////////////
if (get_val(XB1_LT) && event_press(XB1_RS)) {
Drop_shot=!Drop_shot;
if(Drop_shot == TRUE){combo_run(Notify);a=0;b=2;}
if(Drop_shot == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Drop_shot);
}
if (Drop_shot) {
if (get_val(XB1_LT) && get_val(XB1_RT) > +90) { //Remove > +90 to just drop shot when holding Both LT and RT
combo_run(Drop_shot);
}
}
//////////////GHOST PEEK///////////////////
if (get_val(XB1_LT)) {
// HOLD L2(LT) and PRESS CROSS (A)
if (event_press(DROP)) {
Ghost_Peek = !Ghost_Peek;
if(Ghost_Peek == TRUE){combo_run(Notify);a=0;b=2;}
if(Ghost_Peek == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Ghost_Peek);
}
set_val(DROP, 0);
}
if (Ghost_Peek) {
if (get_val(XB1_LT)) {
if (event_press(XB1_RT)) {
combo_run(SINGLE_SNEAK_PEAK);
}
if (event_press(XB1_RB)) {
combo_run(BRUST_SNEAK_PEAK);
}
set_val(XB1_RT, 0);
set_val(XB1_RB, 0);
}
}
////////////////EASY RUN/////////////////
if(EasyRun_onoff){
if(!get_val(ADS_BTN) && get_val(12) < -90 || abs(get_val(11)) > 68) {
combo_run(SPRINT);
}
}
///////////////ONE BUTTON BUILD///////////
if(event_press(SWAP_BTN) || event_press(RIGHT_BUMP) || event_press(LEFT_BUMP)) build_on = FALSE;
if(event_press(BUILD_BTN)){
build_on = !build_on ;
if(build_on) BTN_BUILD = PS4_R2;
}
if(OneBtnBuild_onoff){
if(build_on){
if (event_press(WALL_BTN)) {
BTN_BUILD = PS4_R2;
combo_run(BUILD_PIECE);
}
if (event_press(FLOOR_BTN)) {
BTN_BUILD = PS4_R1;
combo_run(BUILD_PIECE);
}
if (event_press(STAIRS_BTN)) {
BTN_BUILD = PS4_L2;
combo_run(BUILD_PIECE);
}
if (event_press(ROOF_BTN)) {
BTN_BUILD = PS4_L1;
combo_run(BUILD_PIECE);
}
}
}
////////////////ADVANCED JITTER/////////////////
if (!get_val(ADS_BTN)) {
if (event_press(RIGHT)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
if(Advanced_Jitter == TRUE){combo_run(Notify);a=0;b=2;}
if(Advanced_Jitter == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Advanced_Jitter);
}
}
if (Advanced_Jitter) {
if (R2_block) {
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
//------------------------------------------------
if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
if (!tap) {
combo_run(JUMP);
tap = TRUE;
combo_run(Double_Tact_R1);
} else if (tap) {
combo_run(JUMP);
tap = FALSE;
combo_run(Double_Tact_L1);
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN)) {
combo_run(ABT);
} else {
combo_stop(ABT);
}
}
////////////////AIM ASSIST/////////////////
if(get_val(XB1_LT) && event_press(XB1_LEFT)){
ABT =! ABT;
if(ABT == TRUE){combo_run(Notify);a=0;b=2;}
if(ABT == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(ABT);
}
if(ABT){
if(get_val(XB1_LT)&&get_ptime(XB1_LT)>= 200){
combo_run(ABT);}
if(event_release(XB1_LT)){ combo_stop(ABT);}
}
}
//////////////////////////////////////////////////////////////////////
// MAIN BLOCK END
//---------------------------------------------| COMBO's
combo Notify {
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(550);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
reset_leds();
}
combo ABT{
set_val(ADS_BTN,100);
wait(ASD);
set_val(ADS_BTN,0);
wait(ASD2);
}
combo Cancel_Bloom {
set_val(LX,15);
wait(delay)
set_val(LX, -15);
wait(delay)
}
combo L2_C {
set_val(RX,12);
wait(delay)
set_val(RY, 12);
set_val(RX,12);
wait(delay)
set_val(RY, 12);
wait(delay)
set_val(RX, -12);
set_val(RY, 12);
wait(delay)
set_val(RX, -12);
wait(delay)
set_val(RY, -12);
set_val(RX, -12);
wait(delay)
set_val(RY, -12);
wait(delay)
set_val(RX, 12);
set_val(RY, -12);
wait(delay)
set_val(RX,12);
}
combo Drop_shot {
set_val(CROUCH_BTN, 100);
wait(55);
wait(100);
}
combo SINGLE_SNEAK_PEAK {
set_val(JUMP_BTN, 100);
wait(15);
set_val(JUMP_BTN, 0);
wait(15); // INCREASE IF YOU SHOOT YOUR STAIRS!
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(50);
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
}
combo BRUST_SNEAK_PEAK {
set_val(JUMP_BTN, 100);
wait(15);
set_val(JUMP_BTN, 0);
wait(75); // INCREASE IF YOU SHOOT YOUR STAIRS!
set_val(FIRE_BTN, 100);
wait(75);
set_val(FIRE_BTN, 0);
wait(90);
set_val(CROUCH_BTN, 100);
wait(25);
set_val(CROUCH_BTN, 0);
}
combo SPRINT {
set_val(SPRINT_BTN,100);
wait(60);
wait(1000);
}
combo BUILD_PIECE {
set_val(BTN_BUILD, 100);
wait(60);
wait(60);
if(InstaBuild) set_val(BTN_BUILD, 100);
wait(60);
wait(60);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
combo Double_Tact_R1 {
R2_block = TRUE;
L2_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(RIGHT_BUMP, 100);
wait(50);
set_val(RIGHT_BUMP, 0);
wait(400);
R2_block = FALSE;
L2_block = FALSE;
}
combo Double_Tact_L1 {
R2_block = TRUE;
L2_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(LEFT_BUMP, 100);
wait(50);
set_val(LEFT_BUMP, 0);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
R2_block = FALSE;
L2_block = FALSE;
}
combo JUMP {
wait(120);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200);
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
-
headhunterz - Corporal
- Posts: 5
- Joined: Tue Jun 12, 2018 7:25 am
Re: Please convert this script j2kbr
Done. ;)
- Code: Select all
// GPC Online Library
// fortnite_|_anti_recoil_|_ghost_peak_|_aim_abuse/100%_accuracy_|_auto_drop_|_aim_assist_|_advanced_jitter_(ps4&xbox).gpc
/* ______ ____ _____ _______ _ _ _____ _______ ______
// *| ____/ __ \| __ \__ __| \ | |_ _|__ __| ____|* //
SCRIPT FEATURES // *| |__ | | | | |__) | | | | \| | | | | | | |__ * //
- Aim Abuse // *| __|| | | | _ / | | | . ` | | | | | | __| * //
- Aim Assist // *| | | |__| | | \ \ | | | |\ |_| |_ | | | |____ * //
- 100% Accuracy (Tap Fire) // *|_| \____/|_| \_\ |_| |_| \_|_____| |_| |______|* //
- Advanced Jitter (NEW)
- Drop Shot
- Easy Run Tested With Builder Pro Only! (XB1/PS4)
- One Button Build
*/
int ASST = TRUE;
int ABT = TRUE; //--Aim Assist (LT & LEFT)
int ASD2 = 10; //--Aim Abuse
int ASD = 85;
int Drop_shot = FALSE; //--Drop Shot (LT & RS)
int EasyRun_onoff = TRUE; //--Easy Run
int Ghost_Peek = FALSE; //--Ghost Peek (LT & Y)
define DROP = XB1_Y;
int Advanced_Jitter = FALSE; //--Advanced Jitter (RIGHT)
int tap;
int L2_block;
int R2_block;
int OneBtnBuild_onoff = TRUE; //--One Button Build (Always on!)
int BTN_BUILD = XB1_RT;
define w_btn = 60;
define w_press = 60;
int build_on = 0;
int InstaBuild = TRUE;
int value = 31; //--100% Accuracy (Always On!)
int value2 = -31;
int delay = 11;
//--------------------------------------------> INITALIZATION
int a; int b; int rumble_type = RUMBLE_A;
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define CROUCH_BTN = XB1_RS;
define SPRINT_BTN = XB1_LS;
define JUMP_BTN = XB1_A;
define RIGHT_BUMP = XB1_RB;
define LEFT_BUMP = XB1_LB;
define SWAP_BTN = XB1_Y;
define BUILD_BTN = XB1_B;
define RELOAD_BTN = XB1_X;
define LX = XB1_LX;
define RX = XB1_RX;
define RY = XB1_RY;
define LY = XB1_LY;
define UP = XB1_UP;
define DOWN = XB1_DOWN;
define LEFT = XB1_LEFT;
define RIGHT = XB1_RIGHT;
/*------------------------------
BUILDER PRO */
define WALL_BTN = XB1_RT;
define STAIRS_BTN = XB1_LT;
define FLOOR_BTN = XB1_RB;
define ROOF_BTN = XB1_LB;
//<--Unmapped Buttons-->
unmap XB1_RIGHT;
unmap XB1_LEFT;
//------------------| MAIN |-----------------------------
main {
////////////CANCEL BLOOM////////////////
if(get_val(XB1_LT)) {
combo_run(Cancel_Bloom);
}
if(get_val(LX) < value2 || get_val(LX) > value || get_val(LY) < value2 || get_val(LY) > value || get_val(LX) < value2 || get_val(LX) > value || get_val(LY) < value2 || get_val(LY) > value) {
combo_stop(Cancel_Bloom);
}
if(ASST){
if(get_val(XB1_LT)) {
combo_run(L2_C);
}
}
if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value || get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value) {
combo_stop(L2_C);
}
////////////DROP SHOT////////////////
if (get_val(XB1_LT) && event_press(XB1_RS)) {
Drop_shot=!Drop_shot;
if(Drop_shot == TRUE){combo_run(Notify);a=0;b=2;}
if(Drop_shot == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Drop_shot);
}
if (Drop_shot) {
if (get_val(XB1_LT) && get_val(XB1_RT) > +90) { //Remove > +90 to just drop shot when holding Both LT and RT
combo_run(Drop_shot_Combo);
}
}
//////////////GHOST PEEK///////////////////
if (get_val(XB1_LT)) {
// HOLD L2(LT) and PRESS CROSS (A)
if (event_press(DROP)) {
Ghost_Peek = !Ghost_Peek;
if(Ghost_Peek == TRUE){combo_run(Notify);a=0;b=2;}
if(Ghost_Peek == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Ghost_Peek);
}
set_val(DROP, 0);
}
if (Ghost_Peek) {
if (get_val(XB1_LT)) {
if (event_press(XB1_RT)) {
combo_run(SINGLE_SNEAK_PEAK);
}
if (event_press(XB1_RB)) {
combo_run(BRUST_SNEAK_PEAK);
}
set_val(XB1_RT, 0);
set_val(XB1_RB, 0);
}
}
////////////////EASY RUN/////////////////
if(EasyRun_onoff){
if(!get_val(ADS_BTN) && get_val(12) < -90 || abs(get_val(11)) > 68) {
combo_run(SPRINT);
}
}
///////////////ONE BUTTON BUILD///////////
if(event_press(SWAP_BTN) || event_press(RIGHT_BUMP) || event_press(LEFT_BUMP)) build_on = FALSE;
if(event_press(BUILD_BTN)){
build_on = !build_on ;
if(build_on) BTN_BUILD = PS4_R2;
}
if(OneBtnBuild_onoff){
if(build_on){
if (event_press(WALL_BTN)) {
BTN_BUILD = PS4_R2;
combo_run(BUILD_PIECE);
}
if (event_press(FLOOR_BTN)) {
BTN_BUILD = PS4_R1;
combo_run(BUILD_PIECE);
}
if (event_press(STAIRS_BTN)) {
BTN_BUILD = PS4_L2;
combo_run(BUILD_PIECE);
}
if (event_press(ROOF_BTN)) {
BTN_BUILD = PS4_L1;
combo_run(BUILD_PIECE);
}
}
}
////////////////ADVANCED JITTER/////////////////
if (!get_val(ADS_BTN)) {
if (event_press(RIGHT)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
if(Advanced_Jitter == TRUE){combo_run(Notify);a=0;b=2;}
if(Advanced_Jitter == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Advanced_Jitter);
}
}
if (Advanced_Jitter) {
if (R2_block) {
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
//------------------------------------------------
if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
if (!tap) {
combo_run(JUMP);
tap = TRUE;
combo_run(Double_Tact_R1);
} else if (tap) {
combo_run(JUMP);
tap = FALSE;
combo_run(Double_Tact_L1);
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN)) {
combo_run(ABT_Combo);
} else {
combo_stop(ABT_Combo);
}
}
////////////////AIM ASSIST/////////////////
if(get_val(XB1_LT) && event_press(XB1_LEFT)){
ABT =! ABT;
if(ABT == TRUE){combo_run(Notify);a=0;b=2;}
if(ABT == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(ABT);
}
if(ABT){
if(get_val(XB1_LT)&&get_ptime(XB1_LT)>= 200){
combo_run(ABT);}
if(event_release(XB1_LT)){ combo_stop(ABT);}
}
}
//////////////////////////////////////////////////////////////////////
// MAIN BLOCK END
//---------------------------------------------| COMBO's
combo Notify {
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(550);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
reset_leds();
}
combo ABT_Combo {
set_val(ADS_BTN,100);
wait(ASD);
set_val(ADS_BTN,0);
wait(ASD2);
}
combo Cancel_Bloom {
set_val(LX,15);
wait(delay)
set_val(LX, -15);
wait(delay)
}
combo L2_C {
set_val(RX,12);
wait(delay)
set_val(RY, 12);
set_val(RX,12);
wait(delay)
set_val(RY, 12);
wait(delay)
set_val(RX, -12);
set_val(RY, 12);
wait(delay)
set_val(RX, -12);
wait(delay)
set_val(RY, -12);
set_val(RX, -12);
wait(delay)
set_val(RY, -12);
wait(delay)
set_val(RX, 12);
set_val(RY, -12);
wait(delay)
set_val(RX,12);
}
combo Drop_shot_Combo {
set_val(CROUCH_BTN, 100);
wait(55);
wait(100);
}
combo SINGLE_SNEAK_PEAK {
set_val(JUMP_BTN, 100);
wait(15);
set_val(JUMP_BTN, 0);
wait(15); // INCREASE IF YOU SHOOT YOUR STAIRS!
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(50);
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
}
combo BRUST_SNEAK_PEAK {
set_val(JUMP_BTN, 100);
wait(15);
set_val(JUMP_BTN, 0);
wait(75); // INCREASE IF YOU SHOOT YOUR STAIRS!
set_val(FIRE_BTN, 100);
wait(75);
set_val(FIRE_BTN, 0);
wait(90);
set_val(CROUCH_BTN, 100);
wait(25);
set_val(CROUCH_BTN, 0);
}
combo SPRINT {
set_val(SPRINT_BTN,100);
wait(60);
wait(1000);
}
combo BUILD_PIECE {
set_val(BTN_BUILD, 100);
wait(60);
wait(60);
if(InstaBuild) set_val(BTN_BUILD, 100);
wait(60);
wait(60);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
combo Double_Tact_R1 {
R2_block = TRUE;
L2_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(RIGHT_BUMP, 100);
wait(50);
set_val(RIGHT_BUMP, 0);
wait(400);
R2_block = FALSE;
L2_block = FALSE;
}
combo Double_Tact_L1 {
R2_block = TRUE;
L2_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(LEFT_BUMP, 100);
wait(50);
set_val(LEFT_BUMP, 0);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
R2_block = FALSE;
L2_block = FALSE;
}
combo JUMP {
wait(120);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200);
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Please convert this script j2kbr
thanks for your fast reply
-
headhunterz - Corporal
- Posts: 5
- Joined: Tue Jun 12, 2018 7:25 am
3 posts
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