Converting script to Titan One
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Converting script to Titan One
Please convert these scripts to T1 for me. I'm gonna run them thru a text comparison tool so I can learn to do it myself.
Thank you!
- Code: Select all
//
CONSOLES: PS4 & XBOX 1
FEATURES:
Advanced Jitter
Aim Abuse (Auto Aim)
Auto Jump (Advanced Jitter ONLY)
*/
// ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
int Advanced_Jitter = FALSE; // TAP "DOWN" for toggle ON_OFF
// ADVANCED JITTER WITH INSTA WALL
int Advanced_Jitter_BUILD = FALSE; // HOLD "ADS_BTN" and TAP "DOWN" for toggle ON_OFF
//OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
int SENASSIST_onoff = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//----------------------------------------
// BUTTON LAYOUT: COMBAT PRO
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define WALL_BTN = 4; //XB1_RB //PS4_R2
define STAIRS_BTN = 7; //XB1_LB //PS4_L2
define FLOOR_BTN = 3; //XB1_RT //PS4_R1
define ROOF_BTN = 6; //XB1_LT //PS4_L1
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define R_X = 9; //XB1_RX //PS4_RX
define R_Y = 10; //XB1_RY //PS4_RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
//-------------------------------------------------------------------------------------------
//COLOR IDENTIFICATION
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2, 0, 0, 0, //1. Blue
0, 2, 0, 0, //2. Red
0, 0, 2, 0, //3. Green
0, 0, 0, 2, //4. Pink
2, 0, 2, 0, //5. SkyBlue
0, 2, 2, 0, //6. Yellow
2, 2, 2, 2 //7. White
);
int Col_ind;
//END
//UNMAPPING CONTROLS
unmap 14; //DOWN
//END
//-----------------------------------------------------
// VARIABLES
//RUMBLE
int rumble_type = RUMBLE_A;
//END
//JItter
int tap; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
//END
//AIM ASSIST HOLD & WAIT
int aimabuse_hold;
int aimabuse_rest;
//END
main { //---------------------------------
/////////////////////////////////////////////////////////////////////////////////
// ON-OFF SETTINGS:
if (get_val(ADS_BTN)) {
// HOLD L2(LT) and PRESS LEFT
if (event_press(LEFT)) {
SENASSIST_onoff = !SENASSIST_onoff;
rumble_A_if_true(SENASSIST_onoff);
}
if (!Advanced_Jitter) {
if (event_press(DOWN)) {
Advanced_Jitter_BUILD = !Advanced_Jitter_BUILD;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter_BUILD);
}
}
}
if (!get_val(ADS_BTN)) {
// IF L2(LT) IS NOT HELD and PRESS DOWN
if (!Advanced_Jitter_BUILD) {
if (event_press(DOWN)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
}
}
if ((Advanced_Jitter) && tap) {
if (get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = TRUE;
Advanced_Jitter = FALSE;
tap = TRUE;
rumble_A_if_true(Advanced_Jitter_BUILD);
}
}
if ((Advanced_Jitter) && !tap) {
if (get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = TRUE;
Advanced_Jitter = FALSE;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter_BUILD);
}
}
if ((Advanced_Jitter_BUILD) && tap) {
if (!get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = FALSE;
Advanced_Jitter = TRUE;
tap = TRUE;
rumble_A_if_true(Advanced_Jitter);
}
}
if ((Advanced_Jitter_BUILD) && !tap) {
if (!get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = FALSE;
Advanced_Jitter = TRUE;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
}
/////////////////////////////////////////////////////////////////////////////////
// Color Identification
if ((!Advanced_Jitter || Advanced_Jitter_BUILD)) colourled(Red); //EVERYTHING IS OFF
if ((Advanced_Jitter || Advanced_Jitter_BUILD) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
if ((Advanced_Jitter || Advanced_Jitter_BUILD) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
/////////////////////////////////////////////////////////////////////////////////
// SENSITIVE AIM ABUSE
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 95) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
}
/////////////////////////////////////////////////////////////////////////////////
//TAPPING R2 AFTER SET TIME
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); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
} else if (tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
}
//ADVANCED JITTER WITH BUILD WALL
if (Advanced_Jitter_BUILD) {
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); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
combo_run(BUILD_WALL);
} else if (tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
combo_run(BUILD_WALL);
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO RUN
if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
set_val(SPRINT_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//HAIR TRIGGER
if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
set_val(FIRE_BTN, 100);
}
} //-----------------------------------------
// COMBO BLOCKS
combo JUMP {
wait(140);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200); // how long to wait until next Jump
} //end
combo AIM_ABUSE { // RAPID AIM
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo BUILD_WALL {
wait(20);
wait(5):
set_val(BUILD_BTN, 100);
wait(40);
wait(40);
set_val(FIRE_BTN, 100);
wait(40);
wait(40);
set_val(FIRE_BTN, 100);
wait(90);
wait(50);
set_val(BUILD_BTN, 100);
wait(15);
wait(5);
}
combo Double_Tact_L1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
wait(5);
set_val(LEFT_BUMP, 100);
wait(50);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
R2_block = FALSE;
} //END
combo Double_Tact_R1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
wait(5);
set_val(NEXT_PIECE, 100);
wait(50);
wait(410);
R2_block = FALSE;
} //end
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
// COLOR LED function
//--------------------------------------------------------------
function colourled(Colour) {
Col_ind = (Colour * 4) - 3;
set_led(LED_1, dbyte(Col_ind));
set_led(LED_2, dbyte(Col_ind + 1));
set_led(LED_3, dbyte(Col_ind + 2));
set_led(LED_4, dbyte(Col_ind + 3));
}
- Code: Select all
Thank you!
-
Flash - Staff Sergeant
- Posts: 10
- Joined: Fri Dec 30, 2016 9:47 am
Re: Converting script to Titan One
I moved the data thing to the top.
The T1 doesn't support wait time < 10 so you are getting warning on compilation and the timing may be of in-game, but give it a try. Maybe it still works - Don't know how to fix that the correct way other than changing the wait(5) in the combos to wait(10);
The T1 doesn't support wait time < 10 so you are getting warning on compilation and the timing may be of in-game, but give it a try. Maybe it still works - Don't know how to fix that the correct way other than changing the wait(5) in the combos to wait(10);
- Code: Select all
/*
CONSOLES: PS4 & XBOX 1
FEATURES:
Advanced Jitter
Aim Abuse (Auto Aim)
Auto Jump (Advanced Jitter ONLY)
*/
data(1,
2, 0, 0, 0, //1. Blue
0, 2, 0, 0, //2. Red
0, 0, 2, 0, //3. Green
0, 0, 0, 2, //4. Pink
2, 0, 2, 0, //5. SkyBlue
0, 2, 2, 0, //6. Yellow
2, 2, 2, 2 //7. White
);
// ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
int Advanced_Jitter = FALSE; // TAP "DOWN" for toggle ON_OFF
// ADVANCED JITTER WITH INSTA WALL
int Advanced_Jitter_BUILD = FALSE; // HOLD "ADS_BTN" and TAP "DOWN" for toggle ON_OFF
//OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
int SENASSIST_onoff = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//----------------------------------------
// BUTTON LAYOUT: COMBAT PRO
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define WALL_BTN = 4; //XB1_RB //PS4_R2
define STAIRS_BTN = 7; //XB1_LB //PS4_L2
define FLOOR_BTN = 3; //XB1_RT //PS4_R1
define ROOF_BTN = 6; //XB1_LT //PS4_L1
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define R_X = 9; //XB1_RX //PS4_RX
define R_Y = 10; //XB1_RY //PS4_RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
//-------------------------------------------------------------------------------------------
//COLOR IDENTIFICATION
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
int Col_ind;
//END
//UNMAPPING CONTROLS
unmap 14; //DOWN
//END
//-----------------------------------------------------
// VARIABLES
//RUMBLE
int rumble_type = RUMBLE_A;
//END
//JItter
int tap; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
//END
//AIM ASSIST HOLD & WAIT
int aimabuse_hold;
int aimabuse_rest;
//END
main { //---------------------------------
/////////////////////////////////////////////////////////////////////////////////
// ON-OFF SETTINGS:
if (get_val(ADS_BTN)) {
// HOLD L2(LT) and PRESS LEFT
if (event_press(LEFT)) {
SENASSIST_onoff = !SENASSIST_onoff;
rumble_A_if_true(SENASSIST_onoff);
}
if (!Advanced_Jitter) {
if (event_press(DOWN)) {
Advanced_Jitter_BUILD = !Advanced_Jitter_BUILD;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter_BUILD);
}
}
}
if (!get_val(ADS_BTN)) {
// IF L2(LT) IS NOT HELD and PRESS DOWN
if (!Advanced_Jitter_BUILD) {
if (event_press(DOWN)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
}
}
if ((Advanced_Jitter) && tap) {
if (get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = TRUE;
Advanced_Jitter = FALSE;
tap = TRUE;
rumble_A_if_true(Advanced_Jitter_BUILD);
}
}
if ((Advanced_Jitter) && !tap) {
if (get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = TRUE;
Advanced_Jitter = FALSE;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter_BUILD);
}
}
if ((Advanced_Jitter_BUILD) && tap) {
if (!get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = FALSE;
Advanced_Jitter = TRUE;
tap = TRUE;
rumble_A_if_true(Advanced_Jitter);
}
}
if ((Advanced_Jitter_BUILD) && !tap) {
if (!get_val(ADS_BTN) && event_press(DOWN)) {
Advanced_Jitter_BUILD = FALSE;
Advanced_Jitter = TRUE;
tap = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
}
/////////////////////////////////////////////////////////////////////////////////
// Color Identification
if ((!Advanced_Jitter || Advanced_Jitter_BUILD)) colourled(Red); //EVERYTHING IS OFF
if ((Advanced_Jitter || Advanced_Jitter_BUILD) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
if ((Advanced_Jitter || Advanced_Jitter_BUILD) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
/////////////////////////////////////////////////////////////////////////////////
// SENSITIVE AIM ABUSE
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 95) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
}
/////////////////////////////////////////////////////////////////////////////////
//TAPPING R2 AFTER SET TIME
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); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
} else if (tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
}
//ADVANCED JITTER WITH BUILD WALL
if (Advanced_Jitter_BUILD) {
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); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
combo_run(BUILD_WALL);
} else if (tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
combo_run(BUILD_WALL);
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO RUN
if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
set_val(SPRINT_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//HAIR TRIGGER
if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
set_val(FIRE_BTN, 100);
}
} //-----------------------------------------
// COMBO BLOCKS
combo JUMP {
wait(140);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200); // how long to wait until next Jump
} //end
combo AIM_ABUSE { // RAPID AIM
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo BUILD_WALL {
wait(20);
wait(5):
set_val(BUILD_BTN, 100);
wait(40);
wait(40);
set_val(FIRE_BTN, 100);
wait(40);
wait(40);
set_val(FIRE_BTN, 100);
wait(90);
wait(50);
set_val(BUILD_BTN, 100);
wait(15);
wait(5);
}
combo Double_Tact_L1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
wait(5);
set_val(LEFT_BUMP, 100);
wait(50);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
R2_block = FALSE;
} //END
combo Double_Tact_R1 { //ADVANCED JITTER
R2_block = TRUE;
set_val(FIRE_BTN, 100);
wait(15);
wait(5);
set_val(NEXT_PIECE, 100);
wait(50);
wait(410);
R2_block = FALSE;
} //end
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
// COLOR LED function
//--------------------------------------------------------------
function colourled(Colour) {
Col_ind = (Colour * 4) - 3;
set_led(LED_1, dbyte(Col_ind));
set_led(LED_2, dbyte(Col_ind + 1));
set_led(LED_3, dbyte(Col_ind + 2));
set_led(LED_4, dbyte(Col_ind + 3));
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Converting script to Titan One
Thank you! I'll give it a go
-
Flash - Staff Sergeant
- Posts: 10
- Joined: Fri Dec 30, 2016 9:47 am
3 posts
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