Fortnite Aim Abuse Doesnt Work On Switch

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

Fortnite Aim Abuse Doesnt Work On Switch

Postby Relinquished » Tue Jul 10, 2018 10:46 am

ok so from no matter what value i test with aimabuse on switch it doesnt seem to stick now the switch version of Fortnite runs at 33 FPS instead of 60 right now but there should still be a way to get it to work im just struggling on how basically it doesnt lock on to the person like on ps4 and xbox no matter what values i try (the whole 100/18 values) ive tried multiple but to no avail
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby J2Kbr » Wed Jul 11, 2018 9:12 am

Please post the Aim Abuse script you are using (just to check if it is okay), because yesterday I played 5 matches on Switch with Aim Abuse at 150/50 and it was very effective ... got 3 victory royale and 2 second place, where 3 of the matches were playing squads with randoms that died before end game. (also note I played with mouse, but still, the aim abuse was very effective).
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby Relinquished » Wed Jul 11, 2018 12:41 pm

This is what im using ill try 150/50

i tried 150/50 to the same avail idk what im doing wrong xD if you could share your script that would be awesome

Code: Select all
 
 
 
 
                                                            int Drop_shot=FALSE;   
 int building;
                                                            int Double_Pump = FALSE;
                                                            int tap;
                                                            int RT_block;
                                                            int LT_block;
 
 
                                                            int AR_AimAssist_on = TRUE;
 
 
 
 
                                                            int shake = 16;
 
 
 
 
 
 
 
 
 
 
 
 
 //----------------------------------------
 // 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 RIGHT_BUMP = 3;
 define LEFT_BUMP  = 7;
 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
 
 
 
 
 
 define Blue = 1;
 define Red = 2;
 define Green = 3;
 define Pink = 4;
 define SkyBlue = 5;
 define Yellow = 6;
 define White = 7;
 
 int Col_ind;
 
 
 
 
 
 
 
 
 
 
 unmap PS4_RIGHT;
 
 
 
 
 
 
 
 int rumble_type = RUMBLE_A;
 
 
 
 
 
 
 
 
 
 int aimabuse_hold;
 int aimabuse_rest;
 int aimabuse12_hold;
 int aimabuse12_rest;
 
 
 
 
 
 
 
 
 
 main { //---------------------------------
 
 
 
 if(event_press(PS4_CIRCLE)) {
        building = !building;
    }
    if(building) {
        if(get_val(PS4_L1)) {
            combo_run(TurboL1);
        }
        if(get_val(PS4_L2)) {
            combo_run(TurboL2);
        }
        if(get_val(PS4_R1)) {
            combo_run(TurboR1);
        }
        if(get_val(PS4_R2)) {
            combo_run(TurboR2);
        }
    }
 
 
 
 
     if (AR_AimAssist_on) {
         if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
             aimabuse_hold = 100// HOW LONG IS L2 HELD FOR
             aimabuse_rest = 19; // HOW LONG IS L2 NOT HELD FOR
             combo_run(AIM_ABUSE); //AIM ABUSE
         } else {
             combo_stop(AIM_ABUSE);
         }
     }
 
        //////DOUBLE PUMP//////---------------<3
   if (!get_val(ADS_BTN) && event_press(RIGHT)) {
       Double_Pump = !Double_Pump;
       if (Double_Pump == TRUE){tap = TRUE;}
 
   }
 
    if (Double_Pump) {
    //-------------------------------------------------
        if (RT_block){
            set_val(FIRE_BTN, 0);
            set_val(ADS_BTN, 0);
        }
        if (event_press(FIRE_BTN) && !tap) {
           tap = TRUE;
 
           combo_run(BR_AIM_ASSIST);
           combo_stop(AR_AimAssist_on);
           combo_run(Double_Pump_LB);
 
 
         } else if (event_press(FIRE_BTN) && tap) {
           tap = FALSE;
           combo_stop(BR_AIM_ASSIST);
           combo_run(Double_Pump_RB);
        }
    }
    //------------------------------------------------
//-----------------------------------------------
 
      if (Drop_shot) {
         if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
             aimabuse12_hold = 40; // HOW LONG IS L2 HELD FOR
             aimabuse12_rest = 40; // HOW LONG IS L2 NOT HELD FOR
             combo_run(Drop); //AIM ABUSE
         } else {
             combo_stop(Drop);
         }
     } //-----------------------------------------------
 
 
 
 
     /////////////////////////////////////////////////////////////////////////////////
     /////////////////////////////////////////////////////////////////////////////////
     /////////////////////////////////////////////////////////////////////////////////
     //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);
     }
    /////////////////////////////////////////////////////////////////////////////////
    //Aim Assist V 2
    }
 
 
 
 
  //-----------------------------------------
 
 
 
 
 // COMBO BLOCKS
 combo Auto_Aimm { //AIM ASSIST V2
     set_val(R_Y, shake * -1); //1 
     wait(20);
     set_val(R_X, shake); //1 
     wait(20);
     set_val(R_Y, shake); //1 
     wait(20);
     set_val(R_X, shake * -1); //1 
     wait(20);
 } //end
 combo Double_Tact1 { //DOUBLE TACT // DOUBLE HEAVY
     set_val(FIRE_BTN, 100);
     wait(30);
     set_val(NEXT_PIECE, 100);
     wait(760); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
     set_val(FIRE_BTN, 100);
     wait(30);
     set_val(LEFT_BUMP, 100);
     wait(760); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 650 FOR (TACT/ HEAVY)
 }
 combo JUMP {
     wait(120);
     set_val(JUMP_BTN, 100);
     wait(110);
     set_val(JUMP_BTN, 0);
     wait(200); // how long to wait until next Jump
 } //end
 
 
       combo Drop {
    set_val(PS4_R3, 100);
    wait(55);
    wait(100); // how long to wait until next jump
}
 
 
combo SINGLE_SNEAK_PEAK {
    set_val(CROUCH_BTN, 100);
    wait(15);
    set_val(CROUCH_BTN, 0);
    wait(15);
    set_val(FIRE_BTN, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(10);//INCREASE THIS IF YOU SHOOT THE STAIRS
    set_val(CROUCH_BTN, 100);
    wait(15);
    set_val(CROUCH_BTN, 0);
} // END
 
 
 
combo AUTO_SNEAK_PEAK {
    set_val(CROUCH_BTN, 100);
    wait(15);
    wait(15);
    set_val(FIRE_BTN, 100);
    wait(15);
    wait(10); //INCREASE THIS IF YOU SHOOT THE STAIRS
    set_val(CROUCH_BTN, 100);
    wait(15);
    wait(105);
} // END
 
 combo BR_AIM_ASSIST {
    set_val(ADS_BTN, 100);
    wait(aimabuse_hold);
    set_val(ADS_BTN, 0);
    wait(aimabuse_rest);
}   
 
 combo TurboL1 {
    set_val(PS4_L1, 100);
    wait(40);
    set_val(PS4_L1, 0);
    wait(30);
    set_val(PS4_L1, 0);
}
 
combo TurboL2 {
    set_val(PS4_L2, 100);
    wait(40);
    set_val(PS4_L2, 0);
    wait(30);
    set_val(PS4_L2, 0);
}
 
combo TurboR1 {
    set_val(PS4_R1, 100);
    wait(40);
    set_val(PS4_R1, 0);
    wait(30);
    set_val(PS4_R1, 0);
}
 
combo TurboR2 {
    set_val(PS4_R2, 100);
    wait(40);
    set_val(PS4_R2, 0);
    wait(30);
    set_val(PS4_R2, 0);
}
 
 
combo Double_Pump_LB {
    RT_block = TRUE;
    LT_block = TRUE;
    set_val(PS4_L2, 100);
    wait(120);
    wait(20);
    set_val(PS4_R2, 100);
    wait(40);
    wait(20);
    set_val(PS4_L1, 100);
    wait(40);
    wait(500);
    RT_block = FALSE;
    LT_block = FALSE;
}
 
combo Double_Pump_RB {
    RT_block = TRUE;
    LT_block = TRUE;
    set_val(PS4_L2, 100);
    wait(120);
    wait(20);
    set_val(PS4_R2, 100);
    wait(40);
    wait(20);
    set_val(PS4_R1, 100);
    wait(40);
    wait(500);
    RT_block = FALSE;
    LT_block = FALSE;
}
 
 
 combo AIM_ABUSE { // RAPID AIM
     set_val(ADS_BTN, 100);
     wait(aimabuse_hold);
     set_val(ADS_BTN, 0);
     wait(aimabuse_rest);
 } //end
 
 
 
 
 
 
 
 
 
 
 
 
 combo VIBRATE {
     set_rumble(rumble_type, 100);
     wait(300);
     reset_rumble();
 } //end
 
 
 
 
 
 
 
 
 //--------------------------------------------------------------
 
 
 
 
 
 
 
 
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby J2Kbr » Thu Jul 12, 2018 6:31 am

Change the lines 138 and 139 to:
Code: Select all
             aimabuse_hold = 150// HOW LONG IS L2 HELD FOR
             aimabuse_rest = 40; // HOW LONG IS L2 NOT HELD FOR

This will result in 150/50. :smile0517:
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby Relinquished » Thu Jul 12, 2018 10:53 am

Still isnt working for me any chance you can share your script?
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby J2Kbr » Thu Jul 12, 2018 1:21 pm

Relinquished wrote:Still isnt working for me any chance you can share your script?

Sure, please note it is for the Titan Two and PS Navigator + Mouse:
Code: Select all
#pragma METAINFO("Fortnite BR", 1, 5, "J2Kbr")
 
#include <remapper.gph>
#include <keyboard.gph>
#include <mouse.gph>
 
#define NINTENDO_SWITCH
 
#define v(n)   n >> 8, n
 
init {
    port_inhibit_ffb(PORT_USB_A);
 
    remapper_disable(STICK_1_X);
    remapper_disable(STICK_1_Y);
    remapper_disable(ACCEL_1_X);
    remapper_disable(ACCEL_1_Y);
    remapper_disable(ACCEL_1_Z);
    remapper_swap(BUTTON_6, BUTTON_9);
    remapper_swap(BUTTON_7, BUTTON_21);
    #ifdef NINTENDO_SWITCH
    remapper_swap(BUTTON_15, BUTTON_16);
    #endif
    remapper_mask(RMP_USB_A | RMP_BT_A);
 
    const uint8 kmap[] = {
        KEY_P,              BUTTON_17,
        KEY_BACKSLASH,      BUTTON_3,
        KEY_OPENBRACKET,    BUTTON_2,
        KEY_CLOSEBRACKET,   BUTTON_19,
    }; keymapping(kmap);
 
    const uint8 mmap[] = {
        MOUSE_X,            STICK_1_X,
        MOUSE_Y,            STICK_1_Y,
        MWHEEL_FORWARD,     BUTTON_7,
        MWHEEL_BACKWARD,    BUTTON_4,
        MBUTTON_1,          BUTTON_5,
        MBUTTON_2,          BUTTON_16,
        MBUTTON_3,          BUTTON_9,
        MBUTTON_4,          BUTTON_20,
        MBUTTON_5,          BUTTON_14,
    }; mousemapping(mmap);
 
    #ifdef NINTENDO_SWITCH
    #define d 7.82i
    const uint8 mxyc[] = {
        BUTTON_8,
        v(1.24i), // Sensitivity - Default
        0x01, 0x75, 0x00, 0x26, v(d), v(d), 0x01, 0x00,
        0x00, 0x12, 0x1A, 0x20, 0x25, 0x2A, 0x2E, 0x32, 0x35, 0x38, 0x3B, 0x3E,
        0x41, 0x44, 0x47, 0x4A, 0x4D, 0x50, 0x52, 0x54, 0x56,
        v(0.80i), // Sensitivity - Alternate
        0x01, 0x75, 0x00, 0x26, v(d), v(d), 0x01, 0x00,
        0x00, 0x12, 0x1A, 0x20, 0x25, 0x2A, 0x2E, 0x32, 0x35, 0x38, 0x3B, 0x3E,
        0x41, 0x44, 0x47, 0x4A, 0x4D, 0x50, 0x52, 0x54, 0x56
    }; mxyconverter(mxyc);
    #else
    const uint8 mxyc[] = {
        BUTTON_8,
        v(1.44i), // Sensitivity - Default
        0x01, 0x75, 0x00, 0x26, 0x0C, 0xF0, 0x0C, 0xF0, 0x00, 0xFE,
        0x00, 0x12, 0x1A, 0x20, 0x25, 0x2A, 0x2E, 0x32, 0x35, 0x38, 0x3B, 0x3E,
        0x41, 0x44, 0x47, 0x4A, 0x4D, 0x50, 0x52, 0x54, 0x56,
        v(0.92i), // Sensitivity - Alternate
        0x01, 0x75, 0x00, 0x26, 0x0C, 0xF0, 0x0C, 0xF0, 0x00, 0xFE,
        0x00, 0x12, 0x1A, 0x20, 0x25, 0x2A, 0x2E, 0x32, 0x35, 0x38, 0x3B, 0x3E,
        0x41, 0x44, 0x47, 0x4A, 0x4D, 0x50, 0x52, 0x54, 0x56
    }; mxyconverter(mxyc);
    #endif
}
 
bool auto_aim;
uint8 swap_weapon;
 
main {
    // Auto Aim
    if(event_active(BUTTON_5)) {
        auto_aim = TRUE;
    } else if(event_release(BUTTON_8) || (event_release(BUTTON_5) && is_release(BUTTON_8))) {
        auto_aim = FALSE;
    }
    if(auto_aim) {
        combo_run(AutoAim);
    }
    // No Auto Aiming Fire
    if(get_val(BUTTON_8) && get_val(BUTTON_2)) {
        set_val(BUTTON_5, 100.0);
        set_val(BUTTON_2, 0.0);
    }
    // Movement Stick Deadzone
    if(abs(get_val(STICK_2_X)) <= 15.0) set_val(STICK_2_X, 0.0);
    if(abs(get_val(STICK_2_Y)) <= 15.0) set_val(STICK_2_Y, 0.0);
    // Harvest
    if(get_val(BUTTON_14)) {
        if(event_active(BUTTON_14)) {
            combo_run(Harvest);
        } else if(!Harvest) {
            combo_run(TurboHarvest);
        }
    } else if(event_release(BUTTON_14)) {
        combo_run(Harvest);
    } set_val(BUTTON_14, 0.0);
    // Rapidfire
    if(get_val(BUTTON_5)) {
        combo_run(Rapidfire);
    }
    // Auto Swap Weapon
    if(swap_weapon) {
        if(event_active(BUTTON_5)) {
            combo_run(SwapWeapon);
        }
        if(event_active(BUTTON_4) || event_active(BUTTON_7)) {
            swap_weapon = 0;
            led_reset();
        }
    }
    if(get_val(BUTTON_17)) {
        if(event_active(BUTTON_4)) {
            swap_weapon = BUTTON_4;
            led_set(LED_2, -1.0, 0);
        } set_val(BUTTON_4, 0.0);
        if(event_active(BUTTON_7)) {
            swap_weapon = BUTTON_7;
            led_set(LED_3, -1.0, 0);
        } set_val(BUTTON_7, 0.0);
    }
    // Instant Build
    if(!(InstaBuildWall || InstaBuildStair || InstaBuildFloor)) {
        if(event_active(BUTTON_21)) {
            combo_run(InstaBuildWall);
        }
        if(event_active(BUTTON_20)) {
            combo_run(InstaBuildStair);
        }
        if(event_active(BUTTON_19)) {
            combo_run(InstaBuildFloor);
        }
    }
    #ifdef NINTENDO_SWITCH
    bool inventory;
    if(event_active(BUTTON_10)) {
        inventory = TRUE;
    }
    if(inventory) {
        if(mouse_status(MBUTTON_2)) {
            set_val(BUTTON_15, 100.0);
            set_val(BUTTON_16, 0.0);
        } else if(get_val(BUTTON_16)) {
            inventory = FALSE;
        }
    }
    #endif
}
 
combo Harvest {
    set_val(BUTTON_14, 100.0);
    wait(40); wait(180);
}
 
combo TurboHarvest {
    set_val(BUTTON_5, 100.0);
    wait(40);
    set_val(BUTTON_5, 0.0);
    wait(40);
    set_val(BUTTON_5, 0.0);
}
 
combo Rapidfire {
    set_val(BUTTON_5, 100.0);
    wait(64);
    set_val(BUTTON_5, 0.0);
    wait(16);
    set_val(BUTTON_5, 0.0);
}
 
combo SwapWeapon {
    wait(80);
    set_val(swap_weapon, 100.0);
    wait(40);
    swap_weapon = 0;
    led_reset();
}
 
combo AutoAim {
    set_val(BUTTON_8, 100.0);
    wait(150);
    set_val(BUTTON_8, 0.0);
    wait(50);
    set_val(BUTTON_8, 0.0);
}
 
combo InstaBuildWall {
    set_val(BUTTON_15, 100.0);
    wait(40); wait(240);
    set_val(BUTTON_5, 100.0);
    wait(40); wait(80);
    if(get_val(BUTTON_21)) {
        InstaBuildWall[1] = 2;
    } else set_val(BUTTON_15, 100.0);
    wait(40);
}
 
combo InstaBuildStair {
    set_val(BUTTON_15, 100.0);
    wait(40); wait(160);
    set_val(BUTTON_4, 100.0);
    wait(40); wait(160);
    set_val(BUTTON_4, 100.0);
    wait(40); wait(240);
    set_val(BUTTON_5, 100.0);
    wait(40); wait(80);
    if(get_val(BUTTON_20)) {
        InstaBuildStair[1] = 6;
    } else set_val(BUTTON_15, 100.0);
    wait(40);
}
 
combo InstaBuildFloor {
    set_val(BUTTON_15, 100.0);
    wait(40); wait(160);
    set_val(BUTTON_4, 100.0);
    wait(40); wait(240);
    set_val(BUTTON_5, 100.0);
    wait(40); wait(80);
    if(get_val(BUTTON_19)) {
        InstaBuildFloor[1] = 4;
    } else set_val(BUTTON_15, 100.0);
    wait(40);
}
 
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby Relinquished » Thu Jul 12, 2018 3:37 pm

is there anyway you can make that into titan one i been trying for awhile with no luck xD
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby J2Kbr » Thu Jul 12, 2018 9:11 pm

Removed everything but Auto Aim and converted to Titan One. :smile0517:
Code: Select all
int auto_aim;
 
main {
    // Auto Aim
    if(event_press(PS4_R2)) {
        auto_aim = TRUE;
    } else if(event_release(PS4_L2) || (event_release(PS4_R2) && !get_val(PS4_L2))) {
        auto_aim = FALSE;
    }
    if(auto_aim) {
        combo_run(AutoAim);
    }
}
 
combo AutoAim {
    set_val(PS4_L2, 100.0);
    wait(150);
    set_val(PS4_L2, 0.0);
    wait(40);
    set_val(PS4_L2, 0.0);
}
 
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J2Kbr
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby Relinquished » Fri Jul 13, 2018 10:20 am

Your awesome i can’t wait to get ahold of a titan two
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Re: Fortnite Aim Abuse Doesnt Work On Switch

Postby Relinquished » Fri Jul 13, 2018 2:46 pm

J2Kbr wrote:Removed everything but Auto Aim and converted to Titan One. :smile0517:
Code: Select all
int auto_aim;
 
main {
    // Auto Aim
    if(event_press(PS4_R2)) {
        auto_aim = TRUE;
    } else if(event_release(PS4_L2) || (event_release(PS4_R2) && !get_val(PS4_L2))) {
        auto_aim = FALSE;
    }
    if(auto_aim) {
        combo_run(AutoAim);
    }
}
 
combo AutoAim {
    set_val(PS4_L2, 100.0);
    wait(150);
    set_val(PS4_L2, 0.0);
    wait(40);
    set_val(PS4_L2, 0.0);
}
 

if i add this to my script when i press circle to build it will always build wall stair is there anyway to block autoaim when i press circle

also if it would be able to Hold circle for a little while to turn off turbo because with the turbo buttons u cant edit its impossible
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