Fortnite Aim Abuse Doesnt Work On Switch
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Fortnite Aim Abuse Doesnt Work On Switch
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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Relinquished - Sergeant Major
- Posts: 100
- Joined: Thu May 21, 2015 4:19 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
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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J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
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
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
//--------------------------------------------------------------
-
Relinquished - Sergeant Major
- Posts: 100
- Joined: Thu May 21, 2015 4:19 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
Change the lines 138 and 139 to:
This will result in 150/50.
- 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.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
Still isnt working for me any chance you can share your script?
-
Relinquished - Sergeant Major
- Posts: 100
- Joined: Thu May 21, 2015 4:19 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
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);
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
is there anyway you can make that into titan one i been trying for awhile with no luck xD
-
Relinquished - Sergeant Major
- Posts: 100
- Joined: Thu May 21, 2015 4:19 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
Removed everything but Auto Aim and converted to Titan One.
- 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);
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
Your awesome i can’t wait to get ahold of a titan two
-
Relinquished - Sergeant Major
- Posts: 100
- Joined: Thu May 21, 2015 4:19 pm
Re: Fortnite Aim Abuse Doesnt Work On Switch
J2Kbr wrote:Removed everything but Auto Aim and converted to Titan One.
- 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
-
Relinquished - Sergeant Major
- Posts: 100
- Joined: Thu May 21, 2015 4:19 pm
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