T1 script
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T1 script
Can someone change this to Titan One. If you can record screen and show how you do it then that would help also. I use the code that it suggest but still throws up the error.
- Code: Select all
// No toggles. Everything is activated by combos
//--------------------------------------------------------------------------------------------------------------------
// Combos
// Turbo Farm -------[ Left Trigger + Left Bumper ] -----(Must have throwable, scroll to throwable then switch to pickaxe)
// Rapid Fire -------[ Left Trigger + Right Trigger + Right Bumper ]
// Ramp Rush --------[ Left Thumpstick Push ] -----(Since they added "sprint by default" the left thumpstick is useless)
// Drop Shot --------[ Left Trigger + A ]
// 100% Accuracy ----[ Left Trigger + Right Bumper ]
// Aim Abuse --------[ Left Trigger ] -----(99% trigger pull)
// Aim Assist -------[ Left Trigger ] -----(99% trigger pull)
// Hair Trigger -----[ Right Trigger ] -----(Any amount of trigger pull = 100%)
// No Recoil --------[ Left Trigger + Right Trigger ] -----(I have this turned off scroll down to "Anti Recoil" and change the red 0 for enable [15-33])
int SINGLESHOT = TRUE; //--SINGLE SHOT
int SENASSIST_onoff = TRUE; //--AIM ABUSE
int aimabuse_hold;
int aimabuse_rest;
int PICKAXE = FALSE;
int Dropshot = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE
int AimAssist_onoff = TRUE;
int shake = 20;
int ANTI_RECOIL; //--ANTI RECOIL
int anti_recoil;
define AR_Release = 25;
define ONLY_WITH_SCOPE = TRUE;
int rapid_onoff = FALSE; //--RAPID FIRE
define build_speed = 50; //--RAMP RUSH
int RampRush;
//--------------------------------------------> INITALIZATIOG
int a; int b; int rumble_type = RUMBLE_A;
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
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;
define HOME = XB1_XBOX;
define VIEW = XB1_VIEW;
/*------------------------------
BUILDER PRO*/
define WALL_BTN = XB1_RT;
define STAIRS_BTN = XB1_LT;
define FLOOR_BTN = XB1_RB;
define ROOF_BTN = XB1_LB;
//<--Unmapped Buttons-->
//remap XB1_XBOX XB1_VIEW
//unmap XB1_XBOX
//unmap XB1_RIGHT
//------------------| MAIN |-----------------------------
main {
//////AIM ASSIST//////---------------<3
if (get_val(ADS_BTN) > 99) {
combo_run(Auto_Aimm);
} else {
combo_stop(Auto_Aimm);
}
if (get_val(ADS_BTN)) {
if (abs(get_val(RX)) > 20 || abs(get_val(RY)) > 20) {
combo_stop(Auto_Aimm);
}
}
/////TURBO FARMING//////---------------<3
if (get_val(ADS_BTN) && get_val(LEFT_BUMP)) {
combo_run(Harvesting);
combo_run(Notify);a=0;b=2;
set_val(LEFT_BUMP, 0);
}
//////HAIR TRIGGER//////---------------<3
if (get_val(FIRE_BTN)) set_val(FIRE_BTN,100);
//////ANTI RECOIL//////---------------<3
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
ANTI_RECOIL = 0;
combo_run(AntiRecoil);
}
//////AIM ABUSE//////---------------<3
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 99) {
aimabuse_hold = 35;
aimabuse_rest = 7;
combo_run(AIM_ABUSE);
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
}
//////RAPID FIRE//////---------------<3
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP) && get_val(FIRE_BTN)) {
combo_run(RAPID_FIRE);
combo_run(Notify);a=0;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(RAPID_FIRE);
}
//////RAMP RUSH//////---------------<3
if (get_val(SPRINT_BTN)){
combo_run(RampRush);
combo_run(Notify);a=0;b=2;
set_val(SPRINT_BTN, 0);
}
//////DEAD ZONE(0)//////---------------<3
if (abs(get_val(PS4_LY)) < 0 && abs(get_val(PS4_LX)) < 0 ){
set_val(PS4_LY,0);
set_val(PS4_LX,0);
}
if (abs(get_val(PS4_RY)) < 0 && abs(get_val(PS4_RX)) < 0 ){
set_val(PS4_RY,0);
set_val(PS4_RX,0);
}
//DropShot
//if(get_val(ADS_BTN) && get_val(JUMP_BTN)){
//combo_run(Dropshot);
//combo_run(Notify);a=0;b=2;
//set_val(JUMP_BTN, 0);
//set_val(CROUCH_BTN, 0);
//}
//////SINGLE SHOT//////---------------<3
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
combo_run(SINGLESHOT);
combo_run(Notify);a=0;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(SINGLESHOT);
}
}
// 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 Dropshot{
//set_val(CROUCH_BTN,100);
//wait(40);
//wait(100);
//set_val(CROUCH_BTN,100);
//}
combo Harvesting {
set_val(FIRE_BTN, 100);
wait(180);
set_val(RIGHT_BUMP, 100);
wait(40);
set_val(SWAP_BTN, 100);
wait(100);
}
combo AntiRecoil {
anti_recoil = get_val(RY) + ANTI_RECOIL;
if (anti_recoil > 100) anti_recoil = 100;
set_val(RY, anti_recoil);
}
combo Auto_Aimm {
set_val(RY, shake * -1); //1
wait(20)
set_val(RX, shake); //1
wait(20)
set_val(RY, shake); //1
wait(20)
set_val(RX, shake * -1); //1
wait(20)
}
combo RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(10);
set_val(FIRE_BTN, 0);
wait(10);
}
combo AIM_ABUSE {
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
}
combo SINGLESHOT {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
combo RampRush {
set_val(STAIRS_BTN, 100);//Pull out STAIRS
wait(build_speed);
wait(build_speed);
set_val(STAIRS_BTN, 100);//Place STAIRS
wait(50);
set_val(RY, 100);
wait(20);
set_val(FLOOR_BTN, 100);//Pull out FLOOR
wait(build_speed);
wait(build_speed);
set_val(FLOOR_BTN, 100);//Place FLOOR
wait(50);
set_val(RY, -100);
wait(20);
set_val(WALL_BTN, 100);//Pull out WALLS
wait(build_speed);
wait(build_speed);
set_val(WALL_BTN, 100);//Place WALLS
wait(80);
set_val(JUMP_BTN, 100);
wait(80);
set_val(STAIRS_BTN, 100);//Pull out STAIRS
wait(build_speed);
wait(build_speed);
set_val(STAIRS_BTN, 100);//Place STAIRS
wait(150);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
-
Massacre - Sergeant Major
- Posts: 95
- Joined: Wed Jul 06, 2016 1:55 am
- Location: Oklahoma
Re: T1 script
Compiling errors fixed:
- Code: Select all
// No toggles. Everything is activated by combos
//--------------------------------------------------------------------------------------------------------------------
// Combos
// Turbo Farm -------[ Left Trigger + Left Bumper ] -----(Must have throwable, scroll to throwable then switch to pickaxe)
// Rapid Fire -------[ Left Trigger + Right Trigger + Right Bumper ]
// Ramp Rush --------[ Left Thumpstick Push ] -----(Since they added "sprint by default" the left thumpstick is useless)
// Drop Shot --------[ Left Trigger + A ]
// 100% Accuracy ----[ Left Trigger + Right Bumper ]
// Aim Abuse --------[ Left Trigger ] -----(99% trigger pull)
// Aim Assist -------[ Left Trigger ] -----(99% trigger pull)
// Hair Trigger -----[ Right Trigger ] -----(Any amount of trigger pull = 100%)
// No Recoil --------[ Left Trigger + Right Trigger ] -----(I have this turned off scroll down to "Anti Recoil" and change the red 0 for enable [15-33])
int SINGLESHOT = TRUE; //--SINGLE SHOT
int SENASSIST_onoff = TRUE; //--AIM ABUSE
int aimabuse_hold;
int aimabuse_rest;
int PICKAXE = FALSE;
int Dropshot = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE;
int AimAssist_onoff = TRUE;
int shake = 20;
int ANTI_RECOIL; //--ANTI RECOIL
int anti_recoil;
define AR_Release = 25;
define ONLY_WITH_SCOPE = TRUE;
int rapid_onoff = FALSE; //--RAPID FIRE
define build_speed = 50; //--RAMP RUSH
int RampRush;
//--------------------------------------------> INITALIZATIOG
int a; int b; int rumble_type = RUMBLE_A;
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
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;
define HOME = XB1_XBOX;
define VIEW = XB1_VIEW;
/*------------------------------
BUILDER PRO*/
define WALL_BTN = XB1_RT;
define STAIRS_BTN = XB1_LT;
define FLOOR_BTN = XB1_RB;
define ROOF_BTN = XB1_LB;
//<--Unmapped Buttons-->
//remap XB1_XBOX XB1_VIEW
//unmap XB1_XBOX
//unmap XB1_RIGHT
//------------------| MAIN |-----------------------------
main {
//////AIM ASSIST//////---------------<3
if (get_val(ADS_BTN) > 99) {
combo_run(Auto_Aimm);
} else {
combo_stop(Auto_Aimm);
}
if (get_val(ADS_BTN)) {
if (abs(get_val(RX)) > 20 || abs(get_val(RY)) > 20) {
combo_stop(Auto_Aimm);
}
}
/////TURBO FARMING//////---------------<3
if (get_val(ADS_BTN) && get_val(LEFT_BUMP)) {
combo_run(Harvesting);
combo_run(Notify);a=0;b=2;
set_val(LEFT_BUMP, 0);
}
//////HAIR TRIGGER//////---------------<3
if (get_val(FIRE_BTN)) set_val(FIRE_BTN,100);
//////ANTI RECOIL//////---------------<3
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
ANTI_RECOIL = 0;
combo_run(AntiRecoil);
}
//////AIM ABUSE//////---------------<3
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 99) {
aimabuse_hold = 35;
aimabuse_rest = 7;
combo_run(AIM_ABUSE);
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
}
//////RAPID FIRE//////---------------<3
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP) && get_val(FIRE_BTN)) {
combo_run(RAPID_FIRE);
combo_run(Notify);a=0;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(RAPID_FIRE);
}
//////RAMP RUSH//////---------------<3
if (get_val(SPRINT_BTN)){
combo_run(RampRush_Combo);
combo_run(Notify);a=0;b=2;
set_val(SPRINT_BTN, 0);
}
//////DEAD ZONE(0)//////---------------<3
if (abs(get_val(PS4_LY)) < 0 && abs(get_val(PS4_LX)) < 0 ){
set_val(PS4_LY,0);
set_val(PS4_LX,0);
}
if (abs(get_val(PS4_RY)) < 0 && abs(get_val(PS4_RX)) < 0 ){
set_val(PS4_RY,0);
set_val(PS4_RX,0);
}
//DropShot
//if(get_val(ADS_BTN) && get_val(JUMP_BTN)){
//combo_run(Dropshot);
//combo_run(Notify);a=0;b=2;
//set_val(JUMP_BTN, 0);
//set_val(CROUCH_BTN, 0);
//}
//////SINGLE SHOT//////---------------<3
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
combo_run(SINGLESHOT_Combo);
combo_run(Notify);a=0;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(SINGLESHOT_Combo);
}
}
// 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 Dropshot{
//set_val(CROUCH_BTN,100);
//wait(40);
//wait(100);
//set_val(CROUCH_BTN,100);
//}
combo Harvesting {
set_val(FIRE_BTN, 100);
wait(180);
set_val(RIGHT_BUMP, 100);
wait(40);
set_val(SWAP_BTN, 100);
wait(100);
}
combo AntiRecoil {
anti_recoil = get_val(RY) + ANTI_RECOIL;
if (anti_recoil > 100) anti_recoil = 100;
set_val(RY, anti_recoil);
}
combo Auto_Aimm {
set_val(RY, shake * -1); //1
wait(20)
set_val(RX, shake); //1
wait(20)
set_val(RY, shake); //1
wait(20)
set_val(RX, shake * -1); //1
wait(20)
}
combo RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(10);
set_val(FIRE_BTN, 0);
wait(10);
}
combo AIM_ABUSE {
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
}
combo SINGLESHOT_Combo {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
combo RampRush_Combo {
set_val(STAIRS_BTN, 100);//Pull out STAIRS
wait(build_speed);
wait(build_speed);
set_val(STAIRS_BTN, 100);//Place STAIRS
wait(50);
set_val(RY, 100);
wait(20);
set_val(FLOOR_BTN, 100);//Pull out FLOOR
wait(build_speed);
wait(build_speed);
set_val(FLOOR_BTN, 100);//Place FLOOR
wait(50);
set_val(RY, -100);
wait(20);
set_val(WALL_BTN, 100);//Pull out WALLS
wait(build_speed);
wait(build_speed);
set_val(WALL_BTN, 100);//Place WALLS
wait(80);
set_val(JUMP_BTN, 100);
wait(80);
set_val(STAIRS_BTN, 100);//Pull out STAIRS
wait(build_speed);
wait(build_speed);
set_val(STAIRS_BTN, 100);//Place STAIRS
wait(150);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
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J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
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