How to fix errors in the scripts?

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

How to fix errors in the scripts?

Postby JacobOnline » Fri Aug 24, 2018 5:39 am

I need help both these scripts do not work on my titan one they keep saying error

// GPC Online Library
// auxzify_v7_updated_payed_community_script.gpc


/* this is the official script Auxzify is selling and a replica of the free community script
Proof this is the one he selling go to:

http://device.com/forums/showthread. ... ost1144113

here you will see the proof of purchase with the download link
Hes a scam and youve been scammed if you have purchased this script


Code: Select all
_______________________________________________________________________________________________________
| Please Read:                                                                                         |
|              Current Version: V7                                                                     |
|------------------------------------------------------------------------------------------------------|
|              Description:                                                                            |
|                          I created this script for the community. I enjoyed using community scripts  |
|                          however I thought I'd have a go and create my own and it came out so much   |
|                          better than I expected! The Aim Abuse is basically a flawless lock on and   |
|                          it has even locked onto people through walls for me. I say all this whilst  |
|                          being humble, this is the best script I have ever used. I appreciate all of |
|                          the script makers in the community and I appreciate what they have done for |
|                          us. If anyone has a problem with my script, please contact my discord.      |
|------------------------------------------------------------------------------------------------------|
|              Controls:                                                                               |
|                        -Aim Assist: *Always On* | No way to disable.                                 |
|                                                                                                      |
|                        -Aim Abuse: *Hold ADS all the way* | If you don'
t press the ADS Trigger all   |             
|                                    the way down, you are not enabling Aim Abuse, so when using a     |                                                     
|                                    scoped weapon, you can see the scope perfectly without it being   |
|                                    being spammed.                                                    |
|                                                                                                      |
|                        -100% Accuracy: *ADS + RB/R1* No way to disable. You may tap or hold RB/R1.   |
|                                                                                                      |
|                        -Ghost Peek: *ADS + LB/L1* | No way to disable.                               |
|                                                                                                      |
|                        -Dropshot: *ADS + RELOAD_BTN*                                                 |
|                                                                                                      |
|                        -Auto Run: *Always On* | Moving the left stick upwards will automatically run |
|                                   without you having to press it.                                    |
|                                                                                                      |
|                        -Anti-Recoil: *Always On* | No way to disable.                                |
|                                                                                                      |
|                        -Fast Farming: *ADS + Y/Triangle to enable, switch weapon to disable*         |
|                                                                                                      |
|                        -Rapid Fire: *ADS + Dpad Right*                                               |
|                                                                                                      |
|                        -Hair Trigger: *Always On* | If you lightly tap the shoot button, it will     |
|                                       always shoot, allowing you to get the first shot off on        |
|                                       your opponents. This also allows super fast building.          |
|                                                                                                      |
|                        -Jitter: *ADS + Down = Enable / RB/R1, LB/L1 or Y/Triangle = Disable* | The   |
|                                 jitter is set to the Burst AR by default as it works the best,       |
|                                 however you can change the timings to fit any guns needs.            |
|------------------------------------------------------------------------------------------------------|
|              Copyright Act 1978:                                                                     |
|                                                                                                      |
|                        The "Fair Use" doctrine allows limited copying of copyrighted works for       |
|                        educational and research purposes. The copyright law provides that            |
|                        reproduction "for purposes such as criticism, news reporting, teaching        |
|                        (including multiple copies for classroom use), scholarship, or research" is   |
|                        not an infringement of copyright. = If your code was used, I will credit      |
|                        where ever needed.                                                            |
_______________________________________________________________________________________________________
 
/*
__________________________________________________________________________________________
| TRUE = ON | FALSE = OFF                                                                 |
|                                                                                         |
| This only effects if the modification is enabled or disabled at the start of the script |
__________________________________________________________________________________________
*/

 
//Dropshot
int Dropshot       = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE
 
//Hair Trigger
int HairTrigger    = TRUE;
 
//Rapid Fire
int RapidFire      = FALSE;
 
//Anti Recoil
int AntiRecoil     = TRUE;
int antirecoil
int antirecoilA      = 24;
int antirecoilB      = 31;
int delayA           = 14;                               
 
//Ghost Peek
int GHOST_PEEK_NOABUSE
 
//Aim Assist -- Always on
int AimAssist = TRUE;
int aav  = 24;// AIM ASSIST VALUES
int aav2 = -24;//AIM ASSIST VALUES
 
int value  = 22;
int value2 =-21;
int delay  = 20;
 
//Aim Abuse
int  AimAbuse = TRUE;
int AimAbuse_HOLD =85; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 15;//How long you release ADS Button
 
//AutoRun
int AutoRun = TRUE;
 
//100% Accuracy
int PerfectAccuracy  = TRUE;
 
//Rumble
int rumble_type = RUMBLE_A;
int Notify = TRUE
 
//Jitter
int Jitter = FALSE;
 
//Rapid Fire [Settings]
int shoot_rate         = 1;
  int rapidfire;
 
//LED
int a; int b;
 
//Layout
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 RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
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; // XB1_RB //PS4_R1
define LEFT_BUMP = 6; //ADS_BTN //PS4_L1
define SWAP_BTN = 17; //XB1_Y  //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B  //PS4_CIRCLE
define R_X = 9; //XB1_R_X //PS4_R_X
define R_Y = 10; //XB1_R_Y //PS4_R_Y
define L_X = 11; //XB1_L_X //PS4_L_X
define L_Y = 12; //XB1_L_Y //PS4_L_Y
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
 
 main {
 
 
//AIM ASSIST
if (AimAssist) {
   if (get_val(ADS_BTN)) {
   combo_run(AimAssist);}}
   if (get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value||get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value){
         combo_stop(AimAssist);}
 
//HAIR TRIGGER
if(HairTrigger){
   if(get_val(FIRE_BTN))
   set_val(FIRE_BTN, 100);
   }
 
//RAPID FIRE
   if(get_val(ADS_BTN) && event_press(RIGHT)){
   RapidFire =! RapidFire;
   if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}
   if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(RapidFire){
     if(get_val(FIRE_BTN)){
        combo_run(Rapidfire);                                         
       }
     }
 
//ANTI-RECOIL     
if(AntiRecoil){
  if(get_val(FIRE_BTN)){combo_run(Antirecoil);}
  if(get_rumble(RUMBLE_A) <= 50){antirecoil = antirecoilA;}
  if(get_rumble(RUMBLE_A) > 50){antirecoil = antirecoilB;}
  if(abs(get_val(R_Y)) >= antirecoil+ 10){combo_stop(Antirecoil);}}
 
//100% ACCURACY
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
  combo_run(PerfectAccuracy);
  combo_run(Notify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
      } else {
  combo_stop(PerfectAccuracy);
}
 
//AIM ABUSE
if(get_val(ADS_BTN) && event_press(LEFT)){
   AimAbuse =! AimAbuse;
   if(AimAbuse == TRUE){combo_run(Notify);a=0;b=2;}
   if(AimAbuse == FALSE){combo_run(Notify);a=2;b=0;}
    rumble_A_if_true(AimAbuse);
}
 
if(AimAbuse){
   if(get_val(ADS_BTN)> 95){
      combo_run(AimAbuse);}
   if(event_release(ADS_BTN)){ combo_stop(AimAbuse);
}
 
//Ghost Peek
if (get_val(ADS_BTN)) {
         if (event_press(LEFT_BUMP)) {
                combo_run( GhostPeek);
                combo_run(Notify);a=0;b=2;
       }
         set_val(LEFT_BUMP, 0);
         }
 
//Jitter
if (get_val(ADS_BTN) && event_press(DOWN)) {
        Jitter = !Jitter;
    }
 
    if (event_press(NEXT_PIECE) || event_press(LEFT_BUMP) || event_press(ADS_BTN)) {
        Jitter = FALSE;
    }
 
if (Jitter) {
        if(get_val(FIRE_BTN)){
            set_val(FIRE_BTN, 0);
            combo_run(Jitter);
        } else {
            combo_stop(Jitter);
        }
       }   
 
//AutoRun
if(AutoRun){if(get_val(L_Y) <= -20){set_val(SPRINT_BTN, 100);
}
//Dropshot
if(get_val(ADS_BTN) && event_press(RELOAD_BTN)){
   Dropshot =! Dropshot;
   if(Dropshot == TRUE){combo_run(Notify);a=0;b=2;}
   if(Dropshot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(Dropshot){
      if(DefenseMode){if(get_val(FIRE_BTN)==0&&get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B)){combo_run(Dropshot);}}
      if(AttackMode){if(get_val(ADS_BTN)&&get_val(FIRE_BTN)){combo_run(Dropshot);}}
      }
   }}
}
 
 
//LEDs.
// If the LED flashes Green, you have enabled a modification.
// If the LED flashes Red, you have disabled a modification.
// If the LED flashes Yellow, you are using an un-togglable modification.
combo Notify {
if(Notify){set_rumble(RUMBLE_B,65);}
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(200);
set_val(CROUCH_BTN,100);
}
combo AimAssist {
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
 
}
combo PerfectAccuracy {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
 
combo AimAbuse {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
 
combo Rapidfire {
      set_val(FIRE_BTN, 100);
      wait(rapidfire);
      set_val(FIRE_BTN, 0);
}
 
combo Jitter {                   
    set_val(FIRE_BTN,  100);     
    wait(200);     
    set_val(RIGHT_BUMP,100);     
    wait(320);     
    set_val(FIRE_BTN,100);   
    wait(200);
    set_val(LEFT_BUMP,100)
    wait(320)
}
 
combo GhostPeek {
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); //If you shoot your structure, increase this value
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
}
 
 
  combo Vibrate {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
 
combo Antirecoil {
set_val(R_Y, antirecoil);
wait(delayA);
set_val(R_Y, antirecoil);
wait(delayA);
}
 
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(Vibrate);
}
 
// Credits:
             //Auxzify - Main development



and this one ....

Code: Select all
/Posted by CoDMoDz, a member of the community in the device Forums - http://device.com/forums
 
//Posted : Wednesday 11th of April, 2018 12:03 UTC 
 
/*                                         FORTNITE - BATTLE ROYAL SCRIPT FOR device / TITAN ONE
*/

int in_game_sens   = 6;
/*Important for  AutoBuild
*/

int RapidFire      = FALSE;
/*HOLD "Scope_BTN" and press "Jump_BTN" for toggle on_off
*/

int AntiRecoil     = TRUE;
/*HOLD "Scope_BTN" and press "Crouch_BTN" for toggle on_off
*/

int AutoRun        = TRUE;
/*NO TOGGLE WHILE IN-GAME POSSIBLE!
*/

int Aimbot         = TRUE
/*HOLD "Scope_BTN" and press "Reload_BTN" for toggle on_off
*/

int AimAssist      = FALSE;
/*HOLD "Scope_BTN" and press "D-PAD DOWN" for toggle on_off
*/

int AutoBuild      = TRUE;
int AutomaticBuild = FALSE;
int ManualBuild    = TRUE;
 
 
int Jitter         = FALSE;
/*HOLD "Scope_BTN" and press "DPad-Left" for toggle on_off
*/

//-------------------------------------------------------------------------|
// COPYRIGHT! DON'T SHARE/SELL OR PUBLISH THIS SCRIPT/CODE OR ANY VALUE!!! |
// ELSE YOU WILL GET A COMPLAINT!!!                                        |
//                                                                         |
// CREDITS GO TO " device COMMUNITY "                                        |
//                                                                         |                                                                         
// VERSION: V10                                                            |
//                                                                         |
// NOTICE:-Don't use "Aimbot" and "AimAssist" at the same time!            |
//        -For Jitter you need 2 shotguns!                                 |
//        -AutomaticBuild - Mode: means if you will be attack of a player  |
//         then you build automaticly a wall around you                    |
//        -ManualBuild - Mode: means if you press DPAD-DOWN you build a    |
//         wall around you                                                 |
//        -Press short Dpad_Down to activate AutoBuild                     |
//        -Sens 10 are to fast for AutoBuild                               |
//-------------------------------------------------------------------------|
//###########################################################################################################
int Scope_BTN;
int Shoot_BTN;
int LY;
int Run_BTN;
int Reload_BTN;
int Jump_BTN;
int UP;
int RY;
int RIGHT;
int RX;
int Crouch_BTN;
int RightBumber;
int LeftBumber;
int Left;
int Down;
int a;
int b;
int build1;
int build2;
 
 
int valueY = 25;
int valueX = 24;
int antirecoil = 23;
int rapidfire = 30;
int AimSpeed = 100;
int delayA = 60;
int delay = 11;
int build_speed = 1800;                              // Speed of AutoBuild, default: 1800
//###########################################################################################################
init { //-BUTTON LAYOUT-\\ 
if(get_console() == PIO_PS4){
   Scope_BTN = PS4_L2;
   Shoot_BTN = PS4_R2;
   LY = PS4_LY;
   Run_BTN = PS4_L3;
   Reload_BTN = PS4_SQUARE;
   Jump_BTN = PS4_CROSS;
   UP = PS4_UP;
   RY = PS4_RY;
   RIGHT = PS4_RIGHT;
   RX = PS4_RX;
   RY = PS4_RY;
   Crouch_BTN = PS4_CIRCLE;
   Left = PS4_LEFT;
   Down = PS4_DOWN;
   RightBumber = PS4_R1;
   LeftBumber = PS4_L1;
   }else{
   RightBumber = XB1_RB;
   Scope_BTN = XB1_LT;
   Shoot_BTN = XB1_RT;
   LY = XB1_LY;
   Run_BTN = XB1_LS;
   Reload_BTN = XB1_X;
   Jump_BTN = XB1_A;
   UP = XB1_UP;
   RY = XB1_RY;
   RIGHT = XB1_RIGHT;
   RX = XB1_RX;
   RY = XB1_RY;
   Crouch_BTN = XB1_B;
   Left = XB1_LEFT;
   Down = XB1_DOWN;
   LeftBumber = XB1_LB;
   }
 
      //AutoBuild - WaitTimes
   build1 = build_speed/in_game_sens;
   build2 = (build_speed-(build_speed/5))/in_game_sens;
}
//###########################################################################################################
main {
 
 
if(get_val(Scope_BTN) && event_press(RIGHT)){
   AimAssist =! AimAssist;
   if(AimAssist == TRUE){combo_run(Notify);a=0;b=2;}
   if(AimAssist == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(AimAssist){
   if(get_val(Scope_BTN)){
      combo_run(AssY);
      combo_run(AssX);
      }
      if((get_val(RY)) > valueY || (get_val(RY)) < valueY*(-1)){
          combo_stop(AssY);
          }
      if((get_val(RX)) > valueX || (get_val(RX)) < valueX*(-1)){
          combo_stop(AssX);
          }
      }   
 
 
if(get_val(Scope_BTN) && event_press(Jump_BTN)){
   RapidFire =! RapidFire;
   if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}
   if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(RapidFire){
     if(get_val(Shoot_BTN)){
        combo_run(Rapidfire);                                         
       }
     }
 
if(get_val(Scope_BTN) && event_press(Reload_BTN)){
   Aimbot =! Aimbot;
   if(Aimbot == TRUE){combo_run(Notify);a=0;b=2;}
   if(Aimbot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(Aimbot){
   if(get_val(Scope_BTN)&&get_ptime(Scope_BTN)>= 200){
      combo_run(AutoAim);}
   if(event_release(Scope_BTN)){ combo_stop(AutoAim);}
   }
 
 
if(AutoRun){if(get_val(LY) <= -20){set_val(Run_BTN, 100);}}
 
 
if(AutoBuild){
   if(AutomaticBuild){if((get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B))&&get_val(Shoot_BTN)<=19){combo_run(autobuild);}}
   if(ManualBuild){if(get_val(Down)){set_val(Down,0);combo_run(autobuild);}}     
   }
 
if(get_val(Scope_BTN)&&event_press(Left)){ Jitter=!Jitter;
   if(Jitter == TRUE){combo_run(Notify);a=0;b=2;}
   if(Jitter == FALSE){combo_run(Notify);a=2;b=0;}
   }   
   if(Jitter){
   if(get_val(Shoot_BTN)){combo_run(jitter);combo_stop(Rapidfire);}
      if(event_release(Shoot_BTN)){combo_stop(jitter);}
   }
 
 
if(get_val(Scope_BTN) && event_press(UP)){
   AntiRecoil =! AntiRecoil;
   if(AntiRecoil == TRUE){combo_run(Notify);a=0;b=2;}
   if(AntiRecoil == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(AntiRecoil){
      if(get_val(Shoot_BTN)){combo_run(Antirecoil);}
      if(abs(get_val(RY)) >= antirecoil+ 10){combo_stop(Antirecoil);}
      }
 
 
}
//###########################################################################################################
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 jitter{
set_val(RightBumber,100);
set_val(Shoot_BTN,100);
wait(85); //Jitter_Speed
wait(425);//currently minimum!
set_val(LeftBumber,100);
set_val(Shoot_BTN,100);
wait(85); //Jitter_Speed
wait(425);//currently minimum!
}
 
 
combo autobuild{
set_val(Crouch_BTN,100);
wait(175);
wait(25);
set_val(RX,100);
wait(build1/6);
set_val(Shoot_BTN,100);
wait(build1-(build1/6));
wait(25);
set_val(Shoot_BTN,100);
set_val(RX,100);
wait(build1);
wait(25);
set_val(Shoot_BTN,100);
set_val(RX,100);
wait(build1);
wait(25);
set_val(Shoot_BTN,100);
set_val(RX,100);
wait(build2);
wait(25);
}
 
 
combo AssY {
     set_val(RY, valueY);
     wait(delayA);
     set_val(RY, valueY*(-1));
     wait(delayA);
}
 
 
combo AssX {
     wait(2);
     set_val(RX, valueX);
     wait(delayA/1.5);
     set_val(RX, valueX*(-1));
     wait(delayA/1.5);
}
 
 
combo Rapidfire {
      set_val(Shoot_BTN, 100);
      wait(rapidfire);
      set_val(Shoot_BTN, 0);
}
 
 
combo AutoAim{
   set_val(Scope_BTN,100);
   wait(AimSpeed);
   set_val(Scope_BTN,0);
   wait(17);
}
 
 
combo Antirecoil {
     set_val(RY, antirecoil);
     wait(delay);
     set_val(RY, antirecoil);
     wait(delay);
}
User avatar
JacobOnline
Sergeant
Sergeant
 
Posts: 6
Joined: Thu Aug 16, 2018 6:49 pm

Re: How to fix errors in the scripts

Postby Prototype » Fri Aug 24, 2018 8:51 am

Thank you for the info. I didn't tried but it compiles now:
Code: Select all
/*_______________________________________________________________________________________________________
| Please Read:                                                                                         |
|              Current Version: V7                                                                     |
|------------------------------------------------------------------------------------------------------|
|              Description:                                                                            |
|                          I created this script for the community. I enjoyed using community scripts  |
|                          however I thought I'd have a go and create my own and it came out so much   |
|                          better than I expected! The Aim Abuse is basically a flawless lock on and   |
|                          it has even locked onto people through walls for me. I say all this whilst  |
|                          being humble, this is the best script I have ever used. I appreciate all of |
|                          the script makers in the community and I appreciate what they have done for |
|                          us. If anyone has a problem with my script, please contact my discord.      |
|------------------------------------------------------------------------------------------------------|
|              Controls:                                                                               |
|                        -Aim Assist: *Always On* | No way to disable.                                 |
|                                                                                                      |
|                        -Aim Abuse: *Hold ADS all the way* | If you don't press the ADS Trigger all   |             
|                                    the way down, you are not enabling Aim Abuse, so when using a     |                                                     
|                                    scoped weapon, you can see the scope perfectly without it being   |
|                                    being spammed.                                                    |
|                                                                                                      |
|                        -100% Accuracy: *ADS + RB/R1* No way to disable. You may tap or hold RB/R1.   |
|                                                                                                      |
|                        -Ghost Peek: *ADS + LB/L1* | No way to disable.                               |
|                                                                                                      |
|                        -Dropshot: *ADS + RELOAD_BTN*                                                 |
|                                                                                                      |
|                        -Auto Run: *Always On* | Moving the left stick upwards will automatically run |
|                                   without you having to press it.                                    |
|                                                                                                      |
|                        -Anti-Recoil: *Always On* | No way to disable.                                |
|                                                                                                      |
|                        -Fast Farming: *ADS + Y/Triangle to enable, switch weapon to disable*         |
|                                                                                                      |
|                        -Rapid Fire: *ADS + Dpad Right*                                               |
|                                                                                                      |
|                        -Hair Trigger: *Always On* | If you lightly tap the shoot button, it will     |
|                                       always shoot, allowing you to get the first shot off on        |
|                                       your opponents. This also allows super fast building.          |
|                                                                                                      |
|                        -Jitter: *ADS + Down = Enable / RB/R1, LB/L1 or Y/Triangle = Disable* | The   |
|                                 jitter is set to the Burst AR by default as it works the best,       |
|                                 however you can change the timings to fit any guns needs.            |
|------------------------------------------------------------------------------------------------------|
|              Copyright Act 1978:                                                                     |
|                                                                                                      |
|                        The "Fair Use" doctrine allows limited copying of copyrighted works for       |
|                        educational and research purposes. The copyright law provides that            |
|                        reproduction "for purposes such as criticism, news reporting, teaching        |
|                        (including multiple copies for classroom use), scholarship, or research" is   |
|                        not an infringement of copyright. = If your code was used, I will credit      |
|                        where ever needed.                                                            |
_______________________________________________________________________________________________________
 
__________________________________________________________________________________________
| TRUE = ON | FALSE = OFF                                                                 |
|                                                                                         |
| This only effects if the modification is enabled or disabled at the start of the script |
__________________________________________________________________________________________
*/

 
//Dropshot
int Dropshot_X       = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE;
 
//Hair Trigger
int HairTrigger    = TRUE;
 
//Rapid Fire
int RapidFire      = FALSE;
 
//Anti Recoil
int AntiRecoil_X     = TRUE;
int antirecoilA      = 24;
int antirecoilB      = 31;
int delayA           = 14;                               
 
//Ghost Peek
int GHOST_PEEK_NOABUSE;
 
//Aim Assist -- Always on
int AimAssist_X = TRUE;
int aav  = 24;// AIM ASSIST VALUES
int aav2 = -24;//AIM ASSIST VALUES
 
int value  = 22;
int value2 =-21;
int delay  = 20;
 
//Aim Abuse
int  AimAbuse_X = TRUE;
int AimAbuse_HOLD =85; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 15;//How long you release ADS Button
 
//AutoRun
int AutoRun = TRUE;
 
//100% Accuracy
int PerfectAccuracy_X  = TRUE;
 
//Rumble
int rumble_type = RUMBLE_A;
int Notify_X = TRUE;
 
//Jitter
int Jitter_X = FALSE;
 
//Rapid Fire [Settings]
int shoot_rate         = 1;
  int rapidfire;
 
//LED
int a; int b;
 
//Layout
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 RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
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; // XB1_RB //PS4_R1
define LEFT_BUMP = 6; //ADS_BTN //PS4_L1
define SWAP_BTN = 17; //XB1_Y  //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B  //PS4_CIRCLE
define R_X = 9; //XB1_R_X //PS4_R_X
define R_Y = 10; //XB1_R_Y //PS4_R_Y
define L_X = 11; //XB1_L_X //PS4_L_X
define L_Y = 12; //XB1_L_Y //PS4_L_Y
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
 
 main {
 
 
//AIM ASSIST
if (AimAssist) {
   if (get_val(ADS_BTN)) {
   combo_run(AimAssist);}}
   if (get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value||get_val(R_X)<value2||get_val(R_X)>value||get_val(R_Y)<value2||get_val(R_Y)>value){
         combo_stop(AimAssist);}
 
//HAIR TRIGGER
if(HairTrigger){
   if(get_val(FIRE_BTN))
   set_val(FIRE_BTN, 100);
   }
 
//RAPID FIRE
   if(get_val(ADS_BTN) && event_press(RIGHT)){
   RapidFire =! RapidFire;
   if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}
   if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(RapidFire){
     if(get_val(FIRE_BTN)){
        combo_run(Rapidfire);                                         
       }
     }
 
//ANTI-RECOIL     
if(AntiRecoil_X){
  if(get_val(FIRE_BTN)){combo_run(Antirecoil);}
  if(get_rumble(RUMBLE_A) <= 50){AntiRecoil_X = antirecoilA;}
  if(get_rumble(RUMBLE_A) > 50){AntiRecoil_X = antirecoilB;}
  if(abs(get_val(R_Y)) >= AntiRecoil_X+ 10){combo_stop(Antirecoil);}}
 
//100% ACCURACY
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
  combo_run(PerfectAccuracy);
  combo_run(Notify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
      } else {
  combo_stop(PerfectAccuracy);
}
 
//AIM ABUSE
if(get_val(ADS_BTN) && event_press(LEFT)){
   AimAbuse =! AimAbuse;
   if(AimAbuse == TRUE){combo_run(Notify);a=0;b=2;}
   if(AimAbuse == FALSE){combo_run(Notify);a=2;b=0;}
    rumble_A_if_true(AimAbuse);
}
 
if(AimAbuse){
   if(get_val(ADS_BTN)> 95){
      combo_run(AimAbuse);}
   if(event_release(ADS_BTN)){ combo_stop(AimAbuse);
}
 
//Ghost Peek
if (get_val(ADS_BTN)) {
         if (event_press(LEFT_BUMP)) {
                combo_run( GhostPeek);
                combo_run(Notify);a=0;b=2;
       }
         set_val(LEFT_BUMP, 0);
         }
 
//Jitter
if (get_val(ADS_BTN) && event_press(DOWN)) {
        Jitter = !Jitter;
    }
 
    if (event_press(NEXT_PIECE) || event_press(LEFT_BUMP) || event_press(ADS_BTN)) {
        Jitter = FALSE;
    }
 
if (Jitter) {
        if(get_val(FIRE_BTN)){
            set_val(FIRE_BTN, 0);
            combo_run(Jitter);
        } else {
            combo_stop(Jitter);
        }
       }   
 
//AutoRun
if(AutoRun){if(get_val(L_Y) <= -20){set_val(SPRINT_BTN, 100);
}
//Dropshot
if(get_val(ADS_BTN) && event_press(RELOAD_BTN)){
   Dropshot =! Dropshot;
   if(Dropshot == TRUE){combo_run(Notify);a=0;b=2;}
   if(Dropshot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(Dropshot){
      if(DefenseMode){if(get_val(FIRE_BTN)==0&&get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B)){combo_run(Dropshot);}}
      if(AttackMode){if(get_val(ADS_BTN)&&get_val(FIRE_BTN)){combo_run(Dropshot);}}
      }
   }}
}
 
 
//LEDs.
// If the LED flashes Green, you have enabled a modification.
// If the LED flashes Red, you have disabled a modification.
// If the LED flashes Yellow, you are using an un-togglable modification.
combo Notify {
if(Notify){set_rumble(RUMBLE_B,65);}
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(200);
set_val(CROUCH_BTN,100);
}
combo AimAssist {
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
 
}
combo PerfectAccuracy {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
 
combo AimAbuse {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
 
combo Rapidfire {
      set_val(FIRE_BTN, 100);
      wait(rapidfire);
      set_val(FIRE_BTN, 0);
}
 
combo Jitter {                   
    set_val(FIRE_BTN,  100);     
    wait(200);     
    set_val(RIGHT_BUMP,100);     
    wait(320);     
    set_val(FIRE_BTN,100);   
    wait(200);
    set_val(LEFT_BUMP,100)
    wait(320)
}
 
combo GhostPeek {
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); //If you shoot your structure, increase this value
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
}
 
 
  combo Vibrate {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
 
combo Antirecoil {
set_val(R_Y, AntiRecoil_X);
wait(delayA);
set_val(R_Y, AntiRecoil_X);
wait(delayA);
}
 
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(Vibrate);
}
 
// Credits:
             //Auxzify - Main development


Code: Select all
/*Posted by CoDMoDz, a member of the community in the device Forums - http://device.com/forums
 
//Posted : Wednesday 11th of April, 2018 12:03 UTC 
 
                                         FORTNITE - BATTLE ROYAL SCRIPT FOR device / TITAN ONE
*/

int in_game_sens   = 6;
/*Important for  AutoBuild
*/

int RapidFire      = FALSE;
/*HOLD "Scope_BTN" and press "Jump_BTN" for toggle on_off
*/

int AntiRecoil     = TRUE;
/*HOLD "Scope_BTN" and press "Crouch_BTN" for toggle on_off
*/

int AutoRun        = TRUE;
/*NO TOGGLE WHILE IN-GAME POSSIBLE!
*/

int Aimbot         = TRUE;
/*HOLD "Scope_BTN" and press "Reload_BTN" for toggle on_off
*/

int AimAssist_Y      = FALSE;
/*HOLD "Scope_BTN" and press "D-PAD DOWN" for toggle on_off
*/

int AutoBuild      = TRUE;
int AutomaticBuild = FALSE;
int ManualBuild    = TRUE;
 
 
int Jitter         = FALSE;
/*HOLD "Scope_BTN" and press "DPad-Left" for toggle on_off
*/

//-------------------------------------------------------------------------|
// COPYRIGHT! DON'T SHARE/SELL OR PUBLISH THIS SCRIPT/CODE OR ANY VALUE!!! |
// ELSE YOU WILL GET A COMPLAINT!!!                                        |
//                                                                         |
// CREDITS GO TO " device COMMUNITY "                                        |
//                                                                         |                                                                         
// VERSION: V10                                                            |
//                                                                         |
// NOTICE:-Don't use "Aimbot" and "AimAssist" at the same time!            |
//        -For Jitter you need 2 shotguns!                                 |
//        -AutomaticBuild - Mode: means if you will be attack of a player  |
//         then you build automaticly a wall around you                    |
//        -ManualBuild - Mode: means if you press DPAD-DOWN you build a    |
//         wall around you                                                 |
//        -Press short Dpad_Down to activate AutoBuild                     |
//        -Sens 10 are to fast for AutoBuild                               |
//-------------------------------------------------------------------------|
//###########################################################################################################
int Scope_BTN;
int Shoot_BTN;
int LY;
int Run_BTN;
int Reload_BTN;
int Jump_BTN;
int UP;
int RY;
int RIGHT;
int RX;
int Crouch_BTN;
int RightBumber;
int LeftBumber;
int Left;
int Down;
int a;
int b;
int build1;
int build2;
 
 
int valueY = 25;
int valueX = 24;
int antirecoil = 23;
int rapidfire = 30;
int AimSpeed = 100;
int delayA = 60;
int delay = 11;
int build_speed = 1800;                              // Speed of AutoBuild, default: 1800
//###########################################################################################################
init { //-BUTTON LAYOUT-\\ 
if(get_console() == PIO_PS4){
   Scope_BTN = PS4_L2;
   Shoot_BTN = PS4_R2;
   LY = PS4_LY;
   Run_BTN = PS4_L3;
   Reload_BTN = PS4_SQUARE;
   Jump_BTN = PS4_CROSS;
   UP = PS4_UP;
   RY = PS4_RY;
   RIGHT = PS4_RIGHT;
   RX = PS4_RX;
   RY = PS4_RY;
   Crouch_BTN = PS4_CIRCLE;
   Left = PS4_LEFT;
   Down = PS4_DOWN;
   RightBumber = PS4_R1;
   LeftBumber = PS4_L1;
   }else{
   RightBumber = XB1_RB;
   Scope_BTN = XB1_LT;
   Shoot_BTN = XB1_RT;
   LY = XB1_LY;
   Run_BTN = XB1_LS;
   Reload_BTN = XB1_X;
   Jump_BTN = XB1_A;
   UP = XB1_UP;
   RY = XB1_RY;
   RIGHT = XB1_RIGHT;
   RX = XB1_RX;
   RY = XB1_RY;
   Crouch_BTN = XB1_B;
   Left = XB1_LEFT;
   Down = XB1_DOWN;
   LeftBumber = XB1_LB;
   }
 
      //AutoBuild - WaitTimes
   build1 = build_speed/in_game_sens;
   build2 = (build_speed-(build_speed/5))/in_game_sens;
}
//###########################################################################################################
main {
 
 
if(get_val(Scope_BTN) && event_press(RIGHT)){
   AimAssist_Y =! AimAssist_Y;
   if(AimAssist_Y == TRUE){combo_run(Notify);a=0;b=2;}
   if(AimAssist_Y == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(AimAssist_Y){
   if(get_val(Scope_BTN)){
      combo_run(AssY);
      combo_run(AssX);
      }
      if((get_val(RY)) > valueY || (get_val(RY)) < valueY*(-1)){
          combo_stop(AssY);
          }
      if((get_val(RX)) > valueX || (get_val(RX)) < valueX*(-1)){
          combo_stop(AssX);
          }
      }   
 
 
if(get_val(Scope_BTN) && event_press(Jump_BTN)){
   RapidFire =! RapidFire;
   if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}
   if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(RapidFire){
     if(get_val(Shoot_BTN)){
        combo_run(Rapidfire);                                         
       }
     }
 
if(get_val(Scope_BTN) && event_press(Reload_BTN)){
   Aimbot =! Aimbot;
   if(Aimbot == TRUE){combo_run(Notify);a=0;b=2;}
   if(Aimbot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(Aimbot){
   if(get_val(Scope_BTN)&&get_ptime(Scope_BTN)>= 200){
      combo_run(AutoAim);}
   if(event_release(Scope_BTN)){ combo_stop(AutoAim);}
   }
 
 
if(AutoRun){if(get_val(LY) <= -20){set_val(Run_BTN, 100);}}
 
 
if(AutoBuild){
   if(AutomaticBuild){if((get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B))&&get_val(Shoot_BTN)<=19){combo_run(autobuild);}}
   if(ManualBuild){if(get_val(Down)){set_val(Down,0);combo_run(autobuild);}}     
   }
 
if(get_val(Scope_BTN)&&event_press(Left)){ Jitter=!Jitter;
   if(Jitter == TRUE){combo_run(Notify);a=0;b=2;}
   if(Jitter == FALSE){combo_run(Notify);a=2;b=0;}
   }   
   if(Jitter){
   if(get_val(Shoot_BTN)){combo_run(jitter);combo_stop(Rapidfire);}
      if(event_release(Shoot_BTN)){combo_stop(jitter);}
   }
 
 
if(get_val(Scope_BTN) && event_press(UP)){
   AntiRecoil =! AntiRecoil;
   if(AntiRecoil == TRUE){combo_run(Notify);a=0;b=2;}
   if(AntiRecoil == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(AntiRecoil){
      if(get_val(Shoot_BTN)){combo_run(Antirecoil);}
      if(abs(get_val(RY)) >= antirecoil+ 10){combo_stop(Antirecoil);}
      }
 
 
}
//###########################################################################################################
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 jitter{
set_val(RightBumber,100);
set_val(Shoot_BTN,100);
wait(85); //Jitter_Speed
wait(425);//currently minimum!
set_val(LeftBumber,100);
set_val(Shoot_BTN,100);
wait(85); //Jitter_Speed
wait(425);//currently minimum!
}
 
 
combo autobuild{
set_val(Crouch_BTN,100);
wait(175);
wait(25);
set_val(RX,100);
wait(build1/10);
set_val(Shoot_BTN,100);
wait(build1-(build1/10));
wait(25);
set_val(Shoot_BTN,100);
set_val(RX,100);
wait(build1);
wait(25);
set_val(Shoot_BTN,100);
set_val(RX,100);
wait(build1);
wait(25);
set_val(Shoot_BTN,100);
set_val(RX,100);
wait(build2);
wait(25);
}
 
 
combo AssY {
     set_val(RY, valueY);
     wait(delayA);
     set_val(RY, valueY*(-1));
     wait(delayA);
}
 
 
combo AssX {
     wait(10);
     set_val(RX, valueX);
     wait(delayA/15);
     set_val(RX, valueX*(-1));
     wait(delayA/15);
}
 
 
combo Rapidfire {
      set_val(Shoot_BTN, 100);
      wait(rapidfire);
      set_val(Shoot_BTN, 0);
}
 
 
combo AutoAim{
   set_val(Scope_BTN,100);
   wait(AimSpeed);
   set_val(Scope_BTN,0);
   wait(17);
}
 
 
combo Antirecoil {
     set_val(RY, antirecoil);
     wait(delay);
     set_val(RY, antirecoil);
     wait(delay);
}
Console tuner since my 1st controller.
Scripting, a game in the game.
Believe or dare, It's Titanic! :smile0517:
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Prototype
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Re: Fortnite script editing

Postby JacobOnline » Fri Aug 24, 2018 4:11 pm

thank you so much do you know what was the problem it kept saying the dropshot was no defined
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Re: Fortnite script editing

Postby Prototype » Sat Aug 25, 2018 9:38 am

Yes of course, it's so easy to do!

Here i changed that:
Code: Select all
int AntiRecoil     = TRUE;
int antirecoil
int AimAssist = TRUE;
int  AimAbuse = TRUE;
int PerfectAccuracy  = TRUE;
int Notify = TRUE;
int Jitter = FALSE;

into that:
Code: Select all
int AntiRecoil_X     = TRUE;
int antirecoil // duplicate removed
int AimAssist_X = TRUE;
int  AimAbuse_X = TRUE;
int PerfectAccuracy_X  = TRUE;
int Notify_X = TRUE;
int Jitter_X = FALSE;

Because it was conflicting with the combo(s) that have the same name(s).

So i edited that:
Code: Select all
 if(MOD){

Into that:
Code: Select all
 if(MOD_X){

And so on.

there was also a lot of missing ";" at the end of the lines and that's all. :joia:
Console tuner since my 1st controller.
Scripting, a game in the game.
Believe or dare, It's Titanic! :smile0517:
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Posts: 3251
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