How to fix errors in the scripts?
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How to fix errors in the scripts?
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
and this one ....
// 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);
}
-
JacobOnline - Sergeant
- Posts: 6
- Joined: Thu Aug 16, 2018 6:49 pm
Re: How to fix errors in the scripts
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!
Scripting, a game in the game.
Believe or dare, It's Titanic!
-
Prototype - Major General
- Posts: 3251
- Joined: Sun Dec 16, 2012 1:43 pm
Re: Fortnite script editing
thank you so much do you know what was the problem it kept saying the dropshot was no defined
-
JacobOnline - Sergeant
- Posts: 6
- Joined: Thu Aug 16, 2018 6:49 pm
Re: Fortnite script editing
Yes of course, it's so easy to do!
Here i changed that:
into that:
Because it was conflicting with the combo(s) that have the same name(s).
So i edited that:
Into that:
And so on.
there was also a lot of missing ";" at the end of the lines and that's all.
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.
Console tuner since my 1st controller.
Scripting, a game in the game.
Believe or dare, It's Titanic!
Scripting, a game in the game.
Believe or dare, It's Titanic!
-
Prototype - Major General
- Posts: 3251
- Joined: Sun Dec 16, 2012 1:43 pm
4 posts
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