Gears Ulimate edition Gamepack Request

Titan One general support. Questions, firmware update, feature request.

Re: Gears Ulimate edition Gamepack Request

Postby Fragsnipa » Mon Aug 31, 2015 6:13 am

:smile0202: :smile0203: Confirmed Auto Zoom works

Weapon sliding not so much. I tried it so much with a weapon that is close to a wall but I dont slide while picking up the weapon.
Console= Xbone
Games = BF4, MCC, H5, BO3, Gears of War UE, Destiny, Gears of War 4, COD 4 Remaste, BF1.
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Re: Gears Ulimate edition Gamepack Request

Postby Elvish » Mon Aug 31, 2015 2:01 pm

Hmm... I don't have really any information to go off of becides a video. Perhaps A is not being pressed long enough? Give this a shot:
Code: Select all
//Active Reload defines.
define Lancer       = 720;
define HammerBurst  = 1100;
define Pistol       = 500;
define Gnasher      = 850;
     

//START WEAPON on the line below
define StartWeapon = Lancer;
define RATE_OF_FIRE = 20;

int CurrentWeapon = StartWeapon;
int cDelay = 100;
int Zoomed_In = FALSE;
int Rapid_Fire = FALSE;
int Auto_Cover = FALSE;
int hold_time, rest_time;

init {
    hold_time = 512 / RATE_OF_FIRE;
    rest_time = hold_time - 32;
    if(rest_time < 0){rest_time = 0;}
}


main {

    //Tag, whatever that means?
    if(get_val(XB1_LT)){
        combo_run(Tag);
    }
    else if(combo_running(Tag)){
        combo_stop(Tag);
    }
   
    //Weapon Slide
    if(event_press(XB1_X) && !combo_running(Weapon_Slide)){
        combo_run(Weapon_Slide);
    }

    //Rapid Fire
    if(get_val(XB1_RT)){
        if(get_val(XB1_DOWN)){
            set_val(XB1_DOWN, 0);
            Rapid_Fire = FALSE;
        }
        if(event_press(XB1_UP)){
            set_val(XB1_UP, 0);
            Rapid_Fire = TRUE;
        }
    }
    if(get_val(XB1_RT) && Rapid_Fire && !combo_running(RapidFire)){
        combo_run(RapidFire);
    }
   
    //Auto Wall Bounce Hold A + Dpad Up to enable.  Hold A + Dpad Down to disable
    if(get_val(XB1_A)){
        if(get_val(XB1_DOWN)){
            set_val(XB1_DOWN, 0);
            Auto_Cover = FALSE;
        }
        if(event_press(XB1_UP)){
            set_val(XB1_UP, 0);
            Auto_Cover = TRUE;
        }
    }
    if(get_val(XB1_A) && Auto_Cover && !combo_running(AutoCover)){
        combo_run(AutoCover);
    }
    //Active reload
    if(event_press(XB1_RB)) {
        combo_run(ReloadGun);
    }
    set_val(XB1_RB, 0);

    // Switch weapon reload timing
    if(event_press(XB1_RIGHT) && !get_val(XB1_RT)) {
        CurrentWeapon = StartWeapon;
    }
    if(event_press(XB1_LEFT) && !get_val(XB1_RT)) {
        CurrentWeapon = Gnasher;
    }
    if(event_press(XB1_DOWN) && !get_val(XB1_RT)) {
        CurrentWeapon = Pistol;
    }
   
    //Reload delay
    if(CurrentWeapon == Gnasher){
        cDelay = 800;
    }
    else{
        cDelay = 100;
    }
   
    //Auto Zoom  WIP
    if(get_val(XB1_LT) && get_ptime(XB1_LT) >= 300 && !Zoomed_In){
        Zoomed_In = TRUE;
        combo_run(ZoomIn);
    }
    else if(!get_val(XB1_LT)){
        Zoomed_In = FALSE;
    }
   
   
}


combo ReloadGun {
                            wait(cDelay);
    set_val(XB1_RB, 100);   wait(60);
    set_val(XB1_RB, 0);     wait(CurrentWeapon);
    set_val(XB1_RB, 100);   wait(60);
    set_val(XB1_RB, 0);
}

combo Tag {
    set_val(XB1_LS, 100);   wait(100);
    set_val(XB1_LS0);    wait(300);
    set_val(XB1_LS, 100);   wait(100);
    set_val(XB1_LS0);    wait(300);
}

combo Weapon_Slide
{
    set_val(XB1_X, 100);   wait(40);
    set_val(XB1_X, 0);     wait(20);
    set_val(XB1_A, 100);   wait(200);
    set_val(XB1_A, 0);
}

combo RapidFire {
    set_val(XB1_RT, 100);
    wait(hold_time);
    set_val(XB1_RT, 0);
    wait(rest_time);
    set_val(XB1_RT, 0);
}

combo ZoomIn
{
    set_val(XB1_RS, 100);   wait(150);
    set_val(XB1_RS, 0);
}

combo AutoCover
{
    set_val(XB1_A, 100);   wait(30);
    set_val(XB1_A, 0);     wait(30);
}
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Re: Gears Ulimate edition Gamepack Request

Postby antidemon777 » Mon Aug 31, 2015 2:48 pm

I can't wait to test this script!
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Tue Sep 01, 2015 1:52 pm

on the weapon slide i got it to work it has a little to do with connection but i kept the waits at 40 except the middle one i changed it to 10 and it works for the most part. but when weapon sliding when you push the ls stick make sure its going up and not on an angle.
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Re: Gears Ulimate edition Gamepack Request

Postby Elvish » Tue Sep 01, 2015 4:03 pm

srbtattoo wrote:on the weapon slide i got it to work it has a little to do with connection but i kept the waits at 40 except the middle one i changed it to 10 and it works for the most part. but when weapon sliding when you push the ls stick make sure its going up and not on an angle.


Based on this, weapon slide should now work much better in this itteration of the script:
Code: Select all
//GOW unofficial gamepak
//Version 1.1

//Active Reload defines.
define Lancer       = 720;
define HammerBurst  = 1100;
define Pistol       = 500;
define Gnasher      = 850;
     

//START WEAPON on the line below
define StartWeapon = Lancer;
define RATE_OF_FIRE = 20;

int CurrentWeapon = StartWeapon;
int cDelay = 100;
int Zoomed_In = FALSE;
int Rapid_Fire = FALSE;
int Auto_Cover = FALSE;
int hold_time, rest_time;

init {
    hold_time = 512 / RATE_OF_FIRE;
    rest_time = hold_time - 32;
    if(rest_time < 0){rest_time = 0;}
}


main {

    //Tag, whatever that means?
    if(get_val(XB1_LT)){
        combo_run(Tag);
    }
    else if(combo_running(Tag)){
        combo_stop(Tag);
    }
   
    //Weapon Slide
    if(event_press(XB1_X) && !combo_running(Weapon_Slide)){
        combo_run(Weapon_Slide);
    }

    //Rapid Fire
    if(get_val(XB1_RT)){
        if(get_val(XB1_DOWN)){
            set_val(XB1_DOWN, 0);
            Rapid_Fire = FALSE;
        }
        if(event_press(XB1_UP)){
            set_val(XB1_UP, 0);
            Rapid_Fire = TRUE;
        }
    }
    if(get_val(XB1_RT) && Rapid_Fire && !combo_running(RapidFire)){
        combo_run(RapidFire);
    }
   
    //Auto Wall Bounce Hold A + Dpad Up to enable.  Hold A + Dpad Down to disable
    if(get_val(XB1_A)){
        if(get_val(XB1_DOWN)){
            set_val(XB1_DOWN, 0);
            Auto_Cover = FALSE;
        }
        if(event_press(XB1_UP)){
            set_val(XB1_UP, 0);
            Auto_Cover = TRUE;
        }
    }
    if(get_val(XB1_A) && Auto_Cover && !combo_running(AutoCover)){
        combo_run(AutoCover);
    }
    //Active reload
    if(event_press(XB1_RB)) {
        combo_run(ReloadGun);
    }
    set_val(XB1_RB, 0);

    // Switch weapon reload timing
    if(event_press(XB1_RIGHT) && !get_val(XB1_RT)) {
        CurrentWeapon = StartWeapon;
    }
    if(event_press(XB1_LEFT) && !get_val(XB1_RT)) {
        CurrentWeapon = Gnasher;
    }
    if(event_press(XB1_DOWN) && !get_val(XB1_RT)) {
        CurrentWeapon = Pistol;
    }
   
    //Reload delay
    if(CurrentWeapon == Gnasher){
        cDelay = 800;
    }
    else{
        cDelay = 100;
    }
   
    //Auto Zoom  WIP
    if(get_val(XB1_LT) && get_ptime(XB1_LT) >= 300 && !Zoomed_In){
        Zoomed_In = TRUE;
        combo_run(ZoomIn);
    }
    else if(!get_val(XB1_LT)){
        Zoomed_In = FALSE;
    }
   
   
}


combo ReloadGun {
                            wait(cDelay);
    set_val(XB1_RB, 100);   wait(60);
    set_val(XB1_RB, 0);     wait(CurrentWeapon);
    set_val(XB1_RB, 100);   wait(60);
    set_val(XB1_RB, 0);
}

combo Tag {
    set_val(XB1_LS, 100);   wait(100);
    set_val(XB1_LS0);    wait(300);
    set_val(XB1_LS, 100);   wait(100);
    set_val(XB1_LS0);    wait(300);
}

combo Weapon_Slide
{
    set_val(XB1_LX, 0);    wait(20);
    set_val(XB1_X, 100);   wait(40);
    set_val(XB1_X, 0);     wait(10);
    set_val(XB1_A, 100);   wait(40);
    set_val(XB1_A, 0);
}

combo RapidFire {
    set_val(XB1_RT, 100);
    wait(hold_time);
    set_val(XB1_RT, 0);
    wait(rest_time);
    set_val(XB1_RT, 0);
}

combo ZoomIn
{
    set_val(XB1_RS, 100);   wait(150);
    set_val(XB1_RS, 0);
}

combo AutoCover
{
    set_val(XB1_A, 100);   wait(30);
    set_val(XB1_A, 0);     wait(30);
}


I added a version number so you guys can better track which one you are using
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Tue Sep 01, 2015 9:14 pm

the weapon slide code on the last post looks different from the other one i don't know if that effects it or not because the first one didn't have set_val xb1 lx, 0 wait 20. it was just 4 lines instead of 5. like i said i haven't tried this new version 1.1 but the other version is right on. also i sped up the spotting to all 50s it seemed like it spots faster.
Last edited by srbtattoo on Tue Sep 01, 2015 9:16 pm, edited 1 time in total.
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Tue Sep 01, 2015 9:15 pm

but thank you elvish for your hard work and effort to make this game pack I'm really enjoying it.
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Re: Gears Ulimate edition Gamepack Request

Postby Elvish » Wed Sep 02, 2015 1:01 am

It was said that you had to be moving strait in order to weapon slide, so I added a bit that makes it while the weapon slide is happening the control stick cant be pushed sideways at all.
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Re: Gears Ulimate edition Gamepack Request

Postby gohun9008 » Sun Sep 13, 2015 2:58 pm

getting titan one tomorrow but how does the auto wall bounce work ? does it bounce for u?
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Sun Sep 13, 2015 8:40 pm

for auto wall bounce its best on alternate controls
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