Gears Ulimate edition Gamepack Request

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

Re: Gears Ulimate edition Gamepack Request

Postby UK_Wildcats » Mon Dec 28, 2015 7:43 pm

1. Open Gtuner and select a blank script. Delete everything in the blank script
2. Click the "SELECT ALL" button above the script
3. Paste the selection into the blank script
4. Press F7 to compile, look at the Output section at the bottom of screen. It should read "Build succeeded with 0 warnings..." if it is error free.
5. Save the script to your computer
6. Go to the Programmer tab
7. Drag your script that you saved from the Compiler Scripts section to an open Device Memory Slot (i.e. slot 1)
8. Click Program Device
9. If no errors, you now have the Titan 1 programmed with the script.
10. Follow the Console Turn On procedure below

Note: You can load multiple memory slots on the Titan 1; therefore, you can have various gamepacks, scripts and/or various configurations of the gamepack/scripts loaded into the memory slots. For example, slot 1 and 2 may be for Battlefield 4 but slot 1 has Rapid Fire and Drop Shot while slot 2 has Burst Fire.
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Re: Gears Ulimate edition Gamepack Request

Postby Laser » Mon Dec 28, 2015 10:57 pm

thank you will try it!!
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Re: Gears Ulimate edition Gamepack Request

Postby panickj » Mon Feb 01, 2016 9:09 pm

I see this has not been updated recently.

I just received my titan today. uploaded a few of these scripts.

The issue that I have is that when I pick up a weapon, I can not active reload. There is a delay when I hit the RB button and I can hit the reload, but never active.

Other than that the script works great, active for all starting weapons is perfect. Auto Scope has a delay, but I wasn't even looking for this, perhaps that is good, I normally no scope

Is there a script that lets me toggle active reload on and off?

Thanks,
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Mon Feb 01, 2016 9:15 pm

Code: Select all
   

 //Active Reload defines.
    define Lancer       = 710;
    define HammerBurst  = 1100;
    define Pistol       = 500;
    define Gnasher      = 820;
         

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

    int CurrentWeapon = StartWeapon;
    int cDelay = 100;
    int Zoomed_In = FALSE;
    int Auto_Cover = FALSE;
    //This set up rapid fire on pistol.
    int AF_Lancer = 0;
    int AF_Pistol = 100;
    int AF_Shotgun = 0;
    int Index = 0;
    int AutoFire[4];
    int AutoFireOn = TRUE;
    int Waiting = FALSE;
    int Gun_Right = 0;
    int Gun_Down = 1;
    int Gun_Left = 0;
    init{
        AutoFire[0] = AF_Lancer; //Right
        AutoFire[1] = AF_Pistol; //Down
        AutoFire[2] = AF_Shotgun; //Left
   
   }


    main {
       
        set_val(TRACE_1, Index);
        set_val(TRACE_2, Gun_Down);
        set_val(TRACE_3, Gun_Right);
        set_val(TRACE_4, Gun_Left);
       
        //Auto Spot
        if(get_val(XB1_LT)){
            combo_run(Tag);
        }
        else if(combo_running(Tag)){
            combo_stop(Tag);
        }
       
        //Rapid Fire for Pistol
       
        if(event_press(XB1_DOWN)){
        if(Index != 2)
        Index = Gun_Down;
    }
       if(event_press(XB1_RIGHT)){
            if(Index != Gun_Right)
            Index = Gun_Right;
        }
       
        if(event_press(XB1_LEFT)){
            if(Index != Gun_Left)
            Index = Gun_Left;
        }
        //If AutoFire has a value and RT is being held
        if(get_val(XB1_RT) && AutoFire[Index] > 0 && !Waiting){
            Waiting = TRUE;
            combo_run(Auto_Fire);
        }
       
        //Weapon Slide
         if(event_press(XB1_X) && !combo_running(Weapon_Slide)){
          combo_run(Weapon_Slide);
    }
        //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;
        }
       
       
    }
    combo Auto_Fire
    {
        set_val(XB1_RT, 100);
        wait(50);
        set_val(XB1_RT, 0);
        wait(AutoFire[Index] - 50);
        Waiting = 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 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);
    }

 combo Weapon_Slide
    {
       
        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);
    }
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Re: Gears Ulimate edition Gamepack Request

Postby J2Kbr » Mon Feb 01, 2016 10:08 pm

thanks srbtattoo for sharing the script!! :)
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Re: Gears Ulimate edition Gamepack Request

Postby panickj » Mon Feb 01, 2016 10:17 pm

Thank you! going to go try it now. Pretty amazing device, just really bummed out about not using my stereo headset adapter, that may be a dealbreaker.

THank you again to srbtattoo
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Thu Nov 03, 2016 8:45 pm

I'm going to be working on a small gears 4 script hopefully it'll be done by this weekend. Gears 4 is a little different than gown ue so it won't be as detailed.
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Sat Nov 05, 2016 3:11 pm

Ok I'm almost finished with it but I need a little help. Is there some one who can modify the old script. I need active reload taken off the lancer and off the pistol but left on the gnasher. Any help would be appreciated.
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Re: Gears Ulimate edition Gamepack Request

Postby srbtattoo » Wed Dec 21, 2016 1:39 am

I need help with a gears 4 script some one help me out please. Message me or post in here thanks
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Re: Gears Ulimate edition Gamepack Request

Postby J2Kbr » Fri Dec 23, 2016 11:11 am

Hi srbtattoo. I just read your PM to me, you mentioned you want add toggle on/off to the script, can you please point me out which is script I should update? is this one?
viewtopic.php?p=22787#p22787

or you already have an updated version?
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