Using scripts
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Using scripts
Is there a video available for using scripts? I saw one that I liked and I wasn't sure of how to drag and drop it over to my TitanOne.
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lokirevamped - Lieutenant
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- Joined: Tue Jul 29, 2014 8:00 pm
Re: Using scripts
No, we still don't have a video for using scripts. But what you need? How to make a script? or how to load a script on a memory slot?
ConsoleTuner Support Team
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J2Kbr - General of the Army
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Re: Using scripts
Support J2K wrote:No, we still don't have a video for using scripts. But what you need? How to make a script? or how to load a script on a memory slot?
I would like to know, how to load a script to memory, once loaded to memory, is there options like with the game-packs? I would also like to know how to make them....Maybe when you come out with an easy GUI Template that is .
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lokirevamped - Lieutenant
- Posts: 422
- Joined: Tue Jul 29, 2014 8:00 pm
Re: Using scripts
There is four ways to load a script of the device. The simplest one is by the "Build and Run" command, explained here:
http://www.consoletuner.com/kbase/compi ... 055814A8_6
The second way is, with your script opened on Compiler, go to the Programmed panel and drag-and-drop it into a memory slot:
http://www.consoletuner.com/kbase/progr ... 05582180_1
The third way is, yet on Programmer panel, drag-and-drop the script file:
http://www.consoletuner.com/kbase/progr ... 05582180_4
And finally is by using the compiler "Program Device" command:
www.consoletuner.com/kbase/compiler.htm#id_055814A8_9
Hope it helps.
http://www.consoletuner.com/kbase/compi ... 055814A8_6
The second way is, with your script opened on Compiler, go to the Programmed panel and drag-and-drop it into a memory slot:
http://www.consoletuner.com/kbase/progr ... 05582180_1
The third way is, yet on Programmer panel, drag-and-drop the script file:
http://www.consoletuner.com/kbase/progr ... 05582180_4
And finally is by using the compiler "Program Device" command:
www.consoletuner.com/kbase/compiler.htm#id_055814A8_9
Hope it helps.
ConsoleTuner Support Team
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J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Using scripts
Support J2K wrote:There is four ways to load a script of the device. The simplest one is by the "Build and Run" command, explained here:
http://www.consoletuner.com/kbase/compi ... 055814A8_6
The second way is, with your script opened on Compiler, go to the Programmed panel and drag-and-drop it into a memory slot:
http://www.consoletuner.com/kbase/progr ... 05582180_1
The third way is, yet on Programmer panel, drag-and-drop the script file:
http://www.consoletuner.com/kbase/progr ... 05582180_4
And finally is by using the compiler "Program Device" command:
http://www.consoletuner.com/kbase/compi ... 055814A8_9
Hope it helps.
Thank You, Once loaded to memory, does it have a game-pack GUI, if not, is that something that can be added at a later time, it would help us with real time simple editing?
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lokirevamped - Lieutenant
- Posts: 422
- Joined: Tue Jul 29, 2014 8:00 pm
Re: Using scripts
No, scripts does not have the configuration GUI. Actually it doesn't really need, as you can program your own configuration on the script itself.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Using scripts
Support J2K wrote:No, scripts does not have the configuration GUI. Actually it doesn't really need, as you can program your own configuration on the script itself.
Quote: program your own configuration on the script itself; I guess because I'm not at home to try but, say I want to speed up auto fire, how would I know what to edit in the script or say I want to turn something off in the script, how would I know where to start?
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lokirevamped - Lieutenant
- Posts: 422
- Joined: Tue Jul 29, 2014 8:00 pm
Re: Using scripts
lokirevamped wrote:Support J2K wrote:No, scripts does not have the configuration GUI. Actually it doesn't really need, as you can program your own configuration on the script itself.
Quote: program your own configuration on the script itself; I guess because I'm not at home to try but, say I want to speed up auto fire, how would I know what to edit in the script or say I want to turn something off in the script, how would I know where to start?
Without having any programming knowledge, the simplest way, at least for me when I started out was to use scripts that were already made and publish in Gtuner. Then I would run the command "Build and Run" to see what the script is actually doing in the device monitor and on screen with the game it was written for. I would then try to write or follow something similar to the script I was testing. No rush, you will come to know and learn how to write a script eventually as time goes by if you are willing to learn. Most importantly you also need to go to the GPC language reference for more in-dept knowledge. http://www.consoletuner.com/kbase/a_sim ... s=AgAAAQ==
say I want to speed up auto fire, how would I know what to edit in the script
Here is a "simple rapid fire" script that you can edit the speed for the rapid fire where you see RATE_OF_FIRE.
- Code: Select all
/* *
* SIMPLE RAPID FIRE
* *************************************************************************** */
define RAPIDFIRE_BUTTON = XB360_RT;
define RATE_OF_FIRE = 15; // Range: 1 to 25 RPS (Round/s)
// Values higher than 25 would be so fast that the
// game probably will not detect 100% of the events.
//
// No need to make changes in the code below.
//
int hold_time, rest_time;
init {
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
}
main {
if(get_val(RAPIDFIRE_BUTTON)) {
combo_run(RapidFire);
} else if(combo_running(RapidFire)) {
combo_stop(RapidFire);
}
}
combo RapidFire {
set_val(RAPIDFIRE_BUTTON, 100);
wait(hold_time);
set_val(RAPIDFIRE_BUTTON, 0);
wait(rest_time);
set_val(RAPIDFIRE_BUTTON, 0);
}
or say I want to turn something off in the script, how would I know where
Here is a more complex rapid fire script that you can adjust the rate of fire on the fly by using UP or DOWN on the dpad. Also, you can turn the rapid fire OFF/ON on the fly by tapping the XB360 BACK button.
- Code: Select all
define RAPIDFIRE_BUTTON = XB360_RT;
define TURONOFF_BUTTON = XB360_BACK;
define INCRATE_BUTTON = XB360_UP;
define DECRATE_BUTTON = XB360_DOWN;
define INITIAL_RATE = 15; // Range: 1 to 25 RPS (Round/s)
define INITIAL_STATE = TRUE; // TRUE to start with RapidFire ON, FALSE otherwise
//
// No need to make changes in the code below.
//
int hold_time, rest_time;
int rate_of_fire = INITIAL_RATE;
int rapidfire_is_on = INITIAL_STATE;
init {
combo_run(UpdateRateOfFire);
}
main {
if(event_press(INCRATE_BUTTON)) {
rate_of_fire = rate_of_fire + 1;
if(rate_of_fire > 25) rate_of_fire = 25;
combo_run(UpdateRateOfFire);
}
set_val(INCRATE_BUTTON, 0);
if(event_press(DECRATE_BUTTON)) {
rate_of_fire = rate_of_fire - 1;
if(rate_of_fire < 1) rate_of_fire = 1;
combo_run(UpdateRateOfFire);
}
set_val(DECRATE_BUTTON, 0);
if(event_release(TURONOFF_BUTTON) && get_ptime(TURONOFF_BUTTON) < 200) {
rapidfire_is_on = !rapidfire_is_on;
}
block(TURONOFF_BUTTON, 200);
if(rapidfire_is_on && get_val(RAPIDFIRE_BUTTON)) {
combo_run(RapidFire);
} else if(combo_running(RapidFire)) {
combo_stop(RapidFire);
}
}
combo UpdateRateOfFire {
hold_time = 500 / rate_of_fire;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
set_val(TRACE_1, rate_of_fire);
}
combo RapidFire {
set_val(RAPIDFIRE_BUTTON, 100);
wait(hold_time);
set_val(RAPIDFIRE_BUTTON, 0);
wait(rest_time);
set_val(RAPIDFIRE_BUTTON, 0);
}
ConsoleTuner Support Team
-
Baby Cham - Sergeant Major of the Army
- Posts: 235
- Joined: Thu Dec 15, 2011 3:39 pm
Re: Using scripts
Baby Cham wrote:lokirevamped wrote:Support J2K wrote:No, scripts does not have the configuration GUI. Actually it doesn't really need, as you can program your own configuration on the script itself.
Quote: program your own configuration on the script itself; I guess because I'm not at home to try but, say I want to speed up auto fire, how would I know what to edit in the script or say I want to turn something off in the script, how would I know where to start?
Without having any programming knowledge, the simplest way, at least for me when I started out was to use scripts that were already made and publish in Gtuner. Then I would run the command "Build and Run" to see what the script is actually doing in the device monitor and on screen with the game it was written for. I would then try to write or follow something similar to the script I was testing. No rush, you will come to know and learn how to write a script eventually as time goes by if you are willing to learn. Most importantly you also need to go to the GPC language reference for more in-dept knowledge. http://www.consoletuner.com/kbase/a_sim ... s=AgAAAQ==say I want to speed up auto fire, how would I know what to edit in the script
Here is a "simple rapid fire" script that you can edit the speed for the rapid fire where you see RATE_OF_FIRE.
- Code: Select all
/* *
* SIMPLE RAPID FIRE
* *************************************************************************** */
define RAPIDFIRE_BUTTON = XB360_RT;
define RATE_OF_FIRE = 15; // Range: 1 to 25 RPS (Round/s)
// Values higher than 25 would be so fast that the
// game probably will not detect 100% of the events.
//
// No need to make changes in the code below.
//
int hold_time, rest_time;
init {
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
}
main {
if(get_val(RAPIDFIRE_BUTTON)) {
combo_run(RapidFire);
} else if(combo_running(RapidFire)) {
combo_stop(RapidFire);
}
}
combo RapidFire {
set_val(RAPIDFIRE_BUTTON, 100);
wait(hold_time);
set_val(RAPIDFIRE_BUTTON, 0);
wait(rest_time);
set_val(RAPIDFIRE_BUTTON, 0);
}or say I want to turn something off in the script, how would I know where
Here is a more complex rapid fire script that you can adjust the rate of fire on the fly by using UP or DOWN on the dpad. Also, you can turn the rapid fire OFF/ON on the fly by tapping the XB360 BACK button.
- Code: Select all
define RAPIDFIRE_BUTTON = XB360_RT;
define TURONOFF_BUTTON = XB360_BACK;
define INCRATE_BUTTON = XB360_UP;
define DECRATE_BUTTON = XB360_DOWN;
define INITIAL_RATE = 15; // Range: 1 to 25 RPS (Round/s)
define INITIAL_STATE = TRUE; // TRUE to start with RapidFire ON, FALSE otherwise
//
// No need to make changes in the code below.
//
int hold_time, rest_time;
int rate_of_fire = INITIAL_RATE;
int rapidfire_is_on = INITIAL_STATE;
init {
combo_run(UpdateRateOfFire);
}
main {
if(event_press(INCRATE_BUTTON)) {
rate_of_fire = rate_of_fire + 1;
if(rate_of_fire > 25) rate_of_fire = 25;
combo_run(UpdateRateOfFire);
}
set_val(INCRATE_BUTTON, 0);
if(event_press(DECRATE_BUTTON)) {
rate_of_fire = rate_of_fire - 1;
if(rate_of_fire < 1) rate_of_fire = 1;
combo_run(UpdateRateOfFire);
}
set_val(DECRATE_BUTTON, 0);
if(event_release(TURONOFF_BUTTON) && get_ptime(TURONOFF_BUTTON) < 200) {
rapidfire_is_on = !rapidfire_is_on;
}
block(TURONOFF_BUTTON, 200);
if(rapidfire_is_on && get_val(RAPIDFIRE_BUTTON)) {
combo_run(RapidFire);
} else if(combo_running(RapidFire)) {
combo_stop(RapidFire);
}
}
combo UpdateRateOfFire {
hold_time = 500 / rate_of_fire;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
set_val(TRACE_1, rate_of_fire);
}
combo RapidFire {
set_val(RAPIDFIRE_BUTTON, 100);
wait(hold_time);
set_val(RAPIDFIRE_BUTTON, 0);
wait(rest_time);
set_val(RAPIDFIRE_BUTTON, 0);
}
Thank You
-
lokirevamped - Lieutenant
- Posts: 422
- Joined: Tue Jul 29, 2014 8:00 pm
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