Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version
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• Page 1 of 1
Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version
Hallo
I am a User who bought The Titan One Specially to use the FragFX on the Xboxone and Ps4
In This Area Dj Teddy's Script Help for FragFX V1 Ps3 Version
Are Posts Questions and Problems with Scripts discussed
The Scripts you can find here http://www.consoletuner.com/forum/viewtopic.php?f=5&t=3346&p=24424#p24424
Spacel Thanks at Consoletuner Team and J2Kbr without there Help in forum would not be possible to write the Scripts
Thank You
FragFx has not Analog Controlls / Trigger inputs it has only digital
This is a Problem if you play shooter like battlefield 4 shooting is not precise because if you push the R2 Button you get
The Trigger Sensitivity immediately 100 not 0 to 100
I have fix this Problem with a Combo Script
It is ok but not perfekt
Does somebody has any idea how we can make this better or Perfekt
I am a User who bought The Titan One Specially to use the FragFX on the Xboxone and Ps4
In This Area Dj Teddy's Script Help for FragFX V1 Ps3 Version
Are Posts Questions and Problems with Scripts discussed
The Scripts you can find here http://www.consoletuner.com/forum/viewtopic.php?f=5&t=3346&p=24424#p24424
Spacel Thanks at Consoletuner Team and J2Kbr without there Help in forum would not be possible to write the Scripts
Thank You
FragFx has not Analog Controlls / Trigger inputs it has only digital
This is a Problem if you play shooter like battlefield 4 shooting is not precise because if you push the R2 Button you get
The Trigger Sensitivity immediately 100 not 0 to 100
I have fix this Problem with a Combo Script
- Code: Select all
/* *
*
*
*
*
*
*
* *********************************************************** */
define ADS_SENSITIVITY = 130; // 100 is Standard Sensitivity 130 means 30% more sensitive
define FIRE_BUTTON = PS4_R2;
int HoldTime = 7; // defined in mSeconds for regular R2 Butten
int HoldTime2 = 1; // defined in mSeconds for regular R2 Butten
int HoldTime3 = 1; // defined in mSeconds for regular R2 Butten
int HoldTime4 = 8; // defined in mSeconds for regular R2 Butten
int HoldTime5 = 6; // defined in mSeconds for regular R2 Butten
int HoldTime6 = 4; // defined in mSeconds for regular R2 Butten
int HoldTime7 = 2; // defined in mSeconds for regular R2 Butten
int HoldTime8 = 1; // defined in mSeconds for regular R2 Butten
main {
// R2 Button Simulate: Combo
if(get_val(FIRE_BUTTON)) {
set_val(FIRE_BUTTON, 100 / 100);}
// Combo Start if value is 1
if((get_val(FIRE_BUTTON)) == 1) {combo_run(R2);}
// Combo end if value is 0
if((get_val(FIRE_BUTTON)) == 0) {combo_stop (R2);}
}
combo R2{
set_val(FIRE_BUTTON, 10);
wait(HoldTime3);
set_val(FIRE_BUTTON, 11);
wait(HoldTime3);
set_val(FIRE_BUTTON, 12);
wait(HoldTime3);
set_val(FIRE_BUTTON, 13);
wait(HoldTime3);
set_val(FIRE_BUTTON, 14);
wait(HoldTime3);
set_val(FIRE_BUTTON, 15);
wait(HoldTime3);
set_val(FIRE_BUTTON, 16);
wait(HoldTime3);
set_val(FIRE_BUTTON, 17);
wait(HoldTime3);
set_val(FIRE_BUTTON, 18);
wait(HoldTime3);
set_val(FIRE_BUTTON, 19);
wait(HoldTime3);
set_val(FIRE_BUTTON, 20);
wait(HoldTime);
set_val(FIRE_BUTTON, 21);
wait(HoldTime);
set_val(FIRE_BUTTON, 22);
wait(HoldTime);
set_val(FIRE_BUTTON, 23);
wait(HoldTime);
set_val(FIRE_BUTTON, 24);
wait(HoldTime);
set_val(FIRE_BUTTON, 25);
wait(HoldTime4);
set_val(FIRE_BUTTON, 26);
wait(HoldTime5);
set_val(FIRE_BUTTON, 27);
wait(HoldTime6);
set_val(FIRE_BUTTON, 28);
wait(HoldTime7);
set_val(FIRE_BUTTON, 29);
wait(HoldTime8);
set_val(FIRE_BUTTON, 30);
wait(HoldTime2);
set_val(FIRE_BUTTON, 31);
wait(HoldTime2);
set_val(FIRE_BUTTON, 32);
wait(HoldTime2);
set_val(FIRE_BUTTON, 33);
wait(HoldTime2);
set_val(FIRE_BUTTON, 34);
wait(HoldTime2);
set_val(FIRE_BUTTON, 35);
wait(HoldTime2);
set_val(FIRE_BUTTON, 36);
wait(HoldTime2);
set_val(FIRE_BUTTON, 37);
wait(HoldTime2);
set_val(FIRE_BUTTON, 38);
wait(HoldTime2);
set_val(FIRE_BUTTON, 39);
wait(HoldTime2);
set_val(FIRE_BUTTON, 40);
wait(HoldTime2);
set_val(FIRE_BUTTON, 41);
wait(HoldTime2);
set_val(FIRE_BUTTON, 42);
wait(HoldTime2);
set_val(FIRE_BUTTON, 43);
wait(HoldTime2);
set_val(FIRE_BUTTON, 44);
wait(HoldTime2);
set_val(FIRE_BUTTON, 45);
wait(HoldTime2);
set_val(FIRE_BUTTON, 46);
wait(HoldTime2);
set_val(FIRE_BUTTON, 47);
wait(HoldTime2);
set_val(FIRE_BUTTON, 48);
wait(HoldTime2);
set_val(FIRE_BUTTON, 49);
wait(HoldTime2);
set_val(FIRE_BUTTON, 50);
wait(HoldTime2);
set_val(FIRE_BUTTON, 51);
wait(HoldTime2);
set_val(FIRE_BUTTON, 52);
wait(HoldTime2);
set_val(FIRE_BUTTON, 53);
wait(HoldTime2);
set_val(FIRE_BUTTON, 54);
wait(HoldTime2);
set_val(FIRE_BUTTON, 55);
wait(HoldTime2);
set_val(FIRE_BUTTON, 56);
wait(HoldTime2);
set_val(FIRE_BUTTON, 57);
wait(HoldTime2);
set_val(FIRE_BUTTON, 58);
wait(HoldTime2);
set_val(FIRE_BUTTON, 59);
wait(HoldTime2);
set_val(FIRE_BUTTON, 60);
wait(HoldTime2);
set_val(FIRE_BUTTON, 61);
wait(HoldTime2);
set_val(FIRE_BUTTON, 62);
wait(HoldTime2);
set_val(FIRE_BUTTON, 63);
wait(HoldTime2);
set_val(FIRE_BUTTON, 64);
wait(HoldTime2);
set_val(FIRE_BUTTON, 65);
wait(HoldTime2);
set_val(FIRE_BUTTON, 66);
wait(HoldTime2);
set_val(FIRE_BUTTON, 67);
wait(HoldTime2);
set_val(FIRE_BUTTON, 68);
wait(HoldTime2);
set_val(FIRE_BUTTON, 69);
wait(HoldTime2);
set_val(FIRE_BUTTON, 70);
wait(HoldTime2);
set_val(FIRE_BUTTON, 81);
wait(HoldTime2);
set_val(FIRE_BUTTON, 82);
wait(HoldTime2);
set_val(FIRE_BUTTON, 83);
wait(HoldTime2);
set_val(FIRE_BUTTON, 84);
wait(HoldTime2);
set_val(FIRE_BUTTON, 85);
wait(HoldTime2);
set_val(FIRE_BUTTON, 86);
wait(HoldTime2);
set_val(FIRE_BUTTON, 87);
wait(HoldTime2);
set_val(FIRE_BUTTON, 88);
wait(HoldTime2);
set_val(FIRE_BUTTON, 89);
wait(HoldTime2);
set_val(FIRE_BUTTON, 80);
wait(HoldTime2);
set_val(FIRE_BUTTON, 91);
wait(HoldTime2);
set_val(FIRE_BUTTON, 92);
wait(HoldTime2);
set_val(FIRE_BUTTON, 93);
wait(HoldTime2);
set_val(FIRE_BUTTON, 94);
wait(HoldTime2);
set_val(FIRE_BUTTON, 95);
wait(HoldTime2);
set_val(FIRE_BUTTON, 96);
wait(HoldTime2);
set_val(FIRE_BUTTON, 97);
wait(HoldTime2);
set_val(FIRE_BUTTON, 98);
wait(HoldTime2);
set_val(FIRE_BUTTON, 99);
wait(HoldTime2);
set_val(FIRE_BUTTON, 100);
wait(4000);
}
It is ok but not perfekt
Does somebody has any idea how we can make this better or Perfekt
-
teddy18 - Lieutenant
- Posts: 346
- Joined: Sun Jul 19, 2015 4:18 pm
Re: Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version
hi. I just replied your PM about this question!! ;)
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version
i found a solution to Convert Digital in Analog Input
- Code: Select all
/* *
* Convert Digital in Analog Input V 1.0 12.3.2016
* By Dj Teddy Spacel Thanks at Consoletuner Team and J2Kbr
* *********************************************************** */
int Milliseconds = 12; // elapsed time Strat with 12 dont with 0
int Seconds = 12; // elapsed time Strat with 12 dont with 0
int Minutes = 0;
int Hours = 0;
int Timer_Running = FALSE; // Turn of / on elapsed time
main {
// R2 Butten Simulate Area with Returns the elapsed time, in milliseconds start
//Lines 21-74 are for the timer. This will keep track of Milliseconds, Seconds, Minutes, and Hours.
if(Timer_Running){
Milliseconds = Milliseconds + get_rtime();
}
if(Milliseconds >= 4){
Milliseconds = 2; //this adjust the speed for the Second Area = 2: this adjust the reaction time for the Second Area >= 4:
Seconds = Seconds + 1;//Dont touch + 1 means it goes in step up if you set + 2 its to fast
if(Seconds >= 101){
Seconds = 100;//This is for the R2 Button = 100 vaule means Stop at 100 dont go in Loop modus: This is for the R2 Button >= 101 vaule means go to 100
Minutes = Minutes + 1;//Dont touch form line 31 til 36
if(Minutes >= 60){
Minutes = 0;
Hours = Hours + 1;
if(Hours >= 24){
Hours = 0; //I can't imagine any combo would need to run for more than 24 hours... so stop tracking at this point.
}
}
}
}
//Use the trace variables so that we can see what the elapsed time is while using device monitor
set_val(TRACE_1, Milliseconds);
set_val(TRACE_2, Seconds);
set_val(TRACE_3, Minutes);
set_val(TRACE_4, Hours);
//Turn the timer on if i Press the R2 Button
if(event_press(PS4_R2)){
Timer_Running = TRUE;
}
//Turn the timer off if i Release the R2 Button
if(event_release(PS4_R2)){
Timer_Running = FALSE;
}
//Rest timmer to Zero if if i Release the R2 Button
if((event_release(PS4_R2)) && (get_ptime(PS4_R2))) {
Milliseconds = 0;
Seconds = 0;
Minutes = 0;
Hours = 0; }
// R2 Butten
// this is a Part from R2 Butten Simulate Area its very in important we activate here elapsed time when we Press R2 Button
// If i Press the R2 Button set value 1 run Seconds
// If i dont Press the R2 Button set value 0 dont run Seconds
if((get_val(PS4_R2)) <= 1) {set_val(PS4_R2, 0);}
else {set_val(PS4_R2,Seconds);}
// R2 Butten Simulate Area with Returns the elapsed time, in milliseconds end
}
-
teddy18 - Lieutenant
- Posts: 346
- Joined: Sun Jul 19, 2015 4:18 pm
Re: Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
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