Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version

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

Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version

Postby teddy18 » Mon Mar 07, 2016 7:30 pm

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 :smile0202: :smile0202: :joia: :innocent_smile_1:





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
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Re: Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version

Postby J2Kbr » Fri Mar 11, 2016 2:14 pm

hi. I just replied your PM about this question!! ;)
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Re: Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version

Postby teddy18 » Sat Mar 12, 2016 8:45 pm

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 

}
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Re: Dj Teddy's Script Help for FragFX Shark V1 Ps3 Version

Postby J2Kbr » Mon Mar 14, 2016 12:35 pm

:smile0517:
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