can someone fix this

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

can someone fix this

Postby xantysrorre » Sat May 12, 2018 6:16 am

Code: Select all
//Posted by only the thorn, a member of the community in the device Forums - http://device.com/forums
 
//Posted : Friday 11th of May, 2018 19:03 UTC 
 
/*#########################################################################################################################################################################################################################################
######################################## FORTNITE - BATTLE ROYAL SCRIPT FOR device / TITAN ONE #########################################################################################################################################
########################################==========================================================#########################################################################################################################################
################################## TOGGLE MENU ############################################# DESCRIPTION ##################################################################################################################################
##################################=============#############################################=============##################################################################################################################################
######################|------*/
int in_game_sens   = 6;     /*#######|----------------------Important for AutoBuild!------------------------|###############################################################################################
######################|------*/
int RapidFire      = FALSE; /*#######|-------HOLD "Scope_BTN" and press "Jump_BTN" for toggle on_off--------|#################################################################################################
######################|------*/
int AntiRecoil     = TRUE/*#######|-------HOLD "Scope_BTN" and press "Crouch_BTN" for toggle on_off------|#################################################################################################
######################|------*/
int AutoRun        = FALSE/*#######|---------------NO TOGGLE WHILE IN-GAME POSSIBLE!----------------------|#################################################################################################
######################|------*/
int Aimbot         = TRUE/*#######|-------HOLD "Scope_BTN" and press "D-PAD LEFT" for toggle on_off-----|#################################################################################################
##############################|>>>>>>*/
int SniperMode      = FALSE;/*///////HOLD "Scope_BTN" and press "D-PAD UP" for toggle on_off////////|###############################################################################################
######################|------*/
int AimAssist      = TRUE; /*#######|---------------NO TOGGLE WHILE IN-GAME POSSIBLE!----------------------|###############################################################################################
######################|------*/
int Jitter         = FALSE; /*#######|---*/int TacMode=FALSE; int PumpMode=TRUE; int JumpMode = FALSE;/*-----|#######################################################################################################
######################|------*/
int DropShot       = FALSE; /*#######|------------*/int DefenseMode=FALSE; int AttackMode=TRUE;/*-----------|###############################################################################################
#########################################################################################################################################################################################################################################*/

//\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
// COPYRIGHT! DON'T SHARE/SELL OR PUBLISH THIS SCRIPT/CODE OR ANY VALUE!!!          |
// PATENT REGISTRED!                                                                |
//----------------------------------------------------------------------------------|
// CREDITS GO TO " xXSkyWalkerXx1 "                                                 |
//----------------------------------------------------------------------------------|                                                                         
// VERSION: V16                                                                     |
//----------------------------------------------------------------------------------|
// NOTICE: Jitter:   -For Jitter you need 2 shotguns! (WORKS AGAIN!)                |
//                                                                                  |   
//        DropShot:  -DefenseMode: means if you will be attack of a player          |
//                    then DropShot will be enabled                                 |
//                   -AttackMode: means if you hold Scope_BTN and press Shoot_BTN   |
//                    DropShot will be enabled                                      |
//                                                                                  |
//   TOGGLE SYSTEM:  - To switch between Jitter-moden: hold Scope_BTN and press     |
//                     once Dpad_LEFT (not possible for JumpMode)                   |
//                   - To switch between Aimbot-moden: hold Scope_BTN and press     |
//                     once Dpad_LEFT                                               |
////////////////////////////////////////////////////////////////////////////////////|
//###########################################################################################################
 
unmap XB1_RIGHT
int Scope_BTN;int Shoot_BTN;int LY;int Run_BTN;int Reload_BTN;int Jump_BTN;int UP;int RY;int RIGHT;int RX;int Crouch_BTN;int RightBumber;int LeftBumber;int Left;int Down;
int a;int b;int build1;int build2;int Melee_BTN; int Switch_BTN;int antirecoil;
int shoot_rate         = 4;                                  // BulletSpeed for RapidFire
int valueY             = 22;
int valueX             = 21;
int antirecoil_sg      = 24;
int antirecoil_fg      = 31;
int rapidfire;
int AimSpeed           = 120;
int delayA             = 20;                                 // AimAssist
int delay              = 14;                                 // Aimbot
int waitjitter         = 500;
int L2_block;
int R2_block;
int tap;
int Swapped  = TRUE;
//###########################################################################################################
init { //-BUTTON LAYOUT-\\ 
if(get_console() == PIO_PS4){
   Scope_BTN = PS4_L2;
   Shoot_BTN = PS4_R2;
   LY = PS4_LY;
   Run_BTN = PS4_L3;
   Reload_BTN = PS4_SQUARE;
   Jump_BTN = PS4_CROSS;
   UP = PS4_UP;
   RY = PS4_RY;
   RIGHT = PS4_RIGHT;
   RX = PS4_RX;
   RY = PS4_RY;
   Crouch_BTN = PS4_CIRCLE;
   Left = PS4_LEFT;
   Down = PS4_DOWN;
   RightBumber = PS4_R1;
   LeftBumber = PS4_L1;
   Melee_BTN = PS4_R3;
   Switch_BTN = PS4_TRIANGLE;
   }else{
   Switch_BTN = XB1_Y;
   RightBumber = XB1_RB;
   Scope_BTN = XB1_LT;
   Shoot_BTN = XB1_RT;
   LY = XB1_LY;
   Run_BTN = XB1_LS;
   Reload_BTN = XB1_X;
   Jump_BTN = XB1_A;
   UP = XB1_UP;
   RY = XB1_RY;
   RIGHT = XB1_RIGHT;
   RX = XB1_RX;
   RY = XB1_RY;
   Crouch_BTN = XB1_B;
   Left = XB1_LEFT;
   Down = XB1_DOWN;
   LeftBumber = XB1_LB;
   Melee_BTN = XB1_RS;
   }
 
 
   //RapidFire - Settings
   rapidfire = (1000/10)/shoot_rate; set_val(TRACE_6,rapidfire);
 
}//CREDITS: xXSkyWalkerXx1
//###########################################################################################################
main {
// Bumpers/Triggers SWAP
 if(Swapped){
  swap(PS4_R2,PS4_R1);
  swap(PS4_L2,PS4_L1);
 }
if(SniperMode){
  if(get_val(Scope_BTN)&&get_ptime(Scope_BTN)>= 220){
     combo_run(Aimbot2);}
     if(event_release(Scope_BTN)){ combo_stop(Aimbot2);}
   }
   if(AutoRun){if(get_val(LY) <= -20){set_val(Run_BTN, 100);}}
if(AimAssist){
   if(get_val(Scope_BTN)){
      combo_run(AssY);
      combo_run(AssX);
      }
      if((get_val(RY)) > valueY || (get_val(RY)) < valueY*(-1)){
          combo_stop(AssY);
          }
      if((get_val(RX)) > valueX || (get_val(RX)) < valueX*(-1)){
          combo_stop(AssX);
          }
      }   
if(get_val(Scope_BTN) && event_press(Jump_BTN)){
   RapidFire =! RapidFire;
   if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}
   if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(RapidFire){
     if(get_val(Shoot_BTN)){
        combo_run(Rapidfire);                                         
       }
     }
 
if(get_val(Scope_BTN) && event_press(XB1_LEFT)){
   SniperMode =! SniperMode;
   Aimbot =! Aimbot;
   if(Aimbot == TRUE){combo_run(Notify);a=0;b=2;SniperMode=FALSE;}
   if(Aimbot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(Aimbot){
   if(get_val(Scope_BTN)&&get_ptime(Scope_BTN)>= 200){
      combo_run(Aimbot1);}
   if(event_release(Scope_BTN)){ combo_stop(Aimbot1);}
   }
 
if (!get_val(XB1_LT) && event_press(RIGHT)) { Jitter=!Jitter;
   if(Jitter == TRUE){combo_run(Notify);a=0;b=2;}
   if(Jitter == FALSE){combo_run(Notify);a=2;b=0;}
   }   
   if (Jitter) {
    if (R2_block) set_val(4, 0);
    if (L2_block) set_val(7, 0);
    if (event_press(XB1_RT) && !tap) {
 
        tap = TRUE;
        combo_run(Double_Pump_R1);
        set_val(4, 0);
        set_val(7, 0);
    } else if (event_press(XB1_RT) && tap) {
 
        tap = FALSE;
        combo_run(Double_Pump_L1);
        set_val(4, 0);
        set_val(7, 0);
    }
    }
if(AntiRecoil){
  if(get_val(Shoot_BTN)){combo_run(Antirecoil);}
  if(get_rumble(RUMBLE_A) <= 50){antirecoil = antirecoil_sg;}
  if(get_rumble(RUMBLE_A) > 50){antirecoil = antirecoil_fg;}
  if(abs(get_val(RY)) >= antirecoil+ 10){combo_stop(Antirecoil);}
   }
if(get_val(Scope_BTN) && event_press(Melee_BTN)){
   DropShot =! DropShot;
   if(DropShot == TRUE){combo_run(Notify);a=0;b=2;}
   if(DropShot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(DropShot){
      if(DefenseMode){if(get_val(Shoot_BTN)==0&&get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B)){combo_run(DropShot);}}
      if(AttackMode){if(get_val(Scope_BTN)&&get_val(Shoot_BTN)){combo_run(DropShot);}}
      }     
 
}//CREDITS: xXSkyWalkerXx1
//###########################################################################################################
combo Notify {
   set_led(LED_1,0);
   set_led(LED_2,a);
   set_led(LED_3,b);
   set_led(LED_4,0);
   wait(550);
   set_led(LED_1,0);
   set_led(LED_2,0);
   set_led(LED_3,0);
   set_led(LED_4,0);
   wait(250);
   set_led(LED_1,0);
   set_led(LED_2,a);
   set_led(LED_3,b);
   set_led(LED_4,0);
   wait(250);
   set_led(LED_1,0);
   set_led(LED_2,0);
   set_led(LED_3,0);
   set_led(LED_4,0);
   wait(250);
   set_led(LED_1,0);
   set_led(LED_2,a);
   set_led(LED_3,b);
   set_led(LED_4,0);
   wait(250);
   reset_leds();
}
combo Jump{
set_val(Jump_BTN,100);
wait(40);
wait(waitjitter);
set_val(Jump_BTN,100);
}
combo DropShot{
set_val(Melee_BTN,100);
wait(40);
wait(200);
set_val(Melee_BTN,100);
}
combo Double_Pump_L1 {
    R2_block = TRUE;
    L2_block = TRUE;
    set_val(7, 100);
    wait(120);
    set_val(4, 100);
    set_val(7, 100);
    wait(50);
    set_val(4, 100);
    set_val(7, 0);
    wait(20);
    set_val(4, 0);
    wait(50);
    set_val(6, 100);
    wait(50);
    set_val(6, 0);
    wait(570); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
    R2_block = FALSE;
    L2_block = FALSE;
} //END
 
 
combo Double_Pump_R1 {
    R2_block = TRUE;
    L2_block = TRUE;
    set_val(7, 100);
    wait(120);
    set_val(4, 100);
    set_val(7, 100);
    wait(50);
    set_val(4, 100);
    set_val(7, 0);
    wait(20);
    set_val(4, 0);
    wait(50);
    set_val(3, 100);
    wait(50);
    set_val(3, 0);
    wait(570);
    R2_block = FALSE;
    L2_block = FALSE;
}
combo AssY {
     set_val(RY, valueY);
     wait(delayA);
     set_val(RY, valueY*(-1));
     wait(delayA);
}
combo AssX {
     wait(2);
     set_val(RX, valueX);
     wait(delayA/1.5);
     set_val(RX, valueX*(-1));
     wait(delayA/1.5);
}
combo Rapidfire {
      set_val(Shoot_BTN, 100);
      wait(rapidfire);
      set_val(Shoot_BTN, 0);
}
combo Aimbot1{
set_val(Scope_BTN,100);
wait(AimSpeed);
set_val(Scope_BTN,0);
wait(delay);   
}
combo Aimbot2{
set_val(Scope_BTN,100);
wait(350)
set_val(Scope_BTN,0);
wait(10);   
}
combo AutoAim_Shotgun{
set_val(Scope_BTN,100);
wait(100)
set_val(Scope_BTN,0);
wait(350);   
}
combo Antirecoil {
     set_val(RY, antirecoil);
     wait(delay);
     set_val(RY, antirecoil);
     wait(delay);
}


------ GPC: Build started ------
> New* :
> ERROR line 16: syntax error near unexpected token '|'.
Build failed with 1 errors ...
User avatar
xantysrorre
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Posts: 9
Joined: Thu Mar 22, 2018 12:37 pm

Re: can someone fix this

Postby Sillyasskid » Sat May 12, 2018 7:43 am

Code: Select all
int in_game_sens   = 6;    
int RapidFire      = FALSE;
int AntiRecoil     = TRUE
int AutoRun        = FALSE;
int Aimbot         = TRUE;
int SniperMode      = FALSE;
int Jitter         = FALSE;
int TacMode=FALSE;
int PumpMode=TRUE;
int JumpMode = FALSE;
int DropShot = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE;
int AimAssist      = TRUE;
unmap XB1_RIGHT;
int Scope_BTN;
int Shoot_BTN;
int LY;
int Run_BTN;
int Reload_BTN;
int Jump_BTN;
int UP;
int RY;
int RIGHT;
int RX;
int Crouch_BTN;
int RightBumber;
int LeftBumber;
int Left;
int Down;
int a;
int b;
int build1;
int build2;
int Melee_BTN;
int Switch_BTN;
int antirecoil;
int shoot_rate         = 4;                                  // BulletSpeed for RapidFire
int valueY             = 22;
int valueX             = 21;
int antirecoil_sg      = 24;
int antirecoil_fg      = 31;
int rapidfire;
int AimSpeed           = 120;
int delayA             = 20;                                 // AimAssist
int delay              = 14;                                 // Aimbot
int waitjitter         = 500;
int L2_block;
int R2_block;
int tap;
int Swapped  = TRUE;
init { //-BUTTON LAYOUT-\\ 
if(get_console() == PIO_PS4){
   Scope_BTN = PS4_L2;
   Shoot_BTN = PS4_R2;
   LY = PS4_LY;
   Run_BTN = PS4_L3;
   Reload_BTN = PS4_SQUARE;
   Jump_BTN = PS4_CROSS;
   UP = PS4_UP;
   RY = PS4_RY;
   RIGHT = PS4_RIGHT;
   RX = PS4_RX;
   RY = PS4_RY;
   Crouch_BTN = PS4_CIRCLE;
   Left = PS4_LEFT;
   Down = PS4_DOWN;
   RightBumber = PS4_R1;
   LeftBumber = PS4_L1;
   Melee_BTN = PS4_R3;
   Switch_BTN = PS4_TRIANGLE;
   }else{
   Switch_BTN = XB1_Y;
   RightBumber = XB1_RB;
   Scope_BTN = XB1_LT;
   Shoot_BTN = XB1_RT;
   LY = XB1_LY;
   Run_BTN = XB1_LS;
   Reload_BTN = XB1_X;
   Jump_BTN = XB1_A;
   UP = XB1_UP;
   RY = XB1_RY;
   RIGHT = XB1_RIGHT;
   RX = XB1_RX;
   RY = XB1_RY;
   Crouch_BTN = XB1_B;
   Left = XB1_LEFT;
   Down = XB1_DOWN;
   LeftBumber = XB1_LB;
   Melee_BTN = XB1_RS;
   }
   rapidfire = (100)/shoot_rate;
   set_val(TRACE_6,rapidfire);
   }
main {
 if(Swapped){
  swap(PS4_R2,PS4_R1);
  swap(PS4_L2,PS4_L1);
 }
if(SniperMode){
  if(get_val(Scope_BTN)&&get_ptime(Scope_BTN)>= 220){
     combo_run(Aimbot2);}
     if(event_release(Scope_BTN)){ combo_stop(Aimbot2);}
   }
   if(AutoRun){if(get_val(LY) <= -20){set_val(Run_BTN, 100);}}
if(AimAssist){
   if(get_val(Scope_BTN)){
      combo_run(AssY);
      combo_run(AssX);
      }
      if((get_val(RY)) > valueY || (get_val(RY)) < valueY*(-1)){
          combo_stop(AssY);
          }
      if((get_val(RX)) > valueX || (get_val(RX)) < valueX*(-1)){
          combo_stop(AssX);
          }
      }   
if(get_val(Scope_BTN) && event_press(Jump_BTN)){
   RapidFire =! RapidFire;
   if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}
   if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(RapidFire){
     if(get_val(Shoot_BTN)){
        combo_run(_Rapidfire);                                         
       }
     }
 
if(get_val(Scope_BTN) && event_press(XB1_LEFT)){
   SniperMode =! SniperMode;
   Aimbot =! Aimbot;
   if(Aimbot == TRUE){combo_run(Notify);a=0;b=2;SniperMode=FALSE;}
   if(Aimbot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(Aimbot){
   if(get_val(Scope_BTN)&&get_ptime(Scope_BTN)>= 200){
      combo_run(Aimbot1);}
   if(event_release(Scope_BTN)){ combo_stop(Aimbot1);}
   }
 
if (!get_val(XB1_LT) && event_press(RIGHT)) { Jitter=!Jitter;
   if(Jitter == TRUE){combo_run(Notify);a=0;b=2;}
   if(Jitter == FALSE){combo_run(Notify);a=2;b=0;}
   }   
   if (Jitter) {
    if (R2_block) set_val(4, 0);
    if (L2_block) set_val(7, 0);
    if (event_press(XB1_RT) && !tap) {
 
        tap = TRUE;
        combo_run(Double_Pump_R1);
        set_val(4, 0);
        set_val(7, 0);
    } else if (event_press(XB1_RT) && tap) {
 
        tap = FALSE;
        combo_run(Double_Pump_L1);
        set_val(4, 0);
        set_val(7, 0);
    }
    }
if(AntiRecoil){
  if(get_val(Shoot_BTN)){combo_run(_Antirecoil);}
  if(get_rumble(RUMBLE_A) <= 50){antirecoil = antirecoil_sg;}
  if(get_rumble(RUMBLE_A) > 50){antirecoil = antirecoil_fg;}
  if(abs(get_val(RY)) >= antirecoil+ 10){combo_stop(_Antirecoil);}
   }
if(get_val(Scope_BTN) && event_press(Melee_BTN)){
   DropShot =! DropShot;
   if(DropShot == TRUE){combo_run(Notify);a=0;b=2;}
   if(DropShot == FALSE){combo_run(Notify);a=2;b=0;}
   }
   if(DropShot){
      if(DefenseMode){if(get_val(Shoot_BTN)==0&&get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B)){combo_run(_DropShot);}}
      if(AttackMode){if(get_val(Scope_BTN)&&get_val(Shoot_BTN)){combo_run(_DropShot);}}
      }     
 
}
combo Notify {
   set_led(LED_1,0);
   set_led(LED_2,a);
   set_led(LED_3,b);
   set_led(LED_4,0);
   wait(550);
   set_led(LED_1,0);
   set_led(LED_2,0);
   set_led(LED_3,0);
   set_led(LED_4,0);
   wait(250);
   set_led(LED_1,0);
   set_led(LED_2,a);
   set_led(LED_3,b);
   set_led(LED_4,0);
   wait(250);
   set_led(LED_1,0);
   set_led(LED_2,0);
   set_led(LED_3,0);
   set_led(LED_4,0);
   wait(250);
   set_led(LED_1,0);
   set_led(LED_2,a);
   set_led(LED_3,b);
   set_led(LED_4,0);
   wait(250);
   reset_leds();
}
combo Jump{
set_val(Jump_BTN,100);
wait(40);
wait(waitjitter);
set_val(Jump_BTN,100);
}
combo _DropShot{
set_val(Melee_BTN,100);
wait(40);
wait(200);
set_val(Melee_BTN,100);
}
combo Double_Pump_L1 {
    R2_block = TRUE;
    L2_block = TRUE;
    set_val(7, 100);
    wait(120);
    set_val(4, 100);
    set_val(7, 100);
    wait(50);
    set_val(4, 100);
    set_val(7, 0);
    wait(20);
    set_val(4, 0);
    wait(50);
    set_val(6, 100);
    wait(50);
    set_val(6, 0);
    wait(570); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
    R2_block = FALSE;
    L2_block = FALSE;
} //END
 
 
combo Double_Pump_R1 {
    R2_block = TRUE;
    L2_block = TRUE;
    set_val(7, 100);
    wait(120);
    set_val(4, 100);
    set_val(7, 100);
    wait(50);
    set_val(4, 100);
    set_val(7, 0);
    wait(20);
    set_val(4, 0);
    wait(50);
    set_val(3, 100);
    wait(50);
    set_val(3, 0);
    wait(570);
    R2_block = FALSE;
    L2_block = FALSE;
}
combo AssY {
     set_val(RY, valueY);
     wait(delayA);
     set_val(RY, valueY*(-1));
     wait(delayA);
}
combo AssX {
     wait(2);
     set_val(RX, valueX);
     wait(delayA/1.5);
     set_val(RX, valueX*(-1));
     wait(delayA/1.5);
}
combo _Rapidfire {
      set_val(Shoot_BTN, 100);
      wait(rapidfire);
      set_val(Shoot_BTN, 0);
}
combo Aimbot1{
set_val(Scope_BTN,100);
wait(AimSpeed);
set_val(Scope_BTN,0);
wait(delay);   
}
combo Aimbot2{
set_val(Scope_BTN,100);
wait(350)
set_val(Scope_BTN,0);
wait(10);   
}
combo AutoAim_Shotgun{
set_val(Scope_BTN,100);
wait(100)
set_val(Scope_BTN,0);
wait(350);   
}
combo _Antirecoil {
     set_val(RY, antirecoil);
     wait(delay);
     set_val(RY, antirecoil);
     wait(delay);
}


:smile0201: This will now compile fine in Gtuner Pro. However, please refer to the actual script for the instructions on how to use.

As the comments were interfering with my patience trying to get this script to compile. :smile0301:
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Sillyasskid
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