Convert Titan One scripts to Titan Two the easy way
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Re: Convert Titan1 scripts to Titan2 the easy way
how do i convert this
- Code: Select all
#pragma METAINFO("<author_name>", 1, 0, "")
// GPC Online Library
// destiny_crucible_afk.gpc
/*
DESTINY AFK
scripted by xenologer
PS4 only
PLEASE READ ALL INSTRUCTIONS
Used to AFK in RUMBLE Playlist
-autoGrind Crucible Rep, and Match Rewards
-derank (Reverse BOOST) Matchmaking Skill / ELO ratings -for more chill games when you DO play for real
DO NOT, use this script in any other Playlist except RUMBLE
it is Not Nice to your TeamMates, and they WILL REPORT YOU
How it works:
Normally, DESTINY has protection to discourage AFK
you get no Crucible Rep and no Match Rewards if you have No Points, thus someone who just AFKs usually gets nothing.
This Script is Different
This Script gets Kills, therefore, you get Rewards.
typicall results, about 50% of matches have at least 1 kill
We accomplish this, by DETECTING when the player is being Attacked by monitoring the controller RumbleMotors
then we RESPOND using AREA EFFECT grenades and Super Abilities, to get a kill without having to aim.
Setup:
Must be TITAN OR WARLOCK - not tested on HUNTERS, doubt it works for them
feel free to experiment with alternate class/armor Builds
the following worked Well for my when AFK
TITAN:
class Striker
max int, max dis
lightening grenades -enemies who teabag your afk body get electrocuted
fist of havoc -AFtermatch perk (FoH leaves a damaging field behind)
Aftershocks perk - lightening grenades last longer
Balance other stats for Max Armor
WARLOCK:
class VoidWalker
max int
Armor Requirement: VoidFang Vestments -respawn with grenades
Axion Bolt grenade -tracks enemies, even when you're AFK
Nova Bomb - Vortex perk (leaves a damaging area of effect behind)
Annihhalate perk - bigger explosions (very important to get kils)
Vortex Mastery perk - the axion bolts are more persistent
Balance other stats for Max Armor
HUNTER:
hunter's have no good area grenades or area super
cannot guarantee any effective AFK kills
REMEMBER to set your EMOTE to your Favorite DANCE MOVE
*/
//wandering settings
define waittime=100; //how long to wait in ms between each direction change
define STR=100; //how far the stick is pushed by the script
//dance odds, higher values = less dancing
//0=no dancing
define coldfeet = 200;
//DEFAULT control layout
define ADS= PS4_L2, SHOOT=PS4_R2, MELEE=PS4_R1, GRENADE=PS4_L1, CROUCH = PS4_LEFT;
//xenolger's layout
//define ADS= PS4_L1, SHOOT=PS4_R1, MELEE=PS4_R2, GRENADE=PS4_L2, CROUCH = PS4_R2;
int direction;
define UP=0,RIGHT=1,DOWN=2,LEFT=3;
int dancing=0;
int supercharge=0;
int rumble1,rumble2;
int bag;
int lx,ly;
main {
vm_tctrl(-6);
rumble1=get_rumble(RUMBLE_A); //read rumble values
rumble2=get_rumble(RUMBLE_B);
//block rumble from physically shaking
set_rumble(RUMBLE_A,0);
set_rumble(RUMBLE_B,0);
//DETECT red led, Guardian Down
if(!get_led(0)&&get_led(1)&&!get_led(2)){
combo_run(respawn);
}
//DETECT yellow led, SUPER CHARGED
if(!get_led(0)&&get_led(1)&&get_led(2)){
supercharge=1;
}
//DETECT RUMBLE, being attacked -respond with grenade/super
if(!combo_running(fire) && !combo_running(melee) && (rumble1+rumble2)>50){
if(supercharge){
combo_run(super);
supercharge=0;
}else{
combo_run(grenade);
}
}
//DANCE, TEABAG, do random stuff
//VERY IMPORTANT, have to DO STUFF or you'll get booted for inactivity
//FEEL FREE to Personalize this section
if(!dancing)
if(irand(0,coldfeet)==1){//dance
dancing=1;
combo_run(dance);
combo_stop(wander);
//combo_stop(fire);
combo_stop(ads);
combo_stop(look);
}else{
if(bag>0){
combo_run(teabag);
}else{
bag=irand(-100,30);
}
combo_run(wander);
//combo_run(fire);
combo_run(look);
combo_run(ads);
//if(irand(0,100)<10)combo_run(melee);
}
}
combo fire{
set_val(SHOOT,100);
wait(irand(0,2000));
set_val(SHOOT,0);
wait(irand(0,2000));
}
combo ads{
set_val(ADS,100);
wait(irand(0,100));
set_val(ADS,0);
wait(irand(0,2000));
}
combo melee{
set_val(MELEE,100);
wait(irand(0,100));
}
combo grenade{
set_val(GRENADE,100);
wait(100);
}
combo dance{
set_val(PS4_LEFT,100);
wait(irand(500,3000));
dancing=0;
}
combo teabag{
set_val(CROUCH,100);
wait(100):
set_val(CROUCH,0);
wait(100);
bag=bag-1;
}
combo respawn{
wait(4000);
wait(2000);
set_val(PS4_SQUARE,100);
wait(100);
set_val(PS4_SQUARE,0);
wait(100);
//output_reconnection(); //reset controller
}
combo super{
set_val(GRENADE,100);
set_val(MELEE,100);
wait(500);
}
combo wander{
if(direction<=UP){set_val(PS4_LX,0);set_val(PS4_LY,-STR);}
if(direction==DOWN){set_val(PS4_LX,0);set_val(PS4_LY,STR/2);}
if(direction==LEFT){set_val(PS4_LX,-STR);set_val(PS4_LY,0);}
if(direction==RIGHT){set_val(PS4_LX,STR);set_val(PS4_LY,0);}
wait(irand(500,4000));
direction=irand(-3,8);
}
combo look{
set_val(PS4_RY,ly);
set_val(PS4_RX,lx);
wait(irand(0,400));
lx=irand(-100,100);
ly=irand(-20,20);
if(supercharge)ly=100;
}
-
phild22 - First Sergeant
- Posts: 59
- Joined: Thu Sep 18, 2014 5:56 am
Re: Convert Titan1 scripts to Titan2 the easy way
phild22 wrote:how do i convert this
Converted:
- Code: Select all
#pragma METAINFO("<author_name>", 1, 0, "")
// GPC Online Library
// destiny_crucible_afk.gpc
#include <titanone.gph>
/*
DESTINY AFK
scripted by xenologer
PS4 only
PLEASE READ ALL INSTRUCTIONS
Used to AFK in RUMBLE Playlist
-autoGrind Crucible Rep, and Match Rewards
-derank (Reverse BOOST) Matchmaking Skill / ELO ratings -for more chill games when you DO play for real
DO NOT, use this script in any other Playlist except RUMBLE
it is Not Nice to your TeamMates, and they WILL REPORT YOU
How it works:
Normally, DESTINY has protection to discourage AFK
you get no Crucible Rep and no Match Rewards if you have No Points, thus someone who just AFKs usually gets nothing.
This Script is Different
This Script gets Kills, therefore, you get Rewards.
typicall results, about 50% of matches have at least 1 kill
We accomplish this, by DETECTING when the player is being Attacked by monitoring the controller RumbleMotors
then we RESPOND using AREA EFFECT grenades and Super Abilities, to get a kill without having to aim.
Setup:
Must be TITAN OR WARLOCK - not tested on HUNTERS, doubt it works for them
feel free to experiment with alternate class/armor Builds
the following worked Well for my when AFK
TITAN:
class Striker
max int, max dis
lightening grenades -enemies who teabag your afk body get electrocuted
fist of havoc -AFtermatch perk (FoH leaves a damaging field behind)
Aftershocks perk - lightening grenades last longer
Balance other stats for Max Armor
WARLOCK:
class VoidWalker
max int
Armor Requirement: VoidFang Vestments -respawn with grenades
Axion Bolt grenade -tracks enemies, even when you're AFK
Nova Bomb - Vortex perk (leaves a damaging area of effect behind)
Annihhalate perk - bigger explosions (very important to get kils)
Vortex Mastery perk - the axion bolts are more persistent
Balance other stats for Max Armor
HUNTER:
hunter's have no good area grenades or area super
cannot guarantee any effective AFK kills
REMEMBER to set your EMOTE to your Favorite DANCE MOVE
*/
//wandering settings
define waittime=100; //how long to wait in ms between each direction change
define STR=100; //how far the stick is pushed by the script
//dance odds, higher values = less dancing
//0=no dancing
define coldfeet = 200;
//DEFAULT control layout
define ADS= PS4_L2;
define SHOOT=PS4_R2;
define MELEE=PS4_R1;
define GRENADE=PS4_L1;
define CROUCH = PS4_LEFT;
//xenolger's layout
//define ADS= PS4_L1, SHOOT=PS4_R1, MELEE=PS4_R2, GRENADE=PS4_L2, CROUCH = PS4_R2;
int direction;
define UP=0;
define RIGHT=1;
define DOWN=2;
define LEFT=3;
int dancing=0;
int supercharge=0;
int rumble1,rumble2;
int bag;
int lx,ly;
main {
vm_tctrl(-6);
rumble1=get_rumble(RUMBLE_A); //read rumble values
rumble2=get_rumble(RUMBLE_B);
//block rumble from physically shaking
set_rumble(RUMBLE_A,0);
set_rumble(RUMBLE_B,0);
//DETECT red led, Guardian Down
if(!get_led(0)&&get_led(1)&&!get_led(2)){
combo_run(respawn);
}
//DETECT yellow led, SUPER CHARGED
if(!get_led(0)&&get_led(1)&&get_led(2)){
supercharge=1;
}
//DETECT RUMBLE, being attacked -respond with grenade/super
if(!combo_running(fire) && !combo_running(melee) && (rumble1+rumble2)>50){
if(supercharge){
combo_run(super);
supercharge=0;
}else{
combo_run(grenade);
}
}
//DANCE, TEABAG, do random stuff
//VERY IMPORTANT, have to DO STUFF or you'll get booted for inactivity
//FEEL FREE to Personalize this section
if(!dancing)
if(irand(0,coldfeet)==1){//dance
dancing=1;
combo_run(dance);
combo_stop(wander);
//combo_stop(fire);
combo_stop(ads);
combo_stop(look);
}else{
if(bag>0){
combo_run(teabag);
}else{
bag=irand(-100,30);
}
combo_run(wander);
//combo_run(fire);
combo_run(look);
combo_run(ads);
//if(irand(0,100)<10)combo_run(melee);
}
}
combo fire{
set_val(SHOOT,100);
wait(irand(0,2000));
set_val(SHOOT,0);
wait(irand(0,2000));
}
combo ads{
set_val(ADS,100);
wait(irand(0,100));
set_val(ADS,0);
wait(irand(0,2000));
}
combo melee{
set_val(MELEE,100);
wait(irand(0,100));
}
combo grenade{
set_val(GRENADE,100);
wait(100);
}
combo dance{
set_val(PS4_LEFT,100);
wait(irand(500,3000));
dancing=0;
}
combo teabag{
set_val(CROUCH,100);
wait(100);
set_val(CROUCH,0);
wait(100);
bag=bag-1;
}
combo respawn{
wait(4000);
wait(2000);
set_val(PS4_SQUARE,100);
wait(100);
set_val(PS4_SQUARE,0);
wait(100);
//output_reconnection(); //reset controller
}
combo super{
set_val(GRENADE,100);
set_val(MELEE,100);
wait(500);
}
combo wander{
if(direction<=UP){set_val(PS4_LX,0);set_val(PS4_LY,-STR);}
if(direction==DOWN){set_val(PS4_LX,0);set_val(PS4_LY,STR/2);}
if(direction==LEFT){set_val(PS4_LX,-STR);set_val(PS4_LY,0);}
if(direction==RIGHT){set_val(PS4_LX,STR);set_val(PS4_LY,0);}
wait(irand(500,4000));
direction=irand(-3,8);
}
combo look{
set_val(PS4_RY,ly);
set_val(PS4_RX,lx);
wait(irand(0,400));
lx=irand(-100,100);
ly=irand(-20,20);
if(supercharge)ly=100;
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Convert Titan1 scripts to Titan2 the easy way
just loaded it up and it didnt do anything, tried 3 different scrips not a single thing works. not liking this already....
-
phild22 - First Sergeant
- Posts: 59
- Joined: Thu Sep 18, 2014 5:56 am
Re: Convert Titan1 scripts to Titan2 the easy way
phild22 wrote:just loaded it up and it didnt do anything, tried 3 different scrips not a single thing works. not liking this already....
I will reply you on the other topic you created.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Convert Titan1 scripts to Titan2 the easy way
J2Kbr wrote:phild22 wrote:just loaded it up and it didnt do anything, tried 3 different scrips not a single thing works. not liking this already....
I will reply you on the other topic you created.
idk if im programming it correctly, T1 has a program device when you put scripts on the device, the T2 does not...
how exactly does it work?
-
phild22 - First Sergeant
- Posts: 59
- Joined: Thu Sep 18, 2014 5:56 am
Re: Convert Titan1 scripts to Titan2 the easy way
The basic steps to load the script in the Titan Two are:
Open the script file on Gtuner IV (GPC file);
Go to top menu File -> Install to -> and select a memory slot.
On the device, press the button until the display shows the same number of the memory slot the script was stored.
Open the script file on Gtuner IV (GPC file);
Go to top menu File -> Install to -> and select a memory slot.
On the device, press the button until the display shows the same number of the memory slot the script was stored.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Convert Titan1 scripts to Titan2 the easy way
J2Kbr wrote:The basic steps to load the script in the Titan Two are:
Open the script file on Gtuner IV (GPC file);
Go to top menu File -> Install to -> and select a memory slot.
On the device, press the button until the display shows the same number of the memory slot the script was stored.
looks like its loaded correctly, but not getting anything from the script.....
-
phild22 - First Sergeant
- Posts: 59
- Joined: Thu Sep 18, 2014 5:56 am
Re: Convert Titan1 scripts to Titan2 the easy way
replied you there: viewtopic.php?f=26&t=10374&p=72902#p72902
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Convert Titan1 scripts to Titan2 the easy way
Scachi wrote:replied you there: viewtopic.php?f=26&t=10374&p=72902#p72902
the character is supposed to attack on vibration but doesnt on T2, supposed to use special attack when availible but doesnt.
-
phild22 - First Sergeant
- Posts: 59
- Joined: Thu Sep 18, 2014 5:56 am
Re: Convert Titan1 scripts to Titan2 the easy way
can any one help me converting this script
- Code: Select all
//------------------------------------------------|
// \ \ \ \ \ ___ _ __\ \ ,_\ __ __ _ |
// \ \ \ \ \ / __`\/\`'__\ \ \/ /'__`\/\ \/'\ |
// \ \ \_/ \/\ \L\ \ \ \/ \ \ \_/\ __/\/> </ |
// \ `\___/\ \____/\ \_\ \ \__\ \____\/\_/\_\ |
// `\/__/ \/___/ \/_/ \/__/\/____/\//\/_/ |
//------------------------------------------------|
//DEFINITIONS
define ANTI_RECOIL = 20; // change this value to compensate vertical recoil (0 - 100)
define ANTI_RECOIL_LEFT = 0; // change this value to compensate to the left (0 - 100)
define ANTI_RECOIL_RIGHT = 0; // change this value to compensate to the right (0 - 100)
//INITIALIZATION
int Dead_Zone_Up = -10
int Dead_Zone_Down = 10
int Dead_Zone_Left = -10
int Dead_Zone_Right = 10
int Recoil_Down = 28;
int Recoil_Up = -28;
int Recoil_Delay = 17;
int Recoil_Release;
int Vertical;
int value = 33;
int value2 = -33;
int delay = 11;
int crouch_shot_onoff = FALSE;
int rf = FALSE;
int rf2 = FALSE;
int rf3 = FALSE;
int Aim_BTN;
int Shoot_BTN;
int RX;
int RY;
int Crouch_BTN;
int LeanLeft;
int LeanRight;
int Switch;
int LX;
int LY;
int Left;
int Up;
init { //-BUTTON LAYOUT-\\
if(get_console() == PIO_PS4){ Aim_BTN = PS4_L2; Shoot_BTN = PS4_R2; RX = PS4_RX; RY = PS4_RY; Crouch_BTN = PS4_CIRCLE; LeanLeft = PS4_L3; LeanRight = PS4_R3; Switch = PS4_TRIANGLE; LX = PS4_LX; LY = PS4_LY; Left = PS4_LEFT; Up = PS4_UP
}else{
Aim_BTN = XB1_LT; Shoot_BTN = XB1_RT; RX = XB1_RX; RY = XB1_RY; Crouch_BTN = XB1_B; LeanLeft = XB1_LS; LeanRight = XB1_RS; Switch = XB1_Y; LX = XB1_LX; LY = XB1_LY; Left = XB1_LEFT; Up = XB1_UP
}
Recoil_Release = Recoil_Down + 1; // Anti-Recoil Release Value (For Positive Number) // Anti-Recoil
}
//MAIN SCRIPT
main {
//AimAssist
if(get_val(Shoot_BTN) && get_val(Aim_BTN)) {
combo_run(RT_C);
}
if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value) {
combo_stop(RT_C);
}
//FastLean
if (get_val(Aim_BTN) && event_press(LeanLeft)) combo_run(LeanLeft);
if(combo_running(LeanLeft)) {set_val(LeanLeft, 0);}
if (get_val(Aim_BTN) && event_press(LeanRight)) combo_run(LeanRight);
if(combo_running(LeanRight)) set_val(LeanRight, 0);
//RapidFire
if(event_press(Left)) { // Rapid Fire Secondary
rf = FALSE;
rf2 = TRUE;
rf3 = FALSE;
}
if(event_press(Up)) { // Rapid Fire Both
rf = TRUE;
rf2 = FALSE;
}
if (rf) {
if (get_val(Shoot_BTN))
combo_run(rapidfire);
}
if (rf2) {
if (event_press(Switch))
rf3 = !rf3
}
if (rf3) {
if (get_val(Shoot_BTN))
combo_run(rapidfire);
}
//CrouchShot
if (get_val(Aim_BTN) && event_press(Left)) {
crouch_shot_onoff = !crouch_shot_onoff
}
if (crouch_shot_onoff) {
if (get_val(Shoot_BTN))
combo_run(Crouch_Shot);
}
//AntiRecoil
if (get_val(Shoot_BTN))
combo_run(Anti_Recoil1);
combo_run(Dead_Zone);
}
//COMBOS
combo Crouch_Shot { //CrouchShot
set_val(Crouch_BTN, 100);
wait(80);
wait(60);
}
combo LeanRight {//FastLeanRight
set_val(LeanLeft, 100);
wait(40);
set_val(LeanRight, 100);
set_val(LeanLeft, 100);
wait(90);
set_val(LeanRight, 100);
set_val(LeanLeft, 0);
wait(10);
set_val(LeanRight, 0);
}
combo LeanLeft {//FastLeanLeft
set_val(LeanRight, 100);
wait(40);
set_val(LeanLeft, 100);
set_val(LeanRight, 100);
wait(90);
set_val(LeanLeft, 100);
set_val(LeanRight, 0);
wait(10);
set_val(LeanLeft, 0);
}
combo rapidfire { // Rapid Fire
set_val(Shoot_BTN,100);
wait(17);
set_val(Shoot_BTN,0);
wait(17);
}
combo RT_C {
set_val(RY, -32);
wait(delay)
set_val(RX, 32);
set_val(RY, 22);
wait(delay)
set_val(RY, 22);
wait(delay)
set_val(RX, -32);
set_val(RY, 22);
wait(delay)
}
combo Dead_Zone { // Anti-Recoil
set_val(RX,Dead_Zone_Vertical(RX,Dead_Zone_Right,Dead_Zone_Left));
set_val(RY,Dead_Zone_Vertical(RY,Dead_Zone_Down,Dead_Zone_Up));
set_val(LX,Dead_Zone_Vertical(LX,Dead_Zone_Right,Dead_Zone_Left));
set_val(LY,Dead_Zone_Vertical(LY,Dead_Zone_Down,Dead_Zone_Up));
}
combo Anti_Recoil1 { //Don't touch this combo pls
set_val(RY,Anti_Recoil_Vertical(RY,Recoil_Down)); // Down
wait(Recoil_Delay);
set_val(RY,Anti_Recoil_Vertical(RY,Recoil_Up)); // Up
wait(Recoil_Delay);
}
function Anti_Recoil_Vertical(f_axis,f_val) { // Return Anti-Recoil Value Or Controller Value If Above Release // Anti-Recoil
Vertical = get_val(f_axis);
if(abs(Vertical) < Recoil_Release)
return f_val + Vertical;
return Vertical; }
function Dead_Zone_Vertical(f_axis,f_pv,f_nv) { // Return zero if between postive & negative limits // Anti-Recoil
if(get_val(f_axis) < f_pv && get_val(f_axis) > f_nv)
return 0;
return get_val(f_axis); }
-
kick238 - Sergeant
- Posts: 9
- Joined: Tue Aug 21, 2018 3:57 pm
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