MK11
26 posts
• Page 2 of 3 • 1, 2, 3
Re: MK11
STEELES wrote:is that script for a fighting stick?
i could use a few extra buttons for mapping, ive got a razer wolverine but its not compatible.
ive got a decent noob saibot script, if anyone wants to trade
You can use it if you use a input translator or I a script that ties you fighting stick in!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: MK11
can device max scripts be converted? found this skarlet one https://device.com/forums/archive/in ... 93162.html
also cant get this geras script to work on my t1
viewtopic.php?f=26&t=12534
anyone found any other mk11 scripts , only got the noob script to work
also cant get this geras script to work on my t1
viewtopic.php?f=26&t=12534
anyone found any other mk11 scripts , only got the noob script to work
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Re: MK11
bonefisher wrote:STEELES wrote:is that script for a fighting stick?
i could use a few extra buttons for mapping, ive got a razer wolverine but its not compatible.
ive got a decent noob saibot script, if anyone wants to trade
You can use it if you use a input translator or I a script that ties you fighting stick in!
cheers bonefisher , im using standard xbox box control with t1 at the moment , cant get this erron script working though,
i get errors when programing
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Re: MK11
also, we could do with rapid fire adding , for grab reversal.
overhead hop would be good mapped to select
ive done a few scripts my self but im strugling to edit the posted scripts which seem to better,
my scrips all had to be done facing right
overhead hop would be good mapped to select
ive done a few scripts my self but im strugling to edit the posted scripts which seem to better,
my scrips all had to be done facing right
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Re: MK11
Post the script and I'll add to my script!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: MK11
- Code: Select all
// Geras By Fwak. V.1.0.
// Big Thanks To Batts <3.
/*---------------------------------------------------------------------------------
Infinite Warden|
----------------
RB Adjust = Spends a Meter
RT Adjust = Spends a Second Meter
LT Adjust = Uses Fatal during Combo (Can be used during RB/RT's combo adjust)
---------------------------------------------------------------------------------
IF YOU WANT TO USE SECOND BAR OF METER DURING THE FIRST BAR, PRESS RT/R2 AS SOON
AS YOU SEE THE FIRST BAR GO OFF/USED.
---------------------------------------------------------------------------------
IF YOU WANT TO USE Fatal DURING FIRST METER, PRESS LT/L2 AFTER THE DASH.
---------------------------------------------------------------------------------
There is quite a few check points in this one (checks if it should change Combos
mid Combo), so go in practice and get the timings down.
---------------------------------------------------------------------------------
RS UP --------
RS Down ------ (RS DOWN + UP are same Combo)
Hold X ------ = All 5 can use RB and RT and LT
RS Right -----
RS Left ------
LS Up = Easy Fatal
LT + R3 to changes to corner combos which there's four of and all use 2 Meters.
Fatality on R3.
-----------------------------------------------------------------------------------**/// TRIANGLE, Y
// CIRCLE, B
// CROSS, A
// SQUARE, X
// R1, RB
// R2, RT
// L1, LB
// L2, LT
// TOUCH PAD
// DPAD UP
// DPAD DOWN
// DPAD LEFT
// DPAD RIGHT
// LEFT ANALOG X
// LEFT ANALOG Y
// BACK FLAG
// FORWARD FLAG
// End Flags. 253, 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
// check for transition to another combo
// End of Combo
// End of Data Segment
//-----------------------------------------------------
//Define Combos
//--------------------------------------
//--------------------------------------
//Define Combo Adjusters
//--------------------------------------
//
//
//
//
//--------------------------------------
// Combo Data
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
//--------------------------------------
// Hold X/Square
//--------------------------------------
//--------------------------------------
// Right Stick RIGHT
//--------------------------------------
//--------------------------------------
// Right Stick LEFT
//--------------------------------------
//--------------------------------------
// Right Stick UP
//--------------------------------------
//--------------------------------------
// Right Stick DOWN
//--------------------------------------
//--------------------------------------
// Left Stick RIGHT
//--------------------------------------
//--------------------------------------
// Left Stick LEFT
//--------------------------------------
//--------------------------------------
//Left Stick Up
//--------------------------------------
//--------------------------------------
//Left Stick Down
//--------------------------------------
//--------------------------------------
// Right Stick RIGHT *SWITCHED*
//--------------------------------------
//--------------------------------------
//Right Stick Up *SWITCHED*
//--------------------------------------
//--------------------------------------
// Right Stick LEFT *SWITCHED*
//--------------------------------------
//--------------------------------------
// Right Stick DONW *SWITCHED*
//--------------------------------------
//--------------------------------------
//--------------------------------------
//End Of Combo Data
//--------------------------------------
//Unmaps
//--block button
//--switch XB1_LT + press XB1_RS
//--block button
//--block button until release
//--toggle
//--rumble controller
//--BACK and FORWARD
//--EXECUTE COMBOS
//--check for activator button press
// execute combo step-by-step
//--end of combo
// RS X / Y are in rest = cancel the combo
// block user input (does not interfere in the combo)
//--no combo running
//--reset activator button and led
//------------------
// Right Stick RIGHT
//--------------------
//-----------------
// Right Stick LEFT
//-------------------
//---------------
// Right Stick UP
//-----------------
//-----------------
// Right Stick DOWN
//-------------------
//-------------
// hold LS / L3
//---------------
//-------------
// hold RS / R3
//---------------
//--switch (default)
//---------------
//Hold X/Square.
//----------------
//---------------------------
//Right Stick RIGHT.
//---------------------------
//---------------------------
// Right Stick LEFT.
//---------------------------
//---------------
// Right Stick UP
//-----------------
//-----------------
// Right Stick DOWN
//-------------------
//--end of switch
//--end of combo run
//--block btns
//--end of main
// This combo will run a step with wait
// This combo will run a step without wait
// Returns the starting index of a combo
//-----------------------
//====================
//#
//#
//=============================
//-----------------------------------
// Set the buttons, values and wait time of a step
//--get value from data segment
//--look for CHK_PNT
//--RT_PRESS combo
//--RB_PRESS combo
//--LT_PRESS combo
//--LB_PRESS combo
//--no activator pressed
//--check for activator button pressed
//--new combo
// If the step has FORWARD and BACK buttons, set the correct value.
// Set the buttons and values, function used on the combos.
//--BLOCK BUTTONS
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
define RB = 3;
define RT = 4;
define LB = 6;
define LT = 7;
define TOUCH = 27;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define MOVE_X = 11;
define MOVE_Y = 12;
define BACK = 128;
define FORWARD = 129;
define CHK_PNT = 253;
define EOC = 254;
define EOD = 255;
define Combo1 = 10;
define Combo2 = 11;
define Combo3 = 12;
define Combo4 = 13;
define Combo5 = 14;
define Combo6 = 15;
define Combo7 = 16;
define Combo8 = 17;
define Combo9 = 18;
define Combo10 = 19;
define Combo11 = 26;
define Combo12 = 30;
define Punish = 31;
define Fatality1 = 24;
define Fatality2 = 25;
define LB_PRESS = 20;
define LT_PRESS = 21;
define RB_PRESS = 22;
define RT_PRESS = 23;
data(
RT_PRESS,
1, FORWARD, 100,
10, 0, 8,
1, FORWARD, 100,
10, 0, 4,
1, FORWARD, 100,
4, 0, 8,
2, FORWARD, 100,
A, 100,
8,
1, BACK, 100,
8,
2, FORWARD, 100,
X, 100,
10, 0, 20,
1, RB, 100,
10, 0, 73,
1, DOWN, 100,
10,
2, DOWN, 100,
Y, 100,
20,
1, DOWN, 100,
80,
2, DOWN, 100,
Y, 100,
10, 0, 55,
1, FORWARD, 100,
4, 0, 4,
1, FORWARD, 100,
4, 0, 43,
2, FORWARD, 100,
A, 100,
4, CHK_PNT,
1, BACK, 100,
4,
2, FORWARD, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
RB_PRESS,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 80,
1, RB, 100,
10, 0, 185, CHK_PNT,
1, FORWARD, 100,
4, 0, 4,
1, FORWARD, 100,
10, 0, 18,
1, B, 100,
8, CHK_PNT,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
LT_PRESS,
2, RT, 100,
LT, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
LB_PRESS,
EOC,
Punish,
1, X, 100,
10, 0, 10,
1, X, 100,
10, 0, 30, CHK_PNT,
1, X, 100,
10, 0, 20,
2, X, 100,
A, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo1,
2, BACK, 100,
Y, 100,
10, 0, 10,
1, Y, 100,
50, CHK_PNT,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo2,
2, FORWARD, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10, 0, 20, CHK_PNT,
1, Y, 100,
10, 0, 20,
1, DOWN, 100,
10, 0, 20,
2, BACK, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo3,
1, Y, 100,
10, 0, 18,
1, B, 100,
10, 0, 25, CHK_PNT,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo4,
1, Y, 100,
10, 0, 18,
1, B, 100,
10, 0, 25, CHK_PNT,
1, X, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo5,
EOC,
Combo6,
EOC,
Combo7,
2, LT, 100,
RT, 100,
200, 0, 200,
EOC,
Combo8,
EOC,
Combo9,
2, BACK, 100,
Y, 100,
10, 0, 20,
1, Y, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 120,
1, RB, 100,
10, 0, 210,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
75,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo10,
1, X, 100,
10, 0, 10,
1, X, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 110,
1, RB, 100,
10, 0, 223,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
85,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo11,
2, FORWARD, 100,
Y, 100,
10, 0, 20,
1, X, 100,
10, 0, 20,
1, Y, 100,
10, 0, 95,
1, B, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 80,
1, RB, 100,
10, 0, 220,
2, BACK, 100,
Y, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 50,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
102,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Combo12,
1, Y, 100,
10, 0, 10,
1, B, 100,
10, 0, 8,
1, BACK, 100,
8,
2, FORWARD, 100,
Y, 100,
10, 0, 110,
1, RB, 100,
10, 0, 223,
2, FORWARD, 100,
Y, 100,
10, 0, 4,
1, X, 100,
10, 0, 4,
1, Y, 100,
10, 0, 4,
1, BACK, 100,
4, 0, 4,
2, FORWARD, 100,
X, 100,
10, 0, 90,
1, RB, 100,
10, 0, 80,
2, DOWN, 100,
Y, 100,
10,
1, DOWN, 100,
90,
2, DOWN, 100,
Y, 100,
10, 0, 30,
1, BACK, 100,
80,
2, BACK, 100,
X, 100,
8,
1, FORWARD, 100,
8,
2, BACK, 100,
Y, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
Fatality1,
1, RT, 100,
10, 0, 20,
1, FORWARD, 100,
10, 0, 4,
1, DOWN, 100,
10, 0, 4,
1, DOWN, 100,
10, 0, 4,
1, A, 100,
10,
0, 200,
0, 200,
0, 200,
0, 200,
0, 200,
EOC,
EOD );
unmap PS4_RX;
unmap PS4_RY;
unmap PS4_LX;
unmap PS4_LY;
unmap PS4_L3;
unmap PS4_R3;
int c, idx, i =- 1, btn, v;
int back = LEFT, forward = RIGHT;
int button, button_1, button_2, button_3, button_4, button_5;
int value, value_1, value_2, value_3, value_4, value_5;
int lt_press, lb_press, rt_press, rb_press;
int wait_time;
int t1_switch, flash;
int b, bb, bb_array[3];
main {
if (get_val(XB1_LT)) {
bb = f_bb(XB1_LT);
if (event_press(XB1_RS)) {
bb = f_bb(XB1_RS);
t1_switch =! t1_switch;
combo_run(c_RUMBLE_NOTIFY);
}
}
if (get_val(RIGHT)) {
back = LEFT;
forward = RIGHT;
}
else if (get_val(LEFT)) {
back = RIGHT;
forward = LEFT;
}
if (i != - 1) {
if (event_press(XB1_RT)) rt_press = TRUE;
if (event_press(XB1_RB)) rb_press = TRUE;
if (event_press(XB1_LT)) lt_press = TRUE;
if (event_press(XB1_LB)) lb_press = TRUE;
if (!combo_running(c_EXECUTE_STEP)) {
if (f_get_step_values()) if (wait_time == 0) combo_run(c_EXECUTE_STEP_NO_WAIT);
else combo_run(c_EXECUTE_STEP);
else {
i =- 1;
flash = FALSE;
}
}
if ((abs(get_val(9)) <= 20 && abs(get_val(10)) <= 20 && abs(get_val(11)) <= 20 && abs(get_val(12)) <= 20) && (!get_val(5) && !get_val(8)) && (!get_val(XB1_X)) && (!get_val(XB1_Y))) {
i =- 1;
combo_stop(c_EXECUTE_STEP);
}
btn = 3
while(btn <= 20) {
set_val(btn, 0);
btn = btn + 1;
}
}
else {
rt_press = FALSE;
rb_press = FALSE;
lt_press = FALSE;
lb_press = FALSE;
flash = FALSE;
if (t1_switch) {
if (get_val(9) >= 60) {
i = f_get_combo_index(Combo9);
}
if (get_val(9) <= - 60) {
i = f_get_combo_index(Combo11);
}
if (get_val(10) <= - 60) {
i = f_get_combo_index(Combo10);
}
if (get_val(10) >= 60) {
i = f_get_combo_index(Combo12);
}
if (get_val(8)) {
i = f_get_combo_index(0);
}
if (get_val(5)) {
i = f_get_combo_index(Fatality1);
}
}
else {
if (get_val(XB1_X) && !get_val(forward) && !get_val(XB1_DOWN)) {
set_val(XB1_X, 0);
if (get_lval(XB1_X)) i = f_get_combo_index(Punish);
}
if (get_val(9) >= 60) {
i = f_get_combo_index(Combo1);
}
if (get_val(9) <= - 60) {
i = f_get_combo_index(Combo2);
}
if (get_val(10) <= - 60) {
i = f_get_combo_index(Combo3);
}
if (get_val(10) >= 60) {
i = f_get_combo_index(Combo4);
}
}
}
if (bb) f_block_btn();
}
combo c_RUMBLE_NOTIFY {
set_rumble(t1_switch, 100);
wait(300);
reset_rumble();
}
combo c_EXECUTE_STEP {
f_set_buttons_values();
wait(wait_time);
f_set_buttons_values();
}
combo c_EXECUTE_STEP_NO_WAIT {
f_set_buttons_values();
}
function f_get_combo_index(combo_id) {
i = 0;
while (TRUE) {
v = dbyte(i);
if (v == combo_id) {
return (i + 1);
}
else {
while (v != EOC && v != EOD) {
i = i + 1;
v = dbyte(i);
}
if (v == EOD) break;
else i = i + 1;
}
}
return -1;
}
function f_get_step_values() {
btn = dbyte(i);
if (btn == CHK_PNT) {
if (f_check_point(rt_press, RT_PRESS)) rt_press = FALSE;
else if (f_check_point(rb_press, RB_PRESS)) rb_press = FALSE;
else if (f_check_point(lt_press, LT_PRESS)) lt_press = FALSE;
else if (f_check_point(lb_press, LB_PRESS)) lb_press = FALSE;
else {
i = i + 1;
btn = dbyte(i);
}
}
i = i+1;
if (btn >= 1) {
button_1 = f_convert_back_forward(dbyte(i));
i = i + 1;
value_1 = dbyte(i);
i = i + 1;
}
else {
button_1 =- 1;
value_1 = 0;
}
if (btn >= 2) {
button_2 = f_convert_back_forward(dbyte(i));
i = i + 1;
value_2 = dbyte(i);
i = i + 1;
}
else {
button_2 =- 1;
value_2 = 0;
}
if (btn >= 3) {
button_3 = f_convert_back_forward(dbyte(i));
i = i + 1;
value_3 = dbyte(i);
i = i + 1;
}
else {
button_3 =- 1;
value_3 = 0;
}
if (btn >= 4) {
button_4 = f_convert_back_forward(dbyte(i));
i = i + 1;
value_4 = dbyte(i);
i = i + 1;
}
else {
button_4 =- 1;
value_4 = 0;
}
if (btn >= 5) {
button_5 = f_convert_back_forward(dbyte(i));
i = i + 1;
value_5 = dbyte(i);
i = i + 1;
}
else {
button_5 =- 1;
value_5 = 0;
}
wait_time = dbyte(i);
i = i + 1;
wait_time = (wait_time - 1) * 10;
if (wait_time < 0) wait_time = 0;
return (TRUE);
}
function f_check_point(f_bool, f_combo) {
if (f_bool) {
i = f_get_combo_index(f_combo);
btn = dbyte(i);
return TRUE;
}
return FALSE;
}
function f_convert_back_forward(button) {
if (button == FORWARD)
return forward;
if (button == BACK)
return back;
return (button);
}
function f_set_buttons_values() {
idx = 1;
while(idx <= 5) {
if (button[idx] != -1) set_val(button[idx], value[(idx)]);
idx = idx + 1;
}
}
function f_bb(f_btn) {
b = 0;
while(b <= 2) {
if (!bb_array[b]) {
bb_array[b] = f_btn;
return TRUE;
}
if (bb_array[b] == f_btn)
return TRUE;
b = b+1;
}
return FALSE;
}
function f_block_btn() {
bb = FALSE;
b = 0;
while(b <= 2) {
if (bb_array[b]) {
if (event_release(bb_array[b])) {
bb_array[b] = 0;
}
else {
set_val(bb_array[b], 0);
bb = TRUE;
}
}
b = b +1;
}
}
/* function f_led_color(f_color) {
for (c = 0; c <= 3; c ++ ) {
set_led(c, dbyte((f_color * 4) + c));
}
}
*/
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Re: MK11
- Code: Select all
main { //<<<<<<<< This beginning bracket is the start of "main".
// Copy the below to your script inside "main".
if(get_val(XB1_LS)) combo_run(magickl); // The back button will initiate our combo. You can change this button to another button.
if(get_val(XB1_RS)) combo_run(magickr);
}
combo magickl {
set_val(XB1_RIGHT, 100);
wait(80);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 100);
wait(120);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 0);
wait(80);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 100);
wait(100);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 0);
wait(110);
set_val(XB1_LB, 100);
set_val(XB1_RIGHT, 100);
wait(70);
set_val(XB1_LB, 100);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 100);
wait(220);
set_val(XB1_LB, 100);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 0);
wait(20);
set_val(XB1_LB, 0);
set_val(XB1_RIGHT, 100);
wait(20);
set_val(XB1_RIGHT, 0);
}
combo magickr {
set_val(XB1_LEFT, 100);
wait(80);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 100);
wait(120);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 0);
wait(80);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 100);
wait(100);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 0);
wait(110);
set_val(XB1_LB, 100);
set_val(XB1_LEFT, 100);
wait(70);
set_val(XB1_LB, 100);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 100);
wait(220);
set_val(XB1_LB, 100);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 0);
wait(20);
set_val(XB1_LB, 0);
set_val(XB1_LEFT, 100);
wait(20);
set_val(XB1_LEFT, 0);
}
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Re: MK11
Is anyone here familiar with high level gameplay talk like tick throws, whiff punishing etc??
-
ViciousXlV - First Sergeant
- Posts: 52
- Joined: Mon Mar 11, 2019 9:16 am
Re: MK11
Converted to the Titan Two:
- Code: Select all
#include <titanone.gph>
main { //<<<<<<<< This beginning bracket is the start of "main".
// Copy the below to your script inside "main".
if(get_val(XB1_LS)) combo_run(magickl); // The back button will initiate our combo. You can change this button to another button.
if(get_val(XB1_RS)) combo_run(magickr);
}
combo magickl {
set_val(XB1_RIGHT, 100);
wait(80);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 100);
wait(120);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 0);
wait(80);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 100);
wait(100);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 0);
wait(110);
set_val(XB1_LB, 100);
set_val(XB1_RIGHT, 100);
wait(70);
set_val(XB1_LB, 100);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 100);
wait(220);
set_val(XB1_LB, 100);
set_val(XB1_RIGHT, 100);
set_val(XB1_Y, 0);
wait(20);
set_val(XB1_LB, 0);
set_val(XB1_RIGHT, 100);
wait(20);
set_val(XB1_RIGHT, 0);
}
combo magickr {
set_val(XB1_LEFT, 100);
wait(80);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 100);
wait(120);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 0);
wait(80);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 100);
wait(100);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 0);
wait(110);
set_val(XB1_LB, 100);
set_val(XB1_LEFT, 100);
wait(70);
set_val(XB1_LB, 100);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 100);
wait(220);
set_val(XB1_LB, 100);
set_val(XB1_LEFT, 100);
set_val(XB1_Y, 0);
wait(20);
set_val(XB1_LB, 0);
set_val(XB1_LEFT, 100);
wait(20);
set_val(XB1_LEFT, 0);
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
26 posts
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