T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/2020]
Re: converting script
has this been published for t1 yet?
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Re: converting script
STEELES wrote:has this been published for t1 yet?
I haven't tested but you can try this:
- Code: Select all
//Posted by JQuest313, a member of the community in the device Forums - https://device.com/forums
//Posted : Saturday 4th of May, 2019 14:53 UTC
// 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));
}
}
*/
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
T1 to T2 conversion ?
Can someone make this T2 ??
- Code: Select all
- New Player
- PG
- Defending/Slasher
- Skip Hieght, Weight & Wingspan
- Skip to NBA
- Choose Thunder
- Negotiate 745 VC, 2 Mins, No Bonus & Max Years
- Press Y to Nav Menu and hover over your first game and click D Pad down
int onoff;
main{
if(event_press(PS4_DOWN)){onoff = !onoff;}
if(onoff){combo_run(farmvc);}
}
combo farmvc {
set_val(PS4_CROSS, 100);
wait(2000);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(120);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(120);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_TRIANGLE, 0);
wait(40);
set_val(PS4_LY, -100);
wait(1000);
set_val(PS4_LY, 0);
wait(1000);
set_val(PS4_CROSS, 100);
wait(500);
set_val(PS4_CROSS, 0);
wait(2000);
set_val(PS4_CROSS, 100);
wait(500);
set_val(PS4_CROSS, 0);
wait(1000);
set_val(PS4_LX, 100);
wait(1000);
set_val(PS4_CROSS, 100);
wait(500);
set_val(PS4_CROSS, 0);
wait(1000);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
}
-
brayden321 - Staff Sergeant
- Posts: 11
- Joined: Tue Oct 23, 2018 2:17 am
Re: T1 to T2 conversion ?
- Code: Select all
#pragma METAINFO("this.gpc", 1, 0, "Buffy's GPC Converter v0.24r3")
#include <titanone.gph>
/*
- New Player
- PG
- Defending/Slasher
- Skip Hieght, Weight & Wingspan
- Skip to NBA
- Choose Thunder
- Negotiate 745 VC, 2 Mins, No Bonus & Max Years
- Press Y to Nav Menu and hover over your first game and click D Pad down
**/
int onoff;
main {
if (event_press(PS4_DOWN)) {
onoff =! onoff;
}
if (onoff) {
combo_run(c_farmvc);
}
}
combo c_farmvc {
set_val(PS4_CROSS, 100);
wait(2000);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(120);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(120);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_CROSS, 100);
wait(100);
set_val(PS4_CROSS, 0);
wait(500);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_TRIANGLE, 0);
wait(40);
set_val(PS4_LY, - 100);
wait(1000);
set_val(PS4_LY, 0);
wait(1000);
set_val(PS4_CROSS, 100);
wait(500);
set_val(PS4_CROSS, 0);
wait(2000);
set_val(PS4_CROSS, 100);
wait(500);
set_val(PS4_CROSS, 0);
wait(1000);
set_val(PS4_LX, 100);
wait(1000);
set_val(PS4_CROSS, 100);
wait(500);
set_val(PS4_CROSS, 0);
wait(1000);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
wait(500);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_CIRCLE, 0);
}
viewtopic.php?f=26&t=12027
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
Re: converting script
Cheers that worked, how did you do it? I want to convert the erron script
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Re: converting script
Weird how you cant do geras fatal , you have to combo into it using the script
-
STEELES - Master Sergeant
- Posts: 26
- Joined: Sat Mar 23, 2019 2:00 pm
Need some help converting script. Coded for device
Need help converting this script, would appreciate any help I can get, thanks. Getting a couple errors. Originally coded for the device.
The errors i got are
GPC error: melee-antirecoily-aimassist-reloadcancel.gpc(27): syntax error, unexpected ASSIGN '='.
GPC error: melee-antirecoily-aimassist-reloadcancel.gpc(11): syntax error, unexpected IDENTIFIER 'define'.
- Code: Select all
#define Starting_Anti_Recoil_Value = 20;
#define Ending_Anti_Recoil_Value = 19;
#define Total_Anti_Recoil_Time = 1500; //-- 10ms increments
int aa_p = 17;
int aa_n = -17;
int aa_delay = 20;
int release = 19;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v,ar_y;
init {
//--adding or subtracting
if(Starting_Anti_Recoil_Value < Ending_Anti_Recoil_Value)
i_val = 1;
else
i_val = -1;
//--iteration point for progression
i_pnt = (Total_Anti_Recoil_Time / 10) / (abs(Starting_Anti_Recoil_Value - Ending_Anti_Recoil_Value));
}
main {
if(get_val(PS4_CIRCLE) > 0 ) {
if(get_val(PS4_L2) < 100 || get_val(PS4_R2) < 100) {
set_val(PS4_L3, 100);
set_val(PS4_LY, -100);
//set_val(PS4_CIRCLE, 100);
}
}
if(get_val(PS4_R3) > 0)
{
set_val(PS4_R3, 0);
combo_run(test);
}
if(get_val(7) && !get_val(4)) combo_run(AA_XY);
else combo_stop(AA_XY);
//--reset counters/pointers
if(!get_lval(4)) {
ar_y = Starting_Anti_Recoil_Value;
i_cnt = 0;
i_num = 0;
}
//--RT
if(get_val(4)) {
if(!p_complete())
ar_y = p_val();
else
ar_y = Ending_Anti_Recoil_Value;
//--set RY to anti recoil value
set_val(10,y_val());
}
}
combo test {
set_val(PS4_R2, 0);
set_val(PS4_R3, 100);
}
combo AA_XY {
set_val(10,xy_val(10,aa_p));
wait(aa_delay)
set_val(9,xy_val(9,aa_p));
set_val(11,xy_val(11,aa_p));
wait(aa_delay)
set_val(10,xy_val(10,aa_n));
wait(aa_delay)
set_val(9,xy_val(9,aa_n));
set_val(11,xy_val(11,aa_n));
wait(aa_delay)
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
function p_complete() {
i_cnt++;
if (i_cnt > Total_Anti_Recoil_Time / 10) {
//--avoid stack overflow
i_cnt = Total_Anti_Recoil_Time / 10;
//--progression complete
return 1;
}
//--progression not complete
return 0;
}
function p_val() {
i_num++;
if(i_num == i_pnt) {
//--reset counter
i_num = 0;
//--adjust ar_y
ar_y += i_val;
}
return ar_y;
}
function y_val() {
v = get_val(10);
if(abs(v) < 10)
v = 0;
if(abs(v) > ar_y + 5)
return v;
return v + ar_y;
}
The errors i got are
GPC error: melee-antirecoily-aimassist-reloadcancel.gpc(27): syntax error, unexpected ASSIGN '='.
GPC error: melee-antirecoily-aimassist-reloadcancel.gpc(11): syntax error, unexpected IDENTIFIER 'define'.
-
bt1740 - Staff Sergeant
- Posts: 13
- Joined: Thu Jun 13, 2019 11:13 pm
Re: Need some help converting script. Coded for device
- Code: Select all
#pragma METAINFO("this.gpc", 1, 0, "Buffy's GPC Converter v0.25")
#include <titanone.gph>
//-- 10ms increments
//--adding or subtracting
//--iteration point for progression
//set_val(PS4_CIRCLE, 100);
//--reset counters/pointers
//--RT
//--set RY to anti recoil value
//--avoid stack overflow
//--progression complete
//--progression not complete
//--reset counter
//--adjust ar_y
define Starting_Anti_Recoil_Value = 20;
define Ending_Anti_Recoil_Value = 19;
define Total_Anti_Recoil_Time = 1500;
int aa_p = 17;
int aa_n =- 17;
int aa_delay = 20;
int release = 19;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v, ar_y;
init {
if (Starting_Anti_Recoil_Value < Ending_Anti_Recoil_Value) i_val = 1;
else i_val =- 1;
i_pnt = (Total_Anti_Recoil_Time / 10) / (abs(Starting_Anti_Recoil_Value - Ending_Anti_Recoil_Value));
}
main {
if (get_val(PS4_CIRCLE) > 0) {
if (get_val(PS4_L2) < 100 || get_val(PS4_R2) < 100) {
set_val(PS4_L3, 100);
set_val(PS4_LY, - 100);
}
}
if (get_val(PS4_R3) > 0) {
set_val(PS4_R3, 0);
combo_run(c_test);
}
if (get_val(7) && !get_val(4)) combo_run(c_AA_XY);
else combo_stop(c_AA_XY);
if (!get_lval(4)) {
ar_y = Starting_Anti_Recoil_Value;
i_cnt = 0;
i_num = 0;
}
if (get_val(4)) {
if (!f_p_complete()) ar_y = f_p_val();
else ar_y = Ending_Anti_Recoil_Value;
set_val(10, f_y_val());
}
}
combo c_test {
set_val(PS4_R2, 0);
set_val(PS4_R3, 100);
}
combo c_AA_XY {
set_val(10, f_xy_val(10, aa_p));
wait(aa_delay);
set_val(9, f_xy_val(9, aa_p));
set_val(11, f_xy_val(11, aa_p));
wait(aa_delay);
set_val(10, f_xy_val(10, aa_n));
wait(aa_delay);
set_val(9, f_xy_val(9, aa_n));
set_val(11, f_xy_val(11, aa_n));
wait(aa_delay);
}
function f_xy_val(f_axis, f_val) {
if (abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
function f_p_complete() {
i_cnt ++ ;
if (i_cnt > Total_Anti_Recoil_Time / 10) {
i_cnt = Total_Anti_Recoil_Time / 10;
return 1;
}
return 0;
}
function f_p_val() {
i_num ++ ;
if (i_num == i_pnt) {
i_num = 0;
ar_y += i_val;
}
return ar_y;
}
function f_y_val() {
v = get_val(10);
if (abs(v) < 10) v = 0;
if (abs(v) > ar_y + 5)
return v;
return v + ar_y;
}
Please check this thread out: viewtopic.php?f=26&t=12027
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
Please Help
Hi can someone please help me fix this keep giving me error, i use the gpc converter to convert it
- Code: Select all
#pragma METAINFO("Skill Paddle.gpc", 1, 0, "Buffy's GPC Converter v0.25r2")
#include <titanone.gph>
int run_combo = 0;
int yachse;
int xachse;
int nachRechts;
int firstpress;
int shootpower = 220;
int tempshotpower = 220;
int finesseshootpower = 210;
int lowdrivenshootpower = 200;
int TimedFinesseWait = 185;
int TimedFinesseShotpower = 210;
int TimedLowDrivenFinesseShotpower = 290;
int TimedLowDrivenWait = 440;
int TimeForDoubleTap = 300;
main {
if (get_val(XB1_RB) && get_val(XB1_LB)) {
firstpress = FALSE;
}
if (event_press(XB1_PL1)) {
nachRechts = 0;
f_direction();
combo_run(c_LaCroqueta);
}
if (event_press(XB1_PL2)) {
nachRechts = 0;
f_direction();
combo_run(c_TurnSpin);
}
if (event_press(XB1_PR1)) {
nachRechts = 1;
f_direction();
combo_run(c_LaCroqueta);
}
if (event_press(XB1_PR2)) {
nachRechts = 1;
f_direction();
combo_run(c_ThreeTouchRoulette);
}
if (event_press(XB1_LB) && !firstpress) {
combo_run(c_getsetDoppelklick);
}
else if (event_press(XB1_LB) && firstpress) {
combo_run(c_block_Btn2);
firstpress = FALSE;
combo_run(c_FakeShot);
}
if (event_press(XB1_RB) && !firstpress) {
combo_run(c_getsetDoppelklick);
}
else if (event_press(XB1_RB) && firstpress) {
combo_run(c_block_Btn);
firstpress = FALSE;
combo_run(c_RFakeShot);
}
}
combo c_LaCroqueta {
set_val(XB1_LB, 100);
set_val(XB1_RY, xachse);
set_val(XB1_RX, yachse);
wait(500);
yachse = 0;
xachse = 0;
}
combo c_TurnSpin {
set_val(XB1_RY, get_val(XB1_LY));
set_val(XB1_RX, get_val(XB1_LX));
wait(60);
wait(30);
set_val(XB1_RY, xachse);
set_val(XB1_RX, yachse);
wait(60);
yachse = 0;
xachse = 0;
}
combo c_ThreeTouchRoulette {
combo_run(c_OptionLT);
set_val(XB1_RX, inv(get_val(XB1_LX)));
set_val(XB1_RY, inv(get_val(XB1_LY)));
wait(40);
wait(60);
set_val(XB1_RX, yachse);
set_val(XB1_RY, xachse);
wait(40);
wait(60);
yachse = 0;
xachse = 0;
}
combo c_FakeShot {
combo_run(c_OptionLB);
set_val(XB1_B, 100);
wait(40);
set_val(XB1_A, 100);
wait(40);
}
combo c_RFakeShot {
set_val(XB1_B, 100);
wait(40);
set_val(XB1_A, 100);
wait(40);
}
combo c_OptionLB {
set_val(XB1_LB, 100);
wait(350);
}
/* combo c_OptionRB {
set_val(XB1_RB, 100);
wait(350);
}
*/
combo c_OptionLT {
set_val(XB1_LT, 100);
wait(350);
}
combo c_block_Btn {
set_val(XB1_RB, 0);
set_val(XB1_LB, 0);
wait(300);
}
combo c_block_Btn2 {
set_val(XB1_RB, 0);
wait(300);
}
combo c_getsetDoppelklick {
firstpress = TRUE;
wait(TimeForDoubleTap);
firstpress = FALSE;
}
/* function f_GetLXY() {
xachse = get_val(XB1_LX);
yachse = get_val(XB1_LY);
}
*/
function f_direction() {
xachse = get_val(XB1_LX);
yachse = get_val(XB1_LY);
if ((get_val(XB1_LX) >= 0) && (get_val(XB1_LY) >= 0)) {
if (nachRechts > 0) {
yachse = inv(yachse);
}
else {
xachse = inv(xachse);
}
}
if ((get_val(XB1_LX) <= 0) && (get_val(XB1_LY) >= 0)) {
if (nachRechts > 0) {
yachse = inv(yachse);
}
else {
xachse = inv(xachse);
}
}
if ((get_val(XB1_LX) <= 0) && (get_val(XB1_LY) <= 0)) {
if (nachRechts > 0) {
yachse = inv(yachse);
}
else {
xachse = inv(xachse);
}
}
if ((get_val(XB1_LX) >= 0) && (get_val(XB1_LY) <= 0)) {
if (nachRechts > 0) {
yachse = inv(yachse);
}
else {
xachse = inv(xachse);
}
}
}
-
Warsai - Staff Sergeant
- Posts: 12
- Joined: Thu Jun 20, 2019 2:24 am
- Location: LONDON
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