Coding help with creating combos
9 posts
• Page 1 of 1
Coding help with creating combos
I am trying to learn some coding to create combos for fighting games for PS4 (Injustice 2 first and then one day I might try MK11)
I have written a basic code to just do a 3x hit combo using whats in the documentation.
I would like to make a string of combos for max damage.
When I look at other peoples code in the community they are way more advanced than what I can handle for now.
I want to be able to add in directional moves as well as pressing 2 buttons at the same time.
Can anyone please give me some basic examples that I can learn from and play around with?
So an example would be:
DPAD Down + Square, Triangle, DPAD Right + Triangle, Cross etc
Below is what I am able to do right now and I want to grow from there
Thanks in advance
I have written a basic code to just do a 3x hit combo using whats in the documentation.
I would like to make a string of combos for max damage.
When I look at other peoples code in the community they are way more advanced than what I can handle for now.
I want to be able to add in directional moves as well as pressing 2 buttons at the same time.
Can anyone please give me some basic examples that I can learn from and play around with?
So an example would be:
DPAD Down + Square, Triangle, DPAD Right + Triangle, Cross etc
Below is what I am able to do right now and I want to grow from there
Thanks in advance
- Code: Select all
init {
}
main {
if (event_active(BUTTON_5)) combo_run(SomeName);
}
combo SomeName {
set_val(BUTTON_17, 100); // set BUTTON_Square to pressed
wait(100); // press for 100ms
set_val(BUTTON_17, 0); // set BUTTON_Square to released
wait(100); // release for 100ms
set_val(BUTTON_17, 100); // set BUTTON_Square to pressed
wait(100); // press for 100ms
set_val(BUTTON_17, 0); // set BUTTON_Square to released
wait(100); // release for 100ms
set_val(BUTTON_16, 100); // set BUTTON_Cross to pressed
wait(100); // press for 100ms
set_val(BUTTON_16, 0); // set BUTTON_Cross to released
wait(100); // release for 100ms
}
-
RandomCitizen - Master Sergeant
- Posts: 29
- Joined: Tue Nov 13, 2018 11:40 am
Re: Coding help with creating combos
To press/release/set multiple buttons at once put them in the same wait(time) section like this:
- Code: Select all
// DPAD Down + Square
combo SomeName {
set_val(BUTTON_11,100);
set_val(BUTTON_17, 100); // set buttons to pressed
wait(100); // press for 100ms
set_val(BUTTON_11, 0);
set_val(BUTTON_17, 0); // set buttons to released
wait(100); // release for 100ms
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Coding help with creating combos
The easiest way to do this for fighting games is record macros that you can later convert to a combo.
https://www.consoletuner.com/wiki/index ... ing:macros
https://www.consoletuner.com/wiki/index ... ing:macros
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Coding help with creating combos
Is this the same thing?
does the "100.0" mean press and release?
- Code: Select all
combo SomeName {
set_val(BUTTON_11, 100.0); // Down
set_val(BUTTON_17, 100.0); // Square
wait(50);
does the "100.0" mean press and release?
-
RandomCitizen - Master Sergeant
- Posts: 29
- Joined: Tue Nov 13, 2018 11:40 am
Re: Coding help with creating combos
Mad wrote:The easiest way to do this for fighting games is record macros that you can later convert to a combo.
https://www.consoletuner.com/wiki/index ... ing:macros
I tried the macro thing but its really confusing actually for me at this stage.
The code looked very long for just 3 hit combos when i tried it and I don't know how to clean it up or add the combos together
So for now I will just try manual until i feel more comfortable
-
RandomCitizen - Master Sergeant
- Posts: 29
- Joined: Tue Nov 13, 2018 11:40 am
Re: Coding help with creating combos
RandomCitizen wrote:Is this the same thing?
- Code: Select all
combo SomeName {
set_val(BUTTON_11, 100.0); // Down
set_val(BUTTON_17, 100.0); // Square
wait(50);
does the "100.0" mean press and release?
set_val is a single command, it can't/doesn't set the button as pressed and released at the same time
100 is fully pressed. 0 is released. You have to call it twice. To set & unset the button. It is possible to skip the set_val(input,0); as long as you are sure that you don't have the button pressed manually at that time. But you still need the wait(time); for the release.
- Code: Select all
combo SomeName {
set_val(BUTTON_11, 100.0); // Down
set_val(BUTTON_17, 100.0); // Square
wait(50); // set
// no set_val defined (released when not manually pressed)
wait(50); // empty section
Take a look at the "Device Monitor" when you actually hit the button yourself.
For normal buttons you will see a value of 100 for pressed or a value 0 for released.
The triggers can have values between 0 up to 100 and the sticks -100 up to 100 for each axis.
Take a close look at "Press and Release of a button" -> https://www.consoletuner.com/wiki/index ... s#pitfalls
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Coding help with creating combos
- Code: Select all
#pragma METAINFO("FightGames", 1, 0, "bonefisher")
#include <display.gph>
int Forward;
int Back;
int BUTTON;
uint32 IND[] = {
_B_, // 0
_S_, // 1
_H_, // 2
_3_ // 3
};
init {
Forward = BUTTON_13;
Back = BUTTON_12;
}
main
{
// - STANCE TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
#define STANCE_RIGHT 0
#define STANCE_LEFT 1
static uint8 stance;
if(event_active(BUTTON_13) || event_active(STICK_2_X) && get_actual(STICK_2_X) >= 20.0) {
stance = STANCE_RIGHT;
goto STANCE_LIGHTBAR;
} else if(event_active(BUTTON_12) || event_active(STICK_2_X) && get_actual(STICK_2_X) <= -20.0) {
stance = STANCE_LEFT;
goto STANCE_LIGHTBAR;
if(stance || !stance) {
switch(stance) {
case STANCE_RIGHT: stance = STANCE_LEFT; break;
case STANCE_LEFT: stance = STANCE_RIGHT; break;
}
}
STANCE_LIGHTBAR:
led_reset();
switch(stance) {
case STANCE_RIGHT: Forward = BUTTON_13; Back = BUTTON_12;led_set(LED_4, -1.0, 0);led_set(LED_3, -1.0, 0); break;
case STANCE_LEFT: Forward = BUTTON_12; Back = BUTTON_13;led_set(LED_4, -1.0, 0); break;
}
}
// - MOVES TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
#define MOVES_0 0
#define MOVES_1 1
#define MOVES_2 2
static uint8 moves;
if(get_actual(BUTTON_8)){
set_val(BUTTON_2, 0.0);
if(event_active(BUTTON_2)) {
if(moves == MOVES_0){
moves = MOVES_1;
goto MOVES_LIGHTBAR;
} else if(moves == MOVES_1) {
moves = MOVES_2;
goto MOVES_LIGHTBAR;
} else if(moves == MOVES_2) {
moves = MOVES_0;
goto MOVES_LIGHTBAR;
}
if(moves || !moves) {
switch(moves) {
case MOVES_0: moves = MOVES_1; break;
case MOVES_1: moves = MOVES_2; break;
case MOVES_2: moves = MOVES_0; break;
}
}
MOVES_LIGHTBAR:
led_reset();
switch(moves) {
case MOVES_0: display (0); break;
case MOVES_1: display (1); break;
case MOVES_2: display (2); break;
}
}
}
// - BUTTON TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
#define BUTTON_X BUTTON_17
#define BUTTON_Y BUTTON_14
#define BUTTON_A BUTTON_16
#define BUTTON_B BUTTON_15
static uint8 button_cycle;
if(event_active(BUTTON_17)) {
button_cycle = BUTTON_X;
BUTTON = BUTTON_X;
goto BUTTON_LIGHTBAR;
} else if(event_active(BUTTON_14)) {
button_cycle = BUTTON_Y;
BUTTON = BUTTON_Y;
goto BUTTON_LIGHTBAR;
} else if(event_active(BUTTON_16)) {
button_cycle = BUTTON_A;
BUTTON = BUTTON_A;
goto BUTTON_LIGHTBAR;
} else if(event_active(BUTTON_15)) {
button_cycle = BUTTON_B;
BUTTON = BUTTON_B;
goto BUTTON_LIGHTBAR;
if(button_cycle || !button_cycle) {
switch(button_cycle) {
case BUTTON_X: button_cycle = BUTTON_Y; break;
case BUTTON_Y: button_cycle = BUTTON_A; break;
case BUTTON_A: button_cycle = BUTTON_B; break;
case BUTTON_B: button_cycle = BUTTON_X; break;
}
}
BUTTON_LIGHTBAR:
led_reset();
switch(button_cycle) {
case BUTTON_X: led_set(LED_1, -1.0, 0); break;
case BUTTON_Y: led_set(LED_2, -1.0, 0);led_set(LED_3, -1.0, 0); break;
case BUTTON_A: led_set(LED_3, -1.0, 0); break;
case BUTTON_B: led_set(LED_2, -1.0, 0); break;
}
}
if(moves == MOVES_0)
{
if(get_actual(STICK_1_Y) < -60.0)
{
combo_run(F22_BF3_F22_BF1);
}
else combo_stop(F22_BF3_F22_BF1);
if(get_actual(STICK_1_Y) > 60.0)
{
combo_run(B12_BF3_111_BF3);
}
else combo_stop(B12_BF3_111_BF3);
if(get_actual(STICK_1_X) < -60.0)
{
combo_run(DBA);
}
else combo_stop(DBA);
if(get_actual(STICK_1_X) > 60.0)
{
combo_run(B12_BF3_23_23_23_DB2AMP);
}
else combo_stop(B12_BF3_23_23_23_DB2AMP);
}
if(moves == MOVES_1)
{
if(get_actual(STICK_1_Y) < -60.0)
{
combo_run(B141);
}
else combo_stop(B141);
if(get_actual(STICK_1_Y) > 60.0)
{
combo_run(BF1_RB_B4);
}
else combo_stop(BF1_RB_B4);
if(get_actual(STICK_1_X) < -60.0)
{
combo_run(DB3_RB);
}
else combo_stop(DB3_RB);
if(get_actual(STICK_1_X) > 60.0)
{
combo_run(BF1_RB_B141);
}
else combo_stop(BF1_RB_B141);
}
if(moves == MOVES_2)
{
if(get_actual(STICK_1_Y) < -60.0)
{
combo_run(DB3_RB_4);
}
else combo_stop(DB3_RB_4);
if(get_actual(STICK_1_Y) > 60.0)
{
combo_run(DB3_RB_B34);
}
else combo_stop(DB3_RB_B34);
if(get_actual(STICK_1_X) < -60.0)
{
}
if(get_actual(STICK_1_X) > 60.0)
{
}
}
if(get_actual(BUTTON))combo_run(rapid);
}
combo rapid
{
set_val(BUTTON, 100);
wait(50);
set_val(BUTTON, 0);
wait(50);
}
combo F22_BF3_F22_BF1
{
set_val(Forward, 100.0);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(1300);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(15);
wait(5000);
}
combo B12_BF3_111_BF3
{
set_val(Back, 100.0);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_14, 100.00);
wait(50);
wait(300);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(1200);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_17, 100.00);
wait(50);
wait(700);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(Back, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.00);
wait(50);
wait(5000);
}
combo B12_BF3_23_23_23_DB2AMP
{
set_val(Back, 100.0);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_14, 100.00);
wait(50);
wait(300);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(1200);
set_val(BUTTON_14, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(600);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(600);
set_val(BUTTON_14, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(600);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(400);
set_val(BUTTON_14, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(5000);
}
combo DBA
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.00);
wait(50);
wait(5000);
}
combo B141
{
set_val(Back, 100.0);
set_val(BUTTON_17, 100.0);
wait(50);
set_val(BUTTON_15, 100.00);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(5000);
}
combo BF1_RB_B4
{
set_val(Back, 100.0);
wait(50);
set_val(Forward, 100.0);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(600);
set_val(BUTTON_4, 100.00);
wait(50);
wait(1000);
set_val(Back, 100.0);
set_val(BUTTON_15, 100.0);
wait(50);
wait(5000);
}
combo DB3_RB
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(400);
set_val(BUTTON_4, 100.00);
wait(50);
wait(5000);
}
combo BF1_RB_B141
{
set_val(Back, 100.0);
wait(50);
set_val(Forward, 100.0);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(600);
set_val(BUTTON_4, 100.00);
wait(50);
wait(1000);
set_val(Back, 100.0);
set_val(BUTTON_17, 100.0);
wait(50);
set_val(BUTTON_15, 100.0);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(5000);
}
combo DB3_RB_4
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(400);
set_val(BUTTON_4, 100.00);
wait(50);
wait(800);
set_val(BUTTON_15, 100.00);
wait(50);
wait(5000);
}
combo DB3_RB_B34
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(400);
set_val(BUTTON_4, 100.00);
wait(50);
wait(800);
set_val(Back, 100.0);
set_val(BUTTON_16, 100.0);
wait(50);
set_val(BUTTON_15, 100.0);
wait(50);
wait(5000);
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
}
Trade out the combos once you get them and use this to track what side you on. Also can use rapid hit function!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: Coding help with creating combos
Scachi wrote:RandomCitizen wrote:Is this the same thing?
- Code: Select all
combo SomeName {
set_val(BUTTON_11, 100.0); // Down
set_val(BUTTON_17, 100.0); // Square
wait(50);
does the "100.0" mean press and release?
set_val is a single command, it can't/doesn't set the button as pressed and released at the same time
100 is fully pressed. 0 is released. You have to call it twice. To set & unset the button. It is possible to skip the set_val(input,0); as long as you are sure that you don't have the button pressed manually at that time. But you still need the wait(time); for the release.
- Code: Select all
combo SomeName {
set_val(BUTTON_11, 100.0); // Down
set_val(BUTTON_17, 100.0); // Square
wait(50); // set
// no set_val defined (released when not manually pressed)
wait(50); // empty section
Take a look at the "Device Monitor" when you actually hit the button yourself.
For normal buttons you will see a value of 100 for pressed or a value 0 for released.
The triggers can have values between 0 up to 100 and the sticks -100 up to 100 for each axis.
Take a close look at "Press and Release of a button" -> https://www.consoletuner.com/wiki/index ... s#pitfalls
Thanks for the clarification, ill work on it some more when I get home after work
-
RandomCitizen - Master Sergeant
- Posts: 29
- Joined: Tue Nov 13, 2018 11:40 am
Re: Coding help with creating combos
bonefisher wrote:
- Code: Select all
#pragma METAINFO("FightGames", 1, 0, "bonefisher")
#include <display.gph>
int Forward;
int Back;
int BUTTON;
uint32 IND[] = {
_B_, // 0
_S_, // 1
_H_, // 2
_3_ // 3
};
init {
Forward = BUTTON_13;
Back = BUTTON_12;
}
main
{
// - STANCE TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
#define STANCE_RIGHT 0
#define STANCE_LEFT 1
static uint8 stance;
if(event_active(BUTTON_13) || event_active(STICK_2_X) && get_actual(STICK_2_X) >= 20.0) {
stance = STANCE_RIGHT;
goto STANCE_LIGHTBAR;
} else if(event_active(BUTTON_12) || event_active(STICK_2_X) && get_actual(STICK_2_X) <= -20.0) {
stance = STANCE_LEFT;
goto STANCE_LIGHTBAR;
if(stance || !stance) {
switch(stance) {
case STANCE_RIGHT: stance = STANCE_LEFT; break;
case STANCE_LEFT: stance = STANCE_RIGHT; break;
}
}
STANCE_LIGHTBAR:
led_reset();
switch(stance) {
case STANCE_RIGHT: Forward = BUTTON_13; Back = BUTTON_12;led_set(LED_4, -1.0, 0);led_set(LED_3, -1.0, 0); break;
case STANCE_LEFT: Forward = BUTTON_12; Back = BUTTON_13;led_set(LED_4, -1.0, 0); break;
}
}
// - MOVES TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
#define MOVES_0 0
#define MOVES_1 1
#define MOVES_2 2
static uint8 moves;
if(get_actual(BUTTON_8)){
set_val(BUTTON_2, 0.0);
if(event_active(BUTTON_2)) {
if(moves == MOVES_0){
moves = MOVES_1;
goto MOVES_LIGHTBAR;
} else if(moves == MOVES_1) {
moves = MOVES_2;
goto MOVES_LIGHTBAR;
} else if(moves == MOVES_2) {
moves = MOVES_0;
goto MOVES_LIGHTBAR;
}
if(moves || !moves) {
switch(moves) {
case MOVES_0: moves = MOVES_1; break;
case MOVES_1: moves = MOVES_2; break;
case MOVES_2: moves = MOVES_0; break;
}
}
MOVES_LIGHTBAR:
led_reset();
switch(moves) {
case MOVES_0: display (0); break;
case MOVES_1: display (1); break;
case MOVES_2: display (2); break;
}
}
}
// - BUTTON TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
#define BUTTON_X BUTTON_17
#define BUTTON_Y BUTTON_14
#define BUTTON_A BUTTON_16
#define BUTTON_B BUTTON_15
static uint8 button_cycle;
if(event_active(BUTTON_17)) {
button_cycle = BUTTON_X;
BUTTON = BUTTON_X;
goto BUTTON_LIGHTBAR;
} else if(event_active(BUTTON_14)) {
button_cycle = BUTTON_Y;
BUTTON = BUTTON_Y;
goto BUTTON_LIGHTBAR;
} else if(event_active(BUTTON_16)) {
button_cycle = BUTTON_A;
BUTTON = BUTTON_A;
goto BUTTON_LIGHTBAR;
} else if(event_active(BUTTON_15)) {
button_cycle = BUTTON_B;
BUTTON = BUTTON_B;
goto BUTTON_LIGHTBAR;
if(button_cycle || !button_cycle) {
switch(button_cycle) {
case BUTTON_X: button_cycle = BUTTON_Y; break;
case BUTTON_Y: button_cycle = BUTTON_A; break;
case BUTTON_A: button_cycle = BUTTON_B; break;
case BUTTON_B: button_cycle = BUTTON_X; break;
}
}
BUTTON_LIGHTBAR:
led_reset();
switch(button_cycle) {
case BUTTON_X: led_set(LED_1, -1.0, 0); break;
case BUTTON_Y: led_set(LED_2, -1.0, 0);led_set(LED_3, -1.0, 0); break;
case BUTTON_A: led_set(LED_3, -1.0, 0); break;
case BUTTON_B: led_set(LED_2, -1.0, 0); break;
}
}
if(moves == MOVES_0)
{
if(get_actual(STICK_1_Y) < -60.0)
{
combo_run(F22_BF3_F22_BF1);
}
else combo_stop(F22_BF3_F22_BF1);
if(get_actual(STICK_1_Y) > 60.0)
{
combo_run(B12_BF3_111_BF3);
}
else combo_stop(B12_BF3_111_BF3);
if(get_actual(STICK_1_X) < -60.0)
{
combo_run(DBA);
}
else combo_stop(DBA);
if(get_actual(STICK_1_X) > 60.0)
{
combo_run(B12_BF3_23_23_23_DB2AMP);
}
else combo_stop(B12_BF3_23_23_23_DB2AMP);
}
if(moves == MOVES_1)
{
if(get_actual(STICK_1_Y) < -60.0)
{
combo_run(B141);
}
else combo_stop(B141);
if(get_actual(STICK_1_Y) > 60.0)
{
combo_run(BF1_RB_B4);
}
else combo_stop(BF1_RB_B4);
if(get_actual(STICK_1_X) < -60.0)
{
combo_run(DB3_RB);
}
else combo_stop(DB3_RB);
if(get_actual(STICK_1_X) > 60.0)
{
combo_run(BF1_RB_B141);
}
else combo_stop(BF1_RB_B141);
}
if(moves == MOVES_2)
{
if(get_actual(STICK_1_Y) < -60.0)
{
combo_run(DB3_RB_4);
}
else combo_stop(DB3_RB_4);
if(get_actual(STICK_1_Y) > 60.0)
{
combo_run(DB3_RB_B34);
}
else combo_stop(DB3_RB_B34);
if(get_actual(STICK_1_X) < -60.0)
{
}
if(get_actual(STICK_1_X) > 60.0)
{
}
}
if(get_actual(BUTTON))combo_run(rapid);
}
combo rapid
{
set_val(BUTTON, 100);
wait(50);
set_val(BUTTON, 0);
wait(50);
}
combo F22_BF3_F22_BF1
{
set_val(Forward, 100.0);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(1300);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(BUTTON_14, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(15);
wait(5000);
}
combo B12_BF3_111_BF3
{
set_val(Back, 100.0);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_14, 100.00);
wait(50);
wait(300);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(1200);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_17, 100.00);
wait(50);
wait(700);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(Back, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.00);
wait(50);
wait(5000);
}
combo B12_BF3_23_23_23_DB2AMP
{
set_val(Back, 100.0);
set_val(BUTTON_17, 100.00);
wait(50);
wait(50);
set_val(BUTTON_14, 100.00);
wait(50);
wait(300);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Forward, 100.0);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(1200);
set_val(BUTTON_14, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(600);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(600);
set_val(BUTTON_14, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(600);
set_val(Back, 100.0);
wait(50);
wait(50);
set_val(Back, 100.0);
wait(50);
wait(400);
set_val(BUTTON_14, 100.00);
wait(50);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(5000);
}
combo DBA
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.00);
wait(50);
wait(5000);
}
combo B141
{
set_val(Back, 100.0);
set_val(BUTTON_17, 100.0);
wait(50);
set_val(BUTTON_15, 100.00);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(5000);
}
combo BF1_RB_B4
{
set_val(Back, 100.0);
wait(50);
set_val(Forward, 100.0);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(600);
set_val(BUTTON_4, 100.00);
wait(50);
wait(1000);
set_val(Back, 100.0);
set_val(BUTTON_15, 100.0);
wait(50);
wait(5000);
}
combo DB3_RB
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(400);
set_val(BUTTON_4, 100.00);
wait(50);
wait(5000);
}
combo BF1_RB_B141
{
set_val(Back, 100.0);
wait(50);
set_val(Forward, 100.0);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(600);
set_val(BUTTON_4, 100.00);
wait(50);
wait(1000);
set_val(Back, 100.0);
set_val(BUTTON_17, 100.0);
wait(50);
set_val(BUTTON_15, 100.0);
wait(50);
set_val(BUTTON_17, 100.0);
wait(50);
wait(5000);
}
combo DB3_RB_4
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(400);
set_val(BUTTON_4, 100.00);
wait(50);
wait(800);
set_val(BUTTON_15, 100.00);
wait(50);
wait(5000);
}
combo DB3_RB_B34
{
set_val(BUTTON_11, 100.0);
wait(50);
set_val(Back, 100.0);
wait(50);
set_val(BUTTON_16, 100.0);
wait(50);
wait(400);
set_val(BUTTON_4, 100.00);
wait(50);
wait(800);
set_val(Back, 100.0);
set_val(BUTTON_16, 100.0);
wait(50);
set_val(BUTTON_15, 100.0);
wait(50);
wait(5000);
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
}
Trade out the combos once you get them and use this to track what side you on. Also can use rapid hit function!
This will be the dream once I figure the combos out. Thanks for sharing. I will more than likely need some help, ill reach out when I am ready
Thanks
-
RandomCitizen - Master Sergeant
- Posts: 29
- Joined: Tue Nov 13, 2018 11:40 am
9 posts
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