Titan Two+BlueTooth module wiimote script: Call of Duty BO4

Wiimote tutorials, configurations and GPC scripts (FPS like in Nintendo Wii/WiiU).

Moderator: OFC-Giorgio

Re: Titan Two+BlueTooth module wiimote script: Call of Duty

Postby J2Kbr » Wed May 06, 2020 12:37 pm

Error fixed:
Code: Select all
#pragma METAINFO("T2 wiimote bravo PS4 call of duty black ops 4", 1, 1, "ofc-giorgio")
 
/*** Online Resource Info
<shortdesc>
Please report bugs/problems via consoletuners forum - click the DOC link to get to this scripts topic.<br>
 
<img src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSNcr8BUXOPllhY_V104RkalacMCfRnoSeC_nioFpv5odtLA7ju">
 
Use wiimote in bravo settings PS4 (adjust key mapping in script for other platforms) for:
 
<b>Call of Duty Black Ops 4</b>
 
 
wii + button: throw lethal grenade
 
wii + button while twisting the wiimote 90o counter clock wise: throw tactical
 
double click wii + button: use specialist weapon
 
wii dpad left and nunchuk left: use killstreak (like in previous call of duty games; in BO4: holding reload button for 2 seconds)       
 
wii dpad left and nunchuk right is disabled to prevent accidental use of: gestures/spraying decals
 
Happy wiimoting!
 
</shortdesc>
 
<keywords>wiimote, wii remote, bravo, PS4, call of duty, black ops 4, bo4</keywords>
 
<docurl>https://www.consoletuner.com/forum/viewtopic.php?f=23&t=10376</docurl>
***/

 
 
#include <remapper.gph>
#include <wii.gph>
#include <ps4.gph>
 
/*
   From the wiiu manual:
   * Z Button - ADS
   * C Button - Crouch/Prone
   * Control Stick - Move
   * Up on the +Control Pad - Jump
   * Right on the +Control Pad - Switch Weapon
   * Left on the +Control Pad - Inventory
   * Down on the +Control Pad - Melee Attack
   * A Button - Use/Sprint/Lock Camera
   * - Button - Throw Tacticals
   * + Button - Throw Lethals
   * 1 Button - Objectives/Menu
   * 2 Button - Scoreboard
   * B Button (underneath controller) - Fire Weapon
   * Shake Nunchuk - Reload
 
   Hold Wii-Left and select with Nunchuk stick up, down, left or right (for
   next-killstreak, previous-killstreak, use killstreak, switch to rifle
   grenadelauncher attachment respectively).
 
   Bravo settings:
   * shake nunchuk / reload is disabled,
   * - is used for reload and
   * + is still used to throw lethals but + while twisting the wiimote 90o counter clock wise is used
     for throwing tacticals
*/

 
// Sensitivity while aiming - Default: 100 - Range [0 ~ 327]
// set a number below 100 for less sens - above 100 for more sens
 
// MIDPOINT - Default: 50 - Range [0 ~ 100]
//    If you set a number below 50 you are defining a zone of high sensitivity range when close to rest position
//    (fast movements) and a low sensitivity range when far from rest position (better accuracy).
//    if you set a number above 50 you are defining a zone of low sensitivity when close to the rest position
//    (better accuracy), and a zone of high sensitivity when far from rest position (fast movements).**/
 
// while aiming down the sight:
uint8 ADS_MIDPOINT        =   25;
uint8 ADS_SENSITIVITY     =  100;
 
// while NOT aiming down the sight:
uint8 NON_ADS_MIDPOINT    =  25// a lower value than the standard 50 value means more sensitive
uint8 NON_ADS_SENSITIVITY = 100;
 
// Input wiimote controller stick and buttons
//#define INPUT_WII_NC_STICK_LEFT_RIGHT   WII_LX + 1  // WII_NX + 1 renamed in T2.h wth
//#define INPUT_WII_NC_STICK_UP_DOWN      WII_LY + 1  // WII_NY + 1 renamed in T2.h wth
#define INPUT_WII_DPAD_LEFT             WII_LEFT + 1
#define INPUT_WII_DPAD_RIGHT            WII_RIGHT + 1
#define INPUT_WII_DPAD_UP               WII_UP + 1
#define INPUT_WII_DPAD_DOWN             WII_DOWN + 1
//#define INPUT_WII_GYRO_X                WII_ACCX + 1
#define INPUT_WII_BUTTON_PLUS           WII_PLUS + 1
#define INPUT_WII_BUTTON_MINUS          WII_MINUS + 1
#define INPUT_WII_BUTTON_HOME           WII_HOME + 1
#define INPUT_WII_BUTTON_ONE            WII_ONE + 1
#define INPUT_WII_BUTTON_TWO            WII_TWO + 1
#define INPUT_WII_BUTTON_A              WII_A + 1
#define INPUT_WII_BUTTON_B              WII_B + 1
#define INPUT_WII_BUTTON_C              WII_C + 1
#define INPUT_WII_BUTTON_Z              WII_Z + 1
 
// Output controller stick and buttons
#define OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT         PS4_LX       // walk
#define OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN            PS4_LY       // walk
#define OUTPUT_CONSOLE_RIGHT_STICK_LEFT_RIGHT        PS4_RX       // look
#define OUTPUT_CONSOLE_RIGHT_STICK_UP_DOWN           PS4_RY       // look
#define OUTPUT_CONSOLE_DPAD_LEFT                     PS4_LEFT     // killstreak use `
#define OUTPUT_CONSOLE_DPAD_RIGHT                    PS4_RIGHT    // 
#define OUTPUT_CONSOLE_DPAD_UP                       PS4_UP       // killstreak next
#define OUTPUT_CONSOLE_DPAD_DOWN                     PS4_DOWN     // killstreak prev
#define OUTPUT_CONSOLE_BUTTON_L1LB                   PS4_L1       // tactical grenade
#define OUTPUT_CONSOLE_BUTTON_R1RB                   PS4_R1       // lethal grenade
#define OUTPUT_CONSOLE_BUTTON_L2LT                   PS4_L2       // zoom/ads
#define OUTPUT_CONSOLE_BUTTON_R2RT                   PS4_R2       // fire
#define OUTPUT_CONSOLE_BUTTON_L3LS                   PS4_L3       // sprint
#define OUTPUT_CONSOLE_BUTTON_R3RS                   PS4_R3       // melee
#define OUTPUT_CONSOLE_BUTTON_PSXBOX                 PS4_PS       // home
#define OUTPUT_CONSOLE_BUTTON_OPTIONSSTARTMENUSTART  PS4_OPTIONS  // menu/map
#define OUTPUT_CONSOLE_BUTTON_TOUCHSELECTVIEWBACK    PS4_TOUCH    // score
#define OUTPUT_CONSOLE_BUTTON_SQUAREX                PS4_SQUARE   // reload
#define OUTPUT_CONSOLE_BUTTON_CIRCLEB                PS4_CIRCLE   // crouch
#define OUTPUT_CONSOLE_BUTTON_TRIANGLEY              PS4_TRIANGLE // switch weapon
#define OUTPUT_CONSOLE_BUTTON_CROSSA                 PS4_CROSS    // jump
 
//#define OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT         STICK_2_X    // walk
//#define OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN            STICK_2_Y    // walk
//#define OUTPUT_CONSOLE_RIGHT_STICK_LEFT_RIGHT        STICK_1_X    // walk
//#define OUTPUT_CONSOLE_RIGHT_STICK_UP_DOWN           STICK_1_Y    // walk
#define OUTPUT_CONSOLE_ACCEL_1_X                     ACCEL_1_X      // 90o twisted wiimote
#define OUTPUT_CONSOLE_POINT_1_X                     POINT_1_X
#define OUTPUT_CONSOLE_POINT_1_Y                     POINT_1_Y
#define OUTPUT_CONSOLE_POINT_2_X                     POINT_2_X
#define OUTPUT_CONSOLE_POINT_2_Y                     POINT_2_Y
 
 
const // init with no mapping = default gpc
uint8 wiimote2PS4[43] = {
    RMP_BT_A ||
    RMP_BT_B,
    0, 1, 2, 3, 4, 5, 6,
    7, 8, 9, 10, 11, 12, 13,
    14, 15 , 16, 17, 18, 19, 20,
    STICK_1_X, STICK_1_Y, STICK_2_X, STICK_2_Y,
    POINT_1_X, POINT_1_Y, POINT_2_X, POINT_2_Y,
    ACCEL_1_X, ACCEL_1_Y, ACCEL_1_Z, ACCEL_2_X, ACCEL_2_Y, ACCEL_2_Z,
    GYRO_1_XGYRO_1_YGYRO_1_Z,
    PADDLE_1, PADDLE_2, PADDLE_3, PADDLE_4
};
 
 
init {
 
 
// wii B comes in as 16, to be mapped to PS4_R2 = BUTTON_5
// wiimote2PS4[ "position in array of button 16"  ] = BUTTON_5;
// wiimote2PS4[ 16  ]       = BUTTON_5; // 0 is controller mask
// printf shows: WII_B = 15   PS4_R2 = 4        BUTTON_5 = 4
// wiimote2PS4[ 16  ]       = 4;        // 0 is controller mask
// wiimote2PS4[ WII_B + 1 ] = BUTTON_5;
// #define INPUT_WII_BUTTON_B              WII_B + 1;
// wiimote2PS4[ INPUT_WII_BUTTON_B ] = BUTTON_5;
// wiimote2PS4[ INPUT_WII_BUTTON_B ] = PS4_R2;   
// #define OUTPUT_CONSOLE_BUTTON_R2RT PS4_R2
// remap rule:
// wiimote2PS4[ INPUT_WII_BUTTON_B ] = CONSOLE_BUTTON_R2RT;
 
    wiimote2PS4[ INPUT_WII_BUTTON_HOME  ] = OUTPUT_CONSOLE_BUTTON_PSXBOX;                // home
    wiimote2PS4[ INPUT_WII_BUTTON_MINUS ] = OUTPUT_CONSOLE_BUTTON_SQUAREX;               // reload hold: use/interact
    wiimote2PS4[ INPUT_WII_BUTTON_PLUS  ] = OUTPUT_CONSOLE_BUTTON_R1RB;                  // lethal grenade
    wiimote2PS4[ INPUT_WII_BUTTON_ONE   ] = OUTPUT_CONSOLE_BUTTON_OPTIONSSTARTMENUSTART; // menu/map
    wiimote2PS4[ INPUT_WII_BUTTON_TWO   ] = OUTPUT_CONSOLE_BUTTON_TOUCHSELECTVIEWBACK;   // scoreboard
    wiimote2PS4[ INPUT_WII_BUTTON_A     ] = OUTPUT_CONSOLE_BUTTON_L3LS;                  // sprint
    wiimote2PS4[ INPUT_WII_BUTTON_B     ] = OUTPUT_CONSOLE_BUTTON_R2RT;                  // fire
    wiimote2PS4[ INPUT_WII_BUTTON_C     ] = OUTPUT_CONSOLE_BUTTON_CIRCLEB;               // crouch/prone
    wiimote2PS4[ INPUT_WII_BUTTON_Z     ] = OUTPUT_CONSOLE_BUTTON_L2LT;                  // zoom/aiming down the sights (ADS)
    wiimote2PS4[ INPUT_WII_DPAD_LEFT    ] = OUTPUT_CONSOLE_DPAD_LEFT;                    // shift nc -> dpad
    wiimote2PS4[ INPUT_WII_DPAD_RIGHT   ] = OUTPUT_CONSOLE_BUTTON_TRIANGLEY;             // switch weapon hold: pickup
    wiimote2PS4[ INPUT_WII_DPAD_UP      ] = OUTPUT_CONSOLE_BUTTON_CROSSA;                // jump/mantle
    wiimote2PS4[ INPUT_WII_DPAD_DOWN    ] = OUTPUT_CONSOLE_BUTTON_R3RS;                  // melee
 
    //is default:
    //wiimote2PS4[ INPUT_WII_NC_STICK_LEFT_RIGHT ] = OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT; //walk
    //wiimote2PS4[ INPUT_WII_NC_STICK_UP_DOWN    ] = OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN;    //walk
 
     remapper(wiimote2PS4);       
 
}
 
/* alternative way of mapping the wii buttons to PS4 controller
const
uint8 wiimote2PS4_correct_lean_and_mean[39] = {
    RMP_BT_A,
    BUTTON_1,  BUTTON_17,  BUTTON_4,  BUTTON_21,  BUTTON_21, BUTTON_2,  BUTTON_15,
 
    BUTTON_8,  BUTTON_3,  BUTTON_16, BUTTON_9, BUTTON_21, BUTTON_14, BUTTON_21,
 
    BUTTON_6, BUTTON_5,  BUTTON_21,  BUTTON_21, BUTTON_21, BUTTON_21, BUTTON_21,
 
    STICK_1_X, STICK_1_Y, STICK_2_X, STICK_2_Y,
    POINT_1_X, POINT_1_Y, POINT_2_X, POINT_2_Y,
    ACCEL_1_X, ACCEL_1_Y, ACCEL_1_Z, ACCEL_2_X, ACCEL_2_Y, ACCEL_2_Z,
    GYRO_1_X,  GYRO_1_Y,  GYRO_1_Z
};
*/

 
int isDPADding = 0;
 
int doubletap_stage_SpecialistWeapon = 0;
int doubletap_timing_SpecialistWeapon;
 
int    VALUE_WII_NC_STICK_LEFT_RIGHT    = 0;
int    VALUE_WII_NC_STICK_UP_DOWN       = 0;
int    VALUE_WII_DPAD_LEFT              = 0;
int    VALUE_WII_GYRO_X                 = 0;
int    VALUE_WII_BUTTON_PLUS            = 0;
int    VALUE_WII_BUTTON_Z               = 0;
 
fix32  VALUE_WII_SENSOR_IRX_1           = 0.0;
fix32  VALUE_WII_SENSOR_IRY_1           = 0.0;
 
fix32  VALUE_WII_SENSOR_IRX_2           = 0.0;
fix32  VALUE_WII_SENSOR_IRY_2           = 0.0;
 
 
main
{          
  VALUE_WII_BUTTON_Z            = (int) get_val(OUTPUT_CONSOLE_BUTTON_L2LT); // t2 very reversed weird vs t1
  VALUE_WII_DPAD_LEFT           = (int) get_val(OUTPUT_CONSOLE_DPAD_LEFT);   // t2 weird vs t1
  VALUE_WII_NC_STICK_LEFT_RIGHT = (int) get_val(OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT);
  VALUE_WII_NC_STICK_UP_DOWN    = (int) get_val(OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN);
  VALUE_WII_BUTTON_PLUS         = (int) get_val(OUTPUT_CONSOLE_BUTTON_R1RB);
  VALUE_WII_GYRO_X              = 0 - (int) get_val(OUTPUT_CONSOLE_ACCEL_1_X); // T2 flip sign
 
  if(VALUE_WII_BUTTON_Z == 100)
  {
    sensitivity(OUTPUT_CONSOLE_POINT_1_X, ADS_MIDPOINT, ADS_SENSITIVITY);
    sensitivity(OUTPUT_CONSOLE_POINT_1_Y, ADS_MIDPOINT, ADS_SENSITIVITY);
  }
  else
  {
    sensitivity(OUTPUT_CONSOLE_POINT_1_Y, NON_ADS_MIDPOINT, NON_ADS_SENSITIVITY);
    sensitivity(OUTPUT_CONSOLE_POINT_1_Y, NON_ADS_MIDPOINT, NON_ADS_SENSITIVITY);
  }
 
  // get values after sensitivity calls
  VALUE_WII_SENSOR_IRX_1 = (fix32) get_val(OUTPUT_CONSOLE_POINT_1_X);
  VALUE_WII_SENSOR_IRY_1 = (fix32) get_val(OUTPUT_CONSOLE_POINT_1_Y);
 
  set_val(OUTPUT_CONSOLE_RIGHT_STICK_LEFT_RIGHT, VALUE_WII_SENSOR_IRX_1);
  set_val(OUTPUT_CONSOLE_RIGHT_STICK_UP_DOWN,    VALUE_WII_SENSOR_IRY_1);
 
 
  // Moving with right stick or dpad buttons
  // WII_LIFT acts like a SHIFT key, when pressed the Nunchuck stick is not used for moving but for
  // selecting dpad up, down, left or right.
  isDPADding = 0;
 
  if(VALUE_WII_DPAD_LEFT == 100)
  {
    isDPADding = 1;
    set_val(OUTPUT_CONSOLE_DPAD_LEFT, 0);
    set_val(OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT, 0);
    set_val(OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN, 0);
 
    // selecting dpad left, right, up, down.
    // threshold is higher (vs 30) in order to have only one dpad button selected at a time
    if(VALUE_WII_NC_STICK_LEFT_RIGHT < -30)
    {
      // In BO4 left is not to use kilstreak
      //set_val(OUTPUT_CONSOLE_DPAD_LEFT,  100);  // left
      // In BO4 press and hold triangle for a bit to use kilstreak
      combo_run(ComboUseKillStreak);       
    }
    else
    if(VALUE_WII_NC_STICK_LEFT_RIGHT >  30)
    {
      // bo4: surpress gestures/spraying decals
      //set_val(OUTPUT_CONSOLE_DPAD_RIGHT, 100); // right
    }
    else
    if(VALUE_WII_NC_STICK_UP_DOWN    >  30) //&&
    {
       set_val(OUTPUT_CONSOLE_DPAD_DOWN,  100)// down (sign is flipped compared to math class)
    }
    else
    if(VALUE_WII_NC_STICK_UP_DOWN    < -30)
    {
      set_val(OUTPUT_CONSOLE_DPAD_UP, 100); // up (sign is flipped compared to math class)
    }
  }
 
 
  if(isDPADding == 0)
  {
    // moving left/right
    if (VALUE_WII_NC_STICK_LEFT_RIGHT < -30) { set_val(OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT, -100); } // left
    else
    if (VALUE_WII_NC_STICK_LEFT_RIGHT > 30)  { set_val(OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT,  100); } // right
    else
    { set_val(OUTPUT_CONSOLE_LEFT_STICK_LEFT_RIGHT, VALUE_WII_NC_STICK_LEFT_RIGHT); }
 
    // moving up/down
    if (VALUE_WII_NC_STICK_UP_DOWN    < -30) { set_val(OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN,    -100); } // up (sign is flipped compared to math class)
    else
    if (VALUE_WII_NC_STICK_UP_DOWN    > 30)  { set_val(OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN,     100); } // down (sign is flipped compared to math class)
    else
    { set_val(OUTPUT_CONSOLE_LEFT_STICK_UP_DOWN, VALUE_WII_NC_STICK_UP_DOWN); }
  }
 
  // Bravo settings  twisting the wiimote 90o, hold it and press the + button
  // is used for throwing tacticals (instead of lethal grenade)
  // in bo4: heal
  if((VALUE_WII_BUTTON_PLUS > 0) && (VALUE_WII_GYRO_X > 20))
  {
    set_val(OUTPUT_CONSOLE_BUTTON_R1RB,   0); // stop/prevent throwing lethal
    set_val(OUTPUT_CONSOLE_BUTTON_L1LB, 100); // throw tactical grenade
  }   
  else
  {
    set_val(OUTPUT_CONSOLE_BUTTON_L1LB, 0);
  }
 
  // doubletap wii plus button to activate specialist weapon
 if(doubletap_stage_SpecialistWeapon == 0)
  {
    if(VALUE_WII_BUTTON_PLUS)
    {
      doubletap_stage_SpecialistWeapon = 1;
    }
  }
  else if(doubletap_stage_SpecialistWeapon == 1)
  {
    if(!VALUE_WII_BUTTON_PLUS)
    {
      doubletap_timing_SpecialistWeapon = 0;
      doubletap_stage_SpecialistWeapon = 2;
    }
  }
  else if(doubletap_stage_SpecialistWeapon == 2)
  {
    if(VALUE_WII_BUTTON_PLUS)
    {
      doubletap_stage_SpecialistWeapon = 1;
      combo_run(ComboSpecialistWeapon);
    }
    doubletap_timing_SpecialistWeapon = doubletap_timing_SpecialistWeapon + elapsed_time();
    if(doubletap_timing_SpecialistWeapon > 300)
    {
      doubletap_stage_SpecialistWeapon = 0;
    }
  }
 
  // not in use: surpress
  set_val(ACCEL_1_X, 0);   
  set_val(ACCEL_1_Y, 0);   
  set_val(ACCEL_1_Z, 0);   
  set_val(GYRO_1_Y0);   
  set_val(GYRO_1_Z0);   
 
}
 
 
// Bravo settings (COD Black Ops 3 + 4: throwing both lethal and tactical to activate Specialist weapon or skill) 
// this can not be done in bravo settings so to in bravo settings
// activate Specialist weapon or skill by double tapping the lethal grenade button
combo ComboSpecialistWeapon
{
   set_val(OUTPUT_CONSOLE_BUTTON_R1RB, 100);
   set_val(OUTPUT_CONSOLE_BUTTON_L1LB, 100);
   wait(500);
   set_val(INPUT_WII_BUTTON_PLUS,      0);
   set_val(OUTPUT_CONSOLE_BUTTON_L1LB, 0);   
}
 
 
combo ComboUseKillStreak
{
   set_val(OUTPUT_CONSOLE_BUTTON_TRIANGLEY, 100);
   wait(2000);
   set_val(OUTPUT_CONSOLE_BUTTON_TRIANGLEY, 0);   
}
 
#define NOT_USE 0
 
void sensitivity(int id, int mid, int sen) {
 
    int val = (int) get_val(id);
 
    if(mid != NOT_USE) {
        int val_s = (val >= 0) ? 1 : -1;
        val *= val_s;
        if(val <= mid) val = (val * 50) / mid;
        else val = ((50 * (val - mid)) / (100 - mid)) + 50;
        val *= val_s;
    }
 
    if(sen != NOT_USE) {
        val = (val * sen) / 100;
    }
 
    set_val(id, clamp(val, -100, 100));
    return;
}
 
 
 
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