Fortnite
14 posts
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Fortnite
Can someone make a double pump shotgun script with combat controls please??
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GloGang231 - Private First Class
- Posts: 2
- Joined: Mon Jan 01, 2018 2:50 am
Re: Fortnite
Welcome to our community, is this what you are looking for? (go to 6 min)
ConsoleTuner Support Team
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J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite
i would love this as well maybe a script where you tap R2 to shoot, then hits R1 to switch to next shotgun, R2, then L1 to swap to previous R2 again. i have a script i made using the combo recorder but i have to hold down R2 instead of tapping it to shoot..Only problem is the timing has to be right in order to work.
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Xim J - Master Sergeant
- Posts: 36
- Joined: Thu Apr 02, 2015 8:28 pm
Re: Fortnite
Thank you XIM J for describing the button sequence. Here is the combo that will perfor that. The combo times may require tweaking in order to work.
- Code: Select all
main {
if(get_val(PS4_R2)) {
combo_run(DoublePumpShotguns);
set_val(PS4_R2, 0);
} else {
combo_stop(DoublePumpShotguns);
}
}
combo DoublePumpShotguns {
// fire shotgun
set_val(PS4_R2, 100);
wait(50);
// wait to swap shotgun
wait(50);
// swap to second shotgun
set_val(PS4_R1, 100);
wait(50);
// wait before fire second shotgun
wait(50);
// fire second shotgun
set_val(PS4_R2, 100);
wait(50);
// wait to swap to first shotgun
wait(50);
// swap to first shotgun
set_val(PS4_L1, 100);
wait(50);
// final wait to loop back
wait(50);
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite
The timing i have is perfect but i have to hold down the trigger instead of tapping fire button for example
tap Fire to shoot first shot, Auto switches to L1 (second shotgun) tap fire again when it shoots it Switches R1 to previous Shotgun and basically repeat that process but only by tapping Fire. the code i posted below has the right timing. I just cant get it to perfectly make it tap weapons with out messing up the correct wait timing.
im not sure how to added to your script but i will play with it since you dont have the game and see what i come up with
There's nothing wrong with your script its just you have to hold down trigger for it to work instead of tapping fire wait till it switch tap fire again switch.....tap switch, tap switch not auto button hold press if you get what i mean
tap Fire to shoot first shot, Auto switches to L1 (second shotgun) tap fire again when it shoots it Switches R1 to previous Shotgun and basically repeat that process but only by tapping Fire. the code i posted below has the right timing. I just cant get it to perfectly make it tap weapons with out messing up the correct wait timing.
- Code: Select all
set_val(PS4_R2, 100);
wait(100)
set_val(PS4_R1,100);
wait(700);
set_val(PS4_R2, 100);
wait(100);
set_val(PS4_L1,100);
wait(700);
set_val(PS4_R2, 100);
wait(100);
im not sure how to added to your script but i will play with it since you dont have the game and see what i come up with
There's nothing wrong with your script its just you have to hold down trigger for it to work instead of tapping fire wait till it switch tap fire again switch.....tap switch, tap switch not auto button hold press if you get what i mean
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Xim J - Master Sergeant
- Posts: 36
- Joined: Thu Apr 02, 2015 8:28 pm
Re: Fortnite
It's because of the following I believe. In other words the combo only runs as long as FIRE button is held. Remove that and it will run the combo on a tap.
You could add a timer too to distinguish between double pump and other weapons e.g. only run the combo if fire button is held < x ms.
You probably don't want the last fire press in your code BTW, that's actually a triple pump and will also mean the cursor finishes on the 2nd SG not the first. If you keep it to double pump you can just keep doing the loop over and over with each fire button press.
So, something like this (including J2Kbr's comment below):
- Code: Select all
else {
combo_stop(DoublePumpShotguns);
You could add a timer too to distinguish between double pump and other weapons e.g. only run the combo if fire button is held < x ms.
You probably don't want the last fire press in your code BTW, that's actually a triple pump and will also mean the cursor finishes on the 2nd SG not the first. If you keep it to double pump you can just keep doing the loop over and over with each fire button press.
So, something like this (including J2Kbr's comment below):
- Code: Select all
main {
if(event_press(PS4_R2)) {
combo_run(DoublePumpShotguns);
set_val(PS4_R2, 0);
}
}
combo DoublePumpShotguns {
// fire shotgun
set_val(PS4_R2, 100);
wait(50);
// wait to swap shotgun
wait(50);
// swap to second shotgun
set_val(PS4_R1, 100);
wait(50);
// wait before fire second shotgun
wait(650);
// fire second shotgun
set_val(PS4_R2, 100);
wait(50);
// wait to swap to first shotgun
wait(50);
// swap to first shotgun
set_val(PS4_L1, 100);
wait(50);
// final wait to loop back
wait(650);
}
Last edited by MAL8010 on Wed Jan 31, 2018 12:28 pm, edited 3 times in total.
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MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: Fortnite
MAL8010 wrote:It's because of the following I believe. In other words the combo only runs as long as FIRE button is held. Remove that and it will run the combo on a tap.
- Code: Select all
else {
combo_stop(DoublePumpShotguns);
this and also change
- Code: Select all
if(get_val(PS4_R2)) {
to
- Code: Select all
if(event_press(PS4_R2)) {
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Fortnite
You could add a timer too to distinguish between double pump and other weapons e.g. only run the combo if fire button is held < x ms.
So, maybe something like this - basically only run the combo if fire button is held for less than 200ms. I'm only a beginner at coding though so just an educated guess.
- Code: Select all
main {
if(event_release(PS4_R2) && get_ptime (PS4_R2) < 200) {
combo_run(DoublePumpShotguns);
set_val(PS4_R2, 0);
}
}
combo DoublePumpShotguns {
// fire shotgun
set_val(PS4_R2, 100);
wait(50);
// wait to swap shotgun
wait(50);
// swap to second shotgun
set_val(PS4_R1, 100);
wait(50);
// wait before fire second shotgun
wait(650);
// fire second shotgun
set_val(PS4_R2, 100);
wait(50);
// wait to swap to first shotgun
wait(50);
// swap to first shotgun
set_val(PS4_L1, 100);
wait(50);
// final wait to loop back
wait(650);
}
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MAL8010 - Sergeant Major of the Army
- Posts: 263
- Joined: Sun Feb 05, 2017 3:12 pm
Re: Fortnite
can someone help me run this script?
it say error on line 19 define
i dont know what to do
------ GPC: Build started ------
> 7: New* :
> ERROR line 19: syntax error near unexpected token 'define'.
Build failed with 1 errors ...
it say error on line 19 define
i dont know what to do
------ GPC: Build started ------
> 7: New* :
> ERROR line 19: syntax error near unexpected token 'define'.
Build failed with 1 errors ...
- Code: Select all
//How To Use
//Adjustable RapidFire Hold B Tap Left to Slow Down Rate Of Fire B And Tap Right to Speed Up Rate of Fire
//Adjustable AntiRecoi Hold B Tap Up to Decrease Strength B And Tap Down To Increase Strength
//Deactivate Modes
//Hold RT And Tap Left For AimBot
//Hold RT And Tap Right For RapidFire
//Auto Aim And RapidFire Are Active When You Load The Script
int ANTI_RECOIL =50
define ANTI_RECOIL1 = 50;
define ONLY_WITH_SCOPE = FALSE;
define FIRE_BUTTON=4;
int RATE_OF_FIRE = 35;
int WeaponSpeed = 35;
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define SPRINT_BTN = XB1_LS;
define PRONE_BTN = XB1_RS;
define JUMP_BTN = XB1_A;
define SWITCH_WEAPON = XB1_Y;
define RELOAD_BTN = XB1_X;
define MELEE = XB1_B;
define LETHAL = XB1_RB;
define TACTICAL = XB1_LT;
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2,0,0,0,
0,2,0,0,
0,0,2,0,
0,0,0,2,
2,0,2,0,
0,2,2,0,
2,2,2,2
);
int hold_time1, rest_time1;
int fire_button, scope_button;
int Jitter_onoff = FALSE;
int BreccieJitter_onoff = FALSE
int AutoAim_offon = TRUE;
int AimAssist_onoff = TRUE;
int NotReloading = TRUE;
int b_switch = TRUE;
int hold_time;
int rest_time;
int rapid_onoff = TRUE;
int Col_ind;
int anti_recoil;
init{
if(get_console() == PIO_XB1) {
fire_button = 3;
scope_button = 6;
}else {
fire_button = 4;
scope_button = 7;
}
ANTI_RECOIL = get_pvar(SPVAR_2,0, 250, 13);
RATE_OF_FIRE = get_pvar(SPVAR_1,0, 250, 13);
}
main {
if(get_val(XB1_LT) && event_press(XB1_LEFT)){
combo_run(vibrate);AutoAim_offon = !AutoAim_offon;
}
if(get_val(XB1_LT) && AutoAim_offon) {
combo_run(autoaim);
}
if(get_val(XB1_LT) && event_press(XB1_RIGHT)){
combo_run(vibrate);rapid_onoff = !rapid_onoff;
}
if(get_val(XB1_RT) && rapid_onoff) {
combo_run(RAPID_FIRE);
}
hold_time =500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
if(get_val(XB1_B)){
if(event_press(XB1_RIGHT)){
RATE_OF_FIRE = RATE_OF_FIRE + 1;
}
if(event_press(XB1_LEFT)){
RATE_OF_FIRE = RATE_OF_FIRE - 1;
}
set_val(XB1_UP,0);set_val(XB1_DOWN,0);
}
if(get_val(scope_button) && event_press(2)){
set_pvar(SPVAR_1,RATE_OF_FIRE);
set_val(2,0);
}
if(get_val(XB1_B)){
if(event_press(XB1_DOWN)){
ANTI_RECOIL = ANTI_RECOIL + 1;
}
if(event_press(XB1_UP)){
ANTI_RECOIL = ANTI_RECOIL - 1;
}
set_val(XB1_UP,0);set_val(XB1_DOWN,0);
}
if(get_val(scope_button) && event_press(2)){
set_pvar(SPVAR_2,ANTI_RECOIL);
set_val(2,0);
}
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}
if(get_val(XB1_LT) > 99) {combo_run(AutoBreath);}
if(get_val(XB1_LT) < 99) {combo_stop(AutoBreath);
}
if (get_val(XB1_LT)){
combo_run(Auto_Aimm);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm);
}
if (get_val(XB1_LT)){
combo_run(Auto_Aimm);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm);
}
if (get_val(XB1_LT)){
combo_run(Auto_Aimm1);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm1);
}
if (get_val(XB1_LT)&& get_val(R_X)< -21){
combo_stop(Auto_Aimm)
}
if (get_val(XB1_LT)&& get_val(R_X)> +21){
combo_stop(Auto_Aimm)
}
if (get_val(XB1_LT)&& get_val(R_Y)< -21){
combo_stop(Auto_Aimm)
}
if (get_val(XB1_LT)&& get_val(R_Y)> +21){
combo_stop(Auto_Aimm)
}
if (get_val(XB1_LT)&& get_val(R_X)< -21){
combo_stop(Auto_Aimm)
}
if (get_val(XB1_LT)&& get_val(R_X)> +21){
combo_stop(Auto_Aimm)
}
if (get_val(XB1_LT)&& get_val(R_Y)< -21){
combo_stop(Auto_Aimm)
}
if (get_val(XB1_LT)&& get_val(R_Y)> +21){
combo_stop(Auto_Aimm)
}
if ( get_val(R_X)< -21){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_X)> +21){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)< -21){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)> +21){
combo_stop(Auto_Aimm1)
}
if(event_press(XB1_LT)) {
combo_run(Turbo_3);
}
}
combo autoaim{
colourled(Blue);
wait(hold_time);
set_val(scope_button, 100);
wait(50); ///////////////////////////////////Edit This For Rate Scope Zooms In And Out
set_val(scope_button, 0);
wait(25); ////////////////////////////////////Edit This For Rate Scope Zooms In And Out
set_val(scope_button, 0);
}
combo Turbo_2 {
set_val(XB1_RS, 100);
wait(100);
set_val(XB1_RS, 0);
wait(100);
set_val(XB1_RS, 0);
}
combo Turbo_3 {
set_val(XB1_LT, 100);
wait(125);///////////////////////////////////Edit This For How Long Your Gun Stays Zoomed In After The First Initial Scope
}
combo AutoBreath {
set_val(8, 100);
}
combo RAPID_FIRE {
colourled(Blue);
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}
combo vibrate {
set_rumble(RUMBLE_A, 100);
wait(400);
reset_rumble();
colourled(Green);
}
combo Auto_Aimm {
set_val(R_Y,-21);//1
wait(20)
set_val(R_X,+21);//1
wait(20)
set_val(R_Y,+21);//1
wait(20)
set_val(R_X,-21);//1
wait(20)
}
combo Auto_Aimm1 {
set_val(R_Y,-21);//1
wait(20)
set_val(R_X,+21);//1
wait(20)
set_val(R_Y,+21);//1
wait(20)
set_val(R_X,-21);//1
wait(20)
}
combo AntiRecoil {
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL +ANTI_RECOIL1;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
}
}
function colourled(Colour) {
Col_ind=(Colour*4)- 3;
set_led(LED_1,dbyte(Col_ind ));
set_led(LED_2,dbyte(Col_ind+ 1));
set_led(LED_3,dbyte(Col_ind+ 2));
set_led(LED_4,dbyte(Col_ind+ 3));
}
-
thenewone - Private First Class
- Posts: 2
- Joined: Fri Feb 16, 2018 8:57 pm
14 posts
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