// GPC Online Library
// gtavwiimap2017.gpc
// GPC Online Library
// gtav_wiimap_on_all_consoles.gpc
//use with ds4 tool
// GPC Online Library
// wiimote_for_all_GrandTheftAuto_V_and_all_plateform.gpc
/*WiiMot3
_____
|o |
| _|_ |
| | |
| (A) |
|- * +|
| ::: |
| ::: |
| ::: |
| 1 |
| 2 |
|_____|
WiiMot3*/
// Wiimote
unmap ALL_REMAPS;
define VEHICLE = XB1_Y;
define JUMP = XB1_X;
define FIRE = XB1_RT;
define DRIVE = XB1_RT;
remap WII_HOME -> XB1_B;
remap WII_MINUS -> XB1_LB;
remap WII_PLUS -> XB1_RB;
remap WII_ONE -> XB1_LS;
remap WII_C -> XB1_LT;
remap WII_Z -> XB1_A;
remap WII_NX -> XB1_LX;
remap WII_NY -> XB1_LY;
remap WII_UP -> XB1_UP;
remap WII_DOWN -> XB1_DOWN;
remap WII_LEFT -> XB1_LEFT;
remap WII_RIGHT -> XB1_RIGHT;
remap WII_B -> FIRE;
remap WII_A -> XB1_RS;
remap WII_IRX -> XB1_RX;
remap WII_IRY -> XB1_RY;
remap WII_RT -> VEHICLE;
remap WII_ZR -> JUMP;
remap WII_RX -> XB1_VIEW;
remap WII_RY -> XB1_MENU;
remap WII_X -> XB1_XBOX;
remap WII_Y -> DRIVE;
unmap XB1_P2;
unmap XB1_P3;
unmap XB1_P4;
main {
// wiimote out of reach of sensorbar
if(wiir_offscreen())
{
// PS3 RXY = Wiimote IRXY
sensitivity(WII_IRY , NOT_USE, 100);
sensitivity(WII_IRX , NOT_USE, 100);
deadzone(WII_IRX, WII_IRY, DZ_CIRCLE, 30);
stickize(XB1_RX, XB1_RY, 141);
}
// PS3 RXY = Wiimote IRXY
set_val(WII_IRX, inv(get_val(WII_IRX)));
sensitivity(WII_IRX , 40, 100);
sensitivity(WII_IRY , 40, 100);
deadzone(WII_IRX, WII_IRY, DZ_CIRCLE, 30);
stickize(XB1_RX, XB1_RY, 141);
// PS3 LXY = Nunchuck NXY
sensitivity(WII_NX , NOT_USE, 150);
sensitivity(WII_NY , NOT_USE, 150);
deadzone(WII_NX, WII_NY, DZ_CIRCLE,5);
stickize(XB1_LX, XB1_LY, 141);
// Interaction Menu
if((get_val(WII_TWO)) && (get_val(WII_ONE)) && ((get_ptime(WII_TWO)) > 100) && ((get_ptime(WII_ONE)) > 100)) {
if (get_val(WII_X) == 100){
set_val(WII_X, 0);}
if(event_release(WII_TWO) && ((get_ptime(WII_TWO) > 0) && (get_ptime(WII_TWO) < 200))) {
combo_stop(View);}
combo_run(Interaction);}
//Fire/Drive
if (get_val(WII_B) == 100){
combo_run(Fire)}
//Aim Your gun hipfire
if (get_val(WII_ACCNZ) >= 20){
set_led(LED_4, 1);}
if (get_led(LED_4) == 1){
combo_run(Hipfire);}
if (get_val (WII_ACCNY) >=25){
set_led(LED_4, 0);}
// Reload
if ((get_val(WII_ACCZ) > 15)&&(get_val(WII_ACCY) < 15)) {
combo_run(Reload);}
// Vehicle
if ((get_val(WII_MINUS)) && (get_val(WII_PLUS))){
set_val(WII_MINUS, 0);
set_val(WII_PLUS, 0);
set_val(WII_RT, 100):}
// Jump
if ((get_val(WII_DOWN)) && (get_val(WII_A))){
set_val(WII_A, 0);
set_val(WII_DOWN, 0);
set_val(WII_ZR, 100);}
// View/Menu/Xbox
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
if (get_led(LED_1) == 0) {
if(get_val(WII_TWO) && (get_ptime(WII_TWO) > 200)) {
set_val(WII_X, 100);
set_led(LED_3, 1);}
if(event_release(WII_TWO) && ((get_ptime(WII_TWO) > 0) && (get_ptime(WII_TWO) < 200))) {
combo_run(View);}}
}
combo Hipfire {
set_val(WII_Y ,50)}
combo Fire {
combo_stop(Hipfire)
set_val(WII_Y ,100) }
combo Interaction {
set_val(WII_ONE, 0);
set_val(WII_TWO, 0);
set_val(WII_X, 0);
set_val(WII_RX, 100);
set_val(WII_RY, 0);
set_rumble(RUMBLE_B, 100);
wait (100);
set_rumble(RUMBLE_B, 0);}
combo Reload {
set_val(WII_HOME, 100);
set_rumble(RUMBLE_B, 100);
wait(100);
set_val(WII_HOME, 0);
set_rumble(RUMBLE_B, 0);}
combo View {
set_led(LED_1, 1);
if (get_led(LED_1) == 1) {
if(get_val(WII_TWO)) {
combo_run(Menu);}}
wait(200);
set_val(WII_RX, 100);
wait(200);}
combo Menu {
set_led(LED_2, 1);
set_val(WII_RY, 100);
combo_stop(View);
wait(200);}