Fortnite Mashup Script

Converted from my CM Script Aim Correction setup you will see int adss set that to whatever your in game controller targeting sensitivity is. Then in game max controller targeting sensitivity. The script will take care of the rest. Ghostpeek will fire once if tapped or if held continually repeat. The repeat/reset delay is configurable under ghostpeek as well. Inside on the top of the script are instructions. Things are easier to understand in the script, and also easier to edit to your liking - Insta Edit / Insta Reset Releasing R2/RT (In Edit Mode)will auto confirm your edit. Pressing Reset (In Edit Mode) will auto reset your build. Use these for better and faster plays / edits - Restore Last Mod - Double tap A/X to restore last mod used. - SSCAim Abuse - L2/LT + Y/Triangle to Activate (Secondary Values) (This Aim Abuse will only be active when you fire your Weapon while in ADS)(ADS + FIRE) Alternate Aim Abuse Values - Toggle on/off - TFUE COMBO LT/L2 + X/Square to activate, then TAP RT/R2 - Dropshot - LT/L2 + A/X to Activate Rapidly Crouch/Uncrouch while ADS and Firing Toggle on/off - PUMP SMG - L2/LT + Left to Activate Shot a Single shot then goes to the the next right slot and fires weapon - 100% Accuracy - L2/LT & R1/RB to Fire - Always Active Fires a single shot with 100% Accuracy - TFUE Ghost Peek - L2/LT & L1/LB to Fire - Always Active Use from crouch position will uncrouch fire then quickly crouch again. Tap for single use, or hold for continual use. - Rapidfire - LT/L2 + Right Continually Fires Weapon -Incremental Aim Assist - On by default (RB/R1 + LB/L1)
Version1
Authorlegitclouds
Publish DateWed, 19 Dec 2018 - 01:49
Last UpdateWed, 19 Dec 2018 - 01:49
Downloads187
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Release Notes: Fortnite script with many features for T1
Code: Select all
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
//---------------------------------------------------------------------------------------------------CONFIG & SETUP SECTION-------------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
//SSCAim Abuse - L2/LT + Y/Triangle to Activate (Secondary Values)                                                 Alternate Aim Abuse Values - Toggle on/off
//Dropshot - LT/L2 + A/X to Activate                                                                             Rapidly Crouch/Uncrouch while ADS and Firing Toggle on/off
//PUMP SMG - L2/LT + Left to Activate                                                                              Shot a Single shot then goes to the the next right slot and fires weapon
//100% Accuracy - L2/LT & R1/RB to Fire - Always Active                                                             Fires a single shot with 100% Accuracy
//TFUE Ghost Peek - L2/LT & L1/LB to Fire - Always Active                                                         Use from crouch position will uncrouch fire then quickly crouch again
//Incremental Aim Assist - Always Active                                                                         Will Increase Shake Gradually The More RS/R3 is pushed
//Insta Edit - Always Active                                                                                     Will Auto Confirm Edit after relasing RT/R2, will also auto reset build by pressing RS/R3 Super Mega Awesomeness!!!
//--Rapidfire - LT/L2 + Right                                                                                     Continually Fires Weapon
//Reset All Mods - LT/L2 + DOWN                                                                                     Turn off all mods / Reset to script default
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
//--Controls
    define VIEW  =  1;
    define MENU  =  2;
    define RB    =  3;
    define RT    =  4;
    define RS    =  5;
    define LB    =  6;
    define LT    =  7;
    define LS    =  8;
    define RX    =  9;
    define RY    = 10;
    define LX    = 11;
    define LY    = 12;
    define UP    = 13;
    define DOWN  = 14;
    define LEFT  = 15;
    define RIGHT = 16;
    define Y     = 17;
    define B     = 18;
    define A     = 19;
    define X     = 20;
 
//Aim Correction Aim Assist Booster
int AIM__CORRECT=TRUE;        // WHEN TRUE, AIM ASSIST WILL BE STRONGER WHEN YOU AIM AND STRONGEST WHEN YOU AIM & FIRE
 
//AIM CORRECTION SENSITIVITY VALUES: 
int ADS_SENS, GEN_SENS=100, HIP_SENS=100, ADS_FIRE_SENS, Use_sens, midpoint=50;
int adss = 40; //PUT WHAT YOU WOULD NORMALLY USE IN GAME FOR ADS AKA CONTROLLER TARGETING SENSITIVITY
 
//TFUE Wall - A/X + LS/L3 Then Tap RT/R2
int tfuewall = FALSE;
 
//TFUE Ghost Peek - L2/LT & L1/LB
int ghostpeek = TRUE;
int gpreset = 111;
 
//RUMBLE
int rumble_type = RUMBLE_A;
 
//100% Accuracy - L2/LT & R1/RB
int PerfectAccuracy  = TRUE;
 
//PUMP SMG - L2/LT + LEFT
int PUMP_SMG = FALSE;
 
//JItter
int tap; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
 
//--Rapidfire - LT/L2 + Right
int RapidFire      = FALSE;
 
//--Dropshot - LT/L2 + A/X
int DropShot       = FALSE;
int dsdown = 34;     // Time you are down
int dsup   = 136;    // Time you are up
 
//Incremental Aim Assist - RB + LB
int STICKY__AIM    = TRUE;                                                                           
int aa__shake=24;
int aa_delay=20;
int release=25;
 
//Aim Assist - Default/Starting
int AimAssist = TRUE;
int aav  = 21;// AIM ASSIST VALUES
int delay  = 17;
 
//Other Aim Assist - Pump/SMG Values
int oAimAssist = FALSE;
int oaav  = 27;// AIM ASSIST VALUES
int odelay  = 10;
 
//Aim Abuse - Default/Staring Values
int AimAbuse = TRUE;
int AimAbuse_HOLD = 180; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 15;
 
//Aim Abuse Pump/SMG Values
int AimAbusePump = FALSE;
int AimAbuse_HOLD_Pump = 20; //How long you HOLD ADS Button
int AimAbuse_RELEASE_Pump = 1;//How long you release ADS Button
 
//SSCAim Abuse - L2/LT + Y/Triangle
int SSCAimAbuse = FALSE;
int SSCAimAbuse_HOLD = 284; //How long you HOLD ADS Button
int SSCAimAbuse_RELEASE = 19;//How long you release ADS Button
 
//Insta Edit
int EDIT_BUTTON =     LEFT;     //Insta edit will allow you to confirm the edit quickly. Make sue the is set to your EDIT BUTTON
int EDIT_BUTTON_HOLD = TRUE;
int RESET_EDIT_BUTTON = RS;        //Insta Reset will allow you to confirm the edit reset quickly
int CONFIRM_BUTTON = LEFT; //Make sure this is set to your CONFIRM BUTTON
 
//Restore Last Mod
int    Restore_LastMod = A;
 
//Reset Script / All Mods Off
int rreset;
 
//Stuff
int edit = FALSE;
int aimMod = TRUE;
int wasActive;
int doubleClick = FALSE;
 
//--------------------------------------------------------------------------------------------------------MAIN SECTION----------------------------------------------------------------------------------------------------//
 
main {
 
//Aim Correction
if(AIM__CORRECT){
Aim__Correction (Use_sens);
}
//TFUE Wall
if (get_val(LT) && event_press(X)) {
  rumble_A_if_true(tfuewall);
  RapidFire = FALSE;
  DropShot = FALSE;
  PUMP_SMG = FALSE;
  tfuewall =! tfuewall;
  }
  if (tfuewall) {
    if (get_val(RT)) {
         combo_run(ctfuewall);
         }
    if (get_val(LB) || (get_val(RB) || (get_val(Y) || (get_val(EDIT_BUTTON))))) {
         tfuewall = FALSE;
         }
}
 
    //Restore Last Mod Stuff   
        if (PUMP_SMG) {
            wasActive = 1;
        }
        if (RapidFire) {
            aimMod = TRUE;
            wasActive = 2;
        }
        if (DropShot) {
            wasActive = 3;
        }
        if (rreset) {
            wasActive = 4;
        }
        if (SSCAimAbuse) {
            wasActive = 5;
        }
        if (tfuewall) {
            wasActive = 6;
        }
        if(get_double(Restore_LastMod,Restore_LastMod))
    {
    if(wasActive == 1)
    {
    PUMP_SMG = TRUE;
    oAimAssist = TRUE;
    AimAbusePump = TRUE;
    }
    if(wasActive == 2)
    {
    RapidFire = TRUE;
    }
    if(wasActive == 3)
    {
    DropShot = TRUE;
    }
    if(wasActive == 4)
    {
    rreset = TRUE;
    }
    if(wasActive == 5)
    {
    SSCAimAbuse = TRUE;
    }
    if(wasActive == 6)
    {
    tfuewall = TRUE;
    }
    }
 
//Insta Edit
if(EDIT_BUTTON_HOLD)
{
    if(get_val(EDIT_BUTTON))
    {
    edit = TRUE;
    }
}
if (edit == TRUE) {
    if (get_val(B)) {
        aimMod = TRUE;
    }
    if (event_release(RT) || get_val(RESET_EDIT_BUTTON) || get_val(Y)) {
        set_val(LT, 0);
        set_val(CONFIRM_BUTTON, 100);
        edit = FALSE;
    }
}
if (event_press(B))
{
    aimMod = !aimMod;
    edit = FALSE;
}   
if (get_val(Y))
{
    aimMod = TRUE;
}
 
//TFUE Ghost Peek
if (ghostpeek) {
if (get_val(7)) {if (get_val(6)) {
combo_run(ghostpeek_Hold); }
set_val(6, 0);
}}
// ON-OFF SETTINGS:   
 if (get_val(LT)) {
   if (event_press(LEFT)) {
      PUMP_SMG = !PUMP_SMG;
      tap = FALSE;
      rumble_A_if_true(PUMP_SMG);
      pumpsmgfunc(PUMP_SMG);
     }
      set_val(LS, 0);
    }
 
//100% ACCURACY
if (get_val(LT) && get_val(RB)) {
  PerfectAccuracy = !PerfectAccuracy;
  combo_run(cPerfectAccuracy);
set_val(RB, 0);
      } else {
  combo_stop(cPerfectAccuracy);
}
 
//PUMP SMG
if (PUMP_SMG) {
   if (R2_block) {
      set_val(LT, 0);
      set_val(RT, 0);
     }
 //------------------------------------------------
     if (get_val(LT) && event_press(RT)) {
       if (!tap) {
       tap = TRUE; //LED COLOR BLUE
       combo_run(Double_Tact_R1); //TAP R1
       set_val(RT, 0);
       }
      }
       if (event_press(LB)) {
         tap = FALSE;
     }
  }   
//--Rapidfire
if(get_val(LT) && event_press(RIGHT)){
   rumble_A_if_true(RapidFire);
   RapidFire =! RapidFire;
   }
   if(RapidFire){
     if(get_val(RT)){
        combo_run(Rapidfire);                                         
       }
     } 
 
//--Dropshot
if(get_val(LT) && event_press(A)){
   rumble_A_if_true(DropShot);
   DropShot =! DropShot;
   }
   if(DropShot){
      if(get_val(LT)&&get_val(RT)){combo_run(cDropShot);}
     if (event_press(18)){ DropShot = FALSE; }
     }
//Reset Script
if(get_val(LT) && event_press(DOWN)){
   rumble_A_if_true(rreset);
   rreset =! rreset;
   funcreset(rreset);
   }       
 
//Incremental Aim Assist
if(get_val(RB) && event_press(LB)){
   rumble_A_if_true(STICKY__AIM);
   STICKY__AIM =! STICKY__AIM;
   }
if(STICKY__AIM){
    if(get_val(LT) > 98 && (abs(get_val(9)) > 19 ^^ abs(get_val(10)) > 19)) combo_run(AA_XY);
    else combo_stop(AA_XY);
}
//AIM ASSIST
 
if (AimAssist) {
if (get_val(7)> 98){ combo_run(cAimAssist);}
}
if (abs(get_val(9)) > 19 || abs(get_val(10)) > 19){
combo_stop(cAimAssist);}
 
//oAimAssist
if (oAimAssist) {
if (get_val(7) > 98) { combo_run(coAimAssist);}
}
if (abs(get_val(9)) > 19 || abs(get_val(10)) > 19){
combo_stop(coAimAssist);}
 
//SSCAIM ABUSE
if(get_val(LT) && event_press(Y)){
   rumble_A_if_true(SSCAimAbuse);
   SSCAimAbuse =! SSCAimAbuse;
   funcSSCAB(SSCAimAbuse);
   }
if(SSCAimAbuse){
   if(get_val(LT)> 95){
      combo_run(cSSCAimAbuse);}
   if(event_release(LT)){ combo_stop(cSSCAimAbuse);
   }
}
//AIM ABUSE
 
if(AimAbuse){
   if(get_val(LT)> 95){
      combo_run(cAimAbuse);}
   if(event_release(LT)){ combo_stop(cAimAbuse);
}
}
//AIM ABUSE for PUMP/SMG
 
if(AimAbusePump){
   if(get_val(LT)> 95){
      combo_run(cAimAbusePump);}
   if(event_release(LT)){ combo_stop(cAimAbusePump);
}
}
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------------------------------------COMBO SECTION-----------------------------------------------------------------------------------------------------------------//
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------//
combo ctfuewall {
    block(RT, 600);
    combo_run(cAimAbuse);
    wait(90);
    set_val(RT, 100);
    wait(100);
    set_val(RT, 0);
    set_val(B, 100);
    wait(20);
    set_val(RT, 100);
    wait(300);
    set_val(B, 100);
    wait(50);
}
combo TAP
    {
    doubleClick = TRUE;
    wait(400);
    doubleClick = FALSE;
    }
combo AA_XY {
    set_val(10,xy_val(10,aa__shake));
    wait(aa_delay);
    set_val(9,xy_val(9,aa__shake));
    set_val(11,xy_val(11,aa__shake));
    wait(aa_delay);
    set_val(10,xy_val(10,aa__shake * -1));
    wait(aa_delay);
    set_val(9,xy_val(9,aa__shake * -1));
    set_val(11,xy_val(11,aa__shake * -1));
    wait(aa_delay);
}
combo ghostpeek_Hold {
set_val(5, 100);
wait(15); wait(15);
set_val(4, 100);
wait(15); wait(10);
set_val(5, 100);
wait(15); wait(gpreset);
}
combo cPerfectAccuracy {
set_val(RT,100);
wait(100);
wait(250);
set_val(RT,100);
}
combo Rapidfire {
set_val(RT, 100);
wait(120);
set_val(RT, 0);
wait(30);
}
combo Double_Tact_R1 { //ADVANCED JITTER
    R2_block = TRUE;
    set_val(4, 100);
    wait(10);
    wait(10);
    set_val(7, 100);
    set_val(8, 100);
    set_val(3, 100);
    wait(15);
    R2_block = FALSE;
}
combo VIBRATE {
    set_rumble(rumble_type, 100);
    wait(300);
    reset_rumble();
}
combo cDropShot {
set_val(RS,100);
wait(dsdown);
wait(dsup);
set_val(RS,100);
}
combo cAimAssist {
set_val(10, (aav)); wait(delay);
set_val(9, (aav)); wait(delay);
set_val(10, aav * -1); wait(delay);
set_val(9, aav * -1); wait(delay);}
combo coAimAssist {
set_val(9, (oaav)); wait(odelay);
set_val(9, oaav * -1); wait(odelay); }
combo cAimAbuse {
set_val(LT, 100);
wait(AimAbuse_HOLD);
set_val(LT, 0);
wait(AimAbuse_RELEASE);
}
combo cAimAbusePump {
set_val(LT, 100);
wait(AimAbuse_HOLD_Pump);
set_val(LT, 0);
wait(AimAbuse_RELEASE_Pump);
}
combo cSSCAimAbuse {
set_val(7, 100); wait(SSCAimAbuse_HOLD);
set_val(7, 0);   wait(SSCAimAbuse_RELEASE);
set_val(7, 100); wait(15);
}
function rumble_A_if_true(var) {
    if (var) rumble_type = RUMBLE_A;
    else rumble_type = RUMBLE_B;
    combo_run(VIBRATE);
}
function pumpsmgfunc(ps) {
 if (ps) {
    AimAbuse = FALSE;
    AimAbusePump = TRUE;
    SSCAimAbuse = FALSE;
    AimAssist = FALSE;
    oAimAssist = TRUE;
    } else {
    AimAbuse = TRUE;
    AimAbusePump = FALSE;
    SSCAimAbuse = FALSE;
    AimAssist = TRUE;
    oAimAssist = FALSE;
    }
   }
function funcSSCAB(sscab) {
 if (sscab) {
    SSCAimAbuse = TRUE;
    AimAbuse = FALSE;
    AimAbusePump = FALSE;
    STICKY__AIM    = FALSE;
    oAimAssist = FALSE;
    AimAssist = TRUE;
    } else {
    SSCAimAbuse = FALSE;
    AimAbuse = TRUE;
    AimAbusePump = FALSE;
    STICKY__AIM    = TRUE;
    oAimAssist = FALSE;
    AimAssist = TRUE;
    }
   }
function funcreset(resett) {
 if (resett) {
    AimAssist = TRUE;
    oAimAssist = FALSE;
    AimAbuse = TRUE;
    AimAbusePump = FALSE;
    SSCAimAbuse = FALSE;
    PUMP_SMG = FALSE;
    RapidFire = FALSE;
    DropShot = FALSE;
    STICKY__AIM    = TRUE
    } else {
    AimAssist = TRUE;
    oAimAssist = FALSE;
    AimAbuse = TRUE;
    AimAbusePump = FALSE;
    SSCAimAbuse = FALSE;
    PUMP_SMG = FALSE;
    RapidFire = FALSE;
    DropShot = FALSE;
    STICKY__AIM    = TRUE
    }
   }
function xy_val(f_axis,f_val) {
    if(abs(get_val(f_axis)) < release)
    return f_val;
    return get_val(f_axis);
}
function get_double(B1,B2)
    {
    if(get_val(B1) && event_press(B2) && !doubleClick) combo_run(TAP);
    if(get_val(B1) && event_press(B2) &&  doubleClick) return TRUE;
    return FALSE;
    }
function Aim__Correction (Use_sens){
 
  if(get_val(RT) && get_val(LT)) {
    Use_sens = adss;
  }
  if(get_val(RT) && !get_val(LT)) {
    Use_sens = HIP_SENS;
  }
  if(!get_val(RT) && !get_val(LT)) {
    Use_sens = GEN_SENS;
  }
  if(!get_val(RT) && get_val(LT)) {
    Use_sens = adss;
  }
    sensitivity(9, midpoint ,Use_sens);
    sensitivity(10, midpoint ,Use_sens);
}