GPC Library

FORNITE ALL IN ONE SHOTGUN SCRIPT AFTER UPDATE 3.5

ALL IN ONE SHOTGUN SCRIPT:

DOUBLE PUMP

DOUBLE TACT

PUMP Tact/HEAVY


VERY IMPORTANT!!:

PUMP IS ALWAYS LEFT TO OTHER WEAPON! START SCRIPT ON WEAPON ON THE LEFT!!
Version 1.2
Author WalterHMartinez
Publish Date 2018-04-13 01:39:29
Update Date 2018-04-13 14:41:39
Downloads 302
RATE


3

0

Release Notes:
Bug fix
Code:Select all
/*
Author: WalterHMartinez

ALL IN ONE SHOTGUN SCRIPT:

DOUBLE PUMP = Tap DOWN to activate: R2/RT for rapid fire!
DOUBLE TACT = Tap RIGHT to activate: R2/RT for rapid fire!
PUMP Tact/HEAVY = Tap LEFT to activate: R2/RT for rapid fire!


PUMP IS ALWAYS LEFT TO OTHER WEAPON! START SCRIPT ON WEAPON ON THE LEFT!! VERY IMPORTANT!!

*/

define MOVE_RIGHT = PS4_R1; // XB1 : XB1_RB
define MOVE_LEFT = PS4_L1; // XB1 : XB1_LB
define BUILD_BTN = PS4_CIRCLE;
define SWAP = PS4_TRIANGLE; // XB1_Y
define BUILD = PS4_CIRCLE; // XB1_B
define JUMP = PS4_CROSS;
define R_X = 9;
define R_Y = 10;
define L_X = 11;
define L_Y = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;

//-------------------------------------------------------------------------------------------
define save = 2; // XB1_MENU - PS4_OPTIONS
//-------------------------------------------------------------------------------------------
define ONLY_WITH_SCOPE = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1, // begin of data segment--------                                       
    2, 0, 0, 0, //1. Blue                                 
    0, 2, 0, 0, //2. Red                                  
    0, 0, 2, 0, //3. Green                                
    0, 0, 0, 2, //4. Pink                                 
    2, 0, 2, 0, //5. SkyBlue                              
    0, 2, 2, 0, //6. Yellow                               
    2, 2, 2, 2 //7. White 
);
unmap 14; //DOWN
unmap 1; //SHARE //XB1_VIEW
unmap 16; //RIGHT
unmap 15; //LEFT
//-----------------------------------------------------
// VARIABLES
int FIRE_BTN = 4; //XB1_RT //PS4_R2
int ADS_BTN = 7; //XB1_LT //PS4_L2
int Col_ind;
int Double_pump = FALSE;
int Pump_Tact = FALSE;          
int Double_Tact = FALSE;
int rumble_type = RUMBLE_A;
//-----------------------------------------------------
// INICIALIZATION
init {




    if (get_console() == PIO_PS3) {
        FIRE_BTN = 3; // PS4_R1
        ADS_BTN = 6; // PS4_L1
    } else {
        FIRE_BTN = 4; // PS4_R2
        ADS_BTN = 7; // PS4_L2
    }
}

main {

    if (event_press(DOWN)) {
        Double_pump = !Double_pump;
        Double_Tact = FALSE;
        Pump_Tact = FALSE;
        rumble_A_if_true(Double_pump);
    }
    
    if (!get_val(ADS_BTN) && event_press(LEFT)) {
        Pump_Tact = !Pump_Tact;
        Double_pump = FALSE;
        Double_Tact = FALSE;
        rumble_A_if_true(Pump_Tact);
    }
    if (!get_val(ADS_BTN) && event_press(RIGHT)) {
        Double_Tact = !Double_Tact;
        Double_pump = FALSE;
        Pump_Tact = FALSE;
        rumble_A_if_true(Double_Tact);
    }
    /////////////////////////////////////////////////////////////////////////////////
    //  Color Identification

    if ((Double_pump)) colourled(SkyBlue);
    if ((Pump_Tact)) colourled(Green);
    if ((Double_Tact)) colourled(Blue);
    /////////////////////////////////////////////////////////////////////////////////
    //Double pump=SkyBlue
    if (Double_pump) {
        if (!get_val(ADS_BTN) && get_val(FIRE_BTN)) {
        	set_val(PS4_R2, 0);
            combo_run(double_pump);
           
        }
    }
    //Pump TACT=Green
    if (Pump_Tact) {
        if (!get_val(ADS_BTN) && get_val(FIRE_BTN)) {
        	set_val(PS4_R2, 0);
            combo_run(Pump_Tact);
            
        }
    }
    //Double TACT=Blue
    if (Double_Tact) {
        if (!get_val(ADS_BTN) && get_val(FIRE_BTN)) {
        	set_val(PS4_R2, 0);
            combo_run(Double_Tact);
            
        }
    }
    /////////////////////////////////////////////////////////////////////////////////
    //HAIR TRIGGER
    if (get_val(FIRE_BTN)) {
        set_val(FIRE_BTN, 100);
    }
}//----------------------------------------- 



// COMBO BLOCKS 


combo double_pump {
    set_val(ADS_BTN, 100);
    wait(120);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 100);
    wait(50);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 0);
    wait(20);
    set_val(FIRE_BTN, 0);
    wait(50);
    set_val(MOVE_RIGHT, 100);
    wait(50);
    set_val(MOVE_RIGHT, 0);
    wait(590); //END
    set_val(ADS_BTN, 100);
    wait(120);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 100);
    wait(50);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 0);
    wait(20);
    set_val(FIRE_BTN, 0);
    wait(50);
    set_val(MOVE_LEFT, 100);
    wait(50);
    set_val(MOVE_LEFT, 0);
    wait(570);
}
combo Pump_Tact {
    set_val(ADS_BTN, 100);
    wait(120);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 100);
    wait(50);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 0);
    wait(20);
    set_val(FIRE_BTN, 0);
    wait(50);
    set_val(MOVE_RIGHT, 100);
    wait(50);
    set_val(MOVE_RIGHT, 0);
    wait(400); //END
    set_val(ADS_BTN, 100);
    wait(120);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 100);
    wait(50);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 0);
    wait(20);
    set_val(FIRE_BTN, 0);
    wait(50);
    set_val(MOVE_LEFT, 100);
    wait(50);
    set_val(MOVE_LEFT, 0);
    wait(590); //END
}
combo Double_Tact {
    set_val(ADS_BTN, 100);
    wait(120);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 100);
    wait(50);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 0);
    wait(20);
    set_val(FIRE_BTN, 0);
    wait(50);
    set_val(MOVE_RIGHT, 100);
    wait(50);
    set_val(MOVE_RIGHT, 0);
    wait(400); //END
    set_val(ADS_BTN, 100);
    wait(120);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 100);
    wait(50);
    set_val(FIRE_BTN, 100);
    set_val(ADS_BTN, 0);
    wait(20);
    set_val(FIRE_BTN, 0);
    wait(50);
    set_val(MOVE_LEFT, 100);
    wait(50);
    set_val(MOVE_LEFT, 0);
    wait(400); //END
}

combo VIBRATE {
    set_rumble(rumble_type, 100);
    wait(300);
    reset_rumble();
}
function rumble_A_if_true(var) {
    if (var) rumble_type = RUMBLE_A;
    else rumble_type = RUMBLE_B;
    combo_run(VIBRATE);
}
// COLOR LED function                                
//--------------------------------------------------------------
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));
}
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