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remap PS4_CIRCLE -> PS4_TRIANGLE;
remap PS4_TRIANGLE -> PS4_CIRCLE;
main {
if(get_val(PS4_CIRCLE)) { //Input commands are not affected by remaps.
combo_run(My_Combo); //So to run this combo, you would physically press the CIRCLE button.
}
}
combo My_Combo{
set_val(PS4_L3, 100);
wait(200);
set_val(PS4_L3, 0);
wait(190);
}
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remap PS4_CIRCLE -> PS4_TRIANGLE;
remap PS4_TRIANGLE -> PS4_CIRCLE;
main {
if(get_val(PS4_CIRCLE)) { //Input commands are not affected by remaps.
combo_run(My_Combo); //So to run this combo, you would physically press the CIRCLE button.
}
}
combo My_Combo{
set_val(PS4_CIRCLE, 100); //When this combo is run, it will turbo the CIRCLE button.
wait(40); //However, when the main section has finished its current iteration,
set_val(PS4_CIRCLE, 0); //the Virtual Machine will evaluate the REMAPS and will reassign these
wait(30); //commands to the TRIANGLE button.
}
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remap PS4_CROSS -> PS4_SQUARE;
remap PS4_CROSS -> PS4_TRIANGLE;
main {
}
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unmap PS4_TRIANGLE;
main {
if(get_val(PS4_TRIANGLE)){
combo_run(MyCombo);
}
}
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unmap ALL_REMAPS;
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