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falconpunch323
21st February 16, 18:24
here is a ryu i made its decent let me know what you think? i have not been plyaying the game so much so FEEDBACK will let me know if i should even bother with it anymore its a fun game but mkx is more my cup of tea here ya go...

8 combos
LS left CA combo sweep distance
ls up ca combo close
ls r quick Hc combo
ls d heavy attack combo

RS

RS up instant fb spam
RS left instant dp spam
RS down v trigger combo
RS right simple combo



define BACK_PUNCH = 17; // BACK_PUNCHANGLE, Y
define BACK_KICK = 18; // CIRCLE, B
define FRONT_KICK = 19; // CROSS, A
define FRONT_PUNCH = 20; // SQUARE, X
define R1 = 3; // R1, RB
define R2 = 4; // R2, RT
define THROW = 6; // L1, LB
define L2 = 7; // L2, LT
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
// 253 Combo Name
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment

define Combo_1 =0;
define Combo_2 =1;
define Combo_3 =2;
define Combo_4 =3;
define Combo_5 =4;
define Combo_6 =5;
define Combo_7 =6;
define Combo_8 =7;
define Fatality_1 =8;
define Fatality_2 =9;
data(
Combo_1,
2,DOWN,100,
BACK_KICK,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,FRONT_PUNCH,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,FRONT_PUNCH,100,
4,
0,200,
EOC,



Combo_2,
2,DOWN,100,
FRONT_KICK,100,
4,
0,25,
2,DOWN,100,
FRONT_PUNCH,100,
4,
0,8,
1,FORWARD,100,
4,
0,2,
2,DOWN,100,
BACK,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,R1,100,
4,
0,200,


EOC,
Combo_3,

2,DOWN,100,
FRONT_PUNCH,100,
4,
0,20,
2,DOWN,100,
FRONT_PUNCH,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
2,DOWN,100,
BACK,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,R1,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,FRONT_PUNCH,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,FRONT_PUNCH,100,
4,
0,200,
EOC,



Combo_4,
2,FORWARD,100,
R1,100,
4,
0,110,
2,DOWN,100,
R1,100,
4,
0,8,
1,FORWARD,100,
4,
0,2,
2,DOWN,100,
BACK,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,R1,100,
4,
0,200,
EOC,



Combo_5,
1,DOWN,100,
2,
2,DOWN,100,
FORWARD,100,
2,
2,FORWARD,100,
FRONT_PUNCH,100,
4,
0,45,

EOC,


Combo_6,
1,FORWARD,100,
2,
2,DOWN,100,
BACK,100,
2,
1,FORWARD,100,
4,
0,2,
1,R1,100,
4,
0,85,
EOC,


Combo_7,
1,BACK_PUNCH,100,
4,
0,8,
1,BACK_PUNCH,100,
4,
0,8,
1,BACK_PUNCH,100,
4,
0,8,
1,BACK_PUNCH,100,
4,
0,8,
1,BACK_PUNCH,100,
4,
0,20,
2,R2,100,
THROW,100,
2,
0,90,
1,R2,100,
2,
0,70,
1,FRONT_KICK,100,
2,
0,2,
1,DOWN,100,
2,
0,2,
2,DOWN,100,
BACK,100,
2,
0,2,
1,BACK,100,
2,
0,2,
2,FRONT_KICK,100,
BACK_KICK,100,
4,
0,200,
EOC,
Combo_8,
1,BACK_PUNCH,100,
4,
0,44,
2,DOWN,100,
BACK_PUNCH,100,
4,
0,8,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,R1,100,
4,
0,2,


EOC,


Fatality_1,
1,BACK,100,
4,
0,8,
1,FORWARD,100,
4,
0,8,
1,BACK,100,
4,
0,8,
1,FORWARD,100,
4,
0,8,
1,BACK_PUNCH,100,
4,
0,200,
EOC,
Fatality_2,
1,FORWARD,100,
4,
0,8,
1,DOWN,100,
4,
0,8,
1,BACK,100,
4,
0,8,
1,BACK_KICK,100,
4,
0,200,
EOC,
EOD );

unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;

int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int value_1, value_2, value_3, value_4, value_5;
int wait_time;
int switch;
int delay_t;
int cancel;
main {






// Determine Back and Forward
if(get_val(RIGHT) ) {
back = LEFT; forward = RIGHT;
} else if(get_val(LEFT)) {
back = RIGHT; forward = LEFT;
}

// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;

}
}

// CANCEL combos condition-----------------------------------------
// RS X and Y are in rest - cancel the combo
if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if ( (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BACK_PUNCH, 0);
set_val(BACK_KICK, 0);
set_val(FRONT_KICK, 0);
set_val(FRONT_PUNCH, 0);
set_val(R1, 0);
set_val(R2, 0);
set_val(THROW, 0);
set_val(L2, 0);
set_val(UP, 0);
set_val(DOWN, 0);
set_val(LEFT, 0);
set_val(RIGHT, 0);
set_val(MOVE_X, 0);
set_val(MOVE_Y, 0);
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// RS RIGHT
if (get_val (9) >= 60) { //Combo 1
cancel=1;
i = get_combo_index(Combo_1);
}
// RS LEFT
if (get_val (9) <= -60) { //Combo 2
cancel=1;
i = get_combo_index(Combo_2);
}
// RS UP
if (get_val (10) <= -60) { //Combo 3
cancel=1;
i = get_combo_index(Combo_3);
}
// RS DOWN
if (get_val (10) >= 60) { //Combo 4
cancel=1;
i = get_combo_index(Combo_4);
}
// LS UP
if (get_val (12)<= -60) { //Combo 5
cancel=2;
i = get_combo_index(Combo_5);
}
// LS RIGHT
if (get_val (11)>= 60) { //Combo 5.5
cancel=2;
i = get_combo_index(Combo_8);
}
// LS DOWN
if (get_val (12) >= 60) { //Combo 6
cancel=2;
i = get_combo_index(Combo_7);
}
//LS LEFT
if (get_val (11)<= -60) { //Combo 4
cancel=2;
i = get_combo_index(Combo_6);
}
// LEFT Stick Pressed
if (get_val (5)) { //Fatality Eye Squish
cancel=3;
i = get_combo_index(Fatality_1);
}
// RIGHT Stick Pressed
if (get_val (8)) { //Fatality Pole
cancel=3;
i = get_combo_index(Fatality_2);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}
}

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}



// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
value_1 = dbyte(i); i = i + 1;
} else { button_1 = -1; value_1 = 0; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
value_2 = dbyte(i); i = i + 1;
} else { button_2 = -1; value_2 = 0; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
value_3 = dbyte(i); i = i + 1;
} else { button_3 = -1; value_3 = 0; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
value_4 = dbyte(i); i = i + 1;
} else { button_4 = -1; value_4 = 0; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
value_5 = dbyte(i); i = i + 1;
} else { button_5 = -1; value_5 = 0; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;
else if(wait_time > 2530) wait_time = 2530;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, value_1);
if(button_2 != -1) set_val(button_2, value_2);
if(button_3 != -1) set_val(button_3, value_3);
if(button_4 != -1) set_val(button_4, value_4);
if(button_5 != -1) set_val(button_5, value_5);
}

swa2776
21st February 16, 20:09
excellent work as usual Falconpunch

falconpunch323
21st February 16, 20:45
Thanks for taking the time to comment on the script man it lets me know if its worth it to keep going and if it works so thanks

eammon doyle
21st February 16, 21:17
Epic dude thank u so much much appreciated!!!

CREEPMOVE
21st February 16, 21:27
Could u please make a critical art script for ryu. Tried to cut it out of ur script but im a noob. I dont need the combo just CA motion and timing.

falconpunch323
22nd February 16, 00:19
Could u please make a critical art script for ryu. Tried to cut it out of ur script but im a noob. I dont need the combo just CA motion and timing.

If you want to just have the CA instead of the combo I would get rid of either Up or Right on RS and delete everything up to the d,df,f d,df,f, punch....
actually here it is just the ca

1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,FRONT_PUNCH,100,
4,
0,200,

Zo8663
22nd February 16, 09:51
OMG!!! thanks Falconpunch, Ryu combos are sick and i like Laura combo as well.

gooff
22nd February 16, 11:13
WHEN I TRY RUN SCRIPT I GET THIS ERROR = SFV-RYU-DS4.gpc* : C:\Users\daniel\Documents\SFV\SFV-RYU-DS4.gpc
> ERROR line 359: 'get_step_values' is not defined.
Build failed with 1 errors ... How do i fiix it?

EvilRyu
22nd February 16, 11:37
GG

andbear413
22nd February 16, 13:38
Im sorry does the script do the combo for u im a little confused sorry havent used a script for fighting games just cod and bf

Hansford
22nd February 16, 13:47
Forgive my ignorance here, but is there a way to modify this script to run combos on an arcade stick? For example, would there be a way to make the RS combos work by holding L1 + joystick direction and have the LS combos run with L2 + stick direction?

CREEPMOVE
22nd February 16, 14:57
If you want to just have the CA instead of the combo I would get rid of either Up or Right on RS and delete everything up to the d,df,f d,df,f, punch....
actually here it is just the ca

1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,DOWN,100,
4,
0,2,
2,DOWN,100,
FORWARD,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,FRONT_PUNCH,100,
4,
0,200,
I dont under stand ur wait times . Looks different then scripts ive used. Them pc commands? Im on ps4. If i knew ur wait times icould make my own

VersacePython
22nd February 16, 23:14
I dont under stand ur wait times . Looks different then scripts ive used. Them pc commands? Im on ps4. If i knew ur wait times icould make my own

It's been converted to a data segment. The wait times are the same as regular, just move the decimal once to the left.

40 becomes 4, 80 becomes 8, etc..

CREEPMOVE
23rd February 16, 04:21
It's been converted to a data segment. The wait times are the same as regular, just move the decimal once to the left.

40 becomes 4, 80 becomes 8, etc..
Well seems ur smarter than i. Is 2 20? Any way can u make just the CA for me? I made a post askigg and few guys would all be greatful. But with out the decimals so us noobs can add to it later lol.

Solo.
23rd February 16, 04:51
Well seems ur smarter than i. Is 2 20? Any way can u make just the CA for me? I made a post askigg and few guys would all be greatful. But with out the decimals so us noobs can add to it later lol.
Simple math bro, 2 = 20 = 4 = 40 6 = 60. You get where im going? its a single digit number x 10 or as a matter of fact, whatever number you put in x 10 = wait time.

eammon doyle
23rd February 16, 14:03
what does the 0 stand for?

falconpunch323
23rd February 16, 16:35
The zero lol honestly I just assumed it to be sort of a place holder I will not lie to you and say that I know what it is actually used for as In the old/Not Data format there are only the 2 wait times 40/80. etc... But yea be looking out for the nash later today I have time to get it done now so Ill post when ready

CREEPMOVE
24th February 16, 02:49
So wait 60 wait 0 and wait 20. Could i wait 80 and it be the same. I dont understand 2 wait times before each input. Lol im a new guy at his but i made some simple basic stuff b4._ lol just help us by making just CA script._ will be very thankful.

Bruh_Thomas94
24th February 16, 05:08
hey could you help me out normally I don't do this but could you make a combo script for vega I need something to help me grind out skins in survival? THANKS IN ADVANCED

falconpunch323
24th February 16, 19:42
Im so sorry guys my children have been kind enough to spread to me a stomach virus so I have not done a thing but lay down

Solo.
24th February 16, 21:38
Im so sorry guys my children have been kind enough to spread to me a stomach virus so I have not done a thing but lay down
Hope you get well soon man :)

Don't stress, SF5 is a terrible fighter anyway.

falconpunch323
25th February 16, 06:45
Hope you get well soon man :)

Don't stress, SF5 is a terrible fighter anyway.

Lol It sure is not mkx I will say that much haha wayy less fun... glad i only got the base game no season pass

CREEPMOVE
25th February 16, 12:51
Im so sorry guys my children have been kind enough to spread to me a stomach virus so I have not done a thing but lay down
No rush man, and hope you feel better soon.

CronusMaks
25th February 16, 19:16
Just wanted to say thank you for this script. I'm new to scripting and can see how well done this one is. I hope to use it as a basis for future combo scripts once i get used to things. I do have a couple questions...


1) Can someone explain the coding in the section starting with Line 491? // Set the buttons, values and wait time of a step

2) SFV is based on 60 frames per second gameplay. So 1 frame is essentially 16ms (1000ms / 60frames). I'm wondering how to translate these frames into the wait times used in this script. Is the wait time based on milliseconds? I noticed this script uses a value of 2 which converts to 20. Is this 20ms?

Solo.
26th February 16, 00:10
Just wanted to say thank you for this script. I'm new to scripting and can see how well done this one is. I hope to use it as a basis for future combo scripts once i get used to things. I do have a couple questions...


1) Can someone explain the coding in the section starting with Line 491? // Set the buttons, values and wait time of a step

2) SFV is based on 60 frames per second gameplay. So 1 frame is essentially 16ms (1000ms / 60frames). I'm wondering how to translate these frames into the wait times used in this script. Is the wait time based on milliseconds? I noticed this script uses a value of 2 which converts to 20. Is this 20ms?
2 = 20 ms.
50 = 150ms
etc.

andbear413
3rd March 16, 01:18
Im sorry can someone actually tell me how to use the combos like what buttons i press to activate ive never used the cronusmax with SF5 ive only used it with BO3 thankyou for your help

swa2776
4th March 16, 15:05
usually it uses RS or LS, the combo activates by the dpad towards opponent then holding LS or RS LEFT ,RIGHT,UP,DOWN

Z3r01
5th March 16, 19:09
ok so noob questions ,

1. how do i put these on the cronus max plus?

2. off topic but , why is it when you program on one computer and go to another , the other computer does not see whatever you programmed ?

Legendarystephe
9th March 16, 15:18
Huge fan of your work Falcon keep it up and thank you!!

Gavin70422
30th March 16, 14:36
Is they anyway someone could change the dp spam to medium instead of heavy

mnguyen
30th March 16, 14:58
Is they anyway someone could change the dp spam to medium instead of heavy

just change the R1 in combo 2 to BACK_PUNCH

Combo_2,
2,DOWN,100,
FRONT_KICK,100,
4,
0,25,
2,DOWN,100,
FRONT_PUNCH,100,
4,
0,8,
1,FORWARD,100,
4,
0,2,
2,DOWN,100,
BACK,100,
4,
0,2,
1,FORWARD,100,
4,
0,2,
1,BACK_PUNCH,100,
4,
0,200,

DRoma82
8th April 16, 04:49
Awesome job! I'll adapt it to my Arcade Stick! Keep'em comming!

Hansford
22nd April 16, 09:29
Awesome job! I'll adapt it to my Arcade Stick! Keep'em comming!

Would you mind sharing how you adapted this for your arcade stick? I struggled to find a good way to modify it that worked.

falconpunch323
14th May 16, 19:31
Yea guys i just popped in to see what was going on in the section I wish I could make some more for you guys but i don't have SF5 anymore pc or otherwise maybe if i can get it again down the road I could try to do a bit more but atm I have no way of helping maybe someone has some scripts they are willing to share for this game that everyone can use

karakule
29th May 16, 11:53
how to use script guys please tell me . im traying only error

Mugiwara
29th November 16, 10:10
How can i use this script on the pc version ?
I don't know because I am new to this :D help me please

falconpunch323
17th December 16, 20:21
I had no idea that this had over 11k views maybe i should try to get a copy of sf5 for pc or ps4 I dont have the game anymore but If people find it useful I can try to get my hands on a copy and make some more combos

andbear413
17th December 16, 22:52
Please make more combos that would be apperciated

falconpunch323
18th December 16, 04:34
Please make more combos that would be apperciated
I have to get my hands on a new copy of the game but If I can i will

Gleison_rs
18th December 16, 16:50
Worked like a charm! TY!

falconpunch323
18th December 16, 19:53
Worked like a charm! TY!

Good to know lol I made this like the first day the game came out and sold the game like a week or 2 later back to the store haha glad it still works

Gleison_rs
19th December 16, 07:58
Good to know lol I made this like the first day the game came out and sold the game like a week or 2 later back to the store haha glad it still works


I'm not the best at combos so it helped a lot...maybe you can help me find the other ones...Did all the trials with only 3 characters...

falconpunch323
3rd January 17, 20:26
once I get the game again I will make more scripts pubs and privates on request. should not be long before I get my hands on it again

Smoke
1st February 17, 15:48
I've been bored so been trying to make street fighter scripts, everything is fine but I can't seem to make imputa for special moves work, like quarter circle moves for Ryu hadouken

falconpunch323
6th February 17, 21:29
ti make ryu fireball work it should be this imput exactly

1,down,100,
4,0,2,
2,down,100,
forward,100,
4,0,2,
2,forward,100,
BACK_PUNCH,100,
4,0,120,

OR whatever punch you want to use or a combo of punches to make it ex or whatever

AndoG
4th June 17, 20:43
Can anyone maybe make a script for a SFxTekken fightpad? Want to use the LB and LT for combos. So 2 best combos of RYU or Nash. If anyone can make one for me I would be very great full.

alfy16
10th June 17, 02:46
thank you

ry4nj
24th June 17, 14:26
thanks for this, to bad no one makes anymore scripts for SF5. lol

ry4nj
24th June 17, 16:14
is there anyway to get this script to use the always forward function? that would be awesome

VincentEth2018
28th March 18, 01:37
Can anyone tell me why I get this in the in cronus 1.2 when I try to program device?
------ GPC: Build started ------
1: Ryu Combos.gpc
WARNING: Function 'convert_back_forward' is never used, This warning originated from line 531 column 0
WARNING: Variable 'switch' is never used...
WARNING: Variable 'delay_t' is never assigned a value and will always have it's default value '0'...
Compilation completed with 3 warning(s)
Total byte size: 2015 bytes (49.19%)
Total variables used: 25 of which 6 are dedicated to combos (22.32%)
------ GPC: Build started ------
Ryu Combos.gpc
WARNING: Function 'convert_back_forward' is never used, This warning originated from line 531 column 0
WARNING: Variable 'switch' is never used...
WARNING: Variable 'delay_t' is never assigned a value and will always have it's default value '0'...
Compilation completed with 3 warning(s)
Total byte size: 2015 bytes (49.19%)
Total variables used: 25 of which 6 are dedicated to combos (22.32%)

Thank you.

hiddindragon08
19th April 18, 23:22
Wouldn't worry too much about it. It means that in the gpc coding there's certain things that aren't being used, convert back, switch and delay are them. They aren't really critical in the combos or strings you're running though so it should work np.

falconpunch323
30th April 18, 16:29
Can anyone tell me why I get this in the in cronus 1.2 when I try to program device?
------ GPC: Build started ------
1: Ryu Combos.gpc
WARNING: Function 'convert_back_forward' is never used, This warning originated from line 531 column 0
WARNING: Variable 'switch' is never used...
WARNING: Variable 'delay_t' is never assigned a value and will always have it's default value '0'...
Compilation completed with 3 warning(s)
Total byte size: 2015 bytes (49.19%)
Total variables used: 25 of which 6 are dedicated to combos (22.32%)
------ GPC: Build started ------
Ryu Combos.gpc
WARNING: Function 'convert_back_forward' is never used, This warning originated from line 531 column 0
WARNING: Variable 'switch' is never used...
WARNING: Variable 'delay_t' is never assigned a value and will always have it's default value '0'...
Compilation completed with 3 warning(s)
Total byte size: 2015 bytes (49.19%)
Total variables used: 25 of which 6 are dedicated to combos (22.32%)

Thank you.

Its nothing that will "hurt" the script there are just unused variables in the script itself.