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incredi
26th January 18, 12:31
Hi can anyone make either scripts or a game pack for dragon ball fighterz for combos etc, any help would be greatly appreciated. Sorry if this kind of lost is not aloud delete if need be.

ry4nj
26th January 18, 22:43
bump

eletif
27th January 18, 00:35
Also interested in this, I know it's day one and it will take a while, but I would like to see a subforum for this game.

acidmango
27th January 18, 06:01
SSGSS Goku Combo Challenge #10, hold RB/R1 during final attack to continue to consume meter and launch the evolved ultimate attack.


main {
if (get_val(XB1_VIEW))
combo_run(GokuBlue3Meter);

if(get_val(XB1_MENU))
combo_stop(GokuBlue3Meter);
}

combo GokuBlue3Meter {

set_val(XB1_DOWN, 100);
wait (150);
set_val(XB1_DOWN, 100);
set_val(XB1_X, 100);
wait (80);
set_val(XB1_X, 0);
wait (180);
set_val(XB1_DOWN, 100);
set_val(XB1_Y, 100);
wait (80);
set_val(XB1_Y, 0);
wait (220);
set_val(XB1_DOWN, 100);
set_val(XB1_B, 100);
wait (80);
set_val(XB1_DOWN, 0);
wait (20);
set_val(XB1_B, 0);
wait (400);
set_val(XB1_B, 100);
wait (30);
set_val(XB1_B, 0);
wait (700);
set_val(XB1_X, 100);
wait (230);
set_val(XB1_X, 0);
wait (150);
set_val(XB1_Y, 100);
wait (80);
set_val(XB1_Y, 0);
wait (200);
set_val(XB1_B, 100);
wait (80);
set_val(XB1_B, 0);
wait (1200);
set_val(XB1_DOWN, 100);
wait (70);
set_val(XB1_LEFT , 100);
set_val(XB1_DOWN , 100);
wait (50);
set_val(XB1_DOWN, 0);
set_val(XB1_LEFT, 100);
wait (30);
set_val(XB1_LEFT , 0);
wait (10);
set_val(XB1_RB, 100);
wait (50);
set_val(XB1_LEFT, 0);
wait (700);
set_val(XB1_RB, 0);
}

ry4nj
27th January 18, 10:24
You are the man, I'll try it when I get home.:biggrin:

bronxrsj2
28th January 18, 17:26
Thank you. Could we get more combos for this game?

Romanw02
29th January 18, 15:26
https://youtu.be/ceKBvt52Aho could someone make the advanced combo since I see everyone doing it and it would help a lot considering I cannot get the timing right for the life of me and hopefully it will help the community.

Kdtrey5
29th January 18, 16:03
Really hope more people make combos , im currently making a script that includes the combos above as i used and its kinda universal for characters also will havw double jump , crouch , fwrd dash nd back dash , quick instant transmission, easy ki charge , also easy swapping. Most likely will release today

blackgoku
29th January 18, 17:25
Really hope more people make combos , im currently making a script that includes the combos above as i used and its kinda universal for characters also will havw double jump , crouch , fwrd dash nd back dash , quick instant transmission, easy ki charge , also easy swapping. Most likely will release today

thank you so much for u hard work i hope see crip soon:thumbsup::thumbsup::thumbsup: ^^

camsoreal
29th January 18, 19:44
This is a universal that works for at least half the characters, some of them might need the timing adjusted a little so go in practice and tweak it for your team.
ONLY WORKS ON P1 SIDE
!!!DIDN'T KNOW HOW TO CHANGE SIDES SO PLZ HELP AND ADD IF YOU KNOW HOW!!!!
RS Right uses 2 bars (Some char. cant do super in air so try in practice to see, end with R1 if the cant)
RS Down uses 1

If someone can figure out the side switch id more that be willing to add at least two combos.
My team is Goku Black, SS Goku, SS Vegeta

This is the first ive made so help, also its much easier to make scripts for a whole team and not half the game so if someone could request a team id be happy to make combos for them.

main { // block start
// right combo - hold Right Stick to the Right
if (get_val (PS4_RX) >= 60) {
combo_run(RS_RIGHT)
}

// Combo Cancel /*/ /*/
if ( abs(get_val (PS4_RX)) <= 20) {
combo_stop (RS_RIGHT)
}
if (get_val (PS4_RY) >= 60) {
combo_run(RS_DOWN)
}

// Combo Cancel /*/ /*/
if ( abs(get_val (PS4_RY)) <= 20) {
combo_stop (RS_DOWN)
}


}// main block end

// COMBO BLOCK
// ----------------------------------------------------
combo RS_RIGHT {
set_val(PS4_SQUARE,100);
wait(40);
wait(80);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(270);
set_val(PS4_CIRCLE,100);
wait(40);
wait(600);
set_val(PS4_CIRCLE,100);
wait(40);
wait(800);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(280);
set_val(PS4_UP,100);
set_val(PS4_RIGHT,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(320);
set_val(PS4_DOWN,100);
set_val(PS4_CIRCLE,100);
wait(40);
wait(400);
set_val(PS4_CIRCLE,100);
set_val(PS4_TRIANGLE,100);
wait(1400);
set_val(PS4_DOWN,100);
wait(40)
set_val(PS4_DOWN,100);
set_val(PS4_LEFT,100);
wait(40);
set_val(PS4_LEFT,100);
set_val(PS4_SQUARE,100);
set_val(PS4_TRIANGLE,100);
wait(4000)}

combo RS_DOWN {
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_DOWN,100);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(270);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(300);
set_val(PS4_UP,100);
set_val(PS4_RIGHT,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(370);
set_val(PS4_DOWN,100);
set_val(PS4_CIRCLE,100);
wait(40);
wait(290);
set_val(PS4_CIRCLE,100);
wait(1000);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(180);
set_val(PS4_UP,100);
set_val(PS4_RIGHT,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(250);
set_val(PS4_CIRCLE,100);
wait(1500);
set_val(PS4_DOWN,100);
wait(40)
set_val(PS4_DOWN,100);
set_val(PS4_RIGHT,100);
wait(40);
set_val(PS4_RIGHT,100);
set_val(PS4_SQUARE,100);
set_val(PS4_TRIANGLE,100);
wait(4000);
}

Kdtrey5
29th January 18, 21:07
thanks for this , i will test out and most likely add to my final script that i will release soon . credit will be given

incredi
29th January 18, 23:58
Thank you very much for this will test out soon and get back to you with my team if that’s ok thanks in advance

blackgoku
30th January 18, 00:44
working like charm ^^ just need R side done TY so much ^^

Mr Fwak
30th January 18, 01:16
this should now work for both sides for you, you have to press left or right on the DPAD depending on what way your looking at your opponent.
i haven't tested it though considering i don't have the game.

//Posted by camsoreal, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums
//Posted : Tuesday 30th of January, 2018 0:09 UTC
int Right;
int Left;

main { // block start
// right combo - hold Right Stick to the Right
if (get_val (PS4_RX) >= 60) {
combo_run(RS_RIGHT)
}

// Combo Cancel /*/ /*/
if ( abs(get_val (PS4_RX)) <= 20) {
combo_stop (RS_RIGHT)
}
if (get_val (PS4_RY) >= 60) {
combo_run(RS_DOWN)
}

// Combo Cancel /*/ /*/
if ( abs(get_val (PS4_RY)) <= 20) {
combo_stop (RS_DOWN)
}



if(get_val(11) >20 || get_val(16)){Right=16;Left=15;}
if(get_val(11) <-20 || get_val(15)){Right=15;Left=16;}




}// main block end


// COMBO BLOCK
// ----------------------------------------------------
combo RS_RIGHT {
set_val(PS4_SQUARE,100);
wait(40);
wait(80);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(270);
set_val(PS4_CIRCLE,100);
wait(40);
wait(600);
set_val(PS4_CIRCLE,100);
wait(40);
wait(800);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(280);
set_val(PS4_UP,100);
set_val(Left,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(320);
set_val(PS4_DOWN,100);
set_val(PS4_CIRCLE,100);
wait(40);
wait(400);
set_val(PS4_CIRCLE,100);
set_val(PS4_TRIANGLE,100);
wait(1400);
set_val(PS4_DOWN,100);
wait(40)
set_val(PS4_DOWN,100);
set_val(Right,100);
wait(40);
set_val(Right,100);
set_val(PS4_SQUARE,100);
set_val(PS4_TRIANGLE,100);
wait(4000)}

combo RS_DOWN {
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_DOWN,100);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(270);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(300);
set_val(PS4_UP,100);
set_val(Left,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(370);
set_val(PS4_DOWN,100);
set_val(PS4_CIRCLE,100);
wait(40);
wait(290);
set_val(PS4_CIRCLE,100);
wait(1000);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(180);
set_val(PS4_UP,100);
set_val(Left,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(250);
set_val(PS4_CIRCLE,100);
wait(1500);
set_val(PS4_DOWN,100);
wait(40)
set_val(PS4_DOWN,100);
set_val(Left,100);
wait(40);
set_val(Left,100);
set_val(PS4_SQUARE,100);
set_val(PS4_TRIANGLE,100);
wait(4000);
}

blackgoku
30th January 18, 02:09
i tryi now i let u know ^^'

Romanw02
30th January 18, 10:14
Sadly doesn't work character keeps jumping the opposite way. Even pressed the dpads.

- - - Updated - - -


this should now work for both sides for you, you have to press left or right on the DPAD depending on what way your looking at your opponent.
i haven't tested it though considering i don't have the game.

//Posted by camsoreal, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums
//Posted : Tuesday 30th of January, 2018 0:09 UTC
int Right;
int Left;

main { // block start
// right combo - hold Right Stick to the Right
if (get_val (PS4_RX) >= 60) {
combo_run(RS_RIGHT)
}

// Combo Cancel /*/ /*/
if ( abs(get_val (PS4_RX)) <= 20) {
combo_stop (RS_RIGHT)
}
if (get_val (PS4_RY) >= 60) {
combo_run(RS_DOWN)
}

// Combo Cancel /*/ /*/
if ( abs(get_val (PS4_RY)) <= 20) {
combo_stop (RS_DOWN)
}



if(get_val(11) >20 || get_val(16)){Right=16;Left=15;}
if(get_val(11) <-20 || get_val(15)){Right=15;Left=16;}




}// main block end


// COMBO BLOCK
// ----------------------------------------------------
combo RS_RIGHT {
set_val(PS4_SQUARE,100);
wait(40);
wait(80);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(270);
set_val(PS4_CIRCLE,100);
wait(40);
wait(600);
set_val(PS4_CIRCLE,100);
wait(40);
wait(800);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(280);
set_val(PS4_UP,100);
set_val(Left,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(320);
set_val(PS4_DOWN,100);
set_val(PS4_CIRCLE,100);
wait(40);
wait(400);
set_val(PS4_CIRCLE,100);
set_val(PS4_TRIANGLE,100);
wait(1400);
set_val(PS4_DOWN,100);
wait(40)
set_val(PS4_DOWN,100);
set_val(Right,100);
wait(40);
set_val(Right,100);
set_val(PS4_SQUARE,100);
set_val(PS4_TRIANGLE,100);
wait(4000)}

combo RS_DOWN {
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_DOWN,100);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(270);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(300);
set_val(PS4_UP,100);
set_val(Left,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(370);
set_val(PS4_DOWN,100);
set_val(PS4_CIRCLE,100);
wait(40);
wait(290);
set_val(PS4_CIRCLE,100);
wait(1000);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(40);
wait(180);
set_val(PS4_UP,100);
set_val(Left,100);
wait(180);
set_val(PS4_SQUARE,100);
wait(40);
wait(180);
set_val(PS4_TRIANGLE,100);
wait(250);
set_val(PS4_CIRCLE,100);
wait(1500);
set_val(PS4_DOWN,100);
wait(40)
set_val(PS4_DOWN,100);
set_val(Left,100);
wait(40);
set_val(Left,100);
set_val(PS4_SQUARE,100);
set_val(PS4_TRIANGLE,100);
wait(4000);
}

justframe
30th January 18, 15:29
I just got the game today and wanted to throw up a quick script for it, right now I only have Goku but soon I'll have a few more done.

I have been having some computer troubles so I wasn't able to finish the MVCI scripts when I said I would, I'll have them out soon as well.

I'm still experimenting with what exactly I want to put in the DBFZ scripts so for right now there's only the 4 combos on right stick. I don't know what I want to put on the left stick yet.

Switch sides with left and right on the d-pad. You can also press R3 while holding back and blocking to make combos work to your front, without actually needing to press forward.

Don't press L3. It will load a different memory slot on your cronusmax, its there for when I eventually make more scripts so you can switch between scripts for each team member you are using.

// Script was generated with < Script Manipulator > ver. 13.6 Date :01/30/18 Time: 10:58:00 AM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
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.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define Goku2M = 0;
define GokuMA = 1;
define GokuJH = 2;
define GokuMACorner = 3;
data(
EOC,
Goku2M,
2,DOWN,
BTN1,
4,
0,30,
1,BTN1,
4,
0,10,
2,UP,
FORWARD,
4,
0,20,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
2,UP,
FORWARD,
4,
0,10,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
2,DOWN,
BTN2,
4,
0,20,
2,BTN2,
BTN3,
4,
0,90,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
1,BTN4,
4,
0,50,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN6,
4,
0,100,
EOC,
GokuMA,
1,BTN1,
4,
0,20,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,30,
2,BTN2,
BTN3,
4,
0,110,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,15,
2,UP,
FORWARD,
10,
0,4,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN3,
4,
0,50,
2,BTN1,
BTN2,
4,
0,10,
1,BACK,
155,
0,4,
1,BTN1,
4,
0,20,
2,UP,
BACK,
4,
0,20,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
2,BACK,
BTN5,
4,
0,100,
EOC,
GokuJH,
2,UP,
FORWARD,
4,
0,4,
1,FORWARD,
10,
0,4,
1,BTN2,
4,
0,50,
2,DOWN,
BTN1,
4,
0,30,
1,BTN1,
4,
0,10,
2,UP,
FORWARD,
4,
0,20,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
2,UP,
FORWARD,
4,
0,10,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
2,DOWN,
BTN2,
4,
0,20,
2,BTN2,
BTN3,
4,
0,90,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
1,BTN4,
4,
0,50,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN6,
4,
0,100,
EOC,
GokuMACorner,
1,BTN1,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
2,DOWN,
BTN2,
4,
0,20,
2,BTN2,
BTN3,
4,
0,100,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,15,
1,DOWN,
4,
2,DOWN,
BACK,
4,
2,BACK,
BTN1,
4,
0,90,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN5,
4,
0,60,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;
unmap PS4_LX
unmap PS4_LY
unmap PS4_L3
unmap PS4_R3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_R3))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_R3))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_L3)){
load_slot(2);
}

// 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;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 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);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(GokuMA);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(GokuMACorner);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(GokuJH);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(Goku2M);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// 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();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// 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;
} else { button_1 = -1; }

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

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

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

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

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

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, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}

Right stick right and left are two combos starting out of standing medium attack. Right stick right works in the open, right stick left works in the corner. they do 4900 and 3900 damage respectively. Right stick right takes 2 meter while right stick left only takes one.

Right stick up is an overhead that does 4200 damage. Takes 1 meter.

Right stick down is a low that does 4600 damage. Takes 1 meter.

Enjoy! And I'm still figuring out the game and what to put in scripts right now, so feel free to make some suggestions if you know what would be good to have in a script.

I should also mention I made this on PC, those on console test it out to see if it works and let me know.

ttttttttttt
30th January 18, 16:13
feel free to make some suggestions if you know what would be good to have in a script.


Firstly want to say thanks for everyone coming up with these combo scripts, big help to me and probably a lot of others. as far as what i would want i think 3 combos. the most damaging one for 0, 1, and 3 bars respectively, preferably that work in any situation, (dont need specific teams/assists/opponants/position and work on both sides) the regular moves are pretty simple compared to most fighting games so i dont really see much more id want but maybe others have an idea. here are a couple places that have rounded up some decent combos for every character if these are any use

http://shoryuken.com/2018/01/26/dragon-ball-fighterz-roundup-final-showdowns-combo-guides-ginyu-body-swap-nappa-breakdown-and-more/

https://twitter.com/TalesOfMrE/moments

personally ive been using goku black, cell, tien, beerus, frieza and kid buu so id like to see a script for them but just do who you guys enjoy.

Edit: i didnt think about it at the time, but landing different moves initiates different combos, im not sure what is possible but it would be cool if you had a combo for each opening move, for example say you land a fireball and then hold a button and it does the combo that correlates with the combo starting move you landed, like say down right punch is the fireball, but if its going to land you hold punch down and it turns into the combo that starts with a landed fireball etc. may not be possible though and maybe there are universal combos that start with different openers so this isnt necessary im not sure

Alexbz
31st January 18, 18:17
I just got the game today and wanted to throw up a quick script for it, right now I only have Goku but soon I'll have a few more done.

I have been having some computer troubles so I wasn't able to finish the MVCI scripts when I said I would, I'll have them out soon as well.

I'm still experimenting with what exactly I want to put in the DBFZ scripts so for right now there's only the 4 combos on right stick. I don't know what I want to put on the left stick yet.

Switch sides with left and right on the d-pad. You can also press R3 while holding back and blocking to make combos work to your front, without actually needing to press forward.

Don't press L3. It will load a different memory slot on your cronusmax, its there for when I eventually make more scripts so you can switch between scripts for each team member you are using.

// Script was generated with < Script Manipulator > ver. 13.6 Date :01/30/18 Time: 10:58:00 AM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
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.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define Goku2M = 0;
define GokuMA = 1;
define GokuJH = 2;
define GokuMACorner = 3;
data(
EOC,
Goku2M,
2,DOWN,
BTN1,
4,
0,30,
1,BTN1,
4,
0,10,
2,UP,
FORWARD,
4,
0,20,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
2,UP,
FORWARD,
4,
0,10,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
2,DOWN,
BTN2,
4,
0,20,
2,BTN2,
BTN3,
4,
0,90,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
1,BTN4,
4,
0,50,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN6,
4,
0,100,
EOC,
GokuMA,
1,BTN1,
4,
0,20,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,30,
2,BTN2,
BTN3,
4,
0,110,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,15,
2,UP,
FORWARD,
10,
0,4,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN3,
4,
0,50,
2,BTN1,
BTN2,
4,
0,10,
1,BACK,
155,
0,4,
1,BTN1,
4,
0,20,
2,UP,
BACK,
4,
0,20,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
2,BACK,
BTN5,
4,
0,100,
EOC,
GokuJH,
2,UP,
FORWARD,
4,
0,4,
1,FORWARD,
10,
0,4,
1,BTN2,
4,
0,50,
2,DOWN,
BTN1,
4,
0,30,
1,BTN1,
4,
0,10,
2,UP,
FORWARD,
4,
0,20,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,20,
2,UP,
FORWARD,
4,
0,10,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
2,DOWN,
BTN2,
4,
0,20,
2,BTN2,
BTN3,
4,
0,90,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,30,
1,BTN4,
4,
0,50,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN6,
4,
0,100,
EOC,
GokuMACorner,
1,BTN1,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN3,
4,
0,20,
2,DOWN,
BTN2,
4,
0,20,
2,BTN2,
BTN3,
4,
0,100,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,15,
1,DOWN,
4,
2,DOWN,
BACK,
4,
2,BACK,
BTN1,
4,
0,90,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN5,
4,
0,60,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;
unmap PS4_LX
unmap PS4_LY
unmap PS4_L3
unmap PS4_R3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_R3))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_R3))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_L3)){
load_slot(2);
}

// 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;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 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);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(GokuMA);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(GokuMACorner);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(GokuJH);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(Goku2M);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// 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();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// 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;
} else { button_1 = -1; }

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

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

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

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

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

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, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}

Right stick right and left are two combos starting out of standing medium attack. Right stick right works in the open, right stick left works in the corner. they do 4900 and 3900 damage respectively. Right stick right takes 2 meter while right stick left only takes one.

Right stick up is an overhead that does 4200 damage. Takes 1 meter.

Right stick down is a low that does 4600 damage. Takes 1 meter.

Enjoy! And I'm still figuring out the game and what to put in scripts right now, so feel free to make some suggestions if you know what would be good to have in a script.

I should also mention I made this on PC, those on console test it out to see if it works and let me know.



Thanks for the script! It's a really good begining!

amr9698
31st January 18, 20:23
online it either delays hard or not registering right

Kdtrey5
31st January 18, 21:27
online it either delays hard or not registering right
Not ment for online purposes, only offline if u want online u would need too record ya self as online has different timing and latency

acidmango
1st February 18, 10:46
I just got the game today and wanted to throw up a quick script for it, right now I only have Goku but soon I'll have a few more done.

I have been having some computer troubles so I wasn't able to finish the MVCI scripts when I said I would, I'll have them out soon as well.

I'm still experimenting with what exactly I want to put in the DBFZ scripts so for right now there's only the 4 combos on right stick. I don't know what I want to put on the left stick yet.

Switch sides with left and right on the d-pad. You can also press R3 while holding back and blocking to make combos work to your front, without actually needing to press forward.

Don't press L3. It will load a different memory slot on your cronusmax, its there for when I eventually make more scripts so you can switch between scripts for each team member you are using.


Right stick right and left are two combos starting out of standing medium attack. Right stick right works in the open, right stick left works in the corner. they do 4900 and 3900 damage respectively. Right stick right takes 2 meter while right stick left only takes one.

Right stick up is an overhead that does 4200 damage. Takes 1 meter.

Right stick down is a low that does 4600 damage. Takes 1 meter.

Enjoy! And I'm still figuring out the game and what to put in scripts right now, so feel free to make some suggestions if you know what would be good to have in a script.

I should also mention I made this on PC, those on console test it out to see if it works and let me know.

Nice, I like the overhead.
I'm pretty new here and I don't have a CLUE how to read that script, but is it possible to change these scripts back from whatever Script Manipulator does with them into a easily readable format? Or is there a guide somewhere that can teach me to read that xD
I'd like to continue adding to it.
Right now I'm just using LS to switch between slots and that works well enough for now.
Also, timing doesn't seem proper on 2 of the combos on Xbone.

justframe
1st February 18, 16:59
Firstly want to say thanks for everyone coming up with these combo scripts, big help to me and probably a lot of others. as far as what i would want i think 3 combos. the most damaging one for 0, 1, and 3 bars respectively, preferably that work in any situation, (dont need specific teams/assists/opponants/position and work on both sides) the regular moves are pretty simple compared to most fighting games so i dont really see much more id want but maybe others have an idea. here are a couple places that have rounded up some decent combos for every character if these are any use

http://shoryuken.com/2018/01/26/dragon-ball-fighterz-roundup-final-showdowns-combo-guides-ginyu-body-swap-nappa-breakdown-and-more/

https://twitter.com/TalesOfMrE/moments

personally ive been using goku black, cell, tien, beerus, frieza and kid buu so id like to see a script for them but just do who you guys enjoy.

Edit: i didnt think about it at the time, but landing different moves initiates different combos, im not sure what is possible but it would be cool if you had a combo for each opening move, for example say you land a fireball and then hold a button and it does the combo that correlates with the combo starting move you landed, like say down right punch is the fireball, but if its going to land you hold punch down and it turns into the combo that starts with a landed fireball etc. may not be possible though and maybe there are universal combos that start with different openers so this isnt necessary im not sure
Thats an interesting idea and ill definitely look at making a generic combo you can do after anything if I can find them. Its probably mostly character dependent what attacks you can combo after.


Nice, I like the overhead.
I'm pretty new here and I don't have a CLUE how to read that script, but is it possible to change these scripts back from whatever Script Manipulator does with them into a easily readable format? Or is there a guide somewhere that can teach me to read that xD
I'd like to continue adding to it.
Right now I'm just using LS to switch between slots and that works well enough for now.
Also, timing doesn't seem proper on 2 of the combos on Xbone.

If you download Script Manipulator there is a de-convert combos from data to regular GPC tool in the fighting games tab, that'll change it back to the format you're used to.
If you want to know how to read the combos its pretty simple:

2,FORWARD, //2 = the number of buttons that will be pressed. Forward and BTN6 are the buttons that will be pressed, you can see which buttons correlate to these variables in the define section at the top of the script.
BTN6, // see above
4, // 4 = the amount of time the buttons will be pressed, in this case 40 milliseconds. all wait times are divided by 10, so a 4= 40, 100 = 1000, etc.
0,100, // 0 = the number of buttons that will be pressed (none), 100 = the amount of time nothing will be pressed (1 second).
EOC, //All combos that are converted to data this way have to end with the line 'EOC,' otherwise the combo will not work.


I was worried about the script not working on console, I'll be tweaking it more and should be able to fix it so that it works on console and pc (and online!).

ttttttttttt
1st February 18, 18:14
Thats an interesting idea and ill definitely look at making a generic combo you can do after anything if I can find them. Its probably mostly character dependent what attacks you can combo after.


yeah, i was thinking more character specific, but also after each move, say cell has a combo after his divekick, then that triggers if you hit the divekick and hold down the button, but doesnt if you just press it, so you can choose not to do the combo if the move is blocked. like you say that would only work for cell and there would have to be a difference script for vegetas moves etc etc, i meant just one pack for each character people felt like doing rather than a universal script, but obviously thats a lot of effort and anything is good.

as for universal combos heres a vid for that. https://www.youtube.com/watch?v=xp9sFyXViSk. one combo that every character can do if you wanna keep it simple. (well a tiny bit more complicated than that but the vid explains better than i can)

joeymcblowy
3rd February 18, 04:52
yeah, i was thinking more character specific, but also after each move, say cell has a combo after his divekick, then that triggers if you hit the divekick and hold down the button, but doesnt if you just press it, so you can choose not to do the combo if the move is blocked. like you say that would only work for cell and there would have to be a difference script for vegetas moves etc etc, i meant just one pack for each character people felt like doing rather than a universal script, but obviously thats a lot of effort and anything is good.

as for universal combos heres a vid for that. https://www.youtube.com/watch?v=xp9sFyXViSk. one combo that every character can do if you wanna keep it simple. (well a tiny bit more complicated than that but the vid explains better than i can)

I made this universal air combo left and right side,only works in air obviously. Made to work after super dash if you understand

main{ if(get_val(PS4_R3))
combo_run(right);


if(get_val(PS4_L3))
combo_run(left);
}
combo right {
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
wait(110);
set_val(PS4_TRIANGLE, 0);
wait(120);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_UP, 0);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(60);
wait(10);
set_val(PS4_SQUARE, 100);
wait(40);
set_val(PS4_SQUARE, 100);
wait(60);
set_val(PS4_UP, 100);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_TRIANGLE, 0);
wait(100);
set_val(PS4_CIRCLE, 100);
wait(100);
set_val(PS4_CIRCLE, 0);
}


combo left {
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
wait(110);
set_val(PS4_TRIANGLE, 0);
wait(120);
set_val(PS4_LEFT, 100);
wait(40);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(80);
set_val(PS4_UP, 0);
set_val(PS4_LEFT, 100);
wait(20);
set_val(PS4_LEFT, 0);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(50);
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(60);
wait(10);
set_val(PS4_SQUARE, 100);
wait(40);
set_val(PS4_SQUARE, 100);
wait(60);
set_val(PS4_UP, 100);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_TRIANGLE, 0);
wait(100);
set_val(PS4_CIRCLE, 100);
wait(100);
set_val(PS4_CIRCLE, 0);
}

blackgoku
3rd February 18, 13:56
any news buddy from u conbos

Cutthroat
3rd February 18, 18:25
I made this universal air combo left and right side,only works in air obviously. Made to work after super dash if you understand

main{ if(get_val(PS4_R3))
combo_run(right);


if(get_val(PS4_L3))
combo_run(left);
}
combo right {
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
wait(110);
set_val(PS4_TRIANGLE, 0);
wait(120);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_UP, 0);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(60);
wait(10);
set_val(PS4_SQUARE, 100);
wait(40);
set_val(PS4_SQUARE, 100);
wait(60);
set_val(PS4_UP, 100);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_TRIANGLE, 0);
wait(100);
set_val(PS4_CIRCLE, 100);
wait(100);
set_val(PS4_CIRCLE, 0);
}


combo left {
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
wait(110);
set_val(PS4_TRIANGLE, 0);
wait(120);
set_val(PS4_LEFT, 100);
wait(40);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(80);
set_val(PS4_UP, 0);
set_val(PS4_LEFT, 100);
wait(20);
set_val(PS4_LEFT, 0);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(50);
set_val(PS4_SQUARE, 100);
wait(110);
set_val(PS4_SQUARE, 0);
wait(60);
wait(10);
set_val(PS4_SQUARE, 100);
wait(40);
set_val(PS4_SQUARE, 100);
wait(60);
set_val(PS4_UP, 100);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_TRIANGLE, 0);
wait(100);
set_val(PS4_CIRCLE, 100);
wait(100);
set_val(PS4_CIRCLE, 0);
}




Do we just throw it in the other script? What is it binded to the left stick?

bronxrsj2
3rd February 18, 21:20
Works great offline

lexsirex
11th June 18, 19:12
nice!