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View Full Version : I need help



ackrr
12th August 18, 02:28
Hello
Thanks for all

I need to Aim Assist and Dropshot only

for fortnite (ps4)

mrd648
12th August 18, 03:29
HERE

(PS4_L2 + PS4_LEFT ) FOR DROP SHOT

// Script was generated with *FORTNITE app* ver. 3.2 Date :08/12/18 Time: 10:26:02 AM

/**********************************************************************
______ _____ _____ _______ _ _ _______ _______ ______
(______)(_____) (_____)(__ _ __)(_) (_)(_______)(__ _ __)(______)
(_)__ (_) (_)(_)__(_) (_) (__)_ (_) (_) (_) (_)__
(____) (_) (_)(_____) (_) (_)(_)(_) (_) (_) (____)
(_) (_)___(_)( ) ( ) (_) (_) (__) __(_)__ (_) (_)____
(_) (_____) (_) (_) (_) (_) (_)(_______) (_) (______)

**********************************************************************/

/*********************************************************************
FORTNITE BATTLE ROYALE

Game : FORTNITE

Authors : Excalibur & WalterHMartinez

**********************************************************************/
///////////////////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : BUILDER PRO
//
// CONSOLE : PS4
//
// Bumpers/Triggers : DEFAULT
//
///////////////////////////////////////////////////////////////////////
//
//---------------------------------------------------------------------
// TOGGLE SWITCHES
// Turn AIM ASSIST OFF/ON
// ---------------------------------
//
// hold : PS4_L2 and then press : PS4_LEFT
//
// Turn AUTO DROP or JUMP OFF/ON
// ---------------------------------
//
// hold : PS4_L2 and then press : PS4_LEFT
//
//


//---------------------------------------------------------------------
//
define FIRE_BTN = PS4_R2;
define ADS_BTN = PS4_L2;
define CROUCH_BTN = PS4_R3;
define SPRINT_BTN = PS4_L3;
define JUMP_BTN = PS4_CROSS;
define NEXT_PIECE = PS4_R1;
define LEFT_BUMP = PS4_L1;
define SWAP_BTN = PS4_TRIANGLE;
define BUILD_BTN = PS4_CIRCLE;
define RELOAD_BTN = PS4_SQUARE;
//---------------------------------------------------------------------
// BUILD BUTTONS
define WALL_BTN = PS4_R2;
define STAIRS_BTN = PS4_L2;
define FLOOR_BTN = PS4_R1;
define ROOF_BTN = PS4_L1;
//______________________________________________________________________|
//########## VARIABLES BELOW USED BY SCRIPT (DO NOT TOUCH) #############|
//----------------------------------------------------------------------|
int AimAssist_onoff = TRUE;
int shake = 21;
int AutoDrop_onoff = TRUE;
//--------------------------------------------------------------------------------------
// MAIN BLOCK BEGIN
main {



/////////////////////////////////////////////////////////////////////////////////
//Aim Assist V 2
if (AimAssist_onoff) {
if (get_val(ADS_BTN))
combo_run(Auto_Aimm);
else
combo_stop(Auto_Aimm);


if (get_val(ADS_BTN)) {
if (abs(get_val(9)) > 21 || abs(get_val(10)) > 21){
combo_stop(Auto_Aimm);
}
}
}//-------------------------------------------------------------------------------
if(get_val(PS4_L2)){
if(event_press(PS4_LEFT)) {
AutoDrop_onoff = !AutoDrop_onoff;
}
set_val(PS4_LEFT, 0);
}//-----------------------------------------------------------

/////////////////////////////////////////////////////////////////////////////////
//Drop Shot
if (AutoDrop_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN) ) {
combo_run(DROP_SHOT);
}
}

}// MAIN BLOCK END
//--------------------------------------------------------------------------------------

//--------------------------------------------------------------------------------------
// COMBO BLOCK

combo DROP_SHOT {
wait(80);
set_val(CROUCH_BTN, 100);
wait(80);
wait(1000); // how long to wait until next drop
}
combo Auto_Aimm {
set_val(10, shake * -1); //1
wait(20)
set_val(9, shake); //1
wait(20)
set_val(10, shake); //1
wait(20)
set_val(9, shake * -1); //1
wait(20)
}



BUT YOU WILL NEED TO AIM ABUSE WITH AIM ASSIST

(PS4_L2 + PS4_LEFT ) FOR DROP SHOT

// Script was generated with *FORTNITE app* ver. 3.2 Date :08/12/18 Time: 10:29:05 AM

/**********************************************************************
______ _____ _____ _______ _ _ _______ _______ ______
(______)(_____) (_____)(__ _ __)(_) (_)(_______)(__ _ __)(______)
(_)__ (_) (_)(_)__(_) (_) (__)_ (_) (_) (_) (_)__
(____) (_) (_)(_____) (_) (_)(_)(_) (_) (_) (____)
(_) (_)___(_)( ) ( ) (_) (_) (__) __(_)__ (_) (_)____
(_) (_____) (_) (_) (_) (_) (_)(_______) (_) (______)

**********************************************************************/

/*********************************************************************
FORTNITE BATTLE ROYALE

Game : FORTNITE

Authors : Excalibur & WalterHMartinez

**********************************************************************/
///////////////////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : BUILDER PRO
//
// CONSOLE : PS4
//
// Bumpers/Triggers : DEFAULT
//
///////////////////////////////////////////////////////////////////////
//
//---------------------------------------------------------------------
// TOGGLE SWITCHES
// Turn AIM ASSIST OFF/ON
// ---------------------------------
//
// hold : PS4_L2 and then press : PS4_LEFT
//
// Turn AUTO DROP or JUMP OFF/ON
// ---------------------------------
//
// hold : PS4_L2 and then press : PS4_LEFT
//
//


//---------------------------------------------------------------------
//
define FIRE_BTN = PS4_R2;
define ADS_BTN = PS4_L2;
define CROUCH_BTN = PS4_R3;
define SPRINT_BTN = PS4_L3;
define JUMP_BTN = PS4_CROSS;
define NEXT_PIECE = PS4_R1;
define LEFT_BUMP = PS4_L1;
define SWAP_BTN = PS4_TRIANGLE;
define BUILD_BTN = PS4_CIRCLE;
define RELOAD_BTN = PS4_SQUARE;
//---------------------------------------------------------------------
// BUILD BUTTONS
define WALL_BTN = PS4_R2;
define STAIRS_BTN = PS4_L2;
define FLOOR_BTN = PS4_R1;
define ROOF_BTN = PS4_L1;
//______________________________________________________________________|
//########## VARIABLES BELOW USED BY SCRIPT (DO NOT TOUCH) #############|
//----------------------------------------------------------------------|
//--------------------------------------
// use the name of the color
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;

data( 1,
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
) // end of data segment--------------

///////////////////////////////////////
// variables
int AimAbuse_onoff = TRUE;
int AR_AimAssist_on = TRUE;
int AimAssist_onoff = TRUE;
int shake = 21;
int AutoDrop_onoff = TRUE;
int aimabuse_hold;
int aimabuse_rest;
//--------------------------------------------------------------------------------------
// MAIN BLOCK BEGIN
main {


if(!AimAbuse_onoff) LED_CM (Blue);
else {
if(AR_AimAssist_on)LED_CM (SkyBlue);
}

/////////////////////////////////////////////////////////////////////////////////
//Aim Assist V 2
if (AimAssist_onoff) {
if (get_val(ADS_BTN))
combo_run(Auto_Aimm);
else
combo_stop(Auto_Aimm);


if (get_val(ADS_BTN)) {
if (abs(get_val(9)) > 21 || abs(get_val(10)) > 21){
combo_stop(Auto_Aimm);
}
}
}//-------------------------------------------------------------------------------

if(AimAbuse_onoff){
/////////////////////////////////////////////////////////////////////////////////
// ASSAULT RIFLES AIM ABUSE
if (AR_AimAssist_on) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
aimabuse_hold = 55;
aimabuse_rest = 14;
combo_run(AR_RAPID_FIRE);
combo_run(AIM_ABUSE);
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
}//-----------------------------------------------

}
if(get_val(PS4_L2)){
if(event_press(PS4_LEFT)) {
AutoDrop_onoff = !AutoDrop_onoff;
}
set_val(PS4_LEFT, 0);
}//-----------------------------------------------------------

/////////////////////////////////////////////////////////////////////////////////
//Drop Shot
if (AutoDrop_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN) ) {
combo_run(DROP_SHOT);
}
}

}// MAIN BLOCK END
//--------------------------------------------------------------------------------------

//--------------------------------------------------------------------------------------
// COMBO BLOCK

combo AIM_ABUSE { //
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo AR_RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(1);
set_val(FIRE_BTN, 0);
}
combo DROP_SHOT {
wait(80);
set_val(CROUCH_BTN, 100);
wait(80);
wait(1000); // how long to wait until next drop
}
combo Auto_Aimm {
set_val(10, shake * -1); //1
wait(20)
set_val(9, shake); //1
wait(20)
set_val(10, shake); //1
wait(20)
set_val(9, shake * -1); //1
wait(20)
}
// COLOR LED function
//--------------------------------------------------------------
function LED_CM(Colour) {
set_led(LED_1,dbyte(( Colour * 4)- 3 ));
set_led(LED_2,dbyte(((Colour * 4)- 3) + 1));
set_led(LED_3,dbyte(((Colour * 4)- 3) + 2));
set_led(LED_4,dbyte(((Colour * 4)- 3) + 3));
}