From the 'better late than never' department, since their previous stance on cross-play it appears Sony is finally adding cross-platform features to the Fortnight Beta on PlayStation 4!
This was confirmed by Sony Interactive Entertainment President and Global CEO John Kodera who made the announcement for select third party content.
Here's what he had to say on bringing some cross-play features to the PS4, to quote: Following a comprehensive evaluation process, SIE has identified a path toward supporting cross-platform features for select third party content.
We recognize that PS4 players have been eagerly awaiting an update, and we appreciate the community’s continued patience as we have navigated through this issue to find a solution.
The first step will be an open beta beginning today for Fortnite that will allow for cross platform gameplay, progression and commerce across PlayStation 4, Android, iOS, Nintendo Switch, Xbox One, Microsoft Windows, and Mac operating systems. We see the beta as an opportunity to conduct thorough testing that ensures cross-platform play is best on PlayStation, while being mindful about the user experience from both a technical and social perspective.
For 24 years, we have strived to deliver the best gaming experience to our fans by providing a uniquely PlayStation perspective. Today, the communities around some games have evolved to the point where cross-platform experiences add significant value to players.
In recognition of this, we have completed a thorough analysis of the business mechanics required to ensure that the PlayStation experience for our users remains intact today, and in the future, as we look to open up the platform.
This represents a major policy change for SIE, and we are now in the planning process across the organization to support this change. We will update the community once we have more details to share, including more specifics regarding the beta timeframe, and what this means for other titles going forward.
From Pastebin.com: GPC Online Library - Fornite All In One (AIO) Tons of Features
Fortnite - Season 6: Darkness Rises PS4
Fortnite - Season 6 Battle Pass PS4: Now with Pets!
This was confirmed by Sony Interactive Entertainment President and Global CEO John Kodera who made the announcement for select third party content.
Here's what he had to say on bringing some cross-play features to the PS4, to quote: Following a comprehensive evaluation process, SIE has identified a path toward supporting cross-platform features for select third party content.
We recognize that PS4 players have been eagerly awaiting an update, and we appreciate the community’s continued patience as we have navigated through this issue to find a solution.
The first step will be an open beta beginning today for Fortnite that will allow for cross platform gameplay, progression and commerce across PlayStation 4, Android, iOS, Nintendo Switch, Xbox One, Microsoft Windows, and Mac operating systems. We see the beta as an opportunity to conduct thorough testing that ensures cross-platform play is best on PlayStation, while being mindful about the user experience from both a technical and social perspective.
For 24 years, we have strived to deliver the best gaming experience to our fans by providing a uniquely PlayStation perspective. Today, the communities around some games have evolved to the point where cross-platform experiences add significant value to players.
In recognition of this, we have completed a thorough analysis of the business mechanics required to ensure that the PlayStation experience for our users remains intact today, and in the future, as we look to open up the platform.
This represents a major policy change for SIE, and we are now in the planning process across the organization to support this change. We will update the community once we have more details to share, including more specifics regarding the beta timeframe, and what this means for other titles going forward.
From Pastebin.com: GPC Online Library - Fornite All In One (AIO) Tons of Features
Code:
// GPC Online Library
// fornite_all_in_one_tons_of_features.gpc
/*
Author: WalterHMartinez
Credits:
Lex Lost : Anti reocil and Rapid fire
Excalibur : Base script
OMGitsTTGame: Double pump script
CONSOLE: PS4
Features:
Auto Drop = Hold L2 and Tap PS4 Cross To activate: Hold L2 while R2 is Held more than 95% to drop shot
Aim Assist = If L2 is Held more than 95% to activate
Aim Assist V2 = Hold L2 and tap PS4 Share to activate: Hold L2 and use (works great with Aim Assist)
Anti Recoil= Hold L2 and Tap PS4 Triangle to activate: Pre-configured Values
Rapid Fire = Hold L2 and Tap PS4 Right to activate: Pre-configured Values
Double Pump = Tap PS4 Down to activate: Hold L2 + R2 for rapid fire
Ramp Wall RUSH = Tap Left on D-Pad to activate: run and don't touch your right stick
Auto Run = move L stick more than 90%
Color Identification:
if Double Pump && !Rapid Fire && Drop Shot) colourled(White);
if Double Pump && Rapid Fire && Drop Shot) colourled(Green);
if Double Pump && !Rapid Fire && !Drop Shot) colourled(SkyBlue);
if !Double Pump && !Rapid Fire && !Drop Shot) colourled(Red);
if !Double Pump && Rapid Fire && Drop Shot) colourled(Blue);
if !Double Pump && !Rapid Fire && Drop Shot) colourled(Yellow);
Controls:
COMBAT PRO
Reset Buildign choice = ON
Controller Auto-Run = OFF
*/
//----------------------------------------
define STAIRS = PS4_LEFT; //
//----------------------------------------
// BUTTON LAYOUT COMBAT PRO
define MOVE_RIGHT = PS4_R1; // XB1 : XB1_RB
define MOVE_LEFT = PS4_L1; // XB1 : XB1_LB
define BUILD = PS4_CIRCLE; // XB1_B
define SWAP = PS4_TRIANGLE; // XB1_Y
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 w_btn = 60;
define w_press = 80;
define AR_Release = 40; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
//-------------------------------------------------------------------------------------------
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 PS4_DOWN;
unmap PS4_SHARE;
//-----------------------------------------------------
// VARIABLES
int FIRE_BTN = PS4_R2;
int ADS_BTN = PS4_L2;
int Col_ind;
int Drop_onoff;
int recoil_onoff = TRUE; // if TRUE Antirecoil is ON by default - if FALSE, OFF by default
int rapid_onoff = FALSE; // if TRUE Rapidfire is ON by default - if FALSE, OFF by default
int pump_onoff = FALSE;
// Values higher than 25 would be so fast that the
// game probably will not detect 100% of the events.
int RATE_OF_FIRE = 13; // Range: 1 to 25 RPS (Round/s)
define ANTI_RECOIL = 10; //change "0" to compensate vertical recoil (0 - 100)
define ANTI_RECOIL_LEFT = 2; //change this value to compensate to the left (0 - 100)
define ANTI_RECOIL_RIGHT = 2; //change this value to compensate to the right (0 - 100)
int ANTI_RECOIL_H = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int fire_button = 4;
int scope_button = 7;
int aimassist_onoff = TRUE;
int hold_time;
int rest_time;
int AutoAim_offon = TRUE;
int build_onoff = 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 { //---------------------------------
/////////////////////////////////////////////////////////////////////////////////
// On-Off
if (get_val(PS4_L2) && event_press(PS4_TRIANGLE)) {
recoil_onoff = !recoil_onoff;
rumble_A_if_true(recoil_onoff);
}
if (event_press(PS4_RIGHT)) {
rapid_onoff = !rapid_onoff;
rumble_A_if_true(rapid_onoff);
}
if (get_val(PS4_L2) && event_press(PS4_CROSS)) {
Drop_onoff = !Drop_onoff;
rumble_A_if_true(Drop_onoff);
}
if (get_val(PS4_L2) && event_press(PS4_SHARE)) {
AutoAim_offon = !AutoAim_offon;
rumble_A_if_true(AutoAim_offon);
}
if(event_press(PS4_DOWN)) {
aimassist_onoff=!aimassist_onoff
}
if (event_press(PS4_DOWN)) {
pump_onoff = !pump_onoff;
rumble_A_if_true(pump_onoff);
}
if (event_press(PS4_LEFT)) {
build_onoff = !build_onoff;
}
/////////////////////////////////////////////////////////////////////////////////
// Color Identification
if ((pump_onoff) && !rapid_onoff && Drop_onoff) colourled(White);
if ((pump_onoff) && rapid_onoff && Drop_onoff) colourled(Green);
if ((pump_onoff) && !rapid_onoff && !Drop_onoff) colourled(SkyBlue);
if ((!pump_onoff) && !rapid_onoff && !Drop_onoff) colourled(Red);
if ((!pump_onoff) && rapid_onoff && Drop_onoff) colourled(Blue);
if ((!pump_onoff) && !rapid_onoff && Drop_onoff) colourled(Yellow);
if (build_onoff) colourled(Green);
/////////////////////////////////////////////////////////////////////////////////
//Rapid Fire
if (rapid_onoff) {
if (get_val(FIRE_BTN)) {
combo_run(RAPID_FIRE);
}
}
/////////////////////////////////////////////////////////////////////////////////
// ANTI RECOIL
if (!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}
/////////////////////////////////////////////////////////////////////////////////
//AIM ASSIST
if (aimassist_onoff) {
if (get_val(ADS_BTN) > 95) {
combo_run(AIM_ASSIST);
} else if (combo_running(AIM_ASSIST)) {
combo_stop(AIM_ASSIST);
}
}
/////////////////////////////////////////////////////////////////////////////////
//BUDILINGS
if (build_onoff) {
if (get_val(4)) {
combo_run(RAMPRUSH);
set_val(4, 0);
set_val(8, 100);
} else if (event_release(4)) {
combo_stop(RAMPRUSH);
}
}
/////////////////////////////////////////////////////////////////////////////////
//Drop Shot
if (Drop_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN) > +90) { //Remove > +90 to just drop shot when holding Both L2 and R2
combo_run(Drop_shot);
}
}
/////////////////////////////////////////////////////////////////////////////////
//Double pump
if (pump_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
combo_run(double_pump);
combo_run(Drop_shot);
} else {
combo_stop(double_pump);
}
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO RUN
if (!get_val(7) && get_val(12) < -90) {
set_val(8, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//AutoAim V 2
if (AutoAim_offon) {
if (get_val(ADS_BTN)) {
combo_run(Auto_Aimm);
} else if (combo_running(Auto_Aimm)) {
combo_stop(Auto_Aimm);
}
if (get_val(ADS_BTN)) {
combo_run(Auto_Aimm);
} else if (combo_running(Auto_Aimm)) {
combo_stop(Auto_Aimm);
}
if (get_val(PS4_L2)) {
combo_run(Auto_Aimm1);
} else if (combo_running(Auto_Aimm)) {
combo_stop(Auto_Aimm1);
}
if (get_val(PS4_L2)) {
if (abs(get_val(R_X)) > 21) combo_stop(Auto_Aimm);
if (abs(get_val(R_Y)) > 21) combo_stop(Auto_Aimm);
}
if (abs(get_val(R_X)) > 21) {
combo_stop(Auto_Aimm1)
}
if (abs(get_val(R_Y)) > 21) {
combo_stop(Auto_Aimm1)
}
}
} //-----------------------------------------
// COMBO BLOCKS
combo double_pump {
set_val(PS4_R1, 100);
wait(300); //260
set_val(PS4_R2, 100);
wait(220); //260
set_val(PS4_L1, 100);
wait(300); //260
set_val(PS4_R2, 100);
wait(220); //260
}
combo AIM_ASSIST { //begin
set_val(ADS_BTN, 100);
wait(85);
set_val(ADS_BTN, 0);
wait(35);
} //end
combo Shotgun_AimAssist {
wait(hold_time);
set_val(scope_button, 100);
wait(50); ///////////////////////////////////Edit This For Rate Scope Zooms In And Out
set_val(scope_button, 0);
wait(25); ////////////////////////////////////Edit This For Rate Scope Zooms In And Out
set_val(scope_button, 0);
}
combo RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(30);
set_val(FIRE_BTN, 0);
}
combo Drop_shot {
set_val(PS4_R3, 100);
wait(80);
wait(60); // how long to wait until next jump
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
combo Auto_Aimm {
set_val(R_Y, -21); //1
wait(20)
set_val(R_X, +21); //1
wait(20)
set_val(R_Y, +21); //1
wait(20)
set_val(R_X, -21); //1
wait(20)
}
combo Auto_Aimm1 {
set_val(R_Y, -21); //1
wait(20)
set_val(R_X, +21); //1
wait(20)
set_val(R_Y, +21); //1
wait(20)
set_val(R_X, -21); //1
wait(20)
}
//--------------------------------------------------------------
//R1 R1 R2 L1 L1 R2
combo RAMPRUSH {
wait(50);
set_val(PS4_R1, 100);
wait(100);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_R1, 100);
wait(100);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_RY, -80);
wait(200);
set_val(PS4_RY, 0);
wait(50);
set_val(PS4_R2, 100);
wait(150);
set_val(PS4_R2, 0);
wait(50);
set_val(PS4_L1, 100);
wait(100);
set_val(PS4_L1, 0);
wait(50);
set_val(PS4_L1, 100);
wait(100);
set_val(PS4_L1, 0);
wait(50);
set_val(PS4_RY, 80);
wait(200);
set_val(PS4_RY, 0);
wait(50);
set_val(PS4_R2, 100);
wait(150);
set_val(PS4_R2, 0);
wait(50);
}
combo AntiRecoil { // This combo must be the last one
if (get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if (anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) - ANTI_RECOIL_LEFT;
if (anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) + ANTI_RECOIL_RIGHT;
if (anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);
}
}
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));
}
Fortnite - Season 6 Battle Pass PS4: Now with Pets!