COD Black Ops 3 (BO3) Beta Script

GPC1 script programming for Titan One. Code examples, questions, requests.

COD Black Ops 3 (BO3) Beta Script

Postby UK_Wildcats » Fri Jul 24, 2015 3:33 pm

By older scripts accidentally had a link to this topic, which has now been fixed. This script and topic has been superseded by a more updated version.

NEW TOPIC:
http://www.consoletuner.com/forum/viewtopic.php?t=2557

NEW SCRIPT:
http://www.consoletuner.com/gpclib/?s=1054







I am starting a Black Ops 3 script based off my COD AW v2.5 script and code from the actual BO2 gamepack.

MODS: adjustable Rapid Fire, Quick Scope, Anti-Recoil, Akimbo Single Shot, Akimbo Rapid Fire, auto sprint, drop shot, quick melee, quick reload. All the mods can be toggled on/off while in the game for testing purposes.

BO2 Gamepack Code: Quick Melee, Quick Reload

I don't know if they will have Akimbo weapons, but I left it in the script just in case.

Timing: All the timings will have to be adjusted and tested for all the mods.

WARNING: This script may not work right directly as it. I am posting it here so people can have it for the BO3 beta and can help me fine tune the timing and settings. Once the final BO3 release is done, we can fine tune it even further which can then be used to make a BO3 gamepack.

Rapid Fire: I am doing something different with rapid fire. Normally, I had been using a rate of fire variable which was used to make the Hold and Rest Times needed for the rapid fire combo. I am now using direct hold and rest times. In addition, I now have two toggles for rapid fire 1) toggles rapid fire mod on/off and 2) cycles between different rapid fire values for hold and rest time. This will help with testing and allow players to have different rapid fire values for different weapons.

TOGGLES:
Press ADS in addition with any of the below. Using ADS helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT on the D PAD to activate/deactivate "RAPID FIRE ON/OFF"
Press RIGHT on the D PAD to activate/deactivate "RAPID FIRE INCREASE RATE"
Press UP on the D PAD to activate/deactivate "QUICK MELEE"
Press DOWN on the D PAD to activate/deactivate "QUICK RELOAD"

Press CROUCH in addition with any of the below. Using CROUCH helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT on the D PAD to activate/deactivate "AKIMBO SINGLE SHOT"
Press RIGHT on the D PAD to activate/deactivate "AKIMBO RAPID FIRE"
Press UP on the D PAD to activate/deactivate "QUICK SCOPE"
Press DOWN on the D PAD to activate/deactivate "ANTI-RECOIL"

Here is the code that I have so far.
Code: Select all
/*
GPC Online Library
COD Black Ops 3(BO3) Script
=============================================================================
Device:        Titan One
Author:        Terry (aka UK_Wildcats_Fans)
Game:          Call of Duty Black Ops 3 (BO3)
System:        PlayStation 4 (PS4) or PlayStation 3 (PS3)
Controller:    DualShock 4 (DS4) or DualShock 3 (DS3)
Game Settings: Tactical Flipped Button Layout
Device:        Titan 1 (firmware version 2.27 or newer)
Website:       http:
//www.consoletuner.com
Forum Post:    http://www.consoletuner.com/forum/viewtopic.php?f=6&t=2015
=============================================================================               
COPYRIGHT:
2015 Terry (UK_Wildcats_Fans) from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY,
UNLESS written premission is given by the creator and/or copywritee. 
All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission
of the copyright holder. For permission, contact UK_Wildcats_Fans via the http://www.consoletuner.com/forum website   
=============================================================================
CHANGELOG:
Version 1.0: Initial script from my COD AW v2.5 script used as basis.  Took out items that would not be applicable (i.e. double jump, auto dash, etc.)
Version 1.0: Added code for Quick Melee and Quick Reload from the BO2 gamepack.
=============================================================================
TOGGLES:
Press ADS in addition with any of the below.  Using ADS helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT  on the D PAD to activate/deactivate "RAPID FIRE ON/OFF"   
Press RIGHT on the D PAD to activate/deactivate "RAPID FIRE CYCLING"   
Press UP    on the D PAD to activate/deactivate "QUICK MELEE"       
Press DOWN  on the D PAD to activate/deactivate "QUICK RELOAD"   

Press CROUCH in addition with any of the below.  Using CROUCH helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT  on the D PAD to activate/deactivate "AKIMBO SINGLE SHOT"
Press RIGHT on the D PAD to activate/deactivate "AKIMBO RAPID FIRE" 
Press UP    on the D PAD to activate/deactivate "QUICK SCOPE"
Press DOWN  on the D PAD to activate/deactivate "ANTI-RECOIL" 
=============================================================================
GAMEPLAY COMMENTS

The timing and functionality with BO3 has not been tested yet.

Rapid Fire: I am doing something different with rapid fire. Normally, I had been using a rate of fire variable
which was used to make the Hold and Rest Times needed for the rapid fire combo. I am not using direct hold and rest times.
I now have two toggles for rapid fire: (see the TOGGLES section below)
1) toggles rapid fire mod on/off and 2) cycles between different rapid fire values for hold and rest time.
This will help with testing and allow players to have different rapid fire values for different weapons

Quick Melee & Quick Reload:
The code for BO2 gamepack was used for quick melee and quick reload.

Drop Shot: 
The Drop Shot combo is only started once the shoot button is initially pressed.  It will not run again until it is released and re-pressed again.
If DISABLE_WITH_SCOPE is TRUE, Drop Shot occurs upon button press of SHOOT button without ADS.  If you press ADS button after starting drop,
it will stop the drop shot combo.  You must then release and re-press the SHOOT button to activate drop shot again.
           
Akimbo Single Fire Mode: 
Pressing SHOOT or ADS will cause both guns to fire at once.
Pressing SHOOT will also activate drop shot.  Pressing ADS will NOT activate drop shot.

Auto Sprint & Reloading: 
Reload times vary with weapons and auto sprint can cause problems.  You sometimes have to let off the joystick, hold the RELOAD button or hold ADS to reload fully
If it does not start sprinting right away, you can press the SPRINT button to start it.
You can adjust the reload wait time that best suits your weapons and reloads.

Anti-Recoil:
There is no one right value.  See this thread for more information.  http://www.consoletuner.com/forum/viewtopic.php?f=17&t=1155

Quick Scoping:
There are variables to play around with to meet your specific needs.
I am absolutely terrible at quick scoping, so I don't really use this and haven't tested it that much.

IN GAME BUTTON LAYOUTS: 
This script was based upon the TACTICAL FLIPPED button configuration.  If you do not play in this configuration, below are changes needed to
play in other button layouts.

Option 1: You play in the normal TACTICAL button layout.  Make these changes to the define section per the below
define ADS                     = PS4_L2;          // R1 & L1 can be changed to R2 AND L2
define EXO                     = PS4_L1;          // R1 & L1 can be changed to R2 AND L2
define SHOOT                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                 = PS4_R1;          // R1 & L1 can be changed to R2 AND L2

Option 2: You play in the normal DEFAULT button layout.  Make these changes to the define section per the below
define ADS                     = PS4_L1;          // R1 & L1 can be changed to R2 and L2
define EXO                     = PS4_L2;          // R1 & L1 can be changed to R2 and L2
define SHOOT                   = PS4_R1;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                 = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define CROUCH                  = PS4_CIRCLE;      // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3
define MELEE                   = PS4_R3;          // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE

Option 3: You play in the normal DEFAULT FLIPPED layout.  Make these changes to the define section per the below
define CROUCH                  = PS4_CIRCLE;      // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3
define MELEE                   = PS4_R3;          // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE

DEFINES
*/
define ADS                       = PS4_L1;          // R1 & L1 can be changed to R2 and L2
define EXO                       = PS4_L2;          // R1 & L1 can be changed to R2 and L2
define SPRINT_EXO                = PS4_L3;
define LX                        = PS4_LX;
define LY                        = PS4_LY;
define SHOOT                     = PS4_R1;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define CROUCH                    = PS4_R3;          // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3.
define RX                        = PS4_RX;
define RY                        = PS4_RY;
define JUMP                      = PS4_CROSS;
define RELOAD                    = PS4_SQUARE;
define MELEE                     = PS4_CIRCLE;      // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE.
define SWAP_WEAPONS              = PS4_TRIANGLE;
define UP                        = PS4_UP;
define DOWN                      = PS4_DOWN;
define LEFT                      = PS4_LEFT;
define RIGHT                     = PS4_RIGHT;

define INSTA_FIRE                = 95;   // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM                 = 95;   // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%
define INSTA_OTHER               = 95;   // The % at which it boosts the other button when pressed - i.e. 95% means when pressed 5%
define DROPSHOT_QUICKNESS        = 95;   // The % at which it boosts the CROUCH button when pressed - i.e. 95% means when pressed 5%     
define ADS_SPEED                 = 20;   // The % at which it boosts your aiming speed when using ADS         

define DISABLE_WITH_SCOPE        = TRUE; // Will not drop shot if ADS is on
define ANTI_RECOIL               = 20;   // Change this value to compensate to the vertical recoil  ASM1 with rapidfire = 40, BAL no grip = 20; Bal with grp = 0;
define ANTI_RECOIL_LEFT          = 0;    // Change this value to compensate to the left
define ANTI_RECOIL_RIGHT         = 0;    // Change this value to compensate to the right
define ONLY_WITH_SCOPE           = TRUE; // Anti-recoil will only be applied with ADS
define QUICK_SCOPE_WAIT          = 500// Increase this time for a longer ADS time.  Decrease this time for a shorter ADS time
define RELOAD_WAIT               = 2000; // Wait time after stopping auto sprint to allow reloading.  Adjust as necessary
define SHOOT_WAIT                = 300// Wait time after stopping auto sprint to allow shooting

// VARIABLES =============================================================================

int AkimboSingleON               = FALSE; // Akimbo mode for regular single shot mode
int AkimboRapidON                = FALSE; // Akimbo mode with rapid fire mode
int DoubleJumpON                 = TRUE;
int AutoSprintON                 = TRUE
int AutoDashON                   = FALSE;
int QuickMelee_ON                = FALSE;
int RapidFireON                  = FALSE
int DropShotON                   = TRUE// Always turned on now
int InversionON                  = TRUE// Set this to FALSE if not using look inversion enabled in the game setting.  Most people are NOT using look inversion
int JitterON                     = FALSE;
int AntiRecoilON                 = FALSE;
int QuickScopeON                 = FALSE;
int QuickReloadON                = FALSE
int RapidFireCounter             = 1;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;

// Hold Time is the time in mSeconds that the SHOOT button is pressed. It varies depending on the weapon, game and attachments.
// Release time is the time between shooting.  This will vary depending on the game timing that is coded into the game.

int HoldTime                     = 10// defined in mSeconds for regular Rapid Fire
int RestTime                     = 10// defined in mSeconds for regular Rapid Fire
int HoldTime2                    = 10// defined in mSeconds for Akimbo Rapid Fire
int RestTime2                    = 10// defined in mSeconds for Akimbo Rapid Fire

// MAIN SCRIPT =============================================================================

main {   

    vm_tctrl(-5);  // sets main loop to 5mS vs the default 10mS

    if(get_val(CROUCH)){sensitivity(CROUCH, NOT_USE, 100 + DROPSHOT_QUICKNESS);} // Allows for quicker crouch if barely pressed       

    if(event_press(LEFT) && get_val(ADS)) {  // Turn ON and OFF Rapid Fire
        RapidFireON = !RapidFireON;
        if(RapidFireON) {
             AkimboSingleON = FALSE// Turn OFF Akimbo modes
             AkimboRapidON = FALSE;   // Turn OFF Akimbo modes
             QuickScopeON = FALSE;    // Turn OFF QuickScope
        }
    }
   
    // Using this to cycle through rapid fire settings for testing.  It can be used for having multiple rapid fire settings
    // You can set these values to whatever you want and adjust how many different values that you want.
    if(event_press(RIGHT) && get_val(ADS) && RapidFireON) {
       RapidFireCounter = RapidFireCounter + 1;
       if(RapidFireCounter > 4) {RapidFireCounter = 1;}
       if(RapidFireCounter == 2){HoldTime = 15; RestTime = 15;}
       if(RapidFireCounter == 3){HoldTime = 20; RestTime = 20;}
       if(RapidFireCounter == 4){HoldTime = 25; RestTime = 25;}   
    }
   
    if(event_press(UP) && get_val(ADS)) {    // Turns ON and OFF Quick Melee
        QuickMelee_ON = !QuickMelee_ON;
    }
   
    if(event_press(DOWN) && get_val(ADS)) {  // Turns ON and OFF QuickReload
        QuickReloadON = !QuickReloadON;
    }

    if(event_press(UP) && get_val(CROUCH)) {  // Turns ON and OFF Quick Scope
        QuickScopeON = !QuickScopeON;
        if(QuickScopeON) {
           AkimboSingleON = FALSE;            // Turn OFF Akimbo modes
           AkimboRapidON = FALSE;             // Turn OFF Akimbo modes   
           RapidFireON = FALSE;               // Turn OFF Rapid Fire
           AntiRecoilON = FALSE;              // Turn OFF Anti Recoil
        }
    }

    if(event_press(DOWN) && get_val(CROUCH)) { // Turns ON and OFF Anti-Recoil
        AntiRecoilON = !AntiRecoilON;
    }

  // Makes the button 100% pressed even if barely pressed - aka more sensitive and quicker reaction
  if(get_val(ADS)){sensitivity(ADS, 10, 100 + INSTA_AIM);}     
  if(get_val(SHOOT)){sensitivity(SHOOT, 10, 100 + INSTA_FIRE);}
  if(get_val(SPRINT_EXO)){sensitivity(SPRINT_EXO, 10, 100 + INSTA_OTHER);}
  if(get_val(GRENADE)){sensitivity(GRENADE, 10, 100 + INSTA_OTHER);}

  // Drop Shot
  if(event_press(SHOOT) && DropShotON){
        combo_stop(AutoSprint); 
        combo_run(DropShot);
  }
  if(DISABLE_WITH_SCOPE && get_val(ADS)) {combo_stop(DropShot);}


  // Akimbo Single Shot
  if(event_press(LEFT) && get_val(CROUCH)) { // Turns ON and OFF Akimbo Single button mod
       AkimboSingleON = !AkimboSingleON;
       if (AkimboSingleON){
           AkimboRapidON = FALSE;            // Turn OFF Akimbo Rapid if using Akimbo
           JitterON = FALSE;                 // Turn OFF Jitter if using Akimbo
           RapidFireON = FALSE;              // Turn OFF Rapid Fire if using Akimbo
           QuickScopeON = FALSE;             // Turn OFF QuickScope if using Akimbo
       }
  }
  if(AkimboSingleON && get_val(SHOOT)) {set_val(ADS,100);}
  if(AkimboSingleON && get_val(ADS)) {set_val(SHOOT,100);}

  // Akimbo Rapid Fire
  if(event_press(RIGHT) && get_val(CROUCH)) { // Turns ON and OFF Akimbo Rapid Fire mod
       AkimboRapidON = !AkimboRapidON;
       if (AkimboRapidON){
           AkimboSingleON = FALSE;           // Turn OFF Akimbo Single if using Akimbo
           RapidFireON = FALSE;              // Turn OFF Rapid Fire if using Akimbo
           QuickScopeON = FALSE;             // Turn OFF QuickScope if using Akimbo
    }
  }
  if( AkimboRapidON && get_val(ADS) ) {combo_run(AkimboRapidFire);}
  if( AkimboRapidON && get_val(SHOOT) ) {combo_run(AkimboRapidFireDropShoot);}

  // QUICK MELEE  using on/off for testing purposes. Added time variable to see if it helps with the normal "back" when not in actual game play
  if(event_press(MELEE) && QuickMelee_ON && get_ptime(RELOAD) < 250) {combo_restart(QuickMelee);}

  // FAST RELOAD
  if(event_release(RELOAD) && QuickReloadON && get_ptime(RELOAD) < 250) {combo_run(QuickReload);set_val(RELOAD,0);} // time variable needed to allow for getting care packages

  // Rapid Fire
  if(get_val(SHOOT) && RapidFireON) {combo_run(RapidFire);}
    else if(combo_running(RapidFire)) {combo_stop(RapidFire);}

  // Faster movement while aiming with ADS
  if(get_val(ADS)){
     sensitivity(RX, NOT_USE, 100 + ADS_SPEED);
     sensitivity(RY, NOT_USE, 100 + ADS_SPEED);
  }                                                       

  // Anti-recoil
  if(!ONLY_WITH_SCOPE || get_val(ADS)) {combo_run(AntiRecoil);}

  // Quick Scope -- CANNOT ADS (aka regular scope) while using Quick Scope -- for regular ADS you must toggle off QuickScopeON  -- see "Toggles" section at the top of this script
  if(QuickScopeON && event_press(ADS) ) {combo_run(QuickScope);}

  // AutoSprint -- Try different values (i.e. -90, -95); toggle ON/OFF
  if(get_val(LY) < -99 && AutoSprintON && !combo_running(AllowReloading)) { combo_run(AutoSprint); }
  else if((get_val(LY) > -99 && AutoSprintON)) {combo_stop(AutoSprint); } // Reload will also stop
  if(event_press(RELOAD)) {combo_stop(AutoSprint); combo_run(AllowReloading);}  // Stop auto sprint to allow reloading
  if(event_press(SHOOT)) {combo_stop(AutoSprint); combo_run(AllowShooting);}    // Stop auto spring to allow shooting
 
} // End of MAIN

// COMBOS =============================================================================

combo AllowShooting {
    set_val(SPRINT_EXO, 0);
    wait(SHOOT_WAIT); // can adjust to ensure enough time to reload
}

combo AllowReloading {
    set_val(SPRINT_EXO, 0);
    wait(RELOAD_WAIT); // can adjust to ensure enough time to reload
}

combo RapidFire {
    set_val(SHOOT, 100);
    wait(HoldTime);
    set_val(SHOOT, 0);
    wait(RestTime);
    set_val(SHOOT, 0);
}

combo AkimboRapidFire {
    set_val(SHOOT, 100);
    set_val(ADS,100);
    wait(HoldTime2);
    set_val(SHOOT, 0);
    set_val(ADS,0);
    wait(RestTime2);
    set_val(SHOOT, 0);
    set_val(ADS,0);
}

combo AkimboRapidFireDropShoot {
    set_val(SPRINT_EXO,0);
    set_val(SHOOT, 100);
    set_val(ADS,100);
    wait(HoldTime2);
    set_val(SHOOT, 0);
    set_val(ADS,0);
    set_val(CROUCH, 100);
    wait(RestTime2);
    set_val(SHOOT, 0);
    set_val(ADS,0);
    set_val(CROUCH, 100);
}

combo DropShot {
   set_val(SPRINT_EXO,0);
   wait(15)
   set_val(CROUCH, 100);
   wait(15)
   set_val(CROUCH, 100);
   wait(1000);  // Changed from 1200 to 1000 for testing
}


combo QuickReload {
    set_val(RELOAD, 100);
    wait(1800);  // 1800 was the default BO2
    set_val(SWAP_WEAPONS, 100);
    wait(80);
    set_val(SWAP_WEAPONS, 100);
    wait(80);
}

combo QuickMelee {
    set_val(MELEE, 100);
    wait(240);
    set_val(GRENADE, 100);
    wait(200);
    set_val(GRENADE, 100);
    set_val(SWAP_WEAPONS, 100);
    wait(880);
}

combo QuickScope {
    set_val(ADS, 100);
    wait(QUICK_SCOPE_WAIT)            //Increase this time for a longer ADS time.  Decrease this time for a shorter ADS time.
    set_val(ADS, 0);
    wait(10)
    set_val(SHOOT, 100);
    wait(20)
    set_val(SHOOT, 0);
    wait(60)
    set_val(SHOOT, 0);
}

combo AutoSprint {
    set_val(SPRINT_EXO, 100);
    wait(10);
    set_val(SPRINT_EXO, 100)
}

combo AntiRecoil {                                           
// Look Inversion Enabled
    if(get_val(SHOOT) && AntiRecoilON && InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons
      anti_recoil = get_val(RY) - ANTI_RECOIL;            // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED
      if(anti_recoil > 100) anti_recoil = 100;
      set_val(RY, anti_recoil);
      anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT;
      if(anti_recoil_left > 100) anti_recoil_left = 100;
      set_val(RX, anti_recoil_left);
      anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT;
      if(anti_recoil_right > 100) anti_recoil_right = 100;
      set_val(RX, anti_recoil_right);
    }
// Normal Look Inversion - look inversion disabled
    if(get_val(SHOOT) && AntiRecoilON && !InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons
      anti_recoil = get_val(RY) + ANTI_RECOIL;             // ADD anti_recoil for normal
      if(anti_recoil > 100) anti_recoil = 100;
      set_val(RY, anti_recoil);
      anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT;
      if(anti_recoil_left > 100) anti_recoil_left = 100;
      set_val(RX, anti_recoil_left);
      anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT;
      if(anti_recoil_right > 100) anti_recoil_right = 100;
      set_val(RX, anti_recoil_right);
    }
}


I appreciate any reviews, feedback and comments. I would also appreciate any help in fine tuning the timing and mods once the beta is released.
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Re: COD Black Ops 3 (BO3) Beta Script

Postby J2Kbr » Fri Jul 24, 2015 6:49 pm

Couple months ago I had an idea for a "new" rapidfire. I think this is a good opportunity to implement it, if you agree - of course.

What I have in mind is a rapidfire where both the hold and release times can be individually set, and an extra configuration to add/remove time between the first and subsequent shots.
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Re: COD Black Ops 3 (BO3) Beta Script

Postby UK_Wildcats » Fri Jul 24, 2015 7:23 pm

That is an awesome idea!!!! I was JUST thinking of the same thing as I was watching some COD BO3 game play of the XR-2 3 round burst weapon. The burst times can vary if you add rapid fire attachment. This would be great for semi-automatic weapons/shotguns too since the hold time would be much faster than the release times.

Since I already have HoldTime and RestTime in my rapid fire combo, I was planning to play around with it.
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Re: COD Black Ops 3 (BO3) Beta Script

Postby UK_Wildcats » Tue Aug 11, 2015 7:22 pm

Posting my script for review, feedback and comments.
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Re: COD Black Ops 3 (BO3) Beta Script

Postby J2Kbr » Wed Aug 12, 2015 12:48 pm

:joia: :joia:
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Re: COD Black Ops 3 (BO3) Beta Script

Postby stvbdkd » Wed Aug 19, 2015 9:22 pm

UK_Wildcats_Fans wrote:Posting my script for review, feedback and comments.

can i try out your BO3 beta script how can i load it on titan one i never done it before.
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Re: COD Black Ops 3 (BO3) Beta Script

Postby UK_Wildcats » Wed Aug 19, 2015 9:36 pm

Of course. I have limited game time, so I have not been able to test anything other than auto-spring and drop shot. I also have not unlocked any burst weapons to try out the rapid fire.

http://www.consoletuner.com/forum/viewtopic.php?f=18&t=1789
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Re: COD Black Ops 3 (BO3) Beta Script

Postby stvbdkd » Wed Aug 19, 2015 11:08 pm

UK_Wildcats_Fans wrote:Of course. I have limited game time, so I have not been able to test anything other than auto-spring and drop shot. I also have not unlocked any burst weapons to try out the rapid fire.

http://www.consoletuner.com/forum/viewtopic.php?f=18&t=1789

this might be a silly question when in game how do you enable drop shot
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Re: COD Black Ops 3 (BO3) Beta Script

Postby UK_Wildcats » Thu Aug 20, 2015 3:18 pm

It is already enabled. To use drop shot, you press the FIRE button without the ADS button being pressed.
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Re: COD Black Ops 3 (BO3) Beta Script

Postby rajan29 » Fri Aug 21, 2015 12:55 pm

Have you guys tested with the new rapid fire variable you guys were talking about? i'm currently running this script for BO3 beta and the rapid fire settings doesn't really work on XR2 burst weapon. I've tested at 20 & 25 and it doesnt shoot any faster than it should. I'm going to test it with 30 now. Can you please give me a code for quick reload, so i can test it with my script :)

Thank you
Code: Select all
// Range: 1 to 50 RPS (Round/s)
define RATE_OF_FIRE = 30;   

// Change the anti-recoil force depending
// on the weapon in use.
define ANTIRECOIL_FORCE = 20;

///////////////////////////////////////////////////////////////


int ar_tmp;
int hold_time, rest_time;

init {
    hold_time = 500 / RATE_OF_FIRE;
    rest_time = hold_time - 10;
    if(rest_time < 0) rest_time = 0;
}

main {
    // Remap L2 with R3
    swap(PS4_L2, PS4_R3);


    // Rapidfire R1
    if(get_val(PS4_R1)) {
        combo_run(RapidFire);
    }

   // Anti-Recoil
    if(get_val(PS4_L1) && get_val(PS4_R1)) {
        combo_run(AntiRecoil);
    }

  // Dropshot
    if(!get_val(PS4_L1) && event_press(PS4_R1)) {
        combo_run(DropShot);
    }

}

combo RapidFire {
    set_val(PS4_R1, 100);
    wait(hold_time);
    set_val(PS4_R1, 0);
    wait(rest_time);
    set_val(PS4_R1, 0);
}

combo DropShot {
    set_val(PS4_CIRCLE, 100);
    wait(1300);
}

combo AntiRecoil {
    ar_tmp = get_val(PS4_RY) + ANTIRECOIL_FORCE;
    if(ar_tmp > 100) ar_tmp = 100;
    else if(ar_tmp < -100) ar_tmp = -100;
    set_val(PS4_RY, ar_tmp);
}
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