//Aim Assist int AimAssist = TRUE; int AA_strength = -26; //Going over 35 may cause instability //Aim Abuse int SensitiveAbuse = FALSE; // TAP "LEFT" to Enable/Disable int aimabuse_hold; int aimabuse_wait; //Anti Recoil int Anti_Recoil; define ONLY_WITH_SCOPE = TRUE; // Use Anti-recoil only when aiming down sights define ANTI_RECOIL = 3; // Change "25" to adjust recoil //Rapid Fire define RapidFire = 25; //Layout define FIRE_BTN = 4; //XB1_RB / PS4_R2 define ADS_BTN = 7; //XB1_LB / PS4_L2 define CROUCH_BTN = 5; //XB1_RS / PS4_R3 define RELOAD_BTN = 20; //XB1_X / PS4_SQAURE define SPRINT_BTN = 8; //XB1_LS / PS4_L3 define JUMP_BTN = 19; //XB1_A / PS4_CROSS define NEXT_PIECE = 3; //XB1_RT / PS4_R1 define RIGHT_BUMP = 3; // XB1_RB / PS4_R1 define LEFT_BUMP = 6; //ADS_BTN / PS4_L1 define SWAP_BTN = 17; //XB1_Y / PS4_TRIANGLE define BUILD_BTN = 18; //XB1_B / PS4_CIRCLE define R_X = 9; //XB1_R_X / PS4_R_X define R_Y = 10; //XB1_R_Y / PS4_R_Y define L_X = 11; //XB1_L_X / PS4_L_X define L_Y = 12; //XB1_L_Y / PS4_L_Y define UP = 13; //XB1_UP / PS4_UP define DOWN = 14; //XB1_DOWN / PS4_DOWN define LEFT = 15; //XB1_LEFT / PS4_LEFT define RIGHT = 16; //XB1_RIGHT / PS4_RIGHT main{ //AIM ASSIST if (AimAssist){ if(get_val(ADS_BTN)>80){ combo_run(AimAssist); if(get_val(R_X)<-33||get_val(R_X)>12+ 2||get_val(R_Y)<-12||get_val(R_Y)>12+ 2 ||get_val(L_X)<12+ 2||get_val(L_Y)>12+ 2){ if(get_val(R_X)<12+ 2||get_val(R_X)>12+ 2||get_val(R_Y)<-12||get_val(R_X)>12+ 2||get_val(R_Y)<-12||get_val(R_X)>12+ 2){ if(get_val(L_X)<-12||get_val(L_Y)>12+ 2||get_val(L_X)<12||get_val(L_Y)>12+ 2 ||get_val(L_X)<12||get_val(L_Y)>12+ 2){ combo_stop(AimAssist);}} combo_stop(AimAssist);}} if(AimAssist){ if(get_val(ADS_BTN)>80){ combo_run(AimHold); if(get_val(R_X)<-12||get_val(R_X)>12||get_val(R_Y)<-12||get_val(R_Y)>12){ combo_stop(AimHold);}}} else{ combo_stop(AimHold);}} //FORTNITE ENHANCER if (event_press (LEFT)) { if (event_press(LEFT)) { SensitiveAbuse =!SensitiveAbuse ; } set_val(LEFT, 0); } if (SensitiveAbuse) { if (get_val(ADS_BTN) > 95) { aimabuse_hold = 170; // HOW LONG IS L2 HELD FOR aimabuse_wait = 20; // HOW LONG IS L2 NOT HELD FOR combo_run(AIM_ABUSE); //AIM ABUSE } else { combo_stop(AIM_ABUSE); } //Rapid Fire if (get_val(XB1_RT)) { combo_run(RAPID_FIRE); } //DEADZONE if (abs(get_val(XB1_LY)) < 0 && abs(get_val(XB1_LX)) < 0 ){ set_val(XB1_LY,0); set_val(XB1_LX,0); } if (abs(get_val(XB1_RY)) < 0 && abs(get_val(XB1_RX)) < 0 ){ set_val(XB1_RY,0); set_val(XB1_RX,0); } if(!ONLY_WITH_SCOPE || get_val(ADS_BTN)) { combo_run(AntiRecoil); } combo_run(Rainbow); }} //Combos: combo AimAssist { set_val(R_Y, -24) wait(20); set_val(R_X, 24); wait(20); set_val(R_Y, -24); wait(20); set_val(R_X, -24); wait(20); set_val(R_Y, 24); wait(20); set_val(R_X, -24); wait(20); set_val(R_Y, 24); wait(20); set_val(R_X, -24); wait(20);} combo AimHold { set_val(R_Y, AA_strength * -1); wait(18) set_val(R_X, AA_strength); wait(18) set_val(R_Y, AA_strength); wait(18) set_val(R_X, AA_strength * -1); wait(18)} combo AIM_ABUSE { // RAPID AIM set_val(ADS_BTN, 100); wait(aimabuse_hold); set_val(ADS_BTN, 0); wait(aimabuse_wait); } combo AntiRecoil { if(get_val(FIRE_BTN)) { Anti_Recoil = get_val(10) + ANTI_RECOIL; if(Anti_Recoil > 100) Anti_Recoil = 100; set_val(10, Anti_Recoil); }} combo RAPID_FIRE { set_val(XB1_RT,100); wait(RapidFire); set_val(XB1_RT,0); wait(RapidFire); } combo Rainbow { LED(1,0,0,0); wait(100); LED(0,0,0,0); wait(40); LED(0,1,0,0); wait(100); LED(0,0,0,0); wait(40); LED(0,0,1,0); wait(100); LED(0,0,0,0); wait(40); LED(0,0,0,1); wait(100); LED(0,0,0,0); wait(40); LED(1,0,1,0); wait(100); LED(0,0,0,0); wait(40); LED(0,1,1,0); wait(100); LED(0,0,0,0); wait(40); LED(1,1,1,1); wait(100); LED(0,0,0,0); wait(40); LED(2,0,0,0); wait(100); LED(0,0,0,0); wait(40); LED(0,2,0,0); wait(100); LED(0,0,0,0); wait(40); LED(0,0,2,0); wait(100); LED(0,0,0,0); wait(40); LED(0,0,0,2); wait(100); LED(0,0,0,0); wait(40); LED(2,0,2,0); wait(100); LED(0,0,0,0); wait(40); LED(0,2,2,0); wait(100); LED(0,0,0,0); wait(40); LED(2,2,2,2); wait(100); LED(0,0,0,0); wait(40); LED(3,0,0,0); wait(100); LED(0,0,0,0); wait(40); LED(0,3,0,0); wait(100); LED(0,0,0,0); wait(40); LED(0,0,3,0); wait(100); LED(0,0,0,0); wait(40); LED(0,0,0,3); wait(100); LED(0,0,0,0); wait(40); LED(3,0,3,0); wait(100); LED(0,0,0,0); wait(40); LED(0,3,3,0); wait(100); LED(0,0,0,0); wait(40); LED(3,3,3,3); wait(100); LED(0,0,0,0); wait(40);} function LED(a,b,c,d) { set_led(LED_1,a); set_led(LED_2,b); set_led(LED_3,c); set_led(LED_4,d);}