// GPC Online Library // modern_warfare_ultimate.gpc /* = = = = = = = = = = = = = = = = = = = = /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ = = /\/\/\ Made By ItzSnack /\/\/\ = = /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ = = = = = = = = = = = = = = = = = = = = =============================== === Modern Warfare Ultimate === =============================== =================== === Version 2.9 === =================== ================ === FEATURES === ================ Aim Assist Anti Recoil Auto Run Akimbo Rapid Fire Rapid Fire Burst Fire Drop Shot Jump On Shot Drop On Shot Prone On Shot Super Sprint Hold Breath Hair Trigger Custom Sensitivity ================= === Important === ======================================================================== === Recommended you read all the text below to understand everything === ======================================================================== ====================== === In-Game Layout === =========================================== === Default - Can be adjusted in Layout === =========================================== ===================== === Reset Toggles === ================================================== === OPTIONS/MENU + SHARE/VIEW To Reset Toggles === ================================================== =================== === Toggle Menu === ============================================================================================================= === Before being able to turn ON/OFF Toggles you will have to open the Toggle Menu by doing the following === === OPTIONS/MENU + D-PAD UP === === When ON your LED will flash Rainbow now you able to turn on any features you want === === After you done make sure to disable the Toggle Menu === === Your LED will be Black when your out of the Toggle Menu === ============================================================================================================= =============================================================================== === TOGGLES YOU CAN ACTIVATE === =============================================================================== === Hold L2/LT And Press SQUARE/X For Akimbo Rapid Fire === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press R3/RS For Rapid Fire === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press L1/LB For Burst Fire === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press UP For Jump On Shot === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press DOWN For Drop Shot === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press RIGHT For Drop On Shot === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press LEFT For Prone On Shot === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press R1/RB For Anti Recoil === === 1 Rumble = ON 2 = OFF === === Hold CROSS/A And Press UP For +1 to Anti Recoil and DOWN For -1 === === Hold CROSS/A And Press RIGHT For +1 to Horizontal and LEFT For -1 === === Heavy Rumble = Increase Light Rumble = Decrease === =============================================================================== */ //Layout define PS = PS4_PS; //XBOX define SHARE = PS4_SHARE; //VIEW define OPTIONS = PS4_OPTIONS; //MENU define R1 = PS4_R1; //RB define R2 = PS4_R2; //RT define R3 = PS4_R3; //RS define L1 = PS4_L1; //LB define L2 = PS4_L2; //LT define L3 = PS4_L3; //LS define RX = PS4_RX; define RY = PS4_RY; define LX = PS4_LX; define LY = PS4_LY; define UP = PS4_UP; define DOWN = PS4_DOWN; define LEFT = PS4_LEFT; define RIGHT = PS4_RIGHT; define TRIANGLE = PS4_TRIANGLE; //Y define CIRCLE = PS4_CIRCLE; //B define CROSS = PS4_CROSS; //A define SQUARE = PS4_SQUARE //X define TOUCHPAD = PS4_TOUCH; //Customize Non Toggles int Flipped = OFF; //Change OFF TO ON If you play with Flipped Triggers int AS = ON; //Change ON TO OFF If you don't want Aim Assist int RUN = ON; //Change ON TO OFF If you don't want Auto Run int HT = ON; //Change ON TO OFF If you don't want Hair Trigger int CS = ON; //Change ON TO OFF If you don't want Custom Sensitivity int HB = ON; //Change ON TO OFF If you don't want Hold Breath int SS = OFF; //Change OFF TO ON If you want Super Sprint - Auto Run Must be ON //Customize Toggles int AR_Toggle = OFF; //Change OFF TO ON If you want Anti Recoil ON By Default int ARF_Toggle = OFF; //Change OFF TO ON If you want Akimbo Rapid Fire ON By Default int RF_Toggle = OFF; //Change OFF TO ON If you want Rapid Fire ON By Default int BF_Toggle = OFF; //Change OFF TO ON If you want Burst Fire ON By Default int DS_Toggle = OFF; //Change OFF TO ON If you want Drop Shot ON By Default int JOS_Toggle = OFF; //Change OFF TO ON If you want Jump On Shot ON By Default int COS_Toggle = OFF; //Change OFF TO ON If you want Crouch On Shot ON By Default int PS_Toggle = OFF; //Change OFF TO ON If you want Prone On Shot ON By Default //Speed Of Features int ARF_Speed = 40; //Akimbo Rapid Fire int RF_Speed = 40; //Rapid Fire int BF_Speed = 340; //Burst Fire int DS_Speed = 60; //Drop Shot int Prone_Speed = 80; //Prone On Shot - How long before you prone /*NOTE: Higher values = Slower Lower values = Faster*/ //Custom Sensitivity int GEN_SENS = 100; int ADS_SENS = 100; int FIRE_SENS = 100; int ADS_FIRE_SENS = 100; int GRENADE_SENS = 100; /*NOTE: Default = 100 Ranges from 0 to 327*/ //Anti Recoil int AR = 18; //Vertical Recoil int AR_H = 0: //Horizontal Recoil int AR_I = 1; //Change 1 to -1 If you play with Inverted //Aim Assist int AP = 16; //Decrease if shake int AM = -16; //Decrease if shake int Release = 17; //Recommended to be 1 higher than AP & AM //Toggles int ARS; int SP = ON; int USE_SENS; int Remove_Block; int Toggle_Menu; int Toggle_Rumble; main { if(get_val(OPTIONS) && event_press(SHARE)) { ARF_Toggle = OFF; RF_Toggle = OFF; BF_Toggle = OFF; JOS_Toggle = OFF; DS_Toggle = OFF; COS_Toggle = OFF; PS_Toggle = OFF; AR_Toggle = OFF; Toggle_Menu = OFF; combo_run(Menu_Rumble);} if(CS) if(!get_val(L2) && !get_val(R2)) { USE_SENS=GEN_SENS;} else if(get_val(L2) && !get_val(R2)) { USE_SENS=ADS_SENS;} else if(!get_val(L2) && get_val(R2)) { USE_SENS=FIRE_SENS;} else if(get_val(L2) && get_val(R2)) { USE_SENS=ADS_FIRE_SENS;} else if(get_val(R1)) { USE_SENS=GRENADE_SENS;} sensitivity(RY,NOT_USE,USE_SENS); sensitivity(RX,NOT_USE,USE_SENS); LED(0,0,0,0); if(Flipped) { swap(R1,R2); swap(L1,L2);} if(HT) deadzone(L2,R2,100,100); if(HB) if(get_val(L2)) set_val(L3,100); if(HB) if(get_val(LY) <-90 && get_val(L2) && get_ptime(L2) > 200) combo_stop(CH); if(HB) if(event_press(L2)) combo_run(CH); if(HB) if(get_val(L2) && get_lval(L3)) set_val(L3,0); if(RUN) if(get_val(LY)<-90 && !get_val(L2)) set_val(L3,100); if(SS == ON && get_val(L2)) combo_stop(SS); if(SS) if(SP && get_val(LY)<-90) combo_run(SS); if(get_val(LY)>-90) SP = ON; if(AS) if(get_val(L2)) combo_run(AS); if(AR_Toggle) if(get_val(L2) && get_val(R2)) combo_run(AR); if(RF_Toggle && get_val(R2)) combo_run(RF); if(ARF_Toggle && get_val(R2)) combo_run(ARF); if(BF_Toggle && get_val(R2)) combo_run(BF); if(COS_Toggle && event_press(R2)) combo_run(COS); if(JOS_Toggle && event_press(R2)) combo_run(JOS); if(DS_Toggle && get_val(R2)) combo_run(DS); if(PS_Toggle && get_val(R2) && get_ptime(R2) > Prone_Speed) set_val(CIRCLE,100); if(get_val(OPTIONS) && event_press(UP)) { Toggle_Menu=!Toggle_Menu; Toggle_Rumble=!Toggle_Rumble;} if(Toggle_Rumble) combo_run(Menu_Rumble); if(Toggle_Menu) { combo_run(Rainbow_Flash); if(get_val(L2) && event_press(SQUARE)) { ARF_Toggle=!ARF_Toggle; if(RF_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(L2) && event_press(R3)) { RF_Toggle=!RF_Toggle; if(RF_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(L2) && event_press(L1)) { BF_Toggle=!BF_Toggle; if(BF_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(L2) && event_press(UP)) { JOS_Toggle=!JOS_Toggle; if(JOS_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(L2) && event_press(DOWN)) { DS_Toggle=!DS_Toggle; if(DS_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(L2) && event_press(RIGHT)) { COS_Toggle=!COS_Toggle; if(COS_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(L2) && event_press(LEFT)) { PS_Toggle=!PS_Toggle; if(PS_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(L2) && event_press(R1)) { AR_Toggle=!AR_Toggle; if(AR_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} if(get_val(CROSS)) { if(event_press(UP)) { AR = AR + 1; combo_run(Increase);} if(event_press(DOWN)) { AR = AR - 1; combo_run(Decrease);} if(event_press(RIGHT)) { AR_H = AR_H + 1; combo_run(Increase);} if(event_press(LEFT)) { AR_H = AR_H - 1; combo_run(Decrease);} set_val(UP,0);set_val(DOWN,0);set_val(RIGHT,0);set_val(LEFT,0);} if(get_val(L2)) { if(event_press(UP)) { Remove_Block=!Remove_Block;} if(event_press(RIGHT)) { Remove_Block=!Remove_Block;} if(event_press(DOWN)) { Remove_Block=!Remove_Block;} if(event_press(LEFT)) { Remove_Block=!Remove_Block;} if(event_press(R3)) { Remove_Block=!Remove_Block;} if(event_press(SQUARE)) { Remove_Block=!Remove_Block;} if(event_press(R1)) { Remove_Block=!Remove_Block;} if(event_press(L1)) { Remove_Block=!Remove_Block;} set_val(UP,0);set_val(RIGHT,0);set_val(DOWN,0);set_val(LEFT,0);set_val(R3,0);set_val(SQUARE,0);set_val(R1,0);set_val(L1,0);}} if(get_val(OPTIONS)) { if(event_press(SHARE)) { Remove_Block=!Remove_Block;} set_val(SHARE,0);} if(abs(get_val(RY)) > AR + 2 || abs(get_val(RX)) > AR + 2) { combo_stop(AR);}} combo AR { ARS = get_val(RY) + AR; if(ARS > 100) ARS = 100; set_val(RY,ARS * AR_I); ARS = get_val(RX) + AR_H; if(ARS > 100) ARS = 100; set_val(RX,ARS);} combo AS { set_val(RY,a_f(RY,AP)); wait(20) set_val(RX,a_f(RX,AP)); wait(20) set_val(RY,a_f(RY,AM)); wait(20) set_val(RX,a_f(RX,AM)); wait(20)} function a_f(p,m) { if(abs(get_val(p)) < Release) return m; return get_val(p);} combo DS { set_val(CIRCLE,100); wait(40); set_val(CIRCLE,0); wait(DS_Speed);} combo CH { set_val(L3,0); wait(60); set_val(L3,100); wait(110); set_val(L3,0); wait(110);} combo COS { set_val(CIRCLE,100); wait(100);} combo JOS { set_val(CROSS,100); wait(100);} combo SS { wait(20); set_val(L3,100); wait(40); set_val(L3,0); wait(40); SP = OFF;} combo RF { set_val(R2,100); wait(40); set_val(R2,0); wait(RF_Speed);} combo ARF { set_val(R2,100); set_val(L2,100); wait(40); set_val(R2,0); set_val(L2,0); wait(ARF_Speed);} combo BF { set_val(R2,100); wait(40); set_val(R2,0); wait(100); set_val(R2,100); wait(40); set_val(R2,0); wait(100); set_val(R2,100); wait(40); set_val(R2,0); wait(BF_Speed);} combo Increase { set_rumble(RUMBLE_A,100); wait(100); reset_rumble();} combo Decrease { set_rumble(RUMBLE_B,100); wait(50); reset_rumble();} combo Menu_Rumble { set_rumble(RUMBLE_B,100); wait(200); reset_rumble(); Toggle_Rumble = OFF;} combo Rainbow_Flash { LED(2,0,2,0); wait(100); LED(0,0,0,0); wait(100); LED(0,0,0,2); wait(100); LED(0,0,0,0); wait(100); LED(0,2,2,0); wait(100); LED(0,0,0,0); wait(100);} combo Flash_ON { LED(0,0,2,0); set_rumble(RUMBLE_A,100); wait(400); reset_rumble(); reset_leds();} combo Flash_OFF { LED(0,2,0,0); set_rumble(RUMBLE_B,100); wait(200); reset_rumble(); LED(0,0,0,0); wait(100); set_rumble(RUMBLE_B,100); LED(0,2,0,0); wait(200); reset_rumble(); reset_leds();} 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);} define ON = TRUE; define OFF = FALSE;