/* ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------FABRICIO KEITEL ULTIMATE WARZONE SCRIPT------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Version: 3.0 Platform: Multi Controller: Multi Game: WARZONE Author: FABRICIO KEITEL ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- */ int Auto_Ping_ON = FALSE; int Quick_Shot_ON = FALSE; int Crouch_Shot_ON = FALSE; int Strafe_Shot_ON = FALSE; int STICKY__AIM = TRUE; // AIM ASSIST int release=25; int _v= 23; define AIM_H=XB1_RX;//AIM HORIZONTAL define AIM_V=XB1_RY;//AIM VERTICAL define STRAFE=XB1_LX; // PRIMARY WEAPON: int AR_Primary = 22; // Antirecoil Vertical int ARH_Primary = 0; // AntiRecoil Horizontal int RF_Primary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Primary else set FALSE int RoF_Primary = 8; // Range: 1 to 25 RPS (Round/s) // SECONDARY WEAPON: int AR_Secondary = 24; // Antirecoil Vertical int ARH_Secondary = 0; // AntiRecoil Horizontal int RF_Secondary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Secondary else set FALSE int RoF_Secondary = 10; // Range: 1 to 25 RPS (Round/s) ////////// Do not modify ////////// define Off = 0; define Blue = 1; define Red = 2; define Green = 3; define Pink = 4; define SkyBlue = 5; define Yellow = 6; define White = 7; data( 0,0,0,0, //0. Off 2,0,0,0, //1. Blue 0,2,0,0, //2. Red 0,0,2,0, //3. Lime/Green 0,0,0,2, //4. Fuchsia/Pink 2,0,2,0, //5. SkyBlue 0,2,2,0, //6. Yellow 2,2,2,2 //7. White ); int double_tap; int weapon; int handgun; int ARV; int ARH; int arv; int arh; int idx; int RATE_OF_FIRE; int hold_time; int rest_time; init { AR_Primary = get_pvar(SPVAR_1, -100, 100, 0); ARH_Primary = get_pvar(SPVAR_4, -100, 100, 0); RoF_Primary = get_pvar(SPVAR_7, 0, 25, 0); AR_Secondary = get_pvar(SPVAR_2, -100, 100, 0); ARH_Secondary = get_pvar(SPVAR_5, -100, 100, 0); RoF_Secondary = get_pvar(SPVAR_8, 0, 25, 0); } define FIRE_SENS = 97.5; // Sensitivity while shothing - Default: 100 - Range [0 ~ 327] // set a number below 100 for less sens - above 100 for more sens define GEN_SENS = 92.1; // General sensitivity - Default: 100 - Range [0 ~ 327] // set a number below 100 for less sens - above 100 for more sens define ADS_SENS = 105.5; // Sensitivity while aiming - Default: 100 - Range [0 ~ 327] // set a number below 100 for less sens - above 100 for more sens define RUN_SENS = 86.1; // Sensitivity while running - Default: 100 - Range [0 ~ 327] // set a number below 100 for less sens - above 100 for more sens define MIDPOINT = 51.5; /** MIDPOINT - Default: 50 - Range [0 ~ 100] Carefully read below: If you set a number below 50 you are defining a zone of high sensitivity range when close to rest position (fast movements) and a low sensitivity range when far from rest position (better accuracy). if you set a number above 50 you are defining a zone of low sensitivity when close to the rest position (better accuracy), and a zone of high sensitivity when far from rest position (fast movements).**/ main { if(get_val(XB1_LT)) sensitivity(PS4_RX, 54, 98); sensitivity(PS4_RY, 58, 115); if(get_val(XB1_RT)) sensitivity(PS4_RX, NOT_USE, 95); sensitivity(PS4_RY, NOT_USE, 112); if((get_val(PS4_RX)) && (get_val(PS4_RY) && (get_val(PS4_LY) && (get_val(PS4_LX)&& (!get_val(XB1_LT) && (!get_val(XB1_RT))))))) { sensitivity(PS4_RX, NOT_USE, 99); sensitivity(PS4_RY, NOT_USE, 104);} // FIRE SENS if(get_val(XB1_LT) && get_val(XB1_RT)) { sensitivity( 9, MIDPOINT, FIRE_SENS); sensitivity(10, MIDPOINT, FIRE_SENS); } // ADS SENS else if (get_val(XB1_LT)) { sensitivity( 9, MIDPOINT, ADS_SENS); sensitivity(10, MIDPOINT, ADS_SENS); } else { // GENERAL SENS sensitivity( 9, MIDPOINT, GEN_SENS); sensitivity(10, MIDPOINT, GEN_SENS); } // RUNNING SENS if(get_val(XB1_LS)) { sensitivity( 9, MIDPOINT, RUN_SENS); sensitivity(10, MIDPOINT, RUN_SENS); } if((get_val(7)) >= 100) { set_val(XB1_LS, 100); } if(event_press(PS4_TRIANGLE)) combo_run(Vibrate1); deadzone(PS4_L2,PS4_R2,99,99); if(get_val(PS4_LY) <=-85 && !get_val(XB1_LT) && !get_val(XB1_RT)) combo_run(Auto_Run); else combo_stop(Auto_Run); if(event_release(XB1_Y) && get_ptime(XB1_Y) >= 510) combo_run(Auto_Y); if(event_press(PS4_TRIANGLE) || (event_press(PS4_R2) || get_val(PS4_L2))) combo_stop(Auto_Y); if(event_release(XB1_X) && get_ptime(XB1_X) >= 550) combo_run(Auto_X); if(event_press(PS4_SQUARE) || (event_press(PS4_R2) || get_val(PS4_L2))) combo_stop(Auto_X); if(!get_val(PS4_L2)) { if(event_press(XB1_X)) combo_run(Reload); } } main{ if(abs(get_val(XB1_RY)) <=5 && abs(get_val(XB1_RX)) <=5) { set_val(XB1_RY,0); set_val(XB1_RX,0); } //QUICK SHOT if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_SQUARE)) { Quick_Shot_ON = !Quick_Shot_ON; if (Quick_Shot_ON) combo_run (Vibrate); if (!Quick_Shot_ON) combo_run (Vibrate1); } if(Quick_Shot_ON) { if(get_val(XB1_LT)) set_val(XB1_RT, 100); } //AIM ABUSE if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CROSS)) { Strafe_Shot_ON = !Strafe_Shot_ON; if (Strafe_Shot_ON) combo_run (Vibrate); if (!Strafe_Shot_ON) combo_run (Vibrate1); } if(Strafe_Shot_ON) { if(get_val(XB1_LT) && (get_val(XB1_RT))) combo_run(Strafe_Shot); else combo_stop(Strafe_Shot); } //CROUCH SHOT if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CIRCLE)) { Crouch_Shot_ON = !Crouch_Shot_ON; if (Crouch_Shot_ON) combo_run (Vibrate); if (!Crouch_Shot_ON) combo_run (Vibrate1); } if(Crouch_Shot_ON) { if(get_val(XB1_LT) && (get_val(XB1_RT))) combo_run(Crouch_Shot); else combo_stop(Crouch_Shot); } //AUTO PING if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_R3)) { Auto_Ping_ON = !Auto_Ping_ON; if (Auto_Ping_ON) combo_run (Vibrate); if (!Auto_Ping_ON) combo_run (Vibrate1); } if(Auto_Ping_ON) { if (get_val(XB1_RT) && (!get_val(XB1_RS))) combo_run(Auto_RS1); else combo_stop(Auto_RS1); } if(STICKY__AIM){ if(get_val(XB1_LT)) combo_run(AA_XY); else combo_stop(AA_XY); } set_val(TRACE_1, ARV); set_val(TRACE_2, ARH); set_val(TRACE_3, RATE_OF_FIRE); set_val(TRACE_5, weapon); if(double_tap) double_tap -= get_rtime(); if(event_press(PS4_TRIANGLE) || (event_press(PS4_DOWN) && !get_val(PS4_L2))) { weapon=!weapon; handgun = FALSE; if(double_tap) { handgun = FALSE ; weapon = !weapon; } } if(get_val(PS4_L2) && get_val(PS4_OPTIONS)) { set_pvar(SPVAR_1, AR_Primary); set_pvar(SPVAR_4, ARH_Primary); set_pvar(SPVAR_7, RoF_Primary); set_pvar(SPVAR_2, AR_Secondary); set_pvar(SPVAR_5, ARH_Secondary); set_pvar(SPVAR_8, RoF_Secondary); combo_run(Vibrate); combo_run(Flash); set_val(PS4_OPTIONS, 0) } if(get_val(PS4_L2) && get_val(PS4_R2)) combo_run(AntiRecoil); else combo_stop(AntiRecoil); hold_time = 500 / RATE_OF_FIRE; rest_time = hold_time - 20; if(rest_time < 0) rest_time = 0; { if(!weapon) { AR_Primary = edit_val (0, PS4_L2, PS4_CROSS, AR_Primary, PS4_UP, PS4_DOWN, 0, 100); ARH_Primary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Primary, PS4_RIGHT, PS4_LEFT, -100, 100); if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT)) RF_Primary_onoff = !RF_Primary_onoff; if(RF_Primary_onoff) { RoF_Primary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Primary, PS4_UP, PS4_DOWN, 0, 25); RF (); } } if(weapon) { AR_Secondary = edit_val (0, PS4_L2, PS4_CROSS, AR_Secondary, PS4_UP, PS4_DOWN, 0, 100); ARH_Secondary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Secondary, PS4_RIGHT, PS4_LEFT, -100, 100); if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT)) RF_Secondary_onoff = !RF_Secondary_onoff; if(RF_Secondary_onoff) { RoF_Secondary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Secondary, PS4_UP, PS4_DOWN, 0, 25); RF (); } } } if(!weapon) LED(Blue); else LED(Green); } combo AA_XY { set_val(AIM_V,xy_val(AIM_V, _v)); wait(20); set_val(AIM_H,xy_val(AIM_H, _v)); set_val(STRAFE,xy_val(STRAFE, _v)); wait(20); set_val(AIM_V,xy_val(AIM_V, _v * -1)); wait(20); set_val(AIM_H,xy_val(AIM_H, _v * -1)); set_val(STRAFE,xy_val(STRAFE, _v * -1)); wait(20); } combo RAPID_FIRE { wait(hold_time); set_val(PS4_R2, 0); wait(rest_time); } combo Vibrate1 { set_rumble(RUMBLE_B, 100); wait(150); set_rumble(RUMBLE_B, 0); wait (150); set_rumble(RUMBLE_B, 100); wait(150); reset_rumble(); } combo Vibrate { set_rumble(RUMBLE_A, 50); wait(300); reset_rumble(); } combo Flash { wait(400); LED(Off); wait(400); } combo AntiRecoil { arv = get_val(10) + ARV; if(arv > 100) arv = 100; set_val(10, arv); arh = get_val(9) + ARH; if(arh > 100) arh = 100; set_val(9, arh); } combo Turbo_1 { set_val(XB1_X, 100); wait(550); set_val(XB1_X, 0); } combo Strafe_Shot{ set_val(PS4_L2, 100); wait(199); set_val(PS4_L2, 0); wait(19); } combo Auto_RS1 { set_val(PS4_UP, 100); wait(120); set_val(PS4_UP, 0); wait(70); } combo Crouch_Shot { set_val(XB1_B,100); } combo Flash3 { wait(600); LED(4); wait(700); } combo Auto_Run{ set_val(XB1_LS, 100); wait(50); set_val(XB1_LS, 0); wait(100); } combo Auto_Y { set_val(XB1_Y,100); wait(5500); } combo Auto_X { set_val(XB1_X,100); wait(10500); } combo Reload { set_val(XB1_LS, 0); wait(2200); set_val(XB1_LS, 100); } function edit_val (f_idx, f_btn1, f_btn2, f_var, f_inc, f_dec, f_min, f_max) { idx = f_idx; if(idx == 0) ARV = f_var; if(idx == 1) ARH = f_var; if(idx == 2) RATE_OF_FIRE = f_var; if(get_val(f_btn1) && get_lval(f_btn2)) { if(event_press(f_inc)) f_var += 1; if(event_press(f_dec)) f_var -= 1; set_val(f_inc, 0); set_val(f_dec, 0); if(f_var < f_min) { f_var = f_min; combo_run(Vibrate); } if(f_var > f_max) { f_var = f_max; combo_run(Vibrate); } set_val(f_btn2, 0); } return f_var; } function RF_toggle (f_hbtn1, f_hbtn2, f_pbtn) { if((get_val(f_hbtn1) && get_val(f_hbtn2)) && event_press(f_pbtn)) { combo_run(Vibrate); return TRUE; } return FALSE; } //################################################################################################# // // State machine variable // int Current_State = 0; int Aim_Abuse_State = 2; define Get_Last_Value = 0; define Get_Current_Value = 1; define Aim_Correction = 2; define Aim_Boost = 3; define Aim_Perfection_Limit = 95; // //################################################################################################# //######################################### Script variable ####################################### //################################################################################################# // // Dont't change! // int X_Last_Value = 0; int Y_Last_Value = 0; int X_Current_Value = 0; int Y_Current_Value = 0; int mvt = 0; int Aim_Boost_Val = 0; int Aim_Correction_Val = 0; // //################################################################################################# //############################################# MAIN ############################################## //################################################################################################# // main { //update main every 8ms --> only for XB1 // vm_tctrl(-2); //--LT pulled if(get_val(XB1_LT)) { if (Current_State == Get_Last_Value) { X_Last_Value = get_lval(XB1_RX); Y_Last_Value = get_lval(XB1_RY); Current_State = Get_Current_Value; } else if (Current_State == Get_Current_Value) { X_Current_Value = get_val(XB1_RX); Y_Current_Value = get_val(XB1_RY); if(Aim_Abuse_State == Aim_Correction) { Current_State = Aim_Boost; } else { Current_State = Aim_Correction; } } if (Current_State == Aim_Boost) { //Applying BOOST //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS ) Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 ); Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 ); Current_State = Get_Last_Value; Aim_Abuse_State = Aim_Boost; } else if (Current_State == Aim_Correction) { //Applying CORRECTION //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS ) Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 ); Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 ); Current_State = Get_Last_Value; Aim_Abuse_State = Aim_Correction; } } else //--LT not pulled { Current_State = Get_Last_Value; Aim_Abuse_State = Aim_Correction; } } // //################################################################################################# //############################################# FUNC ############################################## //################################################################################################# // function Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS) { mvt = abs(Last_Value) + abs(Current_Value); Aim_Boost_Val = ( mvt + 1 )/2; //Rounding integer division (instead of truncating) Aim_Correction_Val = Aim_Boost_Val + 4; if(Aim_Boost_Val >= 10) { Aim_Boost_Val = 10; Aim_Correction_Val = 14; } else if(Aim_Boost_Val == 0) { Aim_Boost_Val = 2 Aim_Correction_Val = 4; } if(mvt < Aim_Perfection_Limit) { //--moving right if(Last_Value < Current_Value) { if (Boost) { if (X_AXIS) set_val(XB1_RX, (Current_Value + Aim_Boost_Val)); if (Y_AXIS) set_val(XB1_RY, (Current_Value + Aim_Boost_Val)); } else if(Correction) { if (X_AXIS) set_val(XB1_RX, (Current_Value - Aim_Correction_Val)); if (Y_AXIS) set_val(XB1_RY, (Current_Value - Aim_Correction_Val)); } } else //--moving left { if (Boost) { if (X_AXIS) set_val(XB1_RX, (Current_Value - Aim_Boost_Val)); if (Y_AXIS) set_val(XB1_RY, (Current_Value - Aim_Boost_Val)); } else if(Correction) { if (X_AXIS) set_val(XB1_RX, (Current_Value + Aim_Correction_Val)); if (Y_AXIS) set_val(XB1_RY, (Current_Value + Aim_Correction_Val)); } } } } function RF () { combo_run(Flash); if(get_val(PS4_R2)) combo_run(RAPID_FIRE); else combo_stop(RAPID_FIRE); } function LED(Colour) { set_led(LED_1,dbyte(Colour*4)); set_led(LED_2,dbyte((Colour*4) + 1)); set_led(LED_3,dbyte((Colour*4) + 2)); set_led(LED_4,dbyte((Colour*4) + 3)); } function xy_val(f_axis,f_val) { if(abs(get_val(f_axis)) < release) return f_val; return get_val(f_axis); }