/* ------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------FABRICIO KEITEL ULTIMATE WARZONE SCRIPT------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------ Version: 4.0 Platform: Multi Controller: Multi Game: WARZONE Author: FABRICIO KEITEL ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- */ int ULTIMATEV_V4_001 = FALSE; int ULTIMATEV_V4_002 = FALSE; int ULTIMATEV_V4_003 = FALSE; int ULTIMATEV_V4_004 = FALSE; int ULTIMATEV_V4_AUTO_RUN = TRUE; int AIM__BOT = TRUE; int release= 25; int AIM_BOT__VALUE= 18; int AIM_BOT_VALUE= 16; // PRIMARY WEAPON: int AR_Primary = 22; // ULTIMATEV_V4_COMBO_007 Vertical int ARH_Primary = 0; // ULTIMATEV_V4_COMBO_007 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; // ULTIMATEV_V4_COMBO_007 Vertical int ARH_Secondary = 0; // ULTIMATEV_V4_COMBO_007 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 USE_SENS; int weapon; 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); } //Ultimate Sensitivity int ADS_SENS = 98; int ADS_FIRE_SENS = 91; int FIRE_SENS = 82; int GEN_SENS = 84; /*NOTE: Default = 100 Ranges from 0 to 327*/ define MIDPOINT = 52; main { if(get_val(XB1_LT)) sensitivity(PS4_RX, 54, 100); sensitivity(PS4_RY, 58, 93); if(get_val(XB1_RT)) sensitivity(PS4_RX, NOT_USE, 100); 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, 94); sensitivity(PS4_RY, NOT_USE, 106);} if(!get_val(XB1_LT) && !get_val(XB1_RT)) { USE_SENS=GEN_SENS;} else if(get_val(XB1_LT) && !get_val(XB1_RT)) { USE_SENS=ADS_SENS;} else if(!get_val(XB1_LT) && get_val(XB1_RT)) { USE_SENS=FIRE_SENS;} else if(get_val(XB1_LT) && get_val(XB1_RT)) { USE_SENS=ADS_FIRE_SENS;} sensitivity(9, MIDPOINT ,USE_SENS); sensitivity(10, MIDPOINT ,USE_SENS); if((get_val(7)) >= 100) { set_val(XB1_LS, 100); } if(event_press(PS4_TRIANGLE)) combo_run(ULTIMATEV_RUMBLE_OFF); deadzone(PS4_L2,PS4_R2,99,99); if(ULTIMATEV_V4_AUTO_RUN){ if(get_val(PS4_LY) <=-85 && !get_val(XB1_LT) && !get_val(XB1_RT)) combo_run(ULTIMATEV_V4_COMBO_002); else combo_stop(ULTIMATEV_V4_COMBO_002); if(event_release(XB1_Y) && get_ptime(XB1_Y) >= 550) combo_run(ULTIMATEV_V4_COMBO_004); if(event_press(PS4_TRIANGLE) || (event_press(PS4_R2) || get_val(PS4_L2))) combo_stop(ULTIMATEV_V4_COMBO_004); if(event_release(XB1_X) && get_ptime(XB1_X) >= 800) 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(ULTIMATEV_V4_COMBO_003); }}} main{ //DEAD ZONE if(abs(get_val(XB1_RY)) <=5 && abs(get_val(XB1_RX)) <=5) { set_val(XB1_RY,0); set_val(XB1_RX,0); if(abs(get_val(XB1_LY)) <=5 && abs(get_val(XB1_LX)) <=5) { set_val(XB1_RY,0); set_val(XB1_RX,0); }} if(get_val(PS4_UP) && event_press(PS4_SQUARE)){ ULTIMATEV_V4_002 = !ULTIMATEV_V4_002; if (ULTIMATEV_V4_002) combo_run (ULTIMATEV_RUMBLE); if (!ULTIMATEV_V4_002) combo_run (ULTIMATEV_RUMBLE_OFF);} if(ULTIMATEV_V4_002){ if((get_val(XB1_LT)) >= 1) { set_val(XB1_RT, 100);} }{ if(ULTIMATEV_V4_004) if(ULTIMATEV_V4_003){ if(get_val(XB1_LT) || (get_val(XB1_RT))) combo_run(ULTIMATEV_V4_COMBO_001); else combo_stop(ULTIMATEV_V4_COMBO_001);} if(event_release(XB1_A) || (event_release(XB1_B) || (event_press(XB1_LT) ))) combo_stop(ULTIMATEV_V4_COMBO_001); } if(get_val(PS4_UP) && event_press(PS4_CROSS)){ ULTIMATEV_V4_004 = !ULTIMATEV_V4_004; if (ULTIMATEV_V4_004) combo_run (ULTIMATEV_RUMBLE); if (!ULTIMATEV_V4_004) combo_run (ULTIMATEV_RUMBLE_OFF);} if(ULTIMATEV_V4_004){ if(get_val(XB1_LT) && (get_val(XB1_RT))) { set_val(XB1_A, 100);} }{ if(get_val(PS4_UP) && event_press(PS4_CIRCLE)){ ULTIMATEV_V4_003 = !ULTIMATEV_V4_003; if (ULTIMATEV_V4_003) combo_run (ULTIMATEV_RUMBLE); if (!ULTIMATEV_V4_003) combo_run (ULTIMATEV_RUMBLE_OFF);} if(ULTIMATEV_V4_003){ if(get_val(XB1_LT) && (get_val(XB1_RT))) { set_val(XB1_B, 100);} }{ if(get_val(PS4_UP) && event_press(PS4_R3)){ ULTIMATEV_V4_001 = !ULTIMATEV_V4_001; if (ULTIMATEV_V4_001) combo_run (ULTIMATEV_RUMBLE); if (!ULTIMATEV_V4_001) combo_run (ULTIMATEV_RUMBLE_OFF);} if(ULTIMATEV_V4_001){ if (get_val(XB1_RT) && (!get_val(XB1_RS))) combo_run(ULTIMATEV_V4_COMBO_005); else combo_stop(ULTIMATEV_V4_COMBO_005);} } if(AIM__BOT){ if(get_val(XB1_LT)) combo_run(AIM_BOT); else combo_stop(AIM_BOT); }} set_val(TRACE_1, ARV); set_val(TRACE_2, ARH); set_val(TRACE_3, RATE_OF_FIRE); set_val(TRACE_5, weapon); if(event_press(PS4_TRIANGLE) || (event_press(PS4_DOWN) && !get_val(PS4_L2))) { 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(ULTIMATEV_RUMBLE); combo_run(ULTIMATEV_V4_COMBO_009); set_val(PS4_OPTIONS, 0) } if(get_val(PS4_L2) && get_val(PS4_R2)) combo_run(ULTIMATEV_V4_COMBO_007); else combo_stop(ULTIMATEV_V4_COMBO_007); 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 AIM_BOT { set_val(XB1_RY,xy_val(XB1_RY, AIM_BOT_VALUE)); wait(20); set_val(XB1_RX,xy_val(XB1_RX, AIM_BOT__VALUE)); set_val(XB1_LX,xy_val(XB1_LX, AIM_BOT_VALUE)); wait(20); set_val(XB1_RY,xy_val(XB1_RY, AIM_BOT__VALUE * -1)); wait(20); set_val(XB1_RX,xy_val(XB1_RX, AIM_BOT_VALUE * -1)); set_val(XB1_LX,xy_val(XB1_LX, AIM_BOT__VALUE * -1)); wait(20); } combo ULTIMATEV_V4_COMBO_006 { wait(hold_time); set_val(PS4_R2, 0); wait(rest_time); } combo ULTIMATEV_RUMBLE_OFF { set_rumble(RUMBLE_B, 100); wait(150); set_rumble(RUMBLE_B, 0); wait (150); set_rumble(RUMBLE_B, 100); wait(150); reset_rumble(); } combo ULTIMATEV_RUMBLE { set_rumble(RUMBLE_A, 50); wait(300); reset_rumble(); } combo ULTIMATEV_V4_COMBO_009 { wait(400); LED(Off); wait(400); } combo ULTIMATEV_V4_COMBO_007 { 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 ULTIMATEV_V4_COMBO_002{ set_val(XB1_LS, 100); wait(50); set_val(XB1_LS, 0); wait(100); } combo Auto_X { set_val(XB1_X,100); wait(10500); } combo ULTIMATEV_V4_COMBO_003 { set_val(XB1_LS, 0); wait(2200); set_val(XB1_LS, 100); } combo ULTIMATEV_V4_COMBO_005 { set_val(PS4_UP, 100); wait(40); set_val(PS4_UP, 0); wait(70); } combo ULTIMATEV_V4_COMBO_004 { set_val(XB1_Y,100); wait(5500); } combo ULTIMATEV_V4_COMBO_001 { set_val(XB1_B,100); wait(50); set_val(XB1_A,0); set_val(XB1_B,0); wait(30000); } 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(ULTIMATEV_RUMBLE); } if(f_var > f_max) { f_var = f_max; combo_run(ULTIMATEV_RUMBLE); } set_val(f_btn2, 0); } return f_var; } //################################################################################################# //######################################### Aim Abuse ####################################### //################################################################################################# // // 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 = 12; define Aim_Boost = 7; define Aim_Perfection_Limit = 99; // //################################################################################################# //######################################### 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 eveXB1_RY 8ms --> only for XB1 // vm_tctrl(-2); //--LT pulled if(get_val(XB1_LT)||(get_val(XB1_RT))) { if (Current_State == Get_Last_Value) { X_Last_Value = get_lval(XB1_RX); Y_Last_Value = get_lval(PS4_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(PS4_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_toggle (f_hbtn1, f_hbtn2, f_pbtn) { if((get_val(f_hbtn1) && get_val(f_hbtn2)) && event_press(f_pbtn)) { combo_run(ULTIMATEV_RUMBLE); return TRUE; } return FALSE; } function RF () { combo_run(ULTIMATEV_V4_COMBO_009); if(get_val(PS4_R2)) combo_run(ULTIMATEV_V4_COMBO_006); else combo_stop(ULTIMATEV_V4_COMBO_006); } 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); }