Anti-Recoil Abnormal Move XIM APEX and Titan Two

Titan Two general support. Questions, firmware update, feature request.

Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby Shade Dog » Sun May 06, 2018 4:52 pm

Im pretty new to this whole thing, i first tried a device w/ controller a few months ago, and i realized the obvious benfits to these scripts, i recently converted to mnk, with the xim apex. I bought the titan 2 to see if this could work with it. I tried about 2 months ago when i originally got it and the antirecoil mod pull the gun down real hard. I was frustrated and just put the thing away, but recently i heard that someone got a anti recoil script to work on a device, so i tried to give this another shot. I downloaded antithesis ar script onto the titan 2, and it does the same thing. Since im a beginner at this, presumably i must have some settings goofed up. I play battlefield 1, and this is principally all im using it for right now. Can anyone confirm if this does work, and could anyone help give me greater insight into properly configuring the titan 2, and how to set up the xim settings?
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby J2Kbr » Mon May 07, 2018 8:14 am

Shade Dog wrote: so i tried to give this another shot. I downloaded antithesis ar script onto the titan 2, and it does the same thing. Since im a beginner at this, presumably i must have some settings goofed up.

Try tweak the value in this line:
Code: Select all
fix32 RECOIL_V = 30.0;

If the anti-recoil is pushing down, reduce this value until it is just enough to compensate the weapon recoil.
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby Shade Dog » Mon May 07, 2018 6:59 pm

Ah cool thank you, ill see if i can figure it out!
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby antithesis » Mon May 07, 2018 10:17 pm

Note that antirecoil doesn't kick in for most games until around 20 due to the game's deadzone. Sometimes it's less, but 20 is a good starting point.
Official Australian retailer for Titan One, Titan Two and XIM APEX at Mod Squad
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby Shade Dog » Sun Jun 03, 2018 11:12 pm

I thought I should check back, and also give feedback. The antirecoil does work pretty good with the xim apex. I use the value of 23, I didn't really know what value to assign for horizontal, I think I used like 8 or 9. I've tried it with most of the guns in bf1, I feel like I've had the most success with the lmg08 (looks like img08). The only thing I feel like is that I'm getting stuck outside the aa bubble, when I'm ads'ing I can't get on target. It works pretty good bi poded too, which in my brief experience in mods for this game I pretty unusual. The other device I tried was the cm plus, with a controller and it would pull the gun straight down, when the gun was bipoded, it happens with this script occasionally but to a much lower degree. I just also wanted to thank everyone around here for being so helpful and patient with me... lol
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby bonefisher » Mon Jun 04, 2018 12:11 am

When you tri-pod the gun it doesn't need any anti-recoil on the weapon only when standing or in crouch position.
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby smoke9393 » Mon Aug 13, 2018 10:36 pm

I am getting the issue in Ghost Recon Wildlands where anti recoil is fighting the games aim assist two. This is mostly when the target is moving left to right or right to left.
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby bonefisher » Mon Aug 13, 2018 11:45 pm

Just answered you in other post!
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby Donperinio » Wed Oct 10, 2018 11:33 pm

Hi i receive yesterday a titan two before i play only on apex but i want something extra like rapid fire and antirecoil mostly playing in Battlefield 1 on ps4 my set up its
Ds+kb+ms = connect to apex hub - hub connect to t2 - t2 connect to ps4
And IV got some issue with antirecoil i make settings on 20 in t2 manager but when i playing and i starting shooting first one its its shooting ok without getting gin up but when i want shoot again its auyomatically getting my gun down with verry Quick move how to sole that issue i was even try to put lower settings in menager below 20 but its the sam can somebody help me pls.
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Re: Anti-Recoil Abnormal Move XIM APEX and Titan Two

Postby bonefisher » Thu Oct 11, 2018 12:26 am

Donperinio wrote:Hi i receive yesterday a titan two before i play only on apex but i want something extra like rapid fire and antirecoil mostly playing in Battlefield 1 on ps4 my set up its
Ds+kb+ms = connect to apex hub - hub connect to t2 - t2 connect to ps4
And IV got some issue with antirecoil i make settings on 20 in t2 manager but when i playing and i starting shooting first one its its shooting ok without getting gin up but when i want shoot again its auyomatically getting my gun down with verry Quick move how to sole that issue i was even try to put lower settings in menager below 20 but its the sam can somebody help me pls.

Code: Select all
 
/* *****************************************************************************
<cfgdesc>
[BATTLEFIELD 1 MODzPACK]
color       = #349510
shortdesc    = Switching P=primary and S=secondary weapons enabled.
control        = info
 
[ONE CLICK CONFIGURATIONS]
color       = #349510
collapsible = 2
shortdesc    = One click predefined configurations can be incorporated in the Interactive Configuration interface.
control        = config
item        = ASSAULT:000000025800000003000000A00019333400000000000001000001C200000002000000A0000000000000000000000000000000000000000000000000000000000000A0038080030028003C
item        = MEDIC:010000016700000001000000A00018000000000000000001000001C200000002000000A000190000FFFE000000000000000000000000000000000000000000000000A0038080030028003C
item        = SUPPORT:00000001E000000003000000A00017214800000000000001000001C200000002000000A0001900000000000000000000000000000000000000000000000000000000A0038080030028003C
item        = SCOUT:0300000168000000010000009B0014000000000000000001000001C200000002000000A0001951EC0000000000000000000000000000000000000000000000000200A0030000030028003C
 
[PRIMARY WEAPONS FIRING OPTIONS]
color       = #349510
collapsible = 2
shortdesc    = Enable options on fire trigger.
byteoffset    = 0
bitsize        = 8
control        = radiobox
default        = 0
item        = Disabled for automatics
item        = Enable rapid fire for semi-automatics.
item        = Enable burst firing for automatics.
item        = Enable burst firing for semi-automatics.
 
[PRIMARY WEAPON ROUNDS PER MINUTE]
group        = true
shortdesc    = Adjust rounds per minute.
byteoffset    = 1
bitsize        = 32
control        = spinbox
default        = 360
minimum        = 60
maximum        = 1200
step        = 1
 
[PRIMARY WEAPON SHOTS PER BURST]
group        = true
shortdesc    = Apply burst shots by quick tap of fire trigger or for burst firing.
byteoffset    = 5
bitsize        = 32
control        = spinbox
default        = 1
minimum        = 1
maximum        = 20
step        = 1
 
[PRIMARY WEAPON BURST FIRE]
group        = true
shortdesc    = Adjust release time for burst firing semi-automatics or automatics.
byteoffset    = 9
bitsize        = 32
control        = spinbox
default        = 160
minimum        = 1
maximum        = 1200
step        = 1
 
[PRIMARY WEAPON ANTI-RECOIL VERTICAL SETTINGS]
group        = true
shortdesc    = Vertical compensation settings for primary weapon.
byteoffset    = 13
bitsize        = 32
control        = spinboxf
default        = 0000
minimum        = -10000
maximum        = 10000
step        = 1
decimals    = 2
 
[PRIMARY WEAPON ANTI-RECOIL HORIZONTAL SETTINGS]
group        = true
shortdesc    = Horizontal compensation settings for primary weapon.
byteoffset    = 17
bitsize        = 32
control        = spinboxf
default        = 00000
minimum        = -10000
maximum        = 10000
step        = 1
decimals    = 2
 
[PRIMARY WEAPON ADS ON FIRE TRIGGER]
group        = true
shortdesc    = Enabled ADS on FIRE trigger with primary weapons.
byteoffset    = 22
bitsize        = 1
bitoffset    = 7
control        = checkbox
default        = 0
item        = Enable ADS on FIRE trigger
 
[SECONDARY WEAPONS FIRING OPTIONS]
color       = #349510
collapsible = 2
shortdesc    = Enable options on fire trigger.
byteoffset    = 23
bitsize        = 8
control        = radiobox
default        = 0
item        = Disabled for automatics
item        = Enable rapid fire for semi-automatics.
item        = Enable burst firing for automatics.
item        = Enable burst firing for semi-automatics.
 
[SECONDARY WEAPON ROUNDS PER MINUTE]
group        = true
shortdesc    = Adjust rounds per minute.
byteoffset    = 24
bitsize        = 32
control        = spinbox
default        = 450
minimum        = 60
maximum        = 1200
step        = 1
 
[SECONDARY WEAPON SHOTS PER BURST]
group        = true
shortdesc    = Apply burst shots by quick tap of fire trigger or for burst firing.
byteoffset    = 28
bitsize        = 32
control        = spinbox
default        = 1
minimum        = 1
maximum        = 20
step        = 1
 
[SECONDARY WEAPON BURST FIRE]
group        = true
shortdesc    = Adjust release time for burst firing semi-automatics or automatics.
byteoffset    = 32
bitsize        = 32
control        = spinbox
default        = 160
minimum        = 1
maximum        = 1200
step        = 1
 
[SECONDARY WEAPON ANTI-RECOIL VERTICAL SETTINGS]
group        = true
shortdesc    = Vertical compensation settings for primary weapon.
byteoffset    = 36
bitsize        = 32
control        = spinboxf
default        = 0000
minimum        = -10000
maximum        = 10000
step        = 1
decimals    = 2
 
[SECONDARY WEAPON ANTI-RECOIL HORIZONTAL SETTINGS]
group        = true
shortdesc    = Horizontal compensation settings for primary weapon.
byteoffset    = 40
bitsize        = 32
control        = spinboxf
default        = 00000
minimum        = -10000
maximum        = 10000
step        = 1
decimals    = 2
 
[SECONDARY WEAPON ADS ON FIRE TRIGGER]
group        = true
shortdesc    = Enabled ADS on FIRE trigger with secondary weapons.
byteoffset    = 45
bitsize        = 1
bitoffset    = 7
control        = checkbox
default        = 0
item        = Enable ADS on FIRE trigger
 
[SCOPE OPTIONS]
color       = #349510
collapsible = 2
shortdesc    = Enable Scope features on the ADS trigger.
byteoffset    = 64
bitsize        = 8
control        = radiobox
default        = 0
item        = Disabled
item        = Enable hold breath.
item        = Enable quick scope and hold breath.
 
[QUICK SCOPE ADJUSTMENTS]
group        = true
shortdesc    = Adjust quick scope delay.
byteoffset    = 65
bitsize        = 16
control        = slider
default        = 160
minimum        = 0
maximum        = 500
step        = 1
 
[SPRINT OPTIONS]
color       = #349510
collapsible = 2
shortdesc    = Enable Sprint features on the left stick.
byteoffset    = 67
bitsize        = 8
control        = radiobox
default        = 0
item        = Disabled
item        = Enable any movement sprint forward.
item        = Enable easy sprint with stick forward 98 percent.
item        = Enable crouch,reload stop sprint with activate again by jump tap.
 
[SLIDE SPRINTING]
group        = true
shortdesc    = Activate left stick forward 75% and double tap crouch button.
byteoffset    = 68
bitsize        = 1
bitoffset    = 7
control        = checkbox
default        = 0
item        = Enable Slide Sprinting
 
[BUNNY HOP SPRINTING]
group        = true
shortdesc    = Activate left stick forward 75% and double tap jump button.
byteoffset    = 69
bitsize        = 1
bitoffset    = 7
control        = checkbox
default        = 0
item        = Enable Bunny Hop Sprinting
 
[SPOT OPTIONS]
color       = #349510
collapsible = 2
shortdesc    = Enable spot features.
byteoffset    = 70
bitsize        = 8
control        = radiobox
default        = 0
item        = Disabled
item        = Enable ADS only spotting.
item        = Enable hold ADS 300ms/ released has 6 seconds.
item        = Enable hold ADS 400ms to activate/ hold jump 400ms to deactivate.
 
[MINIMUM RADOM ADJUSTMENT]
group        = true
shortdesc    = Adjust minimum random spot delay.
byteoffset    = 71
bitsize        = 16
control        = slider
default        = 40
minimum        = 20
maximum        = 1000
step        = 1
 
[MAXIMUM RADOM ADJUSTMENT]
group        = true
shortdesc    = Adjust maximum random spot delay.
byteoffset    = 73
bitsize        = 16
control        = slider
default        = 60
minimum        = 30
maximum        = 2000
step        = 1
</cfgdesc>
***************************************************************************** */

 
#include <display.gph>
#define WEAPON_0   0
#define WEAPON_1   1
 
bool   fire_ads;
bool   fire_ads2;
bool   spot_u;
bool   change;
bool   slide;
bool   hop;
bool   slide_switch;
bool   hop_switch;
bool   crouch;
int    Spot_Minimum ;
int    Spot_Maximum ;
int    Spot_Time    = 0;
int    Spot_Wait    = 0;
int    quick_scope_delay;
int    t;
uint8  primary_fire;
uint8  secondary_fire;
uint8  weapon = 0;
uint8  spot;
uint8  scope;
uint8  sprint;
fix32  noise;
fix32  vertical;
fix32  horizontal;
fix32  vertical2;
fix32  horizontal2;
uint32 rpm;
uint32 rpm2;
uint32 burst;
uint32 burst2;
uint32 tap_fire;
uint32 tap_fire2;
uint32 burst_adjustment;
uint32 burst_adjustment2;
uint32    IND[] = {
    _0_,                  // 0
    _1_,                  // 1
    _2_,                  // 2
    _3_,                  // 3
    _P_,                  // 4
    _S_,                  // 5
    _A_                   // 6
};
init
{
    pmem_load();
    primary_fire = pmem_read(0);
    pmem_read(1, &rpm);
    pmem_read(5, &burst);
    pmem_read(9, &burst_adjustment);
    pmem_read(13, &vertical);
    pmem_read(17, &horizontal);
    fire_ads = (pmem_read(22) >> 7) & 0b1;
    secondary_fire = pmem_read(23);
    pmem_read(24, &rpm2);
    pmem_read(28, &burst2);
    pmem_read(32, &burst_adjustment2);
    pmem_read(36, &vertical2);
    pmem_read(40, &horizontal2);
    fire_ads2 = (pmem_read(45) >> 7) & 0b1;
 
    scope = pmem_read(64);
    pmem_read(65, &quick_scope_delay);
    sprint = pmem_read(67);
    slide = (pmem_read(68) >> 7) & 0b1;
    hop = (pmem_read(69) >> 7) & 0b1;
    spot = pmem_read(70);
    pmem_read(71, &Spot_Minimum);
    pmem_read(73, &Spot_Maximum);
 
    printf("primary_fire: %u", primary_fire);
    printf("rpm: %d", rpm);
    printf("burst: %d", burst);
    printf("burst_adjustment: %d", burst_adjustment);
    printf("vertical: %.04f", vertical);
    printf("horizontal: %.04f", horizontal);
    printf("fire_ads: %d", fire_ads);
    printf("secondary_fire: %u", secondary_fire);
    printf("rpm2: %d", rpm2);
    printf("burst2: %d", burst2);
    printf("burst_adjustment2: %d", burst_adjustment2);
    printf("vertical2: %.04f", vertical2);
    printf("horizontal2: %.04f", horizontal2);
    printf("fire_ads2: %d", fire_ads2);
 
    printf("scope: %u", scope);
    printf("quick_scope_delay: %d", quick_scope_delay);
    printf("sprint: %u", sprint);
    printf("slide: %d", slide);
    printf("hop: %d", hop);
    printf("spot: %u", spot);
    printf("Spot_Minimum: %d", Spot_Minimum);
    printf("Spot_Maximum: %d", Spot_Maximum);
 
    tap_fire = burst * (1000 / (rpm / 60));
    tap_fire2 = burst2 * (1000 / (rpm2 / 60));
    noise = 5.0;
 
    clamp(vertical, -100.00, 100.00);
    clamp(horizontal, -100.00, 100.00);
    clamp(vertical2, -100.00, 100.00);
    clamp(horizontal2, -100.00, 100.00);
}
main {
//-------------------------Remove stick noise---------------------------------//
    if(abs(get_actual(STICK_1_X)) < noise) set_val(STICK_1_X, 0.0);
    if(abs(get_actual(STICK_1_Y)) < noise) set_val(STICK_1_Y, 0.0);
    if(abs(get_actual(STICK_2_X)) < noise) set_val(STICK_2_X, 0.0);
    if(abs(get_actual(STICK_2_Y)) < noise) set_val(STICK_2_Y, 0.0);
//--------------------------WEAPON-SWITCHING----------------------------------//
    if(event_release(BUTTON_14) && time_active(BUTTON_14) < 250) {
        if(weapon == WEAPON_0) set_weapon(WEAPON_1);
        else if(weapon == WEAPON_1) set_weapon(WEAPON_0);
    }
//--------------------------RESET-WEAPON-TRACK--------------------------------//
    if(!is_active(BUTTON_12) && !is_active(BUTTON_13) &&
    event_active(BUTTON_11) && time_release(BUTTON_11) < 250) {
        set_weapon(WEAPON_0);
    }
 
    switch(weapon) {
        case WEAPON_0: {
    /* Automatic weapons */
    if(primary_fire == 0) {
    if(get_actual(BUTTON_5)) {
        set_val(BUTTON_5, 100.0);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        tap_fire = burst * (1000 / (rpm / 60));
        set_val(BUTTON_5, 100.0);
        combo_run(anti_recoil);
    }
    }
    /* Semi- Automatic weapons */
    if(primary_fire == 1) {
        set_val(BUTTON_5, 0.0);
    if(get_actual(BUTTON_5)) {
        turbo(BUTTON_5);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        turbo(BUTTON_5);
        combo_run(anti_recoil);
    }
    }
     /* Burst for Automatic weapons */
    if(primary_fire == 2) {
        set_val(BUTTON_5, 0.0);
    if(is_active(BUTTON_5)) {
        combo_run(burst_auto);
        turbo(BUTTON_5);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        turbo(BUTTON_5);
        combo_run(anti_recoil);
    }
    }
    /* Burst for Semi- Automatic weapons */
    if(primary_fire == 3) {
        set_val(BUTTON_5, 0.0);
    if(is_active(BUTTON_5)) {
        combo_run(burst_rapid);
        turbo(BUTTON_5);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire) {
        turbo(BUTTON_5);
        combo_run(anti_recoil);
    }
    }
    if(fire_ads == 1 && get_actual(BUTTON_5)){set_val(BUTTON_8,100.0);}
 
    if(get_actual(BUTTON_5))combo_run(anti_recoil);
    if(is_active(STICK_1_Y))combo_stop(anti_recoil);
    if(is_active(STICK_1_X))combo_stop(anti_recoil);
    } break;
        case WEAPON_1: {
    /* Automatic weapons */
    if(secondary_fire == 0) {
    if(get_actual(BUTTON_5)) {
        set_val(BUTTON_5, 100.0);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire2) {
        tap_fire2 = burst2 * (1000 / (rpm2 / 60));
        set_val(BUTTON_5, 100.0);
        combo_run(anti_recoil2);
    }
    }
    /* Semi- Automatic weapons */
    if(secondary_fire == 1) {
        set_val(BUTTON_5, 0.0);
    if(get_actual(BUTTON_5)) {
        turbos(BUTTON_5);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire2) {
        turbos(BUTTON_5);
        combo_run(anti_recoil2);
    }
    }
     /* Burst for Automatic weapons */
    if(secondary_fire == 2) {
        set_val(BUTTON_5, 0.0);
    if(is_active(BUTTON_5)) {
        combo_run(burst_auto2);
        turbos(BUTTON_5);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire2) {
        turbos(BUTTON_5);
        combo_run(anti_recoil2);
    }
    }
    /* Burst for Semi- Automatic weapons */
    if(secondary_fire == 3) {
        set_val(BUTTON_5, 0.0);
    if(is_active(BUTTON_5)) {
        combo_run(burst_rapid2);
        turbos(BUTTON_5);
    }else if(is_release(BUTTON_5) &&
     time_active(BUTTON_5) <= tap_fire2) {
        turbos(BUTTON_5);
        combo_run(anti_recoil2);
    }
    }
    if(fire_ads2 == 1 && get_actual(BUTTON_5)){set_val(BUTTON_8,100.0);}
 
    if(get_actual(BUTTON_5))combo_run(anti_recoil2);
    if(is_active(STICK_1_Y))combo_stop(anti_recoil2);
    if(is_active(STICK_1_X))combo_stop(anti_recoil2);
    } break;
    }
    if (get_actual(BUTTON_16) && time_active(BUTTON_16) > 500) {
        set_weapon(WEAPON_0);
    }
    if (get_actual(BUTTON_17) && time_active(BUTTON_17) > 500) {
        set_weapon(WEAPON_0);
    }
    if(scope == 1){
    if(get_actual(BUTTON_8) && time_active(BUTTON_8) > 100) {
        combo_run(breath);
    }       
    }
    if(scope ==2 ){
    if(event_release(BUTTON_8) && time_active(BUTTON_8) < 240) {
        combo_run(one_shot);
    }
    if(get_actual(BUTTON_8) && time_active(BUTTON_8) > 100) {
        combo_run(breath);
    }   
    }
    if(sprint == 1) {
    if(is_active(STICK_2_Y)) {
        combo_run(EasySprint);
    }
    if(get_actual(BUTTON_5) || get_actual(BUTTON_8) ||
       get_actual(BUTTON_4) || get_actual(BUTTON_7)) {
        combo_stop(EasySprint);
    }
    }
    if(sprint == 2) {
    if(get_val(STICK_2_Y) < -98.0) {
        combo_run(EasySprint);
    }
    if(get_actual(BUTTON_5) || get_actual(BUTTON_8) ||
       get_actual(BUTTON_4) || get_actual(BUTTON_7)) {
        combo_stop(EasySprint);
    }
    }
    if(sprint == 3){
    if(is_active(STICK_2_Y) && crouch == 0) {
        combo_run(EasySprint);
    }
    if(get_actual(BUTTON_5) || get_actual(BUTTON_8) ||
       get_actual(BUTTON_4) || get_actual(BUTTON_7)) {
        combo_stop(EasySprint);
    }
    if(event_active(BUTTON_15)) crouch = 1;
    else if(event_active(BUTTON_17)) crouch = 1;
    else if(event_active(BUTTON_16)) crouch = 0;
    }
    if(slide == 1){
    if(get_actual(STICK_2_Y) < -75.0){
        inhibit(BUTTON_15, 100);
    if(is_active(BUTTON_15) && time_release(BUTTON_15) <= 240){
        slide_switch = 1;
        crouch = 0;
    }
    }else if(get_actual(STICK_2_Y) > -75.0){
        slide_switch = 0;
    }
    if(slide_switch == 1){
        combo_run(slide_sprint);
    }
    }
    if(hop == 1){
    if(get_actual(STICK_2_Y) < -75.0){
        inhibit(BUTTON_16, 100);
    if(is_active(BUTTON_16) && time_release(BUTTON_16) <= 240){
        hop_switch = 1;
    }
    }else if(get_actual(STICK_2_Y) > -75.0){
        hop_switch = 0;
    }
    if(hop_switch == 1){
        combo_run(bunny_hop);
    }
    }
    if(spot == 1) {
    Spot_Time = Spot_Time + elapsed_time();
    if(Spot_Time >= Spot_Maximum){
        Spot_Time = Spot_Minimum;
    }
    if(!auto_spot && get_actual(BUTTON_8)){
        Spot_Wait = Spot_Time;
        combo_run(auto_spot);
    }else if(event_release(BUTTON_8)) {
        combo_stop(auto_spot);
    }
    }
    if(spot == 2) {
    if (get_actual(BUTTON_8) && time_active(BUTTON_8) > 300) {
        spot_u = 1;change = 1;
    }
    if(spot_u == 1) {
    if(event_active(BUTTON_8)
    & !change || (t > 6000)){
        t = 0,
        change = !change;
        spot_u = 0;
    }
    if (change){
        ++t;
        if (get_actual(BUTTON_8))
        { t = 0; }
        ...
    Spot_Time = Spot_Time + elapsed_time();
    if(Spot_Time >= Spot_Maximum){
        Spot_Time = Spot_Minimum;
    }
    if(!auto_spot){
        Spot_Wait = Spot_Time;
        combo_run(auto_spot);
    }else if(get_actual(BUTTON_4)) {
        combo_stop(auto_spot);
        set_val(BUTTON_4, 100.0);
    }
    }
    }
    }
    if(spot == 3){
    if (get_actual(BUTTON_8) && time_active(BUTTON_8) > 400) {
        spot_u = 1;
    }
    if (get_actual(BUTTON_16) && time_active(BUTTON_16) > 400) {
        spot_u = 0;
    }
    if(spot_u == 1) {
    Spot_Time = Spot_Time + elapsed_time();
    if(Spot_Time >= Spot_Maximum){
        Spot_Time = Spot_Minimum;
    }
    if(!auto_spot){
        Spot_Wait = Spot_Time;
        combo_run(auto_spot);
    }else if(get_actual(BUTTON_4)) {
        combo_stop(auto_spot);
        set_val(BUTTON_4, 100.0);
    }
    }
    }
}
 
combo burst_auto
{
    turbo(BUTTON_5);
    set_val(BUTTON_5, 100.0);
    wait(tap_fire);
    set_val(BUTTON_5, 0.0);
    wait(burst_adjustment);
}
 
combo burst_rapid
{
    turbo(BUTTON_5);
    wait(tap_fire);
    set_val(BUTTON_5, 0.0);
    wait(burst_adjustment);
}
 
combo burst_auto2
{
    turbos(BUTTON_5);
    set_val(BUTTON_5, 100.0);
    wait(tap_fire2);
    set_val(BUTTON_5, 0.0);
    wait(burst_adjustment2);
}
 
combo burst_rapid2
{
    turbos(BUTTON_5);
    wait(tap_fire2);
    set_val(BUTTON_5, 0.0);
    wait(burst_adjustment2);
}
 
combo anti_recoil
{
    set_val(STICK_1_Y, vertical);
    set_val(STICK_1_X, horizontal);
}
 
combo anti_recoil2
{
    set_val(STICK_1_Y, vertical2);
    set_val(STICK_1_X, horizontal2);
}
 
combo EasySprint
{
    set_val(BUTTON_9, 100.0);
    wait(60);
    set_val(BUTTON_9, 0.0);
    wait(60);
    set_val(BUTTON_9, 0.0);
}
 
combo auto_spot
{
    set_val(BUTTON_4, 100.0);
    wait(40);
    set_val(BUTTON_4, 0.0);
    wait(Spot_Wait);
    set_val(BUTTON_4, 0.0);
}
 
combo breath
{
    set_val(BUTTON_9, 100.0);
    wait(10);
    set_val(BUTTON_9, 100.0);
}
 
combo one_shot
{
    set_val(BUTTON_8, 100.0);
    set_val(BUTTON_9, 100.0);
    wait(quick_scope_delay);
    set_val(BUTTON_8, 100.0);
    set_val(BUTTON_9, 100.0);
    set_val(BUTTON_5, 100.0);
    wait(60);
    set_val(BUTTON_8, 100.0);
    wait(40);
}
 
combo slide_sprint
{
    set_val(BUTTON_15, 100.0);
    wait(50);wait(1750);
}
 
combo bunny_hop
{
    set_val(BUTTON_16, 100.0);
    wait(50);wait(1500);
}
 
void turbo(uint8 button)
{
    uint32 sps = rpm/ 60;
    uint32 rate = 1000 / sps;
    uint32 hold = rate / 2;
 
    uint32 ta = time_active(button);
    set_val(button, 100.0);
 
   while(ta > rate) {
        ta -= rate;
    }
    tap_fire = burst * (1000 / (rpm / 60));
 
    if(ta > hold) {
        set_val(button, 0.0);
    }
}
 
void turbos(uint8 button)
{
    uint32 sps2 = rpm2/ 60;
    uint32 rate2 = 1000 / sps2;
    uint32 hold2 = rate2 / 2;
 
    uint32 ta2 = time_active(button);
    set_val(button, 100.0);
 
   while(ta2 > rate2) {
        ta2 -= rate2;
    }
    tap_fire2 = burst2 * (1000 / (rpm2 / 60));
 
    if(ta2 > hold2) {
        set_val(button, 0.0);
    }
}
 
void set_weapon(uint8 new_weapon)
{
    static uint8 old_weapon;
 
    if(new_weapon == old_weapon) return;
    old_weapon = new_weapon;
    weapon = new_weapon;
 
    static uint32 timestamp;
    uint32 elapsed = system_time() - timestamp;
 
    if(!elapsed || elapsed >= 10) {
    // Set LED
    switch(weapon) {
        case WEAPON_0: { // BLUE LED
            led_set(LED_1, 100.0, 0);
            led_set(LED_2, 0.0, 0);
            led_set(LED_3, 0.0, 0);
            led_set(LED_4, 0.0, 0);
            display (4);
        } break;
        case WEAPON_1: { // RED LED
            led_set(LED_1, 0.0, 0);
            led_set(LED_2, 100.0, 0);
            led_set(LED_3, 0.0, 0);
            led_set(LED_4, 0.0, 0);
            display (5);
        } break;
    }
    timestamp = system_time();
    }
    return;
}
 
 // Display Numbers
void display (uint8 indc)
{
    uint8 VIE;
    VIE = IND[indc];
    display_overlay(VIE, 2000 );
}
 

Here try updated anti-recoil for all around and apex users! Copy and paste in new blank and save. Add to slot and open interactive configurations to set up then save and run.
bonefisher
Lieutenant General
Lieutenant General
 
Posts: 5413
Joined: Thu Jan 29, 2015 10:49 am

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