APEX Titan Two Antirecoil fights game AA
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APEX Titan Two Antirecoil fights game AA
I was wondering if anyone has seen when using an apex that antirecoil scripts will fight the aim assist bubble for targets moving side to side?
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smoke9393 - Corporal
- Posts: 4
- Joined: Mon Aug 13, 2018 10:34 pm
Re: APEX Titan Two Antirecoil fights game AA
I have had some that pushed off the aim assist which they were cheating....The anti-recoil shouldn't push the aim assist bubble off it is just trying to keep up with them strafing. lol!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: APEX Titan Two Antirecoil fights game AA
The only script I have loaded is the generic antirecoil and straffing really isnt an issue. It is when a player is running left to right or right to left across the street. If I turn the script off I track them fine. This is in Ghost Recon Wildlands.
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smoke9393 - Corporal
- Posts: 4
- Joined: Mon Aug 13, 2018 10:34 pm
Re: APEX Titan Two Antirecoil fights game AA
Have you used my new anti-recoil? So when you follow across the street does it angle down or jump down?
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: APEX Titan Two Antirecoil fights game AA
Thanks bonefisher, I have not tried your new script? Is it in a specific pack or somewhere else? It doesnt go up or down, if just gets stuck outside the AA bubble.
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smoke9393 - Corporal
- Posts: 4
- Joined: Mon Aug 13, 2018 10:34 pm
Re: APEX Titan Two Antirecoil fights game AA
- Code: Select all
#pragma METAINFO("BLUEPRINT FIRE", 1, 0, "bonefisher")
/* *****************************************************************************
<cfgdesc>
[BLUEPRINT FIRE]
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 = SLEDGE:02000000090000000000000002001900000000000000000096010000000000000800000000000000020018000000000000000000A0
item = GIVICFG:03000001680000000000000003000000A0001800000000000001000000000001C20000000000000002000000A00018000000000000
item = ASH:020000000C0000000000000003001900000003000000000096010000000000000800000000000000020017E66700000000000000A0
item = THERMITE:020000000C0000000000000004001900000003000000000096010000000000000800000000000000020017E66700000000000000A0
item = TWITCH:01000000080000000000000003001900000002000000000096010000000000000800000000000000020017E66700000000000000A0
[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 = 9
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 = 13
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 = 17
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 = 21
bitsize = 32
control = spinboxf
default = 00000
minimum = -10000
maximum = 10000
step = 1
decimals = 2
[SECONDARY WEAPONS FIRING OPTIONS]
color = #349510
collapsible = 2
shortdesc = Enable options on fire trigger.
byteoffset = 25
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 = 29
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 = 37
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 = 41
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 = 45
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 = 49
bitsize = 32
control = spinboxf
default = 00000
minimum = -10000
maximum = 10000
step = 1
decimals = 2
[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
</cfgdesc>
***************************************************************************** */
#include <display.gph>
#define WEAPON_0 0
#define WEAPON_1 1
bool slide;
bool hop;
bool slide_switch;
bool hop_switch;
bool crouch;
uint8 primary_fire;
uint8 secondary_fire;
uint8 weapon = 0;
uint8 scope;
uint8 sprint;
int quick_scope_delay;
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(9, &burst);
pmem_read(13, &burst_adjustment);
pmem_read(17, &vertical);
pmem_read(21, &horizontal);
secondary_fire = pmem_read(25);
pmem_read(29, &rpm2);
pmem_read(37, &burst2);
pmem_read(41, &burst_adjustment2);
pmem_read(45, &vertical2);
pmem_read(49, &horizontal2);
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;
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("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("scope: %u", scope);
printf("quick_scope_delay: %d", quick_scope_delay);
printf("sprint: %u", sprint);
printf("slide: %d", slide);
printf("hop: %d", hop);
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) {
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(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) {
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(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);
}
}
}
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 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 );
}
set up in interactive configurations!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: APEX Titan Two Antirecoil fights game AA
I also play wildlands and have been using your MODzPack. How do you use scripts on the Titan 2? I used them on the titan one no problem but titan 2 is different. Is there a post/How to forums? Any help is appreciated.
-
eslebederkaiser - Master Sergeant
- Posts: 26
- Joined: Fri Jun 05, 2015 4:35 pm
Re: APEX Titan Two Antirecoil fights game AA
i figured it out. it loads the same!
-
eslebederkaiser - Master Sergeant
- Posts: 26
- Joined: Fri Jun 05, 2015 4:35 pm
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