Anti-recoil jumps down.
Moderator: antithesis
5 posts
• Page 1 of 1
Anti-recoil jumps down.
I have been having an issue for a long time with anti recoil script when using XIM apex.
The problem
Anti-recoil works perfect but once I move my mouse slightly down it will jump, a big jump. Once I move my mouse while firing to the left or right it will go that direction but also down.
Researching on the forums I found that this problem was common: https://www.consoletuner.com/forum/viewtopic.php?f=20&t=663
In this topic the exact problem is described. All the researching yet I am still doing something wrong. Maybe I am missing something or just being plain stupid.
I used the following scripts so far:
Special Antirecoil for XIM - By AlanMcGregor
AntiThesis ADS Antirecoil - By AntiThesis
Antirecoil utility by - By AlanMcGregor
And official gamepacks.
By every script I download I have the big jumps and recoil doesnt work propeply
Also with the Apex legends gamepack I followed clear instructions as shown below:
When using XIM Apex (and any other device which utilizes mouse as input for aming), set the Gamepack Anti-recoil as the following:
Anti-Recoil: ENABLED (not the mouse option)
Anti-recoil vertical pull force compensation: weapon dependent, start with 12
Anti-recoil horizontal pull force compensation: usually set to 0
Anti-recoil deadzone compensation: CHECKED (very important when using with XIM)
Anybody that has a solution for this would be a hero.
The problem
Anti-recoil works perfect but once I move my mouse slightly down it will jump, a big jump. Once I move my mouse while firing to the left or right it will go that direction but also down.
Researching on the forums I found that this problem was common: https://www.consoletuner.com/forum/viewtopic.php?f=20&t=663
In this topic the exact problem is described. All the researching yet I am still doing something wrong. Maybe I am missing something or just being plain stupid.
I used the following scripts so far:
Special Antirecoil for XIM - By AlanMcGregor
AntiThesis ADS Antirecoil - By AntiThesis
Antirecoil utility by - By AlanMcGregor
And official gamepacks.
By every script I download I have the big jumps and recoil doesnt work propeply
Also with the Apex legends gamepack I followed clear instructions as shown below:
When using XIM Apex (and any other device which utilizes mouse as input for aming), set the Gamepack Anti-recoil as the following:
Anti-Recoil: ENABLED (not the mouse option)
Anti-recoil vertical pull force compensation: weapon dependent, start with 12
Anti-recoil horizontal pull force compensation: usually set to 0
Anti-recoil deadzone compensation: CHECKED (very important when using with XIM)
Anybody that has a solution for this would be a hero.
-
Soken - Sergeant First Class
- Posts: 20
- Joined: Thu Oct 29, 2020 8:36 pm
Re: Anti-recoil jumps down.
I spent many hours combing through endless post looking for something that works. From what i gather when your using antirecoil and it drops below the horizon and goes negative it double dips the antirecoil value and runs away. I'm using Xim4/Titan 1/Xbox1 and I have found some that work but are not perfect. Titan 2 has it figured out and there is several in library to chose from. I will link a few for titan 1 but I no longer remember who to give credit to for the scripts. I made rough changes for toggles and such I'm no expert at it. If they have error let me know been long time since used and they are very roughly eddited
This I hve not tried yet
viewtopic.php?f=6&t=8676&p=62875&hilit=Deadzone+Xim#p62875
Destiny Titan fun pack in the library is supposed to work for XIM. I am currently trying and so far its okay but lots going on in the script
This is a shorter version of the fun pack I believe but have not tested yet
This one works pretty good but it will drop sometimes if you do burst it will help
supposedly you add this in to fix the sudden drop I have not used it yet.
This I hve not tried yet
viewtopic.php?f=6&t=8676&p=62875&hilit=Deadzone+Xim#p62875
Destiny Titan fun pack in the library is supposed to work for XIM. I am currently trying and so far its okay but lots going on in the script
This is a shorter version of the fun pack I believe but have not tested yet
- Code: Select all
//==============================================================================
// RAPID-FIRE with embedded BURST-FIRE and ANTI-RECOIL
//==============================================================================
// COPYRIGHT
/*
2016 antithesis from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY,
UNLESS written permission is given by the creator and/or copywritee.
All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission
of the copyright holder. For permission, contact antithesis via http://www.consoletuner.com/forum
*/
//------------------------------------------------------------------------------
// CONTROLLER TOGGLES
/*
// Hold D-PAD UP, click button to the right
- Rapid-fire D-PAD UP + PS4 R2 / XB1 RT
- Burst-fire D-PAD UP + PS4 CROSS / XB1 X
- Anti-recoil D-PAD UP + PS4 L2 / XB1 LT
*/
//==============================================================================
// DECLARATIONS
define HOME = 0; // XB1_XBOX XB360_XBOX PS4_PS PS3_PS
define SHARE = 1; // XB1_VIEW XB360_BACK PS4_SHARE PS3_SELECT
define OPTIONS = 2; // XB1_MENU XB360_START PS4_OPTIONS PS3_START
define MELEE = 3; // XB1_RB XB360_RB PS4_R1 PS3_R1
define SHOOT = 4; // XB1_RT XB360_RT PS4_R2 PS3_R2
define ZOOM = 5; // XB1_RS XB360_RS PS4_R3 PS3_R3
define GRENADE = 6; // XB1_LB XB360_LB PS4_L1 PS3_L1
define ADS = 7; // XB1_LT XB360_LT PS4_L2 PS3_L2
define SPRINT = 8; // XB1_LS XB360_LS PS4_L3 PS3_L3
define RX_AXIS = 9; // XB1_RX XB360_RX PS4_RX PS3_RX
define RY_AXIS = 10; // XB1_RY XB360_RY PS4_RY PS3_RY
define LX_AXIS = 11; // XB1_LX XB360_LX PS4_LX PS3_LX
define LY_AXIS = 12; // XB1_LY XB360_LY PS4_LY PS3_LY
define DPAD_UP = 13; // XB1_UP XB360_UP PS4_UP PS3_UP
define DPAD_DOWN = 14; // XB1_DOWN XB360_DOWN PS4_DOWN PS3_DOWN
define DPAD_LEFT = 15; // XB1_LEFT XB360_LEFT PS4_LEFT PS3_LEFT
define DPAD_RIGHT = 16; // XB1_RIGHT XB360_RIGHT PS4_RIGHT PS3_RIGHT
define WEAPON_SWAP = 17; // XB1_Y XB360_Y PS4_TRIANGLE PS3_TRIANGLE
define CROUCH = 18; // XB1_B XB360_B PS4_CIRCLE PS3_CIRCLE
define JUMP = 19; // XB1_A XB360_A PS4_CROSS PS3_CROSS
define RELOAD = 20; // XB1_X XB360_X PS4_SQUARE PS3_SQUARE
//------------------------------------------------------------------------------
// RAPID-FIRE
/*
- Adjust Hold & Rest times up & down, and/or tweak the balance of Hold & Rest until the weapon feels right
- For greater recoil control (in addition to Anti-recoil), use Hold and Rest values higher than MPS/2
- Set to 0 to disable Rapid-fire for any mode. For example, fire an AK-47 in automatic for HIP, but semi-automatic in ADS for increased recoil control
*/
define HIP_Hold = 30; // HIP hold SHOOT time
define HIP_Rest = 20; // HIP release SHOOT time
define ADS_Hold = 30; // ADS hold SHOOT time
define ADS_Rest = 20; // ADS release SHOOT time
//------------------------------------------------------------------------------
// ANTI-RECOIL
/*
- Use values between 0 to 100 to adjust Left and Right X-axis (horizontal) anti-recoil. Use Left or Right, not both
- Use values between 0 to 100 to adjust Y-axis (vertical) anti-recoil
- Know your weapon recoil patterns before entering a match and don't change the load-out without editing these values
- Enter 0 for no anti-recoil or disable all anti-recoil via D-PAD UP + PS4 L2 / XB1 LT
*/
define HIP_L = 0; // Primary Hip X-axis Left. Range of 0 to 100.
define HIP_R = 0; // Primary Hip X-axis Right. Range of 0 to 100.
define HIP_V = 30; // Primary Hip Y-axis Vertical. Range of 0 to 100.
define ADS_L = 0; // Primary ADS X-axis Left. Range of 0 to 100.
define ADS_R = 0; // Primary ADS X-axis Right. Range of 0 to 100.
define ADS_V = 50; // Primary ADS Y-axis Vertical. Range of 0 to 100.
//------------------------------------------------------------------------------
// RUMBLE
define RumbleStrength = 60; // Change to 0 to disable rumble
//==============================================================================
// LOOK BUT DON'T TOUCH ANYTHING BELOW THIS LINE. YOU BREAK IT, YOU BOUGHT IT!
//==============================================================================
//------------------------------------------------------------------------------
// Persistent Vars
define PVAR_ToggleFlags = SPVAR_1;
//==============================================================================
// VARIABLES
// Store toggle states
int ToggleFlags;
//------------------------------------------------------------------------------
// Function & Combo Variables
int RightStick_X = 0;
int RightStick_Y = 0;
int HoldTime, RestTime;
//==============================================================================
// INITIALISATION
init
{
// Retrieve Toggle States
ToggleFlags = get_pvar(PVAR_ToggleFlags, -32768, 32767, 0);
}
//==============================================================================
// MAIN
main
{
// Repeat main loop every 4ms. Higher values add to T1 CPU load
vm_tctrl(-6);
//------------------------------------------------------------------------------
// HAIR TRIGGERS
// Shoot
if (get_val(SHOOT)) { set_val(SHOOT, 100); }
// ADS
if (get_val(ADS)) { set_val(ADS, 100); }
//------------------------------------------------------------------------------
// TOGGLES
if (get_val(DPAD_UP))
{
// Rapid-fire (PS4 R2 / XB1 RT)
if(event_press(4)) { SetToggle(1); }
// Anti-recoil (PS4 L2 / XB1 LB)
if (event_press (7)) { SetToggle (2); }
// Burst-fire
if (event_press (3)) {SetToggle (3); }
}
//------------------------------------------------------------------------------
// RAPID-FIRE & ANTI-RECOIL
// Hip-fire Settings
if (!get_val (ADS))
{
if (get_val (SHOOT))
{
if (test_bit (ToggleFlags, 1))
{ RapidFireSpeed (HIP_Hold, HIP_Rest); } // Rapid-fire
if (test_bit (ToggleFlags, 2) && !test_bit (ToggleFlags, 3))
{ AntiRecoil(HIP_L, HIP_R, HIP_V); } // Anti-recoil
}
}
// Aim Down Sights Settings
if (get_val(ADS))
{
if (get_val (SHOOT))
{
if (test_bit (ToggleFlags, 1))
{ RapidFireSpeed (ADS_Hold, ADS_Rest); } // Rapid-fire
if (test_bit (ToggleFlags, 2) && !test_bit (ToggleFlags, 3))
{ AntiRecoil(ADS_L, ADS_R, ADS_V); } // Anti-recoil
}
}
//------------------------------------------------------------------------------
} // end main
//==============================================================================
// COMBOS
combo RapidFire
{
set_val(SHOOT, 100);
// Integrated anti-recoil. Works best for burst and auto-fire. Causes jitter for semi-auto.
if (test_bit (ToggleFlags, 2))
{
if (test_bit (ToggleFlags, 3) && get_val(ADS))
{ AntiRecoil(ADS_L, ADS_R, ADS_V); }
else if (test_bit (ToggleFlags, 3) && !get_val(ADS))
{ AntiRecoil(HIP_L, HIP_R, HIP_V); }
}
// Burst-fire mode
if (test_bit (ToggleFlags, 3))
{ HoldTime = 5 * HoldTime; }
else { HoldTime = HoldTime; }
wait(HoldTime);
set_val(SHOOT, 0);
wait(RestTime);
set_val(SHOOT, 0);
}
combo Rumble
{
set_rumble (RUMBLE_A, RumbleStrength);
wait(300);
reset_rumble();
}
//==============================================================================
// FUNCTIONS
//------------------------------------------------------------------------------
// RAPID-FIRE
function RapidFireSpeed (RF_HoldTime, RF_RestTime)
{
HoldTime = RF_HoldTime; RestTime = RF_RestTime;
if (HoldTime > 0)
{ combo_run(RapidFire); }
}
//------------------------------------------------------------------------------
// ANTI-RECOIL
function AntiRecoil(AntiRecoil_L, AntiRecoil_R, AntiRecoil_V)
{
// Horizontal anti-recoil parameters
if (get_val(SHOOT) && isqrt(pow(get_val(RX_AXIS), 2) + pow(get_val(RY_AXIS), 2)) <= 25)
{
if(abs(RX_AXIS) <= 25)
{
// Compensate to the RIGHT
RightStick_X = (get_val(RX_AXIS) + AntiRecoil_R);
if (RightStick_X > 100) {RightStick_X = 100;}
set_val(RX_AXIS, RightStick_X);
// Compensate to the LEFT
RightStick_X = (get_val(RX_AXIS) - AntiRecoil_L);
if (RightStick_X < -100) {RightStick_X = -100;}
set_val(RX_AXIS, RightStick_X);
// Vertical anti-recoil parameters
RightStick_Y = (get_val(RY_AXIS) + AntiRecoil_V);
if (RightStick_Y > 100) {RightStick_Y = 100;}
else if (RightStick_Y < -100) {RightStick_Y = -100;}
set_val(RY_AXIS, RightStick_Y);
}
}
}
//------------------------------------------------------------------------------
// SET TOGGLES
function SetToggle(FlagLocation) {
if(test_bit(ToggleFlags, FlagLocation)) {
clear_bit(ToggleFlags, FlagLocation);
}
else {
set_bit(ToggleFlags, FlagLocation);
if (RumbleStrength > 0) { combo_run(Rumble); }
}
set_pvar(PVAR_ToggleFlags, ToggleFlags);
}
This one works pretty good but it will drop sometimes if you do burst it will help
- Code: Select all
// XIM 4 ANTIRECOIL (AJUSTABLE)_RAPIDFIRE (AJUSTABLE)_AUTOSPOT
// ALL COMBOS TOGGLED OFF
// VIEW + DOWN TOGGLES ANTIRECOIL ON/OFF ONLY ACTIVE WHEN ADS
// VIEW + RIGHT TOGGLES AUTO SPOT ON/OFF
// VIEW + UP TOGGLES RAPID FIRE ON/OFF ACTIVE ADS AND HIP FIRE 14 DEFAULT RATE OF FIRE
// A + UP INCREASES RATE OF FIRE A + DOWN DECRESS RATE OF FIRE 14 DEFAULT RATE OF FIRE
// X + UP DECRESS ANTIRECOIL X+ DOWN INCREASE ANTIRECOIL 22 DEFAULT ANTIRECOIL
int rapid_onoff = FALSE;
int ANTIRECOIL_ENABLE = FALSE;
int Autospot_onoff = FALSE;
define XIM4_MIN_VAL = 17; //ANTIRECOIL WILL GO NO LOWER THAN XIM4_MIN_VAL (THINK MINIMUM IS 13 FOR XIM 4)
int ANTIRECOIL_FORCE = 5;
int RATE_OF_FIRE = 14; // Range: 1 to 25 RPS (Round/s)
// Values higher than 25 would be so fast that the
// game probably will not detect 100% of the events.
int tmp, rsf, xcmp;
int hold_time, rest_time;
main {
if(get_val(1) && event_press(14)) {
ANTIRECOIL_ENABLE=!ANTIRECOIL_ENABLE;
}
if(get_val(1) && event_press(16)) {
Autospot_onoff=!Autospot_onoff;
}
if (Autospot_onoff) {combo_run(Autospot);
}
if(get_val(1) && event_press(13)) {
rapid_onoff=!rapid_onoff;
}
if(rapid_onoff) {if(get_val(4)) {combo_run(RAPID_FIRE);}
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
if(get_val(19)){
if(event_press(13)){
RATE_OF_FIRE = RATE_OF_FIRE +1;}
if(event_press(14)){
RATE_OF_FIRE = RATE_OF_FIRE -1;}
}
if(get_val(20)){
if(event_press(14)){
ANTIRECOIL_FORCE = ANTIRECOIL_FORCE +1;}
if(event_press(13)){
ANTIRECOIL_FORCE = ANTIRECOIL_FORCE -1;}
}
if(ANTIRECOIL_ENABLE) {
// AIM down side + aiming and shooting but not moving - enable antirecoil
// AIM down side + aiming and shooting AND moving left or right (i mean aiming) - not walking left or right - disable the antirecoil?
if(get_val(PS4_L2) && get_val(PS4_R2) && isqrt(pow(get_val(PS4_RX), 2) + pow(get_val(PS4_RY), 2)) <= 35) {//CHANGE THIS VALUE TO STOP ANTI RECOIL \\
//if(get_val(PS4_R2) && (get_ptime(PS4_R2) <= 50 || get_ptime(PS4_R2) >= 100)) {
if(abs(PS4_RX) <= 35) { //CHANGE THIS VALUE TO STOP ANTI RECOIL \\
// Rescale XIM4 aim Y axis
if(get_val(PS4_RY) >= XIM4_MIN_VAL) {
set_val(PS4_RY, get_val(PS4_RY)-XIM4_MIN_VAL);
sensitivity(PS4_RY, NOT_USE, rsf);
} else if(get_val(PS4_RY) <= -XIM4_MIN_VAL) {
set_val(PS4_RY, get_val(PS4_RY)+XIM4_MIN_VAL);
sensitivity(PS4_RY, NOT_USE, rsf);
} else set_val(PS4_RY, 0);
// Rescale XIM4 aim X axis
if(get_val(PS4_RX) >= XIM4_MIN_VAL) {
set_val(PS4_RX, get_val(PS4_RX)-XIM4_MIN_VAL);
sensitivity(PS4_RX, NOT_USE, rsf);
} else if(get_val(PS4_RX) <= -XIM4_MIN_VAL) {
set_val(PS4_RX, get_val(PS4_RX)+XIM4_MIN_VAL);
sensitivity(PS4_RX, NOT_USE, rsf);
} else set_val(PS4_RX, 0);
// X movements compensation
tmp = ANTIRECOIL_FORCE - 3 * abs(get_val(PS4_RX));
// Apply the anti-recoil
if(tmp <= 0) tmp = 1;
tmp = get_val(PS4_RY) + tmp;
if(tmp > 100) tmp = 100;
else if(tmp < -100) tmp = -100;
set_val(PS4_RY, tmp);
// Re-apply deadzone;
deadzone(PS4_RX, PS4_RY, XIM4_MIN_VAL, XIM4_MIN_VAL);}
}
}
}
combo RAPID_FIRE {
set_val(4, 100);
wait(hold_time);
set_val(4, 0);
wait(rest_time);
set_val(4, 0);
}
combo Autospot {
set_val(3, 100);
wait(40); wait(980);
}
supposedly you add this in to fix the sudden drop I have not used it yet.
- Code: Select all
int RECOIL_V = 30; // vertical recoil
int RECOIL_H = 0; //horizontal recoil
int RY;
int RX;
main {
if (get_val (PS4_R2))
{
AntiRecoil(PS4_RY, RECOIL_V);
AntiRecoil(PS4_RX, RECOIL_H);
}
}
function AntiRecoil (axis, recoil)
{
RY = get_val(PS4_RY);
RX = get_val(PS4_RX);
if (get_val(PS4_R2) && (isqrt(RX*RX + RY*RY)) <= abs(recoil))
{
if(abs(RY) <= abs(recoil))
{
set_val(axis, (recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
}
}
}
-
mofotyler - Corporal
- Posts: 5
- Joined: Thu Jan 21, 2021 8:23 am
Re: Anti-recoil jumps down.
I have given up on it, I am using Computer Vision anti recoil now for Apex Legends. With a XIM, and its perfect.
-
Soken - Sergeant First Class
- Posts: 20
- Joined: Thu Oct 29, 2020 8:36 pm
Re: Anti-recoil jumps down.
Soken wrote:I have given up on it, I am using Computer Vision anti recoil now for Apex Legends. With a XIM, and its perfect.
Yeah im actually about to give the mouse and keyboard plugin for Titan 1. I have tried so many scripts but they are inconsistent with antirecoil using a Xim. one second its perfect and then the next im shooting dirt at their feet or its not working at all.
-
mofotyler - Corporal
- Posts: 5
- Joined: Thu Jan 21, 2021 8:23 am
Re: Anti-recoil jumps down.
I CAN NOT CHANGE VALUE RECOIL V\H
HOW I CAN CHANGE CONTROLLER I HVAVE PS5
HOW I CAN CHANGE CONTROLLER I HVAVE PS5
-
mosta88 - Private
- Posts: 1
- Joined: Tue Sep 07, 2021 6:56 pm
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