Call Of Duty MODzPACK
20 posts
• Page 2 of 2 • 1, 2
Re: Call Of Duty MODzPACK
some cool features id love to see!
Cancel run - to shoot instantly like the cancel reload.
aim assist without ADS.
extend hold breath... im guessing this is just rapid fire left stick?
and can you recommend the best settings for aim assist with sensitivity of 3?
Does aim assist still work if im moving my joystick? or do i have to just let go?
Cancel run - to shoot instantly like the cancel reload.
aim assist without ADS.
extend hold breath... im guessing this is just rapid fire left stick?
and can you recommend the best settings for aim assist with sensitivity of 3?
Does aim assist still work if im moving my joystick? or do i have to just let go?
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fullerorb7 - Master Sergeant
- Posts: 37
- Joined: Sun Feb 21, 2016 8:09 pm
Re: Call Of Duty MODzPACK
fullerorb7 wrote:some cool features id love to see!
Cancel run - to shoot instantly like the cancel reload.
aim assist without ADS.
extend hold breath... im guessing this is just rapid fire left stick?
and can you recommend the best settings for aim assist with sensitivity of 3?
Does aim assist still work if im moving my joystick? or do i have to just let go?
It has hold breath...don't have aim assist in this one.....haven't look at this old one in a while to see if it cancels!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: Call Of Duty MODzPACK
you dont have a thread for MODERN WARFARE MODzPACK v 1.13 - Could you add a option in for aim assist to always be on that one? i find the setting 9 to work just as well as 40 or 80. With the setting of 9 its almost impossible to notice any screenshake
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fullerorb7 - Master Sergeant
- Posts: 37
- Joined: Sun Feb 21, 2016 8:09 pm
Re: Call Of Duty MODzPACK
fullerorb7 wrote:you dont have a thread for MODERN WARFARE MODzPACK v 1.13 - Could you add a option in for aim assist to always be on that one? i find the setting 9 to work just as well as 40 or 80. With the setting of 9 its almost impossible to notice any screenshake
I'm not going in that one to add option at this point in time would take hours just to go through things! Sorry have other things on my plate!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: Call Of Duty MODzPACK
Thanks bonefisher this is the best pack I have used for MW
Is it possible to add an option to use the tactical button layout?
Is it possible to add an option to use the tactical button layout?
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jameswoo - First Sergeant
- Posts: 45
- Joined: Mon Dec 05, 2016 7:10 am
Re: Call Of Duty MODzPACK
jameswoo wrote:Thanks bonefisher this is the best pack I have used for MW
Is it possible to add an option to use the tactical button layout?
Keep everything at default settings and throw a input translator button remapper over the slot with script for change layout!
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: Call Of Duty MODzPACK
Thanks bonefisher, would you consider adding an akimbo rapid fire option now that we have akimbo pistols in MW?
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jameswoo - First Sergeant
- Posts: 45
- Joined: Mon Dec 05, 2016 7:10 am
Re: Call Of Duty MODzPACK
hi bonefisher could yo add this for me please
if (get_val(PS4_R3)) set_val(PS4_R3, 0);
many thanks
if (get_val(PS4_R3)) set_val(PS4_R3, 0);
many thanks
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dekor8tor1 - Staff Sergeant
- Posts: 15
- Joined: Tue Feb 04, 2020 9:51 pm
Re: Call Of Duty MODzPACK
dekor8tor1 wrote:hi bonefisher could yo add this for me please
if (get_val(PS4_R3)) set_val(PS4_R3, 0);
many thanks
- Code: Select all
#pragma METAINFO("Call Of Duty MODzPACK", 1, 01, "bonefisher")
/*******************************************************************************
<cfgdesc>
[Call Of Duty MODzPACK: click on category for settings:]
color = #349510
control = info
[Game Runtime Operations:]
color = #349510
shortdesc = <<<MULTILINE
Applying to weapon selection in interactive configurations.
Quickest way to set up the sps setting of the weapon is to
apply 3 bullets in the shots per burst then give a test to
match the sps with the perfect 3 shot burst. If using
automatic weapons don't check enable rapid fire but still
do setting for sps, shots per burst if using. Make sure to
Save and Run.
Using D-Pad Left and D-Pad Right tap release within
300ms to engage the use of this for in game and hold
pass 300ms to activate/ deactivate mods. Holding pass
300ms will block buttons being passed thru to console
letting you to adjust and turn on/off mods.
Runtime Operations:
Weapons Track Switching: Tap Weapon Switch [] less than
250ms back and fourth for Primary = Red LED display(1)
and Secondary = Yellow LED display(2) If get on wrong
side hold Weapon Switch[] 250ms long and release to
reset tracking. If you get on wrong weapon choice
reset track by double tapping D-Pad Down [].
Adjusting SPS: Hold D-Pad Right [] + tap R1/RB []
for + value to sps and tap L1/LB [] for - value to sps.
Release D-Pad Right [] to get output print of 1~20 value.
Adjusting Ant-Recoil: Hold D-Pad Right [] + tap Face []s
in direction that you need to pull weapon towards.
Example:if weapon is rising when firing tap Cross/ A.
Rapid Fire: Hold D-Pad Left [] + Fire trigger [\.
Activate by holding fire trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Rapid Fire.
Anti Recoil: Hold D-Pad Left [] + PS/ Xbox button [].
Activate by firing trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Anti-Recoil.
Auto Fire Option: Hold D-Pad Left [] + Share/ View [].
Activate by fire trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Auto Fire on ADS Trigger.
Auto ADS Option: Hold D-Pad Left [] + Option/ Menu [].
Activate by fire trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Auto ADS on Fire Trigger.
Left Trigger Fire Option: Hold D-Pad Left [] + Switch button [].
Activate by holding ADS Trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable Rapid Fire on ADS Trigger.
Left Trigger MODz Option: Hold D-Pad Left [] + L1/ LB [}.
Activate by ADS Trigger.
Display # 0 = Disable MODz
Display # 1 = Enable LT Crouch Shot.
Display # 2 = Enable LT Crouch Shot / RT Drop Shot.
Display # 3 = Enable LT Drop Shot / Cancel when Firing.
Right Trigger MODz Option: Hold D-Pad Left [] + R1/ RB [}.
Activate by Fire Trigger.
Display # 0 = Disable MODz
Display # 1 = Enable Crouch Shot.
Display # 2 = Enable Drop Shot / Block when ADS.
Display # 3 = Enable Jump Shot Crouch / Block when ADS.
Display # 4 = Enable Jump Shot Drop / Block when ADS.
Quick Scope Option: Hold D-Pad Left [] + Aim trigger [\.
Activate by quick tap ADS trigger.
Display # 0 = Disabled Mod
Display # 1 = Enable quick scope or breath.
Display # 2 = Enable pressure sensitive breath engagement.
Display # 3 = Enable both quick scope and pressure sensitive breath engagement.
Sprint Option: Hold D-Pad Left [] + Sprint button [].
Activate walk holding forward left stick then release and hold forward to sprint
Display # 0 = Disable MODz
Display # 1 = Enable Walk / One Time Cycle Sprint.
Display # 2 = Enabled Walk / Sprint sensitivity.
Display # 3 = Enabled Sprint double forward press.
Turbo Melee Option: Hold D-Pad Left [] + Melee button [].
Activate by Melee button.
Display # 0 = Disable MODz
Display # 1 = Hold for normal press or double tap for turbo melee.
Display # 2 = Hold for turbo melee or double tap for normal press.
Superman Drop Option: Hold D-Pad Left [] + Drop button [].
Activate by button options.
Display # 0 = Disable MODz
Display # 1 = Enable Superman Drop on left stick click.
Display # 2 = Enable Superman Drop on left bumper.
Display # 3 = Enable Superman Drop on right bumber.
Jump Option: Hold D-Pad Left [] + Jump button [].
Activate by button options.
Display # 0 = Disable MODz
Display # 1 = Enable Double Jump on Jump button.
MULTILINE
collapsible = 2
[Primary Weapon Options:]
color = #349510
collapsible = 2
[Primary Weapon: Rapid Fire]
group = true
shortdesc = <font color="black">Rapid Fire Option: Disable for Automatics.</font>
byteoffset = 0
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable for Semi-Auto or Burst Weapons.
[Primary Weapon: SPS Setting]
group = true
shortdesc = <font color="green">Set Shots Per Second: Adjustable 1 ~ 20 sps</font>
byteoffset = 1
bitsize = 32
control = spinbox
default = 5
minimum = 1
maximum = 20
step = 1
[Primary Weapon: Shots Per Tap]
group = true
shortdesc = <font color="green">Set Shots Per Quick Tap Burst:</font>
byteoffset = 5
bitsize = 32
control = spinbox
default = 0
minimum = 0
maximum = 50
step = 1
[Primary Weapon: Anti Recoil MODz]
group = true
shortdesc = <font color="black">Primary Weapon: Anti-Recoil Option.</font>
byteoffset = 9
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Anti-Recoil
[Primary Weapon: Anti Recoil Vertical Force]
group = true
shortdesc = <font color="green">Anti-Recoil Vertical Pull Force Compensation:</font>
byteoffset = 10
bitsize = 32
control = spinboxf
default = 26000000
minimum = -100000000
maximum = 100000000
step = 500000
[Primary Weapon: Anti Recoil Horizontal Force]
group = true
shortdesc = <font color="green">Anti-Recoil Horizontal Pull Force Compensation:</font>
byteoffset = 14
bitsize = 32
control = spinboxf
default = 0000000
minimum = -100000000
maximum = 100000000
step = 500000
[Primary Weapon: Auto ADS]
group = true
shortdesc = <font color="green">Auto ADS Option.</font>
byteoffset = 18
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto ADS on Fire Trigger.
[Primary Weapon: Auto Fire]
group = true
shortdesc = <font color="green">Auto Fire Option.</font>
byteoffset = 19
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto Fire on ADS Trigger.
[Primary Weapon: Akimbo's]
group = true
shortdesc = <font color="green">Left Trigger Fire Option.</font>
byteoffset = 20
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Rapid Fire on ADS Trigger.
[Primary Weapon: Left Trigger MODz]
group = true
shortdesc = <font color="green">Left Trigger MODz Option:</font>
byteoffset = 21
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable LT Crouch Shot.
item = Enable LT Crouch Shot / RT Drop Shot.
item = Enable LT Drop Shot / Cancel when Firing.
[Primary Weapon: Right Trigger MODz]
group = true
shortdesc = <font color="green">Right Trigger MODz Option:</font>
byteoffset = 22
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Crouch Shot.
item = Enable Drop Shot / Block when ADS.
item = Enable Jump Shot Crouch / Block when ADS.
item = Enable Jump Shot Drop / Block when ADS.
[Quick Scope Options:]
group = true
shortdesc = <font color="green">Quick Scope option.</font>
byteoffset = 23
bitsize = 8
control = radiobox
default = 0
item = Disabled Mod
item = Enable quick scope or breath.
item = Enable pressure sensitive breath engagement.
item = Enable both quick scope and pressure sensitive breath engagement.
[Quick Scope Adjustable Setting]
group = true
shortdesc = <font color="green">Quick Scope Adjustable Setting:</font>
byteoffset = 24
bitsize = 32
control = spinbox
default = 320
minimum = 25
maximum = 1000
step = 1
[Secondary Weapon Options:]
color = #349510
collapsible = 2
[Secondary Weapon: Rapid Fire]
group = true
shortdesc = <font color="black">Rapid Fire Option: Disable for Automatics.</font>
byteoffset = 28
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable for Semi-Auto or Burst Weapons.
[Secondary Weapon: SPS Setting]
group = true
shortdesc = <font color="green">Set Shots Per Second: Adjustable 1 ~ 20 sps</font>
byteoffset = 29
bitsize = 32
control = spinbox
default = 12
minimum = 1
maximum = 20
step = 1
[Secondary Weapon: Shots Per Tap]
group = true
shortdesc = <font color="green">Set Shots Per Quick Tap Burst:</font>
byteoffset = 33
bitsize = 32
control = spinbox
default = 0
minimum = 0
maximum = 50
step = 1
[Secondary Weapon: Anti Recoil MODz]
group = true
shortdesc = <font color="black">Primary Weapon: Anti-Recoil Option.</font>
byteoffset = 37
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Anti-Recoil
[Secondary Weapon: Anti Recoil Vertical Force]
group = true
shortdesc = <font color="green">Anti-Recoil Vertical Pull Force Compensation:</font>
byteoffset = 38
bitsize = 32
control = spinboxf
default = 26000000
minimum = -100000000
maximum = 100000000
step = 500000
[Secondary Weapon: Anti Recoil Horizontal Force]
group = true
shortdesc = <font color="green">Anti-Recoil Horizontal Pull Force Compensation:</font>
byteoffset = 42
bitsize = 32
control = spinboxf
default = 0000000
minimum = -100000000
maximum = 100000000
step = 500000
[Secondary Weapon: Auto ADS]
group = true
shortdesc = <font color="green">Auto ADS Option.</font>
byteoffset = 46
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto ADS on Fire Trigger.
[Secondary Weapon: Auto Fire]
group = true
shortdesc = <font color="green">Auto Fire Option.</font>
byteoffset = 47
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Auto Fire on ADS Trigger.
[Secondary Weapon: Akimbo's]
group = true
shortdesc = <font color="green">Left Trigger Fire Option.</font>
byteoffset = 48
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable Rapid Fire on ADS Trigger.
[Secondary Weapon: Left Trigger MODz]
group = true
shortdesc = <font color="green">Left Trigger MODz Option:</font>
byteoffset = 49
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Crouch Shot.
item = Enable LT Crouch Shot / RT Drop Shot.
item = Enable LT Drop Shot / Cancel when Firing.
[Secondary Weapon: Right Trigger MODz]
group = true
shortdesc = <font color="green">Right Trigger MODz Option:</font>
byteoffset = 50
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Crouch Shot.
item = Enable Drop Shot / Block when ADS.
item = Enable Jump Shot Crouch / Block when ADS.
item = Enable Jump Shot Drop / Block when ADS.
[Sprint Option:]
color = #349510
collapsible = 2
[Sprint:]
group = true
shortdesc = <font color="green">Sprint Option.</font>
byteoffset = 51
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Walk / One Time Cycle Sprint.
item = Enabled Walk / Sprint sensitivity.
item = Enabled Sprint double forward press.
[Turbo Melee Option:]
color = #349510
collapsible = 2
[TURBO MELEE MODz]
group = true
shortdesc = <font color="green">Options for Turbo Melee.</font>
byteoffset = 52
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Hold for normal press or double tap for turbo melee.
item = Hold for turbo melee or double tap for normal press.
[Superman Drop Option:]
color = #349510
collapsible = 2
[Superman Drop MODz]
group = true
shortdesc = <font color="green">Options for Superman Drop.</font>
byteoffset = 53
bitsize = 8
control = radiobox
default = 0
item = Disable MODz
item = Enable Superman Drop on left stick click.
item = Enable Superman Drop on left bumper.
item = Enable Superman Drop on right bumber.
[Double Jump Option:]
color = #349510
collapsible = 2
[Double Jump MODz]
group = true
shortdesc = <font color="green">Double jump option.</font>
byteoffset = 54
bitsize = 1
bitoffset = 7
control = checkbox
default = 0
item = Enable double jump
[Double jump timing]
group = true
shortdesc = <font color="green">Double jump timing:</font>
byteoffset = 58
bitsize = 32
control = spinbox
default = 160
minimum = 0
maximum = 2000
step = 1
</cfgdesc>
*******************************************************************************/
#include <display.gph>
#define WEAPON_0 0
#define WEAPON_1 1
#define TAP_SPEED 250
bool p_toggle;
int p_tap_fire;
uint32 p_sps;
uint32 p_burst;
bool p_recoil;
bool stop_anti_recoil;
fix32 anti_precoil_V;
fix32 anti_precoil_H;
fix32 RY;
fix32 RX;
bool p_ads;
bool p_fire;
bool p_akimbo;
uint8 p_lt;
uint8 p_rt;
uint8 scope;
uint32 QuickScopeAdjustment;
bool s_toggle;
int s_tap_fire;
uint32 s_sps;
uint32 s_burst;
bool s_recoil;
fix32 anti_srecoil_V;
fix32 anti_srecoil_H;
bool s_ads;
bool s_fire;
bool s_akimbo;
uint8 s_lt;
uint8 s_rt;
uint8 crouchShot;
uint8 dropShot;
uint8 jumpcrouchShot;
uint8 jumpdropShot;
uint8 jumpShot;
uint8 sprint;
bool run_flag;
uint8 turbo_melee;
bool fast_melee;
bool doubletap_stage = 0;
bool doubletap_timing;
bool toggle;
uint8 superman;
bool double_jump;
bool doublejump_ready;
uint32 DoubleJumpTiming;
uint8 weapon = 0;
uint32 IND[] = {
_0_, // 0
_1_, // 1
_2_, // 2
_3_, // 3
_4_, // 4
_5_ // 5
};
init
{
pmem_load();
p_toggle = (pmem_read(0) >> 7) & 0b1;
pmem_read(1, &p_sps);
pmem_read(5, &p_burst);
p_recoil = (pmem_read(9) >> 7) & 0b1;
pmem_read(10, &anti_precoil_V);
pmem_read(14, &anti_precoil_H);
p_ads = (pmem_read(18) >> 7) & 0b1;
p_fire = (pmem_read(19) >> 7) & 0b1;
p_akimbo = (pmem_read(20) >> 7) & 0b1;
p_lt = pmem_read(21);
p_rt = pmem_read(22);
scope = pmem_read(23);
pmem_read(24, &QuickScopeAdjustment);
s_toggle = (pmem_read(28) >> 7) & 0b1;
pmem_read(29, &s_sps);
pmem_read(33, &s_burst);
s_recoil = (pmem_read(37) >> 7) & 0b1;
pmem_read(38, &anti_srecoil_V);
pmem_read(42, &anti_srecoil_H);
s_ads = (pmem_read(46) >> 7) & 0b1;
s_fire = (pmem_read(47) >> 7) & 0b1;
s_akimbo = (pmem_read(48) >> 7) & 0b1;
s_lt = pmem_read(49);
s_rt = pmem_read(50);
sprint = pmem_read(51);
turbo_melee = pmem_read(52);
superman = pmem_read(53);
double_jump = (pmem_read(54) >> 7) & 0b1;
pmem_read(58, &DoubleJumpTiming);
p_tap_fire = p_burst * 1000/p_sps;
s_tap_fire = s_burst * 1000/s_sps;
set_weapon(weapon);
}
main
{
//kill melee
if(get_actual(BUTTON_6)){set_val(BUTTON_6, 0);}
//--------------------------WEAPON-SWITCHING----------------------------------//
if(!is_active(BUTTON_12) && !is_active(BUTTON_13) &&
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);
}
//----------------------------------------------------------------------------//
set_val(BUTTON_12, 0.0);
if(event_release(BUTTON_12) && time_active(BUTTON_12) < 300) {
combo_run(D_Left);
}
set_val(BUTTON_13, 0.0);
if(event_release(BUTTON_13) && time_active(BUTTON_13) < 300) {
combo_run(D_Right);
}
set_val(BUTTON_11, 0.0);
if(event_release(BUTTON_11) && time_active(BUTTON_11) < 300) {
combo_run(D_Down);
}
switch(weapon) {
case WEAPON_0: {
//---------------------------ADJUSTING-RAPID-FIRE-----------------------------//
if(event_release(BUTTON_13) && time_active(BUTTON_13) > 300) {
printf("fire_option: %d", p_toggle);
printf("shot_per_second: %d", p_sps);
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_4, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_4)){
p_sps = p_sps + 1;
if(p_sps > 20) p_sps = 20;
pmem_write(1, p_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_7, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_7)){
p_sps = p_sps - 1;
if(p_sps < 1) p_sps = 1;
pmem_write(1, p_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_16, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_16)){
anti_precoil_V = anti_precoil_V + 1.0;
pmem_write(10, anti_precoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_14, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_14)){
anti_precoil_V = anti_precoil_V - 1.0;
pmem_write(10, anti_precoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_15, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_15)){
anti_precoil_H = anti_precoil_H + 1.0;
pmem_write(14, anti_precoil_H);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_17, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_17)){
anti_precoil_H = anti_precoil_H - 1.0;
pmem_write(14, anti_precoil_H);
pmem_save();
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_5, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_5)) {
if(p_toggle == 0) {
p_toggle = 1;
display (1);
}else if(p_toggle == 1) {
p_toggle = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_1, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_1)) {
if(p_recoil == 0) {
p_recoil = 1;
display (1);
}else if(p_recoil == 1) {
p_recoil = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_3, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_3)) {
if(p_ads == 0) {
p_ads = 1;
display (1);
}else if(p_ads == 1) {
p_ads = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_2, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_2)) {
if(p_fire == 0) {
p_fire = 1;
display (1);
}else if(p_fire == 1) {
p_fire = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_14, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_14)) {
if(p_akimbo == 0) {
p_akimbo = 1;
display (1);
}else if(p_akimbo == 1) {
p_akimbo = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_7, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_7)) {
if(p_lt == 0) {
p_lt = 1;
display (1);
}else if(p_lt == 1) {
p_lt = 2;
display (2);
}else if(p_lt == 2) {
p_lt = 3;
display (3);
}else if(p_lt == 3) {
p_lt = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_4, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_4)) {
if(p_rt == 0) {
p_rt = 1;
display (1);
}else if(p_rt == 1) {
p_rt = 2;
display (2);
}else if(p_rt == 2) {
p_rt = 3;
display (3);
}else if(p_rt == 3) {
p_rt = 4;
display (4);
}else if(p_rt == 4) {
p_rt = 0;
display (0);
}
}
}
if(p_toggle == 0) {
if(get_actual(BUTTON_5)) {
if(p_ads == 1) {set_val(BUTTON_8, 100.0);}
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= p_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(p_toggle == 1) {
if(get_actual(BUTTON_5)) {
if(p_ads == 1) {set_val(BUTTON_8, 100.0);}
p_turbo(BUTTON_5);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= p_tap_fire) {
p_turbo(BUTTON_5);
}
}
if(p_toggle == 0 && p_fire == 1) {
if(get_actual(BUTTON_8)) {
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= p_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(p_toggle == 1 && p_fire == 1) {
if(get_actual(BUTTON_8)) {
p_turbo(BUTTON_5);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= p_tap_fire) {
p_turbo(BUTTON_5);
}
}
if(p_akimbo == 1 && get_actual(BUTTON_8)) {
p_turbo(BUTTON_8);
}
if(p_recoil == 1) {
if(abs(get_actual(STICK_1_X)) > 25.0) {
stop_anti_recoil = 0;
}else{
stop_anti_recoil = 1;
}
if(get_actual(BUTTON_5))
{
if(stop_anti_recoil == 1)
{
AntiRecoil(STICK_1_Y, anti_precoil_V);
AntiRecoil(STICK_1_X, anti_precoil_H);
}
}
}
if(p_lt == 1) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(p_lt == 2) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(p_lt == 3) {
if(!get_actual(BUTTON_5) && event_active(BUTTON_8)) {
++dropShot;
} else if(!get_actual(BUTTON_5) && event_release(BUTTON_8)) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(p_rt == 1) {
if(event_active(BUTTON_5)) {
++crouchShot;
}else if(event_release(BUTTON_5)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(p_rt == 2) {
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(p_rt == 3) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpcrouchShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpCrouchshoT && jumpcrouchShot) { combo_run(JumpCrouchshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
if(p_rt == 4) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpdropShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpDropshoT && jumpdropShot) { combo_run(JumpDropshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_8, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_8)) {
if(scope == 0) {
scope = 1;
display (1);
}else if(scope == 1) {
scope = 2;
display (2);
}else if(scope == 2) {
scope = 3;
display (3);
}else if(scope == 3) {
scope = 0;
display (0);
}
}
}
if(scope == 1) {
if(event_release(BUTTON_8) && time_active(BUTTON_8) < 300) {
combo_run(QuickScope);
}else if(get_val(BUTTON_8) && time_active(BUTTON_8) > 300) {
combo_run(sniper_breath);
} else {
combo_stop(sniper_breath);
}
}
if(scope == 2) {
if(get_val(BUTTON_8) > 5.0 && get_val(BUTTON_8) < 99.0) {
set_val(BUTTON_8, 99.0);
combo_stop(sniper_breath);
}else if(get_val(BUTTON_8) > 99.0) {
set_val(BUTTON_8, 100.0);
combo_run(sniper_breath);
}
}
if(scope == 3) {
if(event_release(BUTTON_8) && time_active(BUTTON_8) < 300) {
combo_run(QuickScope);
}else if(get_val(BUTTON_8) && time_active(BUTTON_8) > 300) {
combo_run(sniper_breath);
} else {
combo_stop(sniper_breath);
}
if(get_val(BUTTON_8) > 5.0 && get_val(BUTTON_8) < 99.0) {
set_val(BUTTON_8, 99.0);
combo_stop(sniper_breath);
}else if(get_val(BUTTON_8) > 99.0) {
set_val(BUTTON_8, 100.0);
combo_run(sniper_breath);
}
}
} break;
case WEAPON_1: {
if(event_release(BUTTON_13) && time_active(BUTTON_13) > 300) {
printf("fire_option: %d", s_toggle);
printf("shot_per_second: %d", s_sps);
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_4, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_4)){
s_sps = s_sps + 1;
if(s_sps > 20) s_sps = 20;
pmem_write(10, s_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_7, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_7)){
s_sps = s_sps - 1;
if(s_sps < 1) s_sps = 1;
pmem_write(10, s_sps);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_16, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_16)){
anti_srecoil_V = anti_srecoil_V + 1.0;
pmem_write(31, anti_srecoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_14, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_14)){
anti_srecoil_V = anti_srecoil_V - 1.0;
pmem_write(31, anti_srecoil_V);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_15, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_15)){
anti_srecoil_H = anti_srecoil_H + 1.0;
pmem_write(35, anti_srecoil_H);
pmem_save();
}
}
set_val(BUTTON_13, 0.0);
if(is_active(BUTTON_13)) {
set_val(BUTTON_17, 0.0);
if(!is_active(BUTTON_12) && event_active(BUTTON_17)){
anti_srecoil_H = anti_srecoil_H - 1.0;
pmem_write(35, anti_srecoil_H);
pmem_save();
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_5, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_5)) {
if(s_toggle == 0) {
s_toggle = 1;
display (1);
}else if(s_toggle == 1) {
s_toggle = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_1, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_1)) {
if(s_recoil == 0) {
s_recoil = 1;
display (1);
}else if(s_recoil == 1) {
s_recoil = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_3, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_3)) {
if(s_ads == 0) {
s_ads = 1;
display (1);
}else if(s_ads == 1) {
s_ads = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_2, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_2)) {
if(s_fire == 0) {
s_fire = 1;
display (1);
}else if(s_fire == 1) {
s_fire = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_14, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_14)) {
if(s_akimbo == 0) {
s_akimbo = 1;
display (1);
}else if(s_akimbo == 1) {
s_akimbo = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_7, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_7)) {
if(s_lt == 0) {
s_lt = 1;
display (1);
}else if(s_lt == 1) {
s_lt = 2;
display (2);
}else if(s_lt == 2) {
s_lt = 3;
display (3);
}else if(s_lt == 3) {
s_lt = 0;
display (0);
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_4, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_4)) {
if(s_rt == 0) {
s_rt = 1;
display (1);
}else if(s_rt == 1) {
s_rt = 2;
display (2);
}else if(s_rt == 2) {
s_rt = 3;
display (3);
}else if(s_rt == 3) {
s_rt = 4;
display (4);
}else if(s_rt == 4) {
s_rt = 0;
display (0);
}
}
}
if(s_toggle == 0) {
if(get_actual(BUTTON_5)) {
if(s_ads == 1) {set_val(BUTTON_8, 100.0);}
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= s_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(s_toggle == 1) {
if(get_actual(BUTTON_5)) {
if(s_ads == 1) {set_val(BUTTON_8, 100.0);}
s_turbo(BUTTON_5);
}else if(is_release(BUTTON_5) &&
time_active(BUTTON_5) <= s_tap_fire) {
s_turbo(BUTTON_5);
}
}
if(s_toggle == 0 && s_fire == 1) {
if(get_actual(BUTTON_8)) {
set_val(BUTTON_5, 100.0);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= s_tap_fire) {
set_val(BUTTON_5, 100.0);
}
}
if(s_toggle == 1 && s_fire == 1) {
if(get_actual(BUTTON_8)) {
s_turbo(BUTTON_5);
}else if(is_release(BUTTON_8) &&
time_active(BUTTON_8) <= s_tap_fire) {
s_turbo(BUTTON_5);
}
}
if(s_akimbo == 1 && get_actual(BUTTON_8)) {
s_turbo(BUTTON_8);
}
if(s_recoil == 1) {
if(abs(get_actual(STICK_1_X)) > 25.0) {
stop_anti_recoil = 0;
}else{
stop_anti_recoil = 1;
}
if(get_actual(BUTTON_5))
{
if(stop_anti_recoil == 1)
{
AntiRecoil(STICK_1_Y, anti_srecoil_V);
AntiRecoil(STICK_1_X, anti_srecoil_H);
}
}
}
if(s_lt == 1) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(s_lt == 2) {
if(event_active(BUTTON_8)) {
++crouchShot;
}else if(event_release(BUTTON_8)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(s_lt == 3) {
if(!get_actual(BUTTON_5) && event_active(BUTTON_8)) {
++dropShot;
} else if(!get_actual(BUTTON_5) && event_release(BUTTON_8)) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(s_rt == 1) {
if(event_active(BUTTON_5)) {
++crouchShot;
}else if(event_release(BUTTON_5)) {
++crouchShot;
}
if(!CrouchshoT && crouchShot) {
combo_run(CrouchshoT);
}
}
if(s_rt == 2) {
if((!get_actual(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_actual(BUTTON_5))) {
++dropShot;
} else if((!get_actual(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++dropShot;
}
if(!DropshoT && dropShot) {
combo_run(DropshoT);
}
}
if(s_rt == 3) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpcrouchShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpCrouchshoT && jumpcrouchShot) { combo_run(JumpCrouchshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
if(s_rt == 4) {
if((!get_val(BUTTON_8) && event_active(BUTTON_5)) ||
(event_release(BUTTON_8) && get_val(BUTTON_5))) {
++jumpdropShot;
} else if((!get_val(BUTTON_8) && event_release(BUTTON_5))
|| (event_release(BUTTON_8) && event_release(BUTTON_5))) {
++jumpShot;
}
if(!JumpDropshoT && jumpdropShot) { combo_run(JumpDropshoT); }
if(!JumpshoT && jumpShot) { combo_run(JumpshoT); }
}
} break;
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_9, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_9)) {
if(sprint == 0) {
sprint = 1;
display (1);
}else if(sprint == 1) {
sprint = 2;
display (2);
}else if(sprint == 2) {
sprint = 3;
display (3);
}else if(sprint == 3) {
sprint = 0;
display (0);
}
}
}
if(sprint == 1) {
if(run_flag) {
if(get_val(STICK_2_Y) != -80.0 && time_active(STICK_2_Y) < 300) {
combo_run(EasySprint);
}else {
run_flag = 0;
}
}else if(get_val(STICK_2_Y) != -80.0 && get_val(STICK_2_Y) <= -80.0 && time_active(STICK_2_Y) < 110) {
run_flag = 1;
}
if(get_actual(BUTTON_5) || get_actual(BUTTON_8)) combo_stop(EasySprint);
if(get_actual(BUTTON_17)) run_flag = 0;
}
if(sprint == 2) {
if(run_flag) {
if(get_val(STICK_2_Y) != -80.0 && get_val(STICK_2_Y) <= -80.0) {
combo_run(TwoEasySprint);
}else {
run_flag = 0;
}
}else if(get_val(STICK_2_Y) != -80.0 && get_val(STICK_2_Y) <= -80.0 && time_active(STICK_2_Y) < 110) {
run_flag = 1;
}
if(get_actual(BUTTON_5) || get_actual(BUTTON_8)) combo_stop(TwoEasySprint);
if(get_actual(BUTTON_17)) run_flag = 0;
}
if(sprint == 3) {
if(toggle && get_val(STICK_2_Y) < -75.0) combo_run(TwoEasySprint);
if(doubletap_stage == 0) {
if(get_val(STICK_2_Y) < -75.0) doubletap_stage = 1;
} else if(doubletap_stage == 1) {
if(get_val(STICK_2_Y) >= -75.0) { doubletap_timing = 0; doubletap_stage = 2; }
} else if(doubletap_stage == 2) {
if(get_val(STICK_2_Y) < -75.0) { doubletap_stage = 1; toggle = !toggle; }
doubletap_timing = doubletap_timing + elapsed_time();
if(doubletap_timing > TAP_SPEED) doubletap_stage = 0;
}
if(event_active(BUTTON_17)) { toggle = 0; }
if(get_actual(BUTTON_8)) { combo_stop(TwoEasySprint); }
if(get_actual(BUTTON_5)) { combo_stop(TwoEasySprint); }
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_6, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_6)) {
if(turbo_melee == 0) {
turbo_melee = 1;
display (1);
}else if(turbo_melee == 1) {
turbo_melee = 2;
display (2);
}else if(turbo_melee == 2) {
turbo_melee = 0;
display (0);
}
}
}
if(turbo_melee == 1) {
if(fast_melee) {
if(get_val(BUTTON_6)) {
combo_run(melee);
}else {
fast_melee = 0;
}
}else if(event_active(BUTTON_6) && time_release(BUTTON_6) < 140) {
fast_melee = 1;
}
}
if(turbo_melee == 2) {
if(get_actual(BUTTON_6)) {
combo_run(melee);
}else if(event_release(BUTTON_6)) {
combo_stop(melee);
}
if(event_active(BUTTON_6) && time_release(BUTTON_6) < 140) {
fast_melee = !fast_melee;
}else if(event_release(BUTTON_6) && time_active(BUTTON_6) <= 140) {
fast_melee = !fast_melee;
}
if(fast_melee) {
if(get_actual(BUTTON_6)) {
combo_stop(melee);
set_val(BUTTON_6, 100.0);
}else if(event_release(BUTTON_6)) {
fast_melee = FALSE;
}
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_7, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_15)) {
if(superman == 0) {
superman = 1;
display (1);
}else if(superman == 1) {
superman = 2;
display (2);
}else if(superman == 2) {
superman = 3;
display (3);
}else if(superman == 3) {
superman = 0;
display (0);
}
}
}
if(superman == 1) {
if(event_active(BUTTON_9)) {
set_val(BUTTON_9, 0.0);
combo_run(super_drop);
}
}
if(superman == 2) {
if(event_active(BUTTON_7)) {
set_val(BUTTON_7, 0.0);
combo_run(super_drop);
}
}
if(superman == 3) {
if(event_active(BUTTON_4)) {
set_val(BUTTON_4, 0.0);
combo_run(super_drop);
}
}
set_val(BUTTON_12, 0.0);
if(is_active(BUTTON_12)) {
set_val(BUTTON_16, 0.0);
if(!get_actual(BUTTON_13) && event_active(BUTTON_16)) {
if(double_jump == 0) {
double_jump = 1;
display (1);
}else if(double_jump == 1) {
double_jump = 0;
display (0);
}
}
}
if(double_jump == 1) {
if(event_active(BUTTON_16)) {
if(time_release(BUTTON_16) >= (2*DoubleJumpTiming)) {
doublejump_ready = !FALSE;
}
} else if(event_release(BUTTON_16)) {
doublejump_ready = FALSE;
}
if(doublejump_ready
&& time_active(BUTTON_16) < DoubleJumpTiming
&& time_active(BUTTON_16) >= 40) {
set_val(BUTTON_16, 0.0);
}
}
}
combo D_Left
{
set_val(BUTTON_12, 100.0);
wait(300);
}
combo D_Right
{
set_val(BUTTON_13, 100.0);
wait(300);
}
combo D_Down
{
set_val(BUTTON_11, 100.0);
wait(300);
}
combo CrouchshoT {
wait(20);
set_val(STICK_2_Y, 0.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(60);
wait(80);
--crouchShot;
}
combo DropshoT {
set_val(STICK_2_Y, 0.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(380);
wait(100);
--dropShot;
}
combo JumpCrouchshoT {
set_val(BUTTON_16, 100.0);
wait(240);
set_val(STICK_2_Y, 0.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(60);
wait(100);
--jumpcrouchShot;
}
combo JumpDropshoT {
set_val(BUTTON_16, 100.0);
wait(240);
set_val(STICK_2_Y, 0.0);
set_val(BUTTON_9, 0.0);
set_val(BUTTON_15, 100.0);
wait(380);
wait(100);
--jumpdropShot;
}
combo JumpshoT {
set_val(BUTTON_16, 100.0);
wait(380);
wait(100);
--jumpShot;
}
combo EasySprint
{
set_val(BUTTON_9, 0.0);
wait(200);
set_val(BUTTON_9, 100.0);
wait(200);
}
combo TwoEasySprint
{
set_val(BUTTON_9, 100.0);
wait(80);
set_val(BUTTON_9, 0.0);
wait(80);
set_val(BUTTON_9, 0.0);
}
combo QuickScope
{
set_val(BUTTON_5, 0.0);
set_val(BUTTON_8, 100.0);
wait(QuickScopeAdjustment);
set_val(BUTTON_5, 100.0);
set_val(BUTTON_8, 100.0);
wait(40);
}
combo sniper_breath
{
set_val(BUTTON_9, 100.0);
wait(10);
set_val(BUTTON_9, 100.0);
}
combo melee
{
set_val(BUTTON_6, 100.0);
wait(40);
set_val(BUTTON_6, 0.0);
wait(40);
set_val(BUTTON_6, 0.0);
}
combo super_drop {
set_val(BUTTON_15, 100.0);
wait(1000);
set_val(BUTTON_15, 0.0);
}
void p_turbo(uint8 button)
{
uint32 rate = 1000 / p_sps;
uint32 hold = rate / 2 ;
uint32 ta = time_active(button);
set_val(button, 100.0);
while(ta > rate) {
ta -= rate;
}
p_tap_fire = p_burst * rate;
if(ta > hold) {
set_val(button, 0.0);
}
}
void s_turbo(uint8 button)
{
uint32 rate = 1000 / s_sps;
uint32 hold = rate / 2 ;
uint32 ta = time_active(button);
set_val(button, 100.0);
while(ta > rate) {
ta -= rate;
}
s_tap_fire = s_burst * rate;
if(ta > hold) {
set_val(button, 0.0);
}
}
void AntiRecoil (uint8 axis, fix32 recoil)
{
RY = get_actual(STICK_1_Y);
RX = get_actual(STICK_1_X);
if ((sqrt(RX*RX + RY*RY)) <= abs(recoil))
{
if(abs(RY) <= abs(recoil))
{
set_val(axis,(recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_val(axis));
}
}
}
void set_weapon(uint8 new_weapon)
{
weapon = new_weapon;
// Set LED
switch(weapon) {
case WEAPON_0: { // 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(1);
} break;
case WEAPON_1: { // YELLOW LED
led_set(LED_1, 0.0, 0);
led_set(LED_2, 100.0, 0);
led_set(LED_3, 100.0, 0);
led_set(LED_4, 0.0, 0);
display(2);
} break;
}
return;
}
// Display Numbers
void display (uint8 indc)
{
uint8 VIE;
VIE = IND[indc];
display_overlay(VIE, 2000 );
}
here you go
- bonefisher
- Lieutenant General
- Posts: 5413
- Joined: Thu Jan 29, 2015 10:49 am
Re: Call Of Duty MODzPACK
Hi thanks bonefisher could you also do it for your 2019 MW 2019 v 1.11 the reason being i suffer with my hands and when i press fire my thumb presses R3
many thanks
many thanks
-
dekor8tor1 - Staff Sergeant
- Posts: 15
- Joined: Tue Feb 04, 2020 9:51 pm
20 posts
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