I do understand what you are saying, but I can't see any benefit of it (was tested). Manipulating the crosshairs while shooting is intended for antirecoil methods, EAA is not, is trying to tracking hitbox with ADS Spam that's why bonefisher wrote it like that with working while ads no shooting and shooting (different radius)
- Code: Select all
#pragma METAINFO("FORTNITE - AIM ASSIST MODES", 1, 0, "AlanMcGregor + bonefisher aim assist")
#include <display.gph>
#include "light_k.gph"
#define FIRE (BUTTON_5)
#define ADS (BUTTON_8)
#define NEXTWEAPON (BUTTON_4)
#define PREVWEAPON (BUTTON_7)
#define RELOAD_USE (BUTTON_17)
#define JUMP (BUTTON_16)
#define RIGHTSTICK_X (STICK_1_X)
#define RIGHTSTICK_Y (STICK_1_Y)
#define LEFTSTICK_X (STICK_2_X)
#define LEFTSTICK_Y (STICK_2_Y)
#define UP_DPAD (BUTTON_10)
#define DOWN_DPAD (BUTTON_11)
#define LEFT_DPAD (BUTTON_12)
#define RIGHT_DPAD (BUTTON_13)
#define CIRCLE_RADIUS_R 15.0
#define CIRCLE_STEP_R 15.00
#define CIRCLE_SPEED_R 10
#define ADSDelay1 110
#define ADSDelay2 17
#define BurstHold 60
#define BurstRelease 30
//VALUES
bool toggleADSspam = FALSE;
bool toggleRapidfire = FALSE;
int indexAAMod = 0;
main {
if(toggleADSspam){
set_light('G');
}
else
set_light('B');
if(get_actual(RELOAD_USE)){
set_val(ADS, 0);
set_val(FIRE, 0);
set_val(UP_DPAD, 0);
set_val(DOWN_DPAD, 0);
if(event_active(ADS)){
//ACTIVATE ADS SPAM
toggleADSspam = !toggleADSspam;
}
if(event_active(FIRE)){
//ACTIVATE RapidFire
toggleRapidfire = !toggleRapidfire;
}
if(event_active(UP_DPAD)){
//bonefisher fire only
if(indexAAMod == 1){
indexAAMod = 0;
}
else
indexAAMod = 1;
}
if(event_active(DOWN_DPAD)){
//bonefisher ads and fire
if(indexAAMod == 2){
indexAAMod = 0;
}
else
indexAAMod = 2;
}
}
//ADS Spammer
if(toggleADSspam){
if(get_val(ADS) && (time_active(ADS) >= 200)){
combo_run(ADS_Spam);
}
if(event_release(ADS)){
combo_stop(ADS_Spam);
}
}
// Rapid Fire
if(toggleRapidfire && get_val(FIRE)){
combo_run(RapidFire);
}
else
if(RapidFire){
combo_stop(RapidFire);
}
//AUTO AIM MODS
if((indexAAMod == 1)){ //bonefisher
if(get_actual(ADS) && get_actual(FIRE)){
combo_run(fire_assist);
}
}
if((indexAAMod == 2)){
if(get_actual(ADS) && !get_actual(FIRE)){
combo_run(ads_assist);
}
else
if(get_actual(ADS) && get_actual(FIRE)){
combo_run(fire_assist);
}
}
// LEDS
switch(indexAAMod){
case 0: display_overlay(_0_, 2000); break; //Mods OFF
case 1: display_overlay(_1_, 2000); break; //bonefisher only fire
case 2: display_overlay(_2_, 2000); break; //bonefisher ads + fire
}
}
combo ADS_Spam {
set_val(ADS, 100.0);
wait(ADSDelay1);
set_val(ADS, 0.0);
wait(ADSDelay2);
set_val(ADS, 0.0);
}
combo RapidFire{
set_val(FIRE, 100.0);
wait(BurstHold);
set_val(FIRE, 0);
wait(BurstRelease);
}
combo ads_assist{
aim_assist(RIGHTSTICK_Y, 7.0);
wait(10);
aim_assist(RIGHTSTICK_X, -7.0);
wait(11);
aim_assist(RIGHTSTICK_Y, -7.0);
wait(10);
aim_assist(RIGHTSTICK_X, 7.0);
wait(11);
}
combo fire_assist{
aim_assist(RIGHTSTICK_Y, 8.0);
wait(10);
aim_assist(RIGHTSTICK_X, -8.0);
wait(11);
aim_assist(RIGHTSTICK_Y, -8.0);
wait(10);
aim_assist(RIGHTSTICK_X, 8.0);
wait(11);
}
// FUNCTIONS
// bonefisher anti-recoil
void aim_assist(uint8 axis, fix32 recoil)
{
set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
a) HOLD RELOAD press UP to bonefisher only at firing
b) HOLD RELOAD press DOWN to bonefisher at ads or firing
c) HOLD RELOAD press ADS to activate Aim abuse
d) HOLD RELOAD press FIRE to activate burst firing
On my test Aim Abuse + Burst Fire was more precise with AR's than regular fire with both versions of EEA and Aim Abuse
EEA(at firing only) + Aim Abuse + Burst Fire is similar to AA + BF with a bit more spread.