converting from device max (sorry dunno if im breaking rules

Gtuner IV general support. Operation, questions, updates, feature request.

converting from device max (sorry dunno if im breaking rules

Postby kuzzad » Sat Feb 09, 2019 8:27 pm

Code: Select all
/*
 
  - Features -
 
  Anti-Recoil, Rapid Fire, Aim Assist Lock On Abuse, Anti-AFK Kick, Slide Abuser, Ez Grenade Throw, Custom Deadzone, Hair Triggers
 
 
  - Enable Toggles -
 
  To enable/disable the toggleable settings follow the below
 
  Hold *RB* then while holding press the below button for the feature to be toggled...
 
  Rapid Fire On         = D-Pad Up
  Rapid Fire Secondary  = D-Pad Left
  Rapid Fire Off        = D-Pad Down
  High Anti-Recoil      = Left Stick (Press)
  Low Anti-Recoil       = Right Stick (Press)
 
  Note: If you have issues on PS4 with drift off of the aim assist try looking for the line below vm_tctrl(+7) and change the number to a 6, you will need to also change the combos and set them in intervals of 16ms
 
  - Custom Deadzone -
 
  You may enter your own custom deadzone by turning off your look deadzone in-game and changing the values below...
  Lower the values as low as you can for each direction without receiving "drift" (moving on its own)
 
*/

int RS_Up_Deadzone = -11// Right Stick Deadzone
int RS_Down_Deadzone = 11// Right Stick Deadzone
int RS_Left_Deadzone = -9// Right Stick Deadzone
int RS_Right_Deadzone = 9// Right Stick Deadzone
 
int Rapid_Fire;             // Rapid Fire
int Rapid_Fire_Sec;         // Rapid Fire
int Rapid_Fire_Is_Sec;      // Rapid Fire
int AA_Pos_Value = 23;      // Aim Assist
int AA_Neg_Value = -28;     // Aim Assist
int AR_Value = 25;          // Anti-Recoil
int holding_no_weapon;      // Slide Abuser
int sprinting;              // Slide Abuser  // Insta Switch
int milliseconds;           // Anti-AFK Kick
int seconds;                // Anti-AFK Kick
int rumb_count;             // Activation Rumble
int rumb_type;              // Activation Rumble
 
main {
 
 if(get_val(XB1_LT))  // LT Hair Trigger
  set_val(XB1_LT,100);
 
 if(get_val(XB1_RT))  // RT Hair Trigger
  set_val(XB1_RT,100);
 
 if(get_val(XB1_RY) >= RS_Up_Deadzone && get_val(XB1_RY) <= 0)  // RS Up Deadzone
  set_val(XB1_RY,0);
 
 if(get_val(XB1_RY) <= RS_Down_Deadzone && get_val(XB1_RY) >= 0)  // RS Down Deadzone
  set_val(XB1_RY,0);
 
 if(get_val(XB1_RX) >= RS_Left_Deadzone && get_val(XB1_RX) <= 0)  // RS Left Deadzone
  set_val(XB1_RX,0);
 
 if(get_val(XB1_RX) <= RS_Right_Deadzone && get_val(XB1_RX) >= 0)  // RS Right Deadzone
  set_val(XB1_RX,0);
 
 vm_tctrl(+7)// 17 ms update time - Matches frame rate better, more inputs per second
 
 if(abs(get_val(XB1_RX)) < 19 && abs(get_val(XB1_RY)) < 19 && abs(get_val(XB1_LX)) < 19 && abs(get_val(XB1_LY)) < 19 && get_val(XB1_A) == 0 && get_val(XB1_UP) == 0 && get_val(XB1_DOWN) == 0 && get_val(XB1_LEFT) == 0 && get_val(XB1_RIGHT) == 0 && get_val(XB1_LT) == 0 && get_val(XB1_RT) == 0) {  // Anti-Recoil
  milliseconds = milliseconds + get_rtime();
  if(milliseconds >= 1000) {
   milliseconds = milliseconds - 1000;
   seconds = seconds + 1;
   if(seconds == 110) {
    combo_run(Anti_AFK_Kick);
    seconds = 0; } } }
 
 if(abs(get_val(XB1_RX)) >= 19 || abs(get_val(XB1_RY)) >= 19 || abs(get_val(XB1_LX)) >= 19 || abs(get_val(XB1_LY)) >= 19 || event_press(XB1_A) || event_press(XB1_UP) || event_press(XB1_DOWN) || event_press(XB1_LEFT) || event_press(XB1_RIGHT) && event_press(XB1_LT) && event_press(XB1_RT)) {  // Anti-Recoil
  milliseconds = 0;
  seconds = 0; }
 
  // Toggles
 
 if(get_val(XB1_RB) && get_ptime(XB1_RB) > 170) {   // Anti-Recoil
  if(event_press(XB1_DOWN)) {  // Rapid Fire Off
   Rapid_Fire = FALSE;
   Rapid_Fire_Sec = FALSE;
   Rapid_Fire_Is_Sec = FALSE; }
  if(event_press(XB1_LEFT)) {  // Rapid Fire Secondary
   Rapid_Fire = FALSE;
   Rapid_Fire_Sec = TRUE;
   Rapid_Fire_Is_Sec = FALSE; }
  if(event_press(XB1_UP)) {  // Rapid Fire Both
   Rapid_Fire = TRUE;
   Rapid_Fire_Sec = FALSE; }
  if(event_press(XB1_LS))
   AR_Value = 46;
  if(event_press(XB1_RS))
   AR_Value = 25;
  if(get_val(XB1_DOWN) || get_val(XB1_LEFT) || get_val(XB1_UP) || get_val(XB1_LS) || get_val(XB1_RS)) {
    set_val(XB1_RB,0);
    set_val(XB1_UP,0);
    set_val(XB1_LEFT,0);
    set_val(XB1_DOWN,0);
    set_val(XB1_LS,0);
    set_val(XB1_RS,0); }
  if(event_release(XB1_DOWN) || event_release(XB1_LEFT) || event_release(XB1_UP) || event_release(XB1_LS) || event_release(XB1_RS)) {
   combo_run(Disable_RB_After_Selection);
   combo_run(Rumble_Activation); }
 }
 
 if(get_val(XB1_LT) && get_val(XB1_RX) < AA_Pos_Value && get_val(XB1_RX) > AA_Neg_Value)  // Aim Assist
  combo_run(Aim_Assist_Tracking);
 
 if(get_val(XB1_LT) && get_val(XB1_RT) && get_rumble(RUMBLE_A) >= 27 && get_val(XB1_RY) >= -10 && get_val(XB1_RY) < AR_Value)  // Anti-Recoil
  set_val(XB1_RY,AR_Value);
 
 if(holding_no_weapon == FALSE && get_val(XB1_LY) == -100 && get_val(XB1_LT) == 0)  // Auto Run
  set_val(XB1_LS,100);
 
 if(get_val(XB1_LY) == -100 && event_press(XB1_LS))  // Insta Switch  // Speed Glitch
  sprinting = TRUE;
 
 if(get_val(XB1_LY) > -19)  // Insta Switch  // Slide Abuser
  sprinting = FALSE;
 
 if(sprinting == FALSE && event_press(XB1_Y))  // Insta Switch
  combo_run(Insta_Switch);
 
 if(sprinting && event_press(XB1_Y))  // Run Insta Switch
  combo_run(Run_Insta_Switch);
 
 if(holding_no_weapon == FALSE && get_val(XB1_Y) && get_ptime(XB1_Y) >= 450)  // Slide Abuser
  holding_no_weapon = TRUE;
 
 if(holding_no_weapon == TRUE && event_press(XB1_Y))  // Slide Abuser
  holding_no_weapon = FALSE;
 
 if(holding_no_weapon && sprinting)  // Slide Abuser
   combo_run(Slide_Abuser);
 
 if(event_release(XB1_RIGHT) && get_ptime(XB1_RIGHT) < 250)  // Ez Grenade Throw
  combo_run(Ez_Grenade_Throw);
 
 if(event_press(XB1_RT))  // Auto Ping
  set_val(XB1_RB,100);
 
 if(Rapid_Fire && get_val(XB1_RT))  // Rapid Fire
  combo_run(Rapid_Fire);
 
 if(Rapid_Fire_Sec && event_press(XB1_Y))  // Rapid Fire
  Rapid_Fire_Is_Sec = !Rapid_Fire_Is_Sec;
 
 if(Rapid_Fire_Is_Sec && get_val(XB1_RT))  // Rapid Fire
  combo_run(Rapid_Fire);
 
 if(Rapid_Fire)  // Rapid Fire  // LED Colour
  combo_run(Rapid_Fire_LED_Flash);
  else Colour_LED(0,1,0,0);
 
 if(Rapid_Fire_Sec)  // Rapid Fire  // LED Colour
  Colour_LED(0,1,1,0);
 
 if(Rapid_Fire_Is_Sec)  // Rapid Fire  // LED Colour
  combo_run(Rapid_Fire_Sec_LED_Flash);
}
 
combo Anti_AFK_Kick {  // Anti-AFK Kick
 set_val(XB1_LS,100);
 wait(34);
 set_val(XB1_LS,0);
 wait(34); }
 
combo Ez_Grenade_Throw {  // Ez Grenade Throw
 wait(1300);
 set_val(XB1_RT,100);
 wait(34);
 wait(34);
 set_val(XB1_RT,100);
 wait(34); }
 
combo Slide_Abuser {  // Slide Abuser
 set_val(XB1_B,100);
 wait(17);
 set_val(XB1_LS,100);
 wait(17); }
 
combo Insta_Switch {  // Insta Switch
 wait(68);
 set_val(XB1_B,100);
 wait(17);
 set_val(XB1_LS,100);
 wait(17); }
 
combo Run_Insta_Switch {  // Run Insta Switch
 wait(68);
 set_val(XB1_B,100);
 wait(17);
 wait(17);
 set_val(XB1_B,100);
 wait(17); }
 
combo Rapid_Fire {  // Rapid Fire
 set_val(XB1_RT,100);
 wait(17);
 set_val(XB1_RT,0);
 wait(17); }
 
combo Aim_Assist_Tracking {  // Aim Assist
 set_val(XB1_RX,AA_Pos_Value);
 wait(34);
 set_val(XB1_RX,AA_Neg_Value);
 wait(34); }
 
combo Disable_RB_After_Selection {
 set_val(XB1_RB,0);
 wait(500); }
 
combo Rapid_Fire_LED_Flash {  // Rapid Fire  // LED Colour
 Colour_LED(0,0,1,0);
 wait(85);
 Colour_LED(0,0,0,0);
 wait(34); }
 
combo Rapid_Fire_Sec_LED_Flash {  // Rapid Fire  // LED Colour
 Colour_LED(0,1,1,0);
 wait(85);
 Colour_LED(0,0,0,0);
 wait(34); }
 
combo Rumble_Activation {  // Rumble Activation
 set_rumble(RUMBLE_B,0);
 wait(51);
 set_rumble(RUMBLE_B,10);
 wait(170);
 set_rumble(RUMBLE_B,0);
 wait(51); }
 
function Colour_LED (a,b,c,d) {  // LED Colour
 set_led(LED_1,a);
 set_led(LED_2,b);
 set_led(LED_3,c);
 set_led(LED_4,d); }
User avatar
kuzzad
Sergeant First Class
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Posts: 25
Joined: Mon Oct 15, 2018 7:45 pm

Re: converting from device max (sorry dunno if im breaking r

Postby Sillyasskid » Sat Feb 09, 2019 8:34 pm

Code: Select all
#include <titanone.gph>
/*
 
- Features -
 
Anti-Recoil, Rapid Fire, Aim Assist Lock On Abuse, Anti-AFK Kick, Slide Abuser, Ez Grenade Throw, Custom Deadzone, Hair Triggers
 
 
- Enable Toggles -
 
To enable/disable the toggleable settings follow the below
 
Hold *RB* then while holding press the below button for the feature to be toggled...
 
Rapid Fire On = D-Pad Up
Rapid Fire Secondary = D-Pad Left
Rapid Fire Off = D-Pad Down
High Anti-Recoil = Left Stick (Press)
Low Anti-Recoil = Right Stick (Press)
 
Note: If you have issues on PS4 with drift off of the aim assist try looking for the line below vm_tctrl(+7) and change the number to a 6, you will need to also change the combos and set them in intervals of 16ms
 
- Custom Deadzone -
 
You may enter your own custom deadzone by turning off your look deadzone in-game and changing the values below...
Lower the values as low as you can for each direction without receiving "drift" (moving on its own)
 
*/

int RS_Up_Deadzone = -11; // Right Stick Deadzone
int RS_Down_Deadzone = 11; // Right Stick Deadzone
int RS_Left_Deadzone = -9; // Right Stick Deadzone
int RS_Right_Deadzone = 9; // Right Stick Deadzone
 
int Rapid_Fire; // Rapid Fire
int Rapid_Fire_Sec; // Rapid Fire
int Rapid_Fire_Is_Sec; // Rapid Fire
int AA_Pos_Value = 23; // Aim Assist
int AA_Neg_Value = -28; // Aim Assist
int AR_Value = 25; // Anti-Recoil
int holding_no_weapon; // Slide Abuser
int sprinting; // Slide Abuser // Insta Switch
int milliseconds; // Anti-AFK Kick
int seconds; // Anti-AFK Kick
int rumb_count; // Activation Rumble
int rumb_type; // Activation Rumble
 
main {
 
if(get_val(XB1_LT)) // LT Hair Trigger
set_val(XB1_LT,100);
 
if(get_val(XB1_RT)) // RT Hair Trigger
set_val(XB1_RT,100);
 
if(get_val(XB1_RY) >= RS_Up_Deadzone && get_val(XB1_RY) <= 0) // RS Up Deadzone
set_val(XB1_RY,0);
 
if(get_val(XB1_RY) <= RS_Down_Deadzone && get_val(XB1_RY) >= 0) // RS Down Deadzone
set_val(XB1_RY,0);
 
if(get_val(XB1_RX) >= RS_Left_Deadzone && get_val(XB1_RX) <= 0) // RS Left Deadzone
set_val(XB1_RX,0);
 
if(get_val(XB1_RX) <= RS_Right_Deadzone && get_val(XB1_RX) >= 0) // RS Right Deadzone
set_val(XB1_RX,0);
 
vm_tctrl(+7); // 17 ms update time - Matches frame rate better, more inputs per second
 
if(abs(get_val(XB1_RX)) < 19 && abs(get_val(XB1_RY)) < 19 && abs(get_val(XB1_LX)) < 19 && abs(get_val(XB1_LY)) < 19 && get_val(XB1_A) == 0 && get_val(XB1_UP) == 0 && get_val(XB1_DOWN) == 0 && get_val(XB1_LEFT) == 0 && get_val(XB1_RIGHT) == 0 && get_val(XB1_LT) == 0 && get_val(XB1_RT) == 0) { // Anti-Recoil
milliseconds = milliseconds + get_rtime();
if(milliseconds >= 1000) {
milliseconds = milliseconds - 1000;
seconds = seconds + 1;
if(seconds == 110) {
combo_run(Anti_AFK_Kick);
seconds = 0; } } }
 
if(abs(get_val(XB1_RX)) >= 19 || abs(get_val(XB1_RY)) >= 19 || abs(get_val(XB1_LX)) >= 19 || abs(get_val(XB1_LY)) >= 19 || event_press(XB1_A) || event_press(XB1_UP) || event_press(XB1_DOWN) || event_press(XB1_LEFT) || event_press(XB1_RIGHT) && event_press(XB1_LT) && event_press(XB1_RT)) { // Anti-Recoil
milliseconds = 0;
seconds = 0; }
 
// Toggles
 
if(get_val(XB1_RB) && get_ptime(XB1_RB) > 170) { // Anti-Recoil
if(event_press(XB1_DOWN)) { // Rapid Fire Off
Rapid_Fire = FALSE;
Rapid_Fire_Sec = FALSE;
Rapid_Fire_Is_Sec = FALSE; }
if(event_press(XB1_LEFT)) { // Rapid Fire Secondary
Rapid_Fire = FALSE;
Rapid_Fire_Sec = TRUE;
Rapid_Fire_Is_Sec = FALSE; }
if(event_press(XB1_UP)) { // Rapid Fire Both
Rapid_Fire = TRUE;
Rapid_Fire_Sec = FALSE; }
if(event_press(XB1_LS))
AR_Value = 46;
if(event_press(XB1_RS))
AR_Value = 25;
if(get_val(XB1_DOWN) || get_val(XB1_LEFT) || get_val(XB1_UP) || get_val(XB1_LS) || get_val(XB1_RS)) {
set_val(XB1_RB,0);
set_val(XB1_UP,0);
set_val(XB1_LEFT,0);
set_val(XB1_DOWN,0);
set_val(XB1_LS,0);
set_val(XB1_RS,0); }
if(event_release(XB1_DOWN) || event_release(XB1_LEFT) || event_release(XB1_UP) || event_release(XB1_LS) || event_release(XB1_RS)) {
combo_run(Disable_RB_After_Selection);
combo_run(Rumble_Activation); }
}
 
if(get_val(XB1_LT) && get_val(XB1_RX) < AA_Pos_Value && get_val(XB1_RX) > AA_Neg_Value) // Aim Assist
combo_run(Aim_Assist_Tracking);
 
if(get_val(XB1_LT) && get_val(XB1_RT) && get_rumble(RUMBLE_A) >= 27 && get_val(XB1_RY) >= -10 && get_val(XB1_RY) < AR_Value) // Anti-Recoil
set_val(XB1_RY,AR_Value);
 
if(holding_no_weapon == FALSE && get_val(XB1_LY) == -100 && get_val(XB1_LT) == 0) // Auto Run
set_val(XB1_LS,100);
 
if(get_val(XB1_LY) == -100 && event_press(XB1_LS)) // Insta Switch // Speed Glitch
sprinting = TRUE;
 
if(get_val(XB1_LY) > -19) // Insta Switch // Slide Abuser
sprinting = FALSE;
 
if(sprinting == FALSE && event_press(XB1_Y)) // Insta Switch
combo_run(Insta_Switch);
 
if(sprinting && event_press(XB1_Y)) // Run Insta Switch
combo_run(Run_Insta_Switch);
 
if(holding_no_weapon == FALSE && get_val(XB1_Y) && get_ptime(XB1_Y) >= 450) // Slide Abuser
holding_no_weapon = TRUE;
 
if(holding_no_weapon == TRUE && event_press(XB1_Y)) // Slide Abuser
holding_no_weapon = FALSE;
 
if(holding_no_weapon && sprinting) // Slide Abuser
combo_run(Slide_Abuser);
 
if(event_release(XB1_RIGHT) && get_ptime(XB1_RIGHT) < 250) // Ez Grenade Throw
combo_run(Ez_Grenade_Throw);
 
if(event_press(XB1_RT)) // Auto Ping
set_val(XB1_RB,100);
 
if(Rapid_Fire && get_val(XB1_RT)) // Rapid Fire
combo_run(_Rapid_Fire);
 
if(Rapid_Fire_Sec && event_press(XB1_Y)) // Rapid Fire
Rapid_Fire_Is_Sec = !Rapid_Fire_Is_Sec;
 
if(Rapid_Fire_Is_Sec && get_val(XB1_RT)) // Rapid Fire
combo_run(_Rapid_Fire);
 
if(Rapid_Fire) // Rapid Fire // LED Colour
combo_run(Rapid_Fire_LED_Flash);
else Colour_LED(0,1,0,0);
 
if(Rapid_Fire_Sec) // Rapid Fire // LED Colour
Colour_LED(0,1,1,0);
 
if(Rapid_Fire_Is_Sec) // Rapid Fire // LED Colour
combo_run(Rapid_Fire_Sec_LED_Flash);
}
 
combo Anti_AFK_Kick { // Anti-AFK Kick
set_val(XB1_LS,100);
wait(34);
set_val(XB1_LS,0);
wait(34); }
 
combo Ez_Grenade_Throw { // Ez Grenade Throw
wait(1300);
set_val(XB1_RT,100);
wait(34);
wait(34);
set_val(XB1_RT,100);
wait(34); }
 
combo Slide_Abuser { // Slide Abuser
set_val(XB1_B,100);
wait(17);
set_val(XB1_LS,100);
wait(17); }
 
combo Insta_Switch { // Insta Switch
wait(68);
set_val(XB1_B,100);
wait(17);
set_val(XB1_LS,100);
wait(17); }
 
combo Run_Insta_Switch { // Run Insta Switch
wait(68);
set_val(XB1_B,100);
wait(17);
wait(17);
set_val(XB1_B,100);
wait(17); }
 
combo _Rapid_Fire { // Rapid Fire
set_val(XB1_RT,100);
wait(17);
set_val(XB1_RT,0);
wait(17); }
 
combo Aim_Assist_Tracking { // Aim Assist
set_val(XB1_RX,AA_Pos_Value);
wait(34);
set_val(XB1_RX,AA_Neg_Value);
wait(34); }
 
combo Disable_RB_After_Selection {
set_val(XB1_RB,0);
wait(500); }
 
combo Rapid_Fire_LED_Flash { // Rapid Fire // LED Colour
Colour_LED(0,0,1,0);
wait(85);
Colour_LED(0,0,0,0);
wait(34); }
 
combo Rapid_Fire_Sec_LED_Flash { // Rapid Fire // LED Colour
Colour_LED(0,1,1,0);
wait(85);
Colour_LED(0,0,0,0);
wait(34); }
 
combo Rumble_Activation { // Rumble Activation
set_rumble(RUMBLE_B,0);
wait(51);
set_rumble(RUMBLE_B,10);
wait(170);
set_rumble(RUMBLE_B,0);
wait(51); }
 
function Colour_LED (a,b,c,d) { // LED Colour
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d); }
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Sillyasskid
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Posts: 574
Joined: Sat May 14, 2016 3:07 am

Re: converting from device max (sorry dunno if im breaking r

Postby kuzzad » Sat Feb 09, 2019 8:37 pm

this will work for titan 2 ? it says titan one lmao sorry
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kuzzad
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Posts: 25
Joined: Mon Oct 15, 2018 7:45 pm

Re: converting from device max (sorry dunno if im breaking r

Postby Sillyasskid » Sat Feb 09, 2019 8:49 pm

yes it works for the titan 2

its a cm/t1 script.
the include titanone line is needed to convert to titan two.
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