converting from device max (sorry dunno if im breaking rules
4 posts
• Page 1 of 1
converting from device max (sorry dunno if im breaking rules
- 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); }
-
kuzzad - Sergeant First Class
- Posts: 25
- Joined: Mon Oct 15, 2018 7:45 pm
Re: converting from device max (sorry dunno if im breaking r
- 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); }
-
Sillyasskid - Captain
- Posts: 574
- Joined: Sat May 14, 2016 3:07 am
Re: converting from device max (sorry dunno if im breaking r
this will work for titan 2 ? it says titan one lmao sorry
-
kuzzad - Sergeant First Class
- Posts: 25
- Joined: Mon Oct 15, 2018 7:45 pm
Re: converting from device max (sorry dunno if im breaking r
yes it works for the titan 2
its a cm/t1 script.
the include titanone line is needed to convert to titan two.
its a cm/t1 script.
the include titanone line is needed to convert to titan two.
-
Sillyasskid - Captain
- Posts: 574
- Joined: Sat May 14, 2016 3:07 am
4 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 69 guests