The division 2 ???

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

The division 2 ???

Postby Shthappensbro » Fri Mar 08, 2019 7:05 pm

Any good scripters getting the game and play on making anti recoil and what not ? :whistling: :whistling:
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Re: The division 2 ???

Postby UK_Wildcats » Fri Mar 08, 2019 7:18 pm

Based upon the popularity and number of downloads from the Division T2 scripts and gamepacks, it almost a certainty.
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Re: The division 2 ???

Postby Puinsai » Tue Mar 12, 2019 10:55 pm

UK_Wildcats_Fans wrote:Based upon the popularity and number of downloads from the Division T2 scripts and gamepacks, it almost a certainty.


Nice! i can't wait any more thanks you
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Re: The division 2 ???

Postby consoleguy » Fri Mar 15, 2019 11:08 pm

Following this thread. As the Division 2 has been an amazing game so far!
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Re: The division 2 ???

Postby itspbeezy » Tue Mar 26, 2019 8:35 pm

any word?
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Re: The division 2 ???

Postby Buffy » Thu Mar 28, 2019 5:45 am

You could try this one (I am not the creator of this script):
Code: Select all
#pragma METAINFO("the_division_2_-_hazmat_script.gpc", 1, 0, "Buffy's GPC Converter v0.23"))
#include <titanone.gph>


define ADS_SENS = 100;
define MIDPOINT = 50;

data(0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0, 3, 0, 3, 0, 0, 3, 0, 3, 0);

const int8 AR[] = {
    10, 30, 25,
    10, 25, 15,
    20, 20, 55,
    50, 20, 70,
    10, 20, 30
     };

int Weapon1 = 0;
int Weapon2 = 1;
int Delay = 0;
int RATE_OF_FIRE = 13;
int AutoRun_onoff = TRUE;
int Press_Sensitive = -60;
int Strafe_onoff = FALSE;
int Run_Straight = 150;
int Run_Side = 500;
int Strafe_Shot_onoff = FALSE;
int Strafe_Shot_Time = 750;
int Reload_Switch_onoff = TRUE;
int Reload_Switch_Time = 700;
int Quick_Grenade_onoff = TRUE;
int Hair_Trigger_onoff = TRUE;
int R_Stick_DZ_onoff = TRUE;
int R1L1_onoff = FALSE;
int Axis_inverted = FALSE;
int ADS_Sensitivity_onoff = TRUE;
int Script_onoff;
int Map_BTN;
int double_tap;
int Switch;
int Pistol_onoff;
int hold_time;
int rest_time;
int Special_onoff;
int Loop;
int Map;
int ar_t[5];
int ar_s[5];
int ar_e[5];
int idx;
int key = 145;
int record;
int i;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v, ar_y;

init {
    record=get_pvar(SPVAR_16, 140, 150, 140);
    if (record==key) {
        ar_t[0]=get_pvar(SPVAR_1, -100, 100, 0);
        ar_t[1]=get_pvar(SPVAR_2, -100, 100, 0);
        ar_t[2]=get_pvar(SPVAR_3, -100, 100, 0);
        ar_t[3]=get_pvar(SPVAR_4, -100, 100, 0);
        ar_t[4]=get_pvar(SPVAR_5, -100, 100, 0);
        ar_s[0]=get_pvar(SPVAR_6, -100, 100, 0);
        ar_s[1]=get_pvar(SPVAR_7, -100, 100, 0);
        ar_s[2]=get_pvar(SPVAR_8, -100, 100, 0);
        ar_s[3]=get_pvar(SPVAR_9, -100, 100, 0);
        ar_s[4]=get_pvar(SPVAR_10, -100, 100, 0);
        ar_e[0]=get_pvar(SPVAR_11, -100, 100, 0);
        ar_e[1]=get_pvar(SPVAR_12, -100, 100, 0);
        ar_e[2]=get_pvar(SPVAR_13, -100, 100, 0);
        ar_e[3]=get_pvar(SPVAR_14, -100, 100, 0);
        ar_e[5]=get_pvar(SPVAR_15, -100, 100, 0);
    }
    if (get_console()==PIO_XB1) Map_BTN=XB1_VIEW;
    else  Map_BTN=PS4_TOUCH;
}


main {
    set_val(TRACE_1, AR[(3*(idx))+(0)]+ar_t[idx]);
    set_val(TRACE_2, AR[(3*(idx))+(1)]+ar_s[idx]);
    set_val(TRACE_3, AR[(3*(idx))+(2)]+ar_e[idx]);
    set_val(TRACE_4, RATE_OF_FIRE);
    set_val(TRACE_5, Switch);
    set_val(TRACE_6, idx);
    if (get_battery()<=1) {
        combo_run(c_Vibrate);
        combo_run(c_Flash);
    }
    if (R1L1_onoff) {
        swap(3, 4);
        swap(6, 7);
    }
    if (Axis_inverted) {
        set_val(PS4_RY, inv(get_val(PS4_RY)));
    }
    if (event_press(PS4_PS)||event_press(PS4_SHARE)||(!get_val(PS4_L2)&&event_press(PS4_OPTIONS))) {
        Script_onoff=!Script_onoff;
        combo_run(c_Vibrate);
    }
    if (get_val(Map_BTN)) {
        if (!Map) set_val(Map_BTN, 0);
        if (get_ptime(Map_BTN)<100) {
            Script_onoff=FALSE;
            combo_run(c_Vibrate);
        }
        else {
            set_val(Map_BTN, 100);
            if (get_ptime(Map_BTN)<500) {
                Script_onoff=TRUE;
                Map=TRUE;
                combo_run(c_Vibrate);
            }
            else {
                Map=FALSE;
                Script_onoff=FALSE;
            }
        }
    }
    if (Map&&(event_press(PS4_CIRCLE)||event_press(Map_BTN))) {
        Map=FALSE;
        Script_onoff=FALSE;
    }
    if (!Script_onoff) {
        if ((event_press(PS4_TRIANGLE)&&!get_val(PS4_DOWN)&&!Special_onoff)||(event_press(PS4_UP)&&!get_val(PS4_L2)&&!get_val(PS4_CROSS))) {
            Switch=!Switch;
            Pistol_onoff=FALSE;
        }
        if (get_val(PS4_TRIANGLE)&&get_ptime(PS4_TRIANGLE)>500) {
            Special_onoff=TRUE;
        }
        if (Special_onoff&&event_press(PS4_TRIANGLE)) {
            Special_onoff=FALSE;
            Switch=!Switch;
        }
        if (double_tap) double_tap-=get_rtime();
        if (AutoRun_onoff) {
            if (!combo_running(c_Strafe_v2)&&!get_val(PS4_L2)&&get_val(PS4_LY)<Press_Sensitive) {
                combo_run(c_AutoRun);
            }
        }
        if (Strafe_onoff) {
            if (event_press(PS4_CIRCLE)) {
                if (double_tap) Loop=!Loop;
                else  double_tap=175;
            }
            if (Loop) {
                combo_run(c_Strafe_v2);
                if (event_press(PS4_L2)) Loop=FALSE;
            }
            else  combo_stop(c_Strafe_v2);
        }
        if ((get_val(PS4_CROSS)&&get_val(PS4_CIRCLE))&&event_press(PS4_DOWN)) {
            Strafe_Shot_onoff=!Strafe_Shot_onoff;
            combo_run(c_Vibrate);
        }
        if (Strafe_Shot_onoff) {
            if (get_val(PS4_L2)&&get_val(PS4_R2)) {
                combo_run(c_Strafe_Shot);
            }
            else  combo_stop(c_Strafe_Shot);
        }
        if (Hair_Trigger_onoff) {
            deadzone(PS4_L2, PS4_R2, 1, 99);
        }
        if (Reload_Switch_onoff) {
            if (event_press(PS4_SQUARE)) {
                if (double_tap) {
                    combo_run(c_Reload);
                    Switch=!Switch;
                }
                else  double_tap=300;
            }
        }
        if (ADS_Sensitivity_onoff) {
            if (get_val(PS4_L2)) {
                sensitivity(PS4_RX, MIDPOINT, ADS_SENS);
                sensitivity(PS4_RY, MIDPOINT, ADS_SENS);
            }
        }
        if (R_Stick_DZ_onoff) {
            if ((!get_val(PS4_L2))&&(abs(get_val(PS4_RY))<=5&&abs(get_val(PS4_RX))<=5)) {
                set_val(PS4_RY, 0);
                set_val(PS4_RX, 0);
            }
        }
        if (Quick_Grenade_onoff) {
            if ((get_val(PS4_L2)&&event_press(PS4_LEFT)||get_val(PS4_LEFT)&&get_ptime(PS4_LEFT)>200)&&!get_val(PS4_CIRCLE)&&!get_val(PS4_CROSS)&&!get_val(PS4_SQUARE)) combo_run(c_Grenade);
        }
        if (event_press(PS4_RIGHT)&&!get_val(PS4_L2)) {
            if (double_tap) combo_run(c_MedKit);
            else  double_tap=200;
        }
        if (abs(get_val(PS4_LX))>90||abs(get_val(PS4_LY))>90) combo_stop(c_MedKit);
        if (!Special_onoff) {
            if (get_val(PS4_L2)) {
                if (get_val(PS4_SQUARE)) {
                    if (event_press(PS4_UP)) ar_s[idx]+=1;
                    if (event_press(PS4_DOWN)) ar_s[idx]-=1;
                    if (event_press(PS4_RIGHT)) ar_s[idx]+=10;
                    if (event_press(PS4_LEFT)) ar_s[idx]-=10;
                }
                if (get_val(PS4_CIRCLE)) {
                    if (event_press(PS4_UP)) ar_e[idx]+=1;
                    if (event_press(PS4_DOWN)) ar_e[idx]-=1;
                    if (event_press(PS4_RIGHT)) ar_e[idx]+=10;
                    if (event_press(PS4_LEFT)) ar_e[idx]-=10;
                }
                if (get_val(PS4_CROSS)) {
                    if (event_press(PS4_UP)) ar_t[idx]+=1;
                    if (event_press(PS4_DOWN)) ar_t[idx]-=1;
                }
                if (event_press(PS4_OPTIONS)) {
                    set_pvar(SPVAR_1, ar_t[0]);
                    set_pvar(SPVAR_2, ar_t[1]);
                    set_pvar(SPVAR_3, ar_t[2]);
                    set_pvar(SPVAR_4, ar_t[3]);
                    set_pvar(SPVAR_5, ar_t[4]);
                    set_pvar(SPVAR_6, ar_s[0]);
                    set_pvar(SPVAR_7, ar_s[1]);
                    set_pvar(SPVAR_8, ar_s[2]);
                    set_pvar(SPVAR_9, ar_s[3]);
                    set_pvar(SPVAR_10, ar_s[4]);
                    set_pvar(SPVAR_11, ar_e[0]);
                    set_pvar(SPVAR_12, ar_e[1]);
                    set_pvar(SPVAR_13, ar_e[2]);
                    set_pvar(SPVAR_14, ar_e[3]);
                    set_pvar(SPVAR_14, ar_e[4]);
                    set_pvar(SPVAR_16, key);
                    combo_run(c_Vibrate);
                    combo_run(c_Flash);
                }
                set_val(PS4_OPTIONS, 0);
                set_val(PS4_SQUARE, 0);
                set_val(PS4_CIRCLE, 0);
                set_val(PS4_CROSS, 0);
                set_val(PS4_UP, 0);
                set_val(PS4_DOWN, 0);
                set_val(PS4_RIGHT, 0);
                set_val(PS4_LEFT, 0);
            }
            if ((AR[(3*(idx))+(1)]+ar_s[idx])<(AR[(3*(idx))+(2)]+ar_e[idx])) i_val=1;
            else  i_val=-1;
            i_pnt=(AR[(3*(idx))+(0)]*10)/(abs((AR[(3*(idx))+(1)]+ar_s[idx])-(AR[(3*(idx))+(2)]+ar_e[idx])));
            if (!get_lval(PS4_R2)) {
                ar_y=AR[(3*(idx))+(1)]+ar_s[idx];
                i_cnt=0;
                i_num=0;
            }
            if (get_val(PS4_R2)&&get_ptime(PS4_R2)>=Delay) {
                if (!f_p_complete()) ar_y=f_p_val();
                else  ar_y=AR[(3*(idx))+(2)]+ar_e[idx];
                if (f_y_val()>100) set_val(PS4_RY, 100);
                else  set_val(PS4_RY, f_y_val());
            }
        }
        hold_time=500/RATE_OF_FIRE;
        rest_time=hold_time-20;
        if (rest_time<0) rest_time=0;
        if (get_val(PS4_CROSS)&&get_val(PS4_SQUARE)) {
            if (event_press(PS4_UP)) RATE_OF_FIRE++;
            if (event_press(PS4_DOWN)) RATE_OF_FIRE--;
            set_val(PS4_CROSS, 0);
            set_val(PS4_SQUARE, 0);
            set_val(PS4_UP, 0);
            set_val(PS4_DOWN, 0);
        }
        if (RATE_OF_FIRE>25) {
            RATE_OF_FIRE=25;
            combo_run(c_Vibrate);
        }
        if (RATE_OF_FIRE<0) {
            RATE_OF_FIRE=0;
            combo_run(c_Vibrate);
        }
        if (event_press(PS4_TRIANGLE)||(event_press(PS4_UP)&&!get_val(PS4_L2))) {
            if (double_tap) {
                Pistol_onoff=TRUE;
                Switch=!Switch;
            }
            else  double_tap=200;
        }
        if (Pistol_onoff) {
            idx=4;
            f_RapidFire();
            combo_run(c_Flash);
        }
        if (!Pistol_onoff) {
            if (!Switch) {
                idx=Weapon1;
                if (get_val(PS4_DOWN)) {
                    if (event_press(PS4_TRIANGLE)) {
                        Weapon1++;
                        combo_run(c_Vibrate);
                    }
                    set_val(PS4_TRIANGLE, 0);
                }
                if (Weapon1>3) {
                    Weapon1=0;
                }
                if (Weapon1==2||Weapon1==3) f_RapidFire();
                combo_run(c_Flash);
            }
            if (Switch) {
                idx=Weapon2;
                if (get_val(PS4_DOWN)) {
                    if (event_press(PS4_TRIANGLE)) {
                        Weapon2++;
                        combo_run(c_Vibrate);
                    }
                    set_val(PS4_TRIANGLE, 0);
                }
                if (Weapon2>3) {
                    Weapon2=0;
                }
                if (Weapon2==2||Weapon2==3) f_RapidFire();
                combo_run(c_Flash);
            }
        }
    }
    if (Script_onoff) f_led_color(-3);
    else if (Special_onoff) f_led_color(7);
    else  f_led_color(idx);
}


combo c_RAPID_FIRE {
    wait(hold_time);
    set_val(PS4_R2, 0);
    wait(rest_time);
}

combo c_AutoRun {
    set_val(PS4_L3, 100);
}

combo c_Strafe_v2 {
    set_val(PS4_LY, -100);
    set_val(PS4_L3, 100);
    wait(Run_Straight);
    set_val(PS4_LX, 100);
    set_val(PS4_LY, 50);
    wait(Run_Side);
    set_val(PS4_LY, -100);
    set_val(PS4_L3, 100);
    wait(Run_Straight);
    set_val(PS4_LX, -100);
    set_val(PS4_LY, 50);
    wait(Run_Side);
}

combo c_Strafe_Shot {
    set_val(PS4_LX, 100);
    wait(Strafe_Shot_Time);
    wait(50);
    set_val(PS4_LX, -100);
    wait(Strafe_Shot_Time);
    wait(50);
}

combo c_Reload {
    wait(Reload_Switch_Time);
    set_val(PS4_TRIANGLE, 100);
    wait(15);
}

combo c_Grenade {
    set_val(PS4_LEFT, 100);
    wait(20);
    wait(800);
    set_val(PS4_R2, 100);
    wait(100);
    set_val(PS4_L2, 0);
    wait(10);
}

combo c_MedKit {
    set_val(PS4_RIGHT, 100);
    wait(2500);
}

combo c_Vibrate {
    set_rumble(RUMBLE_A, 100);
    wait(300);
    reset_rumble();
}

combo c_Flash {
    wait(500);
    f_led_color(-3);
    wait(500);
}


function f_RapidFire() {
    if (get_val(PS4_R2)) {
        combo_run(c_RAPID_FIRE);
    }
    else if (event_release(PS4_R2)) {
        combo_stop(c_RAPID_FIRE);
    }
}

function f_p_complete() {
    i_cnt++;
    if (i_cnt>AR[(3*(idx))+(0)]*10) {
        i_cnt=AR[(3*(idx))+(0)]*10;
        return 1;
    }
    return 0;
}

function f_p_val() {
    i_num++;
    if (i_num==i_pnt) {
        i_num=0;
        ar_y+=i_val;
    }
    return ar_y;
}

function f_y_val() {
    v=get_val(10);
    if (abs(v)<10) v=0;
    if (abs(v)>ar_y+5)
        return v;
    return v+ar_y;
}

function f_led_color(f_color) {
    for (i=0; i<=3; i++) {
        set_led(i, dbyte((f_color*4)+i));
    }
}


Instructions:
Code: Select all
** Weapon type selection (all combinations are possible in primary weapon and secondary weapon):
Hold D Pad DOWN and press TRIANGLE/Y to switch between 4 types of weapons with color identification
Controller vibrate
All combinations are possible in primary weapon and secondary weapon

** Anti-Recoil adjustable on the fly (Progression Scaled by Time)
Works for Primary, Secondary or SideArm

¤¤¤ Time adjust:
Hold L2 / LT + CROSS / A and:
- tap D Pad UP to increase Time value (Time will be in 100ms increments)
- tap D Pad DOWN to decrease Time value (Time will be in 100ms increments)

¤¤¤ Starting Antirecoil value adjust:
Hold L2 / LT + SQUARE / X and:
- tap D Pad UP to increase Starting Antirecoil value by 1
- tap D Pad DOWN to Decrease Starting Antirecoil value by 1
- tap D Pad RIGHT to increase Starting Antirecoil value by 10
- tap D Pad LEFT to decrease Starting Antirecoil value by 10

¤¤¤ Ending Antirecoil value adjust:
Hold L2 / LT + CIRCLE / B and:
- tap D Pad UP to increase Ending Antirecoil value by 1
- tap D Pad DOWN to decrease Ending Antirecoil value by 1
- tap D Pad RIGHT to increase Ending Antirecoil value by 10
- tap D Pad LEFT to decrease Ending Antirecoil value by 10

¤¤¤ Save new values:
Hold L2 / LT and press OPTION / MENU to save your new values
Controller vibrate, led flash one time

** RapidFire adjustable on the fly for semi auto weapons like Pistols, Shotguns, Snipers or Rifles (Range between 0 and 25 round per second)
Hold CROSS/A + SQUARE/X and:
- tap D Pad UP to increase RapidFire value by 1
- tap D Pad DOWN to decrease RapidFire value by 1
Controller vibrate when you are at maximum or minimum value

** Panic Button (Allow you to Switch device color witout switching weapon, if your weapon and the assigned color don't go together)
Press D Pad UP

** Script Enable/Disable mode (Script enable by defaut)
Press PS/XBOX or SHARE(PS4) or OPTION/MENU to disable ALL FEATURES, press again to enable (Led OFF when disable)


** Special Weapon mode (Anti-Recoil and RapidFire disable)
Hold TRIANGLE/Y (Led color turn WHITE)

** AutoRun press sensitive (Work better when in game option "Press to Sprint" is turned OFF)
Push your stick to more than 60% to run automatically
Enable or disable with TRUE / FALSE value

** Strafe (Run straight, right, straight, left in loop)
Double tap CIRCLE/B to Strafe, double tap again or press L2/LT to stop Strafe
Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
Enable or disable with TRUE / FALSE value

** Strafe Shot
Strafe to the Right and to the Left while shooting
Enable or disable with TRUE / FALSE value
Enable or disable in game:
Hold CROSS/A + CIRCLE/B and tap D Pad DOWN to enable or disable this feature on the fly
Controller vibrate

** Hair Trigger
Your triggers are VERY reactive
Enable or disable with TRUE / FALSE value

** Reload Switch mode
Double tap Reload button to start reloading your weapon and switch weapon in the middle of the animation
You must adjust the time value following the weapons you use - works very well with Assault Rifle and SMG
Enable or disable with TRUE / FALSE value

** Swap Triggers/Bumpers
Enable or disable with TRUE / FALSE value

** Inverted Axis (in game option "Invert Y axis" MUST BE OFF!)
Enable or disable with TRUE / FALSE value

** Dead Zone Correction (Right Stick)
Fix the DeadZone defect which is never really neutral
Enable or disable with TRUE / FALSE value

** Quick Grenade
Hold ADS button and tap D Pad LEFT or only long press D Pad LEFT to throw a grenade
Enable or disable with TRUE / FALSE value

** Easy MedKit
Double tap D pad Right to change your armor piece, move Left analog to cancel

** ADS Sensitivity
Increase or decrease your sensitivity when you aim
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Re: The division 2 ???

Postby awesomejoe » Fri Apr 19, 2019 12:37 am

how do you make this work on titan one
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