T1/CM to Titan Two Script Converter [v0.28r6 - 11/30/2020]
Re: T1/CM to Titan Two Script Converter [v0.26r5 - 11/05/201
That's it! Thank you so much! I was doing something completely different. Compiled straight away with no errors. I'm beyond grateful for your help.
-
JustyChaos - Master Sergeant
- Posts: 37
- Joined: Wed Nov 08, 2017 4:29 pm
Convert simple script to Titan Two
hello.
here is the script I want and thanks
here is the script I want and thanks
- Code: Select all
//Bo4 Script
//--Controls
define VIEW = 1;
define MENU = 2;
define RB = 3;
define RT = 4;
define RS = 5;
define LB = 6;
define LT = 7;
define LS = 8;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
//--Aim Assist
//--constants
define AA_P = 26; //--ads values
define AA_N = -26;
define FA_P = 34; //--firing values
define FA_N = -34;
define AA_DELAY = 20; //--delay between values
//--variables
int release = AA_P + 1; //--aim assist release
int aa_p,aa_n;
//--Anti Recoil
define AR_Y = 20; //--anti recoil value
//--Sensitivity
//--constants
define SENS_X = 80; //--initial RX sentitivity
define SENS_Y = 80; //--initial RY sensitivity
define SENS_STRAFE = 200; //--LX sensitivity when firing for increased strafing movement
define X_THRESHOLD = 70; //--stick input point where RX sens increases
define Y_THRESHOLD = 70; //--stick input point where RY sens increases
define X_RESET = 30; //--stick input point where RX sens will reset back to initial value
define Y_RESET = 30; //--stick input point where RY sens will reset back to initial value
define MAX_SENS = 150; //--maximum sensitivity value
define SENS_RATE = 8; //--rate sensitivity increased (8 = 80ms delay between increase)
//--variables
int sens_x = SENS_X;
int sens_y = SENS_Y;
int sens_xcnt,sens_ycnt;
//--Rapid Fire
//--constants
define RF_ROF = 40; //--rounds per sec
define RF_DEF = 80;
//--variables
int rf_hold = RF_DEF;
int rapid_fire = FALSE;
int rf_wait;
//--boolean
int reloading;
int fired;
int auto_run = FALSE;
int rumb_count,dbl_click;
main {
set_val(30,sens_x);
set_val(31,sens_y);
//--rapid fire toggle
if(dbl_tap(LT,DOWN)) {
rapid_fire = !rapid_fire;
set_rumb(rapid_fire);
}
//--auto_run toggle
if(dbl_tap(LT,UP)) {
auto_run = !auto_run;
set_rumb(auto_run);
}
//--Auto Run
if(event_release(RT)) combo_run(FIRED);
if(event_release(LEFT) && fired)
combo_run(RELOADING);
//--auto run
if(auto_run &&!get_val(LT) && !get_val(RT) && !reloading && get_val(LY) < -90)combo_run(SPRINT);
//--general sensitivity
sensitivity(RX,NOT_USE,100);
sensitivity(RY,NOT_USE,100);
sensitivity(LX,NOT_USE,100);
//--deadzone ~ zero out cotroller values 10 or less
combo_run(DZ);
//--ads only ~ run sensitivity setting, set ads aim assit values, run aim assist
if(get_val(LT) && !get_val(RT)) {
combo_run(SENS_SET);
aa_p = AA_P; aa_n = AA_N;
release = aa_p + 1;
combo_run(AA_XY);
}
//--firing ~ run sensitivity setting, set firing aim assit values, run aim assist
if(get_val(RT)) {
if(rapid_fire) combo_run(RAPID_FIRE);
combo_run(SENS_SET);
aa_p = FA_P; aa_n = FA_N;
release = aa_p + 1;
combo_run(AA_XY);
}
//--reset sensitivity values
if((event_release(LT) && !get_val(RT)) || (event_release(RT) && !get_val(LT))) {
sens_x = SENS_X; sens_y = SENS_Y;
combo_stop(AA_XY);
}
if(rumb_count) combo_run(NOTIFY);
}
combo SENS_SET {
//--increase rx sens
if(abs(get_lval(RX)) >= X_THRESHOLD) {
sens_xcnt += 1;
if(sens_xcnt >= SENS_RATE && sens_x < MAX_SENS) {
sens_x += 1; sens_xcnt = 0;
} else if(sens_x >= MAX_SENS) sens_xcnt = 0;
}
//--reset rx sens
else if(abs(get_val(RX)) < X_RESET) {
sens_xcnt = 0; sens_x = SENS_X;
}
//--increase ry sens
if(abs(get_val(RY)) >= Y_THRESHOLD) {
sens_ycnt += 1;
if(sens_ycnt >= SENS_RATE && sens_y < MAX_SENS) {
sens_y += 1; sens_ycnt = 1;
} else if(sens_y >= MAX_SENS) sens_ycnt = 0;
}
//--decrease rx sens
else if(abs(get_val(RY)) < X_RESET) {
sens_y = SENS_X ; sens_ycnt = 0;
}
//--set r x/y sensitivity
sensitivity(RX,NOT_USE,sens_x);
sensitivity(RY,NOT_USE,sens_y);
//--increased lx sens for strafing
sensitivity(LX,NOT_USE,SENS_STRAFE);
}
//--aim assist & anti recoil
combo AA_XY {
if(!get_val(RT))set_val(RY,xy_val(RY,aa_p));
else set_val(RY,xy_val(RY,AR_Y));
wait(AA_DELAY);
set_val(RX,xy_val(RX,aa_p));
set_val(LX,xy_val(LX,aa_p));
wait(AA_DELAY);
if(!get_val(RT))set_val(RY,xy_val(RY,aa_n));
else set_val(RY,xy_val(RY,AR_Y));
wait(AA_DELAY);
set_val(RX,xy_val(RX,aa_n));
set_val(LX,xy_val(LX,aa_n));
wait(AA_DELAY);
}
//--controller deadzone
combo DZ {
//--zero out input 10 or less
if(abs(get_val(LX)) <= 10) set_val(LX,0);
if(abs(get_val(LY)) <= 10) set_val(LY,0);
if(abs(get_val(RX)) <= 10) set_val(RX,0);
if(abs(get_val(RY)) <= 10) set_val(RY,0);
}
combo RAPID_FIRE {
rf_time();
set_val(RT,100);
wait(rf_hold);
set_val(RT,0);
wait(rf_wait);
}
//--timer
combo FIRED {
fired = TRUE;
wait(3000);
fired = FALSE;
}
//--timer
combo RELOADING {
reloading = FALSE;
wait(2000);
reloading = FALSE;
}
combo SPRINT {
set_val(8,100);
wait(40);
wait(100);
}
//--Timer for Double TaP
combo TAP {
dbl_click = TRUE;
wait(300);
dbl_click = FALSE;
}
combo NOTIFY {
set_rumble(RUMBLE_A,100);
wait(250);
reset_rumble();
wait(150);
rumb_count --;
}
//--return aim assist value or controller value if above release
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
//--calc wait & hold times for rapid fire
function rf_time() {
rf_wait = (1000 / RF_ROF) - rf_hold
if(rf_wait < rf_hold ) {
rf_wait = (1000 / RF_ROF) / 2;
if(rf_wait < 30) rf_wait = 30;
rf_hold = rf_wait;
}
else rf_hold = RF_DEF;
}
//--rumble
function set_rumb (rumb){
rumb_count = rumb ;
if(rumb <= 0 ) rumb_count = rumb + 2;
}
function dbl_tap(f_btn1,f_btn2) {
if(get_val(f_btn1) && event_press(f_btn2) && !dbl_click) combo_run(TAP);
if(get_val(f_btn1) && event_press(f_btn2) && dbl_click) return TRUE;
return FALSE;
}
-
CarlosJr - Private First Class
- Posts: 3
- Joined: Tue Nov 05, 2019 4:28 pm
Re: Convert simple script to Titan Two
Check out Buffy's converter: viewtopic.php?f=26&t=12027
- Code: Select all
#include <titanone.gph>
//Bo4 Script
//--Controls
define VIEW = 1;
define MENU = 2;
define RB = 3;
define RT = 4;
define RS = 5;
define LB = 6;
define LT = 7;
define LS = 8;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
//--Aim Assist
//--constants
define AA_P = 26; //--ads values
define AA_N = -26;
define FA_P = 34; //--firing values
define FA_N = -34;
define AA_DELAY = 20; //--delay between values
//--variables
int release = AA_P + 1; //--aim assist release
int aa_p,aa_n;
//--Anti Recoil
define AR_Y = 20; //--anti recoil value
//--Sensitivity
//--constants
define SENS_X = 80; //--initial RX sentitivity
define SENS_Y = 80; //--initial RY sensitivity
define SENS_STRAFE = 200; //--LX sensitivity when firing for increased strafing movement
define X_THRESHOLD = 70; //--stick input point where RX sens increases
define Y_THRESHOLD = 70; //--stick input point where RY sens increases
define X_RESET = 30; //--stick input point where RX sens will reset back to initial value
define Y_RESET = 30; //--stick input point where RY sens will reset back to initial value
define MAX_SENS = 150; //--maximum sensitivity value
define SENS_RATE = 8; //--rate sensitivity increased (8 = 80ms delay between increase)
//--variables
int sens_x = SENS_X;
int sens_y = SENS_Y;
int sens_xcnt,sens_ycnt;
//--Rapid Fire
//--constants
define RF_ROF = 40; //--rounds per sec
define RF_DEF = 80;
//--variables
int rf_hold = RF_DEF;
int rapid_fire = FALSE;
int rf_wait;
//--boolean
int reloading;
int fired;
int auto_run = FALSE;
int rumb_count,dbl_click;
main {
set_val(30,sens_x);
set_val(31,sens_y);
//--rapid fire toggle
if(dbl_tap(LT,DOWN)) {
rapid_fire = !rapid_fire;
set_rumb(rapid_fire);
}
//--auto_run toggle
if(dbl_tap(LT,UP)) {
auto_run = !auto_run;
set_rumb(auto_run);
}
//--Auto Run
if(event_release(RT)) combo_run(FIRED);
if(event_release(LEFT) && fired)
combo_run(RELOADING);
//--auto run
if(auto_run &&!get_val(LT) && !get_val(RT) && !reloading && get_val(LY) < -90)combo_run(SPRINT);
//--general sensitivity
sensitivity(RX,NOT_USE,100);
sensitivity(RY,NOT_USE,100);
sensitivity(LX,NOT_USE,100);
//--deadzone ~ zero out cotroller values 10 or less
combo_run(DZ);
//--ads only ~ run sensitivity setting, set ads aim assit values, run aim assist
if(get_val(LT) && !get_val(RT)) {
combo_run(SENS_SET);
aa_p = AA_P; aa_n = AA_N;
release = aa_p + 1;
combo_run(AA_XY);
}
//--firing ~ run sensitivity setting, set firing aim assit values, run aim assist
if(get_val(RT)) {
if(rapid_fire) combo_run(RAPID_FIRE);
combo_run(SENS_SET);
aa_p = FA_P; aa_n = FA_N;
release = aa_p + 1;
combo_run(AA_XY);
}
//--reset sensitivity values
if((event_release(LT) && !get_val(RT)) || (event_release(RT) && !get_val(LT))) {
sens_x = SENS_X; sens_y = SENS_Y;
combo_stop(AA_XY);
}
if(rumb_count) combo_run(NOTIFY);
}
combo SENS_SET {
//--increase rx sens
if(abs(get_lval(RX)) >= X_THRESHOLD) {
sens_xcnt += 1;
if(sens_xcnt >= SENS_RATE && sens_x < MAX_SENS) {
sens_x += 1; sens_xcnt = 0;
} else if(sens_x >= MAX_SENS) sens_xcnt = 0;
}
//--reset rx sens
else if(abs(get_val(RX)) < X_RESET) {
sens_xcnt = 0; sens_x = SENS_X;
}
//--increase ry sens
if(abs(get_val(RY)) >= Y_THRESHOLD) {
sens_ycnt += 1;
if(sens_ycnt >= SENS_RATE && sens_y < MAX_SENS) {
sens_y += 1; sens_ycnt = 1;
} else if(sens_y >= MAX_SENS) sens_ycnt = 0;
}
//--decrease rx sens
else if(abs(get_val(RY)) < X_RESET) {
sens_y = SENS_X ; sens_ycnt = 0;
}
//--set r x/y sensitivity
sensitivity(RX,NOT_USE,sens_x);
sensitivity(RY,NOT_USE,sens_y);
//--increased lx sens for strafing
sensitivity(LX,NOT_USE,SENS_STRAFE);
}
//--aim assist & anti recoil
combo AA_XY {
if(!get_val(RT))set_val(RY,xy_val(RY,aa_p));
else set_val(RY,xy_val(RY,AR_Y));
wait(AA_DELAY);
set_val(RX,xy_val(RX,aa_p));
set_val(LX,xy_val(LX,aa_p));
wait(AA_DELAY);
if(!get_val(RT))set_val(RY,xy_val(RY,aa_n));
else set_val(RY,xy_val(RY,AR_Y));
wait(AA_DELAY);
set_val(RX,xy_val(RX,aa_n));
set_val(LX,xy_val(LX,aa_n));
wait(AA_DELAY);
}
//--controller deadzone
combo DZ {
//--zero out input 10 or less
if(abs(get_val(LX)) <= 10) set_val(LX,0);
if(abs(get_val(LY)) <= 10) set_val(LY,0);
if(abs(get_val(RX)) <= 10) set_val(RX,0);
if(abs(get_val(RY)) <= 10) set_val(RY,0);
}
combo RAPID_FIRE {
rf_time();
set_val(RT,100);
wait(rf_hold);
set_val(RT,0);
wait(rf_wait);
}
//--timer
combo FIRED {
fired = TRUE;
wait(3000);
fired = FALSE;
}
//--timer
combo RELOADING {
reloading = FALSE;
wait(2000);
reloading = FALSE;
}
combo SPRINT {
set_val(8,100);
wait(40);
wait(100);
}
//--Timer for Double TaP
combo TAP {
dbl_click = TRUE;
wait(300);
dbl_click = FALSE;
}
combo NOTIFY {
set_rumble(RUMBLE_A,100);
wait(250);
reset_rumble();
wait(150);
rumb_count --;
}
//--return aim assist value or controller value if above release
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
//--calc wait & hold times for rapid fire
function rf_time() {
rf_wait = (1000 / RF_ROF) - rf_hold;
if(rf_wait < rf_hold ) {
rf_wait = (1000 / RF_ROF) / 2;
if(rf_wait < 30) rf_wait = 30;
rf_hold = rf_wait;
}
else rf_hold = RF_DEF;
}
//--rumble
function set_rumb (rumb){
rumb_count = rumb ;
if(rumb <= 0 ) rumb_count = rumb + 2;
}
function dbl_tap(f_btn1,f_btn2) {
if(get_val(f_btn1) && event_press(f_btn2) && !dbl_click) combo_run(TAP);
if(get_val(f_btn1) && event_press(f_btn2) && dbl_click) return TRUE;
return FALSE;
}
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Convert simple script to Titan Two
Mad wrote:Check out Buffy's converter: viewtopic.php?f=26&t=12027
- Code: Select all
#include <titanone.gph>
//Bo4 Script
//--Controls
define VIEW = 1;
define MENU = 2;
define RB = 3;
define RT = 4;
define RS = 5;
define LB = 6;
define LT = 7;
define LS = 8;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
//--Aim Assist
//--constants
define AA_P = 26; //--ads values
define AA_N = -26;
define FA_P = 34; //--firing values
define FA_N = -34;
define AA_DELAY = 20; //--delay between values
//--variables
int release = AA_P + 1; //--aim assist release
int aa_p,aa_n;
//--Anti Recoil
define AR_Y = 20; //--anti recoil value
//--Sensitivity
//--constants
define SENS_X = 80; //--initial RX sentitivity
define SENS_Y = 80; //--initial RY sensitivity
define SENS_STRAFE = 200; //--LX sensitivity when firing for increased strafing movement
define X_THRESHOLD = 70; //--stick input point where RX sens increases
define Y_THRESHOLD = 70; //--stick input point where RY sens increases
define X_RESET = 30; //--stick input point where RX sens will reset back to initial value
define Y_RESET = 30; //--stick input point where RY sens will reset back to initial value
define MAX_SENS = 150; //--maximum sensitivity value
define SENS_RATE = 8; //--rate sensitivity increased (8 = 80ms delay between increase)
//--variables
int sens_x = SENS_X;
int sens_y = SENS_Y;
int sens_xcnt,sens_ycnt;
//--Rapid Fire
//--constants
define RF_ROF = 40; //--rounds per sec
define RF_DEF = 80;
//--variables
int rf_hold = RF_DEF;
int rapid_fire = FALSE;
int rf_wait;
//--boolean
int reloading;
int fired;
int auto_run = FALSE;
int rumb_count,dbl_click;
main {
set_val(30,sens_x);
set_val(31,sens_y);
//--rapid fire toggle
if(dbl_tap(LT,DOWN)) {
rapid_fire = !rapid_fire;
set_rumb(rapid_fire);
}
//--auto_run toggle
if(dbl_tap(LT,UP)) {
auto_run = !auto_run;
set_rumb(auto_run);
}
//--Auto Run
if(event_release(RT)) combo_run(FIRED);
if(event_release(LEFT) && fired)
combo_run(RELOADING);
//--auto run
if(auto_run &&!get_val(LT) && !get_val(RT) && !reloading && get_val(LY) < -90)combo_run(SPRINT);
//--general sensitivity
sensitivity(RX,NOT_USE,100);
sensitivity(RY,NOT_USE,100);
sensitivity(LX,NOT_USE,100);
//--deadzone ~ zero out cotroller values 10 or less
combo_run(DZ);
//--ads only ~ run sensitivity setting, set ads aim assit values, run aim assist
if(get_val(LT) && !get_val(RT)) {
combo_run(SENS_SET);
aa_p = AA_P; aa_n = AA_N;
release = aa_p + 1;
combo_run(AA_XY);
}
//--firing ~ run sensitivity setting, set firing aim assit values, run aim assist
if(get_val(RT)) {
if(rapid_fire) combo_run(RAPID_FIRE);
combo_run(SENS_SET);
aa_p = FA_P; aa_n = FA_N;
release = aa_p + 1;
combo_run(AA_XY);
}
//--reset sensitivity values
if((event_release(LT) && !get_val(RT)) || (event_release(RT) && !get_val(LT))) {
sens_x = SENS_X; sens_y = SENS_Y;
combo_stop(AA_XY);
}
if(rumb_count) combo_run(NOTIFY);
}
combo SENS_SET {
//--increase rx sens
if(abs(get_lval(RX)) >= X_THRESHOLD) {
sens_xcnt += 1;
if(sens_xcnt >= SENS_RATE && sens_x < MAX_SENS) {
sens_x += 1; sens_xcnt = 0;
} else if(sens_x >= MAX_SENS) sens_xcnt = 0;
}
//--reset rx sens
else if(abs(get_val(RX)) < X_RESET) {
sens_xcnt = 0; sens_x = SENS_X;
}
//--increase ry sens
if(abs(get_val(RY)) >= Y_THRESHOLD) {
sens_ycnt += 1;
if(sens_ycnt >= SENS_RATE && sens_y < MAX_SENS) {
sens_y += 1; sens_ycnt = 1;
} else if(sens_y >= MAX_SENS) sens_ycnt = 0;
}
//--decrease rx sens
else if(abs(get_val(RY)) < X_RESET) {
sens_y = SENS_X ; sens_ycnt = 0;
}
//--set r x/y sensitivity
sensitivity(RX,NOT_USE,sens_x);
sensitivity(RY,NOT_USE,sens_y);
//--increased lx sens for strafing
sensitivity(LX,NOT_USE,SENS_STRAFE);
}
//--aim assist & anti recoil
combo AA_XY {
if(!get_val(RT))set_val(RY,xy_val(RY,aa_p));
else set_val(RY,xy_val(RY,AR_Y));
wait(AA_DELAY);
set_val(RX,xy_val(RX,aa_p));
set_val(LX,xy_val(LX,aa_p));
wait(AA_DELAY);
if(!get_val(RT))set_val(RY,xy_val(RY,aa_n));
else set_val(RY,xy_val(RY,AR_Y));
wait(AA_DELAY);
set_val(RX,xy_val(RX,aa_n));
set_val(LX,xy_val(LX,aa_n));
wait(AA_DELAY);
}
//--controller deadzone
combo DZ {
//--zero out input 10 or less
if(abs(get_val(LX)) <= 10) set_val(LX,0);
if(abs(get_val(LY)) <= 10) set_val(LY,0);
if(abs(get_val(RX)) <= 10) set_val(RX,0);
if(abs(get_val(RY)) <= 10) set_val(RY,0);
}
combo RAPID_FIRE {
rf_time();
set_val(RT,100);
wait(rf_hold);
set_val(RT,0);
wait(rf_wait);
}
//--timer
combo FIRED {
fired = TRUE;
wait(3000);
fired = FALSE;
}
//--timer
combo RELOADING {
reloading = FALSE;
wait(2000);
reloading = FALSE;
}
combo SPRINT {
set_val(8,100);
wait(40);
wait(100);
}
//--Timer for Double TaP
combo TAP {
dbl_click = TRUE;
wait(300);
dbl_click = FALSE;
}
combo NOTIFY {
set_rumble(RUMBLE_A,100);
wait(250);
reset_rumble();
wait(150);
rumb_count --;
}
//--return aim assist value or controller value if above release
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
//--calc wait & hold times for rapid fire
function rf_time() {
rf_wait = (1000 / RF_ROF) - rf_hold;
if(rf_wait < rf_hold ) {
rf_wait = (1000 / RF_ROF) / 2;
if(rf_wait < 30) rf_wait = 30;
rf_hold = rf_wait;
}
else rf_hold = RF_DEF;
}
//--rumble
function set_rumb (rumb){
rumb_count = rumb ;
if(rumb <= 0 ) rumb_count = rumb + 2;
}
function dbl_tap(f_btn1,f_btn2) {
if(get_val(f_btn1) && event_press(f_btn2) && !dbl_click) combo_run(TAP);
if(get_val(f_btn1) && event_press(f_btn2) && dbl_click) return TRUE;
return FALSE;
}
Thanks alot
unfortunately I am restricted to use Java :(
can you convert these for me plz
- Code: Select all
// GPC Online Library
// cod_modern_warfare:_the_perfect_aim_edition_(pae)_-_#1_script_for_cod!_.gpc
/*
A GPC POWER SCRIPT BY CRESCENS FOR device
___ _ _ __ ___ _
/ __\__ _| | | ___ / _| / \_ _| |_ _ _
/ / / _` | | | / _ \| |_ / /\ / | | | __| | | |
/ /__| (_| | | | | (_) | _| / /_//| |_| | |_| |_| |
\____/\__,_|_|_| \___/|_| /___,' \__,_|\__|\__, |
|___/
_ __ __ __
/\/\ ___ __| | ___ _ __ _ __ / / /\ \ \__ _ _ __ / _| __ _ _ __ ___
/ \ / _ \ / _` |/ _ \ '__| '_ \ \ \/ \/ / _` | '__| |_ / _` | '__/ _ \
/ /\/\ \ (_) | (_| | __/ | | | | | \ /\ / (_| | | | _| (_| | | | __/
\/ \/\___/ \__,_|\___|_| |_| |_| \/ \/ \__,_|_| |_| \__,_|_| \___|
___ ____ ____ ____ ____ ____ ___ ____ _ _ _
|__] |___ |__/ |___ |___ | | |__| | |\/|
| |___ | \ | |___ |___ | | | | | |
____ ___ _ ___ _ ____ _ _
|___ | \ | | | | | |\ |
|___ |__/ | | | |__| | \|
____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__
CALL OF DUTY THE PERFECT AIM EDITION IS BACK!!
STRONGER THEN EVER!
THE #1 COD SCRIPT WORLD WIDE!
____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__
___________________________________________________________________________________________
BUTTON / STICK LAYOUT : ALL BUTTON & STICK LAYOUTS ARE SUPPORTED
BUMPERS / TRIGGERS : DEFAULT & FLIPPED ARE SUPPORTED
VERSION : 3.2 BETA
PLATFORMS : XBOX ONE, PS4 (works on both consoles)
INPUT DEVICES : ALL CONTROLLERS, ELITE CROSS OVER FOR PS4, M&K
SUPPORT / REQUESTS : TINYURL.COM/GPCSUPPORT
INSTRUCTIONS : OPEN THIS LINK IN YOUR BROWSER: tinyurl.com/scriptinstructions
RECOMMENDED FOR : ADVANCED GPC USERS
SCRIPT COMPLETION LEVEL : 99% - STILL IN BETA, BUTS WORKS LIKE A CHARM SO FAR (ITS AN AWESOME SCRIPT)
_____________________________________________________________________________________________
_ ,----------------------------------------------.
__)) | INSTRUCTIONS: tinyurl.com/scriptinstructions |
( oo) _)---------------------------------------------'
------------------------ooO--(_)--Ooo---------------------------------------------------
---------------------------/ START USER CONFIG \------------------------------------------
USER CONFIGURATION
_ ___
___| |_ ___ ___ |_ |
|_ -| _| -_| . | _| |_
|___|_| |___| _| |_____|
USER CONFIG |_|Sticks, Buttons & Recoil
Anti Recoil values: */
const byte AR[][] = {/*
t_v, s_v, e_v // t_v = Time Value | s_v = Start Value | e_v = End Value*/
{35, 25 , 35}, // AR PROFILE B / CIRCLE
{35, 20 , 38}, // AR PROFILE A / CROSS
{35, 15 , 30} // AR PROFILE X / SQUARE
};/*
CHECK THE STICK & BUTTON LAYOUTS BELOW. DO NOT MIND THE CONSOLE/PLATFORM,
BUT MAKE SURE THAT THE BUTTON DISCRIPTIONS (FIRE, ADS, ETC) MATCHES WITH YOURS.
IF YOU NEED TO MAKE CHANGES, THERE IS A LIST OF IDENTIFIERS JUST BELOW.
//-- STICKS */
define WALK=PS4_LY;
define STRAFE=WII_LX;
define AIM_H=XB360_RX;//AIM HORIZONTAL
define AIM_V=PS3_RY;//AIM VERTICAL
//--BUTTONS
define FIRE=XB1_RT;
define ADS=XB1_LT;
define SPRINT=XB1_LS;
define TACTICAL=PS4_L1;
define LETHAL=PS4_R1;
define PRONE=XB1_RS;
define MELEE=XB1_B;
define JUMP=XB1_A;
/*
PS4_CIRCLE XB1_B STICKS:
PS4_CROSS XB1_A
PS4_R1 XB1_RB
PS4_R2 XB1_RT PS4_LY XB1_LY
PS4_R3 XB1_RS PS4_LX XB1_LX
PS4_L1 XB1_LB PS4_RX XB1_RX
PS4_L2 XB1_LT PS4_RY XB1_RY
PS4_L3 XB1_LS Fore more indentifiers go to the manual:
tinyurl.com/scriptinstructions
_ ___
___| |_ ___ ___ |_ |
|_ -| _| -_| . | | _|
|___|_| |___| _| |___|
USER CONFIG |_| Mod Menu
& Settings
*/
define invert=1;//If you play with inverted set to -1*/
int in_game_menu_sens=12;//-----fill out your in game sensitivity here (and TWO times more further down)
define aim_sens_corrections=1;// [0 = OFF / 1 = ON / 2 = ON + ZOOM SENS IS ALSO ON - ZOOM SENS DOES NOT WORK WITH BUMPERS - TRIGGERS FLIPPED]
define sticky_aim_assist=1;//[0 = OFF / 1 = ON] strongest aim assist for COD BO 4 multiplayer
define _v=24;//If your screen shakes whilst using aim assist - lower this value (try 22, 20)
define smart_reload=1;//[0 = OFF / 1 = ON] cancel sprint to reload & cancel reload with fire or ads - calibrate reload times to make it work
define drop_and_slide_options=3;// [0 = EASY DROP OFF / 1 = DROP ONLY When firing, 2 = DROP ALSO when aiming, 3 = SLIDE ALSO when sprinting (tap crouch to activate the slide or drop)]
define smart_thumb_stick=4;//see below
define walk_tresh= -75; //Easy sprint stick treshhold (-75 = pressed more than 75%)
/*
smart_thumb_stick:
0 = not activated (Auto Sprint = OFF)
1 = Auto Sprint activated = on your Left Thumb (just push stick more than 75% forward to run, more than 99% = super sprint)
2 = Auto Sprint activated + Easy Jump under Left Stick Click
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
---------------------------/ END USER CONFIG \------------------------------------------
SHORT VERSION OF THE SCRIPT INSTRUCTIONS BELOW, FOR THE DETAILED VERSION: tinyurl.com/scriptinstructions
-----------------------/ START SHORT INSTRUCTIONS \-------------------------------------
____________________________ MENU ADS & LEDS ___________________________________________
HOLD ADS +
- TAP UP = ANTI RECOIL ON / RAPID FIRE OFF - led flashes the color of the recoil profile before turning solid green
- TAP RIGHT = RAPID FIRE ON / ANTI RECOIL OFF - led becomes solid white (to indicate Rapid Fire is on)
- TAP LEFT = RAPID FIRE SECONDARY ON / ANTI RECOIL OFF (blue led = primary weapon, white led is secondary weapon (with rapid fire)
- HOLD LEFT = RAPID FIRE SECONFARY ON + ANTI RECOIL ON (green led = primary weapon, white led is secondary weapon (with rapid fire)
- TAP DOWN = RAPID FIRE OFF / ANTI RECOIL OFF (blue led)
- HOLD VIEW/SHARE = RESET DEFAULTS (to reset aim correction value and reload time value)
- TAP MENU/OPTIONS = AUTO DEAD SILENCE ON / OFF
- TAP HOME = (ONLY WORKS IN RAPID FIRE SECONDARY ON MODE; SO HOLD ADS + TAP LEFT FIRST) SNIPER MODE ON / OFF
WHEN RAPID FIRE SECONDARY = ON
- TAP "SWITCH WEAPON" shortly TO SWITCH BETWEEN RAPID FIRE AND NORMAL FIRE (WHITE LED = RAPID FIRE)
- TAP "RELOAD" shortly TO RELOAD
- TO RESET/SYNC LED COLORS IF YOU DIED USING YOUR SECONDARY WEAPON: HOLD "RELOAD" FOR >180ms
LEDS
- GREEN = ANTI RECOIL IS ON
- WHITE = RAPID FIRE IS ON
- OFF = EDIT MODE IS ON
- BLUE = NEUTRAL (RAPID FIRE & ANTI RECOIL BOTH OFF)
____________________________ ANTI RECOIL ________________________________________________
HOLD ADS + TAP MENU/OPTIONS: AUTO DEAD SILENCE ON / OFF
HOLD D_PAD DOWN +
- TAP A / CROSS -> ANTI RECOIL PROFILE COLOR = PINK
- TAP B / CIRCLE -> ANTI RECOIL PROFILE COLOR = BLUE
- TAP X / SQUARE -> ANTI RECOIL PROFILE COLOR = RED
NOTE: YOU CAN ONLY SWITCH PROFILES WHEN ANTI RECOIL IS ON (SO WHEN THE GREEN LED IS ACTIVE)
THE SCRIPT WILL REMEMBER THE LAST RECOIL PROFILE YOU USED (PROFILE COLOR BLINKS 4X WHEN YOU SWITCH ON ANTI RECOIL)
HOW TO CHANGE ANTI RECOIL VALUES ON THE FLY:
1. START ANTI RECOIL (HOLD ADS + TAP UP)
2. ACTIVATE THE ANTI RECCOIL PROFILE YOU WANT TO MODIFY
3. ENTER THE EDIT MENU -> IN EDIT MODE THE LED WILL BE OFF
4. EDIT VALUES (SEE BELOW)
5. LEAVE EDIT MENU
TOGGLE THE EDIT MENU ON/OFF:
HOLD B / CIRCLE AND HOLD Y / TRIANGLE +
- TAP D_PAD UP
HOW TO EDIT VALUES;
START VALUE:
HOLD PS4_L2 / XB1_LT AND HOLD RELOAD BUTTON +
- TAP UP = +1 (*)
- TAP DOWN = -1 (*)
- TAP RIGHT = +10 (*)
- TAP DOWN = -10 (*)
END VALUE:
HOLD PS4_L2 / XB1_LT AND HOLD PS4_CIRCLE / XB1_B BUTTON +
- TAP UP = +1 (*)
- TAP DOWN = -1 (*)
- TAP RIGHT = +10 (*)
- TAP DOWN = -10 (*)
* = FLASHES LED WITH EACH TAP
- FLASH 1x the profile color if changed by plus or minus 1
- FLASH 2x the profile color if changed by plus or minus 10
SAVE VALUES
Values are auto saved
____________________________ RELOAD TIME CALIBRATION ________________________________________________
THIS TIME VALUE IS USED FOR:
- AUTO CANCEL RELOAD (to cancel out of a reload press fire or press ads)
- PREVENT "SPRINT CANCEL RELOAD" WHEN EASY_RUN (AUTO SPRINT) IS ON
TO CALIBRATE RELOAD TIMES:
- BEFORE RELOADING; HOLD D-PAD DOWN
- THEN PRESS RELOAD TO START RELOADING AND HOLD DOWN THE RELOAD BTN DURING RELOAD ANIMATION
- IT WILL RUMBLE ONCE AFTER 500ms TO CONFIRM THAT YOU ARE CALIBRATING
- RELEASE THE RELOAD BTN EXACTLY AT THE END OF THE RELOAD ANIMATION
- IT WILL RUMBLE TWICE TO CONFIRM SUCCESSFULL CALIBRATION
- NOW YOU CAN RELEASE ALSO THE D_PAD DOWN BTN
THE RELOAD TIME YOU JUST CALIBRATED PREVENTS "SPRINT CANCEL RELOAD" BUT IT IS
ALSO IS THE TIME IN WHICH YOU CAN CANCEL OUT OF A RELOAD BY FIRING OR AIMING YOUR WEAPON
____________________________ AIM CORRECTIONS ________________________________________________
AIM CORRECTIONS INTRODUCTION:
THE IDEA BEHIND AIM CORRECTIONS IS THAT YOU HIGHER YOUR IN-GAME SENSITIVITY WITH 2 OR 3
CLICKS. THIS WILL ALLOW YOU TO TURN AROUND FAST WITHOUT LOSING CONTROL OVER YOUR AIM:
THE SCRIPT WILL LOWER YOUR SENSITIVITY WHEN YOU AIM AND EVEN MORE WHEN YOU AIM & FIRE
SO THAT YOU CAN LOCK ON TARGET. SO FOR EXAMPLE: IF YOU PLAY NORMALLY WITH SENS 8 IN THE
GAME, SET YOUR SENSITIVITY TO 11 IN THE GAME MENU AND FOLLOW THE STEPS BELOW.
1) FILL OUT THE IN-GAME STICK SENSITIVITY YOU JUST CONFIGURED IN THE GAME MENU UNDER
"USER CONFIGURATION" IN THE SCRIPT AND TWO TIMES MORE IN THE SCRIPT (scroll down and whatch for indicators)
2) THAT`S IT! YOU`RE ALL SET AND GOOD TO GO!
AIM CORRECTIONS IS NOW AUTOMATICALLY OPTIMIZED TO YOUR IN GAME SENSITIVITY, MAKING THE
AIM ASSIST STRONGER. IT WILL TAKE A FEW ROUNDS TO ADJUST, BUT IF YOU FEEL THAT THE AIM
CORRECTIONS ARE NOT "RIGHT" FOR YOU TWEAK THE VALUES ON THE FLY:
TO TWEAK AIM CORRECTIONS ON THE FLY
- HOLD B/CIRCLE AND HOLD TRIANGLE / Y + TAP SHARE / VIEW (-1)
- HOLD B/CIRCLE AND HOLD TRIANGLE / Y + TAP MENU / OPTIONS (+1)
ZOOM SENS (DOES NOT WORK WITH FLIPPED TRIGGERS/BUMPERS) - FOR TAKING LONG SHOTS:
Whilst aiming and in the need for more accuracy to take a long shot,
TAP TACTICAL BTN TO ACTIVATE ZOOM_SENS (rumbles once to confirm it is on).
WHEN YOU RELEASE ADS _ ZOOM_SENS WILL BE OFF AGAIN.
____________________________ DYNAMIC RAPID FIRE ________________________________________________
DYNAMIC RAPID FIRE: FIRE RATE INCREASES WITH THE AMOUNT OF PRESSURE APPLIED TO THE TRIGGER
____________________________EASY DROP & EASY SLIDE ___________________________________________
Whilst firing your weapon, a simple tap/press of the crouch btn will make you drop. You have the options
to activate Easy Drop also when you are aiming and to add Easy Slide to the mix as well.
option 1 = tap crouch to go prone whilst firing
option 2 = always go prone when crouch is tapped
option 3 = when crouch is tapped: always go prone + auto slide if sprinting
-----------------------/ END SHORT INSTRUCTIONS \-------------------------------------
__________________________________________________________________________________________________________
SCRIPT STARTS HERE / MAKE NO CHANGES UNLESS INDICATED
__________________________________________________________________________________________________________
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |L|E|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
data(0,0,3,0,3,0,0,0,0,0,0,3,
0,3,0,0,3,0,3,0);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |V|A|R|I|A|B|L|E|S| | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
int strt_v[3];
int end__v[3];
int idx;
int pin = 145;
int code;
int record;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v,ar_y;
int edit = FALSE;
int no_recoil=FALSE;
int aa_max;
int switch;
int b=0;
//---aim corrections variables (script controls sens for: hip fire, general, tactical & lethal grenade, ads, ads + fire and long shots (zoom sens))
int ads_grenade_sens, ads_fire_sens, Sens;
int long_shot_sens;
int Zoom=FALSE;
//--RF
int ROF;
int hold_time;
//--EASY THUMBS
int l_stick_click;
int auto_run=0;
int SNIPE=FALSE;
//---other variables used by the script
int rumble;
int wpn_holster=FALSE;
int WPN_1;
int rld_time, b_reload=FALSE;
int rapid_fire=FALSE;
int first_time;
int s = FALSE; // AUTO DEAD SILENCE, WHEN FALSE = OFF BY DEFAULT
init {
rld_time= get_pvar(PVAR_3, 0, 4000, 1200);
in_game_menu_sens = get_pvar(PVAR_15, 3, 20, 12); //-----REPLACE 12 with your in game sensitivity here (and once more further down under reset defaults)
first_time = get_pvar(PVAR_16, 0, 1, 1);
aa_max = _v + 1
code = get_pvar(SPVAR_16,140,150,140);
if(code == pin) {
strt_v[1] = get_pvar(SPVAR_7, -100,100,0);
strt_v[2] = get_pvar(SPVAR_8, -100,100,0); strt_v[0] = get_pvar(SPVAR_9, -100,100,0);
end__v[1] = get_pvar(SPVAR_12,-100,100,0); end__v[2] = get_pvar(SPVAR_13,-100,100,0);
end__v[0] = get_pvar(SPVAR_14,-100,100,0);
}
}
main{
if (first_time == 1)
{
RESET_Defaults();
}
if(drop_and_slide_options>0)
{
if(get_val(FIRE)|| get_val (ADS) && drop_and_slide_options >=1 || combo_running (EASY_RUN)&& drop_and_slide_options >=2 )
{
if(event_press (PRONE))
{
combo_run(DROP);
}
}
}
/*
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |M|E|N|U| |A|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(get_val(ADS) && !edit)
{
//--FIRE MODS OFF
if(event_press(PS4_DOWN))
{//D-pad DOWN
switch=FALSE
rapid_fire=FALSE;
rumble (rapid_fire);
wpn_holster=FALSE;
no_recoil=FALSE;
}
//--FIRE MODS OFF / anti recoil on
if(event_press(PS4_UP))
{//D-pad UP
switch=TRUE
rapid_fire=FALSE;
rumble (rapid_fire);
wpn_holster=FALSE;
no_recoil=TRUE;
b=4;
}
//--RAPID FIRE ON
if(event_press(PS4_RIGHT))
{//D-pad RIGHT
switch=FALSE
rapid_fire=TRUE;
rumble (rapid_fire);
wpn_holster=FALSE;
no_recoil=FALSE;
}
//--rapid_fire SECONDANRY
if(event_press(PS4_LEFT))
{//D-pad LEFT
switch = TRUE
rapid_fire=TRUE;
wpn_holster=TRUE;
rumble (wpn_holster);
no_recoil=FALSE;
}
if (switch && event_press (0))
{
SNIPE = !SNIPE;
rumble(SNIPE);
}
if (get_val (PS4_LEFT)&& get_ptime (PS4_LEFT) > 800)
{
no_recoil=TRUE;
rumble (no_recoil);
b=4;
}
if(get_val(PS4_SHARE) && get_ptime (PS4_SHARE) > 800)
{
RESET_Defaults();
}
if(event_press (WII_PLUS))
{
s = !s; rumble (s);
}
btn (PS4_SHARE);btn (PS4_LEFT);btn (PS4_RIGHT);btn (PS4_UP);btn (PS4_DOWN);btn (WII_HOME); btn (WII_PLUS);
}//--END
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |R|E|C|O|R|D| |T|I|M|E| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(!edit && get_val(XB1_DOWN) && get_val (XB1_X) && get_ptime (XB1_X)>500 && !record)
{
record = TRUE; rumble (record);
}
if (record)
{
rld_time = get_ptime(XB1_X);
if (event_release (XB1_X))
{
record = FALSE; save_pvars (); rumble (record);
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |R|E|L|O|A|D| |T|I|M|E|R| | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(event_release(XB1_X))
{
b_reload=TRUE;
}
if(b_reload)
{
b_reload = b_reload + get_rtime();
}
if(b_reload >= rld_time)
{
b_reload = 0;
b_reload = FALSE;
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|A|N|C|E|L| |R|E|L|O|A|D| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (smart_reload==1)
{
if (b_reload &&!edit && (event_press(FIRE)||event_press(ADS)))
{
combo_run(CANCEL_RLD);
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |W|E|A|P|O|N| |F|I|R|E| |M|O|D|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(event_release(XB1_Y) && get_ptime(XB1_Y) < 300 && wpn_holster)
{
switch = !switch; rumble (switch);
}
if (record==FALSE &&wpn_holster && get_val (XB1_X)&& switch==FALSE && get_ptime(XB1_X) > 180)
{//--RESET
switch = TRUE; rumble (switch);
}
//-- Rapid fire
if (rapid_fire)
{
ROF =(get_val(FIRE))/4;
if (ROF >= 20) ROF=20;
if (ROF <= 2) ROF=2;
hold_time = 500 / ROF;
if(hold_time >=125) hold_time=125;
if(hold_time <25) hold_time=25;
{
if (!switch && wpn_holster || !switch &&!wpn_holster)
{
if (get_val (FIRE) && rapid_fire )
{
combo_run (RAPID_FIRE);
}
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);}
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| | |C|O|R|R|E|C|T|I|O|N|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ _ _
*/
if(aim_sens_corrections > 0)
{//----------------------------start AIM CORRECTIONS
ads_grenade_sens=111-(in_game_menu_sens*2); ads_fire_sens=106-(in_game_menu_sens*2); long_shot_sens=90-(in_game_menu_sens*2);
if (get_val (ADS))
if (aim_sens_corrections==2)
{
if (get_val (LETHAL)) block(LETHAL,150);
if (event_release(LETHAL))
{
if(get_ptime(LETHAL) < 150&&get_val(ADS)) {Zoom = TRUE; rumble(Zoom);}
else Zoom = FALSE;
}
}
if (!Zoom)
{//--!Zoom
if(get_val(FIRE) && get_val(ADS))
{
Sens = ads_fire_sens;
}
if(!get_val(FIRE) && !get_val(ADS) || get_val (FIRE) &&!get_val(ADS))
{
Sens = 100; //--general sens & hip fire sens
}
if(!get_val(FIRE) && get_val(ADS) || get_val (LETHAL) && !get_val (ADS) || get_val (TACTICAL) && !get_val (ADS))
{
Sens = ads_grenade_sens;
}
} //--!Zoom end
if(Zoom)
{
if(get_val(ADS))
{ //--Zoom
Sens = long_shot_sens;
}
else
{
Sens = 100;
Zoom = FALSE;
rumble(Zoom);
}
}// -- Zoom end
if(Sens > 100) Sens = 100;
sensitivity(AIM_H, NOT_USE, Sens);
sensitivity(AIM_V, NOT_USE, Sens);
}//----------------------------end AIM_CORRECTIONS
if (get_val(XB1_B) &&get_val(XB1_Y))
{
if (no_recoil && switch)
{
if (event_press(XB1_UP))
{
edit = !edit; rumble(edit);
}
}
if (event_press(XB1_VIEW))
{
in_game_menu_sens --; save_pvars ();
}
if (event_press(XB1_MENU))
{
in_game_menu_sens ++; save_pvars ();
}
btn (XB1_B); btn(XB1_Y); btn (XB1_UP); btn (XB1_VIEW); btn(XB1_MENU);//-START
}/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|U|T|O| |R|U|N| |+| |E|A|S|Y| |T|H|U|M|B| | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (smart_thumb_stick > 0) auto_run=1;
if (smart_thumb_stick == 2) l_stick_click = JUMP;
if (smart_thumb_stick == 3) l_stick_click = PRONE;
if (smart_thumb_stick == 4) l_stick_click = MELEE;
if (smart_thumb_stick > 1 && smart_thumb_stick <5 && get_val(XB1_LS))if (SNIPE){ if (!get_val (ADS)){set_val(l_stick_click, 100);}
}else
{set_val(l_stick_click, 100);}
if (auto_run==1)
if (!b_reload && !get_val(ADS)&& get_val(WALK) < (walk_tresh) && get_val(WALK)> -99)
{
if (s) {combo_run (silent);}
combo_run (EASY_RUN);
}
else if (!b_reload && !get_val(ADS)&& get_val(WALK) < -99)
{
combo_stop (EASY_RUN);
combo_run (EASY_SPRINT);
if (s) {combo_run (silent);}
} /*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| |A|S|S|I|S|T| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (sticky_aim_assist==1)
{
if(get_val(ADS)) combo_run(STICKY_AIM);
else combo_stop(STICKY_AIM);
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |H|O|L|D| |B|R|E|A|T|H| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(SNIPE && switch) {
if(get_val(ADS))
{ set_val(SPRINT,100); }
}/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|N|T|I| |R|E|C|O|I|L| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
credits Noozbar*/
if (no_recoil && switch)
{
//--calculate values for progression
//--adding or subtracting
if((AR[idx][1] + strt_v[idx]) < (AR[idx][2] + end__v[idx]))
i_val = 1;
else
i_val = -1;
//--iteration point for progression
i_pnt = (AR[idx][0] * 10) / (abs((AR[idx][1] + strt_v[idx]) - (AR[idx][2] + end__v[idx])));
//--reset counters/pointers
if(!get_lval(FIRE))
{
ar_y = AR[idx][1] + strt_v[idx];
i_cnt = 0;
i_num = 0;
}
if(get_val(FIRE))
{
if(!p_complete())
ar_y = p_val();
else
ar_y = AR[idx][2] + end__v[idx];
//--set RY to anti recoil value
if(y_val() > 100)
set_val(AIM_V, 100);
else
set_val(AIM_V,y_val());
}
idx = WPN_1;
if(get_val(XB1_DOWN) && !get_val(ADS))
{
if(event_release(XB1_X) && get_ptime (XB1_X)<500)
{WPN_1 = 2; b=4;}
if(event_press(XB1_A))
{WPN_1 = 1; b=4;}
if(event_press(XB1_B))
{WPN_1 = 0; b=4;}
btn(XB1_Y);btn(XB1_B);btn (XB1_A);
} // DOWN end
if (edit){
if(get_val(ADS))
{
if(get_val(XB1_X))
{
if(event_press(XB1_UP))
{strt_v[idx] += 1; b=1;}
if(event_press(XB1_DOWN))
{strt_v[idx] -= 1; b=1;}
if(event_press(XB1_RIGHT))
{strt_v[idx] += 10; b=2;}
if(event_press(XB1_LEFT))
{strt_v[idx] -= 10; b=2;}
}
if(get_val(XB1_B))
{
if(event_press(XB1_UP))
{end__v[idx] += 1; b=1;}
if(event_press(XB1_DOWN))
{end__v[idx] -= 1; b=1; }
if(event_press(XB1_RIGHT))
{end__v[idx] += 10; b=2; }
if(event_press(XB1_LEFT))
{end__v[idx] -= 10; b=2; }
}
btn(XB1_X);btn(XB1_B);btn(XB1_UP);btn(XB1_DOWN);btn(XB1_RIGHT);btn(XB1_LEFT);
} // ADS end
} // EDIT end
} // no_recoil && switch end
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |L|E|D|S| |R|U|M|B|L|E| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (b>0) blink ();
if (!get_ledx()){
if (edit==TRUE)f_Led (0,0,0,0);
else if (wpn_holster && !switch||!wpn_holster && rapid_fire && !switch) f_Led (2,2,2,2);
else if (no_recoil)f_Led (0,0,2,0);
else f_Led (2,0,0,0);} if(rumble) combo_run(RUMBLE);
}
//--END OF MAIN
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo STICKY_AIM {
set_val(AIM_V,xy_val(AIM_V, _v));
wait(20);
set_val(AIM_H,xy_val(AIM_H, _v));
set_val(STRAFE,xy_val(STRAFE, _v));
wait(20);
set_val(AIM_V,xy_val(AIM_V, _v * -1));
wait(20);
set_val(AIM_H,xy_val(AIM_H, _v * -1));
set_val(STRAFE,xy_val(STRAFE, _v * -1));
wait(20);
}
combo DROP {
set_val(PRONE,100);
wait(1200);
wait(800);
}
combo RAPID_FIRE {
set_val(FIRE,100);
wait(hold_time);
set_val(FIRE, 0);
wait(hold_time);
}
combo CANCEL_RLD {
set_val(XB1_Y, 100);
wait(30);
wait(20);
set_val(XB1_Y, 100);
wait(30);
wait(20);
b_reload=FALSE;
}
combo RUMBLE{
wait(150);
set_rumble(1,100);
wait(150);
reset_rumble();
rumble--;
}
combo EASY_RUN{
set_val(SPRINT,100);
}
combo EASY_SPRINT{
set_val(SPRINT,100);
wait(30);
wait(100);
}
combo silent{
set_val (TACTICAL, 100); set_val(LETHAL,100);
wait (30);
wait (30000);
}
function p_complete() {
i_cnt++;
if (i_cnt > AR[idx][0] * 10) {
//--avoid stack overflow
i_cnt = AR[idx][0] * 10;
//--progression complete
return 1;
}
//--progression not complete
return 0;
}
function p_val() {
i_num++;
if(i_num == i_pnt) {
//--reset counter
i_num = 0;
//--adjust ar_y
ar_y += i_val;
}
return ar_y;
}
function rumble(pos) {
if(pos)
rumble = 1;
else
rumble = 2;
}
function btn(f__btn) {
if (!get_val(f__btn)) return;
set_val(f__btn, 0);
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < aa_max)
return f_val;
return get_val(f_axis);
}
function y_val() {
v = get_val(AIM_V);
if(abs(v) < 10)
v = 0;
if(abs(v) > ar_y + 5)
return v;
return v + ar_y;
}
function RESET_Defaults () {
in_game_menu_sens=12;//-------------------------------------------------replace 12 with your in_game_sens here for the last time
first_time=0;
rld_time=1200;
save_pvars ();
}
function save_pvars () {
if (edit)
{
set_pvar(SPVAR_7 ,strt_v[1]);
set_pvar(SPVAR_8 ,strt_v[2]);
set_pvar(SPVAR_9 ,strt_v[0]);
set_pvar(SPVAR_12,end__v[1]);
set_pvar(SPVAR_13,end__v[2]);
set_pvar(SPVAR_14,end__v[0]);
set_pvar(SPVAR_16,pin); rumble(1);
}
set_pvar(PVAR_15, in_game_menu_sens);
set_pvar(PVAR_16, first_time);
set_pvar(PVAR_3, rld_time);
rumble (2);
}
function blink (){
if (WPN_1 == 0) set_ledx(LED_1, b);
if (WPN_1 == 2) set_ledx(LED_2, b);
if (WPN_1 == 1) set_ledx(LED_4, b);
if (b==1 || b==2) save_pvars ();
b=0;
}
function f_Led (a,b,c,d){
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);
}
- Code: Select all
//Posted by Batts, a member of the community in the device Forums - https://device.com/forums
//Posted : Tuesday 5th of November, 2019 22:58 UTC
int aa_p = 24;
int aa_n = -24;
int aa_delay = 20;
int release = 25;
main {
if(get_val(7) && !get_val(4)) combo_run(AA_XY);
else combo_stop(AA_XY);
}
combo AA_XY {
set_val(10,xy_val(10,aa_p));
wait(aa_delay)
set_val(9,xy_val(9,aa_p));
set_val(11,xy_val(11,aa_p));
wait(aa_delay)
set_val(10,xy_val(10,aa_n));
wait(aa_delay)
set_val(9,xy_val(9,aa_n));
set_val(11,xy_val(11,aa_n));
wait(aa_delay)
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
thanks in advanced bro
-
CarlosJr - Private First Class
- Posts: 3
- Joined: Tue Nov 05, 2019 4:28 pm
Re: Convert simple script to Titan Two
- Code: Select all
#pragma METAINFO("c.gpc", 1, 0, "Buffy's GPC Converter v0.26")
#include <titanone.gph>
// GPC Online Library
// cod_modern_warfare:_the_perfect_aim_edition_(pae)_-_#1_script_for_cod!_.gpc
/*
A GPC POWER SCRIPT BY CRESCENS FOR device
___ _ _ __ ___ _
/ __\__ _| | | ___ / _| / \_ _| |_ _ _
/ / / _` | | | / _ \| |_ / /\ / | | | __| | | |
/ /__| (_| | | | | (_) | _| / /_//| |_| | |_| |_| |
\____/\__,_|_|_| \___/|_| /___,' \__,_|\__|\__, |
|___/
_ __ __ __
/\/\ ___ __| | ___ _ __ _ __ / / /\ \ \__ _ _ __ / _| __ _ _ __ ___
/ \ / _ \ / _` |/ _ \ '__| '_ \ \ \/ \/ / _` | '__| |_ / _` | '__/ _ \
/ /\/\ \ (_) | (_| | __/ | | | | | \ /\ / (_| | | | _| (_| | | | __/
\/ \/\___/ \__,_|\___|_| |_| |_| \/ \/ \__,_|_| |_| \__,_|_| \___|
___ ____ ____ ____ ____ ____ ___ ____ _ _ _
|__] |___ |__/ |___ |___ | | |__| | |\/|
| |___ | \ | |___ |___ | | | | | |
____ ___ _ ___ _ ____ _ _
|___ | \ | | | | | |\ |
|___ |__/ | | | |__| | \|
____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__
CALL OF DUTY THE PERFECT AIM EDITION IS BACK!!
STRONGER THEN EVER!
THE #1 COD SCRIPT WORLD WIDE!
____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__
___________________________________________________________________________________________
BUTTON / STICK LAYOUT : ALL BUTTON & STICK LAYOUTS ARE SUPPORTED
BUMPERS / TRIGGERS : DEFAULT & FLIPPED ARE SUPPORTED
VERSION : 3.2 BETA
PLATFORMS : XBOX ONE, PS4 (works on both consoles)
INPUT DEVICES : ALL CONTROLLERS, ELITE CROSS OVER FOR PS4, M&K
SUPPORT / REQUESTS : TINYURL.COM/GPCSUPPORT
INSTRUCTIONS : OPEN THIS LINK IN YOUR BROWSER: tinyurl.com/scriptinstructions
RECOMMENDED FOR : ADVANCED GPC USERS
SCRIPT COMPLETION LEVEL : 99% - STILL IN BETA, BUTS WORKS LIKE A CHARM SO FAR (ITS AN AWESOME SCRIPT)
_____________________________________________________________________________________________
_ ,----------------------------------------------.
__)) | INSTRUCTIONS: tinyurl.com/scriptinstructions |
( oo) _)---------------------------------------------'
------------------------ooO--(_)--Ooo---------------------------------------------------
---------------------------/ START USER CONFIG \------------------------------------------
USER CONFIGURATION
_ ___
___| |_ ___ ___ |_ |
|_ -| _| -_| . | _| |_
|___|_| |___| _| |_____|
USER CONFIG |_|Sticks, Buttons & Recoil
Anti Recoil values: **//*
t_v, s_v, e_v // t_v = Time Value | s_v = Start Value | e_v = End Value**/// AR PROFILE B / CIRCLE
// AR PROFILE A / CROSS
// AR PROFILE X / SQUARE
/*
CHECK THE STICK & BUTTON LAYOUTS BELOW. DO NOT MIND THE CONSOLE/PLATFORM,
BUT MAKE SURE THAT THE BUTTON DISCRIPTIONS (FIRE, ADS, ETC) MATCHES WITH YOURS.
IF YOU NEED TO MAKE CHANGES, THERE IS A LIST OF IDENTIFIERS JUST BELOW.
//-- STICKS **///AIM HORIZONTAL
//AIM VERTICAL
//--BUTTONS
/*
PS4_CIRCLE XB1_B STICKS:
PS4_CROSS XB1_A
PS4_R1 XB1_RB
PS4_R2 XB1_RT PS4_LY XB1_LY
PS4_R3 XB1_RS PS4_LX XB1_LX
PS4_L1 XB1_LB PS4_RX XB1_RX
PS4_L2 XB1_LT PS4_RY XB1_RY
PS4_L3 XB1_LS Fore more indentifiers go to the manual:
tinyurl.com/scriptinstructions
_ ___
___| |_ ___ ___ |_ |
|_ -| _| -_| . | | _|
|___|_| |___| _| |___|
USER CONFIG |_| Mod Menu
& Settings
**///If you play with inverted set to -1*/
//-----fill out your in game sensitivity here (and TWO times more further down)
// [0 = OFF / 1 = ON / 2 = ON + ZOOM SENS IS ALSO ON - ZOOM SENS DOES NOT WORK WITH BUMPERS - TRIGGERS FLIPPED]
//[0 = OFF / 1 = ON] strongest aim assist for COD BO 4 multiplayer
//If your screen shakes whilst using aim assist - lower this value (try 22, 20)
//[0 = OFF / 1 = ON] cancel sprint to reload & cancel reload with fire or ads - calibrate reload times to make it work
// [0 = EASY DROP OFF / 1 = DROP ONLY When firing, 2 = DROP ALSO when aiming, 3 = SLIDE ALSO when sprinting (tap crouch to activate the slide or drop)]
//see below
//Easy sprint stick treshhold (-75 = pressed more than 75%)
/*
smart_thumb_stick:
0 = not activated (Auto Sprint = OFF)
1 = Auto Sprint activated = on your Left Thumb (just push stick more than 75% forward to run, more than 99% = super sprint)
2 = Auto Sprint activated + Easy Jump under Left Stick Click
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
---------------------------/ END USER CONFIG \------------------------------------------
SHORT VERSION OF THE SCRIPT INSTRUCTIONS BELOW, FOR THE DETAILED VERSION: tinyurl.com/scriptinstructions
-----------------------/ START SHORT INSTRUCTIONS \-------------------------------------
____________________________ MENU ADS & LEDS ___________________________________________
HOLD ADS +
- TAP UP = ANTI RECOIL ON / RAPID FIRE OFF - led flashes the color of the recoil profile before turning solid green
- TAP RIGHT = RAPID FIRE ON / ANTI RECOIL OFF - led becomes solid white (to indicate Rapid Fire is on)
- TAP LEFT = RAPID FIRE SECONDARY ON / ANTI RECOIL OFF (blue led = primary weapon, white led is secondary weapon (with rapid fire)
- HOLD LEFT = RAPID FIRE SECONFARY ON + ANTI RECOIL ON (green led = primary weapon, white led is secondary weapon (with rapid fire)
- TAP DOWN = RAPID FIRE OFF / ANTI RECOIL OFF (blue led)
- HOLD VIEW/SHARE = RESET DEFAULTS (to reset aim correction value and reload time value)
- TAP MENU/OPTIONS = AUTO DEAD SILENCE ON / OFF
- TAP HOME = (ONLY WORKS IN RAPID FIRE SECONDARY ON MODE; SO HOLD ADS + TAP LEFT FIRST) SNIPER MODE ON / OFF
WHEN RAPID FIRE SECONDARY = ON
- TAP "SWITCH WEAPON" shortly TO SWITCH BETWEEN RAPID FIRE AND NORMAL FIRE (WHITE LED = RAPID FIRE)
- TAP "RELOAD" shortly TO RELOAD
- TO RESET/SYNC LED COLORS IF YOU DIED USING YOUR SECONDARY WEAPON: HOLD "RELOAD" FOR >180ms
LEDS
- GREEN = ANTI RECOIL IS ON
- WHITE = RAPID FIRE IS ON
- OFF = EDIT MODE IS ON
- BLUE = NEUTRAL (RAPID FIRE & ANTI RECOIL BOTH OFF)
____________________________ ANTI RECOIL ________________________________________________
HOLD ADS + TAP MENU/OPTIONS: AUTO DEAD SILENCE ON / OFF
HOLD D_PAD DOWN +
- TAP A / CROSS -> ANTI RECOIL PROFILE COLOR = PINK
- TAP B / CIRCLE -> ANTI RECOIL PROFILE COLOR = BLUE
- TAP X / SQUARE -> ANTI RECOIL PROFILE COLOR = RED
NOTE: YOU CAN ONLY SWITCH PROFILES WHEN ANTI RECOIL IS ON (SO WHEN THE GREEN LED IS ACTIVE)
THE SCRIPT WILL REMEMBER THE LAST RECOIL PROFILE YOU USED (PROFILE COLOR BLINKS 4X WHEN YOU SWITCH ON ANTI RECOIL)
HOW TO CHANGE ANTI RECOIL VALUES ON THE FLY:
1. START ANTI RECOIL (HOLD ADS + TAP UP)
2. ACTIVATE THE ANTI RECCOIL PROFILE YOU WANT TO MODIFY
3. ENTER THE EDIT MENU -> IN EDIT MODE THE LED WILL BE OFF
4. EDIT VALUES (SEE BELOW)
5. LEAVE EDIT MENU
TOGGLE THE EDIT MENU ON/OFF:
HOLD B / CIRCLE AND HOLD Y / TRIANGLE +
- TAP D_PAD UP
HOW TO EDIT VALUES;
START VALUE:
HOLD PS4_L2 / XB1_LT AND HOLD RELOAD BUTTON +
- TAP UP = +1 (*)
- TAP DOWN = -1 (*)
- TAP RIGHT = +10 (*)
- TAP DOWN = -10 (*)
END VALUE:
HOLD PS4_L2 / XB1_LT AND HOLD PS4_CIRCLE / XB1_B BUTTON +
- TAP UP = +1 (*)
- TAP DOWN = -1 (*)
- TAP RIGHT = +10 (*)
- TAP DOWN = -10 (*)
* = FLASHES LED WITH EACH TAP
- FLASH 1x the profile color if changed by plus or minus 1
- FLASH 2x the profile color if changed by plus or minus 10
SAVE VALUES
Values are auto saved
____________________________ RELOAD TIME CALIBRATION ________________________________________________
THIS TIME VALUE IS USED FOR:
- AUTO CANCEL RELOAD (to cancel out of a reload press fire or press ads)
- PREVENT "SPRINT CANCEL RELOAD" WHEN EASY_RUN (AUTO SPRINT) IS ON
TO CALIBRATE RELOAD TIMES:
- BEFORE RELOADING; HOLD D-PAD DOWN
- THEN PRESS RELOAD TO START RELOADING AND HOLD DOWN THE RELOAD BTN DURING RELOAD ANIMATION
- IT WILL RUMBLE ONCE AFTER 500ms TO CONFIRM THAT YOU ARE CALIBRATING
- RELEASE THE RELOAD BTN EXACTLY AT THE END OF THE RELOAD ANIMATION
- IT WILL RUMBLE TWICE TO CONFIRM SUCCESSFULL CALIBRATION
- NOW YOU CAN RELEASE ALSO THE D_PAD DOWN BTN
THE RELOAD TIME YOU JUST CALIBRATED PREVENTS "SPRINT CANCEL RELOAD" BUT IT IS
ALSO IS THE TIME IN WHICH YOU CAN CANCEL OUT OF A RELOAD BY FIRING OR AIMING YOUR WEAPON
____________________________ AIM CORRECTIONS ________________________________________________
AIM CORRECTIONS INTRODUCTION:
THE IDEA BEHIND AIM CORRECTIONS IS THAT YOU HIGHER YOUR IN-GAME SENSITIVITY WITH 2 OR 3
CLICKS. THIS WILL ALLOW YOU TO TURN AROUND FAST WITHOUT LOSING CONTROL OVER YOUR AIM:
THE SCRIPT WILL LOWER YOUR SENSITIVITY WHEN YOU AIM AND EVEN MORE WHEN YOU AIM & FIRE
SO THAT YOU CAN LOCK ON TARGET. SO FOR EXAMPLE: IF YOU PLAY NORMALLY WITH SENS 8 IN THE
GAME, SET YOUR SENSITIVITY TO 11 IN THE GAME MENU AND FOLLOW THE STEPS BELOW.
1) FILL OUT THE IN-GAME STICK SENSITIVITY YOU JUST CONFIGURED IN THE GAME MENU UNDER
"USER CONFIGURATION" IN THE SCRIPT AND TWO TIMES MORE IN THE SCRIPT (scroll down and whatch for indicators)
2) THAT`S IT! YOU`RE ALL SET AND GOOD TO GO!
AIM CORRECTIONS IS NOW AUTOMATICALLY OPTIMIZED TO YOUR IN GAME SENSITIVITY, MAKING THE
AIM ASSIST STRONGER. IT WILL TAKE A FEW ROUNDS TO ADJUST, BUT IF YOU FEEL THAT THE AIM
CORRECTIONS ARE NOT "RIGHT" FOR YOU TWEAK THE VALUES ON THE FLY:
TO TWEAK AIM CORRECTIONS ON THE FLY
- HOLD B/CIRCLE AND HOLD TRIANGLE / Y + TAP SHARE / VIEW (-1)
- HOLD B/CIRCLE AND HOLD TRIANGLE / Y + TAP MENU / OPTIONS (+1)
ZOOM SENS (DOES NOT WORK WITH FLIPPED TRIGGERS/BUMPERS) - FOR TAKING LONG SHOTS:
Whilst aiming and in the need for more accuracy to take a long shot,
TAP TACTICAL BTN TO ACTIVATE ZOOM_SENS (rumbles once to confirm it is on).
WHEN YOU RELEASE ADS _ ZOOM_SENS WILL BE OFF AGAIN.
____________________________ DYNAMIC RAPID FIRE ________________________________________________
DYNAMIC RAPID FIRE: FIRE RATE INCREASES WITH THE AMOUNT OF PRESSURE APPLIED TO THE TRIGGER
____________________________EASY DROP & EASY SLIDE ___________________________________________
Whilst firing your weapon, a simple tap/press of the crouch btn will make you drop. You have the options
to activate Easy Drop also when you are aiming and to add Easy Slide to the mix as well.
option 1 = tap crouch to go prone whilst firing
option 2 = always go prone when crouch is tapped
option 3 = when crouch is tapped: always go prone + auto slide if sprinting
-----------------------/ END SHORT INSTRUCTIONS \-------------------------------------
__________________________________________________________________________________________________________
SCRIPT STARTS HERE / MAKE NO CHANGES UNLESS INDICATED
__________________________________________________________________________________________________________
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |L|E|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |V|A|R|I|A|B|L|E|S| | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///---aim corrections variables (script controls sens for: hip fire, general, tactical & lethal grenade, ads, ads + fire and long shots (zoom sens))
//--RF
//--EASY THUMBS
//---other variables used by the script
// AUTO DEAD SILENCE, WHEN FALSE = OFF BY DEFAULT
//-----REPLACE 12 with your in game sensitivity here (and once more further down under reset defaults)
/*
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |M|E|N|U| |A|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--FIRE MODS OFF
//D-pad DOWN
//--FIRE MODS OFF / anti recoil on
//D-pad UP
//--RAPID FIRE ON
//D-pad RIGHT
//--rapid_fire SECONDANRY
//D-pad LEFT
//--END
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |R|E|C|O|R|D| |T|I|M|E| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |R|E|L|O|A|D| |T|I|M|E|R| | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|A|N|C|E|L| |R|E|L|O|A|D| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |W|E|A|P|O|N| |F|I|R|E| |M|O|D|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--RESET
//-- Rapid fire
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| | |C|O|R|R|E|C|T|I|O|N|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ _ _
**///----------------------------start AIM CORRECTIONS
//--!Zoom
//--general sens & hip fire sens
//--!Zoom end
//--Zoom
// -- Zoom end
//----------------------------end AIM_CORRECTIONS
//-START
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|U|T|O| |R|U|N| |+| |E|A|S|Y| |T|H|U|M|B| | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| |A|S|S|I|S|T| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |H|O|L|D| |B|R|E|A|T|H| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|N|T|I| |R|E|C|O|I|L| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
credits Noozbar**///--calculate values for progression
//--adding or subtracting
//--iteration point for progression
//--reset counters/pointers
//--set RY to anti recoil value
// DOWN end
// ADS end
// EDIT end
// no_recoil && switch end
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |L|E|D|S| |R|U|M|B|L|E| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--END OF MAIN
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--avoid stack overflow
//--progression complete
//--progression not complete
//--reset counter
//--adjust ar_y
//-------------------------------------------------replace 12 with your in_game_sens here for the last time
define WALK = PS4_LY;
define STRAFE = WII_LX;
define AIM_H = XB360_RX;
define AIM_V = PS3_RY;
define FIRE = XB1_RT;
define ADS = XB1_LT;
define SPRINT = XB1_LS;
define TACTICAL = PS4_L1;
define LETHAL = PS4_R1;
define PRONE = XB1_RS;
define MELEE = XB1_B;
define JUMP = XB1_A;
define invert = 1;
define aim_sens_corrections = 1;
define sticky_aim_assist = 1;
define _v = 24;
define smart_reload = 1;
define drop_and_slide_options = 3;
define smart_thumb_stick = 4;
define walk_tresh =- 75;
data(0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0, 3,
0, 3, 0, 0, 3, 0, 3, 0);
const int8 AR[] = {
35, 25 , 35,
35, 20 , 38,
35, 15 , 30
};
int in_game_menu_sens = 12;
int strt_v[3];
int end__v[3];
int idx;
int pin = 145;
int code;
int record;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v, ar_y;
int edit = FALSE;
int no_recoil = FALSE;
int aa_max;
int t1_switch;
int b = 0;
int ads_grenade_sens, ads_fire_sens, Sens;
int long_shot_sens;
int Zoom = FALSE;
int ROF;
int hold_time;
int l_stick_click;
int auto_run = 0;
int SNIPE = FALSE;
int rumble;
int wpn_holster = FALSE;
int WPN_1;
int rld_time, b_reload = FALSE;
int rapid_fire = FALSE;
int first_time;
int s = FALSE;
init {
rld_time = get_pvar(PVAR_3, 0, 4000, 1200);
in_game_menu_sens = get_pvar(PVAR_15, 3, 20, 12);
first_time = get_pvar(PVAR_16, 0, 1, 1);
aa_max = _v + 1;
code = get_pvar(SPVAR_16, 140, 150, 140);
if (code == pin) {
strt_v[1] = get_pvar(SPVAR_7, - 100, 100, 0);
strt_v[2] = get_pvar(SPVAR_8, - 100, 100, 0);
strt_v[0] = get_pvar(SPVAR_9, - 100, 100, 0);
end__v[1] = get_pvar(SPVAR_12, - 100, 100, 0);
end__v[2] = get_pvar(SPVAR_13, - 100, 100, 0);
end__v[0] = get_pvar(SPVAR_14, - 100, 100, 0);
}
}
main {
if (first_time == 1) {
f_RESET_Defaults();
}
if (drop_and_slide_options > 0) {
if (get_val(FIRE) || get_val(ADS) && drop_and_slide_options >= 1 || combo_running(c_EASY_RUN) && drop_and_slide_options >= 2) {
if (event_press(PRONE)) {
combo_run(c_DROP);
}
}
}
if (get_val(ADS) && !edit) {
if (event_press(PS4_DOWN)) {
t1_switch = FALSE;
rapid_fire = FALSE;
f_rumble(rapid_fire);
wpn_holster = FALSE;
no_recoil = FALSE;
}
if (event_press(PS4_UP)) {
t1_switch = TRUE;
rapid_fire = FALSE;
f_rumble(rapid_fire);
wpn_holster = FALSE;
no_recoil = TRUE;
b = 4;
}
if (event_press(PS4_RIGHT)) {
t1_switch = FALSE;
rapid_fire = TRUE;
f_rumble(rapid_fire);
wpn_holster = FALSE;
no_recoil = FALSE;
}
if (event_press(PS4_LEFT)) {
t1_switch = TRUE;
rapid_fire = TRUE;
wpn_holster = TRUE;
f_rumble(wpn_holster);
no_recoil = FALSE;
}
if (t1_switch && event_press(0)) {
SNIPE =! SNIPE;
f_rumble(SNIPE);
}
if (get_val(PS4_LEFT) && get_ptime(PS4_LEFT) > 800) {
no_recoil = TRUE;
f_rumble(no_recoil);
b = 4;
}
if (get_val(PS4_SHARE) && get_ptime(PS4_SHARE) > 800) {
f_RESET_Defaults();
}
if (event_press(WII_PLUS)) {
s =! s;
f_rumble(s);
}
f_btn(PS4_SHARE);
f_btn(PS4_LEFT);
f_btn(PS4_RIGHT);
f_btn(PS4_UP);
f_btn(PS4_DOWN);
f_btn(WII_HOME);
f_btn(WII_PLUS);
}
if (!edit && get_val(XB1_DOWN) && get_val(XB1_X) && get_ptime(XB1_X) > 500 && !record) {
record = TRUE;
f_rumble(record);
}
if (record) {
rld_time = get_ptime(XB1_X);
if (event_release(XB1_X)) {
record = FALSE;
f_save_pvars();
f_rumble(record);
}
}
if (event_release(XB1_X)) {
b_reload = TRUE;
}
if (b_reload) {
b_reload = b_reload + get_rtime();
}
if (b_reload >= rld_time) {
b_reload = 0;
b_reload = FALSE;
}
if (smart_reload == 1) {
if (b_reload && !edit && (event_press(FIRE) || event_press(ADS))) {
combo_run(c_CANCEL_RLD);
}
}
if (event_release(XB1_Y) && get_ptime(XB1_Y) < 300 && wpn_holster) {
t1_switch =! t1_switch;
f_rumble(t1_switch);
}
if (record == FALSE && wpn_holster && get_val(XB1_X) && t1_switch == FALSE && get_ptime(XB1_X) > 180) {
t1_switch = TRUE;
f_rumble(t1_switch);
}
if (rapid_fire) {
ROF = (get_val(FIRE)) / 4;
if (ROF >= 20) ROF = 20;
if (ROF <= 2) ROF = 2;
hold_time = 500 / ROF;
if (hold_time >= 125) hold_time = 125;
if (hold_time < 25) hold_time = 25;
if (!t1_switch && wpn_holster || !t1_switch && !wpn_holster) {
if (get_val(FIRE) && rapid_fire) {
combo_run(c_RAPID_FIRE);
}
}
else if (combo_running(c_RAPID_FIRE)) {
combo_stop(c_RAPID_FIRE);
}
}
if (aim_sens_corrections > 0) {
ads_grenade_sens = 111 - (in_game_menu_sens * 2);
ads_fire_sens = 106 - (in_game_menu_sens * 2);
long_shot_sens = 90 - (in_game_menu_sens * 2);
if (get_val(ADS)) if (aim_sens_corrections == 2) {
if (get_val(LETHAL)) block(LETHAL, 150);
if (event_release(LETHAL)) {
if (get_ptime(LETHAL) < 150 && get_val(ADS)) {
Zoom = TRUE;
f_rumble(Zoom);
}
else Zoom = FALSE;
}
}
if (!Zoom) {
if (get_val(FIRE) && get_val(ADS)) {
Sens = ads_fire_sens;
}
if (!get_val(FIRE) && !get_val(ADS) || get_val(FIRE) && !get_val(ADS)) {
Sens = 100;
}
if (!get_val(FIRE) && get_val(ADS) || get_val(LETHAL) && !get_val(ADS) || get_val(TACTICAL) && !get_val(ADS)) {
Sens = ads_grenade_sens;
}
}
if (Zoom) {
if (get_val(ADS)) {
Sens = long_shot_sens;
}
else {
Sens = 100;
Zoom = FALSE;
f_rumble(Zoom);
}
}
if (Sens > 100) Sens = 100;
sensitivity(AIM_H, NOT_USE, Sens);
sensitivity(AIM_V, NOT_USE, Sens);
}
if (get_val(XB1_B) && get_val(XB1_Y)) {
if (no_recoil && t1_switch) {
if (event_press(XB1_UP)) {
edit =! edit;
f_rumble(edit);
}
}
if (event_press(XB1_VIEW)) {
in_game_menu_sens -- ;
f_save_pvars();
}
if (event_press(XB1_MENU)) {
in_game_menu_sens ++ ;
f_save_pvars();
}
f_btn(XB1_B);
f_btn(XB1_Y);
f_btn(XB1_UP);
f_btn(XB1_VIEW);
f_btn(XB1_MENU);
}
if (smart_thumb_stick > 0) auto_run = 1;
if (smart_thumb_stick == 2) l_stick_click = JUMP;
if (smart_thumb_stick == 3) l_stick_click = PRONE;
if (smart_thumb_stick == 4) l_stick_click = MELEE;
if (smart_thumb_stick > 1 && smart_thumb_stick < 5 && get_val(XB1_LS)) if (SNIPE) {
if (!get_val(ADS)) {
set_val(l_stick_click, 100);
}
}
else {
set_val(l_stick_click, 100);
}
if (auto_run == 1) if (!b_reload && !get_val(ADS) && get_val(WALK) < (walk_tresh) && get_val(WALK) >- 99) {
if (s) {
combo_run(c_silent);
}
combo_run(c_EASY_RUN);
}
else if (!b_reload && !get_val(ADS) && get_val(WALK) <- 99) {
combo_stop(c_EASY_RUN);
combo_run(c_EASY_SPRINT);
if (s) {
combo_run(c_silent);
}
}
if (sticky_aim_assist == 1) {
if (get_val(ADS)) combo_run(c_STICKY_AIM);
else combo_stop(c_STICKY_AIM);
}
if (SNIPE && t1_switch) {
if (get_val(ADS)) {
set_val(SPRINT, 100);
}
}
if (no_recoil && t1_switch) {
if ((AR[(3 * (idx)) + (1)] + strt_v[idx]) < (AR[(3 * (idx)) + (2)] + end__v[idx])) i_val = 1;
else i_val =- 1;
i_pnt = (AR[(3 * (idx)) + (0)] * 10) / (abs((AR[(3 * (idx)) + (1)] + strt_v[idx]) - (AR[(3 * (idx)) + (2)] + end__v[idx])));
if (!get_lval(FIRE)) {
ar_y = AR[(3 * (idx)) + (1)] + strt_v[idx];
i_cnt = 0;
i_num = 0;
}
if (get_val(FIRE)) {
if (!f_p_complete()) ar_y = f_p_val();
else ar_y = AR[(3 * (idx)) + (2)] + end__v[idx];
if (f_y_val() > 100) set_val(AIM_V, 100);
else set_val(AIM_V, f_y_val());
}
idx = WPN_1;
if (get_val(XB1_DOWN) && !get_val(ADS)) {
if (event_release(XB1_X) && get_ptime(XB1_X) < 500) {
WPN_1 = 2;
b = 4;
}
if (event_press(XB1_A)) {
WPN_1 = 1;
b = 4;
}
if (event_press(XB1_B)) {
WPN_1 = 0;
b = 4;
}
f_btn(XB1_Y);
f_btn(XB1_B);
f_btn(XB1_A);
}
if (edit) {
if (get_val(ADS)) {
if (get_val(XB1_X)) {
if (event_press(XB1_UP)) {
strt_v[idx] += 1;
b = 1;
}
if (event_press(XB1_DOWN)) {
strt_v[idx] -= 1;
b = 1;
}
if (event_press(XB1_RIGHT)) {
strt_v[idx] += 10;
b = 2;
}
if (event_press(XB1_LEFT)) {
strt_v[idx] -= 10;
b = 2;
}
}
if (get_val(XB1_B)) {
if (event_press(XB1_UP)) {
end__v[idx] += 1;
b = 1;
}
if (event_press(XB1_DOWN)) {
end__v[idx] -= 1;
b = 1;
}
if (event_press(XB1_RIGHT)) {
end__v[idx] += 10;
b = 2;
}
if (event_press(XB1_LEFT)) {
end__v[idx] -= 10;
b = 2;
}
}
f_btn(XB1_X);
f_btn(XB1_B);
f_btn(XB1_UP);
f_btn(XB1_DOWN);
f_btn(XB1_RIGHT);
f_btn(XB1_LEFT);
}
}
}
if (b > 0) f_blink();
if (!get_ledx()) {
if (edit == TRUE) f_f_Led(0, 0, 0, 0);
else if (wpn_holster && !t1_switch || !wpn_holster && rapid_fire && !t1_switch) f_f_Led(2, 2, 2, 2);
else if (no_recoil) f_f_Led(0, 0, 2, 0);
else f_f_Led(2, 0, 0, 0);
}
if (rumble) combo_run(c_RUMBLE);
}
combo c_STICKY_AIM {
set_val(AIM_V, f_xy_val(AIM_V, _v));
wait(20);
set_val(AIM_H, f_xy_val(AIM_H, _v));
set_val(STRAFE, f_xy_val(STRAFE, _v));
wait(20);
set_val(AIM_V, f_xy_val(AIM_V, _v *- 1));
wait(20);
set_val(AIM_H, f_xy_val(AIM_H, _v *- 1));
set_val(STRAFE, f_xy_val(STRAFE, _v *- 1));
wait(20);
}
combo c_DROP {
set_val(PRONE, 100);
wait(1200);
wait(800);
}
combo c_RAPID_FIRE {
set_val(FIRE, 100);
wait(hold_time);
set_val(FIRE, 0);
wait(hold_time);
}
combo c_CANCEL_RLD {
set_val(XB1_Y, 100);
wait(30);
wait(20);
set_val(XB1_Y, 100);
wait(30);
wait(20);
b_reload = FALSE;
}
combo c_RUMBLE {
wait(150);
set_rumble(1, 100);
wait(150);
reset_rumble();
rumble -- ;
}
combo c_EASY_RUN {
set_val(SPRINT, 100);
}
combo c_EASY_SPRINT {
set_val(SPRINT, 100);
wait(30);
wait(100);
}
combo c_silent {
set_val(TACTICAL, 100);
set_val(LETHAL, 100);
wait(30);
wait(30000);
}
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_rumble(pos) {
if (pos) rumble = 1;
else rumble = 2;
}
function f_btn(f__btn) {
if (!get_val(f__btn))
return ;
set_val(f__btn, 0);
}
function f_xy_val(f_axis, f_val) {
if (abs(get_val(f_axis)) < aa_max)
return f_val;
return get_val(f_axis);
}
function f_y_val() {
v = get_val(AIM_V);
if (abs(v) < 10) v = 0;
if (abs(v) > ar_y + 5)
return v;
return v + ar_y;
}
function f_RESET_Defaults() {
in_game_menu_sens = 12;
first_time = 0;
rld_time = 1200;
f_save_pvars();
}
function f_save_pvars() {
if (edit) {
set_pvar(SPVAR_7, strt_v[1]);
set_pvar(SPVAR_8, strt_v[2]);
set_pvar(SPVAR_9, strt_v[0]);
set_pvar(SPVAR_12, end__v[1]);
set_pvar(SPVAR_13, end__v[2]);
set_pvar(SPVAR_14, end__v[0]);
set_pvar(SPVAR_16, pin);
f_rumble(1);
}
set_pvar(PVAR_15, in_game_menu_sens);
set_pvar(PVAR_16, first_time);
set_pvar(PVAR_3, rld_time);
f_rumble(2);
}
function f_blink() {
if (WPN_1 == 0) set_ledx(LED_1, b);
if (WPN_1 == 2) set_ledx(LED_2, b);
if (WPN_1 == 1) set_ledx(LED_4, b);
if (b == 1 || b == 2) f_save_pvars();
b = 0;
}
function f_f_Led(a, b, c, d) {
set_led(LED_1, a);
set_led(LED_2, b);
set_led(LED_3, c);
set_led(LED_4, d);
}
- Code: Select all
#include <titanone.gph>
//Posted by Batts, a member of the community in the device Forums - https://device.com/forums
//Posted : Tuesday 5th of November, 2019 22:58 UTC
int aa_p = 24;
int aa_n = -24;
int aa_delay = 20;
int release = 25;
main {
if(get_val(7) && !get_val(4)) combo_run(AA_XY);
else combo_stop(AA_XY);
}
combo AA_XY {
set_val(10,xy_val(10,aa_p));
wait(aa_delay);
set_val(9,xy_val(9,aa_p));
set_val(11,xy_val(11,aa_p));
wait(aa_delay);
set_val(10,xy_val(10,aa_n));
wait(aa_delay);
set_val(9,xy_val(9,aa_n));
set_val(11,xy_val(11,aa_n));
wait(aa_delay);
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord
- Mad
- Major General
- Posts: 4536
- Joined: Wed May 22, 2019 5:39 am
Re: Convert simple script to Titan Two
Mad wrote:
- Code: Select all
#pragma METAINFO("c.gpc", 1, 0, "Buffy's GPC Converter v0.26")
#include <titanone.gph>
// GPC Online Library
// cod_modern_warfare:_the_perfect_aim_edition_(pae)_-_#1_script_for_cod!_.gpc
/*
A GPC POWER SCRIPT BY CRESCENS FOR device
___ _ _ __ ___ _
/ __\__ _| | | ___ / _| / \_ _| |_ _ _
/ / / _` | | | / _ \| |_ / /\ / | | | __| | | |
/ /__| (_| | | | | (_) | _| / /_//| |_| | |_| |_| |
\____/\__,_|_|_| \___/|_| /___,' \__,_|\__|\__, |
|___/
_ __ __ __
/\/\ ___ __| | ___ _ __ _ __ / / /\ \ \__ _ _ __ / _| __ _ _ __ ___
/ \ / _ \ / _` |/ _ \ '__| '_ \ \ \/ \/ / _` | '__| |_ / _` | '__/ _ \
/ /\/\ \ (_) | (_| | __/ | | | | | \ /\ / (_| | | | _| (_| | | | __/
\/ \/\___/ \__,_|\___|_| |_| |_| \/ \/ \__,_|_| |_| \__,_|_| \___|
___ ____ ____ ____ ____ ____ ___ ____ _ _ _
|__] |___ |__/ |___ |___ | | |__| | |\/|
| |___ | \ | |___ |___ | | | | | |
____ ___ _ ___ _ ____ _ _
|___ | \ | | | | | |\ |
|___ |__/ | | | |__| | \|
____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__
CALL OF DUTY THE PERFECT AIM EDITION IS BACK!!
STRONGER THEN EVER!
THE #1 COD SCRIPT WORLD WIDE!
____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__ ____o__
___________________________________________________________________________________________
BUTTON / STICK LAYOUT : ALL BUTTON & STICK LAYOUTS ARE SUPPORTED
BUMPERS / TRIGGERS : DEFAULT & FLIPPED ARE SUPPORTED
VERSION : 3.2 BETA
PLATFORMS : XBOX ONE, PS4 (works on both consoles)
INPUT DEVICES : ALL CONTROLLERS, ELITE CROSS OVER FOR PS4, M&K
SUPPORT / REQUESTS : TINYURL.COM/GPCSUPPORT
INSTRUCTIONS : OPEN THIS LINK IN YOUR BROWSER: tinyurl.com/scriptinstructions
RECOMMENDED FOR : ADVANCED GPC USERS
SCRIPT COMPLETION LEVEL : 99% - STILL IN BETA, BUTS WORKS LIKE A CHARM SO FAR (ITS AN AWESOME SCRIPT)
_____________________________________________________________________________________________
_ ,----------------------------------------------.
__)) | INSTRUCTIONS: tinyurl.com/scriptinstructions |
( oo) _)---------------------------------------------'
------------------------ooO--(_)--Ooo---------------------------------------------------
---------------------------/ START USER CONFIG \------------------------------------------
USER CONFIGURATION
_ ___
___| |_ ___ ___ |_ |
|_ -| _| -_| . | _| |_
|___|_| |___| _| |_____|
USER CONFIG |_|Sticks, Buttons & Recoil
Anti Recoil values: **//*
t_v, s_v, e_v // t_v = Time Value | s_v = Start Value | e_v = End Value**/// AR PROFILE B / CIRCLE
// AR PROFILE A / CROSS
// AR PROFILE X / SQUARE
/*
CHECK THE STICK & BUTTON LAYOUTS BELOW. DO NOT MIND THE CONSOLE/PLATFORM,
BUT MAKE SURE THAT THE BUTTON DISCRIPTIONS (FIRE, ADS, ETC) MATCHES WITH YOURS.
IF YOU NEED TO MAKE CHANGES, THERE IS A LIST OF IDENTIFIERS JUST BELOW.
//-- STICKS **///AIM HORIZONTAL
//AIM VERTICAL
//--BUTTONS
/*
PS4_CIRCLE XB1_B STICKS:
PS4_CROSS XB1_A
PS4_R1 XB1_RB
PS4_R2 XB1_RT PS4_LY XB1_LY
PS4_R3 XB1_RS PS4_LX XB1_LX
PS4_L1 XB1_LB PS4_RX XB1_RX
PS4_L2 XB1_LT PS4_RY XB1_RY
PS4_L3 XB1_LS Fore more indentifiers go to the manual:
tinyurl.com/scriptinstructions
_ ___
___| |_ ___ ___ |_ |
|_ -| _| -_| . | | _|
|___|_| |___| _| |___|
USER CONFIG |_| Mod Menu
& Settings
**///If you play with inverted set to -1*/
//-----fill out your in game sensitivity here (and TWO times more further down)
// [0 = OFF / 1 = ON / 2 = ON + ZOOM SENS IS ALSO ON - ZOOM SENS DOES NOT WORK WITH BUMPERS - TRIGGERS FLIPPED]
//[0 = OFF / 1 = ON] strongest aim assist for COD BO 4 multiplayer
//If your screen shakes whilst using aim assist - lower this value (try 22, 20)
//[0 = OFF / 1 = ON] cancel sprint to reload & cancel reload with fire or ads - calibrate reload times to make it work
// [0 = EASY DROP OFF / 1 = DROP ONLY When firing, 2 = DROP ALSO when aiming, 3 = SLIDE ALSO when sprinting (tap crouch to activate the slide or drop)]
//see below
//Easy sprint stick treshhold (-75 = pressed more than 75%)
/*
smart_thumb_stick:
0 = not activated (Auto Sprint = OFF)
1 = Auto Sprint activated = on your Left Thumb (just push stick more than 75% forward to run, more than 99% = super sprint)
2 = Auto Sprint activated + Easy Jump under Left Stick Click
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
---------------------------/ END USER CONFIG \------------------------------------------
SHORT VERSION OF THE SCRIPT INSTRUCTIONS BELOW, FOR THE DETAILED VERSION: tinyurl.com/scriptinstructions
-----------------------/ START SHORT INSTRUCTIONS \-------------------------------------
____________________________ MENU ADS & LEDS ___________________________________________
HOLD ADS +
- TAP UP = ANTI RECOIL ON / RAPID FIRE OFF - led flashes the color of the recoil profile before turning solid green
- TAP RIGHT = RAPID FIRE ON / ANTI RECOIL OFF - led becomes solid white (to indicate Rapid Fire is on)
- TAP LEFT = RAPID FIRE SECONDARY ON / ANTI RECOIL OFF (blue led = primary weapon, white led is secondary weapon (with rapid fire)
- HOLD LEFT = RAPID FIRE SECONFARY ON + ANTI RECOIL ON (green led = primary weapon, white led is secondary weapon (with rapid fire)
- TAP DOWN = RAPID FIRE OFF / ANTI RECOIL OFF (blue led)
- HOLD VIEW/SHARE = RESET DEFAULTS (to reset aim correction value and reload time value)
- TAP MENU/OPTIONS = AUTO DEAD SILENCE ON / OFF
- TAP HOME = (ONLY WORKS IN RAPID FIRE SECONDARY ON MODE; SO HOLD ADS + TAP LEFT FIRST) SNIPER MODE ON / OFF
WHEN RAPID FIRE SECONDARY = ON
- TAP "SWITCH WEAPON" shortly TO SWITCH BETWEEN RAPID FIRE AND NORMAL FIRE (WHITE LED = RAPID FIRE)
- TAP "RELOAD" shortly TO RELOAD
- TO RESET/SYNC LED COLORS IF YOU DIED USING YOUR SECONDARY WEAPON: HOLD "RELOAD" FOR >180ms
LEDS
- GREEN = ANTI RECOIL IS ON
- WHITE = RAPID FIRE IS ON
- OFF = EDIT MODE IS ON
- BLUE = NEUTRAL (RAPID FIRE & ANTI RECOIL BOTH OFF)
____________________________ ANTI RECOIL ________________________________________________
HOLD ADS + TAP MENU/OPTIONS: AUTO DEAD SILENCE ON / OFF
HOLD D_PAD DOWN +
- TAP A / CROSS -> ANTI RECOIL PROFILE COLOR = PINK
- TAP B / CIRCLE -> ANTI RECOIL PROFILE COLOR = BLUE
- TAP X / SQUARE -> ANTI RECOIL PROFILE COLOR = RED
NOTE: YOU CAN ONLY SWITCH PROFILES WHEN ANTI RECOIL IS ON (SO WHEN THE GREEN LED IS ACTIVE)
THE SCRIPT WILL REMEMBER THE LAST RECOIL PROFILE YOU USED (PROFILE COLOR BLINKS 4X WHEN YOU SWITCH ON ANTI RECOIL)
HOW TO CHANGE ANTI RECOIL VALUES ON THE FLY:
1. START ANTI RECOIL (HOLD ADS + TAP UP)
2. ACTIVATE THE ANTI RECCOIL PROFILE YOU WANT TO MODIFY
3. ENTER THE EDIT MENU -> IN EDIT MODE THE LED WILL BE OFF
4. EDIT VALUES (SEE BELOW)
5. LEAVE EDIT MENU
TOGGLE THE EDIT MENU ON/OFF:
HOLD B / CIRCLE AND HOLD Y / TRIANGLE +
- TAP D_PAD UP
HOW TO EDIT VALUES;
START VALUE:
HOLD PS4_L2 / XB1_LT AND HOLD RELOAD BUTTON +
- TAP UP = +1 (*)
- TAP DOWN = -1 (*)
- TAP RIGHT = +10 (*)
- TAP DOWN = -10 (*)
END VALUE:
HOLD PS4_L2 / XB1_LT AND HOLD PS4_CIRCLE / XB1_B BUTTON +
- TAP UP = +1 (*)
- TAP DOWN = -1 (*)
- TAP RIGHT = +10 (*)
- TAP DOWN = -10 (*)
* = FLASHES LED WITH EACH TAP
- FLASH 1x the profile color if changed by plus or minus 1
- FLASH 2x the profile color if changed by plus or minus 10
SAVE VALUES
Values are auto saved
____________________________ RELOAD TIME CALIBRATION ________________________________________________
THIS TIME VALUE IS USED FOR:
- AUTO CANCEL RELOAD (to cancel out of a reload press fire or press ads)
- PREVENT "SPRINT CANCEL RELOAD" WHEN EASY_RUN (AUTO SPRINT) IS ON
TO CALIBRATE RELOAD TIMES:
- BEFORE RELOADING; HOLD D-PAD DOWN
- THEN PRESS RELOAD TO START RELOADING AND HOLD DOWN THE RELOAD BTN DURING RELOAD ANIMATION
- IT WILL RUMBLE ONCE AFTER 500ms TO CONFIRM THAT YOU ARE CALIBRATING
- RELEASE THE RELOAD BTN EXACTLY AT THE END OF THE RELOAD ANIMATION
- IT WILL RUMBLE TWICE TO CONFIRM SUCCESSFULL CALIBRATION
- NOW YOU CAN RELEASE ALSO THE D_PAD DOWN BTN
THE RELOAD TIME YOU JUST CALIBRATED PREVENTS "SPRINT CANCEL RELOAD" BUT IT IS
ALSO IS THE TIME IN WHICH YOU CAN CANCEL OUT OF A RELOAD BY FIRING OR AIMING YOUR WEAPON
____________________________ AIM CORRECTIONS ________________________________________________
AIM CORRECTIONS INTRODUCTION:
THE IDEA BEHIND AIM CORRECTIONS IS THAT YOU HIGHER YOUR IN-GAME SENSITIVITY WITH 2 OR 3
CLICKS. THIS WILL ALLOW YOU TO TURN AROUND FAST WITHOUT LOSING CONTROL OVER YOUR AIM:
THE SCRIPT WILL LOWER YOUR SENSITIVITY WHEN YOU AIM AND EVEN MORE WHEN YOU AIM & FIRE
SO THAT YOU CAN LOCK ON TARGET. SO FOR EXAMPLE: IF YOU PLAY NORMALLY WITH SENS 8 IN THE
GAME, SET YOUR SENSITIVITY TO 11 IN THE GAME MENU AND FOLLOW THE STEPS BELOW.
1) FILL OUT THE IN-GAME STICK SENSITIVITY YOU JUST CONFIGURED IN THE GAME MENU UNDER
"USER CONFIGURATION" IN THE SCRIPT AND TWO TIMES MORE IN THE SCRIPT (scroll down and whatch for indicators)
2) THAT`S IT! YOU`RE ALL SET AND GOOD TO GO!
AIM CORRECTIONS IS NOW AUTOMATICALLY OPTIMIZED TO YOUR IN GAME SENSITIVITY, MAKING THE
AIM ASSIST STRONGER. IT WILL TAKE A FEW ROUNDS TO ADJUST, BUT IF YOU FEEL THAT THE AIM
CORRECTIONS ARE NOT "RIGHT" FOR YOU TWEAK THE VALUES ON THE FLY:
TO TWEAK AIM CORRECTIONS ON THE FLY
- HOLD B/CIRCLE AND HOLD TRIANGLE / Y + TAP SHARE / VIEW (-1)
- HOLD B/CIRCLE AND HOLD TRIANGLE / Y + TAP MENU / OPTIONS (+1)
ZOOM SENS (DOES NOT WORK WITH FLIPPED TRIGGERS/BUMPERS) - FOR TAKING LONG SHOTS:
Whilst aiming and in the need for more accuracy to take a long shot,
TAP TACTICAL BTN TO ACTIVATE ZOOM_SENS (rumbles once to confirm it is on).
WHEN YOU RELEASE ADS _ ZOOM_SENS WILL BE OFF AGAIN.
____________________________ DYNAMIC RAPID FIRE ________________________________________________
DYNAMIC RAPID FIRE: FIRE RATE INCREASES WITH THE AMOUNT OF PRESSURE APPLIED TO THE TRIGGER
____________________________EASY DROP & EASY SLIDE ___________________________________________
Whilst firing your weapon, a simple tap/press of the crouch btn will make you drop. You have the options
to activate Easy Drop also when you are aiming and to add Easy Slide to the mix as well.
option 1 = tap crouch to go prone whilst firing
option 2 = always go prone when crouch is tapped
option 3 = when crouch is tapped: always go prone + auto slide if sprinting
-----------------------/ END SHORT INSTRUCTIONS \-------------------------------------
__________________________________________________________________________________________________________
SCRIPT STARTS HERE / MAKE NO CHANGES UNLESS INDICATED
__________________________________________________________________________________________________________
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |L|E|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |V|A|R|I|A|B|L|E|S| | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///---aim corrections variables (script controls sens for: hip fire, general, tactical & lethal grenade, ads, ads + fire and long shots (zoom sens))
//--RF
//--EASY THUMBS
//---other variables used by the script
// AUTO DEAD SILENCE, WHEN FALSE = OFF BY DEFAULT
//-----REPLACE 12 with your in game sensitivity here (and once more further down under reset defaults)
/*
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |M|E|N|U| |A|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--FIRE MODS OFF
//D-pad DOWN
//--FIRE MODS OFF / anti recoil on
//D-pad UP
//--RAPID FIRE ON
//D-pad RIGHT
//--rapid_fire SECONDANRY
//D-pad LEFT
//--END
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |R|E|C|O|R|D| |T|I|M|E| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |R|E|L|O|A|D| |T|I|M|E|R| | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|A|N|C|E|L| |R|E|L|O|A|D| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |W|E|A|P|O|N| |F|I|R|E| |M|O|D|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--RESET
//-- Rapid fire
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| | |C|O|R|R|E|C|T|I|O|N|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ _ _
**///----------------------------start AIM CORRECTIONS
//--!Zoom
//--general sens & hip fire sens
//--!Zoom end
//--Zoom
// -- Zoom end
//----------------------------end AIM_CORRECTIONS
//-START
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|U|T|O| |R|U|N| |+| |E|A|S|Y| |T|H|U|M|B| | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| |A|S|S|I|S|T| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |H|O|L|D| |B|R|E|A|T|H| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|N|T|I| |R|E|C|O|I|L| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
credits Noozbar**///--calculate values for progression
//--adding or subtracting
//--iteration point for progression
//--reset counters/pointers
//--set RY to anti recoil value
// DOWN end
// ADS end
// EDIT end
// no_recoil && switch end
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |L|E|D|S| |R|U|M|B|L|E| | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--END OF MAIN
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**///--avoid stack overflow
//--progression complete
//--progression not complete
//--reset counter
//--adjust ar_y
//-------------------------------------------------replace 12 with your in_game_sens here for the last time
define WALK = PS4_LY;
define STRAFE = WII_LX;
define AIM_H = XB360_RX;
define AIM_V = PS3_RY;
define FIRE = XB1_RT;
define ADS = XB1_LT;
define SPRINT = XB1_LS;
define TACTICAL = PS4_L1;
define LETHAL = PS4_R1;
define PRONE = XB1_RS;
define MELEE = XB1_B;
define JUMP = XB1_A;
define invert = 1;
define aim_sens_corrections = 1;
define sticky_aim_assist = 1;
define _v = 24;
define smart_reload = 1;
define drop_and_slide_options = 3;
define smart_thumb_stick = 4;
define walk_tresh =- 75;
data(0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0, 3,
0, 3, 0, 0, 3, 0, 3, 0);
const int8 AR[] = {
35, 25 , 35,
35, 20 , 38,
35, 15 , 30
};
int in_game_menu_sens = 12;
int strt_v[3];
int end__v[3];
int idx;
int pin = 145;
int code;
int record;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v, ar_y;
int edit = FALSE;
int no_recoil = FALSE;
int aa_max;
int t1_switch;
int b = 0;
int ads_grenade_sens, ads_fire_sens, Sens;
int long_shot_sens;
int Zoom = FALSE;
int ROF;
int hold_time;
int l_stick_click;
int auto_run = 0;
int SNIPE = FALSE;
int rumble;
int wpn_holster = FALSE;
int WPN_1;
int rld_time, b_reload = FALSE;
int rapid_fire = FALSE;
int first_time;
int s = FALSE;
init {
rld_time = get_pvar(PVAR_3, 0, 4000, 1200);
in_game_menu_sens = get_pvar(PVAR_15, 3, 20, 12);
first_time = get_pvar(PVAR_16, 0, 1, 1);
aa_max = _v + 1;
code = get_pvar(SPVAR_16, 140, 150, 140);
if (code == pin) {
strt_v[1] = get_pvar(SPVAR_7, - 100, 100, 0);
strt_v[2] = get_pvar(SPVAR_8, - 100, 100, 0);
strt_v[0] = get_pvar(SPVAR_9, - 100, 100, 0);
end__v[1] = get_pvar(SPVAR_12, - 100, 100, 0);
end__v[2] = get_pvar(SPVAR_13, - 100, 100, 0);
end__v[0] = get_pvar(SPVAR_14, - 100, 100, 0);
}
}
main {
if (first_time == 1) {
f_RESET_Defaults();
}
if (drop_and_slide_options > 0) {
if (get_val(FIRE) || get_val(ADS) && drop_and_slide_options >= 1 || combo_running(c_EASY_RUN) && drop_and_slide_options >= 2) {
if (event_press(PRONE)) {
combo_run(c_DROP);
}
}
}
if (get_val(ADS) && !edit) {
if (event_press(PS4_DOWN)) {
t1_switch = FALSE;
rapid_fire = FALSE;
f_rumble(rapid_fire);
wpn_holster = FALSE;
no_recoil = FALSE;
}
if (event_press(PS4_UP)) {
t1_switch = TRUE;
rapid_fire = FALSE;
f_rumble(rapid_fire);
wpn_holster = FALSE;
no_recoil = TRUE;
b = 4;
}
if (event_press(PS4_RIGHT)) {
t1_switch = FALSE;
rapid_fire = TRUE;
f_rumble(rapid_fire);
wpn_holster = FALSE;
no_recoil = FALSE;
}
if (event_press(PS4_LEFT)) {
t1_switch = TRUE;
rapid_fire = TRUE;
wpn_holster = TRUE;
f_rumble(wpn_holster);
no_recoil = FALSE;
}
if (t1_switch && event_press(0)) {
SNIPE =! SNIPE;
f_rumble(SNIPE);
}
if (get_val(PS4_LEFT) && get_ptime(PS4_LEFT) > 800) {
no_recoil = TRUE;
f_rumble(no_recoil);
b = 4;
}
if (get_val(PS4_SHARE) && get_ptime(PS4_SHARE) > 800) {
f_RESET_Defaults();
}
if (event_press(WII_PLUS)) {
s =! s;
f_rumble(s);
}
f_btn(PS4_SHARE);
f_btn(PS4_LEFT);
f_btn(PS4_RIGHT);
f_btn(PS4_UP);
f_btn(PS4_DOWN);
f_btn(WII_HOME);
f_btn(WII_PLUS);
}
if (!edit && get_val(XB1_DOWN) && get_val(XB1_X) && get_ptime(XB1_X) > 500 && !record) {
record = TRUE;
f_rumble(record);
}
if (record) {
rld_time = get_ptime(XB1_X);
if (event_release(XB1_X)) {
record = FALSE;
f_save_pvars();
f_rumble(record);
}
}
if (event_release(XB1_X)) {
b_reload = TRUE;
}
if (b_reload) {
b_reload = b_reload + get_rtime();
}
if (b_reload >= rld_time) {
b_reload = 0;
b_reload = FALSE;
}
if (smart_reload == 1) {
if (b_reload && !edit && (event_press(FIRE) || event_press(ADS))) {
combo_run(c_CANCEL_RLD);
}
}
if (event_release(XB1_Y) && get_ptime(XB1_Y) < 300 && wpn_holster) {
t1_switch =! t1_switch;
f_rumble(t1_switch);
}
if (record == FALSE && wpn_holster && get_val(XB1_X) && t1_switch == FALSE && get_ptime(XB1_X) > 180) {
t1_switch = TRUE;
f_rumble(t1_switch);
}
if (rapid_fire) {
ROF = (get_val(FIRE)) / 4;
if (ROF >= 20) ROF = 20;
if (ROF <= 2) ROF = 2;
hold_time = 500 / ROF;
if (hold_time >= 125) hold_time = 125;
if (hold_time < 25) hold_time = 25;
if (!t1_switch && wpn_holster || !t1_switch && !wpn_holster) {
if (get_val(FIRE) && rapid_fire) {
combo_run(c_RAPID_FIRE);
}
}
else if (combo_running(c_RAPID_FIRE)) {
combo_stop(c_RAPID_FIRE);
}
}
if (aim_sens_corrections > 0) {
ads_grenade_sens = 111 - (in_game_menu_sens * 2);
ads_fire_sens = 106 - (in_game_menu_sens * 2);
long_shot_sens = 90 - (in_game_menu_sens * 2);
if (get_val(ADS)) if (aim_sens_corrections == 2) {
if (get_val(LETHAL)) block(LETHAL, 150);
if (event_release(LETHAL)) {
if (get_ptime(LETHAL) < 150 && get_val(ADS)) {
Zoom = TRUE;
f_rumble(Zoom);
}
else Zoom = FALSE;
}
}
if (!Zoom) {
if (get_val(FIRE) && get_val(ADS)) {
Sens = ads_fire_sens;
}
if (!get_val(FIRE) && !get_val(ADS) || get_val(FIRE) && !get_val(ADS)) {
Sens = 100;
}
if (!get_val(FIRE) && get_val(ADS) || get_val(LETHAL) && !get_val(ADS) || get_val(TACTICAL) && !get_val(ADS)) {
Sens = ads_grenade_sens;
}
}
if (Zoom) {
if (get_val(ADS)) {
Sens = long_shot_sens;
}
else {
Sens = 100;
Zoom = FALSE;
f_rumble(Zoom);
}
}
if (Sens > 100) Sens = 100;
sensitivity(AIM_H, NOT_USE, Sens);
sensitivity(AIM_V, NOT_USE, Sens);
}
if (get_val(XB1_B) && get_val(XB1_Y)) {
if (no_recoil && t1_switch) {
if (event_press(XB1_UP)) {
edit =! edit;
f_rumble(edit);
}
}
if (event_press(XB1_VIEW)) {
in_game_menu_sens -- ;
f_save_pvars();
}
if (event_press(XB1_MENU)) {
in_game_menu_sens ++ ;
f_save_pvars();
}
f_btn(XB1_B);
f_btn(XB1_Y);
f_btn(XB1_UP);
f_btn(XB1_VIEW);
f_btn(XB1_MENU);
}
if (smart_thumb_stick > 0) auto_run = 1;
if (smart_thumb_stick == 2) l_stick_click = JUMP;
if (smart_thumb_stick == 3) l_stick_click = PRONE;
if (smart_thumb_stick == 4) l_stick_click = MELEE;
if (smart_thumb_stick > 1 && smart_thumb_stick < 5 && get_val(XB1_LS)) if (SNIPE) {
if (!get_val(ADS)) {
set_val(l_stick_click, 100);
}
}
else {
set_val(l_stick_click, 100);
}
if (auto_run == 1) if (!b_reload && !get_val(ADS) && get_val(WALK) < (walk_tresh) && get_val(WALK) >- 99) {
if (s) {
combo_run(c_silent);
}
combo_run(c_EASY_RUN);
}
else if (!b_reload && !get_val(ADS) && get_val(WALK) <- 99) {
combo_stop(c_EASY_RUN);
combo_run(c_EASY_SPRINT);
if (s) {
combo_run(c_silent);
}
}
if (sticky_aim_assist == 1) {
if (get_val(ADS)) combo_run(c_STICKY_AIM);
else combo_stop(c_STICKY_AIM);
}
if (SNIPE && t1_switch) {
if (get_val(ADS)) {
set_val(SPRINT, 100);
}
}
if (no_recoil && t1_switch) {
if ((AR[(3 * (idx)) + (1)] + strt_v[idx]) < (AR[(3 * (idx)) + (2)] + end__v[idx])) i_val = 1;
else i_val =- 1;
i_pnt = (AR[(3 * (idx)) + (0)] * 10) / (abs((AR[(3 * (idx)) + (1)] + strt_v[idx]) - (AR[(3 * (idx)) + (2)] + end__v[idx])));
if (!get_lval(FIRE)) {
ar_y = AR[(3 * (idx)) + (1)] + strt_v[idx];
i_cnt = 0;
i_num = 0;
}
if (get_val(FIRE)) {
if (!f_p_complete()) ar_y = f_p_val();
else ar_y = AR[(3 * (idx)) + (2)] + end__v[idx];
if (f_y_val() > 100) set_val(AIM_V, 100);
else set_val(AIM_V, f_y_val());
}
idx = WPN_1;
if (get_val(XB1_DOWN) && !get_val(ADS)) {
if (event_release(XB1_X) && get_ptime(XB1_X) < 500) {
WPN_1 = 2;
b = 4;
}
if (event_press(XB1_A)) {
WPN_1 = 1;
b = 4;
}
if (event_press(XB1_B)) {
WPN_1 = 0;
b = 4;
}
f_btn(XB1_Y);
f_btn(XB1_B);
f_btn(XB1_A);
}
if (edit) {
if (get_val(ADS)) {
if (get_val(XB1_X)) {
if (event_press(XB1_UP)) {
strt_v[idx] += 1;
b = 1;
}
if (event_press(XB1_DOWN)) {
strt_v[idx] -= 1;
b = 1;
}
if (event_press(XB1_RIGHT)) {
strt_v[idx] += 10;
b = 2;
}
if (event_press(XB1_LEFT)) {
strt_v[idx] -= 10;
b = 2;
}
}
if (get_val(XB1_B)) {
if (event_press(XB1_UP)) {
end__v[idx] += 1;
b = 1;
}
if (event_press(XB1_DOWN)) {
end__v[idx] -= 1;
b = 1;
}
if (event_press(XB1_RIGHT)) {
end__v[idx] += 10;
b = 2;
}
if (event_press(XB1_LEFT)) {
end__v[idx] -= 10;
b = 2;
}
}
f_btn(XB1_X);
f_btn(XB1_B);
f_btn(XB1_UP);
f_btn(XB1_DOWN);
f_btn(XB1_RIGHT);
f_btn(XB1_LEFT);
}
}
}
if (b > 0) f_blink();
if (!get_ledx()) {
if (edit == TRUE) f_f_Led(0, 0, 0, 0);
else if (wpn_holster && !t1_switch || !wpn_holster && rapid_fire && !t1_switch) f_f_Led(2, 2, 2, 2);
else if (no_recoil) f_f_Led(0, 0, 2, 0);
else f_f_Led(2, 0, 0, 0);
}
if (rumble) combo_run(c_RUMBLE);
}
combo c_STICKY_AIM {
set_val(AIM_V, f_xy_val(AIM_V, _v));
wait(20);
set_val(AIM_H, f_xy_val(AIM_H, _v));
set_val(STRAFE, f_xy_val(STRAFE, _v));
wait(20);
set_val(AIM_V, f_xy_val(AIM_V, _v *- 1));
wait(20);
set_val(AIM_H, f_xy_val(AIM_H, _v *- 1));
set_val(STRAFE, f_xy_val(STRAFE, _v *- 1));
wait(20);
}
combo c_DROP {
set_val(PRONE, 100);
wait(1200);
wait(800);
}
combo c_RAPID_FIRE {
set_val(FIRE, 100);
wait(hold_time);
set_val(FIRE, 0);
wait(hold_time);
}
combo c_CANCEL_RLD {
set_val(XB1_Y, 100);
wait(30);
wait(20);
set_val(XB1_Y, 100);
wait(30);
wait(20);
b_reload = FALSE;
}
combo c_RUMBLE {
wait(150);
set_rumble(1, 100);
wait(150);
reset_rumble();
rumble -- ;
}
combo c_EASY_RUN {
set_val(SPRINT, 100);
}
combo c_EASY_SPRINT {
set_val(SPRINT, 100);
wait(30);
wait(100);
}
combo c_silent {
set_val(TACTICAL, 100);
set_val(LETHAL, 100);
wait(30);
wait(30000);
}
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_rumble(pos) {
if (pos) rumble = 1;
else rumble = 2;
}
function f_btn(f__btn) {
if (!get_val(f__btn))
return ;
set_val(f__btn, 0);
}
function f_xy_val(f_axis, f_val) {
if (abs(get_val(f_axis)) < aa_max)
return f_val;
return get_val(f_axis);
}
function f_y_val() {
v = get_val(AIM_V);
if (abs(v) < 10) v = 0;
if (abs(v) > ar_y + 5)
return v;
return v + ar_y;
}
function f_RESET_Defaults() {
in_game_menu_sens = 12;
first_time = 0;
rld_time = 1200;
f_save_pvars();
}
function f_save_pvars() {
if (edit) {
set_pvar(SPVAR_7, strt_v[1]);
set_pvar(SPVAR_8, strt_v[2]);
set_pvar(SPVAR_9, strt_v[0]);
set_pvar(SPVAR_12, end__v[1]);
set_pvar(SPVAR_13, end__v[2]);
set_pvar(SPVAR_14, end__v[0]);
set_pvar(SPVAR_16, pin);
f_rumble(1);
}
set_pvar(PVAR_15, in_game_menu_sens);
set_pvar(PVAR_16, first_time);
set_pvar(PVAR_3, rld_time);
f_rumble(2);
}
function f_blink() {
if (WPN_1 == 0) set_ledx(LED_1, b);
if (WPN_1 == 2) set_ledx(LED_2, b);
if (WPN_1 == 1) set_ledx(LED_4, b);
if (b == 1 || b == 2) f_save_pvars();
b = 0;
}
function f_f_Led(a, b, c, d) {
set_led(LED_1, a);
set_led(LED_2, b);
set_led(LED_3, c);
set_led(LED_4, d);
}
- Code: Select all
#include <titanone.gph>
//Posted by Batts, a member of the community in the device Forums - https://device.com/forums
//Posted : Tuesday 5th of November, 2019 22:58 UTC
int aa_p = 24;
int aa_n = -24;
int aa_delay = 20;
int release = 25;
main {
if(get_val(7) && !get_val(4)) combo_run(AA_XY);
else combo_stop(AA_XY);
}
combo AA_XY {
set_val(10,xy_val(10,aa_p));
wait(aa_delay);
set_val(9,xy_val(9,aa_p));
set_val(11,xy_val(11,aa_p));
wait(aa_delay);
set_val(10,xy_val(10,aa_n));
wait(aa_delay);
set_val(9,xy_val(9,aa_n));
set_val(11,xy_val(11,aa_n));
wait(aa_delay);
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis);
}
Thank you so much !
-
CarlosJr - Private First Class
- Posts: 3
- Joined: Tue Nov 05, 2019 4:28 pm
Re: T1/CM to Titan Two Script Converter [v0.26r5 - 11/05/201
And it can't be done the other way around? that is, convert from T2 to T1
-
Gerarkimux - Sergeant First Class
- Posts: 18
- Joined: Sun Jul 24, 2016 4:07 pm
Re: T1/CM to Titan Two Script Converter [v0.26r5 - 11/05/201
Gerarkimux wrote:And it can't be done the other way around? that is, convert from T2 to T1
Depends on the script. If the script does not make use of any advanced GPC2 commands, it is possible to manually convert.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: T1/CM to Titan Two Script Converter [v0.26r6 - 11/09/201
I've put in a "T1 VM" experimental conversion part in the download folder. Basically it will implement the way the T1/CM ran scripts (every 10ms, or depending on what the (vm_tctrl set it as). Any feedback on how well this works would be appreciated (I've left the non-VM version in there too).
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
Re: T1/CM to Titan Two Script Converter [v0.26r6 - 11/09/201
I tried to convert the following script but I still get GPC error please help
- Code: Select all
#pragma METAINFO("1.gpc", 1, 0, "Buffy's GPC Converter v0.26r6")
#include <titanone.gph>
/* *
* *************************************************************///1//
//2//
//3//
//4//
//5//
///6///
//-----Install-----//
//-------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------
//1. Blue
//2. Red
//3. Green
//4. Pink
//5. LightBlue
//6. Yellow
//7. White
//--------------------------------------------------------------------------------------------
//////7//////
//8//
//9//
//10//
//11//
//12//
//13//
//14//
//15//
//16//
//17//
//18//
//19//
//20//
//21//
//22//
//23//
//24//
//25//
//26//
//27//
//////28//////
//Main End//
//-----Combos-----//
//end//
define PS = 0;
define SHARE = 1;
define OPTIONS = 2;
define RBR1 = 3;
define RTR2 = 4;
define RS = 5;
define LBL1 = 6;
define LTL2 = 7;
define LS = 8;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define YTRIANGLE = 17;
define BCIRCLE = 18;
define ACROSS = 19;
define XSQUARE = 20;
define TOUCH = 27;
define Off = 0;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2, 0, 0, 0,
0, 2, 0, 0,
0, 0, 2, 0,
0, 0, 0, 2,
2, 0, 2, 0,
0, 2, 2, 0,
2, 2, 2, 2
);
int ELOCOJR0;
int ELOCOJR1, ELOCOJR15;
int ELOCOJR2, ELOCOJR25;
int ELOCOJR3 = TRUE;
int ELOCOJR4 = FALSE;
int ELOCOJR5 = FALSE;
int ELOCOJR6 = 17;
int ELOCOJR7 = -17;
int ELOCOJR8 = 20;
int ELOCOJR9 = 17;
int ELOCOJR10 = FALSE;
int ELOCOJR11 = FALSE;
int ELOCOJR12 = FALSE;
int ELOCOJR13 = FALSE;
int ELOCOJR14;
int ELOCOJR15;
int ELOCOJR16 = 396;
int ELOCOJR17;
int ELOCOJR18;
int ELOCOJR19;
int ELOCOJR20;
int ELOCOJR21;
int ELOCOJR22;
main {
if (get_val(12) <= -15 && get_val(8) == 100) {
f_colourled(Red);
}
if (get_led(LED_2, 1)) {
if (event_press(2)) {
f_colourled(Blue);
}
if (event_press(16)) {
f_colourled(Blue);
}
if (event_press(15)) {
f_colourled(Blue);
}
if (event_press(0)) {
f_colourled(Blue);
}
if (event_press(1)) {
f_colourled(Blue);
}
if (ELOCOJR4) {
if (get_val(7)) combo_run(c_ELOCOJR30);
}
if (get_battery() <= 1) {
combo_run(c_ELOCOJR32);
}
if (get_val(6)) {
combo_stop(c_ELOCOJR32);
}
deadzone(11, 12, DZ_CIRCLE, 10);
deadzone(PS4_L2, PS4_R2, 99, 99);
if (!get_val(7) && event_press(5)) {
set_val(8, 0);
combo_run(c_ELOCOJR28);
}
if (get_val(6)) {
combo_stop(c_ELOCOJR28);
}
if (ELOCOJR17) {
if (get_val(7) == 0 && get_val(6) == 0 && get_rumble(RUMBLE_B) == 0 && get_rumble(RUMBLE_A) == 87) {
combo_stop(c_ELOCOJR32);
set_val(3, 100);
set_val(20, 100);
}
}
if (ELOCOJR3) if (get_val(7) > 95) {
combo_run(c_ELOCOJR23);
}
if (get_val(7) && event_press(14)) {
ELOCOJR0 =! ELOCOJR0;
}
if (ELOCOJR0) {
if (event_release(7)) {
combo_run(c_ELOCOJR27);
}
}
if (ELOCOJR14) {
if (get_val(7) >= 1 && get_val(17)) {
set_val(15, 100);
}
}
if (!get_val(6) && get_val(7) && event_release(4)) {
combo_run(c_ELOCOJR26);
}
if (event_release(7)) {
combo_stop(c_ELOCOJR26);
}
if (ELOCOJR5) {
if (!get_val(6) && get_val(5) == 0 && get_val(7) == 100 && get_ptime(7) > 20 && get_val(4) == 100 && get_ptime(4) > 20) {
set_val(5, 100);
combo_run(c_ELOCOJR25);
}
if (!get_val(6) && event_release(4)) {
combo_run(c_ELOCOJR35);
}
}
if (ELOCOJR12) {
if (get_val(6) > 95 && get_val(10) > 95) {
ELOCOJR10 = TRUE;
ELOCOJR4 = TRUE;
ELOCOJR11 = FALSE;
ELOCOJR17 = TRUE;
ELOCOJR5 = FALSE;
ELOCOJR14 = TRUE;
ELOCOJR3 = TRUE;
}
}
if (ELOCOJR13) {
if (get_val(6) > 95 && get_val(10) > 95) {
ELOCOJR11 = FALSE;
}
}
if (get_val(7) > 95 && get_val(10) > 95) {
ELOCOJR22 = FALSE;
ELOCOJR21 = TRUE;
ELOCOJR17 = TRUE;
ELOCOJR4 = TRUE;
ELOCOJR5 = FALSE;
ELOCOJR14 = TRUE;
ELOCOJR3 = TRUE;
}
if (ELOCOJR13) {
if (get_val(6) > 95 && get_val(9) < -95) {
ELOCOJR3 = TRUE;
ELOCOJR17 = TRUE;
ELOCOJR11 = TRUE;
ELOCOJR10 = FALSE;
ELOCOJR5 = FALSE;
ELOCOJR14 = TRUE;
ELOCOJR4 = TRUE;
}
}
if (ELOCOJR12) {
if (get_val(6) > 95 && get_val(9) < -95) {
ELOCOJR10 = FALSE;
}
}
if (get_val(6) > 95 && get_val(9) < -95) {
ELOCOJR22 = FALSE;
ELOCOJR21 = TRUE;
ELOCOJR5 = FALSE;
ELOCOJR14 = TRUE;
ELOCOJR4 = TRUE;
ELOCOJR17 = TRUE;
ELOCOJR3 = TRUE;
}
if (get_val(6) > 95 && get_val(10) < -95) {
ELOCOJR22 = TRUE;
ELOCOJR21 = FALSE;
ELOCOJR10 = FALSE;
ELOCOJR17 = TRUE;
ELOCOJR11 = FALSE;
ELOCOJR4 = TRUE;
ELOCOJR5 = TRUE;
ELOCOJR14 = TRUE;
ELOCOJR3 = FALSE;
}
if (get_val(6) > 95 && get_val(9) > 95) {
ELOCOJR22 = FALSE;
ELOCOJR21 = FALSE;
ELOCOJR10 = FALSE;
ELOCOJR11 = FALSE;
ELOCOJR17 = FALSE;
ELOCOJR4 = FALSE;
ELOCOJR3 = FALSE;
ELOCOJR5 = FALSE;
ELOCOJR14 = FALSE;
}
if (ELOCOJR21) {
if (get_val(6) == 0 && get_val(7) && get_ptime(7) > 250 && !ELOCOJR19) combo_run(c_ELOCOJR36);
if (event_release(7)) {
ELOCOJR19 = FALSE;
}
}
if (ELOCOJR22) {
if (get_val(6) == 0 && get_val(7) && get_ptime(7) > 150 && !ELOCOJR20) combo_run(c_ELOCOJR37);
if (event_release(7)) {
ELOCOJR20 = FALSE;
}
}
if (get_val(6) && event_press(14)) {
ELOCOJR12 =! ELOCOJR12;
f_ELOCOJR15(ELOCOJR12);
ELOCOJR10 = FALSE;
}
if (ELOCOJR15) combo_run(c_ELOCOJR24);
if (ELOCOJR10) {
if (get_val(7) > 95) {
combo_run(c_ELOCOJR29);
}
if (get_val(7) > 15 && get_val(5) > 15) {
ELOCOJR10 = FALSE;
}
if (event_release(7)) {
combo_stop(c_ELOCOJR29);
}
if (!get_val(6) && event_release(7)) {
combo_run(c_ELOCOJR35);
}
}
if (get_val(6) && event_press(13)) {
ELOCOJR13 =! ELOCOJR13;
f_ELOCOJR15(ELOCOJR13);
ELOCOJR11 = FALSE;
}
if (ELOCOJR15) combo_run(c_ELOCOJR24);
if (ELOCOJR11) {
if (get_val(7) > 95) {
combo_run(c_ELOCOJR29);
}
if (get_val(7) > 15 && get_val(5) > 15) {
ELOCOJR11 = FALSE;
}
if (event_release(7)) {
combo_stop(c_ELOCOJR29);
}
if (!get_val(6) && event_release(7)) {
combo_run(c_ELOCOJR35);
}
}
if (ELOCOJR17) {
if (get_val(7) == 0 && get_val(6) == 0 && get_val(3)) {
if (event_press(20)) {
ELOCOJR1 = -96;
ELOCOJR15 = -49;
}
if (event_press(19)) {
ELOCOJR1 = 90;
ELOCOJR15 = -60;
}
if (ELOCOJR1|| ELOCOJR15) {
combo_run(c_ELOCOJR31);
combo_run(c_ELOCOJR33);
set_val(3, 100);
set_val(6, 100);
}
}
}
if (get_val(6)) {
if (event_press(17)) {
ELOCOJR2 = 0;
ELOCOJR25 = -100;
ELOCOJR22 = TRUE;
ELOCOJR21 = FALSE;
ELOCOJR10 = FALSE;
ELOCOJR17 = TRUE;
ELOCOJR11 = FALSE;
ELOCOJR4 = TRUE;
ELOCOJR5 = TRUE;
ELOCOJR14 = TRUE;
ELOCOJR3 = FALSE;
}
if (ELOCOJR2|| ELOCOJR25) {
combo_run(c_ELOCOJR34);
}
if (get_val(17) && (get_ptime(17) >= 500)) {
set_val(17, 100);
}
else {
set_val(17, 0);
}
set_val(18, 0);
set_val(20, 0);
}
}
if (abs(get_val(12)) < 0 && abs(get_val(11)) < 0) {
set_val(12, 0);
set_val(11, 0);
}
if (abs(get_val(10)) < 0 && abs(get_val(9)) < 0) {
set_val(10, 0);
set_val(9, 0);
}
}
combo c_ELOCOJR23 {
if (ELOCOJR3) {
set_rumble(RUMBLE_A, 0);
}
if (ELOCOJR3) {
set_rumble(RUMBLE_B, 0);
}
}
combo c_ELOCOJR24 {
set_rumble(RUMBLE_B, 100);
wait(250);
reset_rumble();
wait(200);
ELOCOJR15--;
}
combo c_ELOCOJR25 {
set_val(4, 100);
wait(35);
set_val(4, 0);
wait(35);
}
combo c_ELOCOJR26 {
wait(100);
set_val(4, 0);
wait(50);
set_val(4, 100);
wait(50);
}
combo c_ELOCOJR27 {
set_val(7, 100);
wait(50);
set_val(7, 100);
set_val(14, 100);
wait(50);
ELOCOJR0 = FALSE;
}
combo c_ELOCOJR28 {
wait(30);
set_val(8, 100);
set_val(5, 100);
wait(50);
}
combo c_ELOCOJR29 {
set_val(7, 100);
wait(ELOCOJR16);
set_val(5, 100);
set_val(4, 100);
wait(ELOCOJR16);
set_val(4, 0);
wait(ELOCOJR16);
set_val(4, 100);
wait(ELOCOJR16);
set_val(4, 0);
}
combo c_ELOCOJR30 {
set_val(10, f_a_f(10, ELOCOJR6));
wait(ELOCOJR8);
set_val(9, f_a_f(9, ELOCOJR6));
wait(ELOCOJR8);
set_val(10, f_a_f(10, ELOCOJR7));
wait(ELOCOJR8);
set_val(9, f_a_f(9, ELOCOJR7));
wait(ELOCOJR8);
}
combo c_ELOCOJR31 {
set_val(9, ELOCOJR1);
set_val(10, ELOCOJR15);
wait(200);
set_val(9, ELOCOJR1);
set_val(10, ELOCOJR15);
wait(40);
ELOCOJR1 = 0;
ELOCOJR15 = 0;
}
combo c_ELOCOJR32 {
set_rumble(RUMBLE_B, 100);
wait(250);
reset_rumble();
wait(500);
set_rumble(RUMBLE_B, 100);
wait(250);
reset_rumble();
wait(10000);
}
combo c_ELOCOJR33 {
set_val(PS4_SQUARE, 100);
wait(140);
set_val(PS4_SQUARE, 0);
wait(100);
}
combo c_ELOCOJR34 {
set_val(9, ELOCOJR2);
set_val(10, ELOCOJR25);
wait(200);
set_val(9, ELOCOJR2);
set_val(10, ELOCOJR25);
wait(40);
ELOCOJR2 = 0;
ELOCOJR25 = 0;
}
combo c_ELOCOJR35 {
set_val(5, 0);
wait(50);
set_val(5, 100);
wait(50);
}
combo c_ELOCOJR36 {
set_val(9, -20);
set_val(10, -100);
wait(150);
ELOCOJR19 = TRUE;
}
combo c_ELOCOJR37 {
set_val(9, -30);
set_val(10, -100);
wait(250);
ELOCOJR20 = TRUE;
}
function f_ELOCOJR15(f_bln) {
if (f_bln) ELOCOJR15 = 1;
else ELOCOJR15 = 2;
}
function f_a_f(p, m) {
if (abs(get_val(p)) < ELOCOJR9)
return m;
return get_val(p);
}
function f_colourled(Colour) {
ELOCOJR18 = (Colour * 4) -3;
set_led(LED_1, dbyte(ELOCOJR18));
set_led(LED_2, dbyte(ELOCOJR18+ 1));
set_led(LED_3, dbyte(ELOCOJR18+ 2));
set_led(LED_4, dbyte(ELOCOJR18+ 3));
}
-
guko3867 - Sergeant
- Posts: 9
- Joined: Thu Feb 07, 2019 5:46 am
Who is online
Users browsing this forum: No registered users and 32 guests