Can't use unmapped buttons to activate rapid fire
6 posts
• Page 1 of 1
Can't use unmapped buttons to activate rapid fire
So I unmapped the PS4 Share button and programmed it to activate rapid fire and unmapped the PS4_PS button and programmed it to deactivate rapid fire, however after the unmapping the problem is these buttons don't work for turning rapid fire on/off.
I tried blocking PS4 Share/PS buttons in the loop but it doesn't work all the time when I have CV/AHK Xim Link spamming the Share or PS button combined with running my looter combo.
Any help would be much appreciated, thanks!
Here is my code with the 2 buttons unmapped
The activating/deactivating of rapid fire is under "// CV Activated Combos"
To switch the to script with the 2 buttons block just add this to the start of the main loop
"block(PS4_SHARE, 4000);
block(PS4_PS, 4000);"
I tried blocking PS4 Share/PS buttons in the loop but it doesn't work all the time when I have CV/AHK Xim Link spamming the Share or PS button combined with running my looter combo.
Any help would be much appreciated, thanks!
Here is my code with the 2 buttons unmapped
The activating/deactivating of rapid fire is under "// CV Activated Combos"
To switch the to script with the 2 buttons block just add this to the start of the main loop
"block(PS4_SHARE, 4000);
block(PS4_PS, 4000);"
- Code: Select all
#include <titanone.gph>
#define DELAY 30
unmap PS4_SHARE;
unmap PS4_PS;
//Antithesis Values
define HOME = 0; // XB1_XBOX XB360_XBOX PS4_PS PS3_PS
define SHARE = 1; // XB1_VIEW XB360_BACK PS4_SHARE PS3_SELECT
define OPTIONS = 2; // XB1_MENU XB360_START PS4_OPTIONS PS3_START
define SHOOT = 4; // XB1_RT XB360_RT PS4_R2 PS3_R2
// define MELEE = 3; // XB1_RB XB360_RB PS4_R1 PS3_R1
// define FLAG_RESET = 5; // XB1_RS XB360_RS PS4_R3 PS3_R3
// define GRENADE = 6; // XB1_LB XB360_LB PS4_L1 PS3_L1
define ADS = 7; // XB1_LT XB360_LT PS4_L2 PS3_L2
define SPRINT = 8; // XB1_LS XB360_LS PS4_L3 PS3_L3
define RX_AXIS = 9; // XB1_RX XB360_RX PS4_RX PS3_RX
define RY_AXIS = 10; // XB1_RY XB360_RY PS4_RY PS3_RY
define LX_AXIS = 11; // XB1_LX XB360_LX PS4_LX PS3_LX
define LY_AXIS = 12; // XB1_LY XB360_LY PS4_LY PS3_LY
define DPAD_UP = 13; // XB1_UP XB360_UP PS4_UP PS3_UP
define DPAD_DOWN = 14; // XB1_DOWN XB360_DOWN PS4_DOWN PS3_DOWN
// define DPAD_LEFT = 15; // XB1_LEFT XB360_LEFT PS4_LEFT PS3_LEFT
define DPAD_RIGHT = 16; // XB1_RIGHT XB360_RIGHT PS4_RIGHT PS3_RIGHT
define WEAPON_SWAP = 3; // XB1_Y XB360_Y PS4_TRIANGLE PS3_TRIANGLE
define CROUCH = 18; // XB1_B XB360_B PS4_CIRCLE PS3_CIRCLE
// define JUMP = 19; // XB1_A XB360_A PS4_CROSS PS3_CROSS
define RELOAD = 20; // XB1_X XB360_X PS4_SQUARE PS3_SQUARE
define Invert_Y = 0;
define shoot_time = 888;
define rapid_time = 5000;
// Anti-Recoil Values
int Pri_Hip_H = 0; // Primary Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_Hip_V = 0; // Primary Hip Y-axis Vertical. Range of -100 to 100. Min of to get an AR effect 12 for Xim4 24
int Pri_ADS_H = 0; // Primary ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_ADS_V = 0; // Primary ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4 25
int Sec_Hip_H = 0; // Special Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_Hip_V = 0; // Special Hip Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_H = 0; // Special ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_V = 0; // Special ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_RapidFire, Sec_RapidFire;
int RightStick_X = 0;
int RightStick_Y = 0;
int Primary = TRUE;
//Posted : Wednesday 27th of February, 2019 0:17 UTC
int dbl_click;
int InstaToggle = TRUE;
main {
/* if (get_val(PS4_CROSS)){
combo_run(TurboCross);
}
if (get_val(PS4_DOWN)){
set_val(PS4_CROSS, 100);
}
if (!get_val(PS4_DOWN)){
set_val(PS4_CROSS, 0);
}
if (get_val(PS4_L3) && double_click(PS4_L2)) {
InstaToggle = !InstaToggle;
}
if(InstaToggle){
block(PS4_DOWN, 2000);
} */
// Instantly Switch Weapons
/*if(InstaToggle){
if (get_val(PS4_LEFT)){
block(PS4_LEFT, 4000);
combo_run(InstaSwitch);
}
} */
// Anti-Recoil
// Looter
if (double_click(PS4_L1)) {
combo_run(looter);
}
if (event_press(PS4_R1)) {
combo_stop(looter);
}
// Grenade Switch Fix is in if statement below
if (!get_val(PS4_R1)) {
if (event_press(PS4_TRIANGLE)) {
Primary = !Primary;
}
}
// Weapon Swap and Attah Change Profile fix
/*
if (event_press(PS4_TRIANGLE)) {
combo_run(HoldTriangleCheck);
}
*/
if(Primary){
if (get_val(PS4_R2) && get_val(PS4_L2)){
AntiRecoil(Pri_ADS_H, Pri_ADS_V);
}
else if (get_val(PS4_R2)) {
AntiRecoil(Pri_Hip_H, Pri_Hip_V);
}
}
if(!Primary){
if (get_val(PS4_R2) && get_val(PS4_L2)){
AntiRecoil(Sec_ADS_H, Sec_ADS_V);
}
else if (get_val(PS4_R2)) {
AntiRecoil(Sec_Hip_H, Sec_Hip_V);
}
}
// Rapid Fire
// CV Activated Combos
if (Primary) {
if (event_press(PS4_SHARE)) {
Pri_RapidFire = 1;
}
}
if (Primary) {
if (event_press(PS4_PS)) {
Pri_RapidFire = 0;
}
}
if (!Primary) {
if (event_press(PS4_SHARE)) {
Sec_RapidFire = 1;
}
}
if (!Primary) {
if (event_press(PS4_PS)) {
Sec_RapidFire = 0;
}
}
//
if (Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_LEFT) && time_active(PS4_LEFT) > 200) {
Pri_RapidFire = 1;
}
}
if (Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_RIGHT) && time_active(PS4_RIGHT) > 200) {
Pri_RapidFire = 0;
}
}
if (!Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_LEFT) && time_active(PS4_LEFT) > 200) {
Sec_RapidFire = 1;
}
}
if (!Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_RIGHT) && time_active(PS4_RIGHT) > 200) {
Sec_RapidFire = 0;
}
}
if (Primary) {
if (Pri_RapidFire == 1) {
set_led(LED_1, 1);
if (get_val(PS4_R2) && get_ptime(SHOOT)) {
combo_run(RapidFire);
}
}
}
if (!Primary) {
if (Sec_RapidFire == 1) {
set_led(LED_1, 1);
if (get_val(PS4_R2) && get_ptime(SHOOT)) {
combo_run(RapidFire);
}
}
}
if (Primary) {
if (Pri_RapidFire == 0) {
set_led(LED_1, 0);
}
}
if (!Primary) {
if (Sec_RapidFire == 0) {
set_led(LED_1, 0);
}
}
// Weapon Profile Switch on Swap and Attach fix
// if (get_val(PS4_LEFT)){
// combo_run(SideSlide);
// }
}
combo TurboCross {
set_val(PS4_CROSS, 100);
wait(50);
set_val(PS4_CROSS, 0);
}
//
// 2/27/2019 2:45:39 PM
// Combo generated by Combo Magick Plugin
//----------------------------------------
combo SideSlide {
set_val(PS4_LX, -72);
set_val(PS4_LY, -69);
set_val(PS4_CIRCLE, 100);
wait(110);
set_val(PS4_LX, -71);
set_val(PS4_LY, -69);
set_val(PS4_CIRCLE, 0);
}
/* combo InstaSwitch {
set_val(PS4_TRIANGLE, 100);
wait(15);
set_val(PS4_TRIANGLE, 100);
wait(15);
set_val(PS4_CIRCLE, 100);
wait(15);
set_val(PS4_CIRCLE, 0);
wait(100);
} */
combo CLICK {
dbl_click = TRUE;
wait(200); //change this value for delay between clicks
dbl_click = FALSE;
}
combo RapidFire {
set_val(PS4_R2, 100);
wait(6);
set_val(PS4_R2, 0);
wait(5);
set_val(PS4_R2, 0);
}
combo HoldTriangleCheck {
wait(225);
if (get_val(PS4_TRIANGLE) > 50) {
Primary = !Primary;
}
}
combo looter {
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_R1, 100);
wait(DELAY);
set_val(PS4_R1, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
/* Old Going from bottom on 2nd page looter
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
*/
}
function double_click(btn) {
if(event_press(btn) && !dbl_click) {
combo_run(CLICK);
return FALSE;
}
if(event_press(btn) && dbl_click)
return TRUE;
return FALSE;
}
//Posted by Fadexz, a member of the community in the device Forums - http://device.com/forums
//Posted : Thursday 28th of February, 2019 8:55 UTC
// ANTI-RECOIL
function AntiRecoil (AntiRecoil_H, AntiRecoil_V)
{
// Anti-recoil parameters
if (get_val(SHOOT) && get_ptime(SHOOT) < shoot_time && isqrt(pow(get_val(RX_AXIS), 2) + pow(get_val(RY_AXIS), 2)) <= abs(AntiRecoil_V))
{
if(abs(RY_AXIS) <= abs(AntiRecoil_V))
{
// Horizontal anti-recoil
RightStick_X = (get_val(RX_AXIS) + (AntiRecoil_H*(100-abs(get_val(RX_AXIS))))/100);
set_val(RX_AXIS, RightStick_X);
// Vertical anti-recoil
if (Invert_Y) { RightStick_Y = (get_val(RY_AXIS) - (AntiRecoil_V*(100-abs(get_val(RY_AXIS))))/100); } // Y-axis invert
else { RightStick_Y = (get_val(RY_AXIS) + (AntiRecoil_V*(100-abs(get_val(RY_AXIS))))/100); }
if (RightStick_Y > (AntiRecoil_V)) {RightStick_Y = (AntiRecoil_V) ;}
set_val(RY_AXIS, RightStick_Y);
}
}
}
-
pigy33 - Sergeant First Class
- Posts: 25
- Joined: Tue Mar 20, 2018 9:58 pm
Re: Can't use unmapped buttons to activate rapid fire
When you unmap the buttons, you are basically telling the T2 to ignore any inputs from those buttons. I believe that you should swamp (remap) the two buttons to other buttons that are not used for the controller. Then you can call out those specific buttons to use for enabling and disabling rapid fire.
For example, the PS button is BUTTON_1, so you can swap it with PADDLE_1 that is not used with the PS4. Share is BUTTON_18 that you can swap with PADDLE_2 that is not used with the PS4. Rapid enable and disable would be triggered for PADDLE_1 & PADDLE_2.
What buttons are used and not used
https://www.consoletuner.com/wiki/index.php?id=t2:gpc_language_reference
Remapper function
https://www.consoletuner.com/wiki/index.php?id=t2:remapper_swap
For example, the PS button is BUTTON_1, so you can swap it with PADDLE_1 that is not used with the PS4. Share is BUTTON_18 that you can swap with PADDLE_2 that is not used with the PS4. Rapid enable and disable would be triggered for PADDLE_1 & PADDLE_2.
What buttons are used and not used
https://www.consoletuner.com/wiki/index.php?id=t2:gpc_language_reference
Remapper function
https://www.consoletuner.com/wiki/index.php?id=t2:remapper_swap
-
UK_Wildcats - Brigadier General
- Posts: 2243
- Joined: Thu Jan 08, 2015 6:53 pm
Re: Can't use unmapped buttons to activate rapid fire
Hello, I tried your suggestion and the PADDLE_1/2 buttons don't seem to register on PS4 as my RF toggle on/off only worked when I tested this script out on my Xbox One.
- Code: Select all
#include <titanone.gph>
#define DELAY 30
//Antithesis Values
define HOME = 0; // XB1_XBOX XB360_XBOX PS4_PS PS3_PS
define SHARE = 1; // XB1_VIEW XB360_BACK PS4_SHARE PS3_SELECT
define OPTIONS = 2; // XB1_MENU XB360_START PS4_OPTIONS PS3_START
define SHOOT = 4; // XB1_RT XB360_RT PS4_R2 PS3_R2
// define MELEE = 3; // XB1_RB XB360_RB PS4_R1 PS3_R1
// define FLAG_RESET = 5; // XB1_RS XB360_RS PS4_R3 PS3_R3
// define GRENADE = 6; // XB1_LB XB360_LB PS4_L1 PS3_L1
define ADS = 7; // XB1_LT XB360_LT PS4_L2 PS3_L2
define SPRINT = 8; // XB1_LS XB360_LS PS4_L3 PS3_L3
define RX_AXIS = 9; // XB1_RX XB360_RX PS4_RX PS3_RX
define RY_AXIS = 10; // XB1_RY XB360_RY PS4_RY PS3_RY
define LX_AXIS = 11; // XB1_LX XB360_LX PS4_LX PS3_LX
define LY_AXIS = 12; // XB1_LY XB360_LY PS4_LY PS3_LY
define DPAD_UP = 13; // XB1_UP XB360_UP PS4_UP PS3_UP
define DPAD_DOWN = 14; // XB1_DOWN XB360_DOWN PS4_DOWN PS3_DOWN
// define DPAD_LEFT = 15; // XB1_LEFT XB360_LEFT PS4_LEFT PS3_LEFT
define DPAD_RIGHT = 16; // XB1_RIGHT XB360_RIGHT PS4_RIGHT PS3_RIGHT
define WEAPON_SWAP = 3; // XB1_Y XB360_Y PS4_TRIANGLE PS3_TRIANGLE
define CROUCH = 18; // XB1_B XB360_B PS4_CIRCLE PS3_CIRCLE
// define JUMP = 19; // XB1_A XB360_A PS4_CROSS PS3_CROSS
define RELOAD = 20; // XB1_X XB360_X PS4_SQUARE PS3_SQUARE
define Invert_Y = 0;
define shoot_time = 888;
define rapid_time = 5000;
// Anti-Recoil Values
int Pri_Hip_H = 0; // Primary Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_Hip_V = 0; // Primary Hip Y-axis Vertical. Range of -100 to 100. Min of to get an AR effect 12 for Xim4 24
int Pri_ADS_H = 0; // Primary ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_ADS_V = 0; // Primary ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4 25
int Sec_Hip_H = 0; // Special Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_Hip_V = 0; // Special Hip Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_H = 0; // Special ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_V = 0; // Special ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_RapidFire, Sec_RapidFire;
int RightStick_X = 0;
int RightStick_Y = 0;
int Primary = TRUE;
//Posted : Wednesday 27th of February, 2019 0:17 UTC
int dbl_click;
int InstaToggle = TRUE;
init {
remapper_swap(BUTTON_18, PADDLE_1);
remapper_swap(BUTTON_1, PADDLE_2);
}
main {
/* if (get_val(PS4_CROSS)){
combo_run(TurboCross);
}
if (get_val(PS4_DOWN)){
set_val(PS4_CROSS, 100);
}
if (!get_val(PS4_DOWN)){
set_val(PS4_CROSS, 0);
}
if (get_val(PS4_L3) && double_click(PS4_L2)) {
InstaToggle = !InstaToggle;
}
if(InstaToggle){
block(PS4_DOWN, 2000);
} */
// Instantly Switch Weapons
/*if(InstaToggle){
if (get_val(PS4_LEFT)){
block(PS4_LEFT, 4000);
combo_run(InstaSwitch);
}
} */
// Anti-Recoil
// Looter
if (double_click(PS4_L1)) {
combo_run(looter);
}
if (event_press(PS4_R1)) {
combo_stop(looter);
}
// Grenade Switch Fix is in if statement below
if (!get_val(PS4_R1)) {
if (event_press(PS4_TRIANGLE)) {
Primary = !Primary;
}
}
// Weapon Swap and Attah Change Profile fix
/*
if (event_press(PS4_TRIANGLE)) {
combo_run(HoldTriangleCheck);
}
*/
if(Primary){
if (get_val(PS4_R2) && get_val(PS4_L2)){
AntiRecoil(Pri_ADS_H, Pri_ADS_V);
}
else if (get_val(PS4_R2)) {
AntiRecoil(Pri_Hip_H, Pri_Hip_V);
}
}
if(!Primary){
if (get_val(PS4_R2) && get_val(PS4_L2)){
AntiRecoil(Sec_ADS_H, Sec_ADS_V);
}
else if (get_val(PS4_R2)) {
AntiRecoil(Sec_Hip_H, Sec_Hip_V);
}
}
// Rapid Fire
// CV Activated Combos
if (Primary) {
if (event_press(PADDLE_1)) {
Pri_RapidFire = 1;
}
}
if (Primary) {
if (event_press(PADDLE_2)) {
Pri_RapidFire = 0;
}
}
if (!Primary) {
if (event_press(PADDLE_1)) {
Sec_RapidFire = 1;
}
}
if (!Primary) {
if (event_press(PADDLE_2)) {
Sec_RapidFire = 0;
}
}
//
if (Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_LEFT) && time_active(PS4_LEFT) > 200) {
Pri_RapidFire = 1;
}
}
if (Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_RIGHT) && time_active(PS4_RIGHT) > 200) {
Pri_RapidFire = 0;
}
}
if (!Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_LEFT) && time_active(PS4_LEFT) > 200) {
Sec_RapidFire = 1;
}
}
if (!Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_RIGHT) && time_active(PS4_RIGHT) > 200) {
Sec_RapidFire = 0;
}
}
if (Primary) {
if (Pri_RapidFire == 1) {
set_led(LED_1, 1);
if (get_val(PS4_R2) && get_ptime(SHOOT)) {
combo_run(RapidFire);
}
}
}
if (!Primary) {
if (Sec_RapidFire == 1) {
set_led(LED_1, 1);
if (get_val(PS4_R2) && get_ptime(SHOOT)) {
combo_run(RapidFire);
}
}
}
if (Primary) {
if (Pri_RapidFire == 0) {
set_led(LED_1, 0);
}
}
if (!Primary) {
if (Sec_RapidFire == 0) {
set_led(LED_1, 0);
}
}
// Weapon Profile Switch on Swap and Attach fix
// if (get_val(PS4_LEFT)){
// combo_run(SideSlide);
// }
}
combo TurboCross {
set_val(PS4_CROSS, 100);
wait(50);
set_val(PS4_CROSS, 0);
}
//
// 2/27/2019 2:45:39 PM
// Combo generated by Combo Magick Plugin
//----------------------------------------
combo SideSlide {
set_val(PS4_LX, -72);
set_val(PS4_LY, -69);
set_val(PS4_CIRCLE, 100);
wait(110);
set_val(PS4_LX, -71);
set_val(PS4_LY, -69);
set_val(PS4_CIRCLE, 0);
}
/* combo InstaSwitch {
set_val(PS4_TRIANGLE, 100);
wait(15);
set_val(PS4_TRIANGLE, 100);
wait(15);
set_val(PS4_CIRCLE, 100);
wait(15);
set_val(PS4_CIRCLE, 0);
wait(100);
} */
combo CLICK {
dbl_click = TRUE;
wait(200); //change this value for delay between clicks
dbl_click = FALSE;
}
combo RapidFire {
set_val(PS4_R2, 100);
wait(6);
set_val(PS4_R2, 0);
wait(5);
set_val(PS4_R2, 0);
}
combo HoldTriangleCheck {
wait(225);
if (get_val(PS4_TRIANGLE) > 50) {
Primary = !Primary;
}
}
combo looter {
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_R1, 100);
wait(DELAY);
set_val(PS4_R1, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
/* Old Going from bottom on 2nd page looter
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
*/
}
function double_click(btn) {
if(event_press(btn) && !dbl_click) {
combo_run(CLICK);
return FALSE;
}
if(event_press(btn) && dbl_click)
return TRUE;
return FALSE;
}
//Posted by Fadexz, a member of the community in the device Forums - http://device.com/forums
//Posted : Thursday 28th of February, 2019 8:55 UTC
// ANTI-RECOIL
function AntiRecoil (AntiRecoil_H, AntiRecoil_V)
{
// Anti-recoil parameters
if (get_val(SHOOT) && get_ptime(SHOOT) < shoot_time && isqrt(pow(get_val(RX_AXIS), 2) + pow(get_val(RY_AXIS), 2)) <= abs(AntiRecoil_V))
{
if(abs(RY_AXIS) <= abs(AntiRecoil_V))
{
// Horizontal anti-recoil
RightStick_X = (get_val(RX_AXIS) + (AntiRecoil_H*(100-abs(get_val(RX_AXIS))))/100);
set_val(RX_AXIS, RightStick_X);
// Vertical anti-recoil
if (Invert_Y) { RightStick_Y = (get_val(RY_AXIS) - (AntiRecoil_V*(100-abs(get_val(RY_AXIS))))/100); } // Y-axis invert
else { RightStick_Y = (get_val(RY_AXIS) + (AntiRecoil_V*(100-abs(get_val(RY_AXIS))))/100); }
if (RightStick_Y > (AntiRecoil_V)) {RightStick_Y = (AntiRecoil_V) ;}
set_val(RY_AXIS, RightStick_Y);
}
}
}
-
pigy33 - Sergeant First Class
- Posts: 25
- Joined: Tue Mar 20, 2018 9:58 pm
Re: Can't use unmapped buttons to activate rapid fire
actually Paddle1/2 both seem to not really be extra buttons but correspond to buttons on the controller as on both the Xbox and PS4 this code makes touch pad/options as the activators/deactivators rather than the Share/PS button
-
pigy33 - Sergeant First Class
- Posts: 25
- Joined: Tue Mar 20, 2018 9:58 pm
Re: Can't use unmapped buttons to activate rapid fire
The PADDLE_1 & PADDLE_2 are exclusively for the Xbox Elite Controller. I modified the code and got it working.
- Code: Select all
#include <titanone.gph>
#define DELAY 30
//Antithesis Values
define HOME = 0; // XB1_XBOX XB360_XBOX PS4_PS PS3_PS
define SHARE = 1; // XB1_VIEW XB360_BACK PS4_SHARE PS3_SELECT
define OPTIONS = 2; // XB1_MENU XB360_START PS4_OPTIONS PS3_START
define SHOOT = 4; // XB1_RT XB360_RT PS4_R2 PS3_R2
// define MELEE = 3; // XB1_RB XB360_RB PS4_R1 PS3_R1
// define FLAG_RESET = 5; // XB1_RS XB360_RS PS4_R3 PS3_R3
// define GRENADE = 6; // XB1_LB XB360_LB PS4_L1 PS3_L1
define ADS = 7; // XB1_LT XB360_LT PS4_L2 PS3_L2
define SPRINT = 8; // XB1_LS XB360_LS PS4_L3 PS3_L3
define RX_AXIS = 9; // XB1_RX XB360_RX PS4_RX PS3_RX
define RY_AXIS = 10; // XB1_RY XB360_RY PS4_RY PS3_RY
define LX_AXIS = 11; // XB1_LX XB360_LX PS4_LX PS3_LX
define LY_AXIS = 12; // XB1_LY XB360_LY PS4_LY PS3_LY
define DPAD_UP = 13; // XB1_UP XB360_UP PS4_UP PS3_UP
define DPAD_DOWN = 14; // XB1_DOWN XB360_DOWN PS4_DOWN PS3_DOWN
// define DPAD_LEFT = 15; // XB1_LEFT XB360_LEFT PS4_LEFT PS3_LEFT
define DPAD_RIGHT = 16; // XB1_RIGHT XB360_RIGHT PS4_RIGHT PS3_RIGHT
define WEAPON_SWAP = 3; // XB1_Y XB360_Y PS4_TRIANGLE PS3_TRIANGLE
define CROUCH = 18; // XB1_B XB360_B PS4_CIRCLE PS3_CIRCLE
// define JUMP = 19; // XB1_A XB360_A PS4_CROSS PS3_CROSS
define RELOAD = 20; // XB1_X XB360_X PS4_SQUARE PS3_SQUARE
define Invert_Y = 0;
define shoot_time = 888;
define rapid_time = 5000;
// Anti-Recoil Values
int Pri_Hip_H = 0; // Primary Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_Hip_V = 0; // Primary Hip Y-axis Vertical. Range of -100 to 100. Min of to get an AR effect 12 for Xim4 24
int Pri_ADS_H = 0; // Primary ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_ADS_V = 0; // Primary ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4 25
int Sec_Hip_H = 0; // Special Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_Hip_V = 0; // Special Hip Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_H = 0; // Special ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_V = 0; // Special ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_RapidFire, Sec_RapidFire;
int RightStick_X = 0;
int RightStick_Y = 0;
int Primary = TRUE;
//Posted : Wednesday 27th of February, 2019 0:17 UTC
int dbl_click;
int InstaToggle = TRUE;
uint8 RAPID_ON ;
uint8 RAPID_OFF;
init {
remapper_swap(BUTTON_18, PADDLE_1);
remapper_swap(BUTTON_1, PADDLE_2);
RAPID_ON = PADDLE_1;
RAPID_OFF = PADDLE_2;
}
main {
/* if (get_val(PS4_CROSS)){
combo_run(TurboCross);
}
if (get_val(PS4_DOWN)){
set_val(PS4_CROSS, 100);
}
if (!get_val(PS4_DOWN)){
set_val(PS4_CROSS, 0);
}
if (get_val(PS4_L3) && double_click(PS4_L2)) {
InstaToggle = !InstaToggle;
}
if(InstaToggle){
block(PS4_DOWN, 2000);
} */
// Instantly Switch Weapons
/*if(InstaToggle){
if (get_val(PS4_LEFT)){
block(PS4_LEFT, 4000);
combo_run(InstaSwitch);
}
} */
// Anti-Recoil
// Looter
if (double_click(PS4_L1)) {
combo_run(looter);
}
if (event_press(PS4_R1)) {
combo_stop(looter);
}
// Grenade Switch Fix is in if statement below
if (!get_val(PS4_R1)) {
if (event_press(PS4_TRIANGLE)) {
Primary = !Primary;
printf("Primary is %d", Primary);
}
}
// Weapon Swap and Attah Change Profile fix
/*
if (event_press(PS4_TRIANGLE)) {
combo_run(HoldTriangleCheck);
}
*/
if(Primary){
if (get_val(PS4_R2) && get_val(PS4_L2)){
AntiRecoil(Pri_ADS_H, Pri_ADS_V);
}
else if (get_val(PS4_R2)) {
AntiRecoil(Pri_Hip_H, Pri_Hip_V);
}
}
if(!Primary){
if (get_val(PS4_R2) && get_val(PS4_L2)){
AntiRecoil(Sec_ADS_H, Sec_ADS_V);
}
else if (get_val(PS4_R2)) {
AntiRecoil(Sec_Hip_H, Sec_Hip_V);
}
}
// Rapid Fire
// CV Activated Combos
if (Primary) {
if (event_active(RAPID_ON)) {
Pri_RapidFire = 1;
printf("Pri_Rapid Fire = 1"); // For Testing
}
}
if (Primary) {
if (event_active(RAPID_OFF)) {
Pri_RapidFire = 0;
printf("Pri_Rapid Fire = 0"); // For Testing
}
}
if (!Primary) {
if (event_press(RAPID_ON)) {
Sec_RapidFire = 1;
}
}
if (!Primary) {
if (event_press(RAPID_OFF)) {
Sec_RapidFire = 0;
}
}
//
if (Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_LEFT) && time_active(PS4_LEFT) > 200) {
Pri_RapidFire = 1;
}
}
if (Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_RIGHT) && time_active(PS4_RIGHT) > 200) {
Pri_RapidFire = 0;
}
}
if (!Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_LEFT) && time_active(PS4_LEFT) > 200) {
Sec_RapidFire = 1;
}
}
if (!Primary) {
if (event_release(PS4_DOWN) && get_val(PS4_RIGHT) && time_active(PS4_RIGHT) > 200) {
Sec_RapidFire = 0;
}
}
if (Primary) {
if (Pri_RapidFire == 1) {
set_led(LED_1, 1);
if (get_val(PS4_R2) && get_ptime(SHOOT)) {
combo_run(RapidFire);
}
}
}
if (!Primary) {
if (Sec_RapidFire == 1) {
set_led(LED_1, 1);
if (get_val(PS4_R2) && get_ptime(SHOOT)) {
combo_run(RapidFire);
}
}
}
if (Primary) {
if (Pri_RapidFire == 0) {
set_led(LED_1, 0);
}
}
if (!Primary) {
if (Sec_RapidFire == 0) {
set_led(LED_1, 0);
}
}
// Weapon Profile Switch on Swap and Attach fix
// if (get_val(PS4_LEFT)){
// combo_run(SideSlide);
// }
}
combo TurboCross {
set_val(PS4_CROSS, 100);
wait(50);
set_val(PS4_CROSS, 0);
}
//
// 2/27/2019 2:45:39 PM
// Combo generated by Combo Magick Plugin
//----------------------------------------
combo SideSlide {
set_val(PS4_LX, -72);
set_val(PS4_LY, -69);
set_val(PS4_CIRCLE, 100);
wait(110);
set_val(PS4_LX, -71);
set_val(PS4_LY, -69);
set_val(PS4_CIRCLE, 0);
}
/* combo InstaSwitch {
set_val(PS4_TRIANGLE, 100);
wait(15);
set_val(PS4_TRIANGLE, 100);
wait(15);
set_val(PS4_CIRCLE, 100);
wait(15);
set_val(PS4_CIRCLE, 0);
wait(100);
} */
combo CLICK {
dbl_click = TRUE;
wait(200); //change this value for delay between clicks
dbl_click = FALSE;
}
combo RapidFire {
set_val(PS4_R2, 100);
wait(6);
set_val(PS4_R2, 0);
wait(5);
set_val(PS4_R2, 0);
}
combo HoldTriangleCheck {
wait(225);
if (get_val(PS4_TRIANGLE) > 50) {
Primary = !Primary;
}
}
combo looter {
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_R1, 100);
wait(DELAY);
set_val(PS4_R1, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
/* Old Going from bottom on 2nd page looter
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY); set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_LEFT, 100);
wait(DELAY);
set_val(PS4_LEFT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_DOWN, 100);
wait(DELAY);
set_val(PS4_DOWN, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
wait(DELAY);
set_val(PS4_SQUARE, 100);
wait(DELAY);
set_val(PS4_SQUARE, 0);
wait(DELAY);
set_val(PS4_RIGHT, 100);
wait(DELAY);
set_val(PS4_RIGHT, 0);
*/
}
function double_click(btn) {
if(event_press(btn) && !dbl_click) {
combo_run(CLICK);
return FALSE;
}
if(event_press(btn) && dbl_click)
return TRUE;
return FALSE;
}
//Posted by Fadexz, a member of the community in the device Forums - http://device.com/forums
//Posted : Thursday 28th of February, 2019 8:55 UTC
// ANTI-RECOIL
function AntiRecoil (AntiRecoil_H, AntiRecoil_V)
{
// Anti-recoil parameters
if (get_val(SHOOT) && get_ptime(SHOOT) < shoot_time && isqrt(pow(get_val(RX_AXIS), 2) + pow(get_val(RY_AXIS), 2)) <= abs(AntiRecoil_V))
{
if(abs(RY_AXIS) <= abs(AntiRecoil_V))
{
// Horizontal anti-recoil
RightStick_X = (get_val(RX_AXIS) + (AntiRecoil_H*(100-abs(get_val(RX_AXIS))))/100);
set_val(RX_AXIS, RightStick_X);
// Vertical anti-recoil
if (Invert_Y) { RightStick_Y = (get_val(RY_AXIS) - (AntiRecoil_V*(100-abs(get_val(RY_AXIS))))/100); } // Y-axis invert
else { RightStick_Y = (get_val(RY_AXIS) + (AntiRecoil_V*(100-abs(get_val(RY_AXIS))))/100); }
if (RightStick_Y > (AntiRecoil_V)) {RightStick_Y = (AntiRecoil_V) ;}
set_val(RY_AXIS, RightStick_Y);
}
}
}
-
UK_Wildcats - Brigadier General
- Posts: 2243
- Joined: Thu Jan 08, 2015 6:53 pm
Re: Can't use unmapped buttons to activate rapid fire
Thanks it worked! ^^
-
pigy33 - Sergeant First Class
- Posts: 25
- Joined: Tue Mar 20, 2018 9:58 pm
6 posts
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