Pubg Script only for Experience Scripter
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Pubg Script only for Experience Scripter
Hey there is my PUBG Script for XboX One. I Need some Experience Eyes 2 Help Improve this one. So ist Defently not a Public Release. It includes some simple Scripts Like get in Car and Change 2 Driver Seat. Holding L2 Also Leans and Holding Breath. 2 Fire Modes for Single and Burst. And LED Changes Between Modes. Also he Autostrafes in Inventory and you can use Leftstick 2 Navigate. Hold Trow granate Button 2 Aim Release the Button 2 Trow and Switch Back 2 Weapon.
- Code: Select all
#pragma METAINFO("PUBG", 1, 0, "")
#define FIRE_BUTTON BUTTON_5
#define SPRINT_BUTTON BUTTON_9
bool autofire;
uint8 b_Run = 0;
bool FIGHT_SWITCH;
bool INVENTAR;
main {
if((autofire && !FIGHT_SWITCH)) {
ColorLED('G');
} else if((FIGHT_SWITCH && !autofire)) {
ColorLED('R');
} else if((!FIGHT_SWITCH && !autofire)) {
ColorLED('W');
}
//INVENTORY
if(event_active(BUTTON_3)) {
if(INVENTAR == 0 ) {
autofire = 0;
FIGHT_SWITCH = 0;
INVENTAR = 1;
}else if(INVENTAR == 1) {
FIGHT_SWITCH = 1;
INVENTAR = 0;
}
}
if(INVENTAR >= 1) {
set_val(STICK_1_X, 0.0);
set_val(STICK_1_Y, 0.0);
set_val(BUTTON_15, 0.0);
combo_run(Strafing);
if(get_val(STICK_2_Y) <= -95.0) {
set_val(STICK_2_Y, 0.0);
combo_run(Up);
}
if(get_val(STICK_2_Y) >= 95.0) {
set_val(STICK_2_Y, 0.0);
combo_run(Down);
}
if(get_val(STICK_2_X) >= 95.0) {
set_val(STICK_2_X, 0.0);
combo_run(Right);
}
if(get_val(STICK_2_X) <= -95.0) {
set_val(STICK_2_X, 0.0);
combo_run(Left);
}
}
//Fight switch
set_val(BUTTON_10, 0.0);
if(event_active(BUTTON_10)) {
FIGHT_SWITCH = 0;
autofire = 0;
}
if(event_active(BUTTON_10)) {
set_val(BUTTON_16, 0.0);
combo_run(Loot);
combo_run(Driver);
}
//AutoFire
if(event_active(BUTTON_9)) {
if(FIGHT_SWITCH == 1 ) {
FIGHT_SWITCH = 0;
autofire = 1;
}else if(autofire == 1) {
FIGHT_SWITCH = 1;
autofire = 0;
}
}
if(event_active(BUTTON_6)) {
if(FIGHT_SWITCH == 1) {
FIGHT_SWITCH = 0;
autofire = 1;
}else if(autofire == 1) {
FIGHT_SWITCH = 1;
autofire = 0;
}
}
//Switcher
if(INVENTAR == 0 && autofire == 0) {
if(get_val(BUTTON_15)) {
FIGHT_SWITCH = 1;
}
if(get_val(BUTTON_14)) {
FIGHT_SWITCH = 1;
}
if(get_val(BUTTON_16)) {
FIGHT_SWITCH = 1;
}
if(get_val(BUTTON_17)) {
FIGHT_SWITCH = 1;
}
if(get_val(BUTTON_12)) {
FIGHT_SWITCH = 1;
}
}
//autofire
if(autofire >= 1) {
if(get_val(BUTTON_9)) {
set_val(BUTTON_9, 0.0);
combo_run(Left);
}
if(get_val(BUTTON_6)) {
set_val(BUTTON_6, 0.0);
combo_run(Up);
}
// EASY SPRINT
if(get_val(STICK_2_Y) <= -75.0) {
combo_run(EasySprint);
} else {
combo_stop(EasySprint);
}
//Rapidfire
if(event_active(BUTTON_5) && get_val(STICK_2_X) < -75.0) {
combo_run(LeanleftRapid);
}
if(event_active(BUTTON_5) && get_val(STICK_2_X) > 75.0) {
combo_run(LeanrightRapid);
}
if(get_val(BUTTON_5)) {
set_val(STICK_2_Y, 0.0);
combo_run(QuickshotAuto);
combo_run(Movement);
combo_run(Strafing);
combo_run(ADS1);
}
if(event_active(BUTTON_5) && get_val(STICK_2_X) < 75.0 && get_val(STICK_2_X) > -75.0) {
combo_run(Rightalways);
}
//Reload
if(get_val(BUTTON_12)) {
set_val(BUTTON_12, 0.0);
combo_run(Reload);
}
//Loot
if(get_val(BUTTON_17)) {
set_val(BUTTON_17, 0.0);
combo_run(Loot);
}
//ADS Shoot
if(get_val(BUTTON_8)) {
set_val(STICK_2_Y, 0.0);
}
if(get_val(BUTTON_8) && get_val(STICK_2_X) < -75.0 && time_active(STICK_2_X) >= 600) {
combo_run(Leanleft);
}
if(get_val(BUTTON_8) && get_val(STICK_2_X) > 75.0 && time_active(STICK_2_X) >= 600) {
combo_run(Leanright);
}
if(get_val(BUTTON_5) && get_val(BUTTON_8)) {
combo_run(ShootADSAuto);
combo_run(Movement);
combo_stop(ADS1);
combo_stop(Quickshot);
combo_stop(Strafing);
combo_stop(Rightalways);
}
if(event_release(BUTTON_5) && time_active(BUTTON_5) >= 1500) {
combo_run(Reload);
}
if(event_active(BUTTON_8)) {
combo_run(HoldBreath);
combo_run(ADS2);
}
if(get_val(BUTTON_8) && time_active(BUTTON_8) >= 800) {
combo_run(HoldBreath);
}
if(event_release(BUTTON_8)) {
combo_run(ADS2);
combo_stop(HoldBreath);
}
if(get_val(BUTTON_8)) {
combo_stop(ADS1);
}
if(ADS2) {
combo_stop(Leanleft);
combo_stop(Leanright);
}
//Granate Trow
if(event_active(BUTTON_13)) {
combo_run(WaittimerGranate);
}
if(get_val(BUTTON_13)) {
set_val(BUTTON_13, 0.0);
combo_run(Granate);
}
if(event_release(BUTTON_13)) {
combo_run(Granateswitch);
}
if(WaittimerGranate) {
combo_stop(Granate);
}
//AUTORUN
if(get_val(STICK_2_Y) <= -75.0 && get_val(BUTTON_7)) {
b_Run = 1;
}
//let go of the stick first before checking for activity to stop the running
if(b_Run == 1 && get_val(STICK_2_Y) >= -10.0) b_Run = 2;
if (b_Run >= 1) {
combo_run(Easyrun);
if ( b_Run >= 2 && get_val(FIRE_BUTTON)) b_Run = 0;
}
if(event_active(BUTTON_8) || get_val(STICK_2_Y) > 15f) {
b_Run = 0;
}
}
//Fight Switch One
if(FIGHT_SWITCH >= 1) {
if(get_val(BUTTON_9)) {
set_val(BUTTON_9, 0.0);
combo_run(Left);
}
if(get_val(BUTTON_6)) {
set_val(BUTTON_6, 0.0);
combo_run(Up);
}
// EASY SPRINT
if(get_val(STICK_2_Y) <= -75.0) {
combo_run(EasySprint);
} else {
combo_stop(EasySprint);
}
//Rapidfire
if(event_active(BUTTON_5) && get_val(STICK_2_X) < -75.0) {
combo_run(LeanleftRapid);
}
if(event_active(BUTTON_5) && get_val(STICK_2_X) > 75.0) {
combo_run(LeanrightRapid);
}
if(get_val(BUTTON_5)) {
set_val(STICK_2_Y, 0.0);
combo_run(Quickshot);
combo_run(Movement);
combo_run(Strafing);
combo_run(ADS1);
}
if(event_active(BUTTON_5) && get_val(STICK_2_X) < 75.0 && get_val(STICK_2_X) > -75.0) {
combo_run(Rightalways);
}
//Reload
if(get_val(BUTTON_12)) {
set_val(BUTTON_12, 0.0);
combo_run(Reload);
}
//Loot
if(get_val(BUTTON_17)) {
set_val(BUTTON_17, 0.0);
combo_run(Loot);
}
//ADS Shoot
if(get_val(BUTTON_8)) {
set_val(STICK_2_Y, 0.0);
}
if(get_val(BUTTON_8) && get_val(STICK_2_X) < -75.0 && time_active(STICK_2_X) >= 600) {
combo_run(Leanleft);
}
if(get_val(BUTTON_8) && get_val(STICK_2_X) > 75.0 && time_active(STICK_2_X) >= 600) {
combo_run(Leanright);
}
if(get_val(BUTTON_5) && get_val(BUTTON_8)) {
combo_run(ShootADS);
combo_run(Movement);
combo_stop(ADS1);
combo_stop(Quickshot);
combo_stop(Strafing);
combo_stop(Rightalways);
}
if(event_release(BUTTON_5) && time_active(BUTTON_5) >= 1500) {
combo_run(Reload);
}
if(event_active(BUTTON_8)) {
combo_run(HoldBreath);
combo_run(ADS2);
}
if(get_val(BUTTON_8) && time_active(BUTTON_8) >= 800) {
combo_run(HoldBreath);
}
if(event_release(BUTTON_8)) {
combo_run(ADS2);
combo_stop(HoldBreath);
}
if(get_val(BUTTON_8)) {
combo_stop(ADS1);
}
if(ADS2) {
combo_stop(Leanleft);
combo_stop(Leanright);
}
//Granate Trow
if(event_active(BUTTON_13)) {
combo_run(WaittimerGranate);
}
if(get_val(BUTTON_13)) {
set_val(BUTTON_13, 0.0);
combo_run(Granate);
}
if(event_release(BUTTON_13)) {
combo_run(Granateswitch);
}
if(WaittimerGranate) {
combo_stop(Granate);
}
//AUTORUN
if(get_val(STICK_2_Y) <= -75.0 && get_val(BUTTON_7)) {
b_Run = 1;
}
//let go of the stick first before checking for activity to stop the running
if(b_Run == 1 && get_val(STICK_2_Y) >= -10.0) b_Run = 2;
if (b_Run >= 1) {
combo_run(Easyrun);
if ( b_Run >= 2 && get_val(FIRE_BUTTON)) b_Run = 0;
}
if(event_active(BUTTON_8) || get_val(STICK_2_Y) > 15f) {
b_Run = 0;
}
}
}
combo ADS1 {
set_val(BUTTON_8, 100.0);
}
combo ADS2 {
set_val(BUTTON_8, 100.0);
wait(80);
set_val(BUTTON_8, 0.0);
wait(200);
}
combo Quickshot {
set_val(BUTTON_5, 100.0);
wait(80);
set_val(STICK_1_Y, 50.0);
set_val(BUTTON_5, 0.0);
wait(40);
set_val(STICK_1_Y, 0.0);
}
combo QuickshotAuto {
set_val(BUTTON_5, 100.0);
wait(40);
set_val(STICK_1_Y, 50.0);
set_val(BUTTON_5, 100.0);
wait(80);
set_val(STICK_1_Y, 0.0);
set_val(BUTTON_5, 0.0);
wait(380);
}
combo Reload {
set_val(BUTTON_17, 100.0);
wait(600);
set_val(BUTTON_17, 0.0);
}
combo Loot {
set_val(BUTTON_17, 100.0);
wait(140);
set_val(BUTTON_17, 0.0);
wait(650);
}
combo ShootADS {
set_val(BUTTON_5, 100.0);
wait(160);
set_val(STICK_1_Y, 50.0);
set_val(BUTTON_5, 0.0);
wait(40);
set_val(STICK_1_Y, 0.0);
}
combo ShootADSAuto {
set_val(BUTTON_5, 100.0);
wait(40);
set_val(STICK_1_Y, 50.0);
set_val(BUTTON_5, 100.0);
wait(120);
set_val(STICK_1_Y, 0.0);
set_val(BUTTON_5, 0.0);
wait(500);
}
combo Granate {
set_val(BUTTON_5, 100.0);
}
combo Movement {
set_val(STICK_2_Y, 0.0);
}
combo Granateswitch {
set_val(BUTTON_5, 0.0);
wait(40);
set_val(BUTTON_14, 100.0);
wait(40);
set_val(BUTTON_14, 0.0);
}
combo WaittimerGranate {
set_val(BUTTON_13, 100.0);
wait(200);
set_val(BUTTON_13, 0.0);
wait(800);
}
combo HoldBreath {
set_val(STICK_2_Y, 0.0);
set_val(STICK_2_X, 0.0);
wait(200);
set_val(STICK_2_Y, 0.0);
set_val(STICK_2_X, 0.0);
set_val(BUTTON_7, 100.0);
wait(200);
set_val(BUTTON_7, 100.0);
wait(4000);
set_val(BUTTON_7, 0.0);
}
combo Strafing {
set_val(STICK_2_X, 100.0);
wait(360);
set_val(STICK_2_X, 0.0);
wait(140);
set_val(STICK_2_X, -100.0);
wait(360);
set_val(STICK_2_X, 0.0);
wait(140);
}
combo Driver {
wait(600);
set_val(BUTTON_16, 100.0);
wait(600);
set_val(BUTTON_16, 0.0);
}
combo Leanleft {
set_val(BUTTON_9, 100.0);
}
combo Leanright {
set_val(BUTTON_6, 100.0);
}
combo LeanleftRapid {
wait(40);
set_val(BUTTON_9, 100.0);
wait(100);
set_val(BUTTON_9, 0.0);
}
combo LeanrightRapid {
wait(40);
set_val(BUTTON_6, 100.0);
wait(100);
set_val(BUTTON_6, 0.0);
}
combo Rightalways {
wait(40);
set_val(BUTTON_6, 100.0);
wait(100);
set_val(BUTTON_6, 0.0);
}
combo Easyrun {
set_val(STICK_2_Y, -100.0);
}
combo Up {
set_val(BUTTON_10, 100.0);
}
combo Down {
set_val(BUTTON_11, 100.0);
}
combo Left {
set_val(BUTTON_12, 100.0);
}
combo Right {
set_val(BUTTON_13, 100.0);
}
combo EasySprint {
set_val(SPRINT_BUTTON, 100.0);
}
void ColorLED(char Color) {
fix32 Color1, Color2, Color3, Color4;
if(Color == 'B'){Color1 = 100.0; Color2 = 0.00; Color3 = 0.00; Color4 = 0.00;}
if(Color == 'R'){Color1 = 0.00; Color2 = 100.0; Color3 = 0.00; Color4 = 0.00;}
if(Color == 'G'){Color1 = 0.00; Color2 = 0.00; Color3 = 100.0; Color4 = 0.00;}
if(Color == 'P'){Color1 = 0.00; Color2 = 0.00; Color3 = 0.00; Color4 = 100.0;}
if(Color == 'C'){Color1 = 100.0; Color2 = 0.00; Color3 = 100.0; Color4 = 0.00;}
if(Color == 'A'){Color1 = 0.00; Color2 = 100.0; Color3 = 100.0; Color4 = 0.00;}
if(Color == 'W'){Color1 = 100.0; Color2 = 100.0; Color3 = 100.0; Color4 = 100.0;}
led_set(LED_1, Color1, 0);
led_set(LED_2, Color2, 0);
led_set(LED_3, Color3, 0);
led_set(LED_4, Color4, 0);
return;
}
-
3rne5t0 - Sergeant Major of the Army
- Posts: 210
- Joined: Mon Jan 30, 2017 10:31 am
Re: Pubg Script only for Experience Scripter
Are you sure the ColorLED calls only happen on color change ? Haven't read enough through the script to be sure but calling this function without needing to change the color may result in overloading the usb and disconnect/lag problems
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Pubg Script only for Experience Scripter
Thats the code for lights what woud be your solution, i dont notice any overload.
- Code: Select all
main {
if((autofire && !FIGHT_SWITCH)) {
ColorLED('G');
} else if((FIGHT_SWITCH && !autofire)) {
ColorLED('R');
} else if((!FIGHT_SWITCH && !autofire)) {
ColorLED('W');
}
}
void ColorLED(char Color) {
fix32 Color1, Color2, Color3, Color4;
if(Color == 'B'){Color1 = 100.0; Color2 = 0.00; Color3 = 0.00; Color4 = 0.00;}
if(Color == 'R'){Color1 = 0.00; Color2 = 100.0; Color3 = 0.00; Color4 = 0.00;}
if(Color == 'G'){Color1 = 0.00; Color2 = 0.00; Color3 = 100.0; Color4 = 0.00;}
if(Color == 'P'){Color1 = 0.00; Color2 = 0.00; Color3 = 0.00; Color4 = 100.0;}
if(Color == 'C'){Color1 = 100.0; Color2 = 0.00; Color3 = 100.0; Color4 = 0.00;}
if(Color == 'A'){Color1 = 0.00; Color2 = 100.0; Color3 = 100.0; Color4 = 0.00;}
if(Color == 'W'){Color1 = 100.0; Color2 = 100.0; Color3 = 100.0; Color4 = 100.0;}
led_set(LED_1, Color1, 0);
led_set(LED_2, Color2, 0);
led_set(LED_3, Color3, 0);
led_set(LED_4, Color4, 0);
return;
}
-
3rne5t0 - Sergeant Major of the Army
- Posts: 210
- Joined: Mon Jan 30, 2017 10:31 am
Re: Pubg Script only for Experience Scripter
I don't know if the problem has gone with some firmware update, but others had experienced problems with calling it to often (that was on every main loop iteration), so it can't hurt to avoid something like that ;-)
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Pubg Script only for Experience Scripter
how can i call switching letters like s and p for example, or do you think there is a better solution
-
3rne5t0 - Sergeant Major of the Army
- Posts: 210
- Joined: Mon Jan 30, 2017 10:31 am
Re: Pubg Script only for Experience Scripter
The led_set() holds the last state set and should NOT be called on every interaction of main.3rne5t0 wrote:Thats the code for lights what woud be your solution, i dont notice any overload.
This is mentioned in the wiki GPC Language Reference led_set()
I've edited your script, This should solve the problem.
- Code: Select all
main
{
if(autofire && !FIGHT_SWITCH) ColorLED('G');
else if(FIGHT_SWITCH && !autofire) ColorLED('R');
else if(!FIGHT_SWITCH && !autofire) ColorLED('W');
}
void ColorLED(char Color)
{
static char a;
if (Color != a)
{
fix32 Color1, Color2, Color3, Color4;
if(Color == 'B') Color1 = 100f, Color2 = 0.00, Color3 = 0.00, Color4 = 0.00;
if(Color == 'R') Color1 = 0.00, Color2 = 100f, Color3 = 0.00, Color4 = 0.00;
if(Color == 'G') Color1 = 0.00, Color2 = 0.00, Color3 = 100f, Color4 = 0.00;
if(Color == 'P') Color1 = 0.00, Color2 = 0.00, Color3 = 0.00, Color4 = 100f;
if(Color == 'C') Color1 = 100f, Color2 = 0.00, Color3 = 100f, Color4 = 0.00;
if(Color == 'A') Color1 = 0.00, Color2 = 100f, Color3 = 100f, Color4 = 0.00;
if(Color == 'W') Color1 = 100f, Color2 = 100f, Color3 = 100f, Color4 = 100f;
led_set(LED_1, Color1, 0), led_set(LED_2, Color2, 0);
led_set(LED_3, Color3, 0), led_set(LED_4, Color4, 0);
printf("%c", Color); //This line can be removed.
a = Color;
}
return;
}
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Sillyasskid - Captain
- Posts: 574
- Joined: Sat May 14, 2016 3:07 am
Re: Pubg Script only for Experience Scripter
Thx you sir!
-
3rne5t0 - Sergeant Major of the Army
- Posts: 210
- Joined: Mon Jan 30, 2017 10:31 am
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