Mouse and Keyboard Pubg
18 posts
• Page 1 of 2 • 1, 2
Mouse and Keyboard Pubg
If someone can make a mouse sensitivity setup that is as smooth as PUBG on the PC please share it. My mouse is at 12000 dpi and the setting I have are just not cutting it.
-
Timmyk22 - First Sergeant
- Posts: 48
- Joined: Wed Sep 20, 2017 1:31 pm
Re: Mouse and Keyboard Pubg
I will download PUBG, hopefully, this weekend and try make a mouse settings for it.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Mouse and Keyboard Pubg
If you do this try out my script on it Maybee you can it bring together 2 a good GPC File.
- Code: Select all
#pragma METAINFO("PUBG", 1, 0, "")
#define FIRE_BUTTON BUTTON_5
#define SPRINT_BUTTON BUTTON_9
bool stop_anti_recoil;
bool autofire;
bool Lean_stop;
uint8 b_Run = 0;
bool FIGHT_SWITCH;
bool INVENTAR;
fix32 anti_precoil2_V;
fix32 anti_precoil2_H;
fix32 anti_precoil_V;
fix32 anti_precoil_H;
init
{
anti_precoil2_V = 30.0; // default when on: change with runtime.
anti_precoil2_H = 0.0;
anti_precoil_V = 25.0; // default when on: change with runtime.
anti_precoil_H = 0.0;
}
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);
}
if(get_actual(BUTTON_17)) {
set_val(BUTTON_17, 0.0);
combo_run(Loot);
}
}
//Fight switch
set_val(BUTTON_10, 0.0);
if(event_active(BUTTON_10)) {
autofire = 0;
FIGHT_SWITCH = 0;
}
if(event_active(BUTTON_10)) {
set_val(BUTTON_16, 0.0);
combo_run(Loot);
combo_run(Driver);
}
//AutoFire
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) {
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);
}
// EASY SPRINT
if(get_val(STICK_2_Y) <= -75.0) {
combo_run(EasySprint);
} else {
combo_stop(EasySprint);
}
//Rapidfire
if(!get_actual(BUTTON_8) && event_active(BUTTON_5) && get_val(STICK_2_X) < -75.0) {
combo_run(LeanleftRapid);
}
if(!get_actual(BUTTON_8) && event_active(BUTTON_5) && get_val(STICK_2_X) > 75.0) {
combo_run(LeanrightRapid);
}
if(!get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
combo_run(Shoot);
combo_run(Movement);
combo_run(ADS1);
}else if(!get_actual(BUTTON_8) && is_release(BUTTON_5) &&
time_active(BUTTON_5) <= 120) {
combo_run(ADShold);
}
if(!get_actual(BUTTON_8) && event_active(BUTTON_5) && get_val(STICK_2_X) < 75.0 && get_val(STICK_2_X) > -75.0) {
combo_run(Rightalways);
}
//Antirecoil
if(abs(get_actual(STICK_1_X)) > 20.0) {
stop_anti_recoil = 0;
}else{
stop_anti_recoil = 1;
}
if(!get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
if(stop_anti_recoil == 1)
{
AntiRecoil(STICK_1_Y, anti_precoil_V);
AntiRecoil(STICK_1_X, anti_precoil_H);
}
}
//Reload
if(get_val(BUTTON_12)) {
set_val(BUTTON_12, 0.0);
combo_run(Reload);
}
//Loot
if(get_actual(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) {
if(Lean_stop == 0) {
combo_run(Leanleft);
}
}
if(get_val(BUTTON_8) && get_val(STICK_2_X) > 75.0 && time_active(STICK_2_X) >= 600) {
if(Lean_stop == 0) {
combo_run(Leanright);
}
}
if(get_actual(BUTTON_5) && get_actual(BUTTON_8)) {
combo_run(ShootADS);
}
if(event_release(BUTTON_5) && time_active(BUTTON_5) >= 1000) {
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)) {
Lean_stop = 0;
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);
}
//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);
}
// EASY SPRINT
if(get_val(STICK_2_Y) <= -75.0) {
combo_run(EasySprint);
} else {
combo_stop(EasySprint);
}
//Rapidfire
if(!get_actual(BUTTON_8) && event_active(BUTTON_5) && get_val(STICK_2_X) < -75.0) {
combo_run(LeanleftRapid);
}
if(!get_actual(BUTTON_8) && event_active(BUTTON_5) && get_val(STICK_2_X) > 75.0) {
combo_run(LeanrightRapid);
}
if(!get_actual(BUTTON_8) && get_actual(BUTTON_5)) {
combo_run(Movement);
combo_run(ADS1);
}else if(!get_actual(BUTTON_8) && is_release(BUTTON_5) &&
time_active(BUTTON_5) <= 120) {
combo_run(ADShold);
}
if(!get_actual(BUTTON_8) && event_active(BUTTON_5) && get_val(STICK_2_X) < 75.0 && get_val(STICK_2_X) > -75.0) {
combo_run(Rightalways);
}
//Antirecoil
if(abs(get_actual(STICK_1_X)) > 20.0) {
stop_anti_recoil = 0;
}else{
stop_anti_recoil = 1;
}
if(!get_actual(BUTTON_8) && get_actual(BUTTON_5))
{
if(stop_anti_recoil == 1)
{
AntiRecoil(STICK_1_Y, anti_precoil_V);
AntiRecoil(STICK_1_X, anti_precoil_H);
}
}
if(get_actual(BUTTON_8) && get_actual(BUTTON_5))
{
if(stop_anti_recoil == 1)
{
AntiRecoil(STICK_1_Y, anti_precoil2_V);
AntiRecoil(STICK_1_X, anti_precoil2_H);
}
}
//Reload
if(get_val(BUTTON_12)) {
set_val(BUTTON_12, 0.0);
combo_run(Reload);
}
//Loot
if(get_actual(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) {
if(Lean_stop == 0) {
combo_run(Leanleft);
}
}
if(get_val(BUTTON_8) && get_val(STICK_2_X) > 75.0 && time_active(STICK_2_X) >= 600) {
if(Lean_stop == 0) {
combo_run(Leanright);
}
}
if(get_actual(BUTTON_5) && get_actual(BUTTON_8)) {
combo_run(Movement);
}
if(event_release(BUTTON_5) && time_active(BUTTON_5) >= 1000) {
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)) {
Lean_stop = 0;
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);
}
//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 Shoot {
set_val(BUTTON_5, 100.0);
wait(40);
set_val(BUTTON_5, 0.0);
wait(40);
}
combo ShootADS {
set_val(BUTTON_5, 100.0);
wait(40);
set_val(BUTTON_5, 0.0);
wait(260);
}
combo ADS1 {
set_val(BUTTON_8, 100.0);
}
combo ADShold {
set_val(BUTTON_8, 100.0);
wait(400);
set_val(BUTTON_8, 0.0);
}
combo ADS2 {
set_val(BUTTON_8, 100.0);
wait(80);
set_val(BUTTON_8, 0.0);
wait(200);
}
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(120);
set_val(BUTTON_17, 0.0);
wait(380);
}
combo Granate {
set_val(BUTTON_5, 100.0);
wait(1000);
set_val(BUTTON_5, 100.0);
set_val(BUTTON_7, 100.0);
wait(2500);
set_val(BUTTON_5, 0.0);
set_val(BUTTON_7, 0.0);
}
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);
call(Granate);
call(Granateswitch);
}
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);
wait(200);
Lean_stop = 1;
}
combo Leanright {
set_val(BUTTON_6, 100.0);
wait(200);
Lean_stop = 1;
}
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)
{
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;
}
void AntiRecoil(uint8 axis, fix32 recoil)
{
set_val(axis, (recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_actual(axis));
}
-
3rne5t0 - Sergeant Major of the Army
- Posts: 210
- Joined: Mon Jan 30, 2017 10:31 am
Re: Mouse and Keyboard Pubg
Cool, yes - got PUBG and played my first match few hours ago, without any script just to have a better understanding of the game. Your script seems to do a lots stuff, I will definitively try it.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Mouse and Keyboard Pubg
Any Updates on the mouse settings? and game settings?
-
Timmyk22 - First Sergeant
- Posts: 48
- Joined: Wed Sep 20, 2017 1:31 pm
Re: Mouse and Keyboard Pubg
I am still working, the game is very dynamic, not allowing time to proper make a mouse config. I've being playing for a while now, but not yet happy with the results. I heard soon PUBG will have a shooting range map, which will be of great help for this.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Mouse and Keyboard Pubg
I saw that the XIM4 came out with mouse settings for pubg, I dont have one, but i was wondering if it was somehow possible to use that as a guide for the titan two maybe.
-
Timmyk22 - First Sergeant
- Posts: 48
- Joined: Wed Sep 20, 2017 1:31 pm
Re: Mouse and Keyboard Pubg
We released a PUBG Input Translator couple weeks ago.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Mouse and Keyboard Pubg
Great translator btw. I had to turn the aim acceleration to 2 to improve the turning speed. The other thing I wonder about, how do you make a different sensitivity for ADS? Most people play the controller setup with general sensitivity at 5 and targeting at three or four and scope at three. With the recommended setup the ads and hip ads are way to slow.
-
Kuhlsnu - Master Sergeant
- Posts: 41
- Joined: Tue Sep 19, 2017 12:53 am
Re: Mouse and Keyboard Pubg
Thank you.
In the PUBG Input Translator, select the Alternate settings, there you can change the sensitivity while ADSing.
In the PUBG Input Translator, select the Alternate settings, there you can change the sensitivity while ADSing.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
18 posts
• Page 1 of 2 • 1, 2
Return to GPC2 Script Programming
Who is online
Users browsing this forum: No registered users and 75 guests