Can someone make this work with T2 Thanks alot
2 posts
• Page 1 of 1
Can someone make this work with T2 Thanks alot
- Code: Select all
/* ______ ____ _____ _______ _ _ _____ _______ ______
// *| ____/ __ \| __ \__ __| \ | |_ _|__ __| ____|* //
SCRIPT FEATURES // *| |__ | | | | |__) | | | | \| | | | | | | |__ * //
- Aim Abuse // *| __|| | | | _ / | | | . ` | | | | | | __| * //
- Aim Assist // *| | | |__| | | \ \ | | | |\ |_| |_ | | | |____ * //
- 100% Accuracy // *|_| \____/|_| \_\ |_| |_| \_|_____| |_| |______|* //
- Advanced Jitter
- Ghost Peek
Credits: WalterHMartinez
Tested With Builder Pro Only! (XB1/PS4)
------------------------------------------------- */
//NOTE XBOX HOME BUTTON NOW BRINGS MAP UP!
//NOTE XBOX VIEW BUTTON NOW ACTIVATES DOUBLE PUMP!
int Ghost_Peek_NOABUSE = FALSE; //--GHOST PEEK (LT & B)
int Advanced_Jitter = FALSE; //--ADVANCED JITTER (RIGHT)
int tap;
int RT_block;
int LT_block
int aimabuse_hold;
int aimabuse_rest;
int Double_Pump = FALSE; //--DOUBLE PUMP (XBOX VIEW)
int AimAssist = TRUE; //--AIM ASSIST (ALWAYS ON!)
int SINGLESHOT = TRUE;//--SINGLE SHOT (ADS & RB)
int AimAbuse = TRUE; //--AIM ABUSE (ADS & LEFT)
int AimAbuse_HOLD = 110;
int AimAbuse_RELEASE = 17;
int value = 31; //- ANTI RECOIL (ALWAYS ON!)
int value2 =-31;
int delay = 11;
//--------------------------------------------> INITALIZATION
int a; int b; int rumble_type = RUMBLE_A;
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define CROUCH_BTN = XB1_RS;
define SPRINT_BTN = XB1_LS;
define JUMP_BTN = XB1_A;
define RIGHT_BUMP = XB1_RB;
define LEFT_BUMP = XB1_LB;
define SWAP_BTN = XB1_Y;
define BUILD_BTN = XB1_B;
define RELOAD_BTN = XB1_X;
define LX = XB1_LX;
define RX = XB1_RX;
define RY = XB1_RY;
define LY = XB1_LY;
define UP = XB1_UP;
define DOWN = XB1_DOWN;
define LEFT = XB1_LEFT;
define RIGHT = XB1_RIGHT;
define HOME = XB1_XBOX;
define VIEW = XB1_VIEW;
/*------------------------------
BUILDER PRO */
define WALL_BTN = XB1_RT;
define STAIRS_BTN = XB1_LT;
define FLOOR_BTN = XB1_RB;
define ROOF_BTN = XB1_LB;
//<--Unmapped Buttons-->
unmap XB1_RIGHT
remap XB1_XBOX XB1_VIEW
unmap XB1_XBOX
//------------------| MAIN |-----------------------------
main {
//////ANTI RECOIL//////---------------<3
if (get_val(ADS_BTN)) {
combo_run(Anti_Recoil_L);
}
if (get_val(LX)<value2||get_val(LX)>value||get_val(LY)<value2||get_val(LY)>value||get_val(LX)<value2||get_val(LX)>value||get_val(LY)<value2||get_val(LY)>value){
combo_stop(Anti_Recoil_L);
}
if (AimAssist) {
if (get_val(ADS_BTN)) {
combo_run(Anti_Recoil_R);
}
}
if (get_val(RX)<value2||get_val(RX)>value||get_val(RY)<value2||get_val(RY)>value||get_val(RX)<value2||get_val(RX)>value||get_val(RY)<value2||get_val(RY)>value){
combo_stop(Anti_Recoil_R);}
//////GHOST PEEK//////---------------<3
if (get_val(ADS_BTN)) {
if (event_press(BUILD_BTN)) {
Ghost_Peek_NOABUSE = !Ghost_Peek_NOABUSE;
if (Ghost_Peek_NOABUSE == TRUE){combo_run(Notify);a=0;b=2;}
if (Ghost_Peek_NOABUSE == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Ghost_Peek_NOABUSE);
}
set_val(BUILD_BTN, 0);
}
if (Ghost_Peek_NOABUSE) {
if (get_val(ADS_BTN)) {
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
if (Ghost_Peek_NOABUSE) {
if (get_val(ADS_BTN)) {
combo_stop(AimAbuse);
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
//////AIM ABUSE//////---------------<3
if(get_val(ADS_BTN) && event_press(LEFT)){
AimAbuse =! AimAbuse;
if(AimAbuse == TRUE){combo_run(Notify);a=0;b=2;}
if(AimAbuse == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(AimAbuse);
}
if(AimAbuse){
if(get_val(ADS_BTN)> 95){
combo_run(AimAbuse);
}
if(event_release(ADS_BTN)){
combo_stop(AimAbuse);
}
}
//////ADVANCED JITTER//////---------------<3
if (!get_val(ADS_BTN)) {
if (event_press(RIGHT)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
if(Advanced_Jitter == TRUE){combo_run(Notify);a=0;b=2;}
if(Advanced_Jitter == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Advanced_Jitter);
}
}
if (Advanced_Jitter) {
//----------------------------------------------------------
if (RT_block) {
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
//==============================================
if (!tap) {
combo_run(JUMP);
tap = TRUE;
combo_run(Double_Tact_RB);
} else if (tap) {
combo_run(JUMP);
tap = FALSE;
combo_run(Double_Tact_LB);
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}//============================================
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST);
} else {
combo_stop(BR_AIM_ASSIST);
}
}
//////SINGLE SHOT//////---------------<3
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
combo_run(SINGLESHOT);
combo_run(Notify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(SINGLESHOT);
}
//////DOUBLE PUMP//////---------------<3
if (get_val(VIEW) && event_press(VIEW)) {
Double_Pump = !Double_Pump;
if(Double_Pump == TRUE){combo_run(Notify);a=0;b=2;}
if(Double_Pump == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Double_Pump);
}
if (Double_Pump) {
if (get_val(FIRE_BTN) && get_ptime(FIRE_BTN) >= 175) {
set_val(FIRE_BTN, 0);
combo_run(Double_Pump);
} else {
combo_stop(Double_Pump);
}
}
}
//////////////////////////////////////////////////////////////////////
// MAIN BLOCK END
//---------------------------------------------| COMBO's
combo Notify {
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(550);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
reset_leds();
}
combo Anti_Recoil_L {
set_val(LX, 15);
wait(delay)
set_val(LX, -15);
wait(delay)
}
combo Anti_Recoil_R {
set_val(RX, 12);
wait(delay)
set_val(RY, 12);
set_val(RX, 12);
wait(delay)
set_val(RY, 12);
wait(delay)
set_val(RX, -12);
set_val(RY, 12);
wait(delay)
set_val(RX, -12);
wait(delay)
set_val(RY, -12);
set_val(RX, -12);
wait(delay)
set_val(RY, -12);
wait(delay)
set_val(RX, 12);
set_val(RY, -12);
wait(delay)
set_val(RX, 12);
}
combo BR_AIM_ASSIST {
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
}
combo AimAbuse {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
combo SINGLESHOT {
set_val(XB1_RT,100);
wait(100);
wait(250);
set_val(XB1_RT,100);
}
combo SINGLE_SNEAK_PEAK {
set_val(CROUCH_BTN, 100);
wait(15);
wait(15);
set_val(FIRE_BTN, 100);
wait(15);
wait(10);
set_val(CROUCH_BTN, 100);
wait(15);
wait(95);
}
combo JUMP {
wait(120);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200); // how long to wait until next Jump
}
combo Double_Tact_LB { //ADVANCED JITTER
RT_block = TRUE;
LT_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(LEFT_BUMP, 100);
wait(50);
set_val(LEFT_BUMP, 0);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
RT_block = FALSE;
LT_block = FALSE;
}
combo Double_Tact_RB { //ADVANCED JITTER
RT_block = TRUE;
LT_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(RIGHT_BUMP, 100);
wait(50);
set_val(RIGHT_BUMP, 0);
wait(400);
RT_block = FALSE;
LT_block = FALSE;
}
combo Double_Pump {
set_val(FIRE_BTN, 100);
wait(20);
set_val(RIGHT_BUMP, 100);
wait(730); //CHANGE IF DON'T SHOOT!
set_val(FIRE_BTN, 100);
wait(20); //CHANGE IF DON'T SHOOT!
set_val(LEFT_BUMP, 100);
wait(730);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
-
AFCA_FakSke410 - First Sergeant
- Posts: 60
- Joined: Tue Jan 16, 2018 11:15 am
Re: Can someone make this work with T2 Thanks alot
- Code: Select all
#include <titanone.gph>
/* ______ ____ _____ _______ _ _ _____ _______ ______
// *| ____/ __ \| __ \__ __| \ | |_ _|__ __| ____|* //
SCRIPT FEATURES // *| |__ | | | | |__) | | | | \| | | | | | | |__ * //
- Aim Abuse // *| __|| | | | _ / | | | . ` | | | | | | __| * //
- Aim Assist // *| | | |__| | | \ \ | | | |\ |_| |_ | | | |____ * //
- 100% Accuracy // *|_| \____/|_| \_\ |_| |_| \_|_____| |_| |______|* //
- Advanced Jitter
- Ghost Peek
Credits: WalterHMartinez
Tested With Builder Pro Only! (XB1/PS4)
------------------------------------------------- */
//NOTE XBOX HOME BUTTON NOW BRINGS MAP UP!
//NOTE XBOX VIEW BUTTON NOW ACTIVATES DOUBLE PUMP!
int Ghost_Peek_NOABUSE = FALSE; //--GHOST PEEK (LT & B)
int Advanced_Jitter = FALSE; //--ADVANCED JITTER (RIGHT)
int tap;
int RT_block;
int LT_block;
int aimabuse_hold;
int aimabuse_rest;
int Double_Pump = FALSE; //--DOUBLE PUMP (XBOX VIEW)
int AimAssist = TRUE; //--AIM ASSIST (ALWAYS ON!)
int SINGLESHOT = TRUE;//--SINGLE SHOT (ADS & RB)
int AimAbuse = TRUE; //--AIM ABUSE (ADS & LEFT)
int AimAbuse_HOLD = 110;
int AimAbuse_RELEASE = 17;
int value = 31; //- ANTI RECOIL (ALWAYS ON!)
int value2 =-31;
int delay = 11;
//--------------------------------------------> INITALIZATION
int a; int b; int rumble_type = RUMBLE_A;
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define CROUCH_BTN = XB1_RS;
define SPRINT_BTN = XB1_LS;
define JUMP_BTN = XB1_A;
define RIGHT_BUMP = XB1_RB;
define LEFT_BUMP = XB1_LB;
define SWAP_BTN = XB1_Y;
define BUILD_BTN = XB1_B;
define RELOAD_BTN = XB1_X;
define LX = XB1_LX;
define RX = XB1_RX;
define RY = XB1_RY;
define LY = XB1_LY;
define UP = XB1_UP;
define DOWN = XB1_DOWN;
define LEFT = XB1_LEFT;
define RIGHT = XB1_RIGHT;
define HOME = XB1_XBOX;
define VIEW = XB1_VIEW;
/*------------------------------
BUILDER PRO */
define WALL_BTN = XB1_RT;
define STAIRS_BTN = XB1_LT;
define FLOOR_BTN = XB1_RB;
define ROOF_BTN = XB1_LB;
//<--Unmapped Buttons-->
unmap XB1_RIGHT;
remap XB1_XBOX -> XB1_VIEW;
unmap XB1_XBOX;
//------------------| MAIN |-----------------------------
main {
//////ANTI RECOIL//////---------------<3
if (get_val(ADS_BTN)) {
combo_run(Anti_Recoil_L);
}
if (get_val(LX)<value2||get_val(LX)>value||get_val(LY)<value2||get_val(LY)>value||get_val(LX)<value2||get_val(LX)>value||get_val(LY)<value2||get_val(LY)>value){
combo_stop(Anti_Recoil_L);
}
if (AimAssist) {
if (get_val(ADS_BTN)) {
combo_run(Anti_Recoil_R);
}
}
if (get_val(RX)<value2||get_val(RX)>value||get_val(RY)<value2||get_val(RY)>value||get_val(RX)<value2||get_val(RX)>value||get_val(RY)<value2||get_val(RY)>value){
combo_stop(Anti_Recoil_R);}
//////GHOST PEEK//////---------------<3
if (get_val(ADS_BTN)) {
if (event_press(BUILD_BTN)) {
Ghost_Peek_NOABUSE = !Ghost_Peek_NOABUSE;
if (Ghost_Peek_NOABUSE == TRUE){combo_run(Notify);a=0;b=2;}
if (Ghost_Peek_NOABUSE == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Ghost_Peek_NOABUSE);
}
set_val(BUILD_BTN, 0);
}
if (Ghost_Peek_NOABUSE) {
if (get_val(ADS_BTN)) {
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
if (Ghost_Peek_NOABUSE) {
if (get_val(ADS_BTN)) {
combo_stop(AimAbuse_Combo);
if (event_press(FIRE_BTN)) {
combo_run(SINGLE_SNEAK_PEAK);
}
set_val(FIRE_BTN, 0);
}
}
//////AIM ABUSE//////---------------<3
if(get_val(ADS_BTN) && event_press(LEFT)){
AimAbuse =! AimAbuse;
if(AimAbuse == TRUE){combo_run(Notify);a=0;b=2;}
if(AimAbuse == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(AimAbuse);
}
if(AimAbuse){
if(get_val(ADS_BTN)> 95){
combo_run(AimAbuse_Combo);
}
if(event_release(ADS_BTN)){
combo_stop(AimAbuse_Combo);
}
}
//////ADVANCED JITTER//////---------------<3
if (!get_val(ADS_BTN)) {
if (event_press(RIGHT)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
if(Advanced_Jitter == TRUE){combo_run(Notify);a=0;b=2;}
if(Advanced_Jitter == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Advanced_Jitter);
}
}
if (Advanced_Jitter) {
//----------------------------------------------------------
if (RT_block) {
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
//==============================================
if (!tap) {
combo_run(JUMP);
tap = TRUE;
combo_run(Double_Tact_RB);
} else if (tap) {
combo_run(JUMP);
tap = FALSE;
combo_run(Double_Tact_LB);
}
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}//============================================
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST);
} else {
combo_stop(BR_AIM_ASSIST);
}
}
//////SINGLE SHOT//////---------------<3
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
combo_run(SINGLESHOT_Combo);
combo_run(Notify);a=4;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(SINGLESHOT_Combo);
}
//////DOUBLE PUMP//////---------------<3
if (get_val(VIEW) && event_press(VIEW)) {
Double_Pump = !Double_Pump;
if(Double_Pump == TRUE){combo_run(Notify);a=0;b=2;}
if(Double_Pump == FALSE){combo_run(Notify);a=2;b=0;}
rumble_A_if_true(Double_Pump);
}
if (Double_Pump) {
if (get_val(FIRE_BTN) && get_ptime(FIRE_BTN) >= 175) {
set_val(FIRE_BTN, 0);
combo_run(Double_Pump_Combo);
} else {
combo_stop(Double_Pump_Combo);
}
}
}
//////////////////////////////////////////////////////////////////////
// MAIN BLOCK END
//---------------------------------------------| COMBO's
combo Notify {
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(550);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,0);
set_led(LED_3,0);
set_led(LED_4,0);
wait(250);
set_led(LED_1,0);
set_led(LED_2,a);
set_led(LED_3,b);
set_led(LED_4,0);
wait(250);
reset_leds();
}
combo Anti_Recoil_L {
set_val(LX, 15);
wait(delay);
set_val(LX, -15);
wait(delay);
}
combo Anti_Recoil_R {
set_val(RX, 12);
wait(delay);
set_val(RY, 12);
set_val(RX, 12);
wait(delay);
set_val(RY, 12);
wait(delay);
set_val(RX, -12);
set_val(RY, 12);
wait(delay);
set_val(RX, -12);
wait(delay);
set_val(RY, -12);
set_val(RX, -12);
wait(delay);
set_val(RY, -12);
wait(delay);
set_val(RX, 12);
set_val(RY, -12);
wait(delay);
set_val(RX, 12);
}
combo BR_AIM_ASSIST {
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
}
combo AimAbuse_Combo {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
combo SINGLESHOT_Combo {
set_val(XB1_RT,100);
wait(100);
wait(250);
set_val(XB1_RT,100);
}
combo SINGLE_SNEAK_PEAK {
set_val(CROUCH_BTN, 100);
wait(15);
wait(15);
set_val(FIRE_BTN, 100);
wait(15);
wait(10);
set_val(CROUCH_BTN, 100);
wait(15);
wait(95);
}
combo JUMP {
wait(120);
set_val(JUMP_BTN, 100);
wait(110);
set_val(JUMP_BTN, 0);
wait(200); // how long to wait until next Jump
}
combo Double_Tact_LB { //ADVANCED JITTER
RT_block = TRUE;
LT_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(LEFT_BUMP, 100);
wait(50);
set_val(LEFT_BUMP, 0);
wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
RT_block = FALSE;
LT_block = FALSE;
}
combo Double_Tact_RB { //ADVANCED JITTER
RT_block = TRUE;
LT_block = TRUE;
set_val(ADS_BTN, 100);
wait(120);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 100);
wait(50);
set_val(FIRE_BTN, 100);
set_val(ADS_BTN, 0);
wait(20);
set_val(FIRE_BTN, 0);
wait(50);
set_val(RIGHT_BUMP, 100);
wait(50);
set_val(RIGHT_BUMP, 0);
wait(400);
RT_block = FALSE;
LT_block = FALSE;
}
combo Double_Pump_Combo {
set_val(FIRE_BTN, 100);
wait(20);
set_val(RIGHT_BUMP, 100);
wait(730); //CHANGE IF DON'T SHOOT!
set_val(FIRE_BTN, 100);
wait(20); //CHANGE IF DON'T SHOOT!
set_val(LEFT_BUMP, 100);
wait(730);
}
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
2 posts
• Page 1 of 1
Return to GPC2 Script Programming
Who is online
Users browsing this forum: No registered users and 93 guests