Can someone fix this script.

Gtuner Pro general support. Operation, questions, updates, feature request.

Can someone fix this script.

Postby zephyr2005 » Fri Jul 03, 2020 6:11 am

ERROR line 68: redefinition of 'easy_revive'.
Code: Select all
// FIRST TIME USE,
       // check the button layout, check the customization section, check the aim down sights menu, check the anti recoil values
       // enter the values you want for anti recoil in the script, program, test, re-enter values, program, test and repeat.
       // happy? save your defaults then adjust on the fly as you see fit
       // once your defaults are saved changing the values in the script wont make any difference
       // to clear any saved values                   
    // go into the device program                       
     // go to tools
     // device clean up
     // erase memory slots
     // yes on both boxes (this erases all memory slots)
     // how to read anti recoil values you set on the fly https://docs.google.com/document/d/1TUc ... qrp_U/edit
     // if you want to simply use the sript to adjust values and not on the fly, do not save your defaults or use the on the fly system
     // if you choose to use the on the fly system save your defaults before hand so you can easily revert back to these values and adjust again
     // if you change slots without adjusting after resetting to your defaults your on the fly values will be loaded not your defaults
 
       // [[HOLD DPAD DOWN AND HOLD SHARE/VIEW]] to save your defaults
       // anti recoil on the fly, recoil values are saved to the slot you are using automatically
       // if you want to set your on the fly values as your default values use the first time button combination (hold dpad down hold share/view)
     // [[HOLD DPAD DOWN AND DOUBLE TAP SHARE/VIEW]] to reset to your default values
 
      // to ENTER the anti recoil adjustment menu hold DPAD DOWN and DOUBLE TAP OPTIONS/MENU, your led will turn off,
     //  and your ads menu will become inactive
     // to EXIT hold dpad DOWN and tap OPTIONS/MENU, your led will reset to blue
 
     // once in the anti recoil adjustment menu HOLD
     // PS4_SQUARE - start values
     // PS4_CROSS - end values
     // PS4_CIRCLE - horizontal values
     // PS4_TRIANGLE - time value
 
     // while holding EITHER square, cross, circle or triangle
     // tap R1/RB to INCREASE the value by +1 (triangle = +100)
     // tap R2/RT to DECREASE the value -1      (triangle = -100)
    //
    // to reset your default values hold DPAP DOWN and DOUBLE TAP SHARE/VIEW
 
 
    //check the button layouts below, the console/controller makes no difference
    //but make sure that the button discriptions match with your own.
    //-- STICKS       
define WALK=PS4_LY;                     
define STRAFE=PS4_LX;                   
define AIM_H=PS4_RX;                 
define AIM_V=PS4_RY;                     
 
    //--BUTTONS                         
define FIRE=PS4_R2;    //change to R1 for flipped bumpers                 
define ADS=PS4_L2;     //change to L1 for flipped bumpers                     
define SPRINT=PS4_L3;               
define TACTICAL=PS4_L1;//change to L2 for flipped bumpers                 
define LETHAL=PS4_R1//change to R2 for flipped bumpers                   
define PRONE=PS4_CIRCLE;                             
define MELEE=PS4_R3;
define JUMP=PS4_CROSS;
 
    // check and adjust the customization section below
    //--CUSTOMIZATION           
int in_game_menu_sens=10;      // controls how much sensitivity you lose while hipfire and while ads and fire[higher numbers decrease sensitivity]
define aim_sens_corrections=1; // [0 = OFF / 1 = ON] sensitivity corrections while hipfire and while ADS+FIRE adjust your ADS sensitivity through the in game menu
define StickNoise=10;          // Dead Zone value for your thumbsticks (only active when you fire, allowing micro aiming)
int    recoiladsonly= ADS;     // [FIRE = anti recoil while hipfire & ADS] (ADS = anti recoil only while aim down sights)
define sticky_aim_assist=1;    // [0 = OFF / 1 = ON]   strongest aim assist for COD [crescens]
define _v=22;                  // (sticky aim only) If your screen shakes whilst using aim assist - lower this value (not recomended below 20)
define easy_revive=1;          // [0 = OFF / 1 = ON] double clicking square will automatically hold square button for 10 seconds while you revive, cancel by firing, ads or tapping reload
define hair_trigger =1;           // [0 = OFF / 1 = ON] hair triggers on both ads and fire, with bumpers flipped this is redundant
int    hold_time=10;           // length of button push during rapid fire
int    rest_time=15;           // time between button pushes during rapid fire
define easy_pronecontrol=PS4_L3 //button that must be held for easy prone/crouch to activate while firing
define prone_crouch    = 350;      //[350 = prone / 40 = crouch]    prone or crouch on easy_pronecontrol + fire or vice versa    
define quickscopecontrol=PS4_L3;//button that must be tapped/double tapped for quick scope to activate-another option is ADS or L2/LT- [can be changed to double_click]
define quickscope_time=460;        //adjust here[ +10 or -10] the time it takes from aim down sights to fire, some weapons take longer or shorter,                  
define easyjumpcontrol=PS4_CROSS//button that must be pressed to easyjump / hold to bunny hop another option is SPRINT or L3/LS                                                           
    // if you want to run easy prone, quick scope or easy jump on the same ads menu try finding a different control for each that suits your playstyle
    // easy prone/crouch activates when you fire and hold the easy_pronecontrol or vice versa
    // and you get up when you stop firing or let go of the easy_pronecontrol
    //--END CUSTOMIZATION
 
    //-- AR values                                
int reset_defaults                               
int ar_sY;                                       
int ar_eY;                                       
int ar_tm;                                        
int ar_sX;                                       
int interval, iteration_point;                   
int i_, i_count;                               
int AR_V;                                       
int RY, RX;                                       
int _;                                           
int current_x, current_y;                       
 
    //---aim corrections variables                
int ads_fire_sens, Sens, hip_fire_sens;
 
    //Sweet_Evil 7.10
int mvt = 0;
int Current_State          = 0;
int Aim_Abuse_State        = 2;
define Get_Last_Value      = 0;
define Get_Current_Value   = 1;
define Aim_Correction      = 2;
define Aim_Boost           = 3;
define Aim_Perfection_Limit= 60;
int X_Last_Value      = 0;
int Y_Last_Value      = 0;
int X_Current_Value   = 0;
int Y_Current_Value   = 0;
int Aim_Boost_Val     = 0;
int Aim_Correction_Val= 0;
 
    //---other variables used by the script       
int q;                                           
int double__tap[30];
int pin = 145;
int code;
int notify, notifier;
int auto_hold_breath;
int rapid_fire;
int easy_prone;
int quick_scope;
int quick_melee;
int easy_jump;
int edit=FALSE;
int no_recoil;
init {
while(q < 30)
{double__tap[q] = -1;       
q++;}
{code = get_pvar(SPVAR_16,140,150,140);
if (pin ==145){
 
    /////////////////////////////////////////////////////////////   
    //-------->>>>START ADJUST YOUR RECOIL VALUES HERE<<<<------           
 
                ar_sY = 35;    // start value --   higher numbers increase pull down
                 ar_eY = 22;    // end value   --      higher numbers increase pull down
                 ar_tm = 3500// time value - controls time between start to end value
                 ar_sX = -13;}  // horizontal value               
    //--TO INVERT VERTICAL LOOK insert negative (-) numbers in the start and end value and use the in game menu to invert your look
 
   /* i will be releasing more precise values slowly in the forum       
                    time    start    end        horiz
        kilo 141    2800    28        28         4
        m4a1        3500    35        22        -13
        oden        3200    30        26         9
        m13         2500    23        29        -18
        fn scar 17  2300    33        25        -13
        -ak47        1000    42        24         -1             
        mp5         3000    27        22        -13
        mp7         2900    25        25         7
        aug         2300    26        26        -11
        p90         3800    28        22        -14
        uzi         0       29        0         1
        bizon       6400    29        10        -9
 
    //------>>>>END ANTI RECOIL VALUE ADJUSTMENT HERE END<<<<--------*/

     //////////////////////////////////////////////////////////////////////
 
if(code == pin)
         {
        ar_sY = get_pvar(SPVAR_9, -100,100,15);       
        ar_eY = get_pvar(SPVAR_14,-100,100,35);
        ar_sX = get_pvar(SPVAR_5, -100,100,5);
        ar_tm = get_pvar(SPVAR_13,0,10000,3000);
        }
        }
        }
main
{
    set_val (TRACE_1, ar_tm/100);
    set_val (TRACE_2, ar_sY);
    set_val (TRACE_3, ar_eY);
    set_val (TRACE_4, ar_sX);
 
    if (get_val (FIRE))
    {   
    current_x = dz(AIM_H,0);
    current_y = dz(AIM_V,0);
    }
 
    if(get_val(PS4_DOWN))
        {if (get_val(PS4_SHARE)&& get_ptime (PS4_SHARE) > 800)
        {save_pvars();
         notify();
            __(7);}
 
          if(double_click(PS4_SHARE))
        {reset_defaults=TRUE;
          notify();
         __(3);
            if (reset_defaults)
            {
            ar_sY = get_pvar(SPVAR_2, -100,100,15);       
            ar_eY = get_pvar(SPVAR_3,-100,100,35);
            ar_sX = get_pvar(SPVAR_1, -100,100,5);
            ar_tm = get_pvar(SPVAR_4, 0,10000,3000);
        }
        }
        }
 
 
        ////////////////////////////////////////////////////        
      //-------->>>>START AIM DOWN SIGHTS MENU HERE<<<<------
      //--0=0ff/1=Blue/3=Pink/4=Green/5=Sky/6=Yellow/7=White
if(get_val(ADS) && !edit)// <<--- HOLD DOWN AIM DOWN SIGHTS AND TAP
{
     //DPAD-UP
     if(event_press(PS4_UP))//change to PS4_SHARE or PS4_OPTIONS if you want to ping while ads
                 {
                 easy_jump=TRUE;          // easy jump [TRUE = on FALSE = off]
                 quick_melee=TRUE;          // quick melee [TRUE = on FALSE = off]                 
                 quick_scope=FALSE;       //quick scope [TRUE = on FALSE = off]
                 easy_prone=TRUE;         //easy prone / crouch [TRUE = on FALSE = off]
                 rapid_fire=FALSE;       //rapid fire [TRUE = on FALSE = off]
                 auto_hold_breath=FALSE; //auto hold breath [TRUE = on FALSE = off]
                 no_recoil=TRUE;         //anti recoil [TRUE = on FALSE = off]
                 notify (rapid_fire);       // rumble                 
                 __(4);                   // colour
                 }   
 
       //D-PAD DOWN
     if(event_press(PS4_DOWN))    //D-PAD DOWN
                 {
                 easy_jump=FALSE;          // easy jump [TRUE = on FALSE = off]
                 quick_melee=FALSE;          // quick melee [TRUE = on FALSE = off]                 
                 quick_scope=FALSE;       //quick scope [TRUE = on FALSE = off]
                 easy_prone=FALSE;         //easy prone / crouch [TRUE = on FALSE = off]
                 rapid_fire=FALSE;      //rapid fire [TRUE = on FALSE = off]
                 auto_hold_breath=FALSE;//auto hold breath [TRUE = on FALSE = off]
                 no_recoil=FALSE;       //anti recoil [TRUE = on FALSE = off]
                 notify (rapid_fire);       // rumble
                 __(1);                  // colour       
                  }
 
 
     //DPAD-RIGHT
     if(event_press(PS4_RIGHT))   //DPAD-RIGHT
                  {
                  easy_jump=TRUE;          // easy jump [TRUE = on FALSE = off]
                  quick_melee=TRUE;          // quick melee [TRUE = on FALSE = off]                 
                  quick_scope=FALSE;       //quick scope [TRUE = on FALSE = off]
                  easy_prone=FALSE;         //easy prone / crouch [TRUE = on FALSE = off]
                  rapid_fire=TRUE;        //rapid fire [TRUE = on FALSE = off]         
                  auto_hold_breath=FALSE; //auto hold breath [TRUE = on FALSE = off]
                  no_recoil=FALSE;         //anti recoil [TRUE = on FALSE = off]
                  notify (rapid_fire);       // rumble                 
                  __(3)                   // colour
                  }   
 
     //DPAD-LEFT
     if(event_press(PS4_LEFT))    //DPAD-LEFT
                 {
                 easy_jump=TRUE;          // easy jump [TRUE = on FALSE = off]
                 quick_melee=TRUE;          // quick melee [TRUE = on FALSE = off]                 
                 quick_scope=TRUE;      //quick scope [TRUE = on FALSE = off]
                 easy_prone=FALSE;         //easy prone / crouch [TRUE = on FALSE = off]
                 rapid_fire=FALSE;       //rapid fire [TRUE = on FALSE = off]
                 auto_hold_breath=TRUE; //auto hold breath [TRUE = on FALSE = off]
                  no_recoil=FALSE;        //anti recoil [TRUE = on FALSE = off]
                 notify (rapid_fire);   // rumble                 
                 __(7)                     // colour   
                 }
                                     //delete btn(PS4_UP); to ping while ads
btn(PS4_SHARE);btn(PS4_LEFT);btn(PS4_RIGHT);btn(PS4_UP);btn(PS4_DOWN);btn(WII_HOME);btn(WII_PLUS);}   // buttons console ignores while ads     
                   //-------->>>>END AIM DOWN SIGHTS MENU HERE END<<<<------               
                 /////////////////////////////////////////////////////////////
 
//-- hair trigger
    turbo(FIRE);
    turbo(ADS);
 
//-- jump shot
    if(easy_jump)
        {
        if(get_val(easyjumpcontrol))  //change event_press to double_click if you want activation on a double click
        combo_run(get_up);
        }
 
//-- quick scope
    if (quick_scope)
        {
        if(event_press(quickscopecontrol)) //change event_press to double_click if you want activation on a double click
        combo_run(quick_scope);
           }
 
//-- easy prone
    if (easy_prone)
        {
        if(get_val(FIRE) && event_press(easy_pronecontrol))
        combo_run(easy_prone);
        if(get_val(easy_pronecontrol) && event_press(FIRE))       
        combo_run(easy_prone);
        if(get_val(easy_pronecontrol)&& event_release(FIRE))
        combo_run(get_up);
        if(get_val(FIRE)&& event_release(easy_pronecontrol))
        combo_run(get_up);
        }
 
//-- auto hold breath
    if (auto_hold_breath)
          {
          if(get_val(ADS)&&get_ptime(ADS)>100)
        {set_val(SPRINT, 100);}
        }
 
//-- Rapid fire
    if (rapid_fire)
        {
        if (get_val(FIRE))
        {set_val(SPRINT, 100);}
        if(get_val(ADS)&&get_ptime(ADS)>100)
        {set_val(SPRINT, 100);}
        if(get_val(FIRE))
        combo_run (rapid_fire);
        }
 
//-- quick melee
 
    if(quick_melee){
        if(get_val(MELEE))
        {combo_run(quick_melee);}
        if(get_val(ADS)&&(MELEE))
           combo_stop(quick_melee)}
 
//-- easy plate
        {
        if(get_val(PS4_TRIANGLE)&&get_ptime(PS4_TRIANGLE)>350&& !edit)// change to double click if you want to put 3 plates after double pressing triangle
        combo_run(easy_plate);
        if(get_val(ADS)>10)
        combo_stop(easy_plate);
        if(get_val(FIRE)>10)
        combo_stop(easy_plate);
        if(get_val(PS4_SQUARE))
        combo_stop(easy_plate);
        }
 
//-- easy revive
    if(easy_revive)
        {
        if(double_click(PS4_SQUARE)&& !edit)//change depending on contextual tap, tap to use or tap to reload
        combo_run(easy_revive);// use either .if(get_val(PS4_SQUARE)&&get_ptime(PS4_SQUARE)>800). or double_click, rumble notify on activation
        if(get_val(ADS)>10)
        combo_stop(easy_revive);
        if(get_val(FIRE)>10)
        combo_stop(easy_revive);
        if(get_val(PS4_SQUARE))
        combo_stop(easy_revive);
        }
 
//-- aim corrections
    if(aim_sens_corrections)   
      {
      ads_fire_sens=100-(in_game_menu_sens); hip_fire_sens= 95-(in_game_menu_sens);
      if (get_val(FIRE)&&!get_val(ADS))
               {
               if(get_val(FIRE))
               Sens = hip_fire_sens;
               sensitivity(AIM_H, NOT_USE, Sens);
             sensitivity(AIM_V, NOT_USE, Sens);
               }
             if(get_val(ADS) && get_val(FIRE))                             
             Sens = ads_fire_sens;
             if(!get_val(FIRE) || !get_val(ADS))
             Sens = 100;
                if(Sens > 100) Sens = 100
               sensitivity(AIM_H, NOT_USE, Sens);
             sensitivity(AIM_V, NOT_USE, Sens);
             }
 
//-- sticky aim(crescens)
    if (sticky_aim_assist)
        {
        if(get_val(ADS)) combo_run(STICKY_AIM);
           else combo_stop(STICKY_AIM);               
           }
 
//-- aim perfection(sweet_evil_14)
    if(get_val(ADS))
        {       
        if (Current_State == Get_Last_Value)
        {
        X_Last_Value = get_lval(AIM_H);
        Y_Last_Value = get_lval(AIM_V);
         Current_State = Get_Current_Value;
         }
        else if (Current_State == Get_Current_Value)
        {
        X_Current_Value = get_val(AIM_H);
        Y_Current_Value = get_val(AIM_V);
         if(Aim_Abuse_State == Aim_Correction)
        {   
        Current_State = Aim_Boost;
        }
        else
        {
        Current_State = Aim_Correction;
        }   
        }
        if (Current_State == Aim_Boost)
        {
        Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
        Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );
         Current_State = Get_Last_Value;
        Aim_Abuse_State = Aim_Boost; 
        }
        else if (Current_State == Aim_Correction)
        {
        Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
        Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );
         Current_State = Get_Last_Value;
        Aim_Abuse_State = Aim_Correction;
        }
        }
        else
        {
        Current_State = Get_Last_Value;
        Aim_Abuse_State = Aim_Correction;
        }
 
//-- anti recoil               
    if (no_recoil)
            {
          if(ar_sY < ar_eY)interval = 1;
         else interval = -1;
         iteration_point = (ar_tm / 10) / (abs(ar_sY - ar_eY));
            if(!get_lval(FIRE))
         {
          AR_V = ar_sY;
          i_count = 0;
          i_ = 0;
          }
    if(get_val(recoiladsonly)&&get_val(FIRE))
          {
          AntiRecoil(AIM_H, ar_sX);
          if(!p())
          AR_V = c();
          else
          AR_V = (ar_eY);
          AntiRecoil(AIM_V, AR_V)
          }
          }
 
 //-- anti recoil on the fly adjustment
   if (get_val(PS4_DOWN) &&double_click(PS4_OPTIONS))//----edit on
        {
        edit=TRUE
        notify (edit);}
        if (edit)                   
        {
        __(0);
        }
 
   if (get_val(PS4_DOWN) &&get_val(PS4_OPTIONS))//----edit off
        {
        edit=FALSE
        notify (edit);           
        if (!edit)
        save__();
        reset_leds();
        }
 
    if (edit)
        {
        if(get_val(PS4_SQUARE))//----start value
        {
        if(event_press(PS4_R1))// increase +1
        {ar_sY += 1; notify (); }          
        if(event_press(PS4_R2))// decrease -1
        {ar_sY -= 1;  notify ();}       
        }
 
   if(get_val(PS4_CROSS))//----end value
        {
        if(event_press(PS4_R1))
        {ar_eY += 1; notify ();}           
        if(event_press(PS4_R2))
        {ar_eY -= 1;  notify (); }       
        }
 
   if(get_val (PS4_CIRCLE))//----horizontal value
        {
        if(event_press(PS4_R1))
        {ar_sX += 1; notify ();}          
        if(event_press(PS4_R2))
        {ar_sX -= 1;  notify ();}
           }
 
   if(get_val (PS4_TRIANGLE))//----time value
        {
        if(event_press(PS4_R1))// increase +100
        {ar_tm += 100; notify ();}          
        if(event_press(PS4_R2))// decrease -100
        {ar_tm -= 100;  notify ();}
           }
 
btn(PS4_OPTIONS);btn(PS4_DOWN);btn(PS4_SQUARE);btn(PS4_R1);btn(PS4_R2);btn(PS4_CROSS);btn(PS4_CIRCLE);btn(PS4_TRIANGLE);} //buttons console ignores during edit
 
//-- rumble             
 
    if(notify) {
        notifier += get_rtime();
        if(notifier < 150) set_rumble(1,75);
        else if(notifier < 400) reset_rumble();
        else
        {
        notify -= 1;
        notifier = 0;
        }
        }
}//--------------END OF MAIN----------------
//--------------COMBO SECTION----------------         
combo easy_revive
    {
    set_val(PS4_SQUARE,100);
    set_rumble(RUMBLE_A,100);
    wait(200);
    reset_rumble();
    set_val(PS4_SQUARE,100);
    wait(10000);//time revive is held for adjust higher or lower 500 if you fail to get the revive
    }
 
combo easy_plate
    {set_val(PS4_TRIANGLE,100);
    wait(6000)//time triangle is held for adjust higher or lower 500 if you only get 2 plates or cant switch weapons after replating
    }
 
combo quick_melee {
    set_val(MELEE, 100);
    wait(20);
    set_val(MELEE,0)
    }
 
combo quick_scope
    {
    set_val(ADS, 100);
    wait(quickscope_time);
    set_val(FIRE, 100);
    wait(50);
    }
 
combo easy_prone
    {
    set_val(PRONE,100);
    wait(prone_crouch);// 350 = prone / 40 = crouch
    }
 
combo get_up
    {
    set_val(JUMP,100);
    wait (50)
    set_val(JUMP,0)
    }
 
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 rapid_fire
    {
    set_val(FIRE,100);
    wait(hold_time);
    set_val(FIRE,  0);
    wait(rest_time);
    }
 
//--------------FUNCTION SECTION----------------
function save_pvars () {
    set_pvar(SPVAR_4, ar_tm);
      set_pvar(SPVAR_1 ,ar_sX);
    set_pvar(SPVAR_2 ,ar_sY);
    set_pvar(SPVAR_3,ar_eY);
    }
 
function save__ (){
    set_pvar(SPVAR_13, ar_tm);
    set_pvar(SPVAR_5 ,ar_sX);
    set_pvar(SPVAR_9 ,ar_sY);
    set_pvar(SPVAR_14,ar_eY);
    set_pvar(SPVAR_16,pin); notify(!1);
    }
 
function double_click(button) {       
    if (double__tap[button] >= 0) {                   
    double__tap[button] += get_rtime();
    if (double__tap[button] > 450)
    double__tap[button] = -1;                                                                                       
    }           
    if (event_release(button) && get_ptime(button) <= 200) {
    if (double__tap[button] < 0) {                   
    double__tap[button] = 0;                       
    } else {             
    double__tap[button] = -1;                       
    return 1;                                   
    }                                                     
    }                                                 
    return 0;
    }
 
function Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS)
    {
    mvt = abs(Last_Value) + abs(Current_Value);
    Aim_Boost_Val = ( mvt + 1 )/2;
    Aim_Correction_Val = Aim_Boost_Val + 4;
     if(Aim_Boost_Val >= 10)
    {
    Aim_Boost_Val = 10;
    Aim_Correction_Val = 14;
    }
    else if(Aim_Boost_Val == 0)
    {
    Aim_Boost_Val = 2
    Aim_Correction_Val = 4;
    }
     if(mvt < Aim_Perfection_Limit)
    {
    if(Last_Value < Current_Value)
    {           
    if (Boost)
    {
    if (X_AXIS)
    set_val(AIM_H, (Current_Value + Aim_Boost_Val));
    if (Y_AXIS)
    set_val(AIM_V, (Current_Value + Aim_Boost_Val));
    }
    else if(Correction)
    {
    if (X_AXIS)
    set_val(AIM_H, (Current_Value - Aim_Correction_Val));
     if (Y_AXIS)
    set_val(AIM_V, (Current_Value - Aim_Correction_Val));           
    }
    }
    else //--moving left
    {
    if (Boost)
    {
    if (X_AXIS)
    set_val(AIM_H, (Current_Value - Aim_Boost_Val));
     if (Y_AXIS)
    set_val(AIM_V, (Current_Value - Aim_Boost_Val));
    }
    else if(Correction)
    {
    if (X_AXIS)
    set_val(AIM_H, (Current_Value + Aim_Correction_Val));
     if (Y_AXIS)
    set_val(AIM_V, (Current_Value + Aim_Correction_Val));           
    }
    }
    }
    }
 
function xy_val(f_axis,f_val)
     {
     if(abs(get_val(f_axis)) < (_v + 1)) 
     return f_val;   
     return get_val(f_axis);     
     }
 
function turbo(btn)
      {
      if (!hair_trigger || !get_val(btn)) return;
      set_val(btn, 100);
      }   
 
 function __(c)
       {
       for(_=0;_<3;_++)
       {
       set_led(_,test_bit(c,_));
       }
       }
 
function notify(pos)
       {
      if(pos)
      notify = 1;
      else
      notify = 2;
      }
 
function btn(f__btn)
      {
      if (!get_val(f__btn)) return;
      set_val(f__btn, 0);
      } 
 
function dz(f_axis,f_val)
      {
      f_val = get_val(f_axis);
      if(abs(f_val) < StickNoise)
      {
      set_val(f_axis,0);
      return 0;
      }
      return f_val;
      }
 
function p()
     {
     i_count++;
     if (i_count > (ar_tm / 10))
     {
     i_count = (ar_tm / 10);
     return 1;
     }
     return 0;
     }
 
function c()
     {
     i_++;
     if(i_ == iteration_point)
     {
     i_ = 0;
     AR_V += interval;
     }
     return AR_V;
     }
 
function AntiRecoil (axis, recoil)
     {
     RY = current_y;
     RX = current_x;
     if (get_val(FIRE) && (isqrt(RX*RX + RY*RY)) <= abs(recoil))
     {
     if(abs(RY) <= abs(recoil))
     {
     set_val(axis,(recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
     }
     }
     }
 
User avatar
zephyr2005
Private
Private
 
Posts: 1
Joined: Fri Jul 03, 2020 6:09 am

Re: Can someone fix this script.

Postby J2Kbr » Mon Jul 06, 2020 12:22 pm

Converted:
Code: Select all
// FIRST TIME USE,
// check the button layout, check the customization section, check the aim down sights menu, check the anti recoil values
// enter the values you want for anti recoil in the script, program, test, re-enter values, program, test and repeat.
// happy? save your defaults then adjust on the fly as you see fit
// once your defaults are saved changing the values in the script wont make any difference
// to clear any saved values                   
// go into the device program                       
// go to tools
// device clean up
// erase memory slots
// yes on both boxes (this erases all memory slots)
// how to read anti recoil values you set on the fly https://docs.google.com/document/d/1TUc ... qrp_U/edit
// if you want to simply use the sript to adjust values and not on the fly, do not save your defaults or use the on the fly system
// if you choose to use the on the fly system save your defaults before hand so you can easily revert back to these values and adjust again
// if you change slots without adjusting after resetting to your defaults your on the fly values will be loaded not your defaults
 
// [[HOLD DPAD DOWN AND HOLD SHARE/VIEW]] to save your defaults
// anti recoil on the fly, recoil values are saved to the slot you are using automatically
// if you want to set your on the fly values as your default values use the first time button combination (hold dpad down hold share/view)
// [[HOLD DPAD DOWN AND DOUBLE TAP SHARE/VIEW]] to reset to your default values
 
// to ENTER the anti recoil adjustment menu hold DPAD DOWN and DOUBLE TAP OPTIONS/MENU, your led will turn off,
//  and your ads menu will become inactive
// to EXIT hold dpad DOWN and tap OPTIONS/MENU, your led will reset to blue
 
// once in the anti recoil adjustment menu HOLD
// PS4_SQUARE - start values
// PS4_CROSS - end values
// PS4_CIRCLE - horizontal values
// PS4_TRIANGLE - time value
 
// while holding EITHER square, cross, circle or triangle
// tap R1/RB to INCREASE the value by +1 (triangle = +100)
// tap R2/RT to DECREASE the value -1      (triangle = -100)
//
// to reset your default values hold DPAP DOWN and DOUBLE TAP SHARE/VIEW
 
 
//check the button layouts below, the console/controller makes no difference
//but make sure that the button discriptions match with your own.
//-- STICKS       
define WALK=PS4_LY;                     
define STRAFE=PS4_LX;                   
define AIM_H=PS4_RX;                 
define AIM_V=PS4_RY;                     
 
//--BUTTONS                         
define FIRE=PS4_R2;    //change to R1 for flipped bumpers                 
define ADS=PS4_L2;     //change to L1 for flipped bumpers                     
define SPRINT=PS4_L3;               
define TACTICAL=PS4_L1;//change to L2 for flipped bumpers                 
define LETHAL=PS4_R1//change to R2 for flipped bumpers                   
define PRONE=PS4_CIRCLE;                             
define MELEE=PS4_R3;
define JUMP=PS4_CROSS;
 
// check and adjust the customization section below
//--CUSTOMIZATION           
int in_game_menu_sens=10;      // controls how much sensitivity you lose while hipfire and while ads and fire[higher numbers decrease sensitivity]
define aim_sens_corrections=1; // [0 = OFF / 1 = ON] sensitivity corrections while hipfire and while ADS+FIRE adjust your ADS sensitivity through the in game menu
define StickNoise=10;          // Dead Zone value for your thumbsticks (only active when you fire, allowing micro aiming)
int    recoiladsonly= ADS;     // [FIRE = anti recoil while hipfire & ADS] (ADS = anti recoil only while aim down sights)
define sticky_aim_assist=1;    // [0 = OFF / 1 = ON]   strongest aim assist for COD [crescens]
define _v=22;                  // (sticky aim only) If your screen shakes whilst using aim assist - lower this value (not recomended below 20)
define easy_revive=1;          // [0 = OFF / 1 = ON] double clicking square will automatically hold square button for 10 seconds while you revive, cancel by firing, ads or tapping reload
define hair_trigger =1;           // [0 = OFF / 1 = ON] hair triggers on both ads and fire, with bumpers flipped this is redundant
int    hold_time=10;           // length of button push during rapid fire
int    rest_time=15;           // time between button pushes during rapid fire
define easy_pronecontrol=PS4_L3; //button that must be held for easy prone/crouch to activate while firing
define prone_crouch    = 350;      //[350 = prone / 40 = crouch]    prone or crouch on easy_pronecontrol + fire or vice versa     
define quickscopecontrol=PS4_L3;//button that must be tapped/double tapped for quick scope to activate-another option is ADS or L2/LT- [can be changed to double_click]
define quickscope_time=460;        //adjust here[ +10 or -10] the time it takes from aim down sights to fire, some weapons take longer or shorter,                   
define easyjumpcontrol=PS4_CROSS;//button that must be pressed to easyjump / hold to bunny hop another option is SPRINT or L3/LS                                                           
// if you want to run easy prone, quick scope or easy jump on the same ads menu try finding a different control for each that suits your playstyle
// easy prone/crouch activates when you fire and hold the easy_pronecontrol or vice versa
// and you get up when you stop firing or let go of the easy_pronecontrol
//--END CUSTOMIZATION
 
//-- AR values                                 
int reset_defaults;                           
int ar_sY;                                       
int ar_eY;                                       
int ar_tm;                                         
int ar_sX;                                       
int interval, iteration_point;                   
int i_, i_count;                               
int AR_V;                                       
int RY, RX;                                       
int _;                                           
int current_x, current_y;                       
 
//---aim corrections variables                 
int ads_fire_sens, Sens, hip_fire_sens;
 
//Sweet_Evil 7.10
int mvt = 0;
int Current_State          = 0;
int Aim_Abuse_State        = 2;
define Get_Last_Value      = 0;
define Get_Current_Value   = 1;
define Aim_Correction      = 2;
define Aim_Boost           = 3;
define Aim_Perfection_Limit= 60;
int X_Last_Value      = 0;
int Y_Last_Value      = 0;
int X_Current_Value   = 0;
int Y_Current_Value   = 0;
int Aim_Boost_Val     = 0;
int Aim_Correction_Val= 0;
 
//---other variables used by the script       
int q;                                           
int double__tap[30];
int pin = 145;
int code;
int notify, notifier;
int auto_hold_breath;
int rapid_fire;
int easy_prone;
int quick_scope;
int quick_melee;
int easy_jump;
int edit=FALSE;
int no_recoil;
 
init {
    while(q < 30)
    {double__tap[q] = -1;       
        q++;}
    code = get_pvar(SPVAR_16,140,150,140);
    if (pin ==145){
 
        /////////////////////////////////////////////////////////////   
        //-------->>>>START ADJUST YOUR RECOIL VALUES HERE<<<<------           
 
        ar_sY = 35;    // start value --   higher numbers increase pull down
        ar_eY = 22;    // end value   --      higher numbers increase pull down
        ar_tm = 3500// time value - controls time between start to end value
        ar_sX = -13;}  // horizontal value               
    //--TO INVERT VERTICAL LOOK insert negative (-) numbers in the start and end value and use the in game menu to invert your look
 
    /* i will be releasing more precise values slowly in the forum       
time    start    end        horiz
kilo 141    2800    28        28         4
m4a1        3500    35        22        -13
oden        3200    30        26         9
m13         2500    23        29        -18
fn scar 17  2300    33        25        -13
-ak47        1000    42        24         -1             
mp5         3000    27        22        -13
mp7         2900    25        25         7
aug         2300    26        26        -11
p90         3800    28        22        -14
uzi         0       29        0         1
bizon       6400    29        10        -9
 
    //------>>>>END ANTI RECOIL VALUE ADJUSTMENT HERE END<<<<--------*/

    //////////////////////////////////////////////////////////////////////
 
    if(code == pin)
    {
        ar_sY = get_pvar(SPVAR_9, -100,100,15);       
        ar_eY = get_pvar(SPVAR_14,-100,100,35);
        ar_sX = get_pvar(SPVAR_5, -100,100,5);
        ar_tm = get_pvar(SPVAR_13,0,10000,3000);
    }
}
 
main
{
    set_val (TRACE_1, ar_tm/100);
    set_val (TRACE_2, ar_sY);
    set_val (TRACE_3, ar_eY);
    set_val (TRACE_4, ar_sX);
 
    if (get_val (FIRE))
    {   
        current_x = dz(AIM_H,0);
        current_y = dz(AIM_V,0);
    }
 
    if(get_val(PS4_DOWN))
    {if (get_val(PS4_SHARE)&& get_ptime (PS4_SHARE) > 800)
        {save_pvars();
            notify_f(0);
            __(7);}
 
        if(double_click(PS4_SHARE))
        {reset_defaults=TRUE;
            notify_f(0);
            __(3);
            if (reset_defaults)
            {
                ar_sY = get_pvar(SPVAR_2, -100,100,15);       
                ar_eY = get_pvar(SPVAR_3,-100,100,35);
                ar_sX = get_pvar(SPVAR_1, -100,100,5);
                ar_tm = get_pvar(SPVAR_4, 0,10000,3000);
            }
        }
    }
 
 
    ////////////////////////////////////////////////////       
    //-------->>>>START AIM DOWN SIGHTS MENU HERE<<<<------
    //--0=0ff/1=Blue/3=Pink/4=Green/5=Sky/6=Yellow/7=White
    if(get_val(ADS) && !edit)// <<--- HOLD DOWN AIM DOWN SIGHTS AND TAP
    {
        //DPAD-UP
        if(event_press(PS4_UP))//change to PS4_SHARE or PS4_OPTIONS if you want to ping while ads
        {
            easy_jump=TRUE;          // easy jump [TRUE = on FALSE = off]
            quick_melee=TRUE;          // quick melee [TRUE = on FALSE = off]                 
            quick_scope=FALSE;       //quick scope [TRUE = on FALSE = off]
            easy_prone=TRUE;         //easy prone / crouch [TRUE = on FALSE = off]
            rapid_fire=FALSE;       //rapid fire [TRUE = on FALSE = off]
            auto_hold_breath=FALSE; //auto hold breath [TRUE = on FALSE = off]
            no_recoil=TRUE;         //anti recoil [TRUE = on FALSE = off]
            notify_f (rapid_fire);       // rumble                 
            __(4);                   // colour
        }   
 
        //D-PAD DOWN
        if(event_press(PS4_DOWN))    //D-PAD DOWN
        {
            easy_jump=FALSE;          // easy jump [TRUE = on FALSE = off]
            quick_melee=FALSE;          // quick melee [TRUE = on FALSE = off]                 
            quick_scope=FALSE;       //quick scope [TRUE = on FALSE = off]
            easy_prone=FALSE;         //easy prone / crouch [TRUE = on FALSE = off]
            rapid_fire=FALSE;      //rapid fire [TRUE = on FALSE = off]
            auto_hold_breath=FALSE;//auto hold breath [TRUE = on FALSE = off]
            no_recoil=FALSE;       //anti recoil [TRUE = on FALSE = off]
            notify_f (rapid_fire);       // rumble
            __(1);                  // colour       
        }
 
 
        //DPAD-RIGHT
        if(event_press(PS4_RIGHT))   //DPAD-RIGHT
        {
            easy_jump=TRUE;          // easy jump [TRUE = on FALSE = off]
            quick_melee=TRUE;          // quick melee [TRUE = on FALSE = off]                 
            quick_scope=FALSE;       //quick scope [TRUE = on FALSE = off]
            easy_prone=FALSE;         //easy prone / crouch [TRUE = on FALSE = off]
            rapid_fire=TRUE;        //rapid fire [TRUE = on FALSE = off]         
            auto_hold_breath=FALSE; //auto hold breath [TRUE = on FALSE = off]
            no_recoil=FALSE;         //anti recoil [TRUE = on FALSE = off]
            notify_f (rapid_fire);       // rumble                 
            __(3);                   // colour
        }   
 
        //DPAD-LEFT
        if(event_press(PS4_LEFT))    //DPAD-LEFT
        {
            easy_jump=TRUE;          // easy jump [TRUE = on FALSE = off]
            quick_melee=TRUE;          // quick melee [TRUE = on FALSE = off]                 
            quick_scope=TRUE;      //quick scope [TRUE = on FALSE = off]
            easy_prone=FALSE;         //easy prone / crouch [TRUE = on FALSE = off]
            rapid_fire=FALSE;       //rapid fire [TRUE = on FALSE = off]
            auto_hold_breath=TRUE; //auto hold breath [TRUE = on FALSE = off]
            no_recoil=FALSE;        //anti recoil [TRUE = on FALSE = off]
            notify_f (rapid_fire);   // rumble                 
            __(7);                     // colour   
        }
        //delete btn(PS4_UP); to ping while ads
        btn_f(PS4_SHARE);btn_f(PS4_LEFT);btn_f(PS4_RIGHT);btn_f(PS4_UP);btn_f(PS4_DOWN);btn_f(WII_HOME);btn_f(WII_PLUS);}   // buttons console ignores while ads     
    //-------->>>>END AIM DOWN SIGHTS MENU HERE END<<<<------               
    /////////////////////////////////////////////////////////////
 
    //-- hair trigger
    turbo(FIRE);
    turbo(ADS);
 
    //-- jump shot
    if(easy_jump)
    {
        if(get_val(easyjumpcontrol))  //change event_press to double_click if you want activation on a double click
        combo_run(get_up_c);
    }
 
    //-- quick scope
    if (quick_scope)
    {
        if(event_press(quickscopecontrol)) //change event_press to double_click if you want activation on a double click
        combo_run(quick_scope_c);
    }
 
    //-- easy prone
    if (easy_prone)
    {
        if(get_val(FIRE) && event_press(easy_pronecontrol))
        combo_run(easy_prone_c);
        if(get_val(easy_pronecontrol) && event_press(FIRE))       
        combo_run(easy_prone_c);
        if(get_val(easy_pronecontrol)&& event_release(FIRE))
        combo_run(get_up_c);
        if(get_val(FIRE)&& event_release(easy_pronecontrol))
        combo_run(get_up_c);
    }
 
    //-- auto hold breath
    if (auto_hold_breath)
    {
        if(get_val(ADS)&&get_ptime(ADS)>100)
        {set_val(SPRINT, 100);}
    }
 
    //-- Rapid fire
    if (rapid_fire)
    {
        if (get_val(FIRE))
        {set_val(SPRINT, 100);}
        if(get_val(ADS)&&get_ptime(ADS)>100)
        {set_val(SPRINT, 100);}
        if(get_val(FIRE))
        combo_run (rapid_fire_c);
    }
 
    //-- quick melee
 
    if(quick_melee){
        if(get_val(MELEE))
        {combo_run(quick_melee_c);}
        if(get_val(ADS)&&(MELEE))
        combo_stop(quick_melee_c);}
 
    //-- easy plate
 
    if(get_val(PS4_TRIANGLE)&&get_ptime(PS4_TRIANGLE)>350&& !edit)// change to double click if you want to put 3 plates after double pressing triangle
    combo_run(easy_plate_c);
    if(get_val(ADS)>10)
    combo_stop(easy_plate_c);
    if(get_val(FIRE)>10)
    combo_stop(easy_plate_c);
    if(get_val(PS4_SQUARE))
    combo_stop(easy_plate_c);
 
 
    //-- easy revive
    if(easy_revive)
    {
        if(double_click(PS4_SQUARE)&& !edit)//change depending on contextual tap, tap to use or tap to reload
        combo_run(easy_revive_c);// use either .if(get_val(PS4_SQUARE)&&get_ptime(PS4_SQUARE)>800). or double_click, rumble notify on activation
        if(get_val(ADS)>10)
        combo_stop(easy_revive_c);
        if(get_val(FIRE)>10)
        combo_stop(easy_revive_c);
        if(get_val(PS4_SQUARE))
        combo_stop(easy_revive_c);
    }
 
    //-- aim corrections
    if(aim_sens_corrections)   
    {
        ads_fire_sens=100-(in_game_menu_sens); hip_fire_sens= 95-(in_game_menu_sens);
        if (get_val(FIRE)&&!get_val(ADS))
        {
            if(get_val(FIRE))
            Sens = hip_fire_sens;
            sensitivity(AIM_H, NOT_USE, Sens);
            sensitivity(AIM_V, NOT_USE, Sens);
        }
        if(get_val(ADS) && get_val(FIRE))                             
        Sens = ads_fire_sens;
        if(!get_val(FIRE) || !get_val(ADS))
        Sens = 100;
        if(Sens > 100) Sens = 100
        sensitivity(AIM_H, NOT_USE, Sens);
        sensitivity(AIM_V, NOT_USE, Sens);
    }
 
    //-- sticky aim(crescens)
    if (sticky_aim_assist)
    {
        if(get_val(ADS)) combo_run(STICKY_AIM_c);
        else combo_stop(STICKY_AIM_c);               
    }
 
    //-- aim perfection(sweet_evil_14)
    if(get_val(ADS))
    {       
        if (Current_State == Get_Last_Value)
        {
            X_Last_Value = get_lval(AIM_H);
            Y_Last_Value = get_lval(AIM_V);
            Current_State = Get_Current_Value;
        }
        else if (Current_State == Get_Current_Value)
        {
            X_Current_Value = get_val(AIM_H);
            Y_Current_Value = get_val(AIM_V);
            if(Aim_Abuse_State == Aim_Correction)
            {   
                Current_State = Aim_Boost;
            }
            else
            {
                Current_State = Aim_Correction;
            }   
        }
        if (Current_State == Aim_Boost)
        {
            Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
            Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );
            Current_State = Get_Last_Value;
            Aim_Abuse_State = Aim_Boost; 
        }
        else if (Current_State == Aim_Correction)
        {
            Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
            Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );
            Current_State = Get_Last_Value;
            Aim_Abuse_State = Aim_Correction;
        }
    }
    else
    {
        Current_State = Get_Last_Value;
        Aim_Abuse_State = Aim_Correction;
    }
 
    //-- anti recoil               
    if (no_recoil)
    {
        if(ar_sY < ar_eY)interval = 1;
        else interval = -1;
        iteration_point = (ar_tm / 10) / (abs(ar_sY - ar_eY));
        if(!get_lval(FIRE))
        {
            AR_V = ar_sY;
            i_count = 0;
            i_ = 0;
        }
        if(get_val(recoiladsonly)&&get_val(FIRE))
        {
            AntiRecoil(AIM_H, ar_sX);
            if(!p())
            AR_V = c_f();
            else
            AR_V = (ar_eY);
            AntiRecoil(AIM_V, AR_V);
        }
    }
 
    //-- anti recoil on the fly adjustment
    if (get_val(PS4_DOWN) &&double_click(PS4_OPTIONS))//----edit on
    {
        edit=TRUE;
        notify_f (edit);}
    if (edit)                   
    {
        __(0);
    }
 
    if (get_val(PS4_DOWN) &&get_val(PS4_OPTIONS))//----edit off
    {
        edit=FALSE;
        notify_f (edit);           
        if (!edit)
        save__();
        reset_leds();
    }
 
    if (edit)
    {
        if(get_val(PS4_SQUARE))//----start value
        {
            if(event_press(PS4_R1))// increase +1
            {ar_sY++; notify_f (0); }           
            if(event_press(PS4_R2))// decrease -1
            {ar_sY--;  notify_f (0);}       
        }
 
        if(get_val(PS4_CROSS))//----end value
        {
            if(event_press(PS4_R1))
            {ar_eY++; notify_f (0);}           
            if(event_press(PS4_R2))
            {ar_eY--;  notify_f (0); }       
        }
 
        if(get_val (PS4_CIRCLE))//----horizontal value
        {
            if(event_press(PS4_R1))
            {ar_sX++; notify_f (0);}           
            if(event_press(PS4_R2))
            {ar_sX--;  notify_f (0);}
        }
 
        if(get_val (PS4_TRIANGLE))//----time value
        {
            if(event_press(PS4_R1))// increase +100
            {ar_tm = ar_tm+100; notify_f (0);}           
            if(event_press(PS4_R2))// decrease -100
            {ar_tm = ar_tm-100;  notify_f (0);}
        }
 
        btn_f(PS4_OPTIONS);btn_f(PS4_DOWN);btn_f(PS4_SQUARE);btn_f(PS4_R1);btn_f(PS4_R2);btn_f(PS4_CROSS);btn_f(PS4_CIRCLE);btn_f(PS4_TRIANGLE);} //buttons console ignores during edit
 
    //-- rumble             
 
    if(notify) {
        notifier = notifier+get_rtime();
        if(notifier < 150) set_rumble(1,75);
        else if(notifier < 400) reset_rumble();
        else
        {
            notify--;
            notifier = 0;
        }
    }
}//--------------END OF MAIN----------------
//--------------COMBO SECTION----------------         
combo easy_revive_c
{
    set_val(PS4_SQUARE,100);
    set_rumble(RUMBLE_A,100);
    wait(200);
    reset_rumble();
    set_val(PS4_SQUARE,100);
    wait(10000);//time revive is held for adjust higher or lower 500 if you fail to get the revive
}
 
combo easy_plate_c
{set_val(PS4_TRIANGLE,100);
    wait(6000);//time triangle is held for adjust higher or lower 500 if you only get 2 plates or cant switch weapons after replating
}
 
combo quick_melee_c {
    set_val(MELEE, 100);
    wait(20);
    set_val(MELEE,0);
}
 
combo quick_scope_c
{
    set_val(ADS, 100);
    wait(quickscope_time);
    set_val(FIRE, 100);
    wait(50);
}
 
combo easy_prone_c
{
    set_val(PRONE,100);
    wait(prone_crouch);// 350 = prone / 40 = crouch
}
 
combo get_up_c
{
    set_val(JUMP,100);
    wait (50);
    set_val(JUMP,0);
}
 
combo STICKY_AIM_c
{
    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 rapid_fire_c
{
    set_val(FIRE,100);
    wait(hold_time);
    set_val(FIRE,  0);
    wait(rest_time);
}
 
//--------------FUNCTION SECTION----------------
function save_pvars () {
    set_pvar(SPVAR_4, ar_tm);
    set_pvar(SPVAR_1 ,ar_sX);
    set_pvar(SPVAR_2 ,ar_sY);
    set_pvar(SPVAR_3,ar_eY);
}
 
function save__ (){
    set_pvar(SPVAR_13, ar_tm);
    set_pvar(SPVAR_5 ,ar_sX);
    set_pvar(SPVAR_9 ,ar_sY);
    set_pvar(SPVAR_14,ar_eY);
    set_pvar(SPVAR_16,pin); notify_f(0);
}
 
function double_click(button) {       
    if (double__tap[button] >= 0) {                   
        double__tap[button] = double__tap[button]+get_rtime();
        if (double__tap[button] > 450)
        double__tap[button] = -1;                                                                                       
    }           
    if (event_release(button) && get_ptime(button) <= 200) {
        if (double__tap[button] < 0) {                   
            double__tap[button] = 0;                       
        } else {             
            double__tap[button] = -1;                       
            return 1;                                   
        }                                                     
    }                                                 
    return 0;
}
 
function Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS)
{
    mvt = abs(Last_Value) + abs(Current_Value);
    Aim_Boost_Val = ( mvt + 1 )/2;
    Aim_Correction_Val = Aim_Boost_Val + 4;
    if(Aim_Boost_Val >= 10)
    {
        Aim_Boost_Val = 10;
        Aim_Correction_Val = 14;
    }
    else if(Aim_Boost_Val == 0)
    {
        Aim_Boost_Val = 2;
        Aim_Correction_Val = 4;
    }
    if(mvt < Aim_Perfection_Limit)
    {
        if(Last_Value < Current_Value)
        {           
            if (Boost)
            {
                if (X_AXIS)
                set_val(AIM_H, (Current_Value + Aim_Boost_Val));
                if (Y_AXIS)
                set_val(AIM_V, (Current_Value + Aim_Boost_Val));
            }
            else if(Correction)
            {
                if (X_AXIS)
                set_val(AIM_H, (Current_Value - Aim_Correction_Val));
                if (Y_AXIS)
                set_val(AIM_V, (Current_Value - Aim_Correction_Val));           
            }
        }
        else //--moving left
        {
            if (Boost)
            {
                if (X_AXIS)
                set_val(AIM_H, (Current_Value - Aim_Boost_Val));
                if (Y_AXIS)
                set_val(AIM_V, (Current_Value - Aim_Boost_Val));
            }
            else if(Correction)
            {
                if (X_AXIS)
                set_val(AIM_H, (Current_Value + Aim_Correction_Val));
                if (Y_AXIS)
                set_val(AIM_V, (Current_Value + Aim_Correction_Val));           
            }
        }
    }
}
 
function xy_val(f_axis,f_val)
{
    if(abs(get_val(f_axis)) < (_v + 1)) 
    return f_val;   
    return get_val(f_axis);     
}
 
function turbo(btn)
{
    if (!hair_trigger || !get_val(btn)) return;
    set_val(btn, 100);
}   
 
function __(c)
{
    _=0;
    while(_<3)
    {
        set_led(_,test_bit(c,_));
        _++;
    }
}
 
function notify_f(pos)
{
    if(pos)
    notify = 1;
    else
    notify = 2;
}
 
function btn_f(f__btn)
{
    if (!get_val(f__btn)) return;
    set_val(f__btn, 0);
} 
 
function dz(f_axis,f_val)
{
    f_val = get_val(f_axis);
    if(abs(f_val) < StickNoise)
    {
        set_val(f_axis,0);
        return 0;
    }
    return f_val;
}
 
function p()
{
    i_count++;
    if (i_count > (ar_tm / 10))
    {
        i_count = (ar_tm / 10);
        return 1;
    }
    return 0;
}
 
function c_f()
{
    i_++;
    if(i_ == iteration_point)
    {
        i_ = 0;
        AR_V = AR_V+interval;
    }
    return AR_V;
}
 
function AntiRecoil (axis, recoil)
{
    RY = current_y;
    RX = current_x;
    if (get_val(FIRE) && (isqrt(RX*RX + RY*RY)) <= abs(recoil))
    {
        if(abs(RY) <= abs(recoil))
        {
            set_val(axis,(recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
        }
    }
}
 
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J2Kbr
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Re: Can someone fix this script.

Postby Deanio16 » Wed Jul 15, 2020 1:55 pm

What do you have to do to fix these scripts? just so i dont have to ask somebody else to do it in the future. Thanks.
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Re: Can someone fix this script.

Postby Mad » Wed Jul 15, 2020 6:58 pm

Deanio16 wrote:What do you have to do to fix these scripts? just so i dont have to ask somebody else to do it in the future. Thanks.

You'd need to understand the language and follow the debug messages. If you'd like to learn GPC1 check out the wiki: https://www.consoletuner.com/kbase/gpc_ ... s=AAAAAA==
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