Error fix
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Error fix
- Code: Select all
//Posted by WalterHMartinez, a member of the community in the device Forums - http://device.com/forums
//Posted : Tuesday 1st of May, 2018 1:53 UTC
/*
Author: WalterHMartinez
Credits:
Lex Lost : Anti reocil and Rapid fire
HH4rdCor3 : Tap script
CONSOLES: PS4 & XBOX 1
FEATURES:
Anti Recoil
Rapid Fire
Advanced Jitter
Double TACT
Aim Abuse (Auto Aim)
SENSITIVE AIM ASSIST
Aim Assist
Auto Run
Auto Drop
FAST MINE
Auto Jump (Advanced Jitter ONLY)
*/
//OG ANTI RECOIL DON'T NEED TO TOUCH THIS UNLESS ADVANCED USER
int recoil_onoff = TRUE; // ALWAYS ON! NO IN-GAME TOGGLE SETTINGS
//RAPID FIRE OFF BY DEFAULT: HOLD L2 (LT) AND HOLD R2 (RT)
int rapid_onoff = FALSE; // HOLD "ADS_BTN" and TAP "RAPID" BUTTON for toggle ON_OFF
// UPDATE 3.6 ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
int Advanced_Jitter = FALSE; // TAP "ADVANCED JITTER" BUTTON for toggle ON_OFF
// OG DOUBLE TACT SHOTGUN JITTER: HOLD L2 (LT) AND HOLD R2 (RT)
int Double_Tact = FALSE; // TAP "TACT" BUTTON for toggle ON_OFF
//AR OP AIM ABUSE AUTO AIM WHEN ADS AND FIRE
int AR_AimAssist_on = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//AIM ASSIST V2 ON ONLY WHEN 'DOUBLE TACT' IS ACTIVE (NOT RECOMMENED FOR AR, SMG, SNIPERS, LMG, PISTOL.)
//OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
int SENASSIST_onoff = FALSE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//AUTO DROP HOLD L2(LT) AND (HOLD R2 MORE THAN 95%)
int AutoDrop_onoff = FALSE; // HOLD "ADS_BTN" and TAP "DROP" for toggle ON_OFF
//FAST MINE HOLD L2(LT) FOR FAST MINE
//Ping / Fps and how it affects code :
//When your ping is high or you have low fps you may need to change the delay timing higher described below. Although preferably you want around 163 for fastest.
int pickaxe = FALSE; // HOLD "ADS_BTN" and TAP "MINE" for toggle ON_OFF
//AIM ASSIST V2 HOW MUCH SCREEN SHAKE
int shake = 16; //V2 //23 is Good for SG
//BUTTONS:
//RAPID FIRE BUTTON
int RAPID = 16; //RIGHT
//FAST MINE BUTTON
int MINE = 17; //PS4_TRIANGLE //XB1_Y
//AUTO DROP BUTTON
define DROP = 19; //PS4_CROSS XB1_A
//ADVANCED JITTER BUTTON
define ADVANCED_JITTER_BUTTON = 14; //DOWN
//DOUBLE TACT BUTTON
define Double_Tact_Button = 16; //RIGHT
//----------------------------------------
// BUTTON LAYOUT: COMBAT PRO
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define WALL_BTN = 4; //XB1_RB //PS4_R2
define STAIRS_BTN = 7; //XB1_LB //PS4_L2
define FLOOR_BTN = 3; //XB1_RT //PS4_R1
define ROOF_BTN = 6; //XB1_LT //PS4_L1
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define R_X = 9; //XB1_RX //PS4_RX
define R_Y = 10; //XB1_RY //PS4_RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
//-------------------------------------------------------------------------------------------
//COLOR IDENTIFICATION
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2, 0, 0, 0, //1. Blue
0, 2, 0, 0, //2. Red
0, 0, 2, 0, //3. Green
0, 0, 0, 2, //4. Pink
2, 0, 2, 0, //5. SkyBlue
0, 2, 2, 0, //6. Yellow
2, 2, 2, 2 //7. White
);
int Col_ind;
//END
//UNMAPPING CONTROLS
unmap 15; //LEFT
unmap 16; //RIGHT
unmap 14; //DOWN
//END
//-----------------------------------------------------
// VARIABLES
//ANTI RECOIL SETTINGS
define ANTI_RECOIL = 11; //VERTICAL RECOIL
define ANTI_RECOIL_LEFT = 0; //HORIZONTAL RECOIL
define ANTI_RECOIL_RIGHT = 0; //HORIZONTAL RECOIL
int anti_recoil; //VERTICAL RECOIL
int anti_recoil_left; //HORIZONTAL RECOIL
int anti_recoil_right; //HORIZONTAL RECOIL
define AR_Release = 25;
define ONLY_WITH_SCOPE = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
//END
//RUMBLE
int rumble_type = RUMBLE_A;
//END
//JItter
int tap; //ADVANCED JITTER
int L2_block; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
//END
//AIM ASSIST HOLD & WAIT
int aimabuse_hold;
int aimabuse_rest;
//END
main { //---------------------------------
/////////////////////////////////////////////////////////////////////////////////
// ON-OFF SETTINGS:
// HOLD L2(LT) and PRESS RIGHT
if (get_val(ADS_BTN) && event_press(RAPID)) {
rapid_onoff = !rapid_onoff;
rumble_A_if_true(rapid_onoff);
}
// HOLD L2(LT) and PRESS CROSS (A)
if (get_val(ADS_BTN) && event_press(DROP)) {
AutoDrop_onoff = !AutoDrop_onoff;
rumble_A_if_true(AutoDrop_onoff);
}
// HOLD L2(LT) and PRESS LEFT
if (get_val(ADS_BTN) && event_press(LEFT)) {
SENASSIST_onoff = !SENASSIST_onoff;
AR_AimAssist_on = !AR_AimAssist_on;
rumble_A_if_true(SENASSIST_onoff);
}
// IF L2(LT) IS NOT HELD and PRESS DOWN
if (!get_val(ADS_BTN) && event_press(ADVANCED_JITTER_BUTTON)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
Double_Tact = FALSE;
pickaxe = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
// IF L2(LT) IS NOT HELD and PRESS RIGHT
if (!get_val(ADS_BTN) && event_press(Double_Tact_Button)) {
Advanced_Jitter = FALSE;
pickaxe = FALSE;
Double_Tact = !Double_Tact;
rumble_A_if_true(Double_Tact);
}
// HOLD L2(LT) and PRESS TRIANGLE(Y)
if (get_val(ADS_BTN) && event_press(MINE)) {
pickaxe = !pickaxe;
rumble_A_if_true(pickaxe);
}
//CANCEL PICKAXE IF R1(RB), L1(LB), OR L2(LT) IS PRESSED
if (event_press(NEXT_PIECE) || event_press(LEFT_BUMP) || event_press(ADS_BTN)) {
pickaxe = FALSE;
}
/////////////////////////////////////////////////////////////////////////////////
// Color Identification
if ((!Advanced_Jitter) && !rapid_onoff && !Double_Tact && !pickaxe) colourled(Red); //EVERYTHING IS OFF
if ((Advanced_Jitter) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
if ((Advanced_Jitter) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
if ((Double_Tact)) colourled(Green); //IF GREEN Double Tact IS ON
if ((pickaxe)) colourled(Yellow); //IF YELLOW FAST MINE IS ON
/////////////////////////////////////////////////////////////////////////////////
//Rapid Fire
if (rapid_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {// HOLD L2 AND R2 FOR RAPID (DONE LIKE THIS TO BE ABLE TO EDIT OBJECTS)
combo_run(RAPID_FIRE);
}
}
/////////////////////////////////////////////////////////////////////////////////
// ANTI RECOIL
if (!ONLY_WITH_SCOPE || get_val(ADS_BTN)) {
combo_run(AntiRecoil);
}
/////////////////////////////////////////////////////////////////////////////////
// ASSAULT RIFLES AIM ABUSE
if (AR_AimAssist_on) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
} //-----------------------------------------------
/////////////////////////////////////////////////////////////////////////////////
// SENSITIVE AIM ABUSE
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 95) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 25; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
}
/////////////////////////////////////////////////////////////////////////////////
//TAPPING R2 AFTER SET TIME
if (Advanced_Jitter) {
if (R2_block) set_val(FIRE_BTN, 0);
if (L2_block) set_val(ADS_BTN, 0);
if (get_val(ADS_BTN) && get_val(FIRE_BTN) && !tap) {
combo_run(JUMP); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
} else if (get_val(ADS_BTN) && get_val(FIRE_BTN) && tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST); // AIM ABUSE
} else if (combo_running(BR_AIM_ASSIST)) {
combo_stop(BR_AIM_ASSIST);
}
if (get_val(ADS_BTN)) {
combo_run(Auto_Aimm); // AIM ASSIST V2
combo_stop(AntiRecoil); // RECOIL STOP WORKING
} else if (combo_running(Auto_Aimm)) {
combo_stop(Auto_Aimm);
}
if (get_val(ADS_BTN)) {
if (abs(get_val(9)) > 21 || abs(get_val(10)) > 21) {
combo_stop(Auto_Aimm);
}
}
}
//Double Tact / Heavy / Hand Cannon = Green
if (Double_Tact) {
if(get_val(FIRE_BTN)&&get_ptime(FIRE_BTN)>= 175){ //HOLD FIRE BTN FOR MORE THAN 175 MS TO RUN JITTER
set_val(FIRE_BTN, 0);
combo_run(Double_Tact);
} else if (combo_running(Double_Tact)) {
combo_stop(Double_Tact);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST);
} else if (combo_running(BR_AIM_ASSIST)) {
combo_stop(BR_AIM_ASSIST);
}
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO RUN
if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
set_val(SPRINT_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO DROP
if (AutoDrop_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
combo_run(DROP_SHOT);
}
}
/////////////////////////////////////////////////////////////////////////////////
//HAIR TRIGGER
if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
set_val(FIRE_BTN, 100);
}
if (!SENASSIST_onoff) {
if (get_val(ADS_BTN)) {// IF YOU PRESS AT LEAST 1% OF ADS BTN IT'LL HAVE AN OUTPUT OF 100
set_val(ADS_BTN, 100);
}
}
/////////////////////////////////////////////////////////////////////////////////
//FAST MINE
if (pickaxe) {
if(get_val(FIRE_BTN)){
set_val(FIRE_BTN, 0);
combo_run(Pickaxe);
} else {
combo_stop(Pickaxe);
}
}
} //-----------------------------------------
// COMBO BLOCKS
combo Auto_Aimm { //AIM ASSIST V2
set_val(R_Y, shake * -1); //1
wait(20)
set_val(R_X, shake); //1
wait(20)
set_val(R_Y, shake); //1
wait(20)
set_val(R_X, shake * -1); //1
wait(20)
} //end
combo Double_Tact {//DOUBLE TACT // DOUBLE HEAVY
set_val(NEXT_PIECE , 100);
wait(550); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 550 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
set_val(LEFT_BUMP , 100);
wait(550); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 550 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
}
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
} //end
combo DROP_SHOT {
set_val(CROUCH_BTN, 100);
wait(aimabuse_hold);
set_val(CROUCH_BTN, 0);
wait(aimabuse_rest); // how long to wait until next drop
} //end
combo AIM_ABUSE { // RAPID AIM
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(10);
set_val(FIRE_BTN, 0);
} //end
combo BR_AIM_ASSIST { //AR Auto Aim
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo Pickaxe { //FAST MINE
set_val(FIRE_BTN, 100);
wait(163); //IF TOO FAST CHANGE UP BY 10
set_val(NEXT_PIECE, 100);
wait(20); // DON'T TOUCH
set_val(SWAP_BTN, 100);
wait(215); //IF TOO FAST CHANGE UP BY 10
} //END
combo Double_Tact_L1 {//ADVANCED JITTER
R2_block = TRUE;
L2_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
R2_block = FALSE;
L2_block = FALSE;
} //END
combo Double_Tact_R1 {//ADVANCED JITTER
R2_block = TRUE;
L2_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(NEXT_PIECE, 100);
wait(50);
set_val(NEXT_PIECE, 0);
wait(400);
R2_block = FALSE;
L2_block = FALSE;
} //end
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
//--------------------------------------------------------------
combo AntiRecoil { // This combo must be the last one
if (get_val(ADS_BTN)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if (anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) - ANTI_RECOIL_LEFT;
if (anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) + ANTI_RECOIL_RIGHT;
if (anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);
}
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
// COLOR LED function
//--------------------------------------------------------------
function colourled(Colour) {
Col_ind = (Colour * 4) - 3;
set_led(LED_1, dbyte(Col_ind));
set_led(LED_2, dbyte(Col_ind + 1));
set_led(LED_3, dbyte(Col_ind + 2));
set_led(LED_4, dbyte(Col_ind + 3));
}[GPC]
ERROR line 45: redefinition of 'Double_Tact'.
can someone please fix this script for me please and thank you
-
xantysrorre - Sergeant
- Posts: 9
- Joined: Thu Mar 22, 2018 12:37 pm
Re: Error fix
- Code: Select all
//Posted by WalterHMartinez, a member of the community in the device Forums - http://device.com/forums
//Posted : Tuesday 1st of May, 2018 1:53 UTC
/*
Author: WalterHMartinez
Credits:
Lex Lost : Anti reocil and Rapid fire
HH4rdCor3 : Tap script
CONSOLES: PS4 & XBOX 1
FEATURES:
Anti Recoil
Rapid Fire
Advanced Jitter
Double TACT
Aim Abuse (Auto Aim)
SENSITIVE AIM ASSIST
Aim Assist
Auto Run
Auto Drop
FAST MINE
Auto Jump (Advanced Jitter ONLY)
*/
//-------------------------------------------------------------------------------------------
//COLOR IDENTIFICATION
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2, 0, 0, 0, //1. Blue
0, 2, 0, 0, //2. Red
0, 0, 2, 0, //3. Green
0, 0, 0, 2, //4. Pink
2, 0, 2, 0, //5. SkyBlue
0, 2, 2, 0, //6. Yellow
2, 2, 2, 2 //7. White
);
int Col_ind;
//END
//OG ANTI RECOIL DON'T NEED TO TOUCH THIS UNLESS ADVANCED USER
int recoil_onoff = TRUE; // ALWAYS ON! NO IN-GAME TOGGLE SETTINGS
//RAPID FIRE OFF BY DEFAULT: HOLD L2 (LT) AND HOLD R2 (RT)
int rapid_onoff = FALSE; // HOLD "ADS_BTN" and TAP "RAPID" BUTTON for toggle ON_OFF
// UPDATE 3.6 ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
int Advanced_Jitter = FALSE; // TAP "ADVANCED JITTER" BUTTON for toggle ON_OFF
// OG DOUBLE TACT SHOTGUN JITTER: HOLD L2 (LT) AND HOLD R2 (RT)
int Double_Tact = FALSE; // TAP "TACT" BUTTON for toggle ON_OFF
//AR OP AIM ABUSE AUTO AIM WHEN ADS AND FIRE
int AR_AimAssist_on = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//AIM ASSIST V2 ON ONLY WHEN 'DOUBLE TACT' IS ACTIVE (NOT RECOMMENED FOR AR, SMG, SNIPERS, LMG, PISTOL.)
//OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
int SENASSIST_onoff = FALSE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
//AUTO DROP HOLD L2(LT) AND (HOLD R2 MORE THAN 95%)
int AutoDrop_onoff = FALSE; // HOLD "ADS_BTN" and TAP "DROP" for toggle ON_OFF
//FAST MINE HOLD L2(LT) FOR FAST MINE
//Ping / Fps and how it affects code :
//When your ping is high or you have low fps you may need to change the delay timing higher described below. Although preferably you want around 163 for fastest.
int pickaxe = FALSE; // HOLD "ADS_BTN" and TAP "MINE" for toggle ON_OFF
//AIM ASSIST V2 HOW MUCH SCREEN SHAKE
int shake = 16; //V2 23 is Good for SG
//BUTTONS:
//RAPID FIRE BUTTON
int RAPID = 16; //RIGHT
//FAST MINE BUTTON
int MINE = 17; //PS4_TRIANGLE //XB1_Y
//AUTO DROP BUTTON
define DROP = 19; //PS4_CROSS XB1_A
//ADVANCED JITTER BUTTON
define ADVANCED_JITTER_BUTTON = 14; //DOWN
//DOUBLE TACT BUTTON
define Double_Tact_Button = 16; //RIGHT
//----------------------------------------
// BUTTON LAYOUT: COMBAT PRO
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define LEFT_BUMP = 6; //XB1_LT //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define WALL_BTN = 4; //XB1_RB //PS4_R2
define STAIRS_BTN = 7; //XB1_LB //PS4_L2
define FLOOR_BTN = 3; //XB1_RT //PS4_R1
define ROOF_BTN = 6; //XB1_LT //PS4_L1
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define R_X = 9; //XB1_RX //PS4_RX
define R_Y = 10; //XB1_RY //PS4_RY
define L_X = 11; //XB1_LX //PS4_LX
define L_Y = 12; //XB1_LY //PS4_LY
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
//UNMAPPING CONTROLS
unmap 15; //LEFT
unmap 16; //RIGHT
unmap 14; //DOWN
//END
//-----------------------------------------------------
// VARIABLES
//ANTI RECOIL SETTINGS
define ANTI_RECOIL = 11; //VERTICAL RECOIL
define ANTI_RECOIL_LEFT = 0; //HORIZONTAL RECOIL
define ANTI_RECOIL_RIGHT = 0; //HORIZONTAL RECOIL
int anti_recoil; //VERTICAL RECOIL
int anti_recoil_left; //HORIZONTAL RECOIL
int anti_recoil_right; //HORIZONTAL RECOIL
define AR_Release = 25;
define ONLY_WITH_SCOPE = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
//END
//RUMBLE
int rumble_type = RUMBLE_A;
//END
//JItter
int tap; //ADVANCED JITTER
int L2_block; //ADVANCED JITTER
int R2_block; //ADVANCED JITTER
//END
//AIM ASSIST HOLD & WAIT
int aimabuse_hold;
int aimabuse_rest;
//END
main { //---------------------------------
/////////////////////////////////////////////////////////////////////////////////
// ON-OFF SETTINGS:
// HOLD L2(LT) and PRESS RIGHT
if (get_val(ADS_BTN) && event_press(RAPID)) {
rapid_onoff = !rapid_onoff;
rumble_A_if_true(rapid_onoff);
}
// HOLD L2(LT) and PRESS CROSS (A)
if (get_val(ADS_BTN) && event_press(DROP)) {
AutoDrop_onoff = !AutoDrop_onoff;
rumble_A_if_true(AutoDrop_onoff);
}
// HOLD L2(LT) and PRESS LEFT
if (get_val(ADS_BTN) && event_press(LEFT)) {
SENASSIST_onoff = !SENASSIST_onoff;
AR_AimAssist_on = !AR_AimAssist_on;
rumble_A_if_true(SENASSIST_onoff);
}
// IF L2(LT) IS NOT HELD and PRESS DOWN
if (!get_val(ADS_BTN) && event_press(ADVANCED_JITTER_BUTTON)) {
Advanced_Jitter = !Advanced_Jitter;
tap = FALSE;
Double_Tact = FALSE;
pickaxe = FALSE;
rumble_A_if_true(Advanced_Jitter);
}
// IF L2(LT) IS NOT HELD and PRESS RIGHT
if (!get_val(ADS_BTN) && event_press(Double_Tact_Button)) {
Advanced_Jitter = FALSE;
pickaxe = FALSE;
Double_Tact = !Double_Tact;
rumble_A_if_true(Double_Tact);
}
// HOLD L2(LT) and PRESS TRIANGLE(Y)
if (get_val(ADS_BTN) && event_press(MINE)) {
pickaxe = !pickaxe;
rumble_A_if_true(pickaxe);
}
//CANCEL PICKAXE IF R1(RB), L1(LB), OR L2(LT) IS PRESSED
if (event_press(NEXT_PIECE) || event_press(LEFT_BUMP) || event_press(ADS_BTN)) {
pickaxe = FALSE;
}
/////////////////////////////////////////////////////////////////////////////////
// Color Identification
if ((!Advanced_Jitter) && !rapid_onoff && !Double_Tact && !pickaxe) colourled(Red); //EVERYTHING IS OFF
if ((Advanced_Jitter) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
if ((Advanced_Jitter) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
if ((Double_Tact)) colourled(Green); //IF GREEN Double Tact IS ON
if ((pickaxe)) colourled(Yellow); //IF YELLOW FAST MINE IS ON
/////////////////////////////////////////////////////////////////////////////////
//Rapid Fire
if (rapid_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {// HOLD L2 AND R2 FOR RAPID (DONE LIKE THIS TO BE ABLE TO EDIT OBJECTS)
combo_run(RAPID_FIRE);
}
}
/////////////////////////////////////////////////////////////////////////////////
// ANTI RECOIL
if (!ONLY_WITH_SCOPE || get_val(ADS_BTN)) {
combo_run(AntiRecoil);
}
/////////////////////////////////////////////////////////////////////////////////
// ASSAULT RIFLES AIM ABUSE
if (AR_AimAssist_on) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
} //-----------------------------------------------
/////////////////////////////////////////////////////////////////////////////////
// SENSITIVE AIM ABUSE
if (SENASSIST_onoff) {
if (get_val(ADS_BTN) > 95) {
aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
aimabuse_rest = 25; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
} else if (combo_running(AIM_ABUSE)) {
combo_stop(AIM_ABUSE);
}
}
/////////////////////////////////////////////////////////////////////////////////
//TAPPING R2 AFTER SET TIME
if (Advanced_Jitter) {
if (R2_block) set_val(FIRE_BTN, 0);
if (L2_block) set_val(ADS_BTN, 0);
if (get_val(ADS_BTN) && get_val(FIRE_BTN) && !tap) {
combo_run(JUMP); //JUMP
tap = TRUE; //LED COLOR BLUE
combo_run(Double_Tact_R1); //TAP R1
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
} else if (get_val(ADS_BTN) && get_val(FIRE_BTN) && tap) {
combo_run(JUMP); // JUMP
tap = FALSE; //LED COLOR PINK
combo_run(Double_Tact_L1); //TAP L1
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST); // AIM ABUSE
} else if (combo_running(BR_AIM_ASSIST)) {
combo_stop(BR_AIM_ASSIST);
}
if (get_val(ADS_BTN)) {
combo_run(Auto_Aimm); // AIM ASSIST V2
combo_stop(AntiRecoil); // RECOIL STOP WORKING
} else if (combo_running(Auto_Aimm)) {
combo_stop(Auto_Aimm);
}
if (get_val(ADS_BTN)) {
if (abs(get_val(9)) > 21 || abs(get_val(10)) > 21) {
combo_stop(Auto_Aimm);
}
}
}
//Double Tact / Heavy / Hand Cannon = Green
if (Double_Tact) {
if(get_val(FIRE_BTN)&&get_ptime(FIRE_BTN)>= 175){ //HOLD FIRE BTN FOR MORE THAN 175 MS TO RUN JITTER
set_val(FIRE_BTN, 0);
combo_run(cmbDouble_Tact);
} else if (combo_running(cmbDouble_Tact)) {
combo_stop(cmbDouble_Tact);
}
if (get_val(ADS_BTN)) {
combo_run(BR_AIM_ASSIST);
} else if (combo_running(BR_AIM_ASSIST)) {
combo_stop(BR_AIM_ASSIST);
}
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO RUN
if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
set_val(SPRINT_BTN, 100);
}
/////////////////////////////////////////////////////////////////////////////////
//AUTO DROP
if (AutoDrop_onoff) {
if (get_val(ADS_BTN) && get_val(FIRE_BTN)) {
combo_run(DROP_SHOT);
}
}
/////////////////////////////////////////////////////////////////////////////////
//HAIR TRIGGER
if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
set_val(FIRE_BTN, 100);
}
if (!SENASSIST_onoff) {
if (get_val(ADS_BTN)) {// IF YOU PRESS AT LEAST 1% OF ADS BTN IT'LL HAVE AN OUTPUT OF 100
set_val(ADS_BTN, 100);
}
}
/////////////////////////////////////////////////////////////////////////////////
//FAST MINE
if (pickaxe) {
if(get_val(FIRE_BTN)){
set_val(FIRE_BTN, 0);
combo_run(Pickaxe);
} else {
combo_stop(Pickaxe);
}
}
} //-----------------------------------------
// COMBO BLOCKS
combo Auto_Aimm { //AIM ASSIST V2
set_val(R_Y, shake * -1); //1
wait(20)
set_val(R_X, shake); //1
wait(20)
set_val(R_Y, shake); //1
wait(20)
set_val(R_X, shake * -1); //1
wait(20)
} //end
combo cmbDouble_Tact {//DOUBLE TACT // DOUBLE HEAVY
set_val(NEXT_PIECE , 100);
wait(550); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 550 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
set_val(LEFT_BUMP , 100);
wait(550); // IF SWITCHING TO(PUMP) SET 780(CAN ALSO TRY 770) ELSE TO 550 FOR (TACT/ HEAVY)
set_val(FIRE_BTN, 100);
wait(30);
}
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
} //end
combo DROP_SHOT {
set_val(CROUCH_BTN, 100);
wait(aimabuse_hold);
set_val(CROUCH_BTN, 0);
wait(aimabuse_rest); // how long to wait until next drop
} //end
combo AIM_ABUSE { // RAPID AIM
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo RAPID_FIRE {
set_val(FIRE_BTN, 100);
wait(10);
set_val(FIRE_BTN, 0);
} //end
combo BR_AIM_ASSIST { //AR Auto Aim
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_rest);
} //end
combo Pickaxe { //FAST MINE
set_val(FIRE_BTN, 100);
wait(163); //IF TOO FAST CHANGE UP BY 10
set_val(NEXT_PIECE, 100);
wait(20); // DON'T TOUCH
set_val(SWAP_BTN, 100);
wait(215); //IF TOO FAST CHANGE UP BY 10
} //END
combo Double_Tact_L1 {//ADVANCED JITTER
R2_block = TRUE;
L2_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
R2_block = FALSE;
L2_block = FALSE;
} //END
combo Double_Tact_R1 {//ADVANCED JITTER
R2_block = TRUE;
L2_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(NEXT_PIECE, 100);
wait(50);
set_val(NEXT_PIECE, 0);
wait(400);
R2_block = FALSE;
L2_block = FALSE;
} //end
combo VIBRATE {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
} //end
//--------------------------------------------------------------
combo AntiRecoil { // This combo must be the last one
if (get_val(ADS_BTN)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if (anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) - ANTI_RECOIL_LEFT;
if (anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) + ANTI_RECOIL_RIGHT;
if (anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);
}
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(VIBRATE);
}
// COLOR LED function
//--------------------------------------------------------------
function colourled(Colour) {
Col_ind = (Colour * 4) - 3;
set_led(LED_1, dbyte(Col_ind));
set_led(LED_2, dbyte(Col_ind + 1));
set_led(LED_3, dbyte(Col_ind + 2));
set_led(LED_4, dbyte(Col_ind + 3));
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
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