Cod 4 Script help
7 posts
• Page 1 of 1
Cod 4 Script help
- Code: Select all
int In_Game_Sens = 4; //CHANGE THIS VALUE TO ADJUST AIM ASSIST SETTINGS (ENTER VALUE OF YOUR IN-GAME SENSITIVITY SETTINGS)
int flipped = FALSE; //CHANGE TO TRUE IF YOU PLAY WITH TRIGGERS & BUMMPERS FLIPPED
int default = FALSE; //CHANGE TO TRUE IS YOU PLAY WITH DEFAULT BUTTON LAYOUT (CURRENTLY TACTICAL)
int Aim_Assist = FALSE; //AIM ASSIST -> CHANGE TO TRUE IF YOU WANT AA ON BY DEFAULT - TO OPTIMIZE TO YOUR OWN DEFAULT SETTING: CHANGE THE VALUE ABOVE!
int easy_run = TRUE; //CHANGE TO FALSE TO SWITCH OFF AUTO SPRINT BY DEFAULT
int EASYMELEE = TRUE; //CHANGE THIS VALUE TO FALSE IF YOU WANT TO REMOVE EASY_MELEE FROM THE SCRIPT (NOTE, THIS WILL ONLY WORK WITH TACTICAL BTN LAYOUTS)
int PS4_Compatible = FALSE; //ELITE CONTROLLER ON PS4? --> CHANGE "FALSE;" TO "TRUE;"
int hair_trigger = TRUE; //CHANGE TO FALSE TO CANCEL HAIR TRIGGERS IN THE GAME
int ads_sens = FALSE; //AIM CORRECTION: CHANGE TO TRUE TO SWITCH ON DEFAULT
int AutoAim = FALSE; //IF YOU PRESS FIRE, YOU WILL AUTO AIM / CHANGE TO TRUE IF YOU WANT THIS ON BY DEFAULT
int Auto_Heal = FALSE; //IF YOU WANT TO RUN AUTO HEAL CHANGE THIS VALUE TO TRUE
int Secondary_Weapon = TRUE; //IF YOU WANT TO SWITCH OFF SECONDARY WEAPONS FIRE MODS (E.G. RAPID FIRE, AKIMBO) CHANGE THIS VALUE TO FALSE -> NOW RAPID FIRE MODS ARE SWITCHED TO YOUR PRIMARY WEAPON
int recoil_onoff = FALSE; //IF "TRUE" ANTI RECOIL IS ON BY DEFAULT - IF FALSE, OFF BY DEFAULT (ALSO READ TIP BELOW)
//TIP: IN THE SCRIPT LOOK UP THE SECTION NAMED ANTI RECOIL PROFILES TO REPLACE ANTI RECOIL VALUES THAT MATCH YOUR WEAPONS OF CHOICE
//------ END USER SETTINGS AND PREFERENCES-------/
/*------ READ THE INSTRUCTIONS FURTHER BELOW --------/
TOGGLES & SWITCHES:
HOLD ADS* + TAP
- UP : STANDARD SET UP
- DOWN : AKIMBO SET UP
- RIGHT : RAPID FIRE SET UP
- LEFT : ALL RAPID FIRE OFF
- VIEW/SHARE : RESET EPROM MEMORY TO DEFAULT VALUES
- MENU/OPTIONS : SAVE ADJUSTABLE SETTINGS TO EPROM (!!!will only save until the next time you unplug the CM device!!!)
*ADS is the aim button (ussually Left Trigger, unless you have another button lay out)
HOLD DOWN + OFF/ON = ON BY DEFAULT / ON/OFF = OFF BY DEFAULT
- TAP ADS : AIM ASSIST ON/OFF
- TAP FIRE : AIM CORRECTION ON/OFF
- TAP PRONE : EASY DROP OFF/ON
- TAP MELEE : EASY MELEE OFF/ON
- TAP SPRINT : EASY SPRINT OFF/ON
- TAP TACTICAL : AUTO AIM ON/OFF
- TAP SWITCH WEAPON : SECONDARY FIRE MODS OFF/ON
HOLD RELOAD + TAP : ANTI RECOIL PROFILES WITH LED INDICATORS
- LEFT (on by default) : PROFILE 4 [no led] AR = 0 / AR-H = 0 ANTI RECOIL OFF
- UP: : PROFILE 1 [100 ms] AR = 30 / AR-H = 0 ANTI_RECOIL = 30; ANTI_RECOIL_H = 0
- RIGHT: : PROFILE 2 [300 ms] AR = 34 / AR-H = -20 ANTI_RECOIL = 34; ANTI_RECOIL_H = -20
- DOWN: : PROFILE 3 [500 ms] AR = * / AR-H = * ON THE FLY
ON THE FLY ANTI RECOIL VALUES: HOLD XB1_B (PS4_CIRCLE) + TAP
- UP : ANTI_RECOIL + 1;
- DOWN : ANTI_RECOIL - 1;
- RIGHT : ANTI_RECOIL_H + 1;
- LEFT : ANTI_RECOIL_H - 1;
HOLD JUMP + TAP : ADS SENSITIVITY ON THE FLY
- UP increase : ADS SENS +2
- DOWN decrease : ADS SENS -2
- RIGHT increase : MIDPOINT +2
- LEFT decrease : MIDPOINT -2
ADS SENS & MIDPOINT : https://device.com/manual/controller ... ctions.htm
https://device.com/forums/showthread ... ING-SCRIPT
**************************INSTRUCTIONS:
StandardSetUp
- primary weapon: normal fire (BLUE)
- secondary weapon: rapid fire (for pistol) (RED)
- hold reload button for 2 sec to reset (when you die)
- The script will start with this Set Up
- Standard on
RapidFireSetUp
- primary weapon: rapid fire (suitable for semi auto rifles) (WHITE)
- secondary weapon: rapid fire (for hand gun)(RED)
- hold reload button for 2 sec to reset (when you die)
AkimboSetUP
- primary weapon: normal fire
- secondary weapon: easy akimbo with rapid fire (SKY BLUE)
- for pistols, to fire press either LT or RT
- hold reload button for 2 sec to reset (when you die)
Rapid Fire OFF
- will switch all rapid fire modes OFF
***********NEW!!!**************
IF YOU TOGGLE Secondary_Weapon TO "OFF" OR CHANGE THE VALUE ABOVE UNDER USER SETTINGS TO "FALSE" .....
......-> THEN ALL RAPID FIRE MODS WILL MOVE TO YOUR PRIMARY WEAPON
SO YOU WILL HAVE:
HOLD ADS* + TAP
- UP : NORMAL FIRE
- DOWN : AKIMBO RAPID FIRE ON YOUR PRIMARY WEAPON
- RIGHT : RAPID FIRE ON YOUR PRIMARY WEAPON
- LEFT : ALL RAPID FIRE OFF
AIM ASSIST
- NEW: FILL OUT YOUR SENSITIVITY SETTINGS IN THE CONFIG BOX BELOW!
- If you ADS it will stick better on your target
- standard OFF
To test Aim Assist settings:
To test settings, start a Custom Game with two controllers. Toggle ADS on the controller with Aim Assist
and move the character without Aim Assist in front of your character to test stickiness.
AIM CORRECTION:
When activated:
- TO GET MORE AIM STABILITY YOU CAN ADJUST YOUR SENSITIVITY & MIDPOINT
- TO ACTIVATE HOLD D-BTN DOWN AND TAP FIRE-BTN (STEP 1)
- HOLD THE JUMP BUTTON + PRESS DOWN TO LOWER / PRESS UP TO INCREASE SENSITIVITY
+ PRESS LEFT TO LOWER / PRESS UP TO INCREASE MIDPOINT
- SAVE YOUR SETTINGS: HOLD AIM-BTN + TAP XB1 START / PS4 OPTIONS
- NOTE: SETTINGS WILL ONLY BE SAVED UNTIL YOU DISCONNECT device MAX
- to RESET settings to standard values HOLD ADS + TAP VIEW/SHARE
- this mod is standard OFF
- start value ADS SENS = 100% (standard value) - FOR MORE ACCURACY LOWER THIS VALUE (WITH A FEW CLICKS AT A TIME)
- start value MIDPOINT = 50% (standard value) - FOR MORE ACCURACY INCREASE THIS VALUE (WITH A FEW CLICKS AT A TIME)
- A higher midpoint value makes it easier to be more accurate when you aim
TIP: FIND YOUR PERFECT MOVEMENT SPEED AND AIM SETTINGS BY INCREASING YOUR IN-GAME DEFAULT SENSITIVITY, AND, DURING A GAME, ADJUSTING YOUR MIDPOINT IN THE SCRIPT
EASY MELEE (to combine with TACTICAL button lay out in the game!)
- should be used in combination with AUTOSPRINT:
- if you use AUTOSPRINT you no longer need to press LS to start sprinting,
- instead use LS for your melee attack!
- it takes a few games to get used to it, but once you are: you will love it!
- Standard ON
HAIR TRIGGERS (both ADS + FIRE)
- standard ON
EASY SPRINT
- press LS forward to sprint.
- standard ON
EASY SLIDE
- if you press PRONE you will SLIDE smoothly (just tap or click prone button once)
- if you want to prone instead of slide:
- tap once on D-PAD LEFT if you want to prone normally;
- you now have a short time frame to prone normally, because easy slide is switched off for 30 seconds
- rumble after 30 seconds indicates that easy slide is active again
- standard ON
********************************************************************************
SCRIPT STARTS HERE / MAKE NO CHANGES AFTER HERE UNLESS INSTRUCTED!!!
********************************************************************************
*/
int ShotMode_KS = FALSE;
int hold_time = 35;
int rest_time = 35;
//int KS_time= 0;
int easy_run_KS = FALSE;
//int hold1_time1;
//int rest1_time1;
//int RATE_OF_FIRE = 14; //Range: 1 to 25 RPS (Round/s)
int PrimaryWeapon = TRUE;
int RF_KS = FALSE;
int R2F_K2S = TRUE;
// Aim Assist values: do not adjust them here, but change "In_Game_Sens" above!!!
//------------------------------------START AIM ASSIST VALUES-------------------------------------------------------------------------------
int valueA = 28; // Y-Axis & X-Axis AimAssist value
int delayA;
// int Correction_Activator = 38;
// int valueXP = 36;
// int valueXN = -36;
//----------------------------------END AIM ASSIST VALUES-----------------------------------------------------------------------------------
//int value_XP;
//int value_XN;
//int DblClick_UP;
//int QuickScope = FALSE;
int akimbo_onoff = FALSE;
int RAPIDoff
int ADS_SENS;
int MIDPOINT;
int ads_sens2 = FALSE;
int Invert = 1;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_H = 0;
int anti_recoil = 0;
int anti_recoil_H = 0;
int AR_Release = 35;
int profile;
int LedTime;
//int Combo_UP;
int FIRE_BTN = XB1_RT;
int ADS_BTN = XB1_LT;
int SPRINT_BTN = XB1_LS;
int MELEE_BTN = XB1_B;
int JUMP_BTN = XB1_A;
int RELOAD_BTN = XB1_X;
int PRONE_BTN = XB1_RS;
int SW_WEAPON_BTN = XB1_Y;
int TACTICAL = XB1_LB;
int LETHAL = XB1_RB;
int UP = XB1_UP;
int RIGHT = XB1_RIGHT;
int DOWN = XB1_DOWN;
int LEFT = XB1_LEFT;
int LY = XB1_LY;
int LX = XB1_LX;
int RY = XB1_RY;
int RX = XB1_RX;
int save = 2;
int reset = 1;
int Col_ind;
int Blue = 1;
int Red = 2;
int Green = 3;
int Pink = 4;
int SkyBlue = 5;
int Yellow = 6;
int 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
);
init{
if(get_controller() == PIO_WII){ combo_run(STANDARD_ON);}
else { combo_run(STANDARD_OFF);}
if(get_console() == PIO_PS4){
FIRE_BTN = PS4_R2;
ADS_BTN = PS4_L2;
SPRINT_BTN = PS4_L3;
MELEE_BTN = PS4_CIRCLE;
JUMP_BTN = PS4_CROSS;
RELOAD_BTN = PS4_SQUARE;
PRONE_BTN = PS4_R3;
SW_WEAPON_BTN = PS4_TRIANGLE;
TACTICAL = PS4_L1;
LETHAL = PS4_R1;
UP = PS4_UP;
RIGHT = PS4_RIGHT;
DOWN = PS4_DOWN;
LEFT = PS4_LEFT;
LY = PS4_LY;
LX = PS4_LX;
RY = PS4_RY;
RX = PS4_RX;
save = 2;
reset = 1;
}else{
FIRE_BTN = XB1_RT;
ADS_BTN = XB1_LT;
SPRINT_BTN = XB1_LS;
MELEE_BTN = XB1_B;
JUMP_BTN = XB1_A;
RELOAD_BTN = XB1_X;
PRONE_BTN = XB1_RS;
SW_WEAPON_BTN = XB1_Y;
TACTICAL = XB1_LB;
LETHAL = XB1_RB;
UP = XB1_UP;
RIGHT = XB1_RIGHT;
DOWN = XB1_DOWN;
LEFT = XB1_LEFT;
LY = XB1_LY;
LX = XB1_LX;
RY = XB1_RY;
RX = XB1_RX;
save = 2;
reset = 1;
}
MIDPOINT = get_pvar (SPVAR_2, 0, 100, 50);
ADS_SENS = get_pvar (SPVAR_5, 0, 327, 100);
ANTI_RECOIL = get_pvar(SPVAR_4, -100,+100, 0);
ANTI_RECOIL_H = get_pvar(SPVAR_3, -100,+100, 0);
delayA = (3 * valueA ) / In_Game_Sens; set_val(TRACE_2, delayA);
}
//------------------------------------------------------------------------------
//============================= MAIN BLOCK ===============================
main { // begin of main block
set_val(TRACE_1,R2F_K2S);
set_val(TRACE_2,akimbo_onoff);
set_val(TRACE_3,RF_KS);
set_val(TRACE_4,RAPIDoff);
set_val(TRACE_5,ads_sens);
set_val(TRACE_6,Aim_Assist);
set_val(TRACE_6,profile);
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////
/// MENU SYSTEM / HOLD ADS + ///////////////////////////////
/////////////////////////////////////////////////////////////
if(get_val(ADS_BTN)){// hold ADS button + D pad buttons
////////////////////////////////
// SAVE TO EPROM
if(event_press(save)){ // XB1 START / PS4 OPTIONS
save_pvars();
combo_run(STANDARD_ON)
set_val(2, 0);
}
////////////////////////////////
// RESET EPROM TO DEFAULT ADS & MID POINT
if(event_press(reset)){ // XB1 VIEW / PS4 SHARE
MIDPOINT = 50;
ADS_SENS = 100;
set_pvar (SPVAR_2, MIDPOINT);
set_pvar (SPVAR_5, ADS_SENS);
set_val(1, 0);
}
////////////////////////////////
// STANDARD SET UP
if(event_press(UP)){// D pad UP
RF_KS = FALSE;
R2F_K2S = TRUE;
akimbo_onoff = FALSE;
RAPIDoff = FALSE;
}
////////////////////////////////
// AKIMBO SET UP
if(event_press(DOWN)) {// D pad DOWN
RF_KS = FALSE;
R2F_K2S = FALSE;
akimbo_onoff = TRUE;
RAPIDoff = FALSE;
}
////////////////////////////////
// RAPID FIRE SET UP
if(event_press(RIGHT)) {// D pad RIGHT
RF_KS = TRUE;
R2F_K2S = TRUE;
akimbo_onoff = FALSE;
RAPIDoff = FALSE;
}
////////////////////////////////
// RAPID FIRE OFF
if(event_press(LEFT)) {// D pad LEFT
RF_KS = FALSE;
R2F_K2S = FALSE;
akimbo_onoff = FALSE;
RAPIDoff = TRUE;
}
////////////////////////////////
// STOP CONTROLLER INPUT
// if(event_press(0)){
// Combo_UP = !Combo_UP;
// if(Combo_UP == TRUE){combo_run(STANDARD_ON)}
// if(Combo_UP == FALSE){combo_run(STANDARD_OFF)}
// set_val(0,0);
}
///////////////////////////////////////////////////////////////
/// MENU SYSTEM / HOLD DOWN + ///////////////////////////////
/////////////////////////////////////////////////////////////
if(get_val(DOWN)){ // hold D pad button DOWN +
////////////////////////////////
// EASY DROP
if (event_press(PRONE_BTN)) { // PRONE
ShotMode_KS = !ShotMode_KS;
}
///////////////////////////////
// ADS SENS
if(event_press(FIRE_BTN)){ // FIRE BUTTON
ads_sens = !ads_sens;// ads_sens2 = !ads_sens2
}
///////////////////////////////
// ADS ASSIST
if(event_press(ADS_BTN)){ //ADS BUTTON
Aim_Assist = !Aim_Assist;
}
////////////////////////////////
// EASY MELEE
if (event_press(MELEE_BTN)) { // MELEE
EASYMELEE = !EASYMELEE;
}
////////////////////////////////
// EASY SPRINT
if (event_press(SPRINT_BTN)) { // SPRINT
easy_run = !easy_run;
}
////////////////////////////////
// SECONDARY WEAPON
if (event_press(SW_WEAPON_BTN)) { // SW_WEAPON_BTN
Secondary_Weapon = !Secondary_Weapon;
}
////////////////////////////////
// AUTO_AIM
if (event_press(TACTICAL)) { // TACTICAL
AutoAim =! AutoAim;
}
}
///////////////////////////////////////////////////////////////
/// MIDPOINT / ADS SENS ON THE FLY /// HOLD JUMP_BTN + /////
/////////////////////////////////////////////////////////////
if(get_val(JUMP_BTN)){ // hold JUMP button +
if(event_press(RIGHT)){
MIDPOINT = MIDPOINT + 2; // RIGHT
}
if(event_press(LEFT)) {
MIDPOINT = MIDPOINT - 2; // LEFT
}
set_val(RIGHT,0); set_val(LEFT,0);
if(event_press(UP)){
ADS_SENS = ADS_SENS + 2; // UP
}
if(event_press(DOWN)){
ADS_SENS = ADS_SENS - 2; // DOWN
}
set_val(UP,0); set_val(DOWN,0);
}
///////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ///////// ///ANIT RECOIL PROFILES ////////
/////////////////////////////////////////////////////////////////
if (get_val(RELOAD_BTN)){
/*REPLACE CURRENT ANTI_RECOIL & ANTI_RECOIL_H VALUES WITH ANTI RECOIL VALUES THAT MATCH YOUR WEAPONS OF CHOICE
------------*/
if(event_press(UP)) {recoil_onoff = TRUE; ANTI_RECOIL = 30; ANTI_RECOIL_H = 0; profile = 1; LedTime= 100; AR_Release = ANTI_RECOIL + 1;} // ANTI_RECOIL = 30; ANTI_RECOIL_H = 0
if(event_press(RIGHT)) {recoil_onoff = TRUE; ANTI_RECOIL = 34; ANTI_RECOIL_H = -20; profile = 2; LedTime= 300; AR_Release = ANTI_RECOIL + 1;} // ANTI_RECOIL = 34; ANTI_RECOIL_H = -20
// DO NOT CHANGE PROFILE VALUES AFTER HERE !!!
if(event_press(DOWN)) {recoil_onoff = TRUE; set_pvar(SPVAR_4, ANTI_RECOIL); set_pvar(SPVAR_3, ANTI_RECOIL_H); profile = 3; LedTime= 500; AR_Release = ANTI_RECOIL + 1;} // ON THE FLY (START VALUES ARE THE SAME AS LAST USED PROFILE)
if(event_press(LEFT)) {recoil_onoff = FALSE; ANTI_RECOIL = 0; ANTI_RECOIL_H = 0; profile = 4; AR_Release = ANTI_RECOIL + 1; } // AR VALUES = 0
///////////////////////////////////////////////////////////////////
//RELOAD TIMES /////////HOLD X + /////////////////RELOAD TIMES////
/////////////////////////////////////////////////////////////////
//}
//if (get_val(reset)){
//
// if(event_press(LEFT)) {KS_time= 0; easy_run_KS = FALSE;}//
// if(event_press(RIGHT)) {KS_time= 2000;}// RIGHT: 2000
// if(event_press(DOWN)) {KS_time= 1500;}// DOWN : 1500
// if(event_press(UP)) {KS_time= 5000;}// UP : 5000
///////////////////////////////////////////////////////////////////
////////////////// KILL SWITCH EASY RUN + other KILL SWITCHES ////
/////////////////////////////////////////////////////////////////
}else {
if (event_press (LEFT) && !get_val (ADS_BTN)) combo_run(SwitchOFF);}
// if (event_press (ADS_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
// if (event_press (FIRE_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
// if (get_val (FIRE_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
// if (get_val (ADS_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
///////////////////////////////////////////////////////////////////
////////////////// ON THE FLY ANTI RECOIL HOLD B + ///////////////
/////////////////////////////////////////////////////////////////
if(get_val(XB1_B)){
if(event_press(XB1_UP)){
ANTI_RECOIL = ANTI_RECOIL + 1;
}
if(event_press(XB1_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;
}
set_val(XB1_UP,0); set_val(XB1_DOWN,0);
if(event_press(XB1_RIGHT)){
ANTI_RECOIL_H = ANTI_RECOIL_H + 1;
}
if(event_press(XB1_LEFT)) {
ANTI_RECOIL_H = ANTI_RECOIL_H - 1;
}
set_val(XB1_RIGHT,0); set_val(XB1_LEFT,0);
}
//------------------------------------------------
//------------------------------------------------
// ANTI RECOIL
if( get_val(ADS_BTN) && get_val(FIRE_BTN )) {
combo_run(AntiRecoil);
}
if( abs(get_val(RY)) > AR_Release || abs(get_val(RX)) > AR_Release) {
combo_stop (AntiRecoil);
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////// FLIP BUMPERS <-> TRIGGERS///
/////////////////////////////////////////////////////////////////
if(flipped) {
swap( 7, 6 );
swap( 4, 3 );
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////// DEFAULT ////////////////////
/////////////////////////////////////////////////////////////////
if(default) {
swap( 5, 18 );
}
///////////////////////////////////////////////////////////////////
//////////////////////////////////////////////// HAIR TRIGGERS ///
/////////////////////////////////////////////////////////////////
if(hair_trigger) {
if(get_val(FIRE_BTN)){set_val(FIRE_BTN,100);}
if(get_val(ADS_BTN)){set_val(ADS_BTN,100);}
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////// EASY SLIDE /////////
/////////////////////////////////////////////////////////////////
if(!ShotMode_KS){
if(get_val(PRONE_BTN)) combo_run(DROP_SHOT);
}
///////////////////////////////////////////////////////////////////
/////////////////////////////////////////////// AUTO AIM /////////
/////////////////////////////////////////////////////////////////
if(AutoAim){
if(get_val(FIRE_BTN)) {set_val(ADS_BTN,100);}
}
///////////////////////////////////////////////////////////////////
// AKIMBO ////////////////////////////////////AKIMBO//////////
/////////////////////////////////////////////////////////////////
if(akimbo_onoff && !PrimaryWeapon) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){combo_run (RAPID_AKIMBO);
}
if(get_val(ADS_BTN) && !get_val(FIRE_BTN)){combo_run (RAPID_AKIMBO);
}
}
if(akimbo_onoff && !Secondary_Weapon) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){combo_run (RAPID_AKIMBO);
}
if(get_val(ADS_BTN) && !get_val(FIRE_BTN)){combo_run (RAPID_AKIMBO);
}
}
///////////////////////////////////////////////////////////////////
// EASY MELEE ////////////////////////////////////EASYMELEE///
/////////////////////////////////////////////////////////////////
if (EASYMELEE) {
if (get_val(SPRINT_BTN)) set_val(MELEE_BTN, 100)
}
///////////////////////////////////////////////////////////////////
// Combo_UP ////////////////////////////////////Combo_UP //////
/////////////////////////////////////////////////////////////////
// if (Combo_UP) {
// combo_run (ComboUP);
// }
// if (!Combo_UP) {
// combo_stop (ComboUP);
// }
///////////////////////////////////////////////////////////////////
//EASY RUN //////////////////////////////////////EASY RUN////////
/////////////////////////////////////////////////////////////////
if(easy_run && !easy_run_KS){
if(get_val(LY) < -5) combo_run(EASY_RUN);
}
// if(event_release(RELOAD_BTN) && get_ptime(RELOAD_BTN)< 200){combo_run(STOP_SPRINT);}
//////////////////////////////////////////////////////////////////////////
//////////// AUTO HEAL /////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if (Auto_Heal){
if(event_release(RELOAD_BTN) && get_ptime(RELOAD_BTN)< 200){combo_run(AUTO_HEAL);
}
}
///////////////////////////////////////////////////////////////////
// LED COLOURS /////////////////////////// LED COLOURS //////////
/////////////////////////////////////////////////////////////////
if(PrimaryWeapon) colourled (Blue);
if (!PrimaryWeapon && R2F_K2S) colourled (Red);
if(PrimaryWeapon && RF_KS) colourled (White);
if(akimbo_onoff && !PrimaryWeapon) colourled(SkyBlue);
if(akimbo_onoff && !Secondary_Weapon) colourled(SkyBlue);
if(Aim_Assist && get_val (ADS_BTN)) colourled(Pink);
if(ads_sens && get_val (FIRE_BTN)) colourled(Pink);
if(recoil_onoff)combo_run(BLINK3);
/////////////////////////////////////////////////////////////////////
////////////////////////////////////////// SWITCH WEAPON ///////////
///////////////////////////////////////////////////////////////////
if (Secondary_Weapon){
if(event_press(SW_WEAPON_BTN)){
PrimaryWeapon = !PrimaryWeapon;
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////// RAPID FIRE 1 ///////////////////
///////////////////////////////////////////////////////////////////
if (PrimaryWeapon && RF_KS && get_val(FIRE_BTN))combo_run (RAPID_FIRE);
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////// RAPID FIRE 2 /////////////
////////////////////////////////////////////////////////////////////
if(!PrimaryWeapon && R2F_K2S)
if(get_val(FIRE_BTN)) {
combo_run (RAPID_FIRE);
}
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////// RESET ////////////////////
////////////////////////////////////////////////////////////////////
// reset script when you die
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)> 200){combo_run (STANDARD_ON); PrimaryWeapon = TRUE; }
//////////////////////////////
////////////////////////////////////////// PS4 Compatible ///////////
////////////////////////////////////////////////////////////////////
if(PS4_Compatible){
// XBOX ELITE Paddle Left down PL2
if(get_val(PS4_TOUCH)) set_val(PS4_TOUCH,0);
if(get_val(PS4_SHARE)) {
if(!get_val(PS4_R3)) {
set_val(PS4_TOUCH, 100);
set_val(PS4_SHARE, 0);
}
set_val(PS4_R3, 0);
}
}
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////// AIM ASSIST ///////////////
////////////////////////////////////////////////////////////////////
if(Aim_Assist){
if(get_val(ADS_BTN)){
combo_run(AssY);
combo_run(AssX);
if(ads_sens) sensitivity(9, MIDPOINT, ADS_SENS); sensitivity(10, MIDPOINT, ADS_SENS);
}
if((get_val(RY)) > valueA || (get_val(RY)) < valueA*(-1)){
combo_stop(AssY);
}
if((get_val(RX)) > valueA || (get_val(RX)) < valueA*(-1)){
combo_stop(AssX);
}
// if(ads_sens2){
// if(get_val(ADS_BTN) && get_val(LX) < Correction_Activator*(-1)){
// combo_run(Correction_right);
// combo_stop(AssX);
// }
// if(get_val(ADS_BTN) && get_val(LX) > Correction_Activator){
// combo_run(Correction_left);
// combo_stop(AssX);
// }
// if(abs (get_val(RX)) > valueXP || get_val(RX) < valueXN ){
// combo_stop(Correction_left);
// combo_stop(Correction_right);
// }
}
}
//------------------------------------------------------------------------------
// end of main block
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// COMBO BLOCKS
//------------------------------------------------------------------------------
//combo Correction_right {
// set_val(RX, valueXP);
// wait(1);
// set_val(RX, valueXP);
//}
//combo Correction_left {
// set_val(RX, valueXN);
// wait(1);
// set_val(RX, valueXN);
//}
combo AssY {
wait(delayA);
set_val(RY, valueA);
wait(delayA);
set_val(RY, valueA*(-1));
wait(delayA);
}
combo AssX {
wait(delayA/1.5);
set_val(RX, valueA);
wait(delayA/1.5);
set_val(RX, valueA*(-1));
wait(delayA/1.5);
}
//combo ComboUP {
// set_val (0,0); set_val (1,0); set_val (2,0); set_val (3,0); set_val (4,0);
// set_val (5,0); set_val (6,0); set_val (7,0): set_val (8,0); set_val (9,0);
// set_val (10,0); set_val (11,0); set_val (12,0); set_val (13,0); set_val (14,0);
// set_val (15,0); set_val (16,0); set_val (17,0); set_val (18,0); set_val (19,0);
//}
//combo STOP_SPRINT {
// easy_run_KS = TRUE;
// wait(KS_time);
// easy_run_KS = FALSE;
// combo_run (STANDARD_OFF);
//}
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
}
combo BLINK3{
colourled(Green)
wait (LedTime)
if(PrimaryWeapon) colourled (Blue);
if (!PrimaryWeapon && R2F_K2S) colourled (Red);
if(PrimaryWeapon && RF_KS) colourled (White);
if(akimbo_onoff && !PrimaryWeapon) colourled(SkyBlue);
if(akimbo_onoff && !Secondary_Weapon) colourled(SkyBlue);
if(Aim_Assist && get_val (ADS_BTN)) colourled(Pink);
if(ads_sens && get_val (FIRE_BTN)) colourled(Pink);
if(recoil_onoff)combo_run(BLINK3);
wait (900)
}
combo SwitchOFF {
// set_rumble(RUMBLE_A,100);
// wait(200);
// reset_rumble();
ShotMode_KS = TRUE;
wait(30000);
combo_run (STANDARD_OFF);
ShotMode_KS = FALSE;
}
combo DROP_SHOT{
set_val(PRONE_BTN,100);
wait(500);
}
combo AUTO_HEAL {
wait(1500);
set_val(TACTICAL,100);
combo_run (STANDARD_ON);
wait(100);
}
combo RAPID_AKIMBO {
set_val(FIRE_BTN,100);
set_val( ADS_BTN,100);
wait(hold_time);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo EASY_RUN {
set_val(SPRINT_BTN,100);
wait(30);
wait(100);
}
combo STANDARD_ON {
set_rumble(RUMBLE_A,100);
wait(250);
reset_rumble();
wait(2000);
}
combo STANDARD_OFF {
set_rumble(RUMBLE_B,100);
// set_val (0,0);
wait(250);
reset_rumble();
wait(2000);
}
combo AntiRecoil {
if(recoil_onoff) {
anti_recoil = get_val(RY) + (ANTI_RECOIL * Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_H = get_val(RX) + ANTI_RECOIL_H;
if(anti_recoil_H > 100) anti_recoil_H = 100;
set_val(9, anti_recoil_H);
}
}
// 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));
}// End
function save_pvars(){
set_pvar(SPVAR_2, MIDPOINT);
set_pvar(SPVAR_5, ADS_SENS);
set_pvar(SPVAR_4, ANTI_RECOIL);
set_pvar(SPVAR_3, ANTI_RECOIL_H);
}
-
Massacre - Sergeant Major
- Posts: 95
- Joined: Wed Jul 06, 2016 1:55 am
- Location: Oklahoma
Re: Cod 4 Script help
What exact help are you requesting?
FYI - COD 4 was actually Modern Warfare not BO4.
FYI - COD 4 was actually Modern Warfare not BO4.
-
UK_Wildcats - Brigadier General
- Posts: 2243
- Joined: Thu Jan 08, 2015 6:53 pm
Re: Cod 4 Script help
need help with errors. And I know i meant B04,.. lol
-
Massacre - Sergeant Major
- Posts: 95
- Joined: Wed Jul 06, 2016 1:55 am
- Location: Oklahoma
Re: Cod 4 Script help
Errors fixed
- Code: Select all
/*******************************************************************************/
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
);
/*******************************************************************************
LED COLOURS: (remember to hold reload for 2 sec when you DIE to reset the script)
- BLUE : STANDARD COLOUR / STANDARD SET UP
- GREEN BLINKING : ANTI RECOIL IS RUNNING (LED BLINKS FAST, MED & SLOW TO INDICATE PROFILE)
- PINK WHEN ADS/AIMING : AIM ASSIST IS ON (WORKS WITH ANTI RECOIL; SO YOU CAN USE BOTH MODS AT THE SAME TIME)
- PINK WHEN FIRE : AIM CORRECTION IS ON (WORKS WITH AIM ASSIST AND ANTI RECOIL)
- SKY BLUE : SECONDARY OR PRIMARY EASY AKIMBO WITH RAPID FIRE
- RED : SECONDARY GUN RAPID FIRE
- WHITE : PRIMARY GUN RAPID FIRE
********************************************************************************/
//------ START USER SETTINGS AND PREFERENCES-------/
int In_Game_Sens = 4; //CHANGE THIS VALUE TO ADJUST AIM ASSIST SETTINGS (ENTER VALUE OF YOUR IN-GAME SENSITIVITY SETTINGS)
int flipped = FALSE; //CHANGE TO TRUE IF YOU PLAY WITH TRIGGERS & BUMMPERS FLIPPED
int default = FALSE; //CHANGE TO TRUE IS YOU PLAY WITH DEFAULT BUTTON LAYOUT (CURRENTLY TACTICAL)
int Aim_Assist = FALSE; //AIM ASSIST -> CHANGE TO TRUE IF YOU WANT AA ON BY DEFAULT - TO OPTIMIZE TO YOUR OWN DEFAULT SETTING: CHANGE THE VALUE ABOVE!
int easy_run = TRUE; //CHANGE TO FALSE TO SWITCH OFF AUTO SPRINT BY DEFAULT
int EASYMELEE = TRUE; //CHANGE THIS VALUE TO FALSE IF YOU WANT TO REMOVE EASY_MELEE FROM THE SCRIPT (NOTE, THIS WILL ONLY WORK WITH TACTICAL BTN LAYOUTS)
int PS4_Compatible = FALSE; //ELITE CONTROLLER ON PS4? --> CHANGE "FALSE;" TO "TRUE;"
int hair_trigger = TRUE; //CHANGE TO FALSE TO CANCEL HAIR TRIGGERS IN THE GAME
int ads_sens = FALSE; //AIM CORRECTION: CHANGE TO TRUE TO SWITCH ON DEFAULT
int AutoAim = FALSE; //IF YOU PRESS FIRE, YOU WILL AUTO AIM / CHANGE TO TRUE IF YOU WANT THIS ON BY DEFAULT
int Auto_Heal = FALSE; //IF YOU WANT TO RUN AUTO HEAL CHANGE THIS VALUE TO TRUE
int Secondary_Weapon = TRUE; //IF YOU WANT TO SWITCH OFF SECONDARY WEAPONS FIRE MODS (E.G. RAPID FIRE, AKIMBO) CHANGE THIS VALUE TO FALSE -> NOW RAPID FIRE MODS ARE SWITCHED TO YOUR PRIMARY WEAPON
int recoil_onoff = FALSE; //IF "TRUE" ANTI RECOIL IS ON BY DEFAULT - IF FALSE, OFF BY DEFAULT (ALSO READ TIP BELOW)
//TIP: IN THE SCRIPT LOOK UP THE SECTION NAMED ANTI RECOIL PROFILES TO REPLACE ANTI RECOIL VALUES THAT MATCH YOUR WEAPONS OF CHOICE
//------ END USER SETTINGS AND PREFERENCES-------/
/*------ READ THE INSTRUCTIONS FURTHER BELOW --------/
TOGGLES & SWITCHES:
HOLD ADS* + TAP
- UP : STANDARD SET UP
- DOWN : AKIMBO SET UP
- RIGHT : RAPID FIRE SET UP
- LEFT : ALL RAPID FIRE OFF
- VIEW/SHARE : RESET EPROM MEMORY TO DEFAULT VALUES
- MENU/OPTIONS : SAVE ADJUSTABLE SETTINGS TO EPROM (!!!will only save until the next time you unplug the CM device!!!)
*ADS is the aim button (ussually Left Trigger, unless you have another button lay out)
HOLD DOWN + OFF/ON = ON BY DEFAULT / ON/OFF = OFF BY DEFAULT
- TAP ADS : AIM ASSIST ON/OFF
- TAP FIRE : AIM CORRECTION ON/OFF
- TAP PRONE : EASY DROP OFF/ON
- TAP MELEE : EASY MELEE OFF/ON
- TAP SPRINT : EASY SPRINT OFF/ON
- TAP TACTICAL : AUTO AIM ON/OFF
- TAP SWITCH WEAPON : SECONDARY FIRE MODS OFF/ON
HOLD RELOAD + TAP : ANTI RECOIL PROFILES WITH LED INDICATORS
- LEFT (on by default) : PROFILE 4 [no led] AR = 0 / AR-H = 0 ANTI RECOIL OFF
- UP: : PROFILE 1 [100 ms] AR = 30 / AR-H = 0 ANTI_RECOIL = 30; ANTI_RECOIL_H = 0
- RIGHT: : PROFILE 2 [300 ms] AR = 34 / AR-H = -20 ANTI_RECOIL = 34; ANTI_RECOIL_H = -20
- DOWN: : PROFILE 3 [500 ms] AR = * / AR-H = * ON THE FLY
ON THE FLY ANTI RECOIL VALUES: HOLD XB1_B (PS4_CIRCLE) + TAP
- UP : ANTI_RECOIL + 1;
- DOWN : ANTI_RECOIL - 1;
- RIGHT : ANTI_RECOIL_H + 1;
- LEFT : ANTI_RECOIL_H - 1;
HOLD JUMP + TAP : ADS SENSITIVITY ON THE FLY
- UP increase : ADS SENS +2
- DOWN decrease : ADS SENS -2
- RIGHT increase : MIDPOINT +2
- LEFT decrease : MIDPOINT -2
ADS SENS & MIDPOINT : https://device.com/manual/controller ... ctions.htm
https://device.com/forums/showthread ... ING-SCRIPT
**************************INSTRUCTIONS:
StandardSetUp
- primary weapon: normal fire (BLUE)
- secondary weapon: rapid fire (for pistol) (RED)
- hold reload button for 2 sec to reset (when you die)
- The script will start with this Set Up
- Standard on
RapidFireSetUp
- primary weapon: rapid fire (suitable for semi auto rifles) (WHITE)
- secondary weapon: rapid fire (for hand gun)(RED)
- hold reload button for 2 sec to reset (when you die)
AkimboSetUP
- primary weapon: normal fire
- secondary weapon: easy akimbo with rapid fire (SKY BLUE)
- for pistols, to fire press either LT or RT
- hold reload button for 2 sec to reset (when you die)
Rapid Fire OFF
- will switch all rapid fire modes OFF
***********NEW!!!**************
IF YOU TOGGLE Secondary_Weapon TO "OFF" OR CHANGE THE VALUE ABOVE UNDER USER SETTINGS TO "FALSE" .....
......-> THEN ALL RAPID FIRE MODS WILL MOVE TO YOUR PRIMARY WEAPON
SO YOU WILL HAVE:
HOLD ADS* + TAP
- UP : NORMAL FIRE
- DOWN : AKIMBO RAPID FIRE ON YOUR PRIMARY WEAPON
- RIGHT : RAPID FIRE ON YOUR PRIMARY WEAPON
- LEFT : ALL RAPID FIRE OFF
AIM ASSIST
- NEW: FILL OUT YOUR SENSITIVITY SETTINGS IN THE CONFIG BOX BELOW!
- If you ADS it will stick better on your target
- standard OFF
To test Aim Assist settings:
To test settings, start a Custom Game with two controllers. Toggle ADS on the controller with Aim Assist
and move the character without Aim Assist in front of your character to test stickiness.
AIM CORRECTION:
When activated:
- TO GET MORE AIM STABILITY YOU CAN ADJUST YOUR SENSITIVITY & MIDPOINT
- TO ACTIVATE HOLD D-BTN DOWN AND TAP FIRE-BTN (STEP 1)
- HOLD THE JUMP BUTTON + PRESS DOWN TO LOWER / PRESS UP TO INCREASE SENSITIVITY
+ PRESS LEFT TO LOWER / PRESS UP TO INCREASE MIDPOINT
- SAVE YOUR SETTINGS: HOLD AIM-BTN + TAP XB1 START / PS4 OPTIONS
- NOTE: SETTINGS WILL ONLY BE SAVED UNTIL YOU DISCONNECT device MAX
- to RESET settings to standard values HOLD ADS + TAP VIEW/SHARE
- this mod is standard OFF
- start value ADS SENS = 100% (standard value) - FOR MORE ACCURACY LOWER THIS VALUE (WITH A FEW CLICKS AT A TIME)
- start value MIDPOINT = 50% (standard value) - FOR MORE ACCURACY INCREASE THIS VALUE (WITH A FEW CLICKS AT A TIME)
- A higher midpoint value makes it easier to be more accurate when you aim
TIP: FIND YOUR PERFECT MOVEMENT SPEED AND AIM SETTINGS BY INCREASING YOUR IN-GAME DEFAULT SENSITIVITY, AND, DURING A GAME, ADJUSTING YOUR MIDPOINT IN THE SCRIPT
EASY MELEE (to combine with TACTICAL button lay out in the game!)
- should be used in combination with AUTOSPRINT:
- if you use AUTOSPRINT you no longer need to press LS to start sprinting,
- instead use LS for your melee attack!
- it takes a few games to get used to it, but once you are: you will love it!
- Standard ON
HAIR TRIGGERS (both ADS + FIRE)
- standard ON
EASY SPRINT
- press LS forward to sprint.
- standard ON
EASY SLIDE
- if you press PRONE you will SLIDE smoothly (just tap or click prone button once)
- if you want to prone instead of slide:
- tap once on D-PAD LEFT if you want to prone normally;
- you now have a short time frame to prone normally, because easy slide is switched off for 30 seconds
- rumble after 30 seconds indicates that easy slide is active again
- standard ON
********************************************************************************
SCRIPT STARTS HERE / MAKE NO CHANGES AFTER HERE UNLESS INSTRUCTED!!!
********************************************************************************
*/
int ShotMode_KS = FALSE;
int hold_time = 35;
int rest_time = 35;
//int KS_time= 0;
int easy_run_KS = FALSE;
//int hold1_time1;
//int rest1_time1;
//int RATE_OF_FIRE = 14; //Range: 1 to 25 RPS (Round/s)
int PrimaryWeapon = TRUE;
int RF_KS = FALSE;
int R2F_K2S = TRUE;
// Aim Assist values: do not adjust them here, but change "In_Game_Sens" above!!!
//------------------------------------START AIM ASSIST VALUES-------------------------------------------------------------------------------
int valueA = 28; // Y-Axis & X-Axis AimAssist value
int delayA;
// int Correction_Activator = 38;
// int valueXP = 36;
// int valueXN = -36;
//----------------------------------END AIM ASSIST VALUES-----------------------------------------------------------------------------------
//int value_XP;
//int value_XN;
//int DblClick_UP;
//int QuickScope = FALSE;
int akimbo_onoff = FALSE;
int RAPIDoff;
int ADS_SENS;
int MIDPOINT;
int ads_sens2 = FALSE;
int Invert = 1;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_H = 0;
int anti_recoil = 0;
int anti_recoil_H = 0;
int AR_Release = 35;
int profile;
int LedTime;
//int Combo_UP;
int FIRE_BTN = XB1_RT;
int ADS_BTN = XB1_LT;
int SPRINT_BTN = XB1_LS;
int MELEE_BTN = XB1_B;
int JUMP_BTN = XB1_A;
int RELOAD_BTN = XB1_X;
int PRONE_BTN = XB1_RS;
int SW_WEAPON_BTN = XB1_Y;
int TACTICAL = XB1_LB;
int LETHAL = XB1_RB;
int UP = XB1_UP;
int RIGHT = XB1_RIGHT;
int DOWN = XB1_DOWN;
int LEFT = XB1_LEFT;
int LY = XB1_LY;
int LX = XB1_LX;
int RY = XB1_RY;
int RX = XB1_RX;
int save = 2;
int reset = 1;
int Col_ind;
int Blue = 1;
int Red = 2;
int Green = 3;
int Pink = 4;
int SkyBlue = 5;
int Yellow = 6;
int White = 7;
//--------------------------------------------------------------------------------
init{
if(get_controller() == PIO_WII){ combo_run(STANDARD_ON);}
else { combo_run(STANDARD_OFF);}
if(get_console() == PIO_PS4){
FIRE_BTN = PS4_R2;
ADS_BTN = PS4_L2;
SPRINT_BTN = PS4_L3;
MELEE_BTN = PS4_CIRCLE;
JUMP_BTN = PS4_CROSS;
RELOAD_BTN = PS4_SQUARE;
PRONE_BTN = PS4_R3;
SW_WEAPON_BTN = PS4_TRIANGLE;
TACTICAL = PS4_L1;
LETHAL = PS4_R1;
UP = PS4_UP;
RIGHT = PS4_RIGHT;
DOWN = PS4_DOWN;
LEFT = PS4_LEFT;
LY = PS4_LY;
LX = PS4_LX;
RY = PS4_RY;
RX = PS4_RX;
save = 2;
reset = 1;
}else{
FIRE_BTN = XB1_RT;
ADS_BTN = XB1_LT;
SPRINT_BTN = XB1_LS;
MELEE_BTN = XB1_B;
JUMP_BTN = XB1_A;
RELOAD_BTN = XB1_X;
PRONE_BTN = XB1_RS;
SW_WEAPON_BTN = XB1_Y;
TACTICAL = XB1_LB;
LETHAL = XB1_RB;
UP = XB1_UP;
RIGHT = XB1_RIGHT;
DOWN = XB1_DOWN;
LEFT = XB1_LEFT;
LY = XB1_LY;
LX = XB1_LX;
RY = XB1_RY;
RX = XB1_RX;
save = 2;
reset = 1;
}
MIDPOINT = get_pvar (SPVAR_2, 0, 100, 50);
ADS_SENS = get_pvar (SPVAR_5, 0, 327, 100);
ANTI_RECOIL = get_pvar(SPVAR_4, -100,+100, 0);
ANTI_RECOIL_H = get_pvar(SPVAR_3, -100,+100, 0);
delayA = (3 * valueA ) / In_Game_Sens; set_val(TRACE_2, delayA);
}
//------------------------------------------------------------------------------
//============================= MAIN BLOCK ===============================
main { // begin of main block
set_val(TRACE_1,R2F_K2S);
set_val(TRACE_2,akimbo_onoff);
set_val(TRACE_3,RF_KS);
set_val(TRACE_4,RAPIDoff);
set_val(TRACE_5,ads_sens);
set_val(TRACE_6,Aim_Assist);
set_val(TRACE_6,profile);
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////
/// MENU SYSTEM / HOLD ADS + ///////////////////////////////
/////////////////////////////////////////////////////////////
if(get_val(ADS_BTN)){// hold ADS button + D pad buttons
////////////////////////////////
// SAVE TO EPROM
if(event_press(save)){ // XB1 START / PS4 OPTIONS
save_pvars();
combo_run(STANDARD_ON)
set_val(2, 0);
}
////////////////////////////////
// RESET EPROM TO DEFAULT ADS & MID POINT
if(event_press(reset)){ // XB1 VIEW / PS4 SHARE
MIDPOINT = 50;
ADS_SENS = 100;
set_pvar (SPVAR_2, MIDPOINT);
set_pvar (SPVAR_5, ADS_SENS);
set_val(1, 0);
}
////////////////////////////////
// STANDARD SET UP
if(event_press(UP)){// D pad UP
RF_KS = FALSE;
R2F_K2S = TRUE;
akimbo_onoff = FALSE;
RAPIDoff = FALSE;
}
////////////////////////////////
// AKIMBO SET UP
if(event_press(DOWN)) {// D pad DOWN
RF_KS = FALSE;
R2F_K2S = FALSE;
akimbo_onoff = TRUE;
RAPIDoff = FALSE;
}
////////////////////////////////
// RAPID FIRE SET UP
if(event_press(RIGHT)) {// D pad RIGHT
RF_KS = TRUE;
R2F_K2S = TRUE;
akimbo_onoff = FALSE;
RAPIDoff = FALSE;
}
////////////////////////////////
// RAPID FIRE OFF
if(event_press(LEFT)) {// D pad LEFT
RF_KS = FALSE;
R2F_K2S = FALSE;
akimbo_onoff = FALSE;
RAPIDoff = TRUE;
}
////////////////////////////////
// STOP CONTROLLER INPUT
// if(event_press(0)){
// Combo_UP = !Combo_UP;
// if(Combo_UP == TRUE){combo_run(STANDARD_ON)}
// if(Combo_UP == FALSE){combo_run(STANDARD_OFF)}
// set_val(0,0);
}
///////////////////////////////////////////////////////////////
/// MENU SYSTEM / HOLD DOWN + ///////////////////////////////
/////////////////////////////////////////////////////////////
if(get_val(DOWN)){ // hold D pad button DOWN +
////////////////////////////////
// EASY DROP
if (event_press(PRONE_BTN)) { // PRONE
ShotMode_KS = !ShotMode_KS;
}
///////////////////////////////
// ADS SENS
if(event_press(FIRE_BTN)){ // FIRE BUTTON
ads_sens = !ads_sens;// ads_sens2 = !ads_sens2
}
///////////////////////////////
// ADS ASSIST
if(event_press(ADS_BTN)){ //ADS BUTTON
Aim_Assist = !Aim_Assist;
}
////////////////////////////////
// EASY MELEE
if (event_press(MELEE_BTN)) { // MELEE
EASYMELEE = !EASYMELEE;
}
////////////////////////////////
// EASY SPRINT
if (event_press(SPRINT_BTN)) { // SPRINT
easy_run = !easy_run;
}
////////////////////////////////
// SECONDARY WEAPON
if (event_press(SW_WEAPON_BTN)) { // SW_WEAPON_BTN
Secondary_Weapon = !Secondary_Weapon;
}
////////////////////////////////
// AUTO_AIM
if (event_press(TACTICAL)) { // TACTICAL
AutoAim =! AutoAim;
}
}
///////////////////////////////////////////////////////////////
/// MIDPOINT / ADS SENS ON THE FLY /// HOLD JUMP_BTN + /////
/////////////////////////////////////////////////////////////
if(get_val(JUMP_BTN)){ // hold JUMP button +
if(event_press(RIGHT)){
MIDPOINT = MIDPOINT + 2; // RIGHT
}
if(event_press(LEFT)) {
MIDPOINT = MIDPOINT - 2; // LEFT
}
set_val(RIGHT,0); set_val(LEFT,0);
if(event_press(UP)){
ADS_SENS = ADS_SENS + 2; // UP
}
if(event_press(DOWN)){
ADS_SENS = ADS_SENS - 2; // DOWN
}
set_val(UP,0); set_val(DOWN,0);
}
///////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ///////// ///ANIT RECOIL PROFILES ////////
/////////////////////////////////////////////////////////////////
if (get_val(RELOAD_BTN)){
/*REPLACE CURRENT ANTI_RECOIL & ANTI_RECOIL_H VALUES WITH ANTI RECOIL VALUES THAT MATCH YOUR WEAPONS OF CHOICE
------------*/
if(event_press(UP)) {recoil_onoff = TRUE; ANTI_RECOIL = 30; ANTI_RECOIL_H = 0; profile = 1; LedTime= 100; AR_Release = ANTI_RECOIL + 1;} // ANTI_RECOIL = 30; ANTI_RECOIL_H = 0
if(event_press(RIGHT)) {recoil_onoff = TRUE; ANTI_RECOIL = 34; ANTI_RECOIL_H = -20; profile = 2; LedTime= 300; AR_Release = ANTI_RECOIL + 1;} // ANTI_RECOIL = 34; ANTI_RECOIL_H = -20
// DO NOT CHANGE PROFILE VALUES AFTER HERE !!!
if(event_press(DOWN)) {recoil_onoff = TRUE; set_pvar(SPVAR_4, ANTI_RECOIL); set_pvar(SPVAR_3, ANTI_RECOIL_H); profile = 3; LedTime= 500; AR_Release = ANTI_RECOIL + 1;} // ON THE FLY (START VALUES ARE THE SAME AS LAST USED PROFILE)
if(event_press(LEFT)) {recoil_onoff = FALSE; ANTI_RECOIL = 0; ANTI_RECOIL_H = 0; profile = 4; AR_Release = ANTI_RECOIL + 1; } // AR VALUES = 0
///////////////////////////////////////////////////////////////////
//RELOAD TIMES /////////HOLD X + /////////////////RELOAD TIMES////
/////////////////////////////////////////////////////////////////
//}
//if (get_val(reset)){
//
// if(event_press(LEFT)) {KS_time= 0; easy_run_KS = FALSE;}//
// if(event_press(RIGHT)) {KS_time= 2000;}// RIGHT: 2000
// if(event_press(DOWN)) {KS_time= 1500;}// DOWN : 1500
// if(event_press(UP)) {KS_time= 5000;}// UP : 5000
///////////////////////////////////////////////////////////////////
////////////////// KILL SWITCH EASY RUN + other KILL SWITCHES ////
/////////////////////////////////////////////////////////////////
}else {
if (event_press (LEFT) && !get_val (ADS_BTN)) combo_run(SwitchOFF);}
// if (event_press (ADS_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
// if (event_press (FIRE_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
// if (get_val (FIRE_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
// if (get_val (ADS_BTN)) {combo_stop(STOP_SPRINT) easy_run_KS =FALSE;}
///////////////////////////////////////////////////////////////////
////////////////// ON THE FLY ANTI RECOIL HOLD B + ///////////////
/////////////////////////////////////////////////////////////////
if(get_val(XB1_B)){
if(event_press(XB1_UP)){
ANTI_RECOIL = ANTI_RECOIL + 1;
}
if(event_press(XB1_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;
}
set_val(XB1_UP,0); set_val(XB1_DOWN,0);
if(event_press(XB1_RIGHT)){
ANTI_RECOIL_H = ANTI_RECOIL_H + 1;
}
if(event_press(XB1_LEFT)) {
ANTI_RECOIL_H = ANTI_RECOIL_H - 1;
}
set_val(XB1_RIGHT,0); set_val(XB1_LEFT,0);
}
//------------------------------------------------
//------------------------------------------------
// ANTI RECOIL
if( get_val(ADS_BTN) && get_val(FIRE_BTN )) {
combo_run(AntiRecoil);
}
if( abs(get_val(RY)) > AR_Release || abs(get_val(RX)) > AR_Release) {
combo_stop (AntiRecoil);
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////// FLIP BUMPERS <-> TRIGGERS///
/////////////////////////////////////////////////////////////////
if(flipped) {
swap( 7, 6 );
swap( 4, 3 );
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////// DEFAULT ////////////////////
/////////////////////////////////////////////////////////////////
if(default) {
swap( 5, 18 );
}
///////////////////////////////////////////////////////////////////
//////////////////////////////////////////////// HAIR TRIGGERS ///
/////////////////////////////////////////////////////////////////
if(hair_trigger) {
if(get_val(FIRE_BTN)){set_val(FIRE_BTN,100);}
if(get_val(ADS_BTN)){set_val(ADS_BTN,100);}
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////// EASY SLIDE /////////
/////////////////////////////////////////////////////////////////
if(!ShotMode_KS){
if(get_val(PRONE_BTN)) combo_run(DROP_SHOT);
}
///////////////////////////////////////////////////////////////////
/////////////////////////////////////////////// AUTO AIM /////////
/////////////////////////////////////////////////////////////////
if(AutoAim){
if(get_val(FIRE_BTN)) {set_val(ADS_BTN,100);}
}
///////////////////////////////////////////////////////////////////
// AKIMBO ////////////////////////////////////AKIMBO//////////
/////////////////////////////////////////////////////////////////
if(akimbo_onoff && !PrimaryWeapon) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){combo_run (RAPID_AKIMBO);
}
if(get_val(ADS_BTN) && !get_val(FIRE_BTN)){combo_run (RAPID_AKIMBO);
}
}
if(akimbo_onoff && !Secondary_Weapon) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){combo_run (RAPID_AKIMBO);
}
if(get_val(ADS_BTN) && !get_val(FIRE_BTN)){combo_run (RAPID_AKIMBO);
}
}
///////////////////////////////////////////////////////////////////
// EASY MELEE ////////////////////////////////////EASYMELEE///
/////////////////////////////////////////////////////////////////
if (EASYMELEE) {
if (get_val(SPRINT_BTN)) set_val(MELEE_BTN, 100)
}
///////////////////////////////////////////////////////////////////
// Combo_UP ////////////////////////////////////Combo_UP //////
/////////////////////////////////////////////////////////////////
// if (Combo_UP) {
// combo_run (ComboUP);
// }
// if (!Combo_UP) {
// combo_stop (ComboUP);
// }
///////////////////////////////////////////////////////////////////
//EASY RUN //////////////////////////////////////EASY RUN////////
/////////////////////////////////////////////////////////////////
if(easy_run && !easy_run_KS){
if(get_val(LY) < -5) combo_run(EASY_RUN);
}
// if(event_release(RELOAD_BTN) && get_ptime(RELOAD_BTN)< 200){combo_run(STOP_SPRINT);}
//////////////////////////////////////////////////////////////////////////
//////////// AUTO HEAL /////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if (Auto_Heal){
if(event_release(RELOAD_BTN) && get_ptime(RELOAD_BTN)< 200){combo_run(AUTO_HEAL);
}
}
///////////////////////////////////////////////////////////////////
// LED COLOURS /////////////////////////// LED COLOURS //////////
/////////////////////////////////////////////////////////////////
if(PrimaryWeapon) colourled (Blue);
if (!PrimaryWeapon && R2F_K2S) colourled (Red);
if(PrimaryWeapon && RF_KS) colourled (White);
if(akimbo_onoff && !PrimaryWeapon) colourled(SkyBlue);
if(akimbo_onoff && !Secondary_Weapon) colourled(SkyBlue);
if(Aim_Assist && get_val (ADS_BTN)) colourled(Pink);
if(ads_sens && get_val (FIRE_BTN)) colourled(Pink);
if(recoil_onoff)combo_run(BLINK3);
/////////////////////////////////////////////////////////////////////
////////////////////////////////////////// SWITCH WEAPON ///////////
///////////////////////////////////////////////////////////////////
if (Secondary_Weapon){
if(event_press(SW_WEAPON_BTN)){
PrimaryWeapon = !PrimaryWeapon;
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////// RAPID FIRE 1 ///////////////////
///////////////////////////////////////////////////////////////////
if (PrimaryWeapon && RF_KS && get_val(FIRE_BTN))combo_run (RAPID_FIRE);
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////// RAPID FIRE 2 /////////////
////////////////////////////////////////////////////////////////////
if(!PrimaryWeapon && R2F_K2S)
if(get_val(FIRE_BTN)) {
combo_run (RAPID_FIRE);
}
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////// RESET ////////////////////
////////////////////////////////////////////////////////////////////
// reset script when you die
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)> 200){combo_run (STANDARD_ON); PrimaryWeapon = TRUE; }
//////////////////////////////
////////////////////////////////////////// PS4 Compatible ///////////
////////////////////////////////////////////////////////////////////
if(PS4_Compatible){
// XBOX ELITE Paddle Left down PL2
if(get_val(PS4_TOUCH)) set_val(PS4_TOUCH,0);
if(get_val(PS4_SHARE)) {
if(!get_val(PS4_R3)) {
set_val(PS4_TOUCH, 100);
set_val(PS4_SHARE, 0);
}
set_val(PS4_R3, 0);
}
}
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////// AIM ASSIST ///////////////
////////////////////////////////////////////////////////////////////
if(Aim_Assist){
if(get_val(ADS_BTN)){
combo_run(AssY);
combo_run(AssX);
if(ads_sens) sensitivity(9, MIDPOINT, ADS_SENS); sensitivity(10, MIDPOINT, ADS_SENS);
}
if((get_val(RY)) > valueA || (get_val(RY)) < valueA*(-1)){
combo_stop(AssY);
}
if((get_val(RX)) > valueA || (get_val(RX)) < valueA*(-1)){
combo_stop(AssX);
}
// if(ads_sens2){
// if(get_val(ADS_BTN) && get_val(LX) < Correction_Activator*(-1)){
// combo_run(Correction_right);
// combo_stop(AssX);
// }
// if(get_val(ADS_BTN) && get_val(LX) > Correction_Activator){
// combo_run(Correction_left);
// combo_stop(AssX);
// }
// if(abs (get_val(RX)) > valueXP || get_val(RX) < valueXN ){
// combo_stop(Correction_left);
// combo_stop(Correction_right);
// }
}
}
//------------------------------------------------------------------------------
// end of main block
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// COMBO BLOCKS
//------------------------------------------------------------------------------
//combo Correction_right {
// set_val(RX, valueXP);
// wait(1);
// set_val(RX, valueXP);
//}
//combo Correction_left {
// set_val(RX, valueXN);
// wait(1);
// set_val(RX, valueXN);
//}
combo AssY {
wait(delayA);
set_val(RY, valueA);
wait(delayA);
set_val(RY, valueA*(-1));
wait(delayA);
}
combo AssX {
wait(delayA/1.5);
set_val(RX, valueA);
wait(delayA/1.5);
set_val(RX, valueA*(-1));
wait(delayA/1.5);
}
//combo ComboUP {
// set_val (0,0); set_val (1,0); set_val (2,0); set_val (3,0); set_val (4,0);
// set_val (5,0); set_val (6,0); set_val (7,0): set_val (8,0); set_val (9,0);
// set_val (10,0); set_val (11,0); set_val (12,0); set_val (13,0); set_val (14,0);
// set_val (15,0); set_val (16,0); set_val (17,0); set_val (18,0); set_val (19,0);
//}
//combo STOP_SPRINT {
// easy_run_KS = TRUE;
// wait(KS_time);
// easy_run_KS = FALSE;
// combo_run (STANDARD_OFF);
//}
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
}
combo BLINK3{
colourled(Green)
wait (LedTime)
if(PrimaryWeapon) colourled (Blue);
if (!PrimaryWeapon && R2F_K2S) colourled (Red);
if(PrimaryWeapon && RF_KS) colourled (White);
if(akimbo_onoff && !PrimaryWeapon) colourled(SkyBlue);
if(akimbo_onoff && !Secondary_Weapon) colourled(SkyBlue);
if(Aim_Assist && get_val (ADS_BTN)) colourled(Pink);
if(ads_sens && get_val (FIRE_BTN)) colourled(Pink);
if(recoil_onoff)combo_run(BLINK3);
wait (900)
}
combo SwitchOFF {
// set_rumble(RUMBLE_A,100);
// wait(200);
// reset_rumble();
ShotMode_KS = TRUE;
wait(30000);
combo_run (STANDARD_OFF);
ShotMode_KS = FALSE;
}
combo DROP_SHOT{
set_val(PRONE_BTN,100);
wait(500);
}
combo AUTO_HEAL {
wait(1500);
set_val(TACTICAL,100);
combo_run (STANDARD_ON);
wait(100);
}
combo RAPID_AKIMBO {
set_val(FIRE_BTN,100);
set_val( ADS_BTN,100);
wait(hold_time);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo EASY_RUN {
set_val(SPRINT_BTN,100);
wait(30);
wait(100);
}
combo STANDARD_ON {
set_rumble(RUMBLE_A,100);
wait(250);
reset_rumble();
wait(2000);
}
combo STANDARD_OFF {
set_rumble(RUMBLE_B,100);
// set_val (0,0);
wait(250);
reset_rumble();
wait(2000);
}
combo AntiRecoil {
if(recoil_onoff) {
anti_recoil = get_val(RY) + (ANTI_RECOIL * Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_H = get_val(RX) + ANTI_RECOIL_H;
if(anti_recoil_H > 100) anti_recoil_H = 100;
set_val(9, anti_recoil_H);
}
}
// 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));
}// End
function save_pvars(){
set_pvar(SPVAR_2, MIDPOINT);
set_pvar(SPVAR_5, ADS_SENS);
set_pvar(SPVAR_4, ANTI_RECOIL);
set_pvar(SPVAR_3, ANTI_RECOIL_H);
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Cod 4 Script help
That's copy and paste of a old script of me and some of device. - you should put there credits. ;)
Check out my YouTube Channel: https://www.youtube.com/c/xXSkyWalkerXx1
& my website: https://skymodz.com
& my website: https://skymodz.com
-
xXSkyWalkerXx_1 - Sergeant Major
- Posts: 106
- Joined: Thu Sep 13, 2018 11:05 am
- Location: Germany
Re: Cod 4 Script help
xXSkyWalkerXx_1 wrote:That's copy and paste of a old script of me and some of device. - you should put there credits. ;)
Liar liar!
-
MyItchyBum - Master Sergeant
- Posts: 29
- Joined: Sun Nov 13, 2016 7:04 am
Re: Cod 4 Script help
Why I should?
I mean I can also programm programms and so on in Python and C++.
And what can you? ;)
PS. I know who you are...
I mean I can also programm programms and so on in Python and C++.
And what can you? ;)
PS. I know who you are...
Check out my YouTube Channel: https://www.youtube.com/c/xXSkyWalkerXx1
& my website: https://skymodz.com
& my website: https://skymodz.com
-
xXSkyWalkerXx_1 - Sergeant Major
- Posts: 106
- Joined: Thu Sep 13, 2018 11:05 am
- Location: Germany
7 posts
• Page 1 of 1
Return to GPC1 Script Programming
Who is online
Users browsing this forum: No registered users and 62 guests