apex legends help

GPC1 script programming for Titan One. Code examples, questions, requests.

apex legends help

Postby Massacre » Fri Feb 15, 2019 2:03 am

Code: Select all
/*
 
  -------------------------------------
  -   Fadexz  Apex  Legends  v1.0.2   -
  -------------------------------------
 
 
  - Features -
 
  Anti-Recoil, Rapid Fire, Aim Assist Lock On Abuse, Anti-AFK Kick, Slide Abuser, Ez Grenade Throw, Custom Deadzone, Hair Triggers
 
 
  - Enable Toggles -
 
  To enable/disable the toggleable settings follow the below
 
  Hold *RB* then while holding press the below button for the feature to be toggled...
 
  Rapid Fire On         = D-Pad Up
  Rapid Fire Secondary  = D-Pad Left
  Rapid Fire Off        = D-Pad Down
  High Anti-Recoil      = Left Stick (Press)
  Low Anti-Recoil       = Right Stick (Press)
 
 
  Note: If you have issues on PS4 with drift off of the aim assist try looking for the line below vm_tctrl(+7) and change the number to a 6, you will need to also change the combos and set them in intervals of 16ms
 
 
  - Custom Deadzone -
 
  You may enter your own custom deadzone by turning off your look deadzone in-game and changing the values below...
  Lower the values as low as you can for each direction without receiving "drift" (moving on its own)
 
*/

int RS_Up_Dz = -9;       // Right Stick Deadzone
int RS_Down_Dz = 9;      // Right Stick Deadzone
int RS_Left_Dz = -9;     // Right Stick Deadzone
int RS_Right_Dz = 9;     // Right Stick Deadzone
/*
 
  - In-game Settings -
 
  Look Deadzone = None
 
  I run 5 sensitivity personally so aim assist abuse may needed to be adjusted for higher ADS sense below (AA_..._Value)
  I also use 90 FOV
 
*/

int Rapid_Fire;          // Rapid Fire
int Rapid_Fire_Sec;      // Rapid Fire
int Rapid_Fire_Is_Sec;   // Rapid Fire
int AA_Pos_Value = 18;   // Aim Assist
int AA_Neg_Value = -23// Aim Assist
int AR_Value = 25;       // Anti-Recoil
int sprinting;           // Insta Switch  // Run Insta Switch
int milliseconds;        // Anti-AFK Kick
int seconds;             // Anti-AFK Kick
 
main {
 
 if(get_val(XB1_LT))  // LT Hair Trigger
  set_val(XB1_LT,100);
 
 if(get_val(XB1_RT))  // RT Hair Trigger
  set_val(XB1_RT,100);
 
 if(get_val(XB1_RY) >= RS_Up_Dz && get_val(XB1_RY) <= 0)  // RS Up Deadzone
  set_val(XB1_RY,0);
 
 if(get_val(XB1_RY) <= RS_Down_Dz && get_val(XB1_RY) >= 0)  // RS Down Deadzone
  set_val(XB1_RY,0);
 
 if(get_val(XB1_RX) >= RS_Left_Dz && get_val(XB1_RX) <= 0)  // RS Left Deadzone
  set_val(XB1_RX,0);
 
 if(get_val(XB1_RX) <= RS_Right_Dz && get_val(XB1_RX) >= 0)  // RS Right Deadzone
  set_val(XB1_RX,0);
 
 vm_tctrl(+7)// 17 ms update time - Matches frame rate better, more inputs per second
 
 if(abs(get_val(XB1_RX)) < 19 && abs(get_val(XB1_RY)) < 19 && abs(get_val(XB1_LX)) < 19 && abs(get_val(XB1_LY)) < 19 && get_val(XB1_A) == 0 && get_val(XB1_UP) == 0 && get_val(XB1_DOWN) == 0 && get_val(XB1_LEFT) == 0 && get_val(XB1_RIGHT) == 0 && get_val(XB1_LT) == 0 && get_val(XB1_RT) == 0) {  // Anti-AFK Kick
  milliseconds = milliseconds + get_rtime();
  if(milliseconds >= 1000) {
   milliseconds = milliseconds - 1000;
   seconds = seconds + 1;
   if(seconds == 110) {
    combo_run(Anti_AFK_Kick);
    seconds = 0; } }
 }
 
 if(abs(get_val(XB1_RX)) >= 19 || abs(get_val(XB1_RY)) >= 19 || abs(get_val(XB1_LX)) >= 19 || abs(get_val(XB1_LY)) >= 19 || event_press(XB1_A) || event_press(XB1_UP) || event_press(XB1_DOWN) || event_press(XB1_LEFT) || event_press(XB1_RIGHT) && event_press(XB1_LT) && event_press(XB1_RT)) {  // Anti-AFK Kick
  milliseconds = 0;
  seconds = 0; }
 
  // Toggles
 
 if(get_val(XB1_RB) && get_ptime(XB1_RB) > 170) {   // Anti-Recoil
  if(event_press(XB1_DOWN)) {  // Rapid Fire Off
   Rapid_Fire = FALSE;
   Rapid_Fire_Sec = FALSE;
   Rapid_Fire_Is_Sec = FALSE; }
  if(event_press(XB1_LEFT)) {  // Rapid Fire Secondary
   Rapid_Fire = FALSE;
   Rapid_Fire_Sec = TRUE;
   Rapid_Fire_Is_Sec = FALSE; }
  if(event_press(XB1_UP)) {  // Rapid Fire Both
   Rapid_Fire = TRUE;
   Rapid_Fire_Sec = FALSE; }
  if(event_press(XB1_LS))  // Anti-Recoil
   AR_Value = 46;
  if(event_press(XB1_RS))  // Anti-Recoil
   AR_Value = 25;
  if(get_val(XB1_DOWN) || get_val(XB1_LEFT) || get_val(XB1_UP) || get_val(XB1_LS) || get_val(XB1_RS)) {
    set_val(XB1_RB,0);
    set_val(XB1_UP,0);
    set_val(XB1_LEFT,0);
    set_val(XB1_DOWN,0);
    set_val(XB1_LS,0);
    set_val(XB1_RS,0); }
  if(event_release(XB1_DOWN) || event_release(XB1_LEFT) || event_release(XB1_UP) || event_release(XB1_LS) || event_release(XB1_RS)) {
   combo_run(Disable_RB_After_Selection);
   combo_run(Rumble_Activation); }
 }
 
 if(get_val(XB1_LT) && get_val(XB1_RX) < AA_Pos_Value && get_val(XB1_RX) > AA_Neg_Value)  // Aim Assist
  combo_run(Aim_Assist_Tracking);
 
 if(get_val(XB1_LT) && get_val(XB1_RT) && get_rumble(RUMBLE_A) >= 27 && get_val(XB1_RY) >= -10 && get_val(XB1_RY) < AR_Value)  // Anti-Recoil
  set_val(XB1_RY,AR_Value);
 
 if(get_val(XB1_LY) == -100 && get_val(XB1_LT) == 0)  // Auto Run
  set_val(XB1_LS,100);
 
 if(get_val(XB1_LY) == -100 && event_press(XB1_LS))  // Insta Switch  // Run Insta Switch
  sprinting = TRUE;
 
 if(sprinting && get_val(XB1_LY) > -19)  // Insta Switch  // Run Insta Switch
  sprinting = FALSE;
 
 if(sprinting == FALSE && event_press(XB1_Y))  // Insta Switch
  combo_run(Insta_Switch);
 
 if(sprinting && event_press(XB1_Y))  // Run Insta Switch
  combo_run(Run_Insta_Switch);
 
 if(event_release(XB1_RIGHT) && get_ptime(XB1_RIGHT) < 250)  // Ez Grenade Throw
  combo_run(Ez_Grenade_Throw);
 
 if(event_press(XB1_RT))  // Auto Ping Enemy
  combo_run(Auto_Ping_Enemy);
 
 if(Rapid_Fire && get_val(XB1_RT))  // Rapid Fire
   combo_run(Rapid_Fire);
 
 if(Rapid_Fire)  // Rapid Fire  // LED Colour
  combo_run(Rapid_Fire_LED_Flash);
  else Colour_LED(0,1,0,0);
 
 if(Rapid_Fire_Sec) {
  if(event_press(XB1_Y))  // Rapid Fire
   Rapid_Fire_Is_Sec = !Rapid_Fire_Is_Sec;
  Colour_LED(0,1,1,0); }  // LED Colour
 
 if(Rapid_Fire_Is_Sec) {
  if(get_val(XB1_RT))  // Rapid Fire
   combo_run(Rapid_Fire);
  combo_run(Rapid_Fire_Sec_LED_Flash); }  // LED Colour
}
 
combo Anti_AFK_Kick {  // Anti-AFK Kick
 set_val(XB1_LS,100);
 wait(34);
 set_val(XB1_LS,0);
 wait(34); }
 
combo Ez_Grenade_Throw {  // Ez Grenade Throw
 wait(1300);
 set_val(XB1_RT,100);
 wait(34);
 wait(34);
 set_val(XB1_RT,100);
 wait(34); }
 
combo Auto_Ping_Enemy {  // Auto Ping Enemy
 set_val(XB1_RB,100);
 wait(17);
 wait(17);
 set_val(XB1_RB,100);
 wait(17); }
 
combo Insta_Switch {  // Insta Switch
 wait(68);
 set_val(XB1_B,100);
 wait(17);
 set_val(XB1_LS,100);
 wait(34); }
 
combo Run_Insta_Switch {  // Run Insta Switch
 wait(68);
 set_val(XB1_B,100);
 wait(34);
 wait(17);
 set_val(XB1_B,100);
 wait(34); }
 
combo Rapid_Fire {  // Rapid Fire
 set_val(XB1_RT,100);
 wait(17);
 set_val(XB1_RT,0);
 wait(17); }
 
combo Aim_Assist_Tracking {  // Aim Assist
 set_val(XB1_RX,AA_Pos_Value);
 wait(34);
 set_val(XB1_RX,AA_Neg_Value);
 wait(34); }
 
combo Disable_RB_After_Selection {  // Toggles
 set_val(XB1_RB,0);
 wait(500); }
 
combo Rapid_Fire_LED_Flash {  // Rapid Fire  // LED Colour
 Colour_LED(0,0,1,0);
 wait(85);
 Colour_LED(0,0,0,0);
 wait(34); }
 
combo Rapid_Fire_Sec_LED_Flash {  // Rapid Fire  // LED Colour
 Colour_LED(0,1,1,0);
 wait(85);
 Colour_LED(0,0,0,0);
 wait(34); }
 
combo Rumble_Activation {  // Rumble Activation
 set_rumble(RUMBLE_B,0);
 wait(51);
 set_rumble(RUMBLE_B,10);
 wait(170);
 set_rumble(RUMBLE_B,0);
 wait(51); }
 
function Colour_LED (a,b,c,d) {  // LED Colour
 set_led(LED_1,a);
 set_led(LED_2,b);
 set_led(LED_3,c);
 set_led(LED_4,d); }
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Massacre
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Location: Oklahoma

Re: apex legends help

Postby Massacre » Sat Feb 16, 2019 10:32 pm

Anyone fix this?
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Massacre
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Posts: 95
Joined: Wed Jul 06, 2016 1:55 am
Location: Oklahoma

Re: apex legends help

Postby Scachi » Sat Feb 16, 2019 10:37 pm

Fixed:
Code: Select all
/*
 
  -------------------------------------
  -   Fadexz  Apex  Legends  v1.0.2   -
  -------------------------------------
 
 
  - Features -
 
  Anti-Recoil, Rapid Fire, Aim Assist Lock On Abuse, Anti-AFK Kick, Slide Abuser, Ez Grenade Throw, Custom Deadzone, Hair Triggers
 
 
  - Enable Toggles -
 
  To enable/disable the toggleable settings follow the below
 
  Hold *RB* then while holding press the below button for the feature to be toggled...
 
  Rapid Fire On         = D-Pad Up
  Rapid Fire Secondary  = D-Pad Left
  Rapid Fire Off        = D-Pad Down
  High Anti-Recoil      = Left Stick (Press)
  Low Anti-Recoil       = Right Stick (Press)
 
 
  Note: If you have issues on PS4 with drift off of the aim assist try looking for the line below vm_tctrl(+7) and change the number to a 6, you will need to also change the combos and set them in intervals of 16ms
 
 
  - Custom Deadzone -
 
  You may enter your own custom deadzone by turning off your look deadzone in-game and changing the values below...
  Lower the values as low as you can for each direction without receiving "drift" (moving on its own)
 
*/

int RS_Up_Dz = -9;       // Right Stick Deadzone
int RS_Down_Dz = 9;      // Right Stick Deadzone
int RS_Left_Dz = -9;     // Right Stick Deadzone
int RS_Right_Dz = 9;     // Right Stick Deadzone
/*
 
  - In-game Settings -
 
  Look Deadzone = None
 
  I run 5 sensitivity personally so aim assist abuse may needed to be adjusted for higher ADS sense below (AA_..._Value)
  I also use 90 FOV
 
*/

int Rapid_Fire;          // Rapid Fire
int Rapid_Fire_Sec;      // Rapid Fire
int Rapid_Fire_Is_Sec;   // Rapid Fire
int AA_Pos_Value = 18;   // Aim Assist
int AA_Neg_Value = -23// Aim Assist
int AR_Value = 25;       // Anti-Recoil
int sprinting;           // Insta Switch  // Run Insta Switch
int milliseconds;        // Anti-AFK Kick
int seconds;             // Anti-AFK Kick
 
main {
 
 if(get_val(XB1_LT))  // LT Hair Trigger
  set_val(XB1_LT,100);
 
 if(get_val(XB1_RT))  // RT Hair Trigger
  set_val(XB1_RT,100);
 
 if(get_val(XB1_RY) >= RS_Up_Dz && get_val(XB1_RY) <= 0)  // RS Up Deadzone
  set_val(XB1_RY,0);
 
 if(get_val(XB1_RY) <= RS_Down_Dz && get_val(XB1_RY) >= 0)  // RS Down Deadzone
  set_val(XB1_RY,0);
 
 if(get_val(XB1_RX) >= RS_Left_Dz && get_val(XB1_RX) <= 0)  // RS Left Deadzone
  set_val(XB1_RX,0);
 
 if(get_val(XB1_RX) <= RS_Right_Dz && get_val(XB1_RX) >= 0)  // RS Right Deadzone
  set_val(XB1_RX,0);
 
 vm_tctrl(+7)// 17 ms update time - Matches frame rate better, more inputs per second
 
 if(abs(get_val(XB1_RX)) < 19 && abs(get_val(XB1_RY)) < 19 && abs(get_val(XB1_LX)) < 19 && abs(get_val(XB1_LY)) < 19 && get_val(XB1_A) == 0 && get_val(XB1_UP) == 0 && get_val(XB1_DOWN) == 0 && get_val(XB1_LEFT) == 0 && get_val(XB1_RIGHT) == 0 && get_val(XB1_LT) == 0 && get_val(XB1_RT) == 0) {  // Anti-AFK Kick
  milliseconds = milliseconds + get_rtime();
  if(milliseconds >= 1000) {
   milliseconds = milliseconds - 1000;
   seconds = seconds + 1;
   if(seconds == 110) {
    combo_run(Anti_AFK_Kick);
    seconds = 0; } }
 }
 
 if(abs(get_val(XB1_RX)) >= 19 || abs(get_val(XB1_RY)) >= 19 || abs(get_val(XB1_LX)) >= 19 || abs(get_val(XB1_LY)) >= 19 || event_press(XB1_A) || event_press(XB1_UP) || event_press(XB1_DOWN) || event_press(XB1_LEFT) || event_press(XB1_RIGHT) && event_press(XB1_LT) && event_press(XB1_RT)) {  // Anti-AFK Kick
  milliseconds = 0;
  seconds = 0; }
 
  // Toggles
 
 if(get_val(XB1_RB) && get_ptime(XB1_RB) > 170) {   // Anti-Recoil
  if(event_press(XB1_DOWN)) {  // Rapid Fire Off
   Rapid_Fire = FALSE;
   Rapid_Fire_Sec = FALSE;
   Rapid_Fire_Is_Sec = FALSE; }
  if(event_press(XB1_LEFT)) {  // Rapid Fire Secondary
   Rapid_Fire = FALSE;
   Rapid_Fire_Sec = TRUE;
   Rapid_Fire_Is_Sec = FALSE; }
  if(event_press(XB1_UP)) {  // Rapid Fire Both
   Rapid_Fire = TRUE;
   Rapid_Fire_Sec = FALSE; }
  if(event_press(XB1_LS))  // Anti-Recoil
   AR_Value = 46;
  if(event_press(XB1_RS))  // Anti-Recoil
   AR_Value = 25;
  if(get_val(XB1_DOWN) || get_val(XB1_LEFT) || get_val(XB1_UP) || get_val(XB1_LS) || get_val(XB1_RS)) {
    set_val(XB1_RB,0);
    set_val(XB1_UP,0);
    set_val(XB1_LEFT,0);
    set_val(XB1_DOWN,0);
    set_val(XB1_LS,0);
    set_val(XB1_RS,0); }
  if(event_release(XB1_DOWN) || event_release(XB1_LEFT) || event_release(XB1_UP) || event_release(XB1_LS) || event_release(XB1_RS)) {
   combo_run(Disable_RB_After_Selection);
   combo_run(Rumble_Activation); }
 }
 
 if(get_val(XB1_LT) && get_val(XB1_RX) < AA_Pos_Value && get_val(XB1_RX) > AA_Neg_Value)  // Aim Assist
  combo_run(Aim_Assist_Tracking);
 
 if(get_val(XB1_LT) && get_val(XB1_RT) && get_rumble(RUMBLE_A) >= 27 && get_val(XB1_RY) >= -10 && get_val(XB1_RY) < AR_Value)  // Anti-Recoil
  set_val(XB1_RY,AR_Value);
 
 if(get_val(XB1_LY) == -100 && get_val(XB1_LT) == 0)  // Auto Run
  set_val(XB1_LS,100);
 
 if(get_val(XB1_LY) == -100 && event_press(XB1_LS))  // Insta Switch  // Run Insta Switch
  sprinting = TRUE;
 
 if(sprinting && get_val(XB1_LY) > -19)  // Insta Switch  // Run Insta Switch
  sprinting = FALSE;
 
 if(sprinting == FALSE && event_press(XB1_Y))  // Insta Switch
  combo_run(Insta_Switch);
 
 if(sprinting && event_press(XB1_Y))  // Run Insta Switch
  combo_run(Run_Insta_Switch);
 
 if(event_release(XB1_RIGHT) && get_ptime(XB1_RIGHT) < 250)  // Ez Grenade Throw
  combo_run(Ez_Grenade_Throw);
 
 if(event_press(XB1_RT))  // Auto Ping Enemy
  combo_run(Auto_Ping_Enemy);
 
 if(Rapid_Fire && get_val(XB1_RT))  // Rapid Fire
   combo_run(cRapid_Fire);
 
 if(Rapid_Fire)  // Rapid Fire  // LED Colour
  combo_run(Rapid_Fire_LED_Flash);
  else Colour_LED(0,1,0,0);
 
 if(Rapid_Fire_Sec) {
  if(event_press(XB1_Y))  // Rapid Fire
   Rapid_Fire_Is_Sec = !Rapid_Fire_Is_Sec;
  Colour_LED(0,1,1,0); }  // LED Colour
 
 if(Rapid_Fire_Is_Sec) {
  if(get_val(XB1_RT))  // Rapid Fire
   combo_run(cRapid_Fire);
  combo_run(Rapid_Fire_Sec_LED_Flash); }  // LED Colour
}
 
combo Anti_AFK_Kick {  // Anti-AFK Kick
 set_val(XB1_LS,100);
 wait(34);
 set_val(XB1_LS,0);
 wait(34); }
 
combo Ez_Grenade_Throw {  // Ez Grenade Throw
 wait(1300);
 set_val(XB1_RT,100);
 wait(34);
 wait(34);
 set_val(XB1_RT,100);
 wait(34); }
 
combo Auto_Ping_Enemy {  // Auto Ping Enemy
 set_val(XB1_RB,100);
 wait(17);
 wait(17);
 set_val(XB1_RB,100);
 wait(17); }
 
combo Insta_Switch {  // Insta Switch
 wait(68);
 set_val(XB1_B,100);
 wait(17);
 set_val(XB1_LS,100);
 wait(34); }
 
combo Run_Insta_Switch {  // Run Insta Switch
 wait(68);
 set_val(XB1_B,100);
 wait(34);
 wait(17);
 set_val(XB1_B,100);
 wait(34); }
 
combo cRapid_Fire {  // Rapid Fire
 set_val(XB1_RT,100);
 wait(17);
 set_val(XB1_RT,0);
 wait(17); }
 
combo Aim_Assist_Tracking {  // Aim Assist
 set_val(XB1_RX,AA_Pos_Value);
 wait(34);
 set_val(XB1_RX,AA_Neg_Value);
 wait(34); }
 
combo Disable_RB_After_Selection {  // Toggles
 set_val(XB1_RB,0);
 wait(500); }
 
combo Rapid_Fire_LED_Flash {  // Rapid Fire  // LED Colour
 Colour_LED(0,0,1,0);
 wait(85);
 Colour_LED(0,0,0,0);
 wait(34); }
 
combo Rapid_Fire_Sec_LED_Flash {  // Rapid Fire  // LED Colour
 Colour_LED(0,1,1,0);
 wait(85);
 Colour_LED(0,0,0,0);
 wait(34); }
 
combo Rumble_Activation {  // Rumble Activation
 set_rumble(RUMBLE_B,0);
 wait(51);
 set_rumble(RUMBLE_B,10);
 wait(170);
 set_rumble(RUMBLE_B,0);
 wait(51); }
 
function Colour_LED (a,b,c,d) {  // LED Colour
 set_led(LED_1,a);
 set_led(LED_2,b);
 set_led(LED_3,c);
 set_led(LED_4,d); }
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