FIX ERRORS PLEASE SO ITS USABLE ON TITAN ONE
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FIX ERRORS PLEASE SO ITS USABLE ON TITAN ONE
- Code: Select all
/*
_____ ________ __
/\ | __ \| ____\ \ / /
/ \ | |__) | |__ \ V /
/ /\ \ | ___/| __| > <
/ ____ \| | | |____ / . \
_ /_/___ \_\_| ___|______/_/_\_\_ _____
| | | ____/ ____| ____| \ | | __ \ / ____|
| | | |__ | | __| |__ | \| | | | | (___
| | | __|| | |_ | __| | . ` | | | |\___ \
| |____| |___| |__| | |____| |\ | |__| |____) |
|______|______\_____|______|_| \_|_____/|_____/
_ _____ __ _ __ _ _________ _
|V||_|(_ | |_ |_) |_ | \ | | | / \|\|
| || |__) | |__| \ |__|_/_|_ | _|_\_/| |
████████████████████████████████████
█╔════════════════════════════════╗█
█║USER CUSTOMIZING & CONFIGURATION║█
█╠════════════════════════════════╣█
█║*/define STCK/*Sticks*/ = 0; /*║█
█║*/define BTTN/*Buttons*/ = 0; /*║█
█║*/define Swap = 0; /*║█ Swap= 1; will swap bumpers<->triggers
█║*/define Easy_Thumbs = 1; /*║█
█╠════════════════════════════════╣█
█║*/define Hair_triggers = 1; /*║█
█║*/define Aim__Abuse = 0; /*║█ Will activate when ADS is FULLY pressed
█║*/define Fast_Heal_Swap = 0; /*║█ HOLD D-PAD DOWN + TAP PS4_OPTIONS/XB1_MENU
█╚════════════════════════════════╝█
████████████████████████████████████
In the box above fill out your btn & stick layout and
the mods you want to use. From here on your script will
load exactly as you congfigured it above.
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
__
(_ _|_ o _ | _
__) |_ | (_ |< _>
0 = Default
1 = Southpaw
2 = Legacy
3 = Legacy-Southpaw
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
|_) _|_ _|_ _ ._ _
|_) |_| |_ |_ (_) | | _>
0 = Default
1 = Bumper Jumper
2 = Button Puncher
3 = Evolved
4 = Grenadier
5 = Ninja
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
___
| |_ ._ _ |_ _
| | | |_| | | | |_) _>
0 = not activated
1 = Auto Sprint activated = on your Left Thumb (just push forward to run)
2 = Auto Sprint activated + Easy Jump under Left Stick Click
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
5 = Auto Sprint activated + Easy Ping under Left Stick Click
6 = Auto Sprint activated + Easy Ability under Left Stick Click
7 = Auto Sprint activated + Easy Ultimate Ability under Left Stick Click
8 = Auto Sprint activated + Auto Ping Enemy under Left Stick Click
9 = Auto Sprint activated + Fast_Heal_Swap under Left Stick Click
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
/\ | | _ _|_ |_ _ ._
/--\ | | (_) |_ | | (/_ |
0 = NOT USE / NOT load by default
1 = USE / LOAD BY DEFAULT.
For example: if you want Swap to be True (R1<->R2 & L1<->L2) you fill
out 1. If you do not want this to be True, you leave it 0.
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
*/
const byte BTTNS[][] = {
{3,19,18,5,6},
{3,6,18,5,19},
{3,19,5,18,6},
{3,6,5,18,19},
{13,19,18,5,6},
{19,6,3,5,18}
};
const byte STCKS[][] = {
{12,11,9,10},
{10,9,11,12},
{12,9,11,10},
{10,11,9,12}
};
const byte AR[][] = {
{0,0,0}, // weapon 0 = WHITE
{0,0,0}, // weapon 1 = GREEN
{30,18,42}, // weapon 2 = RED
{35,25,55}, // weapon 3 = DARK BLUE
{28,14,42} // weapon 4 = SKY BLUE
};
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |L|E|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
data(0,0,3,0,3,0,0,0,0,0,0,3,
0,3,0,0,3,0,3,0);
int Stick_Layout;
define STCKS_DEFAULT = 0;
define STCKS_SOUTHPAW = 1;
define STCKS_LEGACY = 2;
define STCKS_LEGACY_SOUTHPAW = 3;
define S_MIN = 0;
define S_MAX = 3;
int Button_Layout;
define BTTNS_DEFAULT = 0;
define BTTNS_BUMPER_JUMPER = 1;
define BTTNS_BUTTON_PUNCHER = 2;
define BTTNS_EVOLVED = 3;
define BTTNS_GRENADIER = 4;
define BTTNS_NINJA = 5;
define B_MIN = 0;
define B_MAX = 5;
int PING;
int JUMP;
int CROUCH;
int MELEE;
int ABILITY;
int L__Y;
int L__X;
int R__X;
int R__Y;
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |V|A|R|I|A|B|L|E|S| | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
int ar_t[5];
int ar_s[5];
int ar_e[5];
int idx;
int key = 145;
int record;
int Pr_mode=FALSE;
int i;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v,ar_y;
int Auto_Sprint;
int T_Button;
define Press_btn= 8;
int AA_1=TRUE;
int AA_2=TRUE;
int RF_1 = FALSE;
int RF_2 = FALSE;
int RATE_OF_FIRE = 13;
int Switch;
int Weapon1 = 0;
int Weapon2 = 1;
// Fast Heal Swap
//--starting position is up & left should be med-kit
int w_x = -100; //--wheel position left
int w_y = 100; //--wheel position up
int window_time = 250; //--time in ms to hold UP before moving
int xy_time = 20; //--time to hold LX & LY
int rs_x;
int rs_y;
int combo_count;
int hold_time;
int rest_time;
//______________________AIM ASSIST - IF YOU EXPERIENCE SHAKING ___________________
//Aim Assist values: a higher value = stronger aim assist but also ads more shake
//So if you experience shake lower these values by 1 until the shaking stops
int a__p = 23; // Aim Assist Pos Value
int a__n = 23; // Aim Assist Neg Value
int aa_delay =20;//If aim assist does not stick long enough, increase wait time
//_________________________________________________________________________________
//Aim Abuse Values
int HOLD = 284;
int RELEASE = 19;
init {
record = get_pvar(SPVAR_16,140,150,140);
if(record == key) {
ar_t[0] = get_pvar(SPVAR_1 ,-100,100,0); ar_t[1] = get_pvar(SPVAR_2, -100,100,0); ar_t[2] = get_pvar(SPVAR_3, -100,100,0);
ar_t[3] = get_pvar(SPVAR_4, -100,100,0); ar_t[4] = get_pvar(SPVAR_5, -100,100,0); ar_s[0] = get_pvar(SPVAR_6, -100,100,0);
ar_s[1] = get_pvar(SPVAR_7, -100,100,0); ar_s[2] = get_pvar(SPVAR_8, -100,100,0); ar_s[3] = get_pvar(SPVAR_9, -100,100,0);
ar_s[4] = get_pvar(SPVAR_10,-100,100,0); ar_e[0] = get_pvar(SPVAR_11,-100,100,0); ar_e[1] = get_pvar(SPVAR_12,-100,100,0);
ar_e[2] = get_pvar(SPVAR_13,-100,100,0); ar_e[3] = get_pvar(SPVAR_14,-100,100,0); ar_e[4] = get_pvar(SPVAR_15,-100,100,0);
a__p = get_pvar(PVAR_7,-60,60,23);
a__n = get_pvar(PVAR_8,-60,60,23);
aa_delay = get_pvar(PVAR_9,-60,60,20);
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| |B|L|O|C|K| |S|T|A|R|T|S| |H|E|R|E| | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main{
set_val (TRACE_1, PING);
set_val (TRACE_2, JUMP);
set_val (TRACE_3, ABILITY);
set_val (TRACE_4, CROUCH);
set_val (TRACE_5, MELEE);
L__Y = STCKS[Stick_Layout][0];
L__X = STCKS[Stick_Layout][1];
R__X = STCKS[Stick_Layout][2];
R__Y = STCKS[Stick_Layout][3];
PING = BTTNS[Button_Layout][0];
JUMP = BTTNS[Button_Layout][1];
CROUCH = BTTNS[Button_Layout][2];
MELEE = BTTNS[Button_Layout][3];
ABILITY = BTTNS[Button_Layout][4];
Button_Layout = BTTN;
Stick_Layout = STCK;
if (Swap == 1){
swap(3,4 ); swap(6,7);}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |T|H|U|M|B| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Easy_Thumbs > 0) Auto_Sprint=TRUE;
if (Easy_Thumbs == 2) T_Button = JUMP;
if (Easy_Thumbs == 3) T_Button = CROUCH;
if (Easy_Thumbs == 4) T_Button = MELEE;
if (Easy_Thumbs == 5) T_Button = PING;
if (Easy_Thumbs == 6) T_Button = ABILITY;
if (Easy_Thumbs > 1 && Easy_Thumbs <7 && get_val(Press_btn)){set_val(T_Button, 100);}
else if (Easy_Thumbs == 7 && get_val(Press_btn)){set_val(3, 100);set_val(6, 100);}
else if (Easy_Thumbs == 8 && get_val(Press_btn)){combo_run (Auto_Ping);}
else if (Easy_Thumbs == 9 && get_val(Press_btn)){rs_x = w_x; rs_y = w_y;}
if(rs_x || rs_y)
combo_run(HEAL);
if (get_val (14) && get_ptime(14)> 1000){Pr_mode=TRUE; combo_run (Vibrate);}
//--switch Weapon1 / Weapon2
if(event_press(17) && !get_val(14))
Switch=!Switch;
//--rapidfire + on/off + RoF adjust
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
if(get_val(4) && (!Switch && RF_1) || (Switch && RF_2))
{combo_run(RAPID_FIRE);}
//--colors for XBOX controller
if(get_controller () == PIO_XB1)
{
if(idx == 0) led_color(6); // White
if(idx == 1) led_color(0); // Green
if(idx == 2) led_color(1); // Blue
if(idx == 3) led_color(idx); //Red
if(idx == 4) led_color(4); // SkyBlue
}
//--colors for PS4 controller
else
led_color(idx);
//--calculate values for progression
//--adding or subtracting
if((AR[idx][1] + ar_s[idx]) < (AR[idx][2] + ar_e[idx]))
i_val = 1;
else
i_val = -1;
//--iteration point for progression
i_pnt = (AR[idx][0] * 10) / (abs((AR[idx][1] + ar_s[idx]) - (AR[idx][2] + ar_e[idx])));
//--reset counters/pointers
if(!get_lval(4))
{
ar_y = AR[idx][1] + ar_s[idx];
i_cnt = 0;
i_num = 0;
}
if(get_val(4))
{
if(!p_complete())
ar_y = p_val();
else
ar_y = AR[idx][2] + ar_e[idx];
//--set RY to anti recoil value
if(y_val() > 100)
set_val(R__Y, 100);
else
set_val(R__Y,y_val());
}
if (Aim__Abuse==1)
if(get_lval(7)> 99){combo_run(AimAbuse);}
if(event_release(7)){ combo_stop(AimAbuse);}
//Heal Swap Activation
//Down arrow is pressed
if (Fast_Heal_Swap==1){
if(get_val (14) && event_press(2)) {
rs_x = w_x;
rs_y = w_y;}
if(rs_x || rs_y)
combo_run(HEAL);
set_val(2,0);
}
if(!Switch)
{
idx = Weapon1;
//--select your "primary"
if(get_val(14) && !get_val(7))
{ // DOWN start
if(event_press(20))
{Weapon1 = 2;} // Pink
if(event_press(19))
{Weapon1 = 1;} // Blue
if(event_press(18))
{Weapon1 = 3;} // Red
if(event_press(17))
{Weapon1 = 0;} // Green
if(event_press(5))
{Weapon1 = 4;} // SkyBlue
//--block buttons
set_val (5, 0); set_val (17, 0); set_val (18, 0);
set_val (19, 0); set_val (20, 0);
} // DOWN end
//--rapidfire for "Weapon 1" only
if(get_val(7)){
if (event_press(2))
{
RF_1 = !RF_1;
}
set_val (2,0);
}//--aim assist on/off
if(get_val(7)){
if (event_press(0))
{
AA_1 = !AA_1;
}
set_val(0,0);
}
}
//--secondary weapon
if(Switch)
{
idx = Weapon2;
//--select your "secondary"
if(get_val(14) && !get_val(7))
{ // DOWN start
if(event_press(20))
{Weapon2 = 2;} // Pink
if(event_press(19))
{Weapon2 = 1;} // Blue
if(event_press(18))
{Weapon2 = 3;} // Red
if(event_press(17))
{Weapon2 = 0;} // Green
if(event_press(5))
{Weapon2 = 4;} // SkyBlue
//--block buttons
set_val (5, 0); set_val (17, 0); set_val (18, 0);
set_val (19, 0); set_val (20, 0);
} // DOWN end
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
//--rapidfire for "Weapon 2" only
if(get_val(7)){
if (event_press(2))
{
RF_2 = !RF_2;
}
set_val (2,0);
}//--aim assist on/off
if(get_val(7)){
if (event_press(0))
{
AA_2 = !AA_2;
}
set_val(0,0);
}
}
if (Pr_mode){
if(get_val(7))
{
if(get_val(20))
{
if(event_press(13))
ar_s[idx] += 1;
if(event_press(14))
ar_s[idx] -= 1;
if(event_press(16))
ar_s[idx] += 10;
if(event_press(15))
ar_s[idx] -= 10;
}
if(get_val(18))
{
if(event_press(13))
ar_e[idx] += 1;
if(event_press(14))
ar_e[idx] -= 1;
if(event_press(16))
ar_e[idx] += 10;
if(event_press(15))
ar_e[idx] -= 10;
}
if(get_val(19))
{
if(event_press(13))
ar_t[idx] += 1;
if(event_press(14))
ar_t[idx] -= 1;
}
if (get_val(17))
{
if (event_press(13)) a__p = a__p + 1; a__n = a__n + 1//--DPAD UP a__p + 1
if (event_press(14)) a__p = a__p - 1; a__n = a__n - 1//--DAPD DOWN a__p -1
if (event_press(15)) aa_delay = aa_delay - 1; aa_delay = aa_delay - 1
if (event_press(16)) aa_delay = aa_delay + 1; aa_delay = aa_delay + 1
}
if(event_press(1))
{
set_pvar(SPVAR_1 ,ar_t[0]); set_pvar(SPVAR_2 ,ar_t[1]); set_pvar(SPVAR_3 ,ar_t[2]);
set_pvar(SPVAR_4 ,ar_t[3]); set_pvar(SPVAR_5 ,ar_t[4]); set_pvar(SPVAR_6 ,ar_s[0]);
set_pvar(SPVAR_7 ,ar_s[1]); set_pvar(SPVAR_8 ,ar_s[2]); set_pvar(SPVAR_9 ,ar_s[3]);
set_pvar(SPVAR_10,ar_s[4]); set_pvar(SPVAR_11,ar_e[0]); set_pvar(SPVAR_12,ar_e[1]);
set_pvar(SPVAR_13,ar_e[2]); set_pvar(SPVAR_14,ar_e[3]); set_pvar(SPVAR_15,ar_e[4]);
set_pvar(PVAR_7, a__p); set_pvar(PVAR_8, a__n); set_pvar(PVAR_7, aa_delay);
combo_run (Vibrate); set_pvar(SPVAR_16,key); Pr_mode=FALSE;
}
set_val(17,0); set_val(20,0);
set_val(18,0); set_val(19,0);
set_val(13,0); set_val(14,0);
set_val(16,0); set_val(15,0);
set_val(2,0);
} // ADS end
} //Pr_mode end
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| |A|S|S|I|S|T| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(get_val(7)){ if (AA_1 &&!Switch || AA_2 &&Switch)combo_run(AA_XY);} else combo_stop(AA_XY);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |R|U|N| | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Auto_Sprint){
if (!get_val(7)&& get_val(L__Y) < -25)combo_run (EASY_RUN);}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |T|U|R|B|O| |B|T|N| |A|.|K|.| |H|A|I|R| |T|R|I|G|G|E|R|S| | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Hair_triggers==1){
deadzone(4,7,90,90);}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo AA_XY {
set_val(R__Y,xy_val(R__Y, a__p));
wait(aa_delay);
set_val(R__X,xy_val(R__X, a__p));
set_val(L__X,xy_val(L__X, a__p));
wait(aa_delay);
set_val(R__Y,xy_val(R__Y, a__n * -1));
wait(aa_delay);
set_val(R__X,xy_val(R__X, a__n * -1));
set_val(L__X,xy_val(L__X, a__n * -1));
wait(aa_delay);
}
// Heal Swap Combo part
combo HEAL {
set_val(13, 100); //--hold up
wait(window_time);
set_val(13, 100); //--hold up
set_val(R__X,rs_x);
set_val(R__Y,rs_y); //--set RX & RY
wait(xy_time);
set_val(R__X,rs_x); //--hold briefly, release UP
set_val(R__Y,rs_y);
wait(30);
wait(30); //--second wait() will return input to controller
combo_count += 1; //add one
w_x = inv(w_x); //reverse for next call
if(combo_count == 2){
//flip the sign
w_y = inv(w_y);
combo_count = 0;} //--reset
rs_x = 0; //--clear vals so combo only runs once
rs_y = 0;
}
combo RAPID_FIRE {
set_val(4,100);
wait(hold_time);
set_val(4, 0);
wait(rest_time);
}
combo Auto_Ping{
set_val(PING, 100);
wait(25);
set_val(PING, 0);
wait(55);
set_val(PING, 100);
wait(25);
}
combo Vibrate {
set_rumble(RUMBLE_A, 100);
wait(300);
reset_rumble();
wait(1000);
}
combo EASY_RUN {
set_val(8,100);
wait(30);
wait(100);
}
combo AimAbuse {
set_val(7, 100);
wait(HOLD);
set_val(7, 0);
wait(RELEASE);
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < 25)
return f_val;
return get_val(f_axis);
}
function p_complete() {
i_cnt++;
if (i_cnt > AR[idx][0] * 10) {
//--avoid stack overflow
i_cnt = AR[idx][0] * 10;
//--progression complete
return 1;
}
//--progression not complete
return 0;
}
function p_val() {
i_num++;
if(i_num == i_pnt) {
//--reset counter
i_num = 0;
//--adjust ar_y
ar_y += i_val;
}
return ar_y;
}
function y_val() {
v = get_val(R__Y);
if(abs(v) < 10)
v = 0;
if(abs(v) > ar_y + 5)
return v;
return v + ar_y;
}
function led_color(f_color) {
for(i = 0; i <= 3; i++) {
set_led(i,dbyte((f_color * 4) + i));
}
}
-
uncleswayy - Staff Sergeant
- Posts: 14
- Joined: Wed Nov 14, 2018 7:16 pm
Re: FIX ERRORS PLEASE SO ITS USABLE ON TITAN ONE
Converted:
- Code: Select all
/* _____ ________ __
/\ | __ \| ____\ \ / /
/ \ | |__) | |__ \ V /
/ /\ \ | ___/| __| > <
/ ____ \| | | |____ / . \
_ /_/___ \_\_| ___|______/_/_\_\_ _____
| | | ____/ ____| ____| \ | | __ \ / ____|
| | | |__ | | __| |__ | \| | | | | (___
| | | __|| | |_ | __| | . ` | | | |\___ \
| |____| |___| |__| | |____| |\ | |__| |____) |
|______|______\_____|______|_| \_|_____/|_____/
_ _____ __ _ __ _ _________ _
|V||_|(_ | |_ |_) |_ | \ | | | / \|\|
| || |__) | |__| \ |__|_/_|_ | _|_\_/| |
USER CUSTOMIZING & CONFIGURATION */
define STCK = 0; //
define BTTN = 0; //
define Swap = 0; // Swap= 1; will swap bumpers<->triggers
define Easy_Thumbs = 1; //
define Hair_triggers = 1; //
define Aim__Abuse = 0; // Will activate when ADS is FULLY pressed
define Fast_Heal_Swap = 0; // HOLD D-PAD DOWN + TAP PS4_OPTIONS/XB1_MENU
/*
In the box above fill out your btn & stick layout and
the mods you want to use. From here on your script will
load exactly as you congfigured it above.
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
__
(_ _|_ o _ | _
__) |_ | (_ |< _>
0 = Default
1 = Southpaw
2 = Legacy
3 = Legacy-Southpaw
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
|_) _|_ _|_ _ ._ _
|_) |_| |_ |_ (_) | | _>
0 = Default
1 = Bumper Jumper
2 = Button Puncher
3 = Evolved
4 = Grenadier
5 = Ninja
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
___
| |_ ._ _ |_ _
| | | |_| | | | |_) _>
0 = not activated
1 = Auto Sprint activated = on your Left Thumb (just push forward to run)
2 = Auto Sprint activated + Easy Jump under Left Stick Click
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
5 = Auto Sprint activated + Easy Ping under Left Stick Click
6 = Auto Sprint activated + Easy Ability under Left Stick Click
7 = Auto Sprint activated + Easy Ultimate Ability under Left Stick Click
8 = Auto Sprint activated + Auto Ping Enemy under Left Stick Click
9 = Auto Sprint activated + Fast_Heal_Swap under Left Stick Click
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
/\ | | _ _|_ |_ _ ._
/--\ | | (_) |_ | | (/_ |
0 = NOT USE / NOT load by default
1 = USE / LOAD BY DEFAULT.
For example: if you want Swap to be True (R1<->R2 & L1<->L2) you fill
out 1. If you do not want this to be True, you leave it 0.
oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo oooooooooo
*/
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |L|E|D|S| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
data(0,0,3,0,3,0,0,0,0,0,0,3,0,3,0,0,3,0,3,0,
// 20: BTTNS[30]
3,19,18,5,6,
3,6,18,5,19,
3,19,5,18,6,
3,6,5,18,19,
13,19,18,5,6,
19,6,3,5,18,
// 50: STCKS[16]
12,11,9,10,
10,9,11,12,
12,9,11,10,
10,11,9,12,
// 66: AR[15]
0,0,0, // weapon 0 = WHITE
0,0,0, // weapon 1 = GREEN
30,18,42, // weapon 2 = RED
35,25,55, // weapon 3 = DARK BLUE
28,14,42 // weapon 4 = SKY BLUE
);
int Stick_Layout;
define STCKS_DEFAULT = 0;
define STCKS_SOUTHPAW = 1;
define STCKS_LEGACY = 2;
define STCKS_LEGACY_SOUTHPAW = 3;
define S_MIN = 0;
define S_MAX = 3;
int Button_Layout;
define BTTNS_DEFAULT = 0;
define BTTNS_BUMPER_JUMPER = 1;
define BTTNS_BUTTON_PUNCHER = 2;
define BTTNS_EVOLVED = 3;
define BTTNS_GRENADIER = 4;
define BTTNS_NINJA = 5;
define B_MIN = 0;
define B_MAX = 5;
int PING;
int JUMP;
int CROUCH;
int MELEE;
int ABILITY;
int L__Y;
int L__X;
int R__X;
int R__Y;
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |V|A|R|I|A|B|L|E|S| | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
int ar_t[5];
int ar_s[5];
int ar_e[5];
int idx;
int key = 145;
int record;
int Pr_mode=FALSE;
int i;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v,ar_y;
int Auto_Sprint;
int T_Button;
define Press_btn= 8;
int AA_1=TRUE;
int AA_2=TRUE;
int RF_1 = FALSE;
int RF_2 = FALSE;
int RATE_OF_FIRE = 13;
int Switch;
int Weapon1 = 0;
int Weapon2 = 1;
// Fast Heal Swap
//--starting position is up & left should be med-kit
int w_x = -100; //--wheel position left
int w_y = 100; //--wheel position up
int window_time = 250; //--time in ms to hold UP before moving
int xy_time = 20; //--time to hold LX & LY
int rs_x;
int rs_y;
int combo_count;
int hold_time;
int rest_time;
//______________________AIM ASSIST - IF YOU EXPERIENCE SHAKING ___________________
//Aim Assist values: a higher value = stronger aim assist but also ads more shake
//So if you experience shake lower these values by 1 until the shaking stops
int a__p = 23; // Aim Assist Pos Value
int a__n = 23; // Aim Assist Neg Value
int aa_delay =20;//If aim assist does not stick long enough, increase wait time
//_________________________________________________________________________________
//Aim Abuse Values
int HOLD = 284;
int RELEASE = 19;
init {
record = get_pvar(SPVAR_16,140,150,140);
if(record == key) {
ar_t[0] = get_pvar(SPVAR_1 ,-100,100,0); ar_t[1] = get_pvar(SPVAR_2, -100,100,0); ar_t[2] = get_pvar(SPVAR_3, -100,100,0);
ar_t[3] = get_pvar(SPVAR_4, -100,100,0); ar_t[4] = get_pvar(SPVAR_5, -100,100,0); ar_s[0] = get_pvar(SPVAR_6, -100,100,0);
ar_s[1] = get_pvar(SPVAR_7, -100,100,0); ar_s[2] = get_pvar(SPVAR_8, -100,100,0); ar_s[3] = get_pvar(SPVAR_9, -100,100,0);
ar_s[4] = get_pvar(SPVAR_10,-100,100,0); ar_e[0] = get_pvar(SPVAR_11,-100,100,0); ar_e[1] = get_pvar(SPVAR_12,-100,100,0);
ar_e[2] = get_pvar(SPVAR_13,-100,100,0); ar_e[3] = get_pvar(SPVAR_14,-100,100,0); ar_e[4] = get_pvar(SPVAR_15,-100,100,0);
a__p = get_pvar(PVAR_7,-60,60,23);
a__n = get_pvar(PVAR_8,-60,60,23);
aa_delay = get_pvar(PVAR_9,-60,60,20);
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| |B|L|O|C|K| |S|T|A|R|T|S| |H|E|R|E| | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main{
set_val (TRACE_1, PING);
set_val (TRACE_2, JUMP);
set_val (TRACE_3, ABILITY);
set_val (TRACE_4, CROUCH);
set_val (TRACE_5, MELEE);
L__Y = dbyte(Stick_Layout*4+50);
L__X = dbyte(Stick_Layout*4+51);
R__X = dbyte(Stick_Layout*4+52);
R__Y = dbyte(Stick_Layout*4+53);
PING = dbyte(Button_Layout*5+20);
JUMP = dbyte(Button_Layout*5+21);
CROUCH = dbyte(Button_Layout*5+22);
MELEE = dbyte(Button_Layout*5+23);
ABILITY = dbyte(Button_Layout*5+24);
Button_Layout = BTTN;
Stick_Layout = STCK;
if (Swap == 1){
swap(3,4 ); swap(6,7);}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |T|H|U|M|B| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Easy_Thumbs > 0) Auto_Sprint=TRUE;
if (Easy_Thumbs == 2) T_Button = JUMP;
if (Easy_Thumbs == 3) T_Button = CROUCH;
if (Easy_Thumbs == 4) T_Button = MELEE;
if (Easy_Thumbs == 5) T_Button = PING;
if (Easy_Thumbs == 6) T_Button = ABILITY;
if (Easy_Thumbs > 1 && Easy_Thumbs <7 && get_val(Press_btn)){set_val(T_Button, 100);}
else if (Easy_Thumbs == 7 && get_val(Press_btn)){set_val(3, 100);set_val(6, 100);}
else if (Easy_Thumbs == 8 && get_val(Press_btn)){combo_run (Auto_Ping);}
else if (Easy_Thumbs == 9 && get_val(Press_btn)){rs_x = w_x; rs_y = w_y;}
if(rs_x || rs_y)
combo_run(HEAL);
if (get_val (14) && get_ptime(14)> 1000){Pr_mode=TRUE; combo_run (Vibrate);}
//--switch Weapon1 / Weapon2
if(event_press(17) && !get_val(14))
Switch=!Switch;
//--rapidfire + on/off + RoF adjust
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
if(get_val(4) && (!Switch && RF_1) || (Switch && RF_2))
{combo_run(RAPID_FIRE);}
//--colors for XBOX controller
if(get_controller () == PIO_XB1)
{
if(idx == 0) led_color(6); // White
if(idx == 1) led_color(0); // Green
if(idx == 2) led_color(1); // Blue
if(idx == 3) led_color(idx); //Red
if(idx == 4) led_color(4); // SkyBlue
}
//--colors for PS4 controller
else
led_color(idx);
//--calculate values for progression
//--adding or subtracting
if((dbyte(idx*3+67) + ar_s[idx]) < (dbyte(idx*3+68) + ar_e[idx]))
i_val = 1;
else
i_val = -1;
//--iteration point for progression
i_pnt = (dbyte(idx*3+66) * 10) / (abs((dbyte(idx*3+67) + ar_s[idx]) - (dbyte(idx*3+68) + ar_e[idx])));
//--reset counters/pointers
if(!get_lval(4))
{
ar_y = dbyte(idx*3+67) + ar_s[idx];
i_cnt = 0;
i_num = 0;
}
if(get_val(4))
{
if(!p_complete())
ar_y = p_val();
else
ar_y = dbyte(idx*3+68) + ar_e[idx];
//--set RY to anti recoil value
if(y_val() > 100)
set_val(R__Y, 100);
else
set_val(R__Y,y_val());
}
if (Aim__Abuse==1)
if(get_lval(7)> 99){combo_run(AimAbuse);}
if(event_release(7)){ combo_stop(AimAbuse);}
//Heal Swap Activation
//Down arrow is pressed
if (Fast_Heal_Swap==1){
if(get_val (14) && event_press(2)) {
rs_x = w_x;
rs_y = w_y;}
if(rs_x || rs_y)
combo_run(HEAL);
set_val(2,0);
}
if(!Switch)
{
idx = Weapon1;
//--select your "primary"
if(get_val(14) && !get_val(7))
{ // DOWN start
if(event_press(20))
{Weapon1 = 2;} // Pink
if(event_press(19))
{Weapon1 = 1;} // Blue
if(event_press(18))
{Weapon1 = 3;} // Red
if(event_press(17))
{Weapon1 = 0;} // Green
if(event_press(5))
{Weapon1 = 4;} // SkyBlue
//--block buttons
set_val (5, 0); set_val (17, 0); set_val (18, 0);
set_val (19, 0); set_val (20, 0);
} // DOWN end
//--rapidfire for "Weapon 1" only
if(get_val(7)){
if (event_press(2))
{
RF_1 = !RF_1;
}
set_val (2,0);
}//--aim assist on/off
if(get_val(7)){
if (event_press(0))
{
AA_1 = !AA_1;
}
set_val(0,0);
}
}
//--secondary weapon
if(Switch)
{
idx = Weapon2;
//--select your "secondary"
if(get_val(14) && !get_val(7))
{ // DOWN start
if(event_press(20))
{Weapon2 = 2;} // Pink
if(event_press(19))
{Weapon2 = 1;} // Blue
if(event_press(18))
{Weapon2 = 3;} // Red
if(event_press(17))
{Weapon2 = 0;} // Green
if(event_press(5))
{Weapon2 = 4;} // SkyBlue
//--block buttons
set_val (5, 0); set_val (17, 0); set_val (18, 0);
set_val (19, 0); set_val (20, 0);
} // DOWN end
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
//--rapidfire for "Weapon 2" only
if(get_val(7)){
if (event_press(2))
{
RF_2 = !RF_2;
}
set_val (2,0);
}//--aim assist on/off
if(get_val(7)){
if (event_press(0))
{
AA_2 = !AA_2;
}
set_val(0,0);
}
}
if (Pr_mode){
if(get_val(7))
{
if(get_val(20))
{
if(event_press(13))
ar_s[idx] = ar_s[idx] + 1;
if(event_press(14))
ar_s[idx] = ar_s[idx] - 1;
if(event_press(16))
ar_s[idx] = ar_s[idx] + 10;
if(event_press(15))
ar_s[idx] = ar_s[idx] - 10;
}
if(get_val(18))
{
if(event_press(13))
ar_e[idx] = ar_e[idx] + 1;
if(event_press(14))
ar_e[idx] = ar_e[idx] - 1;
if(event_press(16))
ar_e[idx] = ar_e[idx] + 10;
if(event_press(15))
ar_e[idx] = ar_e[idx] - 10;
}
if(get_val(19))
{
if(event_press(13))
ar_t[idx] = ar_t[idx] + 1;
if(event_press(14))
ar_t[idx] = ar_t[idx] - 1;
}
if (get_val(17))
{
if (event_press(13)) a__p = a__p + 1; a__n = a__n + 1//--DPAD UP a__p + 1
if (event_press(14)) a__p = a__p - 1; a__n = a__n - 1//--DAPD DOWN a__p -1
if (event_press(15)) aa_delay = aa_delay - 1; aa_delay = aa_delay - 1
if (event_press(16)) aa_delay = aa_delay + 1; aa_delay = aa_delay + 1
}
if(event_press(1))
{
set_pvar(SPVAR_1 ,ar_t[0]); set_pvar(SPVAR_2 ,ar_t[1]); set_pvar(SPVAR_3 ,ar_t[2]);
set_pvar(SPVAR_4 ,ar_t[3]); set_pvar(SPVAR_5 ,ar_t[4]); set_pvar(SPVAR_6 ,ar_s[0]);
set_pvar(SPVAR_7 ,ar_s[1]); set_pvar(SPVAR_8 ,ar_s[2]); set_pvar(SPVAR_9 ,ar_s[3]);
set_pvar(SPVAR_10,ar_s[4]); set_pvar(SPVAR_11,ar_e[0]); set_pvar(SPVAR_12,ar_e[1]);
set_pvar(SPVAR_13,ar_e[2]); set_pvar(SPVAR_14,ar_e[3]); set_pvar(SPVAR_15,ar_e[4]);
set_pvar(PVAR_7, a__p); set_pvar(PVAR_8, a__n); set_pvar(PVAR_7, aa_delay);
combo_run (Vibrate); set_pvar(SPVAR_16,key); Pr_mode=FALSE;
}
set_val(17,0); set_val(20,0);
set_val(18,0); set_val(19,0);
set_val(13,0); set_val(14,0);
set_val(16,0); set_val(15,0);
set_val(2,0);
} // ADS end
} //Pr_mode end
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| |A|S|S|I|S|T| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(get_val(7)){ if (AA_1 &&!Switch || AA_2 &&Switch)combo_run(AA_XY);} else combo_stop(AA_XY);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |R|U|N| | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Auto_Sprint){
if (!get_val(7)&& get_val(L__Y) < -25)combo_run (EASY_RUN);}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |T|U|R|B|O| |B|T|N| |A|.|K|.| |H|A|I|R| |T|R|I|G|G|E|R|S| | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Hair_triggers==1){
deadzone(4,7,90,90);}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo AA_XY {
set_val(R__Y,xy_val(R__Y, a__p));
wait(aa_delay);
set_val(R__X,xy_val(R__X, a__p));
set_val(L__X,xy_val(L__X, a__p));
wait(aa_delay);
set_val(R__Y,xy_val(R__Y, a__n * -1));
wait(aa_delay);
set_val(R__X,xy_val(R__X, a__n * -1));
set_val(L__X,xy_val(L__X, a__n * -1));
wait(aa_delay);
}
// Heal Swap Combo part
combo HEAL {
set_val(13, 100); //--hold up
wait(window_time);
set_val(13, 100); //--hold up
set_val(R__X,rs_x);
set_val(R__Y,rs_y); //--set RX & RY
wait(xy_time);
set_val(R__X,rs_x); //--hold briefly, release UP
set_val(R__Y,rs_y);
wait(30);
wait(30); //--second wait() will return input to controller
combo_count++; //add one
w_x = inv(w_x); //reverse for next call
if(combo_count == 2){
//flip the sign
w_y = inv(w_y);
combo_count = 0;} //--reset
rs_x = 0; //--clear vals so combo only runs once
rs_y = 0;
}
combo RAPID_FIRE {
set_val(4,100);
wait(hold_time);
set_val(4, 0);
wait(rest_time);
}
combo Auto_Ping{
set_val(PING, 100);
wait(25);
set_val(PING, 0);
wait(55);
set_val(PING, 100);
wait(25);
}
combo Vibrate {
set_rumble(RUMBLE_A, 100);
wait(300);
reset_rumble();
wait(1000);
}
combo EASY_RUN {
set_val(8,100);
wait(30);
wait(100);
}
combo AimAbuse {
set_val(7, 100);
wait(HOLD);
set_val(7, 0);
wait(RELEASE);
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < 25)
return f_val;
return get_val(f_axis);
}
function p_complete() {
i_cnt++;
if (i_cnt > dbyte(idx*3+66) * 10) {
//--avoid stack overflow
i_cnt = dbyte(idx*3+66) * 10;
//--progression complete
return 1;
}
//--progression not complete
return 0;
}
function p_val() {
i_num++;
if(i_num == i_pnt) {
//--reset counter
i_num = 0;
//--adjust ar_y
ar_y = ar_y + i_val;
}
return ar_y;
}
function y_val() {
v = get_val(R__Y);
if(abs(v) < 10)
v = 0;
if(abs(v) > ar_y + 5)
return v;
return v + ar_y;
}
function led_color(f_color) {
i = 0;
while(i <= 3) {
set_led(i,dbyte((f_color * 4) + i));
i++;
}
}
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J2Kbr - General of the Army
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- Joined: Tue Mar 18, 2014 1:39 pm
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