Convert to Titan one please
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Convert to Titan one please
Will someone please convert this to Titan one and try to explain what you did I would really like to learn.
- Attachments
-
- cod_black_ops_4_-__new___black_out_master_edition__new_.gpc
- (21.71 KiB) Downloaded 142 times
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quiggly17 - Sergeant
- Posts: 8
- Joined: Thu Jun 13, 2019 6:16 am
Re: Convert to Titan one please
Converted.
- Code: Select all
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |U|S|E|R| |C|O|N|F|I|G|U|R|A|T|I|O|N| | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
//---------------------------/ START USER CONFIG---------------------------------------*/
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |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
/*--RECOIL VALUES (const byte AR)
HERE YOU CAN SET RECOIL VALUES MANUALLY.
0, 0, 0 MEANS THAT YOU SWITCHED OFF ANTI RECOIL (BUT
YOU CAN STILL ACTIVATE IT BY ADJUSTING THE VALUES
ON THE FLY)
< time / 100 > , < start val > , < end val >
*/
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 IN_GAME_SENS=11; // FILL OUT THE IN_GAME_STICK SENSITIVITY YOU ARE USING
define FIRE__AND_HEAL=TRUE; // AUTO HEAL - after firing your weapon (ADS/FIRE WILL CANCEL AUTO HEAL)
define Easy_a_heal_cncl=TRUE; // IF FALSE: ADS/FIRE DON`T CANCEL AUTO HEAL - TAPPING HEAL BUTTON DOES
define Heal_Time=4000; // ONLY CHANGE IF YOU THINK THIS IS NEEDED
define EASY__MELEE=FALSE; // MELEE SUPER FAST WITH LEFT STICK CLICK (FOR TACTICAL BTN LAYOUTS ONLY)
define EASY__SLIDE_DROP=TRUE; // TAP CROUCH/PRONE BTN TO PRONE/EASY SLIDE
define CNL_RELOAD=TRUE; // SET TO FALSE IF YOU WANT TO REMOVE CANCEL RELOAD
define ZOOM_FUNCTION=TRUE; // IF YOU WANT TO SWITCH OFF THE ZOOM SENS FUNCTION CHANGE TO "FALSE"
define AIM__CORRECT=TRUE; // RECOMENDED TO SET ALL SENSITIVITY SETTINGS IN THE GAME TO DEFAULT AND
// LET THE SCRIPT CONTROL YOUR SENSITIVITY
/*
BUTTONS AND STICKS:
JUST LOOK UP THE LAYOUT YOU USE AND CHECK IF THE NUMBERS CORRESPOND TO THE RED NUMBERS ON THE LEFT. THOSE
NUMBERS WHO NOT CORRESPOND YOU CHANGE.
*/
//--STICKS DEFAULT SOUTHPAH LEGACY LEGACY_SOUTHPAH
define LY=12; // 12 10 12 10
define LX=11; // 11 9 9 11
define RX=9; // 9 11 11 9
define RY=10; // 10 12 10 12
/*
//--BUTTONS DFLT TACT LEFT NOM4 CHAR 1HAN BUMP BJ_T STCK */
define FIRE=4; // 4 4 7 4 4 6 4 4 4
define ADS=7; // 7 7 4 6 3 7 7 7 7
define SPRINT=8; // 8 8 5 8 8 8 8 8 8
define TACTICAL=6; // 6 6 3 6 6 3 19 19 6
define LETHAL=3; // 3 3 6 7 7 4 3 3 3
define PRONE=18; // 18 5 18 18 18 18 18 5 18
define JUMP=19; // 19 19 19 19 19 19 6 6 5
define MELEE=5; // 5 18 8 5 5 5 5 18 19
/*IF SWAPPED
DFLT TACT LEFT NOM4 CHAR 1HAN BUMP BJ_T STCK
define FIRE 3 3 6 3 3 7 3 3 3
define ADS 6 6 3 7 4 6 6 6 7
define SPRINT 8 8 5 8 8 8 8 8 8
define TACTICAL 7 7 4 7 7 4 19 19 7
define LETHAL 4 4 7 6 6 3 4 4 4
define PRONE 18 5 18 18 18 18 18 5 18
define JUMP 19 19 19 19 19 19 7 7 5
define MELEE 5 18 8 5 5 5 5 18 19
*/
/*---------------------------/ END USER CONFIG \-----------------------------------------
! NO CHANGES AFTER HERE !
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |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 i;
int i_val;
int i_pnt;
int i_num;
int i_cnt;
int v,ar_y;
int RF_1 = FALSE;
int RF_2 = FALSE;
int RATE_OF_FIRE = 13; //VALUE BETWEEN 1-20
int Switch;
int Weapon1 = 0;
int Weapon2 = 1;
int hold_time;
int rest_time;
int ADS_SENS, GEN_SENS=100, ADS_FIRE_SENS, Use_sens;
int b_reload;
int Zoom=FALSE;
int ZOOM_SENS;
int pressed;
int ZOOM_sens=TRUE;
int d_tap;
int AA_1=TRUE;
int AA_2=TRUE;
int Sniper1=FALSE;
int Sniper2=FALSE;
int record_time=FALSE;
int RELOAD__TIME_1=1600;
int RELOAD__TIME_2=1600;
int RELOAD__TIME;
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);
}
}
main{
if (event_press(14))
if(d_tap){
record_time = TRUE;
}else
d_tap = 300;
if(event_release(20) && !get_val (JUMP))
{
if (record_time==TRUE){ combo_run(Vibrate); record_time = FALSE;}
combo_run (RELOAD_END);
}
if (ZOOM_FUNCTION && !get_val (TACTICAL)) {
if(get_val (LETHAL))
{
if (event_press(LETHAL))
{
if (d_tap)
{
combo_run (zoom_sens_KS);
}
}
}
if(event_press(LETHAL))
{
if (!d_tap)
{
d_tap = 350;
}
}
if(d_tap)
d_tap = d_tap - 10;
if (ZOOM_sens && !get_val (TACTICAL)){
//--rb pressed start timer
if (event_press(LETHAL))
pressed = 150;
//--countdown
if(pressed) {
pressed = pressed - 10;
if(event_release(LETHAL)) {
Zoom = TRUE; combo_run(Vibrate);
}
if(get_val(LETHAL))
set_val(LETHAL,0)
}
else if(get_val(LETHAL))
Zoom = FALSE;
}
if (event_release (ADS)){
if (Zoom){
Zoom = FALSE;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);
if(IN_GAME_SENS < 2|| IN_GAME_SENS >20)
{
combo_run(Vibrate);
}
//--calculate values for progression
//--adding or subtracting
if((dbyte(idx+21) + ar_s[idx]) < (dbyte(idx+22) + ar_e[idx]))
i_val = 1;
else
i_val = -1;
//--iteration point for progression
i_pnt = (dbyte(idx+20) * 10) / (abs((dbyte(idx+21) + ar_s[idx]) - (dbyte(idx+22) + ar_e[idx])));
//--reset counters/pointers
if(!get_lval(FIRE))
{
ar_y = dbyte(idx+21) + ar_s[idx];
i_cnt = 0;
i_num = 0;
}
if(get_val(FIRE))
{
if(!p_complete())
ar_y = p_val();
else
ar_y = dbyte(idx+22) + ar_e[idx];
//--set RY to anti recoil value
if(y_val() > 100)
set_val(RY, 100);
else
set_val(RY,y_val());
}
if(!Switch)
{
idx = Weapon1;
//--select your "primary"
if(get_val(14) && !get_val(ADS))
{ // 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 2" only
if(get_val(ADS)){
if (event_press(2))
{
RF_1 = !RF_1;
}
set_val (2,0);
}//--Sniper for Weapon 1 only (aim assist off)
if(get_val(ADS)){
if (event_press(0))
{
AA_1 = !AA_1; Sniper1 = !Sniper1
}
set_val(0,0);
}
if (record_time){
RELOAD__TIME_1 = get_ptime(20);}
}
//--secondary weapon
if(Switch)
{
idx = Weapon2;
//--select your "secondary"
if(get_val(14) && !get_val(ADS))
{ // 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(ADS)){
if (event_press(2))
{
RF_2 = !RF_2;
}
set_val (2,0);
}//--Sniper for Weapon 2 only (aim assist off)
if(get_val(ADS)){
if (event_press(0))
{
AA_2 = !AA_2; Sniper2=!Sniper2
}
set_val(0,0);
}
if (record_time){
RELOAD__TIME_2 = get_ptime(20);}
}
if(get_val(ADS))
{
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(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(SPVAR_16,key); combo_run (Vibrate);
}
set_val(13,0); set_val(14,0);
set_val(16,0); set_val(15,0);
set_val(2,0);
} // ADS end
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |S|L|I|D|E| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(EASY__SLIDE_DROP && get_val(PRONE))combo_run(DROP_SHOT);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |T|U|R|B|O| |B|T|N| |A|.|K|.| |H|A|I|R| |T|R|I|G|G|E|R|S| | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
deadzone(FIRE,ADS,90,90);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| | |C|O|R|R|E|C|T|I|O|N|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
ADS_SENS=105-(IN_GAME_SENS*2);
ADS_FIRE_SENS=100-(IN_GAME_SENS*2);
ZOOM_SENS=90-(IN_GAME_SENS*2);
if(AIM__CORRECT)
{
if (!Zoom)
{
if(get_val(FIRE) && get_val(ADS))
{
Use_sens = ADS_FIRE_SENS;
}
if(!get_val(FIRE) && !get_val(ADS))
{
Use_sens = GEN_SENS;
}
if(!get_val(FIRE) && get_val(ADS))
{
Use_sens = ADS_SENS;
}
}
if(Zoom)
{
if(get_val(ADS))
{
Use_sens = ZOOM_SENS
}
else
{
Use_sens = GEN_SENS;
}
}
if (Use_sens >100) Use_sens=100;
sensitivity(RX, NOT_USE, Use_sens);
sensitivity(RY, NOT_USE, Use_sens);
}
if(get_val(17) && get_val(18))
{
if(event_press(13))
IN_GAME_SENS ++;
if(event_press(14))
IN_GAME_SENS --;
set_val(17, 0); set_val(18, 0);
set_val(13, 0); set_val(14, 0);
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|U|T|O| |H|E|A|L| | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(FIRE__AND_HEAL){
if (event_release (FIRE)){
combo_run (Fire_and_Heal);}
if (Easy_a_heal_cncl){
if (get_val (ADS) || get_val (FIRE))
combo_stop (Fire_and_Heal);}
else if (!Easy_a_heal_cncl && combo_running (Fire_and_Heal)){if(get_val (TACTICAL))
combo_stop (Fire_and_Heal);
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |S|N|I|P|E|R| |A|U|T|O| |B|R|E|A|T|H| | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (Sniper1 &&!Switch ||Sniper2 && Switch)
{
if(get_val(ADS)){combo_run(BREATH);}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |R|U|N| | | | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (/*!easy_run_KS && */!get_val(ADS)&& get_val(LY) < -25)combo_run (EASY_RUN);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |E|A|S|Y| |M|E|L|E|E| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (EASY__MELEE && get_val(SPRINT)&& (!Sniper1 ||!Sniper2))set_val(MELEE, 100);
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|A|N|C|E|L| |R|E|L|O|A|D| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if (CNL_RELOAD){
if (!Switch){ RELOAD__TIME = RELOAD__TIME_1}
else RELOAD__TIME = RELOAD__TIME_2
if (b_reload && (event_press(FIRE)||event_press(ADS))) combo_run(CANCEL_RLD);
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| |A|S|S|I|S|T| | | | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(get_val(ADS)){ if (AA_1 &&!Switch || AA_2 &&Switch)combo_run(AA_XY);} else combo_stop(AA_XY);
}
//--END OF MAIN
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo AA_XY {
set_val(RY,xy_val(RY, 24));
wait(20);
set_val(RX,xy_val(RX, 24));
set_val(LX,xy_val(LX, 24));
wait(20);
set_val(RY,xy_val(RY, 24 * -1));
wait(20);
set_val(RX,xy_val(RX, 24 * -1));
set_val(LX,xy_val(LX, 24 * -1));
wait(20);
}
combo RELOAD_END {
b_reload=TRUE;
wait(RELOAD__TIME);
b_reload=FALSE;
combo_stop (RELOAD_END);
}
combo CANCEL_RLD {
set_val(17, 100);
wait(30);
wait(20);
set_val(17, 100);
wait(30);
wait(20);
b_reload=FALSE;
}
combo Fire_and_Heal {
wait(20);
set_val(TACTICAL,100);
wait(Heal_Time); //
}
combo BREATH {
wait(140);
set_val(SPRINT,100);
wait(4000);
}
combo EASY_RUN {
set_val(SPRINT,100);
wait(30);
wait(100);
}
combo zoom_sens_KS{
ZOOM_sens = FALSE;
wait (4000);
wait (4000);
wait (2000);
ZOOM_sens = TRUE;
}
combo RAPID_FIRE {
set_val(FIRE,100);
wait(hold_time);
set_val(FIRE, 0);
wait(rest_time);
}
combo DROP_SHOT{
set_val(PRONE,100);
wait(800);
}
combo Vibrate {
set_rumble(RUMBLE_A, 100);
wait(300);
reset_rumble();
wait(1000);
}
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+20) * 10) {
//--avoid stack overflow
i_cnt = dbyte(idx+20) * 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(10);
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++
}
}
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Convert to Titan one please
Can u convert this script... I'm also wondering how can i convert it on my own ...
- Code: Select all
// GPC Online Library
// cod_ww2_-_perfect_aim_edition_v6-_all_consoles.gpc
// GPC Online Library
// cod_ww2_-_perfect_aim_edition_v6_-_all_consoles.gpc
/********************************************************************************************************
__ __ __ __________
/ \ / \/ \ / \_____ \
\ \/\/ /\ \/\/ // ____/
\ / \ // \
\__/\ / \__/\ / \_______ \
\/ \/ \/
__________ _____ __ _____ .__
\______ \ ____________/ ____\____ _____/ |_ / _ \ |__| _____
| ___// __ \_ __ \ __\/ __ \_/ ___\ __\ / /_\ \| |/ \
| | \ ___/| | \/| | \ ___/\ \___| | / | \ | Y Y \
|____| \___ >__| |__| \___ >\___ >__| \____|__ /__|__|_| /
\/ \/ \/ \/ \/
___________ .___.__ __ .__
\_ _____/ __| _/|__|/ |_|__| ____ ____
| __)_ / __ | | \ __\ |/ _ \ / \
| \/ /_/ | | || | | ( <_> ) | \
/_______ /\____ | |__||__| |__|\____/|___| /
\/ \/ \/
********************************************************************************************************
COD WW2 Perfect Aim Edition V6 is a script from device, the creator of competitive COD scripts.
A special thanks to Excalibur, Lex Host and x22DOT here @ device!
___ __ __ __ ___ __ __ ___ __ __ ___
|__ \_/ / ` /\ | | |__) | | |__) | |__ \_/ |__| / \ /__` | \_/22| \ / \ |
|___ / \ \__, /~~\ |___ | |__) \__/ | \, |___ |___ / \ | | \__/ .__/ | & / \ |__/ \__/ |
Credits: Mods developed by Excalibur, Lex Host, x22DOT, device and others
Script idea & Set Up: device (the COD Script Specialist here @ device Max)
Tools & mods used in COD WW2 Perfect Aim Edition V5:
• Anti Recoil V5, latest version from the SGI tool
• Anti Recoil On the Fly from LexHost (from the SM tool)
• Aim Assist V5, the `sticky` aim exploit from xDOT22
• Aim Correction V5, to improve your aim without slowing you down
• MIDPOINT, to have two sensitivity options under one thumb (for advanced users)•
• And many other COD mods from the device & TITANONE communities, including unique MODS created by device
********************************************************************************************************
PERFECT AIM EDITION V5
The Perfect Aim Edition of my COD WW2 Script is all about accuracy. For players that are interested
in having the lowest possible recoil and other options to improve their aim.
This script contains all the options you have for COD to improve your aim. The On The Fly possibilities
for both ADS Sens, Midpoint and AR help you to find those “sweet-spot†settings. Found them? Save them
and load it again, and again….and again every game!
********************************************************************************************************
!!!!! WARNING TO ALL MEMBERS: !!!!!!!
!!!!! ON YOU TUBE AND OTHER PLATFORMS device SCRIPTS ARE SOLD FOR MONEY WITHOUT LEGAL COPY RIGHTS !!!!!
!!!!! THESE SCRIPTS BELONG TO THE device MAX COMMUNITY AND ARE ABSOLTUTELY 100% STOLEN FROM THESE FORUMS !!!!!!
!!!!! SO DON`T WASTE YOUR MONEY !!!!!
********************************************************************************************************
LED COLOURS: (remember to hold reload for 1 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)
- YELLOW WHEN ADS : AIM ASSIST SCRIPT IS RUNNING (= so yes, it is working!)
- PINK WHEN FIRE : ADS SENSITIVITY SCRIPT IS RUNNING
- SKY BLUE : SECONDARY EASY AKIMBO WITH RAPID FIRE
- RED : SECONDARY GUN RAPID FIRE
- WHITE : PRIMARY GUN RAPID FIRE
********************************************************************************
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!!!)
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 : PS4 COMPATIBLE ON/OFF
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 (STG)
- RIGHT: : PROFILE 2 [300 ms] AR = 34 / AR-H = -20 (VOLKSSTURMGEWEHR)
- DOWN: : PROFILE 3 [500 ms] AR = * / AR-H = * (ON THE FLY)
MORE AR VALUES : https://drive.google.com/file/d/1EroT5j ... sp=sharing
TO CHANGE PROFILES : IF YOU WISH TO SAVE PROFILES OF YOUR OWN SETTINGS(LIKINGS)
https://drive.google.com/file/d/1WSZ1xe ... sp=sharing
ON THE FLY ANTI RECOIL - HOW TO CHANGE VALUES IN THE GAME: (PROFILE 3)
SWITCH TO PROFILE 3:
HOLD XB1 B / PS4 CIRCLE + TAP
- UP : ANTI_RECOIL + 1;
- DOWN : ANTI_RECOIL - 1;
- RIGHT : ANTI_RECOIL_H + 1;
- LEFT : ANTI_RECOIL_H - 1;
HOW TO USE:
i. TO FIND ANTI RECOIL SETTINGS OF YOUR LIKING YOU CAN USE THE ON THE FLY OPTION
ii. FOR EXAMPLE:
IF YOUR GUN PULLS DOWN OR UP, HOLD B + TAP DOWN OR UP
IF YOUR GUN PULLS LEFT OR RIGHT HOLD B + TAP LEFT OR RIGHT
TRY 3 - 5 TAPS AT A TIME, ONCE YOUR GUNS IS ALMOST RECOIL FREE, FINE TUNE WITH ONE TAP UP, RIGHT OR LEFT
iii. TO SAVE ON THE FLY VALUES HOLD ADS + TAP XB1 MENU/PS4 OPTIONS
iiii. THE SAVED VALUES WILL BE LOADED NEXT TIME YOU START THE SCRIPT.
!!!!! NOTE THAT DISCONNECTING device MAX WILL ERASE THE SAVED SETTINGS !!!!! TO USE THE SAVED VALUES, DO NOT SWITCH TO ANOTHER PROFILE
!!!!! SELECTING ANY OTHER PROFILE AT ANY TIME WILL OVERWRITE THE SAVED VALUES !!!!!
!!! TIP !!! IF YOU USE THE DEVICE MONITOR YOU CAN READ THE VALUES BY PRESSING FIRE:
THIS COULD HELP YOU TO CREATE A PERSONAL PROFILE SO YOU CAN USE THEM ALL THE TIME !!!
KILL SWITCH EASY RUN : WHEN YOU TAP RELOAD THE SCRIPT ALLOWS RELOADING DURING SPRINT
TO SWITCH OFF & CHANGE THE RELOAD TIMES:
HOLD VIEW/SHARE + TAP :
- LEFT : TO SWITCH OFF RELOAD TIMES (USE THIS WITH AIR BORN, OR IF YOU WANT TO CANCEL RELOADING BY SPRINTING)
- RIGHT : 2000 (STG, most Riffles)
- DOWN decrease : 1500 (Sten, most SMG`s)
- UP increase : 5000 (MG15, LMG`s)
IF YOU ARE RELOADING AND SUDDENLY NEED TO CANCEL, THERE ARE TWO OPTIONS!
TO CANCEL RELOAD:
- TAP RELOAD BTN 2 TIMES: WHEN YOU DOUBLE TAP ADS YOU WILL STOP RELOADING (AND YOU CAN DODGE/HIDE)
- PRESS & HOLD FIRE BTN : TO STOP RELOADING AND IMMEDIATELY START FIRING:
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
AIM ASSIST
- OPTMIZED FOR CONTROLLER & SENS 6 - 12
- 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 / ADS SENSITIVITY:
AIM CORRECTIONS ON THE FLY:
1) FILL OUT THE IN-GAME STICK SENSITIVITY YOU USE UNDER "USER CONFIGURATION"
2) THAT`S IT! YOU`RE ALL SET AND GOOD TO GO!
AIM CORRECTIONS IS NOW AUTOMATICALLY OPTIMIZED TO YOUR IN GAME SENSITIVITY, MAKING THE
AIM ASSIST STRONGER. IF YOU FEEL THAT THE AIM CORRECTIONS ARE TOO STRONG OR TOO SOFT,
TWEAK THE VALUES ON THE FLY:
- HOLD CIRCLE/B
+ TAP SHARE/VIEW - 1
+ TAP OPTIONS/MENU + 1
THE NEW AIM CORRECTIONS WILL APPLY A LOWER SENS WHEN AIMING, AND EVEN LOWER SENS WHEN AIMING & FIRING (SO THAT
YOU CAN LOCK ON TARGET MUCH EASIER).
***********************************************************************************************************
***********************************************************************************************************
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. Reloading your gun will pauze the auto sprint for a moment, allowing you to reload
- standard ON
- To have this mod standard switched off: change [int easy_run] to FALSE;
- this EASY SPRINT will always work, so you can keep the thumbstick presssed forward NON_STOP:
your character will automatically start sprinting after reloading and after regaining breath.
CANCEL RELOAD
- Kill Switch for the Easy Run Kill Switch :) :) :)
- To cancel reload whilst you are moving forward, either tap ADS or FIRE quickly to cancel reload
- Now, whilst you are still moving foward you can start firing or aim + fire straight away
TO CHANGE RELOAD TIMES:
- 100 MSec Profile 1 - 1500ms reload time - HOLD VIEW + TAP DOWN (SMG`S)
- 300 MSec Profile 2 - 2000ms reload time - HOLD VIEW + TAP RIGHT (RIFFLES)
- 500 MSec Profile 3 - 5000ms reload time - HOLD VIEW + TAP UP (LMG`S)
- HOLD VIEW + TAP LEFT WILL SWITCH OF RELOAD TIMES COMPLETELY (TO BE USED WITH `AIR BORN`)
EASY DROP SHOT
- if you press PRONE you will DROP (just tap or click prone button once)
- if you want to prone instead of drop:
- tap once on D-PAD LEFT if you want to prone normally;
- you now have a short time frame to prone normally, because easy drop shot is switched off for 30 seconds
- rumble after 30 seconds indicates that drop shot is active again
- standard ON
********************************************************************************
__ __ __ __________
/ \ / \/ \ / \_____ \
\ \/\/ /\ \/\/ // ____/
\ / \ // \
\__/\ / \__/\ / \_______ \
\/ \/ \/
__________ _____ __ _____ .__
\______ \ ____________/ ____\____ _____/ |_ / _ \ |__| _____
| ___// __ \_ __ \ __\/ __ \_/ ___\ __\ / /_\ \| |/ \
| | \ ___/| | \/| | \ ___/\ \___| | / | \ | Y Y \
|____| \___ >__| |__| \___ >\___ >__| \____|__ /__|__|_| /
\/ \/ \/ \/ \/
___________ .___.__ __ .__
\_ _____/ __| _/|__|/ |_|__| ____ ____
| __)_ / __ | | \ __\ |/ _ \ / \
| \/ /_/ | | || | | ( <_> ) | \
/_______ /\____ | |__||__| |__|\____/|___| /
\/ \/ \/
********************************************************************************
/////////////////////////////////////////////////////////////////////////////////
// ANTI RECOIL : HOLD RELOAD + UP, RIGHT, DOWN TO SWITCH PROFILES
// AIM ASSIST : HOLD DOWN + TAP ADS
// ADS SENS : HOLD DOWN + TAP FIRE
// BUTTON LAYOUT : TACTICAL (PREFERRED FOR THIS SCRIPT)
// BUMPERS / TRIGGERS : DEFAULT
// STICKS : DEFAULT
// VERSION : V5 PERFECT AIM EDITION
// PLATFORM : ALL CONSOLES
// SUPPORT / REQUESTS : HTTPS://TINYURL.COM/GPCSUPPORT*/
int IN_GAME_SENS=11; /* : FILL OUT THE IN_GAME_STICK SENSITIVITY YOU ARE USING
/////////////////////////////////////////////////////////////////////////////////
********************************************************************************/
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define SPRINT_BTN = XB1_LS;
define MELEE_BTN = XB1_B;
define JUMP_BTN = XB1_A;
define RELOAD_BTN = XB1_X;
define PRONE_BTN = XB1_RS;
define SW_WEAPON_BTN = XB1_Y;
define TACTICAL = XB1_LB;
define LETHAL = XB1_RB;
define UP = XB1_UP;
define RIGHT = XB1_RIGHT;
define DOWN = XB1_DOWN;
define LEFT = XB1_LEFT;
define LY = XB1_LY;
define LX = XB1_LX;
define RY = XB1_RY;
define RX = XB1_RX;
define R_T = XB1_RT;
define L_T = XB1_LT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
define save = 2;
define reset = 1;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
//--------------------------------------------------------------------------------
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Green
0,0,0,2, //4. Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
//--------------------------------------------------------------------------------
int Col_ind;
int ShotMode_KS = FALSE;
int hold_time = 35;
int rest_time = 35;
//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 below can be adjusted to find settings that match your preference
//------------------------------------START AIM ASSIST VALUES-------------------------------------------------------------------------------
int ads_assist = FALSE; // AIM ASSIST / OFF by default - optimised for assault riffles and sensitivity 5 -14
int value = 28;
int value2 = -28;
int negative_value_lt_first = -25;
int positive_value_lt_first = 25;
int positive_value_lt_second = 25;
int negative_value_rt_first = -34;
int positive_value_rt_first = 34;
int positive_value_rt_second = 23;
int delay = 11;
//----------------------------------END AIM ASSIST VALUES-----------------------------------------------------------------------------------
int easy_run = TRUE ;
int easy_run_KS;
int KS_time = 2000;
int hair_trigger = TRUE;
int EASYMELEE = TRUE;
//int QuickScope = FALSE;
int akimbo_onoff = FALSE;
//int Auto_aim = FALSE;
int RAPIDoff
int ADS_SENS, GEN_SENS=100, ADS_FIRE_SENS, Use_sens;
int ads_sens = TRUE;
int Invert = 1;
int recoil_onoff = FALSE; // if TRUE Antirecoil is ON by default - if FALSE, OFF by default
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 PS4_Compatible = FALSE; //ELITE CONTROLLER ON PS4 --> CHANGE "FALSE;" TO "TRUE;"
init{
ADS_SENS=105-(IN_GAME_SENS*2);
ADS_FIRE_SENS=100-(IN_GAME_SENS*2);
ANTI_RECOIL = get_pvar(SPVAR_4, -100,+100, 0);
ANTI_RECOIL_H = get_pvar(SPVAR_3, -100,+100, 0);
}
//------------------------------------------------------------------------------
//============================= 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,Use_sens);
set_val(TRACE_6,ads_assist);
///////////////////////////////////////////////////////////////
/// 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);
}
////////////////////////////////
// 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;
}
}
///////////////////////////////////////////////////////////////
/// 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;
}
////////////////////////////////
// ELITE CONTROLLER FOR PS4
if (event_press(TACTICAL)) { // TACTICAL
combo_run (STANDARD_ON);
PS4_Compatible = !PS4_Compatible;
}
///////////////////////////////
// ADS SENS
if(event_press(FIRE_BTN)){ // FIRE BUTTON
ads_sens = !ads_sens;
}
///////////////////////////////
// ADS ASSIST
if(event_press(ADS_BTN)){ //ADS BUTTON
ads_assist = !ads_assist;
}
////////////////////////////////
// EASY MELEE
if (event_press(MELEE_BTN)) { // MELEE
EASYMELEE = !EASYMELEE;
}
////////////////////////////////
// EASY SPRINT
if (event_press(SPRINT_BTN)) { // SPRINT
easy_run = !easy_run;
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| | |C|O|R|R|E|C|T|I|O|N|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(ads_sens)
{
if(get_val(FIRE_BTN) && get_val(ADS_BTN))
{
Use_sens = ADS_FIRE_SENS;
}
if(!get_val(FIRE_BTN) && !get_val(ADS_BTN))
{
Use_sens = GEN_SENS;
}
if(!get_val(FIRE_BTN) && get_val(ADS_BTN))
{
Use_sens = ADS_SENS;
}
}
///////////////////////////////////////////////////////////////////
// AR PROFILES /////////HOLD X + ///////////////// AR PROFILES ///
/////////////////////////////////////////////////////////////////
if (get_val(RELOAD_BTN)){
if(event_press(UP)) {recoil_onoff = TRUE; ANTI_RECOIL = 30; ANTI_RECOIL_H = 0; profile = 1; LedTime= 100; AR_Release = ANTI_RECOIL + 1;} // STG44
if(event_press(RIGHT)) {recoil_onoff = TRUE; ANTI_RECOIL = 34; ANTI_RECOIL_H = -20; profile = 2; LedTime= 300; AR_Release = ANTI_RECOIL + 1;} // VOLKSSTURMGEWEHR
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
set_val(XB1_LEFT,0);
///////////////////////////////////////////////////////////////////
////////////////// 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);
if (event_press(1)){
IN_GAME_SENS = IN_GAME_SENS - 1;
}
if (event_press(2)){
IN_GAME_SENS = IN_GAME_SENS + 1;
}
set_val(1,0); set_val(2,0);
}
//------------------------------------------------
//------------------------------------------------
// 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);
}
///////////////////////////////////////////////////////////////////
//////////////////////////////////////////////// HAIR TRIGGERS ///
/////////////////////////////////////////////////////////////////
if(hair_trigger) {
if(get_val(FIRE_BTN) >= 5) set_val(FIRE_BTN,100);
if(get_val(ADS_BTN) >= 5) set_val(ADS_BTN,100);
}
///////////////////////////////////////////////////////////////////
////////////////////////////////////////////////EASY DROP/////////
/////////////////////////////////////////////////////////////////
if(!ShotMode_KS){
if(get_val(PRONE_BTN)) combo_run(DROP_SHOT);
}
///////////////////////////////////////////////////////////////////
// ADS SENS //////////////////////////////////// ADS SENS ////////
/////////////////////////////////////////////////////////////////
if(ads_sens){
// ADS SENS
if (Use_sens >100) Use_sens=100;
sensitivity(9, NOT_USE, Use_sens);
sensitivity(10, NOT_USE, Use_sens);
}//end
///////////////////////////////////////////////////////////////////
// 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);
}
}
///////////////////////////////////////////////////////////////////
// EASY MELEE ////////////////////////////////////EASYMELEE///
/////////////////////////////////////////////////////////////////
if (EASYMELEE) {
if (get_val(SPRINT_BTN)) set_val(MELEE_BTN, 100)
}
///////////////////////////////////////////////////////////////////
//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);
}
///////////////////////////////////////////////////////////////////
// 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(ads_assist && get_val (ADS_BTN)) colourled(Yellow);
if(ads_sens && get_val (FIRE_BTN)) colourled(Pink);
if(recoil_onoff)combo_run(BLINK3);
/////////////////////////////////////////////////////////////////////
////////////////////////////////////////// SWITCH 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){
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(ads_assist){
if(get_val(L_T)) {
combo_run(LT_C);
}
if(get_val(L_T) && get_val(R_T)) {
combo_stop(LT_C);
combo_run(RT_C);
}
if(get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value
|| get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value){
combo_stop(LT_C);
combo_stop(RT_C);
}
}
}
//------------------------------------------------------------------------------
// end of main block
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// COMBO BLOCKS
//------------------------------------------------------------------------------
combo LT_C {
set_val(R_Y, negative_value_lt_first);
wait(delay)
set_val(R_X, positive_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_X, negative_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
}
combo RT_C {
set_val(R_Y, negative_value_rt_first);
wait(delay)
set_val(R_X, positive_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_X, negative_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
}
combo STOP_SPRINT {
easy_run_KS = TRUE;
wait(KS_time);
easy_run_KS = FALSE;
}
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(ads_assist && get_val (ADS_BTN)) colourled(Yellow);
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);
set_rumble(RUMBLE_B,100);
wait(200);
reset_rumble();
ShotMode_KS = FALSE;
}
combo DROP_SHOT{
set_val(PRONE_BTN,100);
wait(500);
}
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(200);
reset_rumble();
wait(200);
}
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_4, ANTI_RECOIL);
set_pvar(SPVAR_3, ANTI_RECOIL_H);
}
-
Tasty_Tacos - Sergeant
- Posts: 7
- Joined: Wed Nov 07, 2018 1:47 am
Re: Convert to Titan one please
The T1 has more restrictions for the order of the elements of a script and the syntax.
When a script has a data() section move it data section to the top of the script.
Watch out for missing ; at the end of lines where one is required (do not place a ; at the end of every line)
Add a ; at the end of this line:
Then it compiles.
Here it is with the changes applied:
When a script has a data() section move it data section to the top of the script.
- 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
);
Watch out for missing ; at the end of lines where one is required (do not place a ; at the end of every line)
Add a ; at the end of this line:
- Code: Select all
int RAPIDoff
Then it compiles.
Here it is with the changes applied:
- Code: Select all
// GPC Online Library
// cod_ww2_-_perfect_aim_edition_v6-_all_consoles.gpc
// GPC Online Library
// cod_ww2_-_perfect_aim_edition_v6_-_all_consoles.gpc
/********************************************************************************************************
__ __ __ __________
/ \ / \/ \ / \_____ \
\ \/\/ /\ \/\/ // ____/
\ / \ // \
\__/\ / \__/\ / \_______ \
\/ \/ \/
__________ _____ __ _____ .__
\______ \ ____________/ ____\____ _____/ |_ / _ \ |__| _____
| ___// __ \_ __ \ __\/ __ \_/ ___\ __\ / /_\ \| |/ \
| | \ ___/| | \/| | \ ___/\ \___| | / | \ | Y Y \
|____| \___ >__| |__| \___ >\___ >__| \____|__ /__|__|_| /
\/ \/ \/ \/ \/
___________ .___.__ __ .__
\_ _____/ __| _/|__|/ |_|__| ____ ____
| __)_ / __ | | \ __\ |/ _ \ / \
| \/ /_/ | | || | | ( <_> ) | \
/_______ /\____ | |__||__| |__|\____/|___| /
\/ \/ \/
********************************************************************************************************
COD WW2 Perfect Aim Edition V6 is a script from device, the creator of competitive COD scripts.
A special thanks to Excalibur, Lex Host and x22DOT here @ device!
___ __ __ __ ___ __ __ ___ __ __ ___
|__ \_/ / ` /\ | | |__) | | |__) | |__ \_/ |__| / \ /__` | \_/22| \ / \ |
|___ / \ \__, /~~\ |___ | |__) \__/ | \, |___ |___ / \ | | \__/ .__/ | & / \ |__/ \__/ |
Credits: Mods developed by Excalibur, Lex Host, x22DOT, device and others
Script idea & Set Up: device (the COD Script Specialist here @ device Max)
Tools & mods used in COD WW2 Perfect Aim Edition V5:
• Anti Recoil V5, latest version from the SGI tool
• Anti Recoil On the Fly from LexHost (from the SM tool)
• Aim Assist V5, the `sticky` aim exploit from xDOT22
• Aim Correction V5, to improve your aim without slowing you down
• MIDPOINT, to have two sensitivity options under one thumb (for advanced users)•
• And many other COD mods from the device & TITANONE communities, including unique MODS created by device
********************************************************************************************************
PERFECT AIM EDITION V5
The Perfect Aim Edition of my COD WW2 Script is all about accuracy. For players that are interested
in having the lowest possible recoil and other options to improve their aim.
This script contains all the options you have for COD to improve your aim. The On The Fly possibilities
for both ADS Sens, Midpoint and AR help you to find those “sweet-spot†settings. Found them? Save them
and load it again, and again….and again every game!
********************************************************************************************************
!!!!! WARNING TO ALL MEMBERS: !!!!!!!
!!!!! ON YOU TUBE AND OTHER PLATFORMS device SCRIPTS ARE SOLD FOR MONEY WITHOUT LEGAL COPY RIGHTS !!!!!
!!!!! THESE SCRIPTS BELONG TO THE device MAX COMMUNITY AND ARE ABSOLTUTELY 100% STOLEN FROM THESE FORUMS !!!!!!
!!!!! SO DON`T WASTE YOUR MONEY !!!!!
********************************************************************************************************
LED COLOURS: (remember to hold reload for 1 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)
- YELLOW WHEN ADS : AIM ASSIST SCRIPT IS RUNNING (= so yes, it is working!)
- PINK WHEN FIRE : ADS SENSITIVITY SCRIPT IS RUNNING
- SKY BLUE : SECONDARY EASY AKIMBO WITH RAPID FIRE
- RED : SECONDARY GUN RAPID FIRE
- WHITE : PRIMARY GUN RAPID FIRE
********************************************************************************
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!!!)
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 : PS4 COMPATIBLE ON/OFF
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 (STG)
- RIGHT: : PROFILE 2 [300 ms] AR = 34 / AR-H = -20 (VOLKSSTURMGEWEHR)
- DOWN: : PROFILE 3 [500 ms] AR = * / AR-H = * (ON THE FLY)
MORE AR VALUES : https://drive.google.com/file/d/1EroT5j ... sp=sharing
TO CHANGE PROFILES : IF YOU WISH TO SAVE PROFILES OF YOUR OWN SETTINGS(LIKINGS)
https://drive.google.com/file/d/1WSZ1xe ... sp=sharing
ON THE FLY ANTI RECOIL - HOW TO CHANGE VALUES IN THE GAME: (PROFILE 3)
SWITCH TO PROFILE 3:
HOLD XB1 B / PS4 CIRCLE + TAP
- UP : ANTI_RECOIL + 1;
- DOWN : ANTI_RECOIL - 1;
- RIGHT : ANTI_RECOIL_H + 1;
- LEFT : ANTI_RECOIL_H - 1;
HOW TO USE:
i. TO FIND ANTI RECOIL SETTINGS OF YOUR LIKING YOU CAN USE THE ON THE FLY OPTION
ii. FOR EXAMPLE:
IF YOUR GUN PULLS DOWN OR UP, HOLD B + TAP DOWN OR UP
IF YOUR GUN PULLS LEFT OR RIGHT HOLD B + TAP LEFT OR RIGHT
TRY 3 - 5 TAPS AT A TIME, ONCE YOUR GUNS IS ALMOST RECOIL FREE, FINE TUNE WITH ONE TAP UP, RIGHT OR LEFT
iii. TO SAVE ON THE FLY VALUES HOLD ADS + TAP XB1 MENU/PS4 OPTIONS
iiii. THE SAVED VALUES WILL BE LOADED NEXT TIME YOU START THE SCRIPT.
!!!!! NOTE THAT DISCONNECTING device MAX WILL ERASE THE SAVED SETTINGS !!!!! TO USE THE SAVED VALUES, DO NOT SWITCH TO ANOTHER PROFILE
!!!!! SELECTING ANY OTHER PROFILE AT ANY TIME WILL OVERWRITE THE SAVED VALUES !!!!!
!!! TIP !!! IF YOU USE THE DEVICE MONITOR YOU CAN READ THE VALUES BY PRESSING FIRE:
THIS COULD HELP YOU TO CREATE A PERSONAL PROFILE SO YOU CAN USE THEM ALL THE TIME !!!
KILL SWITCH EASY RUN : WHEN YOU TAP RELOAD THE SCRIPT ALLOWS RELOADING DURING SPRINT
TO SWITCH OFF & CHANGE THE RELOAD TIMES:
HOLD VIEW/SHARE + TAP :
- LEFT : TO SWITCH OFF RELOAD TIMES (USE THIS WITH AIR BORN, OR IF YOU WANT TO CANCEL RELOADING BY SPRINTING)
- RIGHT : 2000 (STG, most Riffles)
- DOWN decrease : 1500 (Sten, most SMG`s)
- UP increase : 5000 (MG15, LMG`s)
IF YOU ARE RELOADING AND SUDDENLY NEED TO CANCEL, THERE ARE TWO OPTIONS!
TO CANCEL RELOAD:
- TAP RELOAD BTN 2 TIMES: WHEN YOU DOUBLE TAP ADS YOU WILL STOP RELOADING (AND YOU CAN DODGE/HIDE)
- PRESS & HOLD FIRE BTN : TO STOP RELOADING AND IMMEDIATELY START FIRING:
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
AIM ASSIST
- OPTMIZED FOR CONTROLLER & SENS 6 - 12
- 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 / ADS SENSITIVITY:
AIM CORRECTIONS ON THE FLY:
1) FILL OUT THE IN-GAME STICK SENSITIVITY YOU USE UNDER "USER CONFIGURATION"
2) THAT`S IT! YOU`RE ALL SET AND GOOD TO GO!
AIM CORRECTIONS IS NOW AUTOMATICALLY OPTIMIZED TO YOUR IN GAME SENSITIVITY, MAKING THE
AIM ASSIST STRONGER. IF YOU FEEL THAT THE AIM CORRECTIONS ARE TOO STRONG OR TOO SOFT,
TWEAK THE VALUES ON THE FLY:
- HOLD CIRCLE/B
+ TAP SHARE/VIEW - 1
+ TAP OPTIONS/MENU + 1
THE NEW AIM CORRECTIONS WILL APPLY A LOWER SENS WHEN AIMING, AND EVEN LOWER SENS WHEN AIMING & FIRING (SO THAT
YOU CAN LOCK ON TARGET MUCH EASIER).
***********************************************************************************************************
***********************************************************************************************************
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. Reloading your gun will pauze the auto sprint for a moment, allowing you to reload
- standard ON
- To have this mod standard switched off: change [int easy_run] to FALSE;
- this EASY SPRINT will always work, so you can keep the thumbstick presssed forward NON_STOP:
your character will automatically start sprinting after reloading and after regaining breath.
CANCEL RELOAD
- Kill Switch for the Easy Run Kill Switch :) :) :)
- To cancel reload whilst you are moving forward, either tap ADS or FIRE quickly to cancel reload
- Now, whilst you are still moving foward you can start firing or aim + fire straight away
TO CHANGE RELOAD TIMES:
- 100 MSec Profile 1 - 1500ms reload time - HOLD VIEW + TAP DOWN (SMG`S)
- 300 MSec Profile 2 - 2000ms reload time - HOLD VIEW + TAP RIGHT (RIFFLES)
- 500 MSec Profile 3 - 5000ms reload time - HOLD VIEW + TAP UP (LMG`S)
- HOLD VIEW + TAP LEFT WILL SWITCH OF RELOAD TIMES COMPLETELY (TO BE USED WITH `AIR BORN`)
EASY DROP SHOT
- if you press PRONE you will DROP (just tap or click prone button once)
- if you want to prone instead of drop:
- tap once on D-PAD LEFT if you want to prone normally;
- you now have a short time frame to prone normally, because easy drop shot is switched off for 30 seconds
- rumble after 30 seconds indicates that drop shot is active again
- standard ON
********************************************************************************
__ __ __ __________
/ \ / \/ \ / \_____ \
\ \/\/ /\ \/\/ // ____/
\ / \ // \
\__/\ / \__/\ / \_______ \
\/ \/ \/
__________ _____ __ _____ .__
\______ \ ____________/ ____\____ _____/ |_ / _ \ |__| _____
| ___// __ \_ __ \ __\/ __ \_/ ___\ __\ / /_\ \| |/ \
| | \ ___/| | \/| | \ ___/\ \___| | / | \ | Y Y \
|____| \___ >__| |__| \___ >\___ >__| \____|__ /__|__|_| /
\/ \/ \/ \/ \/
___________ .___.__ __ .__
\_ _____/ __| _/|__|/ |_|__| ____ ____
| __)_ / __ | | \ __\ |/ _ \ / \
| \/ /_/ | | || | | ( <_> ) | \
/_______ /\____ | |__||__| |__|\____/|___| /
\/ \/ \/
********************************************************************************
/////////////////////////////////////////////////////////////////////////////////
// ANTI RECOIL : HOLD RELOAD + UP, RIGHT, DOWN TO SWITCH PROFILES
// AIM ASSIST : HOLD DOWN + TAP ADS
// ADS SENS : HOLD DOWN + TAP FIRE
// BUTTON LAYOUT : TACTICAL (PREFERRED FOR THIS SCRIPT)
// BUMPERS / TRIGGERS : DEFAULT
// STICKS : DEFAULT
// VERSION : V5 PERFECT AIM EDITION
// PLATFORM : ALL CONSOLES
// SUPPORT / REQUESTS : HTTPS://TINYURL.COM/GPCSUPPORT*/
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Green
0,0,0,2, //4. Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
int IN_GAME_SENS=11; /* : FILL OUT THE IN_GAME_STICK SENSITIVITY YOU ARE USING
/////////////////////////////////////////////////////////////////////////////////
********************************************************************************/
define FIRE_BTN = XB1_RT;
define ADS_BTN = XB1_LT;
define SPRINT_BTN = XB1_LS;
define MELEE_BTN = XB1_B;
define JUMP_BTN = XB1_A;
define RELOAD_BTN = XB1_X;
define PRONE_BTN = XB1_RS;
define SW_WEAPON_BTN = XB1_Y;
define TACTICAL = XB1_LB;
define LETHAL = XB1_RB;
define UP = XB1_UP;
define RIGHT = XB1_RIGHT;
define DOWN = XB1_DOWN;
define LEFT = XB1_LEFT;
define LY = XB1_LY;
define LX = XB1_LX;
define RY = XB1_RY;
define RX = XB1_RX;
define R_T = XB1_RT;
define L_T = XB1_LT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
define save = 2;
define reset = 1;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
int Col_ind;
int ShotMode_KS = FALSE;
int hold_time = 35;
int rest_time = 35;
//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 below can be adjusted to find settings that match your preference
//------------------------------------START AIM ASSIST VALUES-------------------------------------------------------------------------------
int ads_assist = FALSE; // AIM ASSIST / OFF by default - optimised for assault riffles and sensitivity 5 -14
int value = 28;
int value2 = -28;
int negative_value_lt_first = -25;
int positive_value_lt_first = 25;
int positive_value_lt_second = 25;
int negative_value_rt_first = -34;
int positive_value_rt_first = 34;
int positive_value_rt_second = 23;
int delay = 11;
//----------------------------------END AIM ASSIST VALUES-----------------------------------------------------------------------------------
int easy_run = TRUE ;
int easy_run_KS;
int KS_time = 2000;
int hair_trigger = TRUE;
int EASYMELEE = TRUE;
//int QuickScope = FALSE;
int akimbo_onoff = FALSE;
//int Auto_aim = FALSE;
int RAPIDoff;
int ADS_SENS, GEN_SENS=100, ADS_FIRE_SENS, Use_sens;
int ads_sens = TRUE;
int Invert = 1;
int recoil_onoff = FALSE; // if TRUE Antirecoil is ON by default - if FALSE, OFF by default
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 PS4_Compatible = FALSE; //ELITE CONTROLLER ON PS4 --> CHANGE "FALSE;" TO "TRUE;"
init{
ADS_SENS=105-(IN_GAME_SENS*2);
ADS_FIRE_SENS=100-(IN_GAME_SENS*2);
ANTI_RECOIL = get_pvar(SPVAR_4, -100,+100, 0);
ANTI_RECOIL_H = get_pvar(SPVAR_3, -100,+100, 0);
}
//------------------------------------------------------------------------------
//============================= 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,Use_sens);
set_val(TRACE_6,ads_assist);
///////////////////////////////////////////////////////////////
/// 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);
}
////////////////////////////////
// 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;
}
}
///////////////////////////////////////////////////////////////
/// 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;
}
////////////////////////////////
// ELITE CONTROLLER FOR PS4
if (event_press(TACTICAL)) { // TACTICAL
combo_run (STANDARD_ON);
PS4_Compatible = !PS4_Compatible;
}
///////////////////////////////
// ADS SENS
if(event_press(FIRE_BTN)){ // FIRE BUTTON
ads_sens = !ads_sens;
}
///////////////////////////////
// ADS ASSIST
if(event_press(ADS_BTN)){ //ADS BUTTON
ads_assist = !ads_assist;
}
////////////////////////////////
// EASY MELEE
if (event_press(MELEE_BTN)) { // MELEE
EASYMELEE = !EASYMELEE;
}
////////////////////////////////
// EASY SPRINT
if (event_press(SPRINT_BTN)) { // SPRINT
easy_run = !easy_run;
}
}
/*
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |A|I|M| | |C|O|R|R|E|C|T|I|O|N|S| | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
if(ads_sens)
{
if(get_val(FIRE_BTN) && get_val(ADS_BTN))
{
Use_sens = ADS_FIRE_SENS;
}
if(!get_val(FIRE_BTN) && !get_val(ADS_BTN))
{
Use_sens = GEN_SENS;
}
if(!get_val(FIRE_BTN) && get_val(ADS_BTN))
{
Use_sens = ADS_SENS;
}
}
///////////////////////////////////////////////////////////////////
// AR PROFILES /////////HOLD X + ///////////////// AR PROFILES ///
/////////////////////////////////////////////////////////////////
if (get_val(RELOAD_BTN)){
if(event_press(UP)) {recoil_onoff = TRUE; ANTI_RECOIL = 30; ANTI_RECOIL_H = 0; profile = 1; LedTime= 100; AR_Release = ANTI_RECOIL + 1;} // STG44
if(event_press(RIGHT)) {recoil_onoff = TRUE; ANTI_RECOIL = 34; ANTI_RECOIL_H = -20; profile = 2; LedTime= 300; AR_Release = ANTI_RECOIL + 1;} // VOLKSSTURMGEWEHR
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
set_val(XB1_LEFT,0);
///////////////////////////////////////////////////////////////////
////////////////// 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);
if (event_press(1)){
IN_GAME_SENS = IN_GAME_SENS - 1;
}
if (event_press(2)){
IN_GAME_SENS = IN_GAME_SENS + 1;
}
set_val(1,0); set_val(2,0);
}
//------------------------------------------------
//------------------------------------------------
// 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);
}
///////////////////////////////////////////////////////////////////
//////////////////////////////////////////////// HAIR TRIGGERS ///
/////////////////////////////////////////////////////////////////
if(hair_trigger) {
if(get_val(FIRE_BTN) >= 5) set_val(FIRE_BTN,100);
if(get_val(ADS_BTN) >= 5) set_val(ADS_BTN,100);
}
///////////////////////////////////////////////////////////////////
////////////////////////////////////////////////EASY DROP/////////
/////////////////////////////////////////////////////////////////
if(!ShotMode_KS){
if(get_val(PRONE_BTN)) combo_run(DROP_SHOT);
}
///////////////////////////////////////////////////////////////////
// ADS SENS //////////////////////////////////// ADS SENS ////////
/////////////////////////////////////////////////////////////////
if(ads_sens){
// ADS SENS
if (Use_sens >100) Use_sens=100;
sensitivity(9, NOT_USE, Use_sens);
sensitivity(10, NOT_USE, Use_sens);
}//end
///////////////////////////////////////////////////////////////////
// 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);
}
}
///////////////////////////////////////////////////////////////////
// EASY MELEE ////////////////////////////////////EASYMELEE///
/////////////////////////////////////////////////////////////////
if (EASYMELEE) {
if (get_val(SPRINT_BTN)) set_val(MELEE_BTN, 100)
}
///////////////////////////////////////////////////////////////////
//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);
}
///////////////////////////////////////////////////////////////////
// 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(ads_assist && get_val (ADS_BTN)) colourled(Yellow);
if(ads_sens && get_val (FIRE_BTN)) colourled(Pink);
if(recoil_onoff)combo_run(BLINK3);
/////////////////////////////////////////////////////////////////////
////////////////////////////////////////// SWITCH 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){
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(ads_assist){
if(get_val(L_T)) {
combo_run(LT_C);
}
if(get_val(L_T) && get_val(R_T)) {
combo_stop(LT_C);
combo_run(RT_C);
}
if(get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value
|| get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value){
combo_stop(LT_C);
combo_stop(RT_C);
}
}
}
//------------------------------------------------------------------------------
// end of main block
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// COMBO BLOCKS
//------------------------------------------------------------------------------
combo LT_C {
set_val(R_Y, negative_value_lt_first);
wait(delay)
set_val(R_X, positive_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_X, negative_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
}
combo RT_C {
set_val(R_Y, negative_value_rt_first);
wait(delay)
set_val(R_X, positive_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_X, negative_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
}
combo STOP_SPRINT {
easy_run_KS = TRUE;
wait(KS_time);
easy_run_KS = FALSE;
}
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(ads_assist && get_val (ADS_BTN)) colourled(Yellow);
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);
set_rumble(RUMBLE_B,100);
wait(200);
reset_rumble();
ShotMode_KS = FALSE;
}
combo DROP_SHOT{
set_val(PRONE_BTN,100);
wait(500);
}
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(200);
reset_rumble();
wait(200);
}
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_4, ANTI_RECOIL);
set_pvar(SPVAR_3, ANTI_RECOIL_H);
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
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