Combine this please
2 posts
• Page 1 of 1
Combine this please
- Code: Select all
// Made by JewFire aka JewishLuck
// Thanks to Baby Cham for helping me put this together and fixing a few things.
// Tested With TLOU-Remastered and PS4 Controller
// colorled(0,0,0,0); // Off / No LED light
// colorled(1,0,0,0); // Dim Blue
// colorled(0,1,0,0); // Dim Red
// colorled(0,0,1,0); // Dim Lime/Green
// colorled(0,0,0,1); // Dim Fuchsia/Pink
// colorled(1,0,1,0); // Dim SkyBlue
// colorled(0,1,1,0); // Dim Yellow
// colorled(1,1,1,1); // Dim White
// colorled(2,0,0,0); // Blue
// colorled(0,2,0,0); // Red
// colorled(0,0,2,0); // Lime/Green
// colorled(0,0,0,2); // Fuchsia/Pink
// colorled(2,0,2,0); // SkyBlue
// colorled(0,2,2,0); // Yellow
// colorled(2,2,2,2); // White
// colorled(3,0,0,0); // Bright Blue
// colorled(0,3,0,0); // Bright Red
// colorled(0,0,3,0); // Bright Lime/Green
// colorled(0,0,0,3); // Bright Fuchsia/Pink
// colorled(3,0,3,0); // Bright SkyBlue
// colorled(0,3,3,0); // Bright Yellow
// colorled(3,3,3,3); // Bright white
// ColorLed (1) Dim light
// ColorLed (2) Normal/Medium
// ColorLed (3) Bright light
//##########################################################################################################################################
//############## WEAPON TYPE ###############################################################################################################
// ########################################
define SEMI = TRUE; //SEMI AUTOMATIC GUNS ex. SHEIVA ########################################
define SMG = FALSE; //SUB MACHINE GUNS ex. VMP ########################################
define AR = TRUE; //AUSSAULT RIFLES ex. MAN O WAR ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = TRUE; //SENSITIVITY 5 - 14 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 14 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## DEADZONE ##################################################################################################################
// ########################################
define RECOMMENDED = FALSE; //Recommended Settings ########################################
define STRONGER = FALSE; //Stronger than Recommended ########################################
define INSANE = TRUE; //Strongest Assist possible ########################################
// ########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - ENDS HERE ###########################################################################
//##########################################################################################################################################
//##########################################################################################################################################
//################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ##########################################################################
//##########################################################################################################################################
// ##
define RT = PS4_R1;
define LT = PS4_L1;
define RX = XB1_RX;
define RY = XB1_RY;
// ##
//##########################################################################################################################################
// ##
int delay = 11;
int value = 75;
int value2 = 75;
// ##
//##########################################################################################################################################
// ##
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;
int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;
// ##
//##########################################################################################################################################
// ##
//DECLARARATIONS
//--------------------------------------------------------------
define SHOOT_BUTTON = PS4_R2;
define RAPIDFIRE_BUTTON = PS4_L2;
define RATE_OF_FIRE = 180; // Range: 1 to 25 RPS (Round/s)
define AUTOSPOT_BUTTON = PS4_L2;
define SPOT_BUTTON =PS4_R3;
//VARIABLES
//--------------------------------------------------------------
// *DO NOT EDIT/DELETE THIS SECTION*
int hold_time;
int rest_time;
int Attack = FALSE;
int Timeout_Melee = 0;
int DbleClick_Square = 0;
//INITIALIZATION - init
//--------------------------------------------------------------
init {
hold_time = 5450 / RATE_OF_FIRE;
rest_time = hold_time - 5450;
if(rest_time < 23) rest_time = 0;
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main {
// COLOR INDICATION FOR the RAPID FIRE ON / OFF
if(get_val(RAPIDFIRE_BUTTON) && get_val(SHOOT_BUTTON)) {
colorled(0,0,1,0); // OFF (Dim Lime/Green) *you can edit here*
colorled(3,3,3,3); // (White) *you can edit here*
combo_run(RapidFire);
} else if(combo_running(RapidFire)) {
combo_stop(RapidFire);
reset_leds(); }
// COLOR INDICATION FOR the RAPID SPOT ON / OFF
if(get_val(RAPIDFIRE_BUTTON)) {
combo_run(RapidSpot);
} else if(combo_running(RapidSpot)) {
combo_stop(RapidSpot);
reset_leds(); }
// Double click Square to turn off/on Melee.
if(DbleClick_Square > 0) DbleClick_Square = DbleClick_Square - get_rtime();
if(event_press(PS4_SQUARE) && DbleClick_Square <= 0) {
DbleClick_Square = 300; }
else if(event_press(PS4_SQUARE) && DbleClick_Square > 0) {
Attack = !Attack;
Timeout_Melee = 0;
}
if(Attack) {
set_val(TRACE_1, Timeout_Melee);
Timeout_Melee = Timeout_Melee + get_rtime();
if(Timeout_Melee <= 350) combo_run(Brawl);
else combo_run(StrongAttack);
} else if(combo_running(Brawl)) {
combo_stop(Brawl);
reset_leds(); }
// Rapid fire on Square button.
if(get_val(PS4_SQUARE)) { combo_run(Action); }
else if(combo_running(Action)) { combo_stop(Action); }
if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {
negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;
negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 14;
}
if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {
negative_value_lt_first = -14;
positive_value_lt_first = 14;
positive_value_lt_second = 14;
negative_value_rt_first = -16;
positive_value_rt_first = 16;
positive_value_rt_second = 6;
}
if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {
negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 12;
negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}
// ##
//##########################################################################################################################################
// ##
if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {
negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}
if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {
negative_value_lt_first = -20;
positive_value_lt_first = 20;
positive_value_lt_second = 20;
negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 13;
}
if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {
negative_value_lt_first = -30;
positive_value_lt_first = 30;
positive_value_lt_second = 20;
negative_value_rt_first = -40;
positive_value_rt_first = 40;
positive_value_rt_second = 30;
}
// ##
//##########################################################################################################################################
// ##
if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {
negative_value_lt_first = -17;
positive_value_lt_first = 17;
positive_value_lt_second = 17;
negative_value_rt_first = -27;
positive_value_rt_first = 27;
positive_value_rt_second = 17;
}
if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {
negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;
negative_value_rt_first = -19;
positive_value_rt_first = 19;
positive_value_rt_second = 10;
}
if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {
negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 15;
negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 25;
}
// ##
//##########################################################################################################################################
// ##
if(INSANE == TRUE && STRONGER == FALSE && RECOMMENDED == FALSE) {
value = 45;
value2 = -45;
}
if(INSANE == FALSE && STRONGER == TRUE && RECOMMENDED == FALSE) {
value = 39;
value2 = -39;
}
// ##
//##########################################################################################################################################
// ##
if(SENSE_LOW == FALSE && SENSE_MID == TRUE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {
value = 33;
value2 = -33;
}
if(SENSE_LOW == TRUE && SENSE_MID == FALSE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {
value = 33;
value2 = -33;
}
if(SENSE_LOW == FALSE && SENSE_MID == FALSE && SENSE_MOUSE == TRUE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {
value = 20;
value2 = -20;
}
// ##
//##########################################################################################################################################
// ##
if(get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_run(LT_C);
}
if(get_val(RT) && get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_stop(LT_C);
combo_run(RT_C);
}
if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
}
}
//COMBO BLOCKS
//--------------------------------------------------------------
combo RapidFire {
set_val(SHOOT_BUTTON, 100);
wait(hold_time);
set_val(SHOOT_BUTTON, 0);
wait(rest_time);
set_val(SHOOT_BUTTON, 0);
}
combo RapidSpot {
set_val(SPOT_BUTTON, 100);
wait(hold_time);
set_val(SPOT_BUTTON, 0);
wait(rest_time);
set_val(SPOT_BUTTON, 0);
}
combo Brawl {
set_val(PS4_SQUARE, 100);
set_led(LED_4, 2);
wait(80);
set_val(PS4_SQUARE, 0);
set_led(LED_2, 0);
wait(60);
set_val(PS4_SQUARE, 0);
set_led(LED_4, 0);
}
combo StrongAttack {
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_TRIANGLE, 0);
Timeout_Melee = 0;
}
combo Action {
set_val(PS4_SQUARE, 100);
wait(40);
set_val(PS4_SQUARE, 0);
wait(20);
set_val(PS4_SQUARE, 0);
}
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}
combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
// COLOR LED INDICATION for PS4 *NO NEED TO EDIT BELOW*
//--------------------------------------------------------------
function colorled(a,b,c,d) {
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);
}
- Code: Select all
//Anti Recoil
//Maximum 10+ Higher than Anti Recoil
int AP = 22;
int AM =- 22;
int Delay = 20;
int ARelease = 23;
int AR = 24;
int Release = 34;
int ARS;
main {
if (get_val(7)) set_val(5, 100);
if (get_val(7) && get_val(4)) combo_run(c_RF);
if (get_val(7)) combo_run(c_AS);
if (get_val(7) && get_val(4)) {
combo_run(c_AR);
}
if (abs(get_val(10)) > Release || abs(get_val(9)) > Release) {
combo_stop(c_AR);
}
}
combo c_AR {
ARS = get_val(10) + AR;
if (ARS > 100) ARS = 100;
set_val(10, ARS);
}
combo c_RF {
set_val(4, 100);
wait(40);
set_val(4, 0);
wait(40);
}
combo c_AS {
set_val(10, f_a_f(10, AP));
wait(Delay);
set_val(9, f_a_f(9, AP));
wait(Delay);
set_val(10, f_a_f(10, AM));
wait(Delay);
set_val(9, f_a_f(9, AM));
wait(Delay);
}
function f_a_f(p, m) {
if (abs(get_val(p)) < ARelease)
return m;
return get_val(p);
}
-
sebascu - Sergeant Major
- Posts: 68
- Joined: Sat Aug 03, 2019 5:32 pm
Re: Combine this please
- Code: Select all
// Made by JewFire aka JewishLuck
// Thanks to Baby Cham for helping me put this together and fixing a few things.
// Tested With TLOU-Remastered and PS4 Controller
// colorled(0,0,0,0); // Off / No LED light
// colorled(1,0,0,0); // Dim Blue
// colorled(0,1,0,0); // Dim Red
// colorled(0,0,1,0); // Dim Lime/Green
// colorled(0,0,0,1); // Dim Fuchsia/Pink
// colorled(1,0,1,0); // Dim SkyBlue
// colorled(0,1,1,0); // Dim Yellow
// colorled(1,1,1,1); // Dim White
// colorled(2,0,0,0); // Blue
// colorled(0,2,0,0); // Red
// colorled(0,0,2,0); // Lime/Green
// colorled(0,0,0,2); // Fuchsia/Pink
// colorled(2,0,2,0); // SkyBlue
// colorled(0,2,2,0); // Yellow
// colorled(2,2,2,2); // White
// colorled(3,0,0,0); // Bright Blue
// colorled(0,3,0,0); // Bright Red
// colorled(0,0,3,0); // Bright Lime/Green
// colorled(0,0,0,3); // Bright Fuchsia/Pink
// colorled(3,0,3,0); // Bright SkyBlue
// colorled(0,3,3,0); // Bright Yellow
// colorled(3,3,3,3); // Bright white
// ColorLed (1) Dim light
// ColorLed (2) Normal/Medium
// ColorLed (3) Bright light
//##########################################################################################################################################
//############## WEAPON TYPE ###############################################################################################################
// ########################################
define SEMI = TRUE; //SEMI AUTOMATIC GUNS ex. SHEIVA ########################################
define SMG = FALSE; //SUB MACHINE GUNS ex. VMP ########################################
define AR = TRUE; //AUSSAULT RIFLES ex. MAN O WAR ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = TRUE; //SENSITIVITY 5 - 14 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 14 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## DEADZONE ##################################################################################################################
// ########################################
define RECOMMENDED = FALSE; //Recommended Settings ########################################
define STRONGER = FALSE; //Stronger than Recommended ########################################
define INSANE = TRUE; //Strongest Assist possible ########################################
// ########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - ENDS HERE ###########################################################################
//##########################################################################################################################################
//##########################################################################################################################################
//################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ##########################################################################
//##########################################################################################################################################
// ##
define RT = PS4_R1;
define LT = PS4_L1;
define RX = XB1_RX;
define RY = XB1_RY;
// ##
//##########################################################################################################################################
// ##
int delay = 11;
int value = 75;
int value2 = 75;
// ##
//##########################################################################################################################################
// ##
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;
int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;
// ##
//##########################################################################################################################################
// ##
//DECLARARATIONS
//--------------------------------------------------------------
define SHOOT_BUTTON = PS4_R2;
define RAPIDFIRE_BUTTON = PS4_L2;
define RATE_OF_FIRE = 180; // Range: 1 to 25 RPS (Round/s)
define AUTOSPOT_BUTTON = PS4_L2;
define SPOT_BUTTON =PS4_R3;
//VARIABLES
//--------------------------------------------------------------
// *DO NOT EDIT/DELETE THIS SECTION*
int hold_time;
int rest_time;
int Attack = FALSE;
int Timeout_Melee = 0;
int DbleClick_Square = 0;
int AP = 22;
int AM =- 22;
int Delay = 20;
int ARelease = 23;
int iAR = 24;
int Release = 34;
int ARS;
//INITIALIZATION - init
//--------------------------------------------------------------
init {
hold_time = 5450 / RATE_OF_FIRE;
rest_time = hold_time - 5450;
if(rest_time < 23) rest_time = 0;
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main {
if (get_val(7)) combo_run(c_AS);
if (get_val(7) && get_val(4)) {
combo_run(c_AR);
}
if (abs(get_val(10)) > Release || abs(get_val(9)) > Release) {
combo_stop(c_AR);
}
// COLOR INDICATION FOR the RAPID FIRE ON / OFF
if(get_val(RAPIDFIRE_BUTTON) && get_val(SHOOT_BUTTON)) {
colorled(0,0,1,0); // OFF (Dim Lime/Green) *you can edit here*
colorled(3,3,3,3); // (White) *you can edit here*
combo_run(RapidFire);
} else if(combo_running(RapidFire)) {
combo_stop(RapidFire);
reset_leds(); }
// COLOR INDICATION FOR the RAPID SPOT ON / OFF
if(get_val(RAPIDFIRE_BUTTON)) {
combo_run(RapidSpot);
} else if(combo_running(RapidSpot)) {
combo_stop(RapidSpot);
reset_leds(); }
// Double click Square to turn off/on Melee.
if(DbleClick_Square > 0) DbleClick_Square = DbleClick_Square - get_rtime();
if(event_press(PS4_SQUARE) && DbleClick_Square <= 0) {
DbleClick_Square = 300; }
else if(event_press(PS4_SQUARE) && DbleClick_Square > 0) {
Attack = !Attack;
Timeout_Melee = 0;
}
if(Attack) {
set_val(TRACE_1, Timeout_Melee);
Timeout_Melee = Timeout_Melee + get_rtime();
if(Timeout_Melee <= 350) combo_run(Brawl);
else combo_run(StrongAttack);
} else if(combo_running(Brawl)) {
combo_stop(Brawl);
reset_leds(); }
// Rapid fire on Square button.
if(get_val(PS4_SQUARE)) { combo_run(Action); }
else if(combo_running(Action)) { combo_stop(Action); }
if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {
negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;
negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 14;
}
if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {
negative_value_lt_first = -14;
positive_value_lt_first = 14;
positive_value_lt_second = 14;
negative_value_rt_first = -16;
positive_value_rt_first = 16;
positive_value_rt_second = 6;
}
if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {
negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 12;
negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}
// ##
//##########################################################################################################################################
// ##
if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {
negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}
if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {
negative_value_lt_first = -20;
positive_value_lt_first = 20;
positive_value_lt_second = 20;
negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 13;
}
if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {
negative_value_lt_first = -30;
positive_value_lt_first = 30;
positive_value_lt_second = 20;
negative_value_rt_first = -40;
positive_value_rt_first = 40;
positive_value_rt_second = 30;
}
// ##
//##########################################################################################################################################
// ##
if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {
negative_value_lt_first = -17;
positive_value_lt_first = 17;
positive_value_lt_second = 17;
negative_value_rt_first = -27;
positive_value_rt_first = 27;
positive_value_rt_second = 17;
}
if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {
negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;
negative_value_rt_first = -19;
positive_value_rt_first = 19;
positive_value_rt_second = 10;
}
if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {
negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 15;
negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 25;
}
// ##
//##########################################################################################################################################
// ##
if(INSANE == TRUE && STRONGER == FALSE && RECOMMENDED == FALSE) {
value = 45;
value2 = -45;
}
if(INSANE == FALSE && STRONGER == TRUE && RECOMMENDED == FALSE) {
value = 39;
value2 = -39;
}
// ##
//##########################################################################################################################################
// ##
if(SENSE_LOW == FALSE && SENSE_MID == TRUE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {
value = 33;
value2 = -33;
}
if(SENSE_LOW == TRUE && SENSE_MID == FALSE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {
value = 33;
value2 = -33;
}
if(SENSE_LOW == FALSE && SENSE_MID == FALSE && SENSE_MOUSE == TRUE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {
value = 20;
value2 = -20;
}
// ##
//##########################################################################################################################################
// ##
if(get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_run(LT_C);
}
if(get_val(RT) && get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_stop(LT_C);
combo_run(RT_C);
}
if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
}
}
//COMBO BLOCKS
//--------------------------------------------------------------
combo RapidFire {
set_val(SHOOT_BUTTON, 100);
wait(hold_time);
set_val(SHOOT_BUTTON, 0);
wait(rest_time);
set_val(SHOOT_BUTTON, 0);
}
combo RapidSpot {
set_val(SPOT_BUTTON, 100);
wait(hold_time);
set_val(SPOT_BUTTON, 0);
wait(rest_time);
set_val(SPOT_BUTTON, 0);
}
combo Brawl {
set_val(PS4_SQUARE, 100);
set_led(LED_4, 2);
wait(80);
set_val(PS4_SQUARE, 0);
set_led(LED_2, 0);
wait(60);
set_val(PS4_SQUARE, 0);
set_led(LED_4, 0);
}
combo StrongAttack {
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_TRIANGLE, 0);
Timeout_Melee = 0;
}
combo Action {
set_val(PS4_SQUARE, 100);
wait(40);
set_val(PS4_SQUARE, 0);
wait(20);
set_val(PS4_SQUARE, 0);
}
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}
combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
combo c_AR {
ARS = get_val(10) + iAR;
if (ARS > 100) ARS = 100;
set_val(10, ARS);
}
combo c_AS {
set_val(10, f_a_f(10, AP));
wait(Delay);
set_val(9, f_a_f(9, AP));
wait(Delay);
set_val(10, f_a_f(10, AM));
wait(Delay);
set_val(9, f_a_f(9, AM));
wait(Delay);
}
function f_a_f(p, m) {
if (abs(get_val(p)) < ARelease)
return m;
return get_val(p);
}
// COLOR LED INDICATION for PS4 *NO NEED TO EDIT BELOW*
//--------------------------------------------------------------
function colorled(a,b,c,d) {
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);
}
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
- Mad
- Major General
- Posts: 4533
- Joined: Wed May 22, 2019 5:39 am
2 posts
• Page 1 of 1
Return to GPC1 Script Programming
Who is online
Users browsing this forum: No registered users and 86 guests