Conversione per titan one
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Conversione per titan one
- Code: Select all
//RECOIL SEMPRE ATTIVO SU DUE ARMI,ARMA PRIMARIA BLU ARMA SECONDARIA BLU LAMPEGGIO
// CAMBIO ARMA Y
// RESET ARMA LT + Y ( SE ARMA/LED NON E' GIUSTO)
// RAPID fIRE LT + X
// Dropshot LT + giu
// RESPITO AUTO LT + A
// AUTO RUN (slide cancel) DPAD destra
// Script fatto per Layout tradizionale miro e sparo con L2 e R2 per play e LT e RT per xbox
// NOTA: appena caricato lo script fare uno switch arma per attivare il recoil
// ANTIRECOIL Timed Progression
// PRIMA ARMA
define P_Starting_Anti_Recoil_Value = 33;
define P_Mid_Point_Anti_Recoil_Value = 25;
define P_Ending_Anti_Recoil_Value = 27;
define P_Total_Anti_Recoil_Time = 4000; //-- 10ms increments
//SECONDA ARMA
define S_Starting_Anti_Recoil_Value = 24;
define S_Mid_Point_Anti_Recoil_Value = 26;
define S_Ending_Anti_Recoil_Value = 30;
define S_Total_Anti_Recoil_Time = 4000; //-- 10ms increments
//Anti Recoil orizzontale primaria
int ARP = 0; //Anti Recoil
int ReleaseXP = 10; //Maximum 10+ Higher than Anti Recoi
int ARSP;
//Anti Recoil orizzontale secondaria
int ARS = 0; //Anti Recoil
int ReleaseXS = 10; //Maximum 10+ Higher than Anti Recoi
int ARSS;
define Switch_Weapon = 17; // Y / TRIANGOLO
define RF_SPEED = 30;
define FIRE = 4; // XB1_RT - PS4_R2
define SCOPE = 7; // XB1_LT - PS4_L2
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
define Off = 8;
//POLAR AIM ASSIST
int polar_aim_assist = TRUE; //Attiva / Disattiva
int RADIUS = 10;
int STEPS = 15;
//Variabili POLAR
// DoNotAtMe Polar Aim Assist
define X = XB1_RX;
define Y = XB1_RY;
define ACTIVE_WHEN_ADS = TRUE;
define ACTIVE_WHEN_FIRING = TRUE;
define STEP_INTERVAL = 1;
define VM_INTERVAL = -2;
int time;
int angle, cos_angle, sin_angle;
int actual_X, actual_Y, actual_Magnitude, max_Magnitude;
const char Polar_Array[]={100,100,100,100,100,100,100,100,99,99,99,99,98,98,97,97,97,96,95,95,94,94,93,92,92,91,90,89,89,88,87,86,85,84,83,82,81,
80,79,78,77,75,74,73,72,71,70,69,67,66,65,63,62,61,59,58,56,55,53,52,50,49,47,46,44,43,41,40,38,36,35,33,31,30,28,26,25,23,21,20,18,16,14,13,11,9,7,
6,4,2,0,-1,-3,-5,-7,-8,-10,-12,-13,-15,-17,-19,-20,-22,-24,-25,-27,-29,-30,-32,-34,-35,-37,-39,-40,-42,-43,-45,-46,-48,-50,-51,-53,-54,-55,-57,-58,
-60,-61,-62,-64,-65,-66,-68,-69,-70,-71,-73,-74,-75,-76,-77,-78,-79,-80,-81,-82,-83,-84,-85,-86,-87,-88,-89,-89,-90,-91,-92,-92,-93,-93,-94,-95,-95,
-96,-96,-97,-97,-97,-98,-98,-99,-99,-99,-99,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-99,-99,-99,-98,-98,-98,-97,-97,
-96,-96,-95,-94,-94,-93,-93,-92,-91,-90,-90,-89,-88,-87,-86,-85,-84,-83,-82,-81,-80,-79,-78,-77,-76,-75,-74,-72,-71,-70,-69,-67,-66,-65,-63,-62,-61,
-59,-58,-56,-55,-53,-52,-50,-49,-47,-46,-44,-43,-41,-40,-38,-36,-35,-33,-31,-30,-28,-26,-25,-23,-21,-20,-18,-16,-14,-13,-11,-9,-7,-6,-4,-2,0,2,4,6,7,
9,11,13,14,16,18,20,21,23,25,26,28,30,31,33,35,36,38,40,41,43,44,46,47,49,51,52,54,55,56,58,59,61,62,63,65,66,67,69,70,70,72,73,74,75,77,78,79,80,81,
82,83,84,85,86,87,88,89,89,90,91,92,92,93,94,94,95,95,96,97,97,97,98,98,99,99,99,99,100,100,100,100,100,100,100};
//-------------------------------------------------------------------------------------------
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2, //7. White
0,0,0,0 //8. Off
);
int Starting_Anti_Recoil_Value;
int Mid_Point_Anti_Recoil_Value;
int Ending_Anti_Recoil_Value;
int Total_Anti_Recoil_Time;
int p;
int inc;
int inc_2;
int pr;
int pr_2;
int vm;
int vm_2;
int respiro = FALSE;
int autodown_onoff= FALSE;
int Col_ind;
int rapidfire = FALSE;
int AP = 15;
int AM = -15;
int Delay = 20;
int Release = 16;
int autorun= FALSE:
int colore;
int weapon;
int vm_count,vm_loops, p_count, v, ar_y, ar_x;
main {
{
vm_loops = (Total_Anti_Recoil_Time / 10)/2 ;
if(Starting_Anti_Recoil_Value < Mid_Point_Anti_Recoil_Value)
inc = 1;
else
inc = -1;
if(Mid_Point_Anti_Recoil_Value < Ending_Anti_Recoil_Value)
inc_2 = 1;
else
inc_2 = -1;
pr = abs(Starting_Anti_Recoil_Value - Mid_Point_Anti_Recoil_Value);
pr_2 = abs(Mid_Point_Anti_Recoil_Value - Ending_Anti_Recoil_Value);
vm = vm_loops / pr;
vm_2 = vm_loops / pr_2;
}
//reset dedzone
if(abs(get_val(PS4_LY)) < 5 && abs(get_val(PS4_LX)) < 5 ){
set_val(PS4_LY,0);
set_val(PS4_LX,0); }
if(abs(get_val(PS4_RY)) < 5 && abs(get_val(PS4_RX)) < 5 ){
set_val(PS4_RY,0);
set_val(PS4_RX,0); }
//POLAR AIM
if(polar_aim_assist)
{
vm_tctrl(VM_INTERVAL);
actual_X = get_val(X);
actual_Y = get_val(Y);
actual_Magnitude = isqrt(pow(actual_X, 2) + pow(actual_Y, 2));
max_Magnitude = (actual_Magnitude < 100);
if(!(time++ % STEP_INTERVAL)){
angle += STEPS;
}
angle = angle % 360;
sin_angle = Polar_Array[angle % 360];
cos_angle = Polar_Array[(angle + 270) % 360];
cos_angle = (cos_angle * RADIUS) / 100;
sin_angle = (sin_angle * RADIUS) / 100;
if((ACTIVE_WHEN_ADS && get_val(SCOPE)) || (ACTIVE_WHEN_FIRING && get_val(FIRE))){
if(actual_Magnitude <= RADIUS){
sin_angle -= actual_Y;
cos_angle -= actual_X;
}else {
sin_angle = (sin_angle * (200 - ((abs(actual_Y) + actual_Magnitude) / 10) * 10) / 200) * max_Magnitude;
cos_angle = (cos_angle * (200 - ((abs(actual_X) + actual_Magnitude) / 10) * 10) / 200) * max_Magnitude;
}
set_val(X, calculate(actual_X + cos_angle, -100, 100));
set_val(Y, calculate(actual_Y + sin_angle, -100, 100));
}
}
if(event_press(Switch_Weapon)){
weapon = !weapon;
if(!weapon){
Starting_Anti_Recoil_Value = P_Starting_Anti_Recoil_Value;
Mid_Point_Anti_Recoil_Value = P_Mid_Point_Anti_Recoil_Value
Ending_Anti_Recoil_Value = P_Ending_Anti_Recoil_Value;
Total_Anti_Recoil_Time = P_Total_Anti_Recoil_Time;
}else{
Starting_Anti_Recoil_Value = S_Starting_Anti_Recoil_Value;
Mid_Point_Anti_Recoil_Value = S_Mid_Point_Anti_Recoil_Value
Ending_Anti_Recoil_Value = S_Ending_Anti_Recoil_Value;
Total_Anti_Recoil_Time = S_Total_Anti_Recoil_Time;
}}
//--reset weapon
if(get_val(SCOPE) && get_val(Switch_Weapon))
//--block switch button in game
set_val(Switch_Weapon,0);
// RAPID
if(get_val(SCOPE) && event_press(XB1_X))rapidfire = !rapidfire;
if ((rapidfire) && get_val(FIRE)) combo_run(RAPIDFIRE);
//Colori led in base a cosa attivo e disattivo
if (!weapon) colourled(Blue);
if (weapon) {combo_run(lampeggio);
colore = Blue;}
else combo_stop(lampeggio);
if ((autodown_onoff) && !rapidfire) colourled(Green);
if ((autodown_onoff) && (!rapidfire) && weapon) {combo_run(lampeggio);
colore = Green;}
if ((autodown_onoff) && rapidfire) colourled(Red);
if ((autodown_onoff) && (rapidfire) && weapon) {combo_run(lampeggio);
colore = Red;}
if ((!autodown_onoff) && !rapidfire) colourled(Blue);
if ((!autodown_onoff) && rapidfire) colourled(Pink);
if ((!autodown_onoff) && (rapidfire) && weapon) {combo_run(lampeggio);
colore = Pink;}
if (autorun) colourled(White);
if ((autorun) && weapon) {combo_run(lampeggio);
colore = White;}
// RECOIL XPrima
if(get_val(SCOPE) && get_val(FIRE) && !weapon ) {combo_run(ARP);}
if (abs(get_val(9)) > ARP + ReleaseXP) {combo_stop(ARP);}
// RECOIL XPrima
if(get_val(SCOPE) && get_val(FIRE) && weapon ) {combo_run(ARS);}
if (abs(get_val(9)) > ARS + ReleaseXS) {combo_stop(ARS);}
// AUTOrun ACTIVATE
// AUTOrun ACTIVATE
if (event_press(XB1_RIGHT)) autorun=!autorun;
if (get_val(XB1_LY) < -99 && autorun) {
combo_run(AUTORUN);}
else {combo_stop(AUTORUN);}
if (get_val(XB1_LT)||get_val(XB1_Y)) {combo_stop(AUTORUN); }
//AIM Assist
if(get_val(SCOPE)) combo_run(AS);
//autobreath
if(get_val(SCOPE) && event_press(XB1_A)) respiro = !respiro ;
if (respiro) {
if(get_val(SCOPE) > 99 && get_ptime(SCOPE) > 800) {set_val(8, 100);}}
//autodown
if(get_val(SCOPE) && event_press(XB1_DOWN)){
autodown_onoff=!autodown_onoff;
}
if (autodown_onoff) {
if(get_val(SCOPE))
{combo_run(ABBASSA);}
}
//--device monitor
set_val(30,vm_count);
set_val(31,p);
set_val(32,ar_y);
if(!get_lval(FIRE)) {
p = 0;
vm_count = 0;
p_count = 0;
ar_y = Starting_Anti_Recoil_Value;
}
//---------------------------------------------------------------------------------
if(get_val(FIRE)&& get_val(SCOPE)) {
p = p_cycle();
if(p != -1) {
ar_y = anti_recoil();
}
else
ar_y = Ending_Anti_Recoil_Value;
set_val(10,y_val());
}
}
//funzione d'aiuto POLAR
function calculate(int v, int lo, int hi) {
if(v < lo) return lo;
if(v > hi) return hi;
return v;
}
function anti_recoil() {
p_count++;
if(p_count == vm[p]) {
p_count = 0;
ar_y += inc[p];
}
return ar_y;
}
function p_cycle() {
vm_count++;
if (vm_count > vm_loops) {
if(!p) {
vm_count = 0;
return 1;
}
else {
vm_count = vm_loops;
return -1;
}
}
return p;
}
function y_val() {
v = get_val(10);
if(abs(v) < 10)
v = 0;
if(abs(v) > ar_y + 10)
return v;
return v + ar_y;
}
combo lampeggio {
colourled(colore)
wait(500)
colourled(Off)
wait(500)
reset_leds();
}
combo RAPIDFIRE {
set_val(FIRE,100);
wait(RF_SPEED);
set_val(FIRE,0);
wait(RF_SPEED);
}
combo ABBASSA {
set_val(XB1_B,100); //pressione b
wait(500);
wait(4000);
}
combo AS {
set_val(10,a_f(10,AP));
wait(Delay)
set_val(9,a_f(9,AP));
wait(Delay)
set_val(10,a_f(10,AM));
wait(Delay)
set_val(9,a_f(9,AM));
wait(Delay)}
combo AUTORUN {
wait(500)
set_val(18, 100);
wait(120);
set_val(18, 0);
wait(60);
set_val(18, 100);
wait(50);
set_val(18, 100);
set_val(XB1_A, 100);
wait(60);
set_val(18, 0);
set_val(XB1_A, 100);
wait(10);
set_val(XB1_A, 0);
wait(1000)
}
combo ARP {
ARSP = get_val(9) + ARP;
if(ARSP > 100) ARSP = 100;
set_val(9,ARSP);}
combo ARS {
ARSS = get_val(9) + ARS;
if(ARSS > 100) ARSS = 100;
set_val(9,ARSS);}
function a_f(p,m) {
if(abs(get_val(p)) < Release)
return m;
return get_val(p);}
// 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
-
Alfagamer - First Sergeant
- Posts: 60
- Joined: Fri Sep 04, 2020 7:58 am
Re: Conversione per titan one
Converted.
- Code: Select all
//#include <titanone.gph>
//RECOIL SEMPRE ATTIVO SU DUE ARMI,ARMA PRIMARIA BLU ARMA SECONDARIA BLU LAMPEGGIO
// CAMBIO ARMA Y
// RESET ARMA LT + Y ( SE ARMA/LED NON E' GIUSTO)
// RAPID fIRE LT + X
// Dropshot LT + giu
// RESPITO AUTO LT + A
// AUTO RUN (slide cancel) DPAD destra
// Script fatto per Layout tradizionale miro e sparo con L2 e R2 per play e LT e RT per xbox
// NOTA: appena caricato lo script fare uno switch arma per attivare il recoil
data(
// const char Polar_Array[]={};
100,100,100,100,100,100,100,100,99,99,99,99,98,98,97,97,97,96,95,95,94,94,93,92,92,91,90,89,89,88,87,86,85,84,83,82,81,
80,79,78,77,75,74,73,72,71,70,69,67,66,65,63,62,61,59,58,56,55,53,52,50,49,47,46,44,43,41,40,38,36,35,33,31,30,28,26,25,23,21,20,18,16,14,13,11,9,7,
6,4,2,0,-1,-3,-5,-7,-8,-10,-12,-13,-15,-17,-19,-20,-22,-24,-25,-27,-29,-30,-32,-34,-35,-37,-39,-40,-42,-43,-45,-46,-48,-50,-51,-53,-54,-55,-57,-58,
-60,-61,-62,-64,-65,-66,-68,-69,-70,-71,-73,-74,-75,-76,-77,-78,-79,-80,-81,-82,-83,-84,-85,-86,-87,-88,-89,-89,-90,-91,-92,-92,-93,-93,-94,-95,-95,
-96,-96,-97,-97,-97,-98,-98,-99,-99,-99,-99,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-100,-99,-99,-99,-98,-98,-98,-97,-97,
-96,-96,-95,-94,-94,-93,-93,-92,-91,-90,-90,-89,-88,-87,-86,-85,-84,-83,-82,-81,-80,-79,-78,-77,-76,-75,-74,-72,-71,-70,-69,-67,-66,-65,-63,-62,-61,
-59,-58,-56,-55,-53,-52,-50,-49,-47,-46,-44,-43,-41,-40,-38,-36,-35,-33,-31,-30,-28,-26,-25,-23,-21,-20,-18,-16,-14,-13,-11,-9,-7,-6,-4,-2,0,2,4,6,7,
9,11,13,14,16,18,20,21,23,25,26,28,30,31,33,35,36,38,40,41,43,44,46,47,49,51,52,54,55,56,58,59,61,62,63,65,66,67,69,70,70,72,73,74,75,77,78,79,80,81,
82,83,84,85,86,87,88,89,89,90,91,92,92,93,94,94,95,95,96,97,97,97,98,98,99,99,99,99,100,100,100,100,100,100,100,
// 360
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2, //7. White
0,0,0,0 //8. Off
);
// ANTIRECOIL Timed Progression
// PRIMA ARMA
define P_Starting_Anti_Recoil_Value = 33;
define P_Mid_Point_Anti_Recoil_Value = 25;
define P_Ending_Anti_Recoil_Value = 27;
define P_Total_Anti_Recoil_Time = 4000; //-- 10ms increments
//SECONDA ARMA
define S_Starting_Anti_Recoil_Value = 24;
define S_Mid_Point_Anti_Recoil_Value = 26;
define S_Ending_Anti_Recoil_Value = 30;
define S_Total_Anti_Recoil_Time = 4000; //-- 10ms increments
define Switch_Weapon = 17; // Y / TRIANGOLO
define RF_SPEED = 30;
define FIRE = 4; // XB1_RT - PS4_R2
define SCOPE = 7; // XB1_LT - PS4_L2
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
define Off = 8;
// DoNotAtMe Polar Aim Assist
define X = XB1_RX;
define Y = XB1_RY;
define ACTIVE_WHEN_ADS = TRUE;
define ACTIVE_WHEN_FIRING = TRUE;
define STEP_INTERVAL = 1;
int VM_INTERVAL = -2;
//Anti Recoil orizzontale primaria
int ARP = 0; //Anti Recoil
int ReleaseXP = 10; //Maximum 10+ Higher than Anti Recoi
int ARSP;
//Anti Recoil orizzontale secondaria
int ARS = 0; //Anti Recoil
int ReleaseXS = 10; //Maximum 10+ Higher than Anti Recoi
int ARSS;
//POLAR AIM ASSIST
int polar_aim_assist = TRUE; //Attiva / Disattiva
int RADIUS = 10;
int STEPS = 15;
//Variabili POLAR
int time;
int angle, cos_angle, sin_angle;
int actual_X, actual_Y, actual_Magnitude, max_Magnitude;
int Starting_Anti_Recoil_Value;
int Mid_Point_Anti_Recoil_Value;
int Ending_Anti_Recoil_Value;
int Total_Anti_Recoil_Time;
int p;
int inc;
int inc_2;
int pr;
int pr_2;
int vm;
int vm_2;
int respiro = FALSE;
int autodown_onoff= FALSE;
int Col_ind;
int rapidfire = FALSE;
int AP = 15;
int AM = -15;
int Delay = 20;
int Release = 16;
int autorun= FALSE;
int colore;
int weapon;
int vm_count,vm_loops, p_count, v, ar_y, ar_x;
main {
vm_loops = (Total_Anti_Recoil_Time / 10)/2 ;
if(Starting_Anti_Recoil_Value < Mid_Point_Anti_Recoil_Value)
inc = 1;
else
inc = -1;
if(Mid_Point_Anti_Recoil_Value < Ending_Anti_Recoil_Value)
inc_2 = 1;
else
inc_2 = -1;
pr = abs(Starting_Anti_Recoil_Value - Mid_Point_Anti_Recoil_Value);
pr_2 = abs(Mid_Point_Anti_Recoil_Value - Ending_Anti_Recoil_Value);
vm = vm_loops / pr;
vm_2 = vm_loops / pr_2;
//reset dedzone
if(abs(get_val(PS4_LY)) < 5 && abs(get_val(PS4_LX)) < 5 ){
set_val(PS4_LY,0);
set_val(PS4_LX,0); }
if(abs(get_val(PS4_RY)) < 5 && abs(get_val(PS4_RX)) < 5 ){
set_val(PS4_RY,0);
set_val(PS4_RX,0); }
//POLAR AIM
if(polar_aim_assist)
{
vm_tctrl(VM_INTERVAL);
actual_X = get_val(X);
actual_Y = get_val(Y);
actual_Magnitude = isqrt(pow(actual_X, 2) + pow(actual_Y, 2));
max_Magnitude = (actual_Magnitude < 100);
if(!(time % STEP_INTERVAL)){
angle = angle + STEPS;
} time++;
angle = angle % 360;
sin_angle = dchar(angle % 360);
cos_angle = dchar((angle + 270) % 360);
cos_angle = (cos_angle * RADIUS) / 100;
sin_angle = (sin_angle * RADIUS) / 100;
if((ACTIVE_WHEN_ADS && get_val(SCOPE)) || (ACTIVE_WHEN_FIRING && get_val(FIRE))){
if(actual_Magnitude <= RADIUS){
sin_angle = sin_angle - actual_Y;
cos_angle = cos_angle - actual_X;
}else {
sin_angle = (sin_angle * (200 - ((abs(actual_Y) + actual_Magnitude) / 10) * 10) / 200) * max_Magnitude;
cos_angle = (cos_angle * (200 - ((abs(actual_X) + actual_Magnitude) / 10) * 10) / 200) * max_Magnitude;
}
set_val(X, calculate(actual_X + cos_angle, -100, 100));
set_val(Y, calculate(actual_Y + sin_angle, -100, 100));
}
}
if(event_press(Switch_Weapon)){
weapon = !weapon;
if(!weapon){
Starting_Anti_Recoil_Value = P_Starting_Anti_Recoil_Value;
Mid_Point_Anti_Recoil_Value = P_Mid_Point_Anti_Recoil_Value;
Ending_Anti_Recoil_Value = P_Ending_Anti_Recoil_Value;
Total_Anti_Recoil_Time = P_Total_Anti_Recoil_Time;
}else{
Starting_Anti_Recoil_Value = S_Starting_Anti_Recoil_Value;
Mid_Point_Anti_Recoil_Value = S_Mid_Point_Anti_Recoil_Value;
Ending_Anti_Recoil_Value = S_Ending_Anti_Recoil_Value;
Total_Anti_Recoil_Time = S_Total_Anti_Recoil_Time;
}}
//--reset weapon
if(get_val(SCOPE) && get_val(Switch_Weapon))
//--block switch button in game
set_val(Switch_Weapon,0);
// RAPID
if(get_val(SCOPE) && event_press(XB1_X))rapidfire = !rapidfire;
if ((rapidfire) && get_val(FIRE)) combo_run(RAPIDFIRE);
//Colori led in base a cosa attivo e disattivo
if (!weapon) colourled(Blue);
if (weapon) {combo_run(lampeggio);
colore = Blue;}
else combo_stop(lampeggio);
if ((autodown_onoff) && !rapidfire) colourled(Green);
if ((autodown_onoff) && (!rapidfire) && weapon) {combo_run(lampeggio);
colore = Green;}
if ((autodown_onoff) && rapidfire) colourled(Red);
if ((autodown_onoff) && (rapidfire) && weapon) {combo_run(lampeggio);
colore = Red;}
if ((!autodown_onoff) && !rapidfire) colourled(Blue);
if ((!autodown_onoff) && rapidfire) colourled(Pink);
if ((!autodown_onoff) && (rapidfire) && weapon) {combo_run(lampeggio);
colore = Pink;}
if (autorun) colourled(White);
if ((autorun) && weapon) {combo_run(lampeggio);
colore = White;}
// RECOIL XPrima
if(get_val(SCOPE) && get_val(FIRE) && !weapon ) {combo_run(ARP_C);}
if (abs(get_val(9)) > ARP + ReleaseXP) {combo_stop(ARP_C);}
// RECOIL XPrima
if(get_val(SCOPE) && get_val(FIRE) && weapon ) {combo_run(ARS_C);}
if (abs(get_val(9)) > ARS + ReleaseXS) {combo_stop(ARS_C);}
// AUTOrun ACTIVATE
// AUTOrun ACTIVATE
if (event_press(XB1_RIGHT)) autorun=!autorun;
if (get_val(XB1_LY) < -99 && autorun) {
combo_run(AUTORUN);}
else {combo_stop(AUTORUN);}
if (get_val(XB1_LT)||get_val(XB1_Y)) {combo_stop(AUTORUN); }
//AIM Assist
if(get_val(SCOPE)) combo_run(AS);
//autobreath
if(get_val(SCOPE) && event_press(XB1_A)) respiro = !respiro ;
if (respiro) {
if(get_val(SCOPE) > 99 && get_ptime(SCOPE) > 800) {set_val(8, 100);}}
//autodown
if(get_val(SCOPE) && event_press(XB1_DOWN)){
autodown_onoff=!autodown_onoff;
}
if (autodown_onoff) {
if(get_val(SCOPE))
{combo_run(ABBASSA);}
}
//--device monitor
set_val(30,vm_count);
set_val(31,p);
set_val(32,ar_y);
if(!get_lval(FIRE)) {
p = 0;
vm_count = 0;
p_count = 0;
ar_y = Starting_Anti_Recoil_Value;
}
//---------------------------------------------------------------------------------
if(get_val(FIRE)&& get_val(SCOPE)) {
p = p_cycle();
if(p != -1) {
ar_y = anti_recoil();
}
else
ar_y = Ending_Anti_Recoil_Value;
set_val(10,y_val());
}
}
combo RAPIDFIRE {
set_val(FIRE,100);
wait(RF_SPEED);
set_val(FIRE,0);
wait(RF_SPEED);
}
combo ABBASSA {
set_val(XB1_B,100); //pressione b
wait(500);
wait(4000);
}
combo AS {
set_val(10,a_f(10,AP));
wait(Delay);
set_val(9,a_f(9,AP));
wait(Delay);
set_val(10,a_f(10,AM));
wait(Delay);
set_val(9,a_f(9,AM));
wait(Delay);}
combo AUTORUN {
wait(500);
set_val(18, 100);
wait(120);
set_val(18, 0);
wait(60);
set_val(18, 100);
wait(50);
set_val(18, 100);
set_val(XB1_A, 100);
wait(60);
set_val(18, 0);
set_val(XB1_A, 100);
wait(10);
set_val(XB1_A, 0);
wait(1000);
}
combo ARP_C {
ARSP = get_val(9) + ARP;
if(ARSP > 100) ARSP = 100;
set_val(9,ARSP);
}
combo ARS_C {
ARSS = get_val(9) + ARS;
if(ARSS > 100) ARSS = 100;
set_val(9,ARSS);
}
combo lampeggio {
colourled(colore);
wait(500);
colourled(Off);
wait(500);
reset_leds();
}
// COLOR LED function
//--------------------------------------------------------------
function colourled(Colour) {
Col_ind=(Colour*4)- 3;
set_led(LED_1,dbyte(Col_ind+360));
set_led(LED_2,dbyte(Col_ind+361));
set_led(LED_3,dbyte(Col_ind+362));
set_led(LED_4,dbyte(Col_ind+363));
}// End
//funzione d'aiuto POLAR
function calculate(v, lo, hi) {
if(v < lo) return lo;
if(v > hi) return hi;
return v;
}
function anti_recoil() {
p_count++;
if(p_count == vm[p]) {
p_count = 0;
ar_y = ar_y + inc[p];
}
return ar_y;
}
function p_cycle() {
vm_count++;
if (vm_count > vm_loops) {
if(!p) {
vm_count = 0;
return 1;
}
else {
vm_count = vm_loops;
return -1;
}
}
return p;
}
function y_val() {
v = get_val(10);
if(abs(v) < 10)
v = 0;
if(abs(v) > ar_y + 10)
return v;
return v + ar_y;
}
function a_f(p,m) {
if(abs(get_val(p)) < Release)
return m;
return get_val(p);
}
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J2Kbr - General of the Army
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