Convert for xbox
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• Page 1 of 1
Convert for xbox
Hi guys i tried this script but not working, i tried to change the button with the xbox ones, but not work at all...
thanks in advance.
thanks in advance.
- Code: Select all
//========================================================================================================================
//--Rapid Fire (L2 + LEFT)
int Rapid_Fire = FALSE;
//=======================================================================================================================
//--Dropshot (L2 + RIGHT)
int DropShot = FALSE;
int DropShotSpeed = 30;
//========================================================================================================================
///--Change TRUE TO FALSE if you don't want to play with Hair Triggers
define HairTriggers = TRUE;
//========================================================================================================================
//--Change FALSE To True If You Want Easy Slide TAP CROUCH/PRONE BUTTON TO EASY SLIDE
define EASY__SLIDE_DROP = FALSE;
//========================================================================================================================
//--Change FALSE TO TRUE If you want Hold Breath
define holdbreath = FALSE;
//========================================================================================================================
//--Notorious Sticky Aim Assist if your screen shakes whilst using aim assist - lower this value (try 22, 20)
define sticky_aim_assist = TRUE;
define _v = 22;
//========================================================================================================================
//--Aim Sensitivty Corrections ===========================================================================================
int in_game_menu_sens = 11; // PICK 3 HIGHER THEN YOUR REGULAR SENSITIVITY!
define aim_sens_corrections = 0; // [0 = OFF / 1 = ON / 2 = ON + ZOOM SENS IS ALSO ON] - zoom sensitivity does not work with bumpers/triggers flipped]
/*
THE IDEA BEHIND STICKY AIMBOT IS THAT YOU HIGHER YOUR IN-GAME SENSITIVITY WITH 2 OR 3
CLICKS. THIS WILL ALLOW YOU TO TURN AROUND FAST WITHOUT LOSING CONTROL OVER YOUR AIM
AND LOCK ON TO YOUR TARGET WITH EASE
1) FILL OUT THE IN_GAME_MENU_SENS STICK SENSITIVITY UP ABOVE
2) GET READY TO BULLY ENEMIES IN WARZONE! */
//======================================================================================================================
//--Anti Recoil (L2 + OPTIONS)==========================================================================================
define antirecoil_ = TRUE;
define INTVERTED_RECOIL = 1; //( IF INVERTED SET TO -1 INSTEAD OF 1 )
int DEFAULT_VERTICAL = 3;
int DEFAULT_HORIZONTAL = -2;
/*
CHECK THE STICK & BUTTON LAYOUTS BELOW.
STICKS:
PS4_CIRCLE XB1_B
PS4_CROSS XB1_A
PS4_R1 XB1_RB
PS4_R2 XB1_RT
PS4_R3 XB1_RS
PS4_L1 XB1_LB
PS4_L2 XB1_LT
PS4_L3 XB1_LS
//====================================================================================================================== */
//--Layout==============================================================================================================
define FIRE = PS4_R1; //Change To R1 For Flipped Bumpers
define ADS = PS4_L1; //Change To L1 For Flipped Bumpers
define SPRINT = PS4_L3;
define PRONE = PS4_R3;
define MELEE = PS4_CIRCLE;
define JUMP = PS4_CROSS;
define TACTICAL = PS4_L2; //Change To L2 For Flipped Bumpers
define LETHAL = PS4_R2; //Change To R2 For Flipped Bumpers
define VIB_A = RUMBLE_A; //Leave Alone
//-- NOTORIOUS AIM ABUSE ================================================================================================
define Sampling_Time = 10;
define Aim_Boost = 7;
define Aim_Correction = 5;
define Aim_Perfection_Limit = 30;
define POS_Aim_Limit = 70;
int NEG_Aim_Limit = -70;
define POS_Micro_MVT_Limit = 25;
int NEG_Micro_MVT_Limit = -25;
int X_Last_Value = 0;
int Y_Last_Value = 0;
int X_Current_Value = 0;
int Y_Current_Value = 0;
int Sampling_Done = FALSE;
int spiroide_pulse = 0;
int fine_pulse = 0;
int Joystick_calibration = FALSE;
int RX_Axis_Joystick_calibrate = 0;
int RY_Axis_Joystick_calibrate = 0;
//--======================================================================================================================
int ads_grenade_sens, ads_fire_sens, Sens;
int RECOIL,BOOOST,ANTIRECOOIL;
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| | |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main {
if (Joystick_calibration == FALSE){
RX_Axis_Joystick_calibrate = get_val(PS4_RX);
RY_Axis_Joystick_calibrate = get_val(PS4_RY);
Joystick_calibration = TRUE;}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
if(get_val(ADS)){
if(abs(X_Current_Value) <= POS_Micro_MVT_Limit && abs(Y_Current_Value) <= POS_Micro_MVT_Limit){
if(abs(X_Last_Value - X_Current_Value) < 15){
combo_stop(Aim_Assist_Perfection);
Sampling_Done = FALSE;
if(get_val(FIRE) > 95){
combo_stop(Fine_Tune_Aim);
fine_pulse = 0;
combo_run(spiroide_Aim_Assit);}
else{
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
combo_run(Fine_Tune_Aim);}}}
else if(abs(X_Current_Value) <= POS_Aim_Limit && abs(Y_Current_Value) <= POS_Aim_Limit){
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
fine_pulse = 0;
combo_run(Aim_Assist_Perfection);}}
else {
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
combo_stop(Aim_Assist_Perfection);
spiroide_pulse = 0;
fine_pulse = 0;
Sampling_Done = FALSE;}
if (sticky_aim_assist) {
if(get_val(ADS)) combo_run(cSTICKY_AIM);
else combo_stop(cSTICKY_AIM);}
if(holdbreath) {
if( get_val(ADS) ) combo_run(cHOLD_BREATH_cmb); }
if(HairTriggers) {
deadzone(ADS,FIRE,100,100); }
if(EASY__SLIDE_DROP && get_val(PRONE))combo_run(cDROP_SHOT);
if(get_val(ADS) && event_press(PS4_LEFT)) {
combo_run (vibrate);
Rapid_Fire=!Rapid_Fire;}
if (Rapid_Fire) {
if(get_val(FIRE)) {
combo_run (cRapiid_Fire);}}
if(aim_sens_corrections) {
ads_grenade_sens=100-(in_game_menu_sens); ads_fire_sens=96-(in_game_menu_sens);
if (get_val (ADS)) {
if(get_val(FIRE) && get_val(ADS)) {
Sens = ads_fire_sens; }
if(!get_val(FIRE) && !get_val(ADS) || get_val (FIRE) &&!get_val(ADS)) {
Sens = 100; //--sens and hip fire sens
}
if(!get_val(FIRE) && get_val(ADS) || get_val (LETHAL) && !get_val (ADS) || get_val (TACTICAL) && !get_val (ADS)) {
Sens = ads_grenade_sens; }
if(Sens > 100) Sens = 100;
sensitivity(PS4_RX, NOT_USE, Sens);
sensitivity(PS4_RY, NOT_USE, Sens); }
}
if(get_val(ADS) && event_press(PS4_RIGHT)) {
combo_run (vibrate);
DropShot=!DropShot;}
if (DropShot) {
if(get_val(FIRE)) {
combo_run (cDroppShott);}}
if(get_val(ADS) && event_press(PS4_OPTIONS)) {
combo_run (vibrate);
ANTIRECOOIL=!ANTIRECOOIL;}
if (antirecoil_) {
if (get_val(ADS) && get_val(FIRE) && get_rumble(VIB_A)) {
combo_run(cRECOIL); }
if (abs(get_val(PS4_RY)) > DEFAULT_VERTICAL + 2 || abs(get_val(PS4_RX)) > DEFAULT_VERTICAL + 2) {
combo_stop(cRECOIL); } }
if(abs(get_val(PS4_LY)) < 10 && abs(get_val(PS4_LX)) < 10 ){
set_val(PS4_LY,0);
set_val(PS4_LX,0); }
if(abs(get_val(PS4_RY)) < 10 && abs(get_val(PS4_RX)) < 10 ){
set_val(PS4_RY,0);
set_val(PS4_RX,0); }
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo Aim_Assist_Perfection{
X_Last_Value = X_Current_Value
Y_Last_Value = Y_Current_Value
wait(Sampling_Time);
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE ){
Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
wait(Sampling_Time);
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RX_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE ){
Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );}
Sampling_Done = TRUE;
wait(Sampling_Time);
}
combo Fine_Tune_Aim {
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_LX,(-15 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(10 - fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time)
wait(Sampling_Time)
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_LX,(15 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(-10 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
fine_pulse = fine_pulse + 2;
if ( fine_pulse >10){
fine_pulse = 0;}
}
combo spiroide_Aim_Assit {
set_val(PS4_RX,(4 + spiroide_pulse));
set_val(PS4_LX,(-15+ spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-4 - spiroide_pulse));
set_val(PS4_LX,15 - spiroide_pulse );
wait(Sampling_Time);
wait(Sampling_Time)
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
spiroide_pulse = spiroide_pulse + 2;
if ( spiroide_pulse >10){
spiroide_pulse = 0;}
}
combo cHOLD_BREATH_cmb {
set_val(SPRINT, 100);
wait(100);
}
combo cDROP_SHOT{
set_val(PRONE,100);
wait(800);
}
combo cRapiid_Fire {
set_val(FIRE, 100);
wait(40);
set_val(FIRE, 0);
wait(30);
}
combo cDroppShott {
set_val(PRONE,100);
wait(40);
wait(DropShotSpeed);
set_val(PRONE,100);
}
combo cSTICKY_AIM {
set_val(PS4_RY,xy_val(PS4_RY, _v));
wait(20);
set_val(PS4_RX,xy_val(PS4_RX, _v));
set_val(PS4_LX,xy_val(PS4_LX, _v));
wait(20);
set_val(PS4_RY,xy_val(PS4_RY, _v * -1));
wait(20);
set_val(PS4_RX,xy_val(PS4_RX, _v * -1));
set_val(PS4_LX,xy_val(PS4_LX, _v * -1));
wait(20);
}
combo cRECOIL { BOOOST++;
RECOIL = get_val(PS4_RY) + DEFAULT_VERTICAL + BOOOST;
if(BOOOST == 10) {
BOOOST = 0; }
if(RECOIL > 100) {
RECOIL = 100; }
set_val(PS4_RY,RECOIL * INTVERTED_RECOIL);
RECOIL = get_val(PS4_RX) + DEFAULT_HORIZONTAL;
if(RECOIL > 100){
RECOIL = 100; }
set_val(PS4_RX,RECOIL);
}
combo vibrate {
set_rumble(RUMBLE_A, 85);
wait(225);
reset_rumble();
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |F |U | N | C | T | I | O | N | S | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < (_v + 1))
return f_val;
return get_val(f_axis);
}
function Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS ) {
if(abs(Last_Value - Current_Value) < Aim_Perfection_Limit){
if(Last_Value < Current_Value){
if (Boost){
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Boost));}
else if(Correction){
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Correction));}}
else{
if (Boost){
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Boost));}
else if(Correction){
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Correction));}}}}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | | | E | N | | D | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
-
danilos1992 - Sergeant First Class
- Posts: 18
- Joined: Sun Jun 10, 2018 11:02 pm
Re: Convert for xbox
Don't need to change the buttons, they're the same across both consoles.
What's not working? You need to enable the mods at the top of the script by setting them to TRUE.
Ex:
Setting this to true will enable rapidfire.
What's not working? You need to enable the mods at the top of the script by setting them to TRUE.
Ex:
- Code: Select all
int Rapid_Fire = FALSE;
Setting this to true will enable rapidfire.
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
- Mad
- Major General
- Posts: 4532
- Joined: Wed May 22, 2019 5:39 am
Re: Convert for xbox
I put all on true, but not working anything, also the switch mode L2+right or left not working...
-
danilos1992 - Sergeant First Class
- Posts: 18
- Joined: Sun Jun 10, 2018 11:02 pm
Re: Convert for xbox
danilos1992 wrote:I put all on true, but not working anything, also the switch mode L2+right or left not working...
It is set to flipped triggers.
Change this:
- Code: Select all
define FIRE = PS4_R1; //Change To R1 For Flipped Bumpers
define ADS = PS4_L1; //Change To L1 For Flipped Bumpers
define SPRINT = PS4_L3;
define PRONE = PS4_R3;
define MELEE = PS4_CIRCLE;
define JUMP = PS4_CROSS;
define TACTICAL = PS4_L2; //Change To L2 For Flipped Bumpers
define LETHAL = PS4_R2; //Change To R2 For Flipped Bumpers
to:
- Code: Select all
define FIRE = PS4_R2; //Change To R1 For Flipped Bumpers
define ADS = PS4_L2; //Change To L1 For Flipped Bumpers
define SPRINT = PS4_L3;
define PRONE = PS4_R3;
define MELEE = PS4_CIRCLE;
define JUMP = PS4_CROSS;
define TACTICAL = PS4_L1; //Change To L2 For Flipped Bumpers
define LETHAL = PS4_R1; //Change To R2 For Flipped Bumpers
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
- Mad
- Major General
- Posts: 4532
- Joined: Wed May 22, 2019 5:39 am
Re: Convert for xbox
Many thanks mad, that is the problem...
I can ask you another thing, i want if is possible when shooting, before running the dropshot action i would like a jumpshot (only a single jump before performing the dropshot), it is possible?
Thank you
I can ask you another thing, i want if is possible when shooting, before running the dropshot action i would like a jumpshot (only a single jump before performing the dropshot), it is possible?
Thank you
-
danilos1992 - Sergeant First Class
- Posts: 18
- Joined: Sun Jun 10, 2018 11:02 pm
Re: Convert for xbox
- Code: Select all
//========================================================================================================================
//--Rapid Fire (L2 + LEFT)
int Rapid_Fire = FALSE;
//=======================================================================================================================
//--Dropshot (L2 + RIGHT)
int DropShot = FALSE;
int DropShotSpeed = 30;
//========================================================================================================================
///--Change TRUE TO FALSE if you don't want to play with Hair Triggers
define HairTriggers = TRUE;
//========================================================================================================================
//--Change FALSE To True If You Want Easy Slide TAP CROUCH/PRONE BUTTON TO EASY SLIDE
define EASY__SLIDE_DROP = FALSE;
//========================================================================================================================
//--Change FALSE TO TRUE If you want Hold Breath
define holdbreath = FALSE;
//========================================================================================================================
//--Notorious Sticky Aim Assist if your screen shakes whilst using aim assist - lower this value (try 22, 20)
define sticky_aim_assist = TRUE;
define _v = 22;
//========================================================================================================================
//--Aim Sensitivty Corrections ===========================================================================================
int in_game_menu_sens = 11; // PICK 3 HIGHER THEN YOUR REGULAR SENSITIVITY!
define aim_sens_corrections = 0; // [0 = OFF / 1 = ON / 2 = ON + ZOOM SENS IS ALSO ON] - zoom sensitivity does not work with bumpers/triggers flipped]
/*
THE IDEA BEHIND STICKY AIMBOT IS THAT YOU HIGHER YOUR IN-GAME SENSITIVITY WITH 2 OR 3
CLICKS. THIS WILL ALLOW YOU TO TURN AROUND FAST WITHOUT LOSING CONTROL OVER YOUR AIM
AND LOCK ON TO YOUR TARGET WITH EASE
1) FILL OUT THE IN_GAME_MENU_SENS STICK SENSITIVITY UP ABOVE
2) GET READY TO BULLY ENEMIES IN WARZONE! */
//======================================================================================================================
//--Anti Recoil (L2 + OPTIONS)==========================================================================================
define antirecoil_ = TRUE;
define INTVERTED_RECOIL = 1; //( IF INVERTED SET TO -1 INSTEAD OF 1 )
int DEFAULT_VERTICAL = 3;
int DEFAULT_HORIZONTAL = -2;
/*
CHECK THE STICK & BUTTON LAYOUTS BELOW.
STICKS:
PS4_CIRCLE XB1_B
PS4_CROSS XB1_A
PS4_R1 XB1_RB
PS4_R2 XB1_RT
PS4_R3 XB1_RS
PS4_L1 XB1_LB
PS4_L2 XB1_LT
PS4_L3 XB1_LS
//====================================================================================================================== */
//--Layout==============================================================================================================
define FIRE = PS4_R2; //Change To R1 For Flipped Bumpers
define ADS = PS4_L2; //Change To L1 For Flipped Bumpers
define SPRINT = PS4_L3;
define PRONE = PS4_R3;
define MELEE = PS4_CIRCLE;
define JUMP = PS4_CROSS;
define TACTICAL = PS4_L1; //Change To L2 For Flipped Bumpers
define LETHAL = PS4_R1; //Change To R2 For Flipped Bumpers
define VIB_A = RUMBLE_A; //Leave Alone
//-- NOTORIOUS AIM ABUSE ================================================================================================
define Sampling_Time = 10;
define Aim_Boost = 7;
define Aim_Correction = 5;
define Aim_Perfection_Limit = 30;
define POS_Aim_Limit = 70;
int NEG_Aim_Limit = -70;
define POS_Micro_MVT_Limit = 25;
int NEG_Micro_MVT_Limit = -25;
int X_Last_Value = 0;
int Y_Last_Value = 0;
int X_Current_Value = 0;
int Y_Current_Value = 0;
int Sampling_Done = FALSE;
int spiroide_pulse = 0;
int fine_pulse = 0;
int Joystick_calibration = FALSE;
int RX_Axis_Joystick_calibrate = 0;
int RY_Axis_Joystick_calibrate = 0;
//--======================================================================================================================
int ads_grenade_sens, ads_fire_sens, Sens;
int RECOIL,BOOOST,ANTIRECOOIL;
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| | |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main {
if (Joystick_calibration == FALSE){
RX_Axis_Joystick_calibrate = get_val(PS4_RX);
RY_Axis_Joystick_calibrate = get_val(PS4_RY);
Joystick_calibration = TRUE;}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
if(get_val(ADS)){
if(abs(X_Current_Value) <= POS_Micro_MVT_Limit && abs(Y_Current_Value) <= POS_Micro_MVT_Limit){
if(abs(X_Last_Value - X_Current_Value) < 15){
combo_stop(Aim_Assist_Perfection);
Sampling_Done = FALSE;
if(get_val(FIRE) > 95){
combo_stop(Fine_Tune_Aim);
fine_pulse = 0;
combo_run(spiroide_Aim_Assit);}
else{
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
combo_run(Fine_Tune_Aim);}}}
else if(abs(X_Current_Value) <= POS_Aim_Limit && abs(Y_Current_Value) <= POS_Aim_Limit){
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
fine_pulse = 0;
combo_run(Aim_Assist_Perfection);}}
else {
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
combo_stop(Aim_Assist_Perfection);
spiroide_pulse = 0;
fine_pulse = 0;
Sampling_Done = FALSE;}
if (sticky_aim_assist) {
if(get_val(ADS)) combo_run(cSTICKY_AIM);
else combo_stop(cSTICKY_AIM);}
if(holdbreath) {
if( get_val(ADS) ) combo_run(cHOLD_BREATH_cmb); }
if(HairTriggers) {
deadzone(ADS,FIRE,100,100); }
if(EASY__SLIDE_DROP && get_val(PRONE))combo_run(cDROP_SHOT);
if(get_val(ADS) && event_press(PS4_LEFT)) {
combo_run (vibrate);
Rapid_Fire=!Rapid_Fire;}
if (Rapid_Fire) {
if(get_val(FIRE)) {
combo_run (cRapiid_Fire);}}
if(aim_sens_corrections) {
ads_grenade_sens=100-(in_game_menu_sens); ads_fire_sens=96-(in_game_menu_sens);
if (get_val (ADS)) {
if(get_val(FIRE) && get_val(ADS)) {
Sens = ads_fire_sens; }
if(!get_val(FIRE) && !get_val(ADS) || get_val (FIRE) &&!get_val(ADS)) {
Sens = 100; //--sens and hip fire sens
}
if(!get_val(FIRE) && get_val(ADS) || get_val (LETHAL) && !get_val (ADS) || get_val (TACTICAL) && !get_val (ADS)) {
Sens = ads_grenade_sens; }
if(Sens > 100) Sens = 100;
sensitivity(PS4_RX, NOT_USE, Sens);
sensitivity(PS4_RY, NOT_USE, Sens); }
}
if(get_val(ADS) && event_press(PS4_RIGHT)) {
combo_run (vibrate);
DropShot=!DropShot;}
if (DropShot) {
if(get_val(FIRE)) {
combo_run (cDroppShott);}}
if(get_val(ADS) && event_press(PS4_OPTIONS)) {
combo_run (vibrate);
ANTIRECOOIL=!ANTIRECOOIL;}
if (antirecoil_) {
if (get_val(ADS) && get_val(FIRE) && get_rumble(VIB_A)) {
combo_run(cRECOIL); }
if (abs(get_val(PS4_RY)) > DEFAULT_VERTICAL + 2 || abs(get_val(PS4_RX)) > DEFAULT_VERTICAL + 2) {
combo_stop(cRECOIL); } }
if(abs(get_val(PS4_LY)) < 10 && abs(get_val(PS4_LX)) < 10 ){
set_val(PS4_LY,0);
set_val(PS4_LX,0); }
if(abs(get_val(PS4_RY)) < 10 && abs(get_val(PS4_RX)) < 10 ){
set_val(PS4_RY,0);
set_val(PS4_RX,0); }
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo Aim_Assist_Perfection{
X_Last_Value = X_Current_Value
Y_Last_Value = Y_Current_Value
wait(Sampling_Time);
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE ){
Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
wait(Sampling_Time);
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RX_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE ){
Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );}
Sampling_Done = TRUE;
wait(Sampling_Time);
}
combo Fine_Tune_Aim {
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_LX,(-15 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(10 - fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time)
wait(Sampling_Time)
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_LX,(15 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(-10 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
fine_pulse = fine_pulse + 2;
if ( fine_pulse >10){
fine_pulse = 0;}
}
combo spiroide_Aim_Assit {
set_val(PS4_RX,(4 + spiroide_pulse));
set_val(PS4_LX,(-15+ spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-4 - spiroide_pulse));
set_val(PS4_LX,15 - spiroide_pulse );
wait(Sampling_Time);
wait(Sampling_Time)
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
spiroide_pulse = spiroide_pulse + 2;
if ( spiroide_pulse >10){
spiroide_pulse = 0;}
}
combo cHOLD_BREATH_cmb {
set_val(SPRINT, 100);
wait(100);
}
combo cDROP_SHOT{
set_val(JUMP, 100);
wait(60);
wait(200);
set_val(PRONE,100);
wait(800);
}
combo cRapiid_Fire {
set_val(FIRE, 100);
wait(40);
set_val(FIRE, 0);
wait(30);
}
combo cDroppShott {
set_val(PRONE,100);
wait(40);
wait(DropShotSpeed);
set_val(PRONE,100);
}
combo cSTICKY_AIM {
set_val(PS4_RY,xy_val(PS4_RY, _v));
wait(20);
set_val(PS4_RX,xy_val(PS4_RX, _v));
set_val(PS4_LX,xy_val(PS4_LX, _v));
wait(20);
set_val(PS4_RY,xy_val(PS4_RY, _v * -1));
wait(20);
set_val(PS4_RX,xy_val(PS4_RX, _v * -1));
set_val(PS4_LX,xy_val(PS4_LX, _v * -1));
wait(20);
}
combo cRECOIL { BOOOST++;
RECOIL = get_val(PS4_RY) + DEFAULT_VERTICAL + BOOOST;
if(BOOOST == 10) {
BOOOST = 0; }
if(RECOIL > 100) {
RECOIL = 100; }
set_val(PS4_RY,RECOIL * INTVERTED_RECOIL);
RECOIL = get_val(PS4_RX) + DEFAULT_HORIZONTAL;
if(RECOIL > 100){
RECOIL = 100; }
set_val(PS4_RX,RECOIL);
}
combo vibrate {
set_rumble(RUMBLE_A, 85);
wait(225);
reset_rumble();
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |F |U | N | C | T | I | O | N | S | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < (_v + 1))
return f_val;
return get_val(f_axis);
}
function Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS ) {
if(abs(Last_Value - Current_Value) < Aim_Perfection_Limit){
if(Last_Value < Current_Value){
if (Boost){
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Boost));}
else if(Correction){
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Correction));}}
else{
if (Boost){
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Boost));}
else if(Correction){
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Correction));}}}}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | | | E | N | | D | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
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