PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

GPC1 script programming for Titan One. Code examples, questions, requests.

Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby bmpt guard » Sun Apr 29, 2018 10:25 am

PUBG wrote:Have you actually tested this in a game? I tested it and it doesnt work.

yes it works. i havent done anything with it for about 2 months.
on= dpad right
off= "A" for 3 seconds
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby PUBG » Tue May 08, 2018 1:21 pm

The jitter doesn not work...Only thing in the script that does anything is rapidfire dropshot is pointless in pubg.
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby iDon » Wed Aug 15, 2018 5:38 pm

norge1 wrote:if anyone would like to donate. any donation accepted i accept paypal, just follow link
paypal.me/norge1
j2kbr if you can fix link as it wont let me.
Code: Select all
N0RG31 1337 PUBG GPC 7174N 0N3 5CR1P7

im new to gpc blocks, if anyone wants to make better feel free.
rapid fire is also set nicely it goes up a little when shooting but also has anti recoil a little.
if we can get a faster reload that wont interfere with revive like make it movement and x pressed to fast reload, cause sit still only press x to revive will work.
maybe a quick scope not sure how would work cause double tap Lt is scope
you can now peak both ways without off toggle interferring.
script can always improve like all scripts.
enjoy!

make sure you grab updated not old.
for testers just post reply if you like and if what you tested works. if testers only want credit leave your name you want credit too.
for fixers pm me the fix and ill add with credit to you.


in future edited/new mods will be in bold

mods:
anti recoil
rapid fire/jitter/quick scope toggle on/off (dpad right= on) (A =off)
(newly adjusted quick scope just press Lt once and your aiming down sights. seems to work even better. works 99.9%)
auto run removed, not needed since it was added to game.
modified jitter and increased rapidfire seems faster.
faster reload looks like its faster, revive seems uninterrupted.
steady aim

added:
steady aim
adjusted antirecoil
changed toggle rapidfire/quickscope (dpad right= on ) ( hold for 3 seconds - A =off)
modified jitter and increased rapidfire seems faster.
fixed jitter, needed a ;. thanks Sillyasskid.

need help and fixing and/or update notes:
toggle for rapidfire jitter and quickscope all same toggle on/off. see above for button toggles.
newly adjusted quick scope just press Lt once and your aiming down sights. seems to work even better. works 99.9%
faster reload looks like its faster, revive seems uninterrupted.
need auto spot tested

CREDITS:
NORGE1 -ME. for starting a pubg script since i didnt see one and building for a great script.
Sillyasskid - for fixing ; in line 26 for jitter

Code: Select all
//
// Sat Dec 23 2017 17:23:26
// Script generated by Visual to GPC
//----------------------------------------
 
define ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
define ANTI_RECOIL = 80;       //change "0" to compensate vertical recoil (0 - 100)
define ANTI_RECOIL_LEFT = 80//change this value to compensate to the left (0 - 100)
define ANTI_RECOIL_RIGHT = 80; //change this value to compensate to the right (0 - 100)
define INSTA_FIRE                = 95;   // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM                 = 95;   // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%
define ADS_SPEED                 = 20;   // The % at which it boosts your aiming speed when using ADS
define DISABLE_WITH_SCOPE        = TRUE; // Will not drop shot if ADS is on
define DROPSHOT_QUICKNESS        = 95;   // The % at which it boosts the CROUCH button when pressed - i.e. 95% means when pressed 5% 
define DROP_SHOT_WAIT            = 1000; // Wait time for drop shot combo (changed from 1200 to 1000)
define LongJumpON                = TRUE; // Turns on Long Jump MOD.  Set to FALSE to turn this off this mod
define CROUCH                    = PS4_CIRCLE;
define JUMP                      = PS4_CROSS;
define RIGHT                     = PS4_RIGHT;
define SHOOT                     = PS4_R2;
define ADS                       = PS4_L2;
define SPRINT                    = PS4_L3;
define RX_AXIS                   = PS4_RX;
define SteadyAim_X   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_X = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
define SteadyAim_Y   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_Y = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
 
define SprintThreshold = 85; // 70 by default. Left stick position before SPRINT auto-enables
 
define TighterTurns = 120// 200 by default. Range of 0 to 327. Increase to 250 for stupid fast turns.
define TT_MidPoint  =  NOT_USE// 75 by default. Range of sensitivity (1-100). Set to NOT_USE to apply the effect to the full range of movement
 
define Pri_HIP_Hold  = 50;   // Primary weapon hold SHOOT time. Set to 0 to disable Rapid-Fire in HIP mode to allow Suros Regime to fire full-auto from the HIP
define Pri_HIP_Rest  = 50;   // Primary weapon release SHOOT time
 
define Pri_ADS_Hold  = 50;   // Primary weapon hold SHOOT time e.g 39 for Suros Regime in Focused Fire mode
define Pri_ADS_Rest  = 50;   // Primary weapon release SHOOT time e.g 39 for Suros Regime in Focused Fire mode
 
define Sec_HIP_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_HIP_Rest  = 50;   // Special weapon release SHOOT time
 
define Sec_ADS_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_ADS_Rest  = 50;   // Special weapon release SHOOT time
 
define Invert_Y = 0;     // Change to 1 to invert Y-Axis anti-recoil
 
 
//------------------------------------------------------------------------------
// Persistent Vars
define PVAR_ToggleFlags = SPVAR_1;
 
// VARIABLES
// ---------------------------------------------------------
// Store toggle states
int ToggleFlags;
 
int AutoSpotOnOff;
int toggle;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int ADS_Fire_On                  = TRUE;
int DropShotON                   = TRUE// Turned on by default but can be turned off with the Toggles.  Change to FALSE if you want it off by default
int GunFlags;
int HoldTime, RestTime;
 
int Pri_Hip_H = 0;       // Primary Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_Hip_V = 34;       // Primary Hip Y-axis Vertical. Range of -100 to 100. Min of to get an AR effect 12 for Xim4
 
int Pri_ADS_H = 0;       // Primary ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_ADS_V = 34;       // Primary ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int Sec_Hip_H = 12;       // Special Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_Hip_V = 61;       // Special Hip Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int Sec_ADS_H = 12;       // Special ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_V = 61;       // Special ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int toggle_a, flag_a;
 
int ScopeHold, PriScope;
int ShootHold, PriShoot;
int ScopeSwap, PriSwap;
int ReloadWait, PriReloadWait;
int SecScope;
int SecShoot;
int SecReloadWait;
 
init
{
    // Set initial Gun Flag state
    combo_run(SetPrimary);
 
    // Retrieve Toggle States
    ToggleFlags = get_pvar(PVAR_ToggleFlags, -32768, 32767, 0);
}
 
/* ----------------------------------------------------------------------------------------------------------------------
*  MAIN
**/

main {
    // If RT is pressed, jitter will run//
    if(get_val(XB1_RT)) {
        combo_run(jitter);
    }
    if(get_val(XB1_RT)) {
        combo_run(rapidfire);
    }   
    if(get_val(XB1_LT)) {
        if(get_val(XB1_LT)) {
            combo_run(quickscope);
        } else {
            combo_run(quickscope2);
        }
    }
    if(get_val(XB1_A)) {
        if(!flag_a) {
            if(get_ptime(XB1_A) >= 3000) {
                flag_a = TRUE;
                toggle_a = !toggle_a;
            }
        }
    } else flag_a = FALSE;
    if (get_val(XB1_RIGHT)) toggle =  TRUE; // Turn it on when you press DPAD LEFT
    if(get_val(XB1_A) && get_ptime(XB1_A) >= 3000) toggle = FALSE; // turn it off when you press DPAD LEFT
 
    if (!toggle) {
        combo_stop(jitter);
        combo_stop(rapidfire);
        combo_stop(quickscope);
        combo_stop(quickscope2);
        combo_stop(DropShot);
        combo_stop(ADS_Fire_On);
        combo_stop(AutoSprint);
        combo_stop(RumbleNotifier);
        combo_stop(LongJump);
        combo_stop(SetPrimary);
    }
 
    if(event_press(XB1_RT) && get_val(XB1_LT)) {  // Turns ON and OFF Drop Shot
        DropShotON = !DropShotON;
        if(DropShotON) {
            ADS_Fire_On = TRUE;
            ColorLED(6); // amber/yellow
            combo_run(RumbleNotifier);
        }
        if(!DropShotON) {
            ColorLED(1);
        }   
    }
    if(event_press(RIGHT) && get_val(CROUCH)) { // Turns ON and OFF ADS Fire
        ADS_Fire_On = !ADS_Fire_On;
        if(ADS_Fire_On) {
            DropShotON = FALSE;
            ColorLED(7); // white
            combo_run(RumbleNotifier);
        }
    }
    // Auto ADS
    if(get_val(SHOOT) && ADS_Fire_On && !DropShotON) {
        set_val(ADS,100);
    }
    // Drop Shot
    if(event_press(SHOOT) && DropShotON){
        combo_stop(AutoSprint)
        combo_run(DropShot);
    }
    if(DISABLE_WITH_SCOPE && get_val(ADS)) {
        combo_stop(DropShot);
    }
    // Long Jump
    if(get_val(JUMP) && LongJumpON) {
        combo_run(LongJump);
    } else if(combo_running(LongJump)) {
        combo_stop(LongJump);
    }
    // Hip-fire Settings
 
    if (!get_val (ADS))
    {
            // Primary HIP
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_HIP_Hold, Pri_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Pri_Hip_H, Pri_Hip_V); } // Anti-recoil
                }
            }
 
            // Special HIP
            if (test_bit(GunFlags, 2))
            {   
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_HIP_Hold, Sec_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Sec_Hip_H, Sec_Hip_V); } // Anti-recoil
                }
            }
 
            // Tighter turns
            if (get_val (SPRINT))
            {sensitivity (RX_AXIS, TT_MidPoint, TighterTurns) } 
    }
 
    // Aim Down Sights Settings
 
    if (get_val(ADS))
    {
            // Primary ADS
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_ADS_Hold, Pri_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Pri_ADS_H, Pri_ADS_V); } // Anti-recoil
                }
            }
 
            // Special ADS
            if (test_bit(GunFlags, 2))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_ADS_Hold, Sec_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                        { AntiRecoilF(Sec_ADS_H, Sec_ADS_V); } // Anti-recoil
                }
            }
    }
}
 
combo SetPrimary
{
    clear_bit(GunFlags, 2);
    clear_bit(GunFlags, 3);
    set_bit(GunFlags, 1); // Sets gun flag to Primary
    LED(0, 0, 1, 0); // Green
    ScopeHold = PriScope; // Quick-scope ADS
    ShootHold = PriShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = PriReloadWait; // Reload wait
}
 
combo SetSpecial
{
    clear_bit(GunFlags, 1);
    set_bit(GunFlags, 2); // Sets gun flag to Special
    LED(0, 1, 0, 0); // Red
    ScopeHold = SecScope; // Quick-scope ADS
    ShootHold = SecShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = SecReloadWait; // Reload wait
}
 
combo SetHeavy     
{
    clear_bit(GunFlags, 1);
    clear_bit(GunFlags, 2);
    set_bit(GunFlags, 3); // Sets gun flag to Heavy
    LED(0, 1, 1, 0); // Yellow
}
 
combo TitanEvade{
}
 
combo TitanSkate{
}
 
combo EvadeCooldown {
}
 
combo NLBCooldown {
}
 
combo AutoMelee {
}
 
combo AutoRevive {
}
 
combo QuickScope{
}
 
combo SwapQuickScope{
}
 
combo Rumble {
}
 
combo RapidFire {
}
 
combo RapidReload{
}
 
combo SprintLoop  {// SprintLoop prevents random NLB reloads
}
 
combo NLB{
}
 
combo DropShot {
    set_val(CROUCH, 100);
    wait(50);              // 15 is no slide in public but slide in private.  50 is slide in public but no slide in private
    set_val(CROUCH, 100);
    wait(DROP_SHOT_WAIT)
}
 
combo LongJump {     
    set_val(JUMP,100);//1 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//2 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//3 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(100);                 
    set_val(JUMP,100);//4 
    wait(50);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//5 
    wait(100);                 
    set_val(JUMP,  0);     
    wait( 80);                 
}   
 
combo    RumbleNotifier      {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    reset_rumble();
}
 
combo jitter{
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 0);
}
 
combo rapidfire {
    set_val(XB1_RT, 40);
    wait(40);
    set_val(XB1_RT, 0);
}
 
combo AutoSprint{
 
 
}
 
combo FastReloadIMR {
    set_val(XB1_X, 100);
    wait(40);
    set_val(XB1_X, 0);
    wait(500); // << Adjustable timing
    set_val(XB1_X, 0);
    set_val(XB1_LX, 0);
    set_val(XB1_LY, -100);
    wait(40);
}
 
combo quickscope {
    set_val(XB1_LT, 100);
    wait(10);
    set_val(XB1_LT, 0);
}
 
combo quickscope2 {
    set_val(XB1_LT, 100);
    wait(20);
    set_val(XB1_LT, 0);
    wait(10);
    set_val(XB1_LT, 0);
}
 
combo AntiRecoil { // This combo must be the last one
    // Look Inversion Enabled
    anti_recoil = get_val(XB1_RY) - ANTI_RECOIL;            // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(XB1_RY, anti_recoil);
    anti_recoil_left = get_val(XB1_RX) - ANTI_RECOIL_LEFT;
    if(anti_recoil_left < -100) anti_recoil_left = -100;
    set_val(XB1_RX, anti_recoil_left);
    anti_recoil_right = get_val(XB1_RX) + ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(XB1_RX, anti_recoil_right);
    if(get_val(XB1_RT)) {
        anti_recoil = get_val(10) + ANTI_RECOIL;
        if(anti_recoil > 100) anti_recoil = 100;
        set_val(10, anti_recoil);
        anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
        if(anti_recoil_left > 100) anti_recoil_left = 100;
        set_val(9, anti_recoil_left);
        anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
        if(anti_recoil_right > 100) anti_recoil_right = 100;
        set_val(9, anti_recoil_right);
    }
}
 
function RapidFireSpeed (RF_HoldTime, RF_RestTime)
{   
    HoldTime = RF_HoldTime; RestTime = RF_RestTime;
    if (HoldTime > 0)
        { combo_run(RapidFire); }
}
 
function AntiRecoilF(a, b) {
 
}
 
function LED(a, b, c, d) {
 
}
 
function ColorLED(c) {
 
}



i am new to titan one, how do i use this? like where do i paste the code and assign it a slot on my titan one? btw im using it on xbox 1.
User avatar
iDon
Staff Sergeant
Staff Sergeant
 
Posts: 11
Joined: Tue Aug 14, 2018 7:51 pm

Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby bmpt guard » Sat Aug 18, 2018 9:38 pm

iDon wrote:
norge1 wrote:if anyone would like to donate. any donation accepted i accept paypal, just follow link
paypal.me/norge1
j2kbr if you can fix link as it wont let me.
Code: Select all
N0RG31 1337 PUBG GPC 7174N 0N3 5CR1P7

im new to gpc blocks, if anyone wants to make better feel free.
rapid fire is also set nicely it goes up a little when shooting but also has anti recoil a little.
if we can get a faster reload that wont interfere with revive like make it movement and x pressed to fast reload, cause sit still only press x to revive will work.
maybe a quick scope not sure how would work cause double tap Lt is scope
you can now peak both ways without off toggle interferring.
script can always improve like all scripts.
enjoy!

make sure you grab updated not old.
for testers just post reply if you like and if what you tested works. if testers only want credit leave your name you want credit too.
for fixers pm me the fix and ill add with credit to you.


in future edited/new mods will be in bold

mods:
anti recoil
rapid fire/jitter/quick scope toggle on/off (dpad right= on) (A =off)
(newly adjusted quick scope just press Lt once and your aiming down sights. seems to work even better. works 99.9%)
auto run removed, not needed since it was added to game.
modified jitter and increased rapidfire seems faster.
faster reload looks like its faster, revive seems uninterrupted.
steady aim

added:
steady aim
adjusted antirecoil
changed toggle rapidfire/quickscope (dpad right= on ) ( hold for 3 seconds - A =off)
modified jitter and increased rapidfire seems faster.
fixed jitter, needed a ;. thanks Sillyasskid.

need help and fixing and/or update notes:
toggle for rapidfire jitter and quickscope all same toggle on/off. see above for button toggles.
newly adjusted quick scope just press Lt once and your aiming down sights. seems to work even better. works 99.9%
faster reload looks like its faster, revive seems uninterrupted.
need auto spot tested

CREDITS:
NORGE1 -ME. for starting a pubg script since i didnt see one and building for a great script.
Sillyasskid - for fixing ; in line 26 for jitter

Code: Select all
//
// Sat Dec 23 2017 17:23:26
// Script generated by Visual to GPC
//----------------------------------------
 
define ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
define ANTI_RECOIL = 80;       //change "0" to compensate vertical recoil (0 - 100)
define ANTI_RECOIL_LEFT = 80//change this value to compensate to the left (0 - 100)
define ANTI_RECOIL_RIGHT = 80; //change this value to compensate to the right (0 - 100)
define INSTA_FIRE                = 95;   // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM                 = 95;   // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%
define ADS_SPEED                 = 20;   // The % at which it boosts your aiming speed when using ADS
define DISABLE_WITH_SCOPE        = TRUE; // Will not drop shot if ADS is on
define DROPSHOT_QUICKNESS        = 95;   // The % at which it boosts the CROUCH button when pressed - i.e. 95% means when pressed 5% 
define DROP_SHOT_WAIT            = 1000; // Wait time for drop shot combo (changed from 1200 to 1000)
define LongJumpON                = TRUE; // Turns on Long Jump MOD.  Set to FALSE to turn this off this mod
define CROUCH                    = PS4_CIRCLE;
define JUMP                      = PS4_CROSS;
define RIGHT                     = PS4_RIGHT;
define SHOOT                     = PS4_R2;
define ADS                       = PS4_L2;
define SPRINT                    = PS4_L3;
define RX_AXIS                   = PS4_RX;
define SteadyAim_X   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_X = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
define SteadyAim_Y   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_Y = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
 
define SprintThreshold = 85; // 70 by default. Left stick position before SPRINT auto-enables
 
define TighterTurns = 120// 200 by default. Range of 0 to 327. Increase to 250 for stupid fast turns.
define TT_MidPoint  =  NOT_USE// 75 by default. Range of sensitivity (1-100). Set to NOT_USE to apply the effect to the full range of movement
 
define Pri_HIP_Hold  = 50;   // Primary weapon hold SHOOT time. Set to 0 to disable Rapid-Fire in HIP mode to allow Suros Regime to fire full-auto from the HIP
define Pri_HIP_Rest  = 50;   // Primary weapon release SHOOT time
 
define Pri_ADS_Hold  = 50;   // Primary weapon hold SHOOT time e.g 39 for Suros Regime in Focused Fire mode
define Pri_ADS_Rest  = 50;   // Primary weapon release SHOOT time e.g 39 for Suros Regime in Focused Fire mode
 
define Sec_HIP_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_HIP_Rest  = 50;   // Special weapon release SHOOT time
 
define Sec_ADS_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_ADS_Rest  = 50;   // Special weapon release SHOOT time
 
define Invert_Y = 0;     // Change to 1 to invert Y-Axis anti-recoil
 
 
//------------------------------------------------------------------------------
// Persistent Vars
define PVAR_ToggleFlags = SPVAR_1;
 
// VARIABLES
// ---------------------------------------------------------
// Store toggle states
int ToggleFlags;
 
int AutoSpotOnOff;
int toggle;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int ADS_Fire_On                  = TRUE;
int DropShotON                   = TRUE// Turned on by default but can be turned off with the Toggles.  Change to FALSE if you want it off by default
int GunFlags;
int HoldTime, RestTime;
 
int Pri_Hip_H = 0;       // Primary Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_Hip_V = 34;       // Primary Hip Y-axis Vertical. Range of -100 to 100. Min of to get an AR effect 12 for Xim4
 
int Pri_ADS_H = 0;       // Primary ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_ADS_V = 34;       // Primary ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int Sec_Hip_H = 12;       // Special Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_Hip_V = 61;       // Special Hip Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int Sec_ADS_H = 12;       // Special ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_V = 61;       // Special ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int toggle_a, flag_a;
 
int ScopeHold, PriScope;
int ShootHold, PriShoot;
int ScopeSwap, PriSwap;
int ReloadWait, PriReloadWait;
int SecScope;
int SecShoot;
int SecReloadWait;
 
init
{
    // Set initial Gun Flag state
    combo_run(SetPrimary);
 
    // Retrieve Toggle States
    ToggleFlags = get_pvar(PVAR_ToggleFlags, -32768, 32767, 0);
}
 
/* ----------------------------------------------------------------------------------------------------------------------
*  MAIN
**/

main {
    // If RT is pressed, jitter will run//
    if(get_val(XB1_RT)) {
        combo_run(jitter);
    }
    if(get_val(XB1_RT)) {
        combo_run(rapidfire);
    }   
    if(get_val(XB1_LT)) {
        if(get_val(XB1_LT)) {
            combo_run(quickscope);
        } else {
            combo_run(quickscope2);
        }
    }
    if(get_val(XB1_A)) {
        if(!flag_a) {
            if(get_ptime(XB1_A) >= 3000) {
                flag_a = TRUE;
                toggle_a = !toggle_a;
            }
        }
    } else flag_a = FALSE;
    if (get_val(XB1_RIGHT)) toggle =  TRUE; // Turn it on when you press DPAD LEFT
    if(get_val(XB1_A) && get_ptime(XB1_A) >= 3000) toggle = FALSE; // turn it off when you press DPAD LEFT
 
    if (!toggle) {
        combo_stop(jitter);
        combo_stop(rapidfire);
        combo_stop(quickscope);
        combo_stop(quickscope2);
        combo_stop(DropShot);
        combo_stop(ADS_Fire_On);
        combo_stop(AutoSprint);
        combo_stop(RumbleNotifier);
        combo_stop(LongJump);
        combo_stop(SetPrimary);
    }
 
    if(event_press(XB1_RT) && get_val(XB1_LT)) {  // Turns ON and OFF Drop Shot
        DropShotON = !DropShotON;
        if(DropShotON) {
            ADS_Fire_On = TRUE;
            ColorLED(6); // amber/yellow
            combo_run(RumbleNotifier);
        }
        if(!DropShotON) {
            ColorLED(1);
        }   
    }
    if(event_press(RIGHT) && get_val(CROUCH)) { // Turns ON and OFF ADS Fire
        ADS_Fire_On = !ADS_Fire_On;
        if(ADS_Fire_On) {
            DropShotON = FALSE;
            ColorLED(7); // white
            combo_run(RumbleNotifier);
        }
    }
    // Auto ADS
    if(get_val(SHOOT) && ADS_Fire_On && !DropShotON) {
        set_val(ADS,100);
    }
    // Drop Shot
    if(event_press(SHOOT) && DropShotON){
        combo_stop(AutoSprint)
        combo_run(DropShot);
    }
    if(DISABLE_WITH_SCOPE && get_val(ADS)) {
        combo_stop(DropShot);
    }
    // Long Jump
    if(get_val(JUMP) && LongJumpON) {
        combo_run(LongJump);
    } else if(combo_running(LongJump)) {
        combo_stop(LongJump);
    }
    // Hip-fire Settings
 
    if (!get_val (ADS))
    {
            // Primary HIP
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_HIP_Hold, Pri_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Pri_Hip_H, Pri_Hip_V); } // Anti-recoil
                }
            }
 
            // Special HIP
            if (test_bit(GunFlags, 2))
            {   
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_HIP_Hold, Sec_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Sec_Hip_H, Sec_Hip_V); } // Anti-recoil
                }
            }
 
            // Tighter turns
            if (get_val (SPRINT))
            {sensitivity (RX_AXIS, TT_MidPoint, TighterTurns) } 
    }
 
    // Aim Down Sights Settings
 
    if (get_val(ADS))
    {
            // Primary ADS
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_ADS_Hold, Pri_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Pri_ADS_H, Pri_ADS_V); } // Anti-recoil
                }
            }
 
            // Special ADS
            if (test_bit(GunFlags, 2))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_ADS_Hold, Sec_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                        { AntiRecoilF(Sec_ADS_H, Sec_ADS_V); } // Anti-recoil
                }
            }
    }
}
 
combo SetPrimary
{
    clear_bit(GunFlags, 2);
    clear_bit(GunFlags, 3);
    set_bit(GunFlags, 1); // Sets gun flag to Primary
    LED(0, 0, 1, 0); // Green
    ScopeHold = PriScope; // Quick-scope ADS
    ShootHold = PriShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = PriReloadWait; // Reload wait
}
 
combo SetSpecial
{
    clear_bit(GunFlags, 1);
    set_bit(GunFlags, 2); // Sets gun flag to Special
    LED(0, 1, 0, 0); // Red
    ScopeHold = SecScope; // Quick-scope ADS
    ShootHold = SecShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = SecReloadWait; // Reload wait
}
 
combo SetHeavy     
{
    clear_bit(GunFlags, 1);
    clear_bit(GunFlags, 2);
    set_bit(GunFlags, 3); // Sets gun flag to Heavy
    LED(0, 1, 1, 0); // Yellow
}
 
combo TitanEvade{
}
 
combo TitanSkate{
}
 
combo EvadeCooldown {
}
 
combo NLBCooldown {
}
 
combo AutoMelee {
}
 
combo AutoRevive {
}
 
combo QuickScope{
}
 
combo SwapQuickScope{
}
 
combo Rumble {
}
 
combo RapidFire {
}
 
combo RapidReload{
}
 
combo SprintLoop  {// SprintLoop prevents random NLB reloads
}
 
combo NLB{
}
 
combo DropShot {
    set_val(CROUCH, 100);
    wait(50);              // 15 is no slide in public but slide in private.  50 is slide in public but no slide in private
    set_val(CROUCH, 100);
    wait(DROP_SHOT_WAIT)
}
 
combo LongJump {     
    set_val(JUMP,100);//1 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//2 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//3 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(100);                 
    set_val(JUMP,100);//4 
    wait(50);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//5 
    wait(100);                 
    set_val(JUMP,  0);     
    wait( 80);                 
}   
 
combo    RumbleNotifier      {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    reset_rumble();
}
 
combo jitter{
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 0);
}
 
combo rapidfire {
    set_val(XB1_RT, 40);
    wait(40);
    set_val(XB1_RT, 0);
}
 
combo AutoSprint{
 
 
}
 
combo FastReloadIMR {
    set_val(XB1_X, 100);
    wait(40);
    set_val(XB1_X, 0);
    wait(500); // << Adjustable timing
    set_val(XB1_X, 0);
    set_val(XB1_LX, 0);
    set_val(XB1_LY, -100);
    wait(40);
}
 
combo quickscope {
    set_val(XB1_LT, 100);
    wait(10);
    set_val(XB1_LT, 0);
}
 
combo quickscope2 {
    set_val(XB1_LT, 100);
    wait(20);
    set_val(XB1_LT, 0);
    wait(10);
    set_val(XB1_LT, 0);
}
 
combo AntiRecoil { // This combo must be the last one
    // Look Inversion Enabled
    anti_recoil = get_val(XB1_RY) - ANTI_RECOIL;            // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(XB1_RY, anti_recoil);
    anti_recoil_left = get_val(XB1_RX) - ANTI_RECOIL_LEFT;
    if(anti_recoil_left < -100) anti_recoil_left = -100;
    set_val(XB1_RX, anti_recoil_left);
    anti_recoil_right = get_val(XB1_RX) + ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(XB1_RX, anti_recoil_right);
    if(get_val(XB1_RT)) {
        anti_recoil = get_val(10) + ANTI_RECOIL;
        if(anti_recoil > 100) anti_recoil = 100;
        set_val(10, anti_recoil);
        anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
        if(anti_recoil_left > 100) anti_recoil_left = 100;
        set_val(9, anti_recoil_left);
        anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
        if(anti_recoil_right > 100) anti_recoil_right = 100;
        set_val(9, anti_recoil_right);
    }
}
 
function RapidFireSpeed (RF_HoldTime, RF_RestTime)
{   
    HoldTime = RF_HoldTime; RestTime = RF_RestTime;
    if (HoldTime > 0)
        { combo_run(RapidFire); }
}
 
function AntiRecoilF(a, b) {
 
}
 
function LED(a, b, c, d) {
 
}
 
function ColorLED(c) {
 
}



i am new to titan one, how do i use this? like where do i paste the code and assign it a slot on my titan one? btw im using it on xbox 1.


hi idon you just open gtuner > create new gpc > in blank page it opens just delete whats there and paste this script > look for the button compile to test for errors should be fine > save it > send script button to slot
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bmpt guard
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby tghlck » Mon Aug 20, 2018 6:13 pm

Would this GPC Script work with a XIM Apex plugged into a titan 2 on xbox one?

Thanks!
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tghlck
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby bmpt guard » Tue Aug 21, 2018 3:37 am

tghlck wrote:Would this GPC Script work with a XIM Apex plugged into a titan 2 on xbox one?

Thanks!

it would. just add m/k translator script to slot scripts in
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bmpt guard
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby iDon » Tue Aug 28, 2018 6:43 pm

norge1 wrote:
iDon wrote:
norge1 wrote:if anyone would like to donate. any donation accepted i accept paypal, just follow link
paypal.me/norge1
j2kbr if you can fix link as it wont let me.
Code: Select all
N0RG31 1337 PUBG GPC 7174N 0N3 5CR1P7

im new to gpc blocks, if anyone wants to make better feel free.
rapid fire is also set nicely it goes up a little when shooting but also has anti recoil a little.
if we can get a faster reload that wont interfere with revive like make it movement and x pressed to fast reload, cause sit still only press x to revive will work.
maybe a quick scope not sure how would work cause double tap Lt is scope
you can now peak both ways without off toggle interferring.
script can always improve like all scripts.
enjoy!

make sure you grab updated not old.
for testers just post reply if you like and if what you tested works. if testers only want credit leave your name you want credit too.
for fixers pm me the fix and ill add with credit to you.


in future edited/new mods will be in bold

mods:
anti recoil
rapid fire/jitter/quick scope toggle on/off (dpad right= on) (A =off)
(newly adjusted quick scope just press Lt once and your aiming down sights. seems to work even better. works 99.9%)
auto run removed, not needed since it was added to game.
modified jitter and increased rapidfire seems faster.
faster reload looks like its faster, revive seems uninterrupted.
steady aim

added:
steady aim
adjusted antirecoil
changed toggle rapidfire/quickscope (dpad right= on ) ( hold for 3 seconds - A =off)
modified jitter and increased rapidfire seems faster.
fixed jitter, needed a ;. thanks Sillyasskid.

need help and fixing and/or update notes:
toggle for rapidfire jitter and quickscope all same toggle on/off. see above for button toggles.
newly adjusted quick scope just press Lt once and your aiming down sights. seems to work even better. works 99.9%
faster reload looks like its faster, revive seems uninterrupted.
need auto spot tested

CREDITS:
NORGE1 -ME. for starting a pubg script since i didnt see one and building for a great script.
Sillyasskid - for fixing ; in line 26 for jitter

Code: Select all
//
// Sat Dec 23 2017 17:23:26
// Script generated by Visual to GPC
//----------------------------------------
 
define ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
define ANTI_RECOIL = 80;       //change "0" to compensate vertical recoil (0 - 100)
define ANTI_RECOIL_LEFT = 80//change this value to compensate to the left (0 - 100)
define ANTI_RECOIL_RIGHT = 80; //change this value to compensate to the right (0 - 100)
define INSTA_FIRE                = 95;   // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM                 = 95;   // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%
define ADS_SPEED                 = 20;   // The % at which it boosts your aiming speed when using ADS
define DISABLE_WITH_SCOPE        = TRUE; // Will not drop shot if ADS is on
define DROPSHOT_QUICKNESS        = 95;   // The % at which it boosts the CROUCH button when pressed - i.e. 95% means when pressed 5% 
define DROP_SHOT_WAIT            = 1000; // Wait time for drop shot combo (changed from 1200 to 1000)
define LongJumpON                = TRUE; // Turns on Long Jump MOD.  Set to FALSE to turn this off this mod
define CROUCH                    = PS4_CIRCLE;
define JUMP                      = PS4_CROSS;
define RIGHT                     = PS4_RIGHT;
define SHOOT                     = PS4_R2;
define ADS                       = PS4_L2;
define SPRINT                    = PS4_L3;
define RX_AXIS                   = PS4_RX;
define SteadyAim_X   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_X = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
define SteadyAim_Y   = 70; // 70 by default. Range of 0 to 327. Strength of sensitivity. Values under 100 reduce sensitivity. Values above 100 increase sensitivity. Set to 0 to disable
define SA_MidPoint_Y = NOT_USE; // 60 by default. Range of 0 to 100. Set to NOT_USE to apply the effect to the full range of movement
 
 
define SprintThreshold = 85; // 70 by default. Left stick position before SPRINT auto-enables
 
define TighterTurns = 120// 200 by default. Range of 0 to 327. Increase to 250 for stupid fast turns.
define TT_MidPoint  =  NOT_USE// 75 by default. Range of sensitivity (1-100). Set to NOT_USE to apply the effect to the full range of movement
 
define Pri_HIP_Hold  = 50;   // Primary weapon hold SHOOT time. Set to 0 to disable Rapid-Fire in HIP mode to allow Suros Regime to fire full-auto from the HIP
define Pri_HIP_Rest  = 50;   // Primary weapon release SHOOT time
 
define Pri_ADS_Hold  = 50;   // Primary weapon hold SHOOT time e.g 39 for Suros Regime in Focused Fire mode
define Pri_ADS_Rest  = 50;   // Primary weapon release SHOOT time e.g 39 for Suros Regime in Focused Fire mode
 
define Sec_HIP_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_HIP_Rest  = 50;   // Special weapon release SHOOT time
 
define Sec_ADS_Hold  = 50;   // Special weapon hold SHOOT time
define Sec_ADS_Rest  = 50;   // Special weapon release SHOOT time
 
define Invert_Y = 0;     // Change to 1 to invert Y-Axis anti-recoil
 
 
//------------------------------------------------------------------------------
// Persistent Vars
define PVAR_ToggleFlags = SPVAR_1;
 
// VARIABLES
// ---------------------------------------------------------
// Store toggle states
int ToggleFlags;
 
int AutoSpotOnOff;
int toggle;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int ADS_Fire_On                  = TRUE;
int DropShotON                   = TRUE// Turned on by default but can be turned off with the Toggles.  Change to FALSE if you want it off by default
int GunFlags;
int HoldTime, RestTime;
 
int Pri_Hip_H = 0;       // Primary Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_Hip_V = 34;       // Primary Hip Y-axis Vertical. Range of -100 to 100. Min of to get an AR effect 12 for Xim4
 
int Pri_ADS_H = 0;       // Primary ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Pri_ADS_V = 34;       // Primary ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int Sec_Hip_H = 12;       // Special Hip X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_Hip_V = 61;       // Special Hip Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int Sec_ADS_H = 12;       // Special ADS X-axis Horizontal. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
int Sec_ADS_V = 61;       // Special ADS Y-axis Vertical. Range of -100 to 100. Min of 12 to get an AR effect for Xim4
 
int toggle_a, flag_a;
 
int ScopeHold, PriScope;
int ShootHold, PriShoot;
int ScopeSwap, PriSwap;
int ReloadWait, PriReloadWait;
int SecScope;
int SecShoot;
int SecReloadWait;
 
init
{
    // Set initial Gun Flag state
    combo_run(SetPrimary);
 
    // Retrieve Toggle States
    ToggleFlags = get_pvar(PVAR_ToggleFlags, -32768, 32767, 0);
}
 
/* ----------------------------------------------------------------------------------------------------------------------
*  MAIN
**/

main {
    // If RT is pressed, jitter will run//
    if(get_val(XB1_RT)) {
        combo_run(jitter);
    }
    if(get_val(XB1_RT)) {
        combo_run(rapidfire);
    }   
    if(get_val(XB1_LT)) {
        if(get_val(XB1_LT)) {
            combo_run(quickscope);
        } else {
            combo_run(quickscope2);
        }
    }
    if(get_val(XB1_A)) {
        if(!flag_a) {
            if(get_ptime(XB1_A) >= 3000) {
                flag_a = TRUE;
                toggle_a = !toggle_a;
            }
        }
    } else flag_a = FALSE;
    if (get_val(XB1_RIGHT)) toggle =  TRUE; // Turn it on when you press DPAD LEFT
    if(get_val(XB1_A) && get_ptime(XB1_A) >= 3000) toggle = FALSE; // turn it off when you press DPAD LEFT
 
    if (!toggle) {
        combo_stop(jitter);
        combo_stop(rapidfire);
        combo_stop(quickscope);
        combo_stop(quickscope2);
        combo_stop(DropShot);
        combo_stop(ADS_Fire_On);
        combo_stop(AutoSprint);
        combo_stop(RumbleNotifier);
        combo_stop(LongJump);
        combo_stop(SetPrimary);
    }
 
    if(event_press(XB1_RT) && get_val(XB1_LT)) {  // Turns ON and OFF Drop Shot
        DropShotON = !DropShotON;
        if(DropShotON) {
            ADS_Fire_On = TRUE;
            ColorLED(6); // amber/yellow
            combo_run(RumbleNotifier);
        }
        if(!DropShotON) {
            ColorLED(1);
        }   
    }
    if(event_press(RIGHT) && get_val(CROUCH)) { // Turns ON and OFF ADS Fire
        ADS_Fire_On = !ADS_Fire_On;
        if(ADS_Fire_On) {
            DropShotON = FALSE;
            ColorLED(7); // white
            combo_run(RumbleNotifier);
        }
    }
    // Auto ADS
    if(get_val(SHOOT) && ADS_Fire_On && !DropShotON) {
        set_val(ADS,100);
    }
    // Drop Shot
    if(event_press(SHOOT) && DropShotON){
        combo_stop(AutoSprint)
        combo_run(DropShot);
    }
    if(DISABLE_WITH_SCOPE && get_val(ADS)) {
        combo_stop(DropShot);
    }
    // Long Jump
    if(get_val(JUMP) && LongJumpON) {
        combo_run(LongJump);
    } else if(combo_running(LongJump)) {
        combo_stop(LongJump);
    }
    // Hip-fire Settings
 
    if (!get_val (ADS))
    {
            // Primary HIP
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_HIP_Hold, Pri_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Pri_Hip_H, Pri_Hip_V); } // Anti-recoil
                }
            }
 
            // Special HIP
            if (test_bit(GunFlags, 2))
            {   
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_HIP_Hold, Sec_HIP_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Sec_Hip_H, Sec_Hip_V); } // Anti-recoil
                }
            }
 
            // Tighter turns
            if (get_val (SPRINT))
            {sensitivity (RX_AXIS, TT_MidPoint, TighterTurns) } 
    }
 
    // Aim Down Sights Settings
 
    if (get_val(ADS))
    {
            // Primary ADS
            if (test_bit(GunFlags, 1))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 2))
                    { RapidFireSpeed (Pri_ADS_Hold, Pri_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                    { AntiRecoilF(Pri_ADS_H, Pri_ADS_V); } // Anti-recoil
                }
            }
 
            // Special ADS
            if (test_bit(GunFlags, 2))
            {
                if (get_val (SHOOT))
                {   if (test_bit (ToggleFlags, 3))
                    { RapidFireSpeed (Sec_ADS_Hold, Sec_ADS_Rest); } // Rapid-fire
                    if (test_bit (ToggleFlags, 9))
                        { AntiRecoilF(Sec_ADS_H, Sec_ADS_V); } // Anti-recoil
                }
            }
    }
}
 
combo SetPrimary
{
    clear_bit(GunFlags, 2);
    clear_bit(GunFlags, 3);
    set_bit(GunFlags, 1); // Sets gun flag to Primary
    LED(0, 0, 1, 0); // Green
    ScopeHold = PriScope; // Quick-scope ADS
    ShootHold = PriShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = PriReloadWait; // Reload wait
}
 
combo SetSpecial
{
    clear_bit(GunFlags, 1);
    set_bit(GunFlags, 2); // Sets gun flag to Special
    LED(0, 1, 0, 0); // Red
    ScopeHold = SecScope; // Quick-scope ADS
    ShootHold = SecShoot; // Quick-scope SHOOT
    ScopeSwap = PriSwap; // Weapon-swap quick-scope
    ReloadWait = SecReloadWait; // Reload wait
}
 
combo SetHeavy     
{
    clear_bit(GunFlags, 1);
    clear_bit(GunFlags, 2);
    set_bit(GunFlags, 3); // Sets gun flag to Heavy
    LED(0, 1, 1, 0); // Yellow
}
 
combo TitanEvade{
}
 
combo TitanSkate{
}
 
combo EvadeCooldown {
}
 
combo NLBCooldown {
}
 
combo AutoMelee {
}
 
combo AutoRevive {
}
 
combo QuickScope{
}
 
combo SwapQuickScope{
}
 
combo Rumble {
}
 
combo RapidFire {
}
 
combo RapidReload{
}
 
combo SprintLoop  {// SprintLoop prevents random NLB reloads
}
 
combo NLB{
}
 
combo DropShot {
    set_val(CROUCH, 100);
    wait(50);              // 15 is no slide in public but slide in private.  50 is slide in public but no slide in private
    set_val(CROUCH, 100);
    wait(DROP_SHOT_WAIT)
}
 
combo LongJump {     
    set_val(JUMP,100);//1 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//2 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//3 
    wait(100);                 
    set_val(JUMP,  0);     
    wait(100);                 
    set_val(JUMP,100);//4 
    wait(50);                 
    set_val(JUMP,  0);     
    wait(80);                 
    set_val(JUMP,100);//5 
    wait(100);                 
    set_val(JUMP,  0);     
    wait( 80);                 
}   
 
combo    RumbleNotifier      {
    set_rumble(RUMBLE_A, 100);
    wait                (300);
    reset_rumble();
}
 
combo jitter{
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 40);
    wait (20);
    set_val(XB1_RT, 0);
}
 
combo rapidfire {
    set_val(XB1_RT, 40);
    wait(40);
    set_val(XB1_RT, 0);
}
 
combo AutoSprint{
 
 
}
 
combo FastReloadIMR {
    set_val(XB1_X, 100);
    wait(40);
    set_val(XB1_X, 0);
    wait(500); // << Adjustable timing
    set_val(XB1_X, 0);
    set_val(XB1_LX, 0);
    set_val(XB1_LY, -100);
    wait(40);
}
 
combo quickscope {
    set_val(XB1_LT, 100);
    wait(10);
    set_val(XB1_LT, 0);
}
 
combo quickscope2 {
    set_val(XB1_LT, 100);
    wait(20);
    set_val(XB1_LT, 0);
    wait(10);
    set_val(XB1_LT, 0);
}
 
combo AntiRecoil { // This combo must be the last one
    // Look Inversion Enabled
    anti_recoil = get_val(XB1_RY) - ANTI_RECOIL;            // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(XB1_RY, anti_recoil);
    anti_recoil_left = get_val(XB1_RX) - ANTI_RECOIL_LEFT;
    if(anti_recoil_left < -100) anti_recoil_left = -100;
    set_val(XB1_RX, anti_recoil_left);
    anti_recoil_right = get_val(XB1_RX) + ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(XB1_RX, anti_recoil_right);
    if(get_val(XB1_RT)) {
        anti_recoil = get_val(10) + ANTI_RECOIL;
        if(anti_recoil > 100) anti_recoil = 100;
        set_val(10, anti_recoil);
        anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
        if(anti_recoil_left > 100) anti_recoil_left = 100;
        set_val(9, anti_recoil_left);
        anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
        if(anti_recoil_right > 100) anti_recoil_right = 100;
        set_val(9, anti_recoil_right);
    }
}
 
function RapidFireSpeed (RF_HoldTime, RF_RestTime)
{   
    HoldTime = RF_HoldTime; RestTime = RF_RestTime;
    if (HoldTime > 0)
        { combo_run(RapidFire); }
}
 
function AntiRecoilF(a, b) {
 
}
 
function LED(a, b, c, d) {
 
}
 
function ColorLED(c) {
 
}



i am new to titan one, how do i use this? like where do i paste the code and assign it a slot on my titan one? btw im using it on xbox 1.


hi idon you just open gtuner > create new gpc > in blank page it opens just delete whats there and paste this script > look for the button compile to test for errors should be fine > save it > send script button to slot


and by using this, would i be able to use my wired mic into my controller
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Acquablu08 » Fri Jan 03, 2020 1:57 am

Are these scripts good for Xbox one as well or only PS4?
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Mad » Fri Jan 03, 2020 3:30 am

Acquablu08 wrote:Are these scripts good for Xbox one as well or only PS4?

Will work the same for either console :smile0517:
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Acquablu08 » Sat Jan 04, 2020 11:13 pm

Can someone please send me or post an ironed out anti recoil for pubg xbox one Titan one? I'm using the gamepack which is alright but I know there has to be a laser anti recoil out there.
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