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 » Tue Feb 20, 2018 6:37 pm

Scachi wrote:
mannyg1992 wrote:okay removed line combo stop and now only error im getting is syntax error unexpected B_E, expecting C error
im using titan two device and i include #include <titanone.gph> at the top. thanks.

As I mentioned before, there is a ; missing.

Find this code and change this:
Code: Select all
// Tighter turns
            if (get_val (SPRINT))
            {sensitivity (RX_AXIS, TT_MidPoint, TighterTurns)  } 

to this (adding a ; before the closing }:
Code: Select all
// Tighter turns
            if (get_val (SPRINT))
            {sensitivity (RX_AXIS, TT_MidPoint, TighterTurns); } 


or Double-clicking on the output panels error-message jumps to the line near the error.


FIXED! as requested

TPP

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                  = FALSE;
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) {
 
}


FPP

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                  = FALSE;
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);
}
 
combo quickscope2 {
    set_val(XB1_LT, 100);
}
 
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) {
 
}
Last edited by bmpt guard on Tue Feb 20, 2018 9:20 pm, edited 1 time in total.
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Scachi » Tue Feb 20, 2018 8:22 pm

One issue left is the combo stop for "ADS_Fire_On", but it is no combo:
Code: Select all
int ADS_Fire_On                  = TRUE;


Probably combo_stop() just sets ADS_Fire_On to false on the Titan One without caring if it is a combo or not.
Instead of
Code: Select all
combo_stop(ADS_Fire_On);

This may do the same ? :
Code: Select all
ADS_Fire_On = FALSE;
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby bmpt guard » Tue Feb 20, 2018 9:21 pm

Scachi wrote:One issue left is the combo stop for "ADS_Fire_On", but it is no combo:
Code: Select all
int ADS_Fire_On                  = TRUE;


Probably combo_stop() just sets ADS_Fire_On to false on the Titan One without caring if it is a combo or not.
Instead of
Code: Select all
combo_stop(ADS_Fire_On);

This may do the same ? :
Code: Select all
ADS_Fire_On = FALSE;


look at post above again i changed what you say might fix as if i remember this fix is for t2 users if im not mistaken
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Posts: 142
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Scachi » Tue Feb 20, 2018 10:16 pm

Maybe I am seeing ghosts, but the problem (yes, only for T2 users) is still there for me:

fresh copy&paste from your code before my last reply:
Code: Select all
if (!toggle) {
        combo_stop(jitter);
        combo_stop(rapidfire);
        combo_stop(quickscope);
        combo_stop(quickscope2);
        combo_stop(DropShot);
        combo_stop(ADS_Fire_On); // <<<---------- there
        combo_stop(AutoSprint);
        combo_stop(RumbleNotifier);
        combo_stop(LongJump);
        combo_stop(SetPri
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Technoobie » Wed Feb 21, 2018 12:28 am

What do i have to delete to remove quickscope and drop shot.

turn ON DAP
TURN OFF HOLD A
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby bmpt guard » Thu Mar 22, 2018 2:12 am

Technoobie wrote:What do i have to delete to remove quickscope and drop shot.

turn ON DAP
TURN OFF HOLD A


fixed for you man i think i might forgot about you better late than never i guess

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 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 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_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(ADS_Fire_On);
        combo_stop(AutoSprint);
        combo_stop(RumbleNotifier);
        combo_stop(LongJump);
        combo_stop(SetPrimary);
    }
    // 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 Rumble {
}
 
combo RapidFire {
}
 
combo RapidReload{
}
 
combo SprintLoop  {// SprintLoop prevents random NLB reloads
}
 
combo NLB{
}
 
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 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) {
 
}
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Corbylove » Fri Apr 20, 2018 5:38 am

how does this script work I cant figure it out
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby Corbylove » Fri Apr 20, 2018 6:05 am

Hi was just wondering if it is possible to get:

PUBG Xbox One X

Could Use:
Anti-recoil (pretty decent one since Im struggle modifying it or an easy way to modify it)
Rapid Fire with ADS

Dont need
Jitter
Quickscope
Auto Sprint
LongJump
Drop Shot

I just dont understand how to change the other script above or turn things on or off SORRY@@@

Thanks for your help
Corby
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby bmpt guard » Fri Apr 20, 2018 3:11 pm

Corbylove wrote:how does this script work I cant figure it out

this was the first pubg script made. if you have titan two theres a gamepack much better and another script better than mine i think its titan two as well. but if you only have titan one, to turn all mods on is dpad right and hold "A" for 3 seconds for off so you drive vehicles. also aiming in this script is tpp so just tap LT slightly its hair trigger to aim. check this one for fpp

https://www.consoletuner.com/forum/viewtopic.php?f=6&t=7958
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Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM

Postby PUBG » Fri Apr 27, 2018 12:40 am

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