PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
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.
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
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) {
}
Last edited by bmpt guard on Sun Feb 18, 2018 6:00 pm, edited 30 times in total.
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
Re: PUBG GPC SCRIPT RELEASE
That is nice norge, thank you for sharing your work with use.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 1/2/18 5:30pm
UPDATED AGAIN
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
Pubg rps , vertical recoil
Has anyone found what works best for pubg. The rps and vertical anti recoil??!! Help
-
Lone wolf 1111 - Sergeant
- Posts: 6
- Joined: Tue Jan 02, 2018 2:49 am
Re: Pubg rps , vertical recoil
I have not played PUBS yet, but let me know if you are using a Gamepack (which?) or Script (which?), it will help to give you some tips on how adjust the anti-recoil values. thanks.
ConsoleTuner Support Team
-
J2Kbr - General of the Army
- Posts: 20323
- Joined: Tue Mar 18, 2014 1:39 pm
Re: Pubg rps , vertical recoil
viewtopic.php?f=6&t=7560&wpureload=1
I am using this one, i found around 13 rps ish and 25-30 works well but not perfect and still have some issues
I am using this one, i found around 13 rps ish and 25-30 works well but not perfect and still have some issues
-
Lone wolf 1111 - Sergeant
- Posts: 6
- Joined: Tue Jan 02, 2018 2:49 am
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 1/8/18 now with jitter
GPC: GPC Build ABORTED with 0 warning(s) and 1 error(s). why i get that error?
-
mannyg1992 - Staff Sergeant
- Posts: 14
- Joined: Thu Dec 21, 2017 2:51 am
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 1/8/18 now with jitter
line 26 missing a semicolon
- Code: Select all
if(get_val(XB1_RT)){combo_run(jitter)//missing semicolon
-
Sillyasskid - Captain
- Posts: 574
- Joined: Sat May 14, 2016 3:07 am
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 1/8/18 now with jitter
mannyg1992 wrote:GPC: GPC Build ABORTED with 0 warning(s) and 1 error(s). why i get that error?
ill look. fixed sry for lateness
Last edited by bmpt guard on Thu Jan 11, 2018 8:04 pm, edited 1 time in total.
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 1/8/18 now with jitter
Sillyasskid wrote:line 26 missing a semicolon
- Code: Select all
if(get_val(XB1_RT)){combo_run(jitter)//missing semicolon
thanks
credit given. any idea to make rapidfire and jitter faster for pubg? guns seem slower than other games
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
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