PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
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:
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// Tighter turns
if (get_val (SPRINT))
{sensitivity (RX_AXIS, TT_MidPoint, TighterTurns) }
to this (adding a ; before the closing }:
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// 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
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//
// 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.
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
One issue left is the combo stop for "ADS_Fire_On", but it is no combo:
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
This may do the same ? :
- 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;
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
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
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
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:
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
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
What do i have to delete to remove quickscope and drop shot.
turn ON DAP
TURN OFF HOLD A
turn ON DAP
TURN OFF HOLD A
-
Technoobie - Sergeant First Class
- Posts: 16
- Joined: Tue Feb 20, 2018 4:20 am
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
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) {
}
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
how does this script work I cant figure it out
-
Corbylove - Sergeant
- Posts: 9
- Joined: Mon Mar 26, 2018 5:39 am
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
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
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
-
Corbylove - Sergeant
- Posts: 9
- Joined: Mon Mar 26, 2018 5:39 am
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
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
-
bmpt guard - Command Sergeant Major
- Posts: 142
- Joined: Thu May 12, 2016 9:33 pm
Re: PUBG GPC SCRIPT RELEASE [UPDATED] 2/18/18 STEADY AIM
Have you actually tested this in a game? I tested it and it doesnt work.
-
PUBG - Private First Class
- Posts: 2
- Joined: Fri Apr 27, 2018 12:37 am
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