NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal

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

Re: SMG+SHOTGUN 1.8.2 SUPER HEAL

Postby jokerlatino » Sat Jun 23, 2018 7:20 pm

Code: Select all
//  Author: noozbar
//  v3.2
 
//    COLOR INDICATION:
//    BLUE =  Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
//    GREEN = Primary weapon
//    RED = Secondary weapon
//    YELLOW = Pistol / Sidearm
 
 
//    /  /  /   _ _ _ ____ ____ _  _ _ _  _ ____      /  /  /
//   /  /  /    | | | |__| |__/ |\ | | |\ | | __     /  /  /
//  .  .  .     |_|_| |  | |  \ | \| | | \| |__]    .  .  . 
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.
 
// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).
 
// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.
 
// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( http://device.com/forums/showthread. ... d-04-April)?p=1090390&viewfull=1#post1090390 )
 
// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.
 
// Now enjoy
 
 
//                                    In Game settings (start > settings > controls):
 
// 100% Camera Sensitivity
 
// 90% Aim Sensitivity (IMPORTANT - 60% minimum)
 
// 90% Scope Sensitivity
 
// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)
 
// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)
 
// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)
 
// Invert Y Axis = Always OFF
//                 If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
//                 In game option "Invert Y axis" MUST BE OFF!
define R_SKILL       = 3// PS4 R1 / Xbox RB
define FIRE_BTN      = 4// PS4 R2 / Xbox RT
define R_Stick       = 5// PS4 R3 / Xbox RS
define L_SKILL       = 6// PS4 L1 / Xbox LB
define ADS_BTN       = 7// PS4 L2 / Xbox LT
define L_Stick       = 8// PS4 L3 / Xbox LS
define R_X           = 9// PS4 RX / Xbox RX
define R_Y           = 10; // PS4 RY / Xbox RY
define L_X           = 11; // PS4 LX / Xbox LX
define L_Y           = 12; // PS4 LY / Xbox LY
define D_UP          = 13; // PS4 UP / Xbox UP
define D_DOWN        = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT        = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT       = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN     = 18; // PS4 Circle / Xbox B
define COVER_BTN     = 19; // PS4 Cross / Xbox A
define RELOAD_BTN    = 20; // PS4 Square / Xbox X
 
define Blue      = 1;
define Red       = 2;
define Green     = 3;
define Pink      = 4;
define SkyBlue   = 5;
define Yellow    = 6;
define White     = 7;
 
data(1,
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or GREEN light):
 
//        Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SMG
int House_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff           = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or RED light):
 
//        Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SHOTGUN
int SASG_2_onoff        = FALSE;
int Super90_2_onoff     = FALSE;
int Showstopper_2_onoff = FALSE;
int M870_2_onoff        = FALSE;
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (YELLOW light):
  // RapidFire for Pistol
int RATE_OF_FIRE  = 13;    // Range: 1 to 25 RPS (Round/s)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Shotgun Pop Shot settings:
 
//         Only one value can be TRUE
//         If both values are FALSE, Pop Shot with ADS + Fire
 
int PopShot_with_ADS    = FALSE// TRUE = Pop Shot with ADS only // Else, set FALSE
int PopShot_with_FIRE   = FALSE// TRUE = Pop Shot with FIRE only // Else, set FALSE
 
 
//      Disable Pop Shot for Showstopper only
 
int PopStopper          = FALSE// TRUE = Pop Shot with ShowStopper enable // FALSE = disable
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
 
//        Work better when in game option "Press to Sprint" is turned OFF
 
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON  // FALSE = AutoRun OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Parkour setting:
 
//        Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
 
int Parkour_onoff = FALSE; // TRUE = Parkour ON  // FALSE = Parkour OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe setting:
 
//        Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//        Work better when in game option "Press to Sprint" is turned OFF
 
int Strafe_onoff    = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Swap Triggers setting:
 
int R1L1_onoff = FALSE// FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Inverted Axis setting:
 
//        If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
 
int Axis_inverted = FALSE// Set TRUE for Right Y axis inverted, esle set FALSE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoMark/Mark Targets setting:
 
int AutoMark_onoff = FALSE// FALSE = AutoMark OFF // TRUE = AutoMark ON
 
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
 
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
 
int Heal_BTN = R_SKILL ; // set L_SKILL or R_SKILL
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
 
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
 
int Fast_Medkit_onoff = FALSE// TRUE = Fast Medkit ON  // FALSE = Fast Medkit OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
 
//        Double tap PS4 square or Xbox X to reload then switch weapon
 
int Reload_Switch_onoff = FALSE ; // TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
 
int Striker_onoff = FALSE// TRUE if you run 6 pieces Striker, else FALSE
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
 
 
 
int Script_onoff ;          // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
 
int ANTI_RECOIL;           // For AntiRecoil combo
int ANTI_RECOIL_LEFT;      // For AntiRecoil combo
int ANTI_RECOIL_RIGHT;     // For AntiRecoil combo
int AR_Release = 90;       // For AntiRecoil combo
int anti_recoil;           // For AntiRecoil combo
int anti_recoil_left;      // For AntiRecoil combo
int anti_recoil_right;     // For AntiRecoil combo
int BTN_Tap;               // For Double Tap
int Timer;                 // For Double Tap
int Switch;                // For Switch weapon
int Pistol_onoff = FALSE// For Sidearm / Pistol
int hold_time;             // For RapidFire
int rest_time;             // For RapidFire
int Col_ind;               // For device color
int Parkour;               // For Parkour
int Loop;                  // For Strafe
int Heal_onoff;            // For Double Heal
int scoped;                // For Snipers
int S_Time1;               // For Snipers
int S_Time2;               // For Snipers
int AR_Time_1;             // For MDR
int AR_Time_2;             // For MDR
int SG_Time1;              // For Shotgun combo
int SG_Time2;              // For Shotgun combo
int SG_Time3;              // For Shotgun combo
 
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
 
main { // main start
 
  //Switch Weapons + Panic Button
    if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
 
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
 
 
  //Swap Triggers
    if(R1L1_onoff) {
        swap(3, 4); swap(6, 7);
        }
 
  //Script Enable/Disable mode (Script enable by defaut)
  //Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
    if(get_val(D_DOWN) && event_press(COVER_BTN)) {
        Script_onoff=!Script_onoff;
        }
 
if(!Script_onoff){ // Script Enable start
 
  //Double Tap
    if(Timer > 0) {
        Timer = Timer - get_rtime();
            if(Timer <= 0) BTN_Tap = FALSE;
            }
 
  //AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
        if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
                set_val(L_Stick, 100);
                }                      
}
 
  //Parkour
  //If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){   
      if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
          Parkour = !Parkour;
          }
          if(Parkour) {
              if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
                  combo_run(AutoClimb);
                  }
          }
}
 
  //Strafe
  //Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
  //Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
    if(event_press(CLIMB_BTN)) {
        if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
        Loop = !Loop;
        }
    }
    if(Loop) {
        combo_run(Strafe_v2);
        }
        else{combo_stop(Strafe_v2);
        }
}
 
  //Hair Trigger (always enable)
    if(get_val(FIRE_BTN) > 0){
        set_val(FIRE_BTN,100);
        }
    if(get_val(ADS_BTN) > 0){
        set_val(ADS_BTN,100);
        }
 
  //Inverted Axis
    if(Axis_inverted) {
        set_val(R_Y, inv(get_val(R_Y)));
        }
 
  // AutoMark (Mark Targets)
if(AutoMark_onoff) {
    if(get_val(ADS_BTN)) {
        combo_run(MarkTargets);
        }
}
 
  //Double Heal (Disable by befaut)
  //Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
  //If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
    if(get_val(D_DOWN) && event_press(Heal_BTN)) {
        Heal_onoff=!Heal_onoff;
        }
if(Heal_onoff) {
    if(event_press(Heal_BTN)) {
        set_val(Heal_BTN, 0);
        combo_run(Heal);
        }
}
 
  //Fast MedKit
  //Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
      if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
          combo_run(MedKit);
          }
}
 
  //Fake Lone Star
if(Reload_Switch_onoff) {
    if(event_press(RELOAD_BTN)) {
        if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
            combo_run(Reload);Switch=!Switch;
            }
    }
}
 
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
 
  // Switch to side arm
      if(event_press(Switch_button)) {
          if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
          Pistol_onoff = TRUE ; Switch = !Switch;
          }
      }
 
if(Pistol_onoff) {  // Pistol start
 
    ANTI_RECOIL = 30; // Pistol AntiRecoil
 
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);combo_run(RAPID_FIRE);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
            }
 
        hold_time = 500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
 
}  // Pistol end
 
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) {  // NOT Pistol start
//_______________________________________________________________________________________________________________________//
 
if(!Switch) {
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
 
//----------------------------------------------------- All SMG ---------------------------------------------------------//
 
    if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);
            }
} // Any SMG off
 
//----------------------------------------------------- House part ------------------------------------------------------//
    if(House_onoff){ // House TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 750) {  // +600
        Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1350) { // +600
        Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2150) { // +800
        Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2950) { // +800
        Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
        }
    }
} // House TRUE end
 
//----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_onoff){ // MP5 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1850) { // +850
        Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2850) { // +1000
        Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3850) { // +1000
        Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
} // MP5 TRUE end
 
//----------------------------------------------------- Midas part ------------------------------------------------------//
    if(Midas_onoff){ // Midas TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2000) { // +1000
        Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3000) { // +1000
        Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 4250) { // +1250
        Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
        }
    }
} // Midas TRUE end
 
}    //PRIMARY end
 
//_______________________________________________________________________________________________________________________//
 
    if(Switch) {
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
 
//----------------------------------------------------- All Shotgun part ------------------------------------------------//
//---------------------------------------------------- Shotgun shoot mode -----------------------------------------------//
 
    if(SASG_2_onoff || Super90_2_onoff || Showstopper_2_onoff && PopStopper || M870_2_onoff){ // Shotguns TRUE on
 
 
  // Shoot with ADS only
    if(PopShot_with_ADS) { //ADS on
        if(get_val(ADS_BTN)) {
            combo_run(AntiRecoil);combo_run(Shotgun);
            }
        else if(event_release(ADS_BTN)) {
            combo_stop(AntiRecoil);combo_stop(Shotgun);
            }
    } //ADS off
 
  // Shoot with FIRE only
    if(PopShot_with_FIRE) { //FIRE on
        if(get_val(FIRE_BTN)) {
            set_val(ADS_BTN, 100);
            combo_run(AntiRecoil);combo_run(Shotgun);
            }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(Shotgun);
            }
    } //FIRE off
 
  // Shoot with ADS + FIRE
    if(!PopShot_with_ADS && !PopShot_with_FIRE) { // ADS + FIRE on
        if(get_val(FIRE_BTN)) {
            combo_run(AntiRecoil);combo_run(Shotgun_v2);
            }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(Shotgun_v2);
            }
    } // ADS + FIRE off
 
} //Shotguns TRUE end   
 
  //Showstopper without pop shot
if(Showstopper_2_onoff && !PopStopper) {
 
    Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
 
    if(get_val(FIRE_BTN)) {
    combo_run(AntiRecoil);
    }
        else{combo_stop(AntiRecoil);
        }
}
//----------------------------------------------------- SASG part -------------------------------------------------------//
    if(SASG_2_onoff) { // SASG on
       SG_Time1=64;
    SG_Time2=16;
    SG_Time3=253;     // Change Time3 if you add magazine with rate of fire
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
    } // SASG off
 
//----------------------------------------------------- Super90 part ----------------------------------------------------//
    if(Super90_2_onoff) { // Super90 on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=320;     // Change Time3 if you add magazine with rate of fire
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
    } // Super90 off
 
//----------------------------------------------------- Showstopper part ------------------------------------------------//
    if(Showstopper_2_onoff) { // Showstopper on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=169;
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
    } // Showstopper off
 
//----------------------------------------------------- M870 part -------------------------------------------------------//
    if(M870_2_onoff) { // M870 on
    SG_Time1=700;     // Change Time1 if you add magazine with rate of fire
    SG_Time2=16;
    SG_Time3=84;
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        Recoil (15, 8) ; // Recoil (NOT Striker value, Striker value)
    } // M870 off
 
}    //SECONDARY end
 
//_______________________________________________________________________________________________________________________//
}   // NOT Pistol end
//_______________________________________________________________________________________________________________________//
 
    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
        combo_stop(AntiRecoil);
        }
 
}   // Script Enable end
 
  // COLOR INDICATION
     if(Script_onoff) colourled(Blue);
         else if(!Switch) colourled(Green);
             else colourled(Red);
     if(Pistol_onoff) colourled(Yellow);
 
}    //main end 
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
 
//----------------------------------------------------- Weapons combos -------------------------------------------------//
 
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
    }
 
combo Shotgun_v2 { // POP SHOT = ADS+FIRE
     wait(SG_Time1);
     set_val(FIRE_BTN, 0);
     set_val(ADS_BTN, 0);
     wait(SG_Time2);
     set_val(FIRE_BTN, 0);
     wait(SG_Time3);
    }
 
combo Shotgun {    // POP SHOT = ADS ONLY OR FIRE ONLY
     wait(SG_Time3);           
     set_val(FIRE_BTN, 100);
     wait(SG_Time1);
     set_val(FIRE_BTN, 0);
     set_val(ADS_BTN, 0);
     wait(SG_Time2);
    }
 
//----------------------------------------------------- Features combos -------------------------------------------------//
 
combo AutoClimb {
    set_val(CLIMB_BTN, 100);
    wait(500);
    wait(200);
    }
 
combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, 100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the right
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, -100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the left
    }
 
combo MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
    }
 
combo Heal    {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    set_val(Heal_BTN, 100);
    wait(15);
    }
 
combo MedKit {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(15);
    }
 
combo Reload {
    set_val(RELOAD_BTN,100);
    wait(15);
    set_val(Switch_button,0);
    wait(700);
    set_val(Switch_button,100);
    wait(15);
    }
 
//_______________________________________________________________________________________________________________________//
 
combo AntiRecoil {
     anti_recoil = get_val(R_Y) + ANTI_RECOIL;
     if(anti_recoil > 100) anti_recoil = 100;
     set_val(R_Y, anti_recoil);
     anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
     if(anti_recoil_left > 100) anti_recoil_left = 100;
     set_val(R_X, anti_recoil_left);
     anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
     if(anti_recoil_right > 100) anti_recoil_right = 100;
     set_val(R_X, anti_recoil_right);
    }
 
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
 
function Recoil (val1, val2) {
    if(!Striker_onoff){
        ANTI_RECOIL = val1;
        }
    if(Striker_onoff){
        ANTI_RECOIL = val2;
        }
}
//_______________________________________________________________________________________________________________________//
 
function Double_Tap (Time) {
    if(BTN_Tap){
        return TRUE;
    }
    else{
        BTN_Tap = TRUE;
        Timer = Time;
        return FALSE;
    }
}
//_______________________________________________________________________________________________________________________//
 
function colourled(Colour) {  // COLOR LED function
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
}
//end
User avatar
jokerlatino
Master Sergeant
Master Sergeant
 
Posts: 37
Joined: Thu May 03, 2018 6:27 pm

Re: SMG+SNIPER 1.8.2 SUPER HEAL

Postby jokerlatino » Sat Jun 23, 2018 7:22 pm

Code: Select all
//  Author: noozbar
//  v3.2
 
//    COLOR INDICATION:
//    BLUE =  Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
//    GREEN = Primary weapon
//    RED = Secondary weapon
//    YELLOW = Pistol / Sidearm
 
 
//    /  /  /   _ _ _ ____ ____ _  _ _ _  _ ____      /  /  /
//   /  /  /    | | | |__| |__/ |\ | | |\ | | __     /  /  /
//  .  .  .     |_|_| |  | |  \ | \| | | \| |__]    .  .  . 
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.
 
// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).
 
// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.
 
// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( http://device.com/forums/showthread. ... d-04-April)?p=1090390&viewfull=1#post1090390 )
 
// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.
 
// Now enjoy
 
 
//                                    In Game settings (start > settings > controls):
 
// 100% Camera Sensitivity
 
// 90% Aim Sensitivity (IMPORTANT - 60% minimum)
 
// 90% Scope Sensitivity
 
// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)
 
// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)
 
// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)
 
// Invert Y Axis = Always OFF
//                 If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
//                 In game option "Invert Y axis" MUST BE OFF!
define R_SKILL       = 3// PS4 R1 / Xbox RB
define FIRE_BTN      = 4// PS4 R2 / Xbox RT
define R_Stick       = 5// PS4 R3 / Xbox RS
define L_SKILL       = 6// PS4 L1 / Xbox LB
define ADS_BTN       = 7// PS4 L2 / Xbox LT
define L_Stick       = 8// PS4 L3 / Xbox LS
define R_X           = 9// PS4 RX / Xbox RX
define R_Y           = 10; // PS4 RY / Xbox RY
define L_X           = 11; // PS4 LX / Xbox LX
define L_Y           = 12; // PS4 LY / Xbox LY
define D_UP          = 13; // PS4 UP / Xbox UP
define D_DOWN        = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT        = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT       = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN     = 18; // PS4 Circle / Xbox B
define COVER_BTN     = 19; // PS4 Cross / Xbox A
define RELOAD_BTN    = 20; // PS4 Square / Xbox X
 
define Blue      = 1;
define Red       = 2;
define Green     = 3;
define Pink      = 4;
define SkyBlue   = 5;
define Yellow    = 6;
define White     = 7;
 
data(1,
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or GREEN light):
 
//        Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SMG
int House_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff           = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or RED light):
 
//        Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SNIPER
int SVD_2_onoff         = FALSE;
int M1A_2_onoff         = FALSE; // For M1A - Historian (300 RPM)
int Others_2_onoff      = FALSE; // For Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae. (275 RPM)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (YELLOW light):
  // RapidFire for Pistol
int RATE_OF_FIRE  = 13;    // Range: 1 to 25 RPS (Round/s)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
 
//        Work better when in game option "Press to Sprint" is turned OFF
 
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON  // FALSE = AutoRun OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Parkour setting:
 
//        Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
 
int Parkour_onoff = FALSE; // TRUE = Parkour ON  // FALSE = Parkour OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe setting:
 
//        Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//        Work better when in game option "Press to Sprint" is turned OFF
 
int Strafe_onoff    = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Swap Triggers setting:
 
int R1L1_onoff = FALSE// FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Inverted Axis setting:
 
//        If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
 
int Axis_inverted = FALSE// Set TRUE for Right Y axis inverted, esle set FALSE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoMark/Mark Targets setting:
 
int AutoMark_onoff = FALSE// FALSE = AutoMark OFF // TRUE = AutoMark ON
 
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
 
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
 
int Heal_BTN = R_SKILL;  // set L_SKILL or R_SKILL
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
 
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
 
int Fast_Medkit_onoff = FALSE// TRUE = Fast Medkit ON  // FALSE = Fast Medkit OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
 
//        Double tap PS4 square or Xbox X to reload then switch weapon
 
int Reload_Switch_onoff = FALSE// TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
 
int Striker_onoff = FALSE// TRUE if you run 6 pieces Striker, else FALSE
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
 
 
 
int Script_onoff ;          // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
 
int ANTI_RECOIL;           // For AntiRecoil combo
int ANTI_RECOIL_LEFT;      // For AntiRecoil combo
int ANTI_RECOIL_RIGHT;     // For AntiRecoil combo
int AR_Release = 90;       // For AntiRecoil combo
int anti_recoil;           // For AntiRecoil combo
int anti_recoil_left;      // For AntiRecoil combo
int anti_recoil_right;     // For AntiRecoil combo
int BTN_Tap;               // For Double Tap
int Timer;                 // For Double Tap
int Switch;                // For Switch weapon
int Pistol_onoff = FALSE// For Sidearm / Pistol
int hold_time;             // For RapidFire
int rest_time;             // For RapidFire
int Col_ind;               // For device color
int Parkour;               // For Parkour
int Loop;                  // For Strafe
int Heal_onoff;            // For Double Heal
int scoped;                // For Snipers
int S_Time1;               // For Snipers
int S_Time2;               // For Snipers
int AR_Time_1;             // For MDR
int AR_Time_2;             // For MDR
int SG_Time1;              // For Shotgun combo
int SG_Time2;              // For Shotgun combo
int SG_Time3;              // For Shotgun combo
 
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
 
main { // main start
 
  //Switch Weapons + Panic Button
    if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
 
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
 
 
  //Swap Triggers
    if(R1L1_onoff) {
        swap(3, 4); swap(6, 7);
        }
 
  //Script Enable/Disable mode (Script enable by defaut)
  //Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
    if(get_val(D_DOWN) && event_press(COVER_BTN)) {
        Script_onoff=!Script_onoff;
        }
 
if(!Script_onoff){ // Script Enable start
 
  //Double Tap
    if(Timer > 0) {
        Timer = Timer - get_rtime();
            if(Timer <= 0) BTN_Tap = FALSE;
            }
 
  //AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
        if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
                set_val(L_Stick, 100);
                }                      
}
 
  //Parkour
  //If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){   
      if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
          Parkour = !Parkour;
          }
          if(Parkour) {
              if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
                  combo_run(AutoClimb);
                  }
          }
}
 
  //Strafe
  //Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
  //Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
    if(event_press(CLIMB_BTN)) {
        if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
        Loop = !Loop;
        }
    }
    if(Loop) {
        combo_run(Strafe_v2);
        }
        else{combo_stop(Strafe_v2);
        }
}
 
  //Hair Trigger (always enable)
    if(get_val(FIRE_BTN) > 0){
        set_val(FIRE_BTN,100);
        }
    if(get_val(ADS_BTN) > 0){
        set_val(ADS_BTN,100);
        }
 
  //Inverted Axis
    if(Axis_inverted) {
        set_val(R_Y, inv(get_val(R_Y)));
        }
 
  // AutoMark (Mark Targets)
if(AutoMark_onoff) {
    if(get_val(ADS_BTN)) {
        combo_run(MarkTargets);
        }
}
 
  //Double Heal (Disable by befaut)
  //Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
  //If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
    if(get_val(D_DOWN) && event_press(Heal_BTN)) {
        Heal_onoff=!Heal_onoff;
        }
if(Heal_onoff) {
    if(event_press(Heal_BTN)) {
        set_val(Heal_BTN, 0);
        combo_run(Heal);
        }
}
 
  //Fast MedKit
  //Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
      if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
          combo_run(MedKit);
          }
}
 
  //Fake Lone Star
if(Reload_Switch_onoff) {
    if(event_press(RELOAD_BTN)) {
        if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
            combo_run(Reload);Switch=!Switch;
            }
    }
}
 
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
 
  // Switch to side arm
      if(event_press(Switch_button)) {
          if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
          Pistol_onoff = TRUE ; Switch = !Switch;
          }
      }
 
if(Pistol_onoff) {  // Pistol start
 
    ANTI_RECOIL = 30; // Pistol AntiRecoil
 
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);combo_run(RAPID_FIRE);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
            }
 
        hold_time = 500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
 
}  // Pistol end
 
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) {  // NOT Pistol start
//_______________________________________________________________________________________________________________________//
 
if(!Switch) {
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
 
//----------------------------------------------------- All SMG ---------------------------------------------------------//
 
    if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);
            }
} // Any SMG off
 
//----------------------------------------------------- House part ------------------------------------------------------//
    if(House_onoff){ // House TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 750) {  // +600
        Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1350) { // +600
        Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2150) { // +800
        Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2950) { // +800
        Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
        }
    }
} // House TRUE end
 
//----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_onoff){ // MP5 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1850) { // +850
        Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2850) { // +1000
        Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3850) { // +1000
        Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
} // MP5 TRUE end
 
//----------------------------------------------------- Midas part ------------------------------------------------------//
    if(Midas_onoff){ // Midas TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2000) { // +1000
        Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3000) { // +1000
        Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 4250) { // +1250
        Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
        }
    }
} // Midas TRUE end
 
}    //PRIMARY end
 
//_______________________________________________________________________________________________________________________//
 
    if(Switch) {
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
 
//------------------------------------------------------ All Sniper -----------------------------------------------------//
 
        if(get_val(ADS_BTN) && event_press(D_DOWN) && !scoped){
            combo_run(ScopeFire);
            scoped = TRUE;
            }
            else if(event_release(ADS_BTN) || (event_press(D_DOWN) && scoped)){
                combo_run(ScopeIn);
                scoped = FALSE;
                }
        if(get_val(ADS_BTN) && event_press(R_Stick) && !scoped){
            scoped = TRUE;
            }
            else if(event_release(ADS_BTN) || (event_press(R_Stick) && scoped)){
                scoped = FALSE;
                }
 
    if(SVD_2_onoff || M1A_2_onoff || Others_2_onoff){ // Any Sniper on
        if(get_val(FIRE_BTN)){
                combo_run(RapidSniper);combo_run(AntiRecoil);
                }             
         if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RapidSniper);
            }
} // Any Sniper off
 
//------------------------------------------------------ SVD part -------------------------------------------------------//
    if(SVD_2_onoff) { //SVD TRUE
    S_Time1=101;
    S_Time2=130;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //SVD TRUE end
 
//------------------------------------------------------ M1A part -------------------------------------------------------//
    if(M1A_2_onoff) { //M1A TRUE
    S_Time1=100;
    S_Time2=100;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //M1A TRUE end
 
//---------------------------------- Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae part --------------------------------//
    if(Others_2_onoff) { //Others TRUE
    S_Time1=109;
    S_Time2=109;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //Others TRUE end
 
}    //SECONDARY end
 
//_______________________________________________________________________________________________________________________//
}   // NOT Pistol end
//_______________________________________________________________________________________________________________________//
 
    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
        combo_stop(AntiRecoil);
        }
 
}   // Script Enable end
 
  // COLOR INDICATION
     if(Script_onoff) colourled(Blue);
         else if(!Switch) colourled(Green);
             else colourled(Red);
     if(Pistol_onoff) colourled(Yellow);
 
}    //main end 
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
 
//----------------------------------------------------- Weapons combos -------------------------------------------------//
 
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
    }
 
combo ScopeIn {
     set_val(R_Stick,100);
     wait(40);
     wait(40);
    }
 
combo RapidSniper { // RAPIDFIRE FOR SNIPER
     wait(S_Time1);
     set_val(FIRE_BTN, 0);
     wait(S_Time2);
    }
 
combo ScopeFire { // SCOPE + 1 SHOOT
     set_val(R_Stick, 100);
     wait(50);
     set_val(FIRE_BTN, 100);
     wait(50);
     set_val(FIRE_BTN, 0);
    }
 
//----------------------------------------------------- Features combos -------------------------------------------------//
 
combo AutoClimb {
    set_val(CLIMB_BTN, 100);
    wait(500);
    wait(200);
    }
 
combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, 100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the right
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, -100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the left
    }
 
combo MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
    }
 
combo Heal    {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    set_val(Heal_BTN, 100);
    wait(15);
    }
 
combo MedKit {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(15);
    }
 
combo Reload {
    set_val(RELOAD_BTN,100);
    wait(15);
    set_val(Switch_button,0);
    wait(700);
    set_val(Switch_button,100);
    wait(15);
    }
 
//_______________________________________________________________________________________________________________________//
 
combo AntiRecoil {
     anti_recoil = get_val(R_Y) + ANTI_RECOIL;
     if(anti_recoil > 100) anti_recoil = 100;
     set_val(R_Y, anti_recoil);
     anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
     if(anti_recoil_left > 100) anti_recoil_left = 100;
     set_val(R_X, anti_recoil_left);
     anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
     if(anti_recoil_right > 100) anti_recoil_right = 100;
     set_val(R_X, anti_recoil_right);
    }
 
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
 
function Recoil (val1, val2) {
    if(!Striker_onoff){
        ANTI_RECOIL = val1;
        }
    if(Striker_onoff){
        ANTI_RECOIL = val2;
        }
}
//_______________________________________________________________________________________________________________________//
 
function Double_Tap (Time) {
    if(BTN_Tap){
        return TRUE;
    }
    else{
        BTN_Tap = TRUE;
        Timer = Time;
        return FALSE;
    }
}
//_______________________________________________________________________________________________________________________//
 
function colourled(Colour) {  // COLOR LED function
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
}
//end
User avatar
jokerlatino
Master Sergeant
Master Sergeant
 
Posts: 37
Joined: Thu May 03, 2018 6:27 pm

Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.1AND1.8.2...

Postby jokerlatino » Sat Jun 23, 2018 7:26 pm

HELLO THIS IS NEW SCRIPT DOBLE HEAL ,ALL SCRIPT IS DESACTIVATED.
NEED TO PUT FALSE..........TO ........... TRUE
AND OLSO TO DOBLE HEAL USE THE Double Heal setting (Disable by befaut):set L_SKILL or R_SKILL
THE SKIL YOU USE ONE THE GABE USE LB OR RB.
FOR HELP SEND MESSAGE I HELP THANKS AND JOIN :)
User avatar
jokerlatino
Master Sergeant
Master Sergeant
 
Posts: 37
Joined: Thu May 03, 2018 6:27 pm

Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal

Postby luyama » Mon Jun 25, 2018 4:37 am

Thanks :)
User avatar
luyama
Sergeant
Sergeant
 
Posts: 8
Joined: Wed May 30, 2018 10:25 am

Re: SMG+SNIPER 1.8.2 SUPER HEAL

Postby RiccoSchulte123 » Sat Jul 21, 2018 12:10 am

Kann you put an script for aoto climb ????


jokerlatino wrote:
Code: Select all
//  Author: noozbar
//  v3.2
 
//    COLOR INDICATION:
//    BLUE =  Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
//    GREEN = Primary weapon
//    RED = Secondary weapon
//    YELLOW = Pistol / Sidearm
 
 
//    /  /  /   _ _ _ ____ ____ _  _ _ _  _ ____      /  /  /
//   /  /  /    | | | |__| |__/ |\ | | |\ | | __     /  /  /
//  .  .  .     |_|_| |  | |  \ | \| | | \| |__]    .  .  . 
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.
 
// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).
 
// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.
 
// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( http://device.com/forums/showthread.php ... d-04-April)?p=1090390&viewfull=1#post1090390 )
 
// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.
 
// Now enjoy
 
 
//                                    In Game settings (start > settings > controls):
 
// 100% Camera Sensitivity
 
// 90% Aim Sensitivity (IMPORTANT - 60% minimum)
 
// 90% Scope Sensitivity
 
// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)
 
// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)
 
// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)
 
// Invert Y Axis = Always OFF
//                 If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
//                 In game option "Invert Y axis" MUST BE OFF!
define R_SKILL       = 3// PS4 R1 / Xbox RB
define FIRE_BTN      = 4// PS4 R2 / Xbox RT
define R_Stick       = 5// PS4 R3 / Xbox RS
define L_SKILL       = 6// PS4 L1 / Xbox LB
define ADS_BTN       = 7// PS4 L2 / Xbox LT
define L_Stick       = 8// PS4 L3 / Xbox LS
define R_X           = 9// PS4 RX / Xbox RX
define R_Y           = 10; // PS4 RY / Xbox RY
define L_X           = 11; // PS4 LX / Xbox LX
define L_Y           = 12; // PS4 LY / Xbox LY
define D_UP          = 13; // PS4 UP / Xbox UP
define D_DOWN        = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT        = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT       = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN     = 18; // PS4 Circle / Xbox B
define COVER_BTN     = 19; // PS4 Cross / Xbox A
define RELOAD_BTN    = 20; // PS4 Square / Xbox X
 
define Blue      = 1;
define Red       = 2;
define Green     = 3;
define Pink      = 4;
define SkyBlue   = 5;
define Yellow    = 6;
define White     = 7;
 
data(1,
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or GREEN light):
 
//        Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SMG
int House_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff           = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or RED light):
 
//        Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SNIPER
int SVD_2_onoff         = FALSE;
int M1A_2_onoff         = FALSE; // For M1A - Historian (300 RPM)
int Others_2_onoff      = FALSE; // For Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae. (275 RPM)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (YELLOW light):
  // RapidFire for Pistol
int RATE_OF_FIRE  = 13;    // Range: 1 to 25 RPS (Round/s)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
 
//        Work better when in game option "Press to Sprint" is turned OFF
 
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON  // FALSE = AutoRun OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Parkour setting:
 
//        Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
 
int Parkour_onoff = FALSE; // TRUE = Parkour ON  // FALSE = Parkour OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe setting:
 
//        Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//        Work better when in game option "Press to Sprint" is turned OFF
 
int Strafe_onoff    = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Swap Triggers setting:
 
int R1L1_onoff = FALSE// FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Inverted Axis setting:
 
//        If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
 
int Axis_inverted = FALSE// Set TRUE for Right Y axis inverted, esle set FALSE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoMark/Mark Targets setting:
 
int AutoMark_onoff = FALSE// FALSE = AutoMark OFF // TRUE = AutoMark ON
 
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
 
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
 
int Heal_BTN = R_SKILL;  // set L_SKILL or R_SKILL
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
 
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
 
int Fast_Medkit_onoff = FALSE// TRUE = Fast Medkit ON  // FALSE = Fast Medkit OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
 
//        Double tap PS4 square or Xbox X to reload then switch weapon
 
int Reload_Switch_onoff = FALSE// TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
 
int Striker_onoff = FALSE// TRUE if you run 6 pieces Striker, else FALSE
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
 
 
 
int Script_onoff ;          // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
 
int ANTI_RECOIL;           // For AntiRecoil combo
int ANTI_RECOIL_LEFT;      // For AntiRecoil combo
int ANTI_RECOIL_RIGHT;     // For AntiRecoil combo
int AR_Release = 90;       // For AntiRecoil combo
int anti_recoil;           // For AntiRecoil combo
int anti_recoil_left;      // For AntiRecoil combo
int anti_recoil_right;     // For AntiRecoil combo
int BTN_Tap;               // For Double Tap
int Timer;                 // For Double Tap
int Switch;                // For Switch weapon
int Pistol_onoff = FALSE// For Sidearm / Pistol
int hold_time;             // For RapidFire
int rest_time;             // For RapidFire
int Col_ind;               // For device color
int Parkour;               // For Parkour
int Loop;                  // For Strafe
int Heal_onoff;            // For Double Heal
int scoped;                // For Snipers
int S_Time1;               // For Snipers
int S_Time2;               // For Snipers
int AR_Time_1;             // For MDR
int AR_Time_2;             // For MDR
int SG_Time1;              // For Shotgun combo
int SG_Time2;              // For Shotgun combo
int SG_Time3;              // For Shotgun combo
 
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
 
main { // main start
 
  //Switch Weapons + Panic Button
    if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
 
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
 
 
  //Swap Triggers
    if(R1L1_onoff) {
        swap(3, 4); swap(6, 7);
        }
 
  //Script Enable/Disable mode (Script enable by defaut)
  //Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
    if(get_val(D_DOWN) && event_press(COVER_BTN)) {
        Script_onoff=!Script_onoff;
        }
 
if(!Script_onoff){ // Script Enable start
 
  //Double Tap
    if(Timer > 0) {
        Timer = Timer - get_rtime();
            if(Timer <= 0) BTN_Tap = FALSE;
            }
 
  //AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
        if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
                set_val(L_Stick, 100);
                }                      
}
 
  //Parkour
  //If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){   
      if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
          Parkour = !Parkour;
          }
          if(Parkour) {
              if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
                  combo_run(AutoClimb);
                  }
          }
}
 
  //Strafe
  //Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
  //Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
    if(event_press(CLIMB_BTN)) {
        if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
        Loop = !Loop;
        }
    }
    if(Loop) {
        combo_run(Strafe_v2);
        }
        else{combo_stop(Strafe_v2);
        }
}
 
  //Hair Trigger (always enable)
    if(get_val(FIRE_BTN) > 0){
        set_val(FIRE_BTN,100);
        }
    if(get_val(ADS_BTN) > 0){
        set_val(ADS_BTN,100);
        }
 
  //Inverted Axis
    if(Axis_inverted) {
        set_val(R_Y, inv(get_val(R_Y)));
        }
 
  // AutoMark (Mark Targets)
if(AutoMark_onoff) {
    if(get_val(ADS_BTN)) {
        combo_run(MarkTargets);
        }
}
 
  //Double Heal (Disable by befaut)
  //Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
  //If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
    if(get_val(D_DOWN) && event_press(Heal_BTN)) {
        Heal_onoff=!Heal_onoff;
        }
if(Heal_onoff) {
    if(event_press(Heal_BTN)) {
        set_val(Heal_BTN, 0);
        combo_run(Heal);
        }
}
 
  //Fast MedKit
  //Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
      if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
          combo_run(MedKit);
          }
}
 
  //Fake Lone Star
if(Reload_Switch_onoff) {
    if(event_press(RELOAD_BTN)) {
        if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
            combo_run(Reload);Switch=!Switch;
            }
    }
}
 
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
 
  // Switch to side arm
      if(event_press(Switch_button)) {
          if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
          Pistol_onoff = TRUE ; Switch = !Switch;
          }
      }
 
if(Pistol_onoff) {  // Pistol start
 
    ANTI_RECOIL = 30; // Pistol AntiRecoil
 
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);combo_run(RAPID_FIRE);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
            }
 
        hold_time = 500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
 
}  // Pistol end
 
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) {  // NOT Pistol start
//_______________________________________________________________________________________________________________________//
 
if(!Switch) {
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
 
//----------------------------------------------------- All SMG ---------------------------------------------------------//
 
    if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);
            }
} // Any SMG off
 
//----------------------------------------------------- House part ------------------------------------------------------//
    if(House_onoff){ // House TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 750) {  // +600
        Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1350) { // +600
        Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2150) { // +800
        Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2950) { // +800
        Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
        }
    }
} // House TRUE end
 
//----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_onoff){ // MP5 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1850) { // +850
        Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2850) { // +1000
        Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3850) { // +1000
        Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
} // MP5 TRUE end
 
//----------------------------------------------------- Midas part ------------------------------------------------------//
    if(Midas_onoff){ // Midas TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2000) { // +1000
        Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3000) { // +1000
        Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 4250) { // +1250
        Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
        }
    }
} // Midas TRUE end
 
}    //PRIMARY end
 
//_______________________________________________________________________________________________________________________//
 
    if(Switch) {
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
 
//------------------------------------------------------ All Sniper -----------------------------------------------------//
 
        if(get_val(ADS_BTN) && event_press(D_DOWN) && !scoped){
            combo_run(ScopeFire);
            scoped = TRUE;
            }
            else if(event_release(ADS_BTN) || (event_press(D_DOWN) && scoped)){
                combo_run(ScopeIn);
                scoped = FALSE;
                }
        if(get_val(ADS_BTN) && event_press(R_Stick) && !scoped){
            scoped = TRUE;
            }
            else if(event_release(ADS_BTN) || (event_press(R_Stick) && scoped)){
                scoped = FALSE;
                }
 
    if(SVD_2_onoff || M1A_2_onoff || Others_2_onoff){ // Any Sniper on
        if(get_val(FIRE_BTN)){
                combo_run(RapidSniper);combo_run(AntiRecoil);
                }             
         if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RapidSniper);
            }
} // Any Sniper off
 
//------------------------------------------------------ SVD part -------------------------------------------------------//
    if(SVD_2_onoff) { //SVD TRUE
    S_Time1=101;
    S_Time2=130;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //SVD TRUE end
 
//------------------------------------------------------ M1A part -------------------------------------------------------//
    if(M1A_2_onoff) { //M1A TRUE
    S_Time1=100;
    S_Time2=100;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //M1A TRUE end
 
//---------------------------------- Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae part --------------------------------//
    if(Others_2_onoff) { //Others TRUE
    S_Time1=109;
    S_Time2=109;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //Others TRUE end
 
}    //SECONDARY end
 
//_______________________________________________________________________________________________________________________//
}   // NOT Pistol end
//_______________________________________________________________________________________________________________________//
 
    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
        combo_stop(AntiRecoil);
        }
 
}   // Script Enable end
 
  // COLOR INDICATION
     if(Script_onoff) colourled(Blue);
         else if(!Switch) colourled(Green);
             else colourled(Red);
     if(Pistol_onoff) colourled(Yellow);
 
}    //main end 
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
 
//----------------------------------------------------- Weapons combos -------------------------------------------------//
 
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
    }
 
combo ScopeIn {
     set_val(R_Stick,100);
     wait(40);
     wait(40);
    }
 
combo RapidSniper { // RAPIDFIRE FOR SNIPER
     wait(S_Time1);
     set_val(FIRE_BTN, 0);
     wait(S_Time2);
    }
 
combo ScopeFire { // SCOPE + 1 SHOOT
     set_val(R_Stick, 100);
     wait(50);
     set_val(FIRE_BTN, 100);
     wait(50);
     set_val(FIRE_BTN, 0);
    }
 
//----------------------------------------------------- Features combos -------------------------------------------------//
 
combo AutoClimb {
    set_val(CLIMB_BTN, 100);
    wait(500);
    wait(200);
    }
 
combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, 100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the right
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, -100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the left
    }
 
combo MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
    }
 
combo Heal    {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    set_val(Heal_BTN, 100);
    wait(15);
    }
 
combo MedKit {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(15);
    }
 
combo Reload {
    set_val(RELOAD_BTN,100);
    wait(15);
    set_val(Switch_button,0);
    wait(700);
    set_val(Switch_button,100);
    wait(15);
    }
 
//_______________________________________________________________________________________________________________________//
 
combo AntiRecoil {
     anti_recoil = get_val(R_Y) + ANTI_RECOIL;
     if(anti_recoil > 100) anti_recoil = 100;
     set_val(R_Y, anti_recoil);
     anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
     if(anti_recoil_left > 100) anti_recoil_left = 100;
     set_val(R_X, anti_recoil_left);
     anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
     if(anti_recoil_right > 100) anti_recoil_right = 100;
     set_val(R_X, anti_recoil_right);
    }
 
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
 
function Recoil (val1, val2) {
    if(!Striker_onoff){
        ANTI_RECOIL = val1;
        }
    if(Striker_onoff){
        ANTI_RECOIL = val2;
        }
}
//_______________________________________________________________________________________________________________________//
 
function Double_Tap (Time) {
    if(BTN_Tap){
        return TRUE;
    }
    else{
        BTN_Tap = TRUE;
        Timer = Time;
        return FALSE;
    }
}
//_______________________________________________________________________________________________________________________//
 
function colourled(Colour) {  // COLOR LED function
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
}
//end
User avatar
RiccoSchulte123
Private First Class
Private First Class
 
Posts: 2
Joined: Fri Jul 20, 2018 9:50 pm

Re: SMG+SNIPER 1.8.2 SUPER HEAL

Postby S13002931 » Sat Jul 21, 2018 8:35 am

RiccoSchulte123 wrote:Kann you put an script for aoto climb ????


jokerlatino wrote:
Code: Select all
//  Author: noozbar
//  v3.2
 
//    COLOR INDICATION:
//    BLUE =  Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
//    GREEN = Primary weapon
//    RED = Secondary weapon
//    YELLOW = Pistol / Sidearm
 
 
//    /  /  /   _ _ _ ____ ____ _  _ _ _  _ ____      /  /  /
//   /  /  /    | | | |__| |__/ |\ | | |\ | | __     /  /  /
//  .  .  .     |_|_| |  | |  \ | \| | | \| |__]    .  .  . 
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.
 
// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).
 
// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.
 
// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( http://device.com/forums/showthread.php ... d-04-April)?p=1090390&viewfull=1#post1090390 )
 
// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.
 
// Now enjoy
 
 
//                                    In Game settings (start > settings > controls):
 
// 100% Camera Sensitivity
 
// 90% Aim Sensitivity (IMPORTANT - 60% minimum)
 
// 90% Scope Sensitivity
 
// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)
 
// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)
 
// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)
 
// Invert Y Axis = Always OFF
//                 If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
//                 In game option "Invert Y axis" MUST BE OFF!
define R_SKILL       = 3// PS4 R1 / Xbox RB
define FIRE_BTN      = 4// PS4 R2 / Xbox RT
define R_Stick       = 5// PS4 R3 / Xbox RS
define L_SKILL       = 6// PS4 L1 / Xbox LB
define ADS_BTN       = 7// PS4 L2 / Xbox LT
define L_Stick       = 8// PS4 L3 / Xbox LS
define R_X           = 9// PS4 RX / Xbox RX
define R_Y           = 10; // PS4 RY / Xbox RY
define L_X           = 11; // PS4 LX / Xbox LX
define L_Y           = 12; // PS4 LY / Xbox LY
define D_UP          = 13; // PS4 UP / Xbox UP
define D_DOWN        = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT        = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT       = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN     = 18; // PS4 Circle / Xbox B
define COVER_BTN     = 19; // PS4 Cross / Xbox A
define RELOAD_BTN    = 20; // PS4 Square / Xbox X
 
define Blue      = 1;
define Red       = 2;
define Green     = 3;
define Pink      = 4;
define SkyBlue   = 5;
define Yellow    = 6;
define White     = 7;
 
data(1,
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or GREEN light):
 
//        Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SMG
int House_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff           = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff         = FALSE; // Use with 5% or 6% Rate of Fire more !
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or RED light):
 
//        Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    SNIPER
int SVD_2_onoff         = FALSE;
int M1A_2_onoff         = FALSE; // For M1A - Historian (300 RPM)
int Others_2_onoff      = FALSE; // For Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae. (275 RPM)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (YELLOW light):
  // RapidFire for Pistol
int RATE_OF_FIRE  = 13;    // Range: 1 to 25 RPS (Round/s)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
 
//        Work better when in game option "Press to Sprint" is turned OFF
 
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON  // FALSE = AutoRun OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Parkour setting:
 
//        Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
 
int Parkour_onoff = FALSE; // TRUE = Parkour ON  // FALSE = Parkour OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe setting:
 
//        Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//        Work better when in game option "Press to Sprint" is turned OFF
 
int Strafe_onoff    = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Swap Triggers setting:
 
int R1L1_onoff = FALSE// FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Inverted Axis setting:
 
//        If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
 
int Axis_inverted = FALSE// Set TRUE for Right Y axis inverted, esle set FALSE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoMark/Mark Targets setting:
 
int AutoMark_onoff = FALSE// FALSE = AutoMark OFF // TRUE = AutoMark ON
 
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
 
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
 
int Heal_BTN = R_SKILL;  // set L_SKILL or R_SKILL
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
 
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
 
int Fast_Medkit_onoff = FALSE// TRUE = Fast Medkit ON  // FALSE = Fast Medkit OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
 
//        Double tap PS4 square or Xbox X to reload then switch weapon
 
int Reload_Switch_onoff = FALSE// TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
 
int Striker_onoff = FALSE// TRUE if you run 6 pieces Striker, else FALSE
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
 
 
 
int Script_onoff ;          // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
 
int ANTI_RECOIL;           // For AntiRecoil combo
int ANTI_RECOIL_LEFT;      // For AntiRecoil combo
int ANTI_RECOIL_RIGHT;     // For AntiRecoil combo
int AR_Release = 90;       // For AntiRecoil combo
int anti_recoil;           // For AntiRecoil combo
int anti_recoil_left;      // For AntiRecoil combo
int anti_recoil_right;     // For AntiRecoil combo
int BTN_Tap;               // For Double Tap
int Timer;                 // For Double Tap
int Switch;                // For Switch weapon
int Pistol_onoff = FALSE// For Sidearm / Pistol
int hold_time;             // For RapidFire
int rest_time;             // For RapidFire
int Col_ind;               // For device color
int Parkour;               // For Parkour
int Loop;                  // For Strafe
int Heal_onoff;            // For Double Heal
int scoped;                // For Snipers
int S_Time1;               // For Snipers
int S_Time2;               // For Snipers
int AR_Time_1;             // For MDR
int AR_Time_2;             // For MDR
int SG_Time1;              // For Shotgun combo
int SG_Time2;              // For Shotgun combo
int SG_Time3;              // For Shotgun combo
 
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
 
main { // main start
 
  //Switch Weapons + Panic Button
    if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
 
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
 
 
  //Swap Triggers
    if(R1L1_onoff) {
        swap(3, 4); swap(6, 7);
        }
 
  //Script Enable/Disable mode (Script enable by defaut)
  //Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
    if(get_val(D_DOWN) && event_press(COVER_BTN)) {
        Script_onoff=!Script_onoff;
        }
 
if(!Script_onoff){ // Script Enable start
 
  //Double Tap
    if(Timer > 0) {
        Timer = Timer - get_rtime();
            if(Timer <= 0) BTN_Tap = FALSE;
            }
 
  //AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
        if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
                set_val(L_Stick, 100);
                }                      
}
 
  //Parkour
  //If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){   
      if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
          Parkour = !Parkour;
          }
          if(Parkour) {
              if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
                  combo_run(AutoClimb);
                  }
          }
}
 
  //Strafe
  //Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
  //Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
    if(event_press(CLIMB_BTN)) {
        if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
        Loop = !Loop;
        }
    }
    if(Loop) {
        combo_run(Strafe_v2);
        }
        else{combo_stop(Strafe_v2);
        }
}
 
  //Hair Trigger (always enable)
    if(get_val(FIRE_BTN) > 0){
        set_val(FIRE_BTN,100);
        }
    if(get_val(ADS_BTN) > 0){
        set_val(ADS_BTN,100);
        }
 
  //Inverted Axis
    if(Axis_inverted) {
        set_val(R_Y, inv(get_val(R_Y)));
        }
 
  // AutoMark (Mark Targets)
if(AutoMark_onoff) {
    if(get_val(ADS_BTN)) {
        combo_run(MarkTargets);
        }
}
 
  //Double Heal (Disable by befaut)
  //Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
  //If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
    if(get_val(D_DOWN) && event_press(Heal_BTN)) {
        Heal_onoff=!Heal_onoff;
        }
if(Heal_onoff) {
    if(event_press(Heal_BTN)) {
        set_val(Heal_BTN, 0);
        combo_run(Heal);
        }
}
 
  //Fast MedKit
  //Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
      if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
          combo_run(MedKit);
          }
}
 
  //Fake Lone Star
if(Reload_Switch_onoff) {
    if(event_press(RELOAD_BTN)) {
        if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
            combo_run(Reload);Switch=!Switch;
            }
    }
}
 
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
 
  // Switch to side arm
      if(event_press(Switch_button)) {
          if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
          Pistol_onoff = TRUE ; Switch = !Switch;
          }
      }
 
if(Pistol_onoff) {  // Pistol start
 
    ANTI_RECOIL = 30; // Pistol AntiRecoil
 
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);combo_run(RAPID_FIRE);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
            }
 
        hold_time = 500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
 
}  // Pistol end
 
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) {  // NOT Pistol start
//_______________________________________________________________________________________________________________________//
 
if(!Switch) {
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
 
//----------------------------------------------------- All SMG ---------------------------------------------------------//
 
    if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);
            }
} // Any SMG off
 
//----------------------------------------------------- House part ------------------------------------------------------//
    if(House_onoff){ // House TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 750) {  // +600
        Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1350) { // +600
        Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2150) { // +800
        Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2950) { // +800
        Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
        }
    }
} // House TRUE end
 
//----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_onoff){ // MP5 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1850) { // +850
        Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2850) { // +1000
        Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3850) { // +1000
        Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
} // MP5 TRUE end
 
//----------------------------------------------------- Midas part ------------------------------------------------------//
    if(Midas_onoff){ // Midas TURE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1000) {  // +850
        Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2000) { // +1000
        Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3000) { // +1000
        Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 4250) { // +1250
        Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
        }
    }
} // Midas TRUE end
 
}    //PRIMARY end
 
//_______________________________________________________________________________________________________________________//
 
    if(Switch) {
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
 
//------------------------------------------------------ All Sniper -----------------------------------------------------//
 
        if(get_val(ADS_BTN) && event_press(D_DOWN) && !scoped){
            combo_run(ScopeFire);
            scoped = TRUE;
            }
            else if(event_release(ADS_BTN) || (event_press(D_DOWN) && scoped)){
                combo_run(ScopeIn);
                scoped = FALSE;
                }
        if(get_val(ADS_BTN) && event_press(R_Stick) && !scoped){
            scoped = TRUE;
            }
            else if(event_release(ADS_BTN) || (event_press(R_Stick) && scoped)){
                scoped = FALSE;
                }
 
    if(SVD_2_onoff || M1A_2_onoff || Others_2_onoff){ // Any Sniper on
        if(get_val(FIRE_BTN)){
                combo_run(RapidSniper);combo_run(AntiRecoil);
                }             
         if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RapidSniper);
            }
} // Any Sniper off
 
//------------------------------------------------------ SVD part -------------------------------------------------------//
    if(SVD_2_onoff) { //SVD TRUE
    S_Time1=101;
    S_Time2=130;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //SVD TRUE end
 
//------------------------------------------------------ M1A part -------------------------------------------------------//
    if(M1A_2_onoff) { //M1A TRUE
    S_Time1=100;
    S_Time2=100;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //M1A TRUE end
 
//---------------------------------- Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae part --------------------------------//
    if(Others_2_onoff) { //Others TRUE
    S_Time1=109;
    S_Time2=109;    // Change S_Time2 if you add magazine with rate of fire
 
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
  // Antirecoil NOT scoped
    if(!scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 560) {  // +460
        Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1020) { // +460
        Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
 
  // Antirecoil scoped
    if(scoped){
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 100) {  // Burst before antirecoil
        Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1480) {  // +1380
        Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
        }
    }   
}
    } //Others TRUE end
 
}    //SECONDARY end
 
//_______________________________________________________________________________________________________________________//
}   // NOT Pistol end
//_______________________________________________________________________________________________________________________//
 
    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
        combo_stop(AntiRecoil);
        }
 
}   // Script Enable end
 
  // COLOR INDICATION
     if(Script_onoff) colourled(Blue);
         else if(!Switch) colourled(Green);
             else colourled(Red);
     if(Pistol_onoff) colourled(Yellow);
 
}    //main end 
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
 
//----------------------------------------------------- Weapons combos -------------------------------------------------//
 
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
    }
 
combo ScopeIn {
     set_val(R_Stick,100);
     wait(40);
     wait(40);
    }
 
combo RapidSniper { // RAPIDFIRE FOR SNIPER
     wait(S_Time1);
     set_val(FIRE_BTN, 0);
     wait(S_Time2);
    }
 
combo ScopeFire { // SCOPE + 1 SHOOT
     set_val(R_Stick, 100);
     wait(50);
     set_val(FIRE_BTN, 100);
     wait(50);
     set_val(FIRE_BTN, 0);
    }
 
//----------------------------------------------------- Features combos -------------------------------------------------//
 
combo AutoClimb {
    set_val(CLIMB_BTN, 100);
    wait(500);
    wait(200);
    }
 
combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, 100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the right
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, -100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the left
    }
 
combo MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
    }
 
combo Heal    {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    set_val(Heal_BTN, 100);
    wait(15);
    }
 
combo MedKit {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(15);
    }
 
combo Reload {
    set_val(RELOAD_BTN,100);
    wait(15);
    set_val(Switch_button,0);
    wait(700);
    set_val(Switch_button,100);
    wait(15);
    }
 
//_______________________________________________________________________________________________________________________//
 
combo AntiRecoil {
     anti_recoil = get_val(R_Y) + ANTI_RECOIL;
     if(anti_recoil > 100) anti_recoil = 100;
     set_val(R_Y, anti_recoil);
     anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
     if(anti_recoil_left > 100) anti_recoil_left = 100;
     set_val(R_X, anti_recoil_left);
     anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
     if(anti_recoil_right > 100) anti_recoil_right = 100;
     set_val(R_X, anti_recoil_right);
    }
 
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
 
function Recoil (val1, val2) {
    if(!Striker_onoff){
        ANTI_RECOIL = val1;
        }
    if(Striker_onoff){
        ANTI_RECOIL = val2;
        }
}
//_______________________________________________________________________________________________________________________//
 
function Double_Tap (Time) {
    if(BTN_Tap){
        return TRUE;
    }
    else{
        BTN_Tap = TRUE;
        Timer = Time;
        return FALSE;
    }
}
//_______________________________________________________________________________________________________________________//
 
function colourled(Colour) {  // COLOR LED function
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
}
//end



Hi



Its called PARKOUR MODE. It exists in script. Pls go to Parkour in script and find this below line ;

Parkour_onoff = FALSE;


delete FALSE and write TRUE.

Good luck
Kindest Regards

S13
S13002931
First Sergeant
First Sergeant
 
Posts: 55
Joined: Fri Jun 16, 2017 12:47 pm

Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal

Postby RiccoSchulte123 » Sat Jul 21, 2018 10:02 am

thanks for help
User avatar
RiccoSchulte123
Private First Class
Private First Class
 
Posts: 2
Joined: Fri Jul 20, 2018 9:50 pm

Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal

Postby TheMassacre » Tue Jul 31, 2018 10:52 pm

House & Showstopper (Doubleshoot with PopShot FIRE)
The Original

Code: Select all
// TheMassacre
// GPC Online Library
// TheDivisionHouseShowstopper.gpc
// Posted by , a member of the community in the device Forums - device.com/forums
 
// Posted : Saturday 12th of July, 2018 3:33 UTC 
 
// Thanks to device community, especially to:
// Mainauthor       : Noozbar
// Pop Double Shot : TheMassacre
 
//    COLOR INDICATION:
//    GREEN = Primary weapon   (HOUSE)
//    RED    = Secondary weapon (SHOWSTOPPER)
//    BLUE  = Pistol / Sidearm (93R)
 
 
// Camera Sensitivity         = 100%
 
// Aim Sensitivity              = 90%
 
// Scope Sensitivity           = 90%
 
// Analog Dead Zone Size      = 0%
 
// 0% Stability (Gear/Weapon) = 0%
 
// Press to sprint               = OFF (AutoRun/trafe are TRUE)
 
 
unmap PS4_ACCX;
unmap PS4_ACCY;
unmap PS4_ACCZ;
unmap PS4_GYROZ;
unmap PS4_GYROX;
unmap PS4_GYROY;
 
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or green light):
 
// SMG
int House_onoff         = TRUE  // Use with 5% or 6% Rate of Fire more !
int MP5_onoff           = FALSE // Use with 5% or 6% Rate of Fire more !
int MDR_onoff             = FALSE        
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or red light):
 
//    SHOTGUN
int SASG_2_onoff        = FALSE
int Super90_2_onoff     = FALSE
int Showstopper_2_onoff = TRUE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (or blue light):
  // RapidFire
int RATE_OF_FIRE  = 15;    // Range: 1 to 25 RPS (Round/s)
 
  // Double tap to switch to Pistol
int Switch_Speed = 300;    // Double tap speed (increase to slow double tap speed)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Shotgun Pop Shot settings:
 
//         If FALSE and FALSE, Pop Shot with ADS + Fire (optimized)
//         Only one value can be TRUE
 
int PopShot_with_ADS    = FALSE// TRUE = Pop Shot with ADS only // Else, set FALSE
int PopShot_with_FIRE   = TRUE  // TRUE = Pop Shot with FIRE only // Else, set FALSE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
//        Work better when in game option "Press to Sprint" is turned OFF
 
int AutoRun_onoff = TRUE // TRUE = AutoTun ON  // FALSE = AutoRun OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe settings:
 
int Strafe_onoff    = FALSE // TRUE = Strafe ON // FALSE = Strafe OFF
 
int Tap_Speed       = 175; // Double tap speed (increase to slow double tap speed)
int straight_time   = 250; // Time to run straight
int side_time       = 750; // Time to run to the right/left
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Hair Trigger setting:
 
int HairTrigger_onoff = TRUE  // TRUE = HairTrigger ON // FALSE = HairTrigger
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Panic Button setting:
 
int Change_onoff = TRUE  // Press D-Pad UP to only change device color
//                           
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
 
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
 
int Fast_Medkit_onoff = TRUE// TRUE = Fast Medkit ON  // FALSE = Fast Medkit OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
 
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign just below to take MedKit then Heal Skill
 
int Heal = R1;  // set L1 or R1
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
 
//        Double tap PS4 square or Xbox X to reload then switch weapon
 
int Reload_Switch_onoff = TRUE// TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
 
int Striker_onoff = TRUE  // TRUE if you run 6 pieces Striker, else FALSE
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
 
define R1          = 3// PS4 R1
define R2          = 4// PS4 R2
define R3          = 5// PS4 R3
define L1          = 6// PS4 L1
define L2          = 7// PS4 L2
define L3          = 8// PS4 L3
define R_X         = 9// PS4 RX
define R_Y         = 10; // PS4 RY
define L_X         = 11; // PS4 LX
define L_Y         = 12; // PS4 LY
define UP          = 13; // PS4 UP
define DOWN        = 14; // PS4 DOWN
define LEFT        = 15; // PS4 LEFT
define RIGHT       = 16; // PS4 RIGHT
define TRIANGLE    = 17; // PS4_TRIANGLE
define CIRCLE      = 18; // PS4_CIRCLE;
define CROSS       = 19; // PS4_CROSS;
define SQUARE      = 20; // PS4_SQUARE;
 
 
define Blue      = 1;
define Red       = 2;
define Green     = 3;
define Pink      = 4;
define SkyBlue   = 5;
define Yellow    = 6;
define White     = 7;
 
data(1,
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
 
int Script_onoff
 
int ANTI_RECOIL;           // For AntiRecoil combo
int ANTI_RECOIL_LEFT;      // For AntiRecoil combo
int ANTI_RECOIL_RIGHT;     // For AntiRecoil combo
int AR_Release = 90;       // For AntiRecoil combo
int anti_recoil;           // For AntiRecoil combo
int anti_recoil_left;      // For AntiRecoil combo
int anti_recoil_right;     // For AntiRecoil combo
int BTN_Tap;               // For Double Tap
int Timer;                 // For Double Tap
int Switch;                // For Switch weapon
int Pistol_onoff = FALSE// For Sidearm / Pistol
int hold_time;             // For RapidFire
int rest_time;             // For RapidFire
int Col_ind;               // For device color
int Loop;                  // For Strafe
int Heal_onoff;            // For Double Heal
int AR_Time_1;             // For MDR
int AR_Time_2;             // For MDR
int SG_Time1;              // For Shotgun combo
int SG_Time2;              // For Shotgun combo
int SG_Time3;              // For Shotgun combo
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
 
main  // main start
 
    {
    if(event_press(TRIANGLE)) {Switch=!Switch; Pistol_onoff = FALSE;
    }
 
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
 
 
if(get_val(DOWN) && event_press(R3))
{
Script_onoff=!Script_onoff;
}
 
if(!Script_onoff)
{
    //Double Tap
    if(Timer > 0)
    {
    Timer = Timer - get_rtime();
    if(Timer <= 0) BTN_Tap = FALSE;
    }
 
    //Melee with Grenade
    if(event_press (R3) || get_val (R3))
    {
    set_val(R3, 0);
    combo_run(MeleeGrenade);
    }
 
    //Panic Button
    if(Change_onoff)
    {
    if(event_release(UP) && get_ptime(UP) > 55)
    {
    Switch=!Switch;
    }
    }
 
  //AutoRun
  if(AutoRun_onoff)
  {
        if(!combo_running(Strafe_v2) && !get_val(L2) && get_val(L_Y) < -75) //sensitive = 75
                {
                set_val(L3, 100);
                }                     
  }
 
    //Strafe
    if(Strafe_onoff)
    {
    if(event_press(CIRCLE))
        {
        if(Double_Tap (175))  // Double tap speed
        {
        Loop = !Loop;
        }
    }
 
    if(Loop)
        {
        combo_run(Strafe_v2);
        }
        else{combo_stop(Strafe_v2);
        }
    }
 
    //Hair Trigger
    if(get_val(R2) > 0)
        {
        set_val(R2,100);
        }
    if(get_val(L2) > 0)
        {
        set_val(L2,100);
        }
 
 
    //Double Heal
    if(get_val(DOWN) && event_press(Heal))
        {
        Heal_onoff=!Heal_onoff;
        }
 
    if(Heal_onoff)
    {
    if(event_press(Heal))
        {
        set_val(Heal, 0);
        combo_run(Heal);
        }
     }
 
    //Fast MedKit
    if(Fast_Medkit_onoff)
      {
      if((get_val(L2) || get_val(R2)) && event_press(CIRCLE))
         {
          combo_run(MedKit);
          }
      }
 
    //Fake Lone Star
    if(Reload_Switch_onoff)
    {
      if(event_press(SQUARE))
      {
        if(Double_Tap (150)) // Double tap speed
            {
            combo_run(Reload);Switch=!Switch;
            }
       }
     }
 
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
 
//----------------------------------------------------- All Pistols / Sidearms ------------------------------------------//
 
      if(event_press(TRIANGLE))
      {
          if(Double_Tap (200)) // Double tap speed
          {
          Pistol_onoff = TRUE ; Switch = !Switch;
          }
      }
 
if(Pistol_onoff)   // Pistol start
    {
    ANTI_RECOIL = 30; // Pistol AntiRecoil
 
    if(get_val(R2))
        {
        combo_run(AntiRecoil);combo_run(RAPID_FIRE);
        }
 
        else if(event_release(R2))
            {
            combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
            }
 
        hold_time = 500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
 
    }
 
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff)
{
 
    if(!Switch)
    {
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
 
//----------------------------------------------------- All SMG ---------------------------------------------------------//
 
    if(House_onoff || MP5_onoff)
    {
    if(get_val(R2))
        {
        combo_run(AntiRecoil);
        }
        else if(event_release(R2))
            {
            combo_stop(AntiRecoil);
            }
}
 
//----------------------------------------------------- House part ------------------------------------------------------//
    if(House_onoff)
    {
 if(get_val(R2))
        {
        ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
        }
        else if(event_release(R2))
            {
            combo_stop(AntiRecoil);combo_stop(MDR);
            }
 
    if(combo_running(AntiRecoil)){ // If antirecoil run on
         if(MDR_onoff) { // MDR on
             combo_run(MDR);
             } // MDR off             
    } // If antirecoil run off
 
} // Any AR off
    ANTI_RECOIL = 0// Do not modify this value
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(R2) && get_ptime(R2) >= 150) {  // Burst before antirecoil
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 150ms fireing
        ANTI_RECOIL = 14;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 150ms fireing
        ANTI_RECOIL = 10;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 750) {  // +600
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 750ms fireing
        ANTI_RECOIL = 24;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 750ms fireing
        ANTI_RECOIL = 17;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 1350) { // +600
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 1350ms fireing
        ANTI_RECOIL = 34;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 1350ms fireing
        ANTI_RECOIL = 24;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 2150) { // +800
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 2150ms fireing
        ANTI_RECOIL = 46;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 2150ms fireing
        ANTI_RECOIL = 31;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 2950) { // +800
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 2950ms fireing
        ANTI_RECOIL = 58;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 2950ms fireing
        ANTI_RECOIL = 39;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
}
 
//----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_onoff)
    {
 
    ANTI_RECOIL = 0// Do not modify this value
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(R2) && get_ptime(R2) >= 150) {  // Burst before antirecoil
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 150ms fireing
        ANTI_RECOIL = 12;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 150ms fireing
        ANTI_RECOIL = 7;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 1000) {  // +850
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 1000ms fireing
        ANTI_RECOIL = 22;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 1000ms fireing
        ANTI_RECOIL = 12;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 1850) { // +850
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 1850ms fireing
        ANTI_RECOIL = 30;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 1850ms fireing
        ANTI_RECOIL = 19;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 2850) { // +1000
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 2850ms fireing
        ANTI_RECOIL = 40;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 2850ms fireing
        ANTI_RECOIL = 26;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
    if(get_val(R2) && get_ptime(R2) >= 3850) { // +1000
        if(!Striker_onoff){
  // Antirecoil WITHOUT Striker
        // Antirecoil after 3850ms fireing
        ANTI_RECOIL = 50;   // Change this value to compensate vertical recoil (0 - 100)
        }
        if(Striker_onoff){
  // Antirecoil WITH Striker
        // Antirecoil after 3850ms fireing
        ANTI_RECOIL = 32;   // Change this value to compensate vertical recoil (0 - 100)
        }
    }
  }
 
}    //PRIMARY end
 
//_______________________________________________________________________________________________________________________//
 
    if(Switch)
    {
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
 
//----------------------------------------------------- All Shotgun part ------------------------------------------------//
//---------------------------------------------------- Shotgun shoot mode -----------------------------------------------//
 
    if(SASG_2_onoff || Super90_2_onoff || Showstopper_2_onoff)
    {
 
    // Shoot with ADS only
    if(PopShot_with_ADS)
    {
        if(get_val(L2))
            {
            combo_run(AntiRecoil);combo_run(Shotgun);
            }
 
        else if(event_release(L2))
            {
            combo_stop(AntiRecoil);combo_stop(Shotgun);
            }
    }
 
    // Shoot with FIRE only
    if(PopShot_with_FIRE)
    {
        if(get_val(R2))
            {
            set_val(L2, 100);
            combo_run(AntiRecoil);combo_run(Shotgun);
            }
 
        else if(event_release(R2))
            {
            combo_stop(AntiRecoil);combo_stop(Shotgun);
            }
    }
 
    // Shoot with ADS + FIRE
    if(!PopShot_with_ADS && !PopShot_with_FIRE)
        {
        if(get_val(R2))
            {
            combo_run(AntiRecoil);combo_run(Shotgun_v2);
            }
 
        else if(event_release(R2))
            {
            combo_stop(AntiRecoil);combo_stop(Shotgun_v2);
            }
    }
 
} 
 
//----------------------------------------------------- SASG part -------------------------------------------------------//
    if(SASG_2_onoff) { // SASG on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=253;     // Change Time3 if you add magazine with rate of fire
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        // AntiRecoil with Striker mode
        if(Striker_onoff){
            ANTI_RECOIL = 10;   // Change this value to compensate vertical recoil (0 - 100)
            }
 
        // AntiRecoil without Striker mode   
        if(!Striker_onoff){
            ANTI_RECOIL = 20;   // Change this value to compensate vertical recoil (0 - 100)
             }    } // SASG off
 
//----------------------------------------------------- Super90 part ----------------------------------------------------//
    if(Super90_2_onoff) { // Super90 on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=320;     // Change Time3 if you add magazine with rate of fire
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        // AntiRecoil with Striker mode
        if(Striker_onoff){
            ANTI_RECOIL = 10;   // Change this value to compensate vertical recoil (0 - 100)
            }
 
        // AntiRecoil without Striker mode   
        if(!Striker_onoff){
            ANTI_RECOIL = 20;   // Change this value to compensate vertical recoil (0 - 100)
             }
    } // Super90 off
 
//----------------------------------------------------- Showstopper part ------------------------------------------------//
    if(Showstopper_2_onoff) { // Showstopper on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=169;     // Change Time3 if you add magazine with rate of fire
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        // AntiRecoil with Striker mode
        if(Striker_onoff){
            ANTI_RECOIL = 10;   // Change this value to compensate vertical recoil (0 - 100)
            }
 
        // AntiRecoil without Striker mode   
        if(!Striker_onoff){
            ANTI_RECOIL = 20;   // Change this value to compensate vertical recoil (0 - 100)
             }
    }
 
  }
 
 
//_______________________________________________________________________________________________________________________//
}
    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100)
        {
        combo_stop(AntiRecoil);
        }
 
     // COLOR INDICATION
     if(Script_onoff) colourled(Blue);
     else if(!Switch) colourled(Green);
     else colourled(Red);
     if(Pistol_onoff) colourled(Yellow);
 
}
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
 
combo RAPID_FIRE // RAPIDFIRE FOR PISTOL
    {
    set_val(R2, 100);
    wait(hold_time);
    set_val(R2, 0);
    wait(rest_time);
    set_val(R2, 0);
    }
 
 
combo Shotgun_v2 // POP SHOT = ADS+FIRE
     {
     wait(SG_Time1);
     set_val(R2, 0);
     set_val(L2, 0);
     wait(SG_Time2);
     set_val(R2, 0);
     wait(SG_Time3);
     }
 
combo Shotgun // POP SHOT = Only FIRE
     { 
 
     wait(302);
     set_val(R2, 0);     
     wait(12);
 
     wait(SG_Time1);
     set_val(L2,0);
     wait(SG_Time2);
     wait(SG_Time3);
 
     }
 
     combo MDR // RAPIDFIRE FOR MDR
     {
     wait(302);
     set_val(R2, 0);     
     wait(12);
     }
//----------------------------------------------------- Features combos -------------------------------------------------//
 
combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
     set_val(L3, 100);
     wait(straight_time);
     set_val(L_X, 100);
     set_val(L_Y, 10);
     wait(side_time);
     set_val(L_Y, -100);
     set_val(L3, 100);
     wait(straight_time);
     set_val(L_X, -100);
     set_val(L_Y, 10);
     wait(side_time);
    }
 
 
combo Heal   
    {
    set_val(R2, 0);
    set_val(RIGHT, 100);
    wait(15);
    set_val(R2, 0);
    set_val(Heal, 100);
    wait(15);
    }
 
combo MedKit
    {
    set_val(R2, 0);
    set_val(RIGHT, 100);
    wait(15);
    set_val(R2, 0);
    wait(15);
    }
 
combo Reload
    {
    set_val(SQUARE,100);
    wait(15);
    set_val(TRIANGLE,0);
    wait(700);
    set_val(TRIANGLE,100);
    wait(15);
    }
 
combo MeleeGrenade
    {
    set_val(PS4_LEFT,100);
    wait(90);
    wait(100);   
    set_val(R3,100);
    wait(90);
    wait(300);
    set_val(PS4_CIRCLE,100);
    wait(15);
    }
 
//_______________________________________________________________________________________________________________________//
 
combo AntiRecoil
     {
 
     anti_recoil = get_val(R_Y) + ANTI_RECOIL;
     if(anti_recoil > 100) anti_recoil = 100;
     set_val(R_Y, anti_recoil);
     anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
     if(anti_recoil_left > 100) anti_recoil_left = 100;
     set_val(R_X, anti_recoil_left);
     anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
     if(anti_recoil_right > 100) anti_recoil_right = 100;
     set_val(R_X, anti_recoil_right);
 
     }
 
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
 
function Recoil (val1, val2)
    {
    if(!Striker_onoff)
        {
        ANTI_RECOIL = val1;
        }
 
    if(Striker_onoff)
        {
        ANTI_RECOIL = val2;
        }
     }
//_______________________________________________________________________________________________________________________//
 
function Double_Tap (Time) {
    if(BTN_Tap){
        return TRUE;
    }
        BTN_Tap = TRUE;
        Timer = Time;
        return FALSE;
}
 
//_______________________________________________________________________________________________________________________//
 
function colourled(Colour) // COLOR LED function
    {
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
    }
PC -> TheMassacre || PS4 -> Pr0HoeP*******
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Joined: Tue Jul 31, 2018 10:29 pm

Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal

Postby orokusaki » Thu Jul 25, 2019 8:48 pm

YOU'RE USING ONE OF THE SCRIPTS HERE IN POST ... BUT AFTER 5 SECONDS THE TITAN2 DISCONNECT ... AND IT DOESN'T WORK MORE ... USE XIM APEX TOGETHER, AND WITHOUT SCRIPT IT WORKS ALL PERFECTLY ..

Code: Select all
#pragma METAINFO("<Noozbar M4>", 1, 0, "")
 
#include <titanone.gph>
 
define R_SKILL       = 3// PS4 R1 / Xbox RB
define FIRE_BTN      = 4// PS4 R2 / Xbox RT
define R_Stick       = 5// PS4 R3 / Xbox RS
define L_SKILL       = 6// PS4 L1 / Xbox LB
define ADS_BTN       = 7// PS4 L2 / Xbox LT
define L_Stick       = 8// PS4 L3 / Xbox LS
define R_X           = 9// PS4 RX / Xbox RX
define R_Y           = 10; // PS4 RY / Xbox RY
define L_X           = 11; // PS4 LX / Xbox LX
define L_Y           = 12; // PS4 LY / Xbox LY
define D_UP          = 13; // PS4 UP / Xbox UP
define D_DOWN        = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT        = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT       = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN     = 18; // PS4 Circle / Xbox B
define COVER_BTN     = 19; // PS4 Cross / Xbox A
define RELOAD_BTN    = 20; // PS4 Square / Xbox X
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
//  ____ _  _ ____ ____ ____ ____    _   _ ____ _  _ ____    ____ ___  ___ _ ____ _  _ ____
//  |    |__| |  | |  | [__  |___     \_/  |  | |  | |__/    |  | |__]  |  | |  | |\ | [__ 
//  |___ |  | |__| |__| ___] |___      |   |__| |__| |  \    |__| |     |  | |__| | \| ___]   
//----------------------------------------------------------------------------------------------------------------------//
//                                    PRIMARY WEAPON (or GREEN light):
 
//        Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    Assault Rifle
int LW_M4_onoff           = TRUE;
int BullFrog_onoff        = FALSE;
int MDR_onoff             = FALSE;
int WarlordAK_onoff       = FALSE;
int CaduceusSCARL_onoff   = FALSE;
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    SECONDARY WEAPON (or RED light):
 
//        Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
 
//    ASSAULT RIFLE
int LW_M4_2_onoff         = TRUE;
int BullFrog_2_onoff      = FALSE;
int MDR_2_onoff           = FALSE;
int WarlordAK_2_onoff     = FALSE;
int CaduceusSCARL_2_onoff = FALSE;
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Pistol setting (YELLOW light):
  // RapidFire for Pistol
int RATE_OF_FIRE  = 13;    // Range: 1 to 25 RPS (Round/s)
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoRun setting:
 
//        Work better when in game option "Press to Sprint" is turned OFF
 
int AutoRun_onoff = TRUE; // TRUE = AutoTun ON  // FALSE = AutoRun OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Parkour setting:
 
//        Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
 
int Parkour_onoff = FALSE; // TRUE = Parkour ON  // FALSE = Parkour OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Strafe setting:
 
//        Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//        Work better when in game option "Press to Sprint" is turned OFF
 
int Strafe_onoff    = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Swap Triggers setting:
 
int R1L1_onoff = FALSE// FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Inverted Axis setting:
 
//        If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
 
int Axis_inverted = FALSE// Set TRUE for Right Y axis inverted, esle set FALSE
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    AutoMark/Mark Targets setting:
 
int AutoMark_onoff = FALSE// FALSE = AutoMark OFF // TRUE = AutoMark ON
 
//----------------------------------------------------------------------------------------------------------------------//
//                                  Double Heal setting (Disable by befaut):
 
//     Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
//     If enable, tap the button YOU assign just below to take MedKit then Heal Skill
 
int Heal_BTN = L_SKILL;  // set L_SKILL or R_SKILL
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fast MedKit setting:
 
//        Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
 
int Fast_Medkit_onoff = FALSE// TRUE = Fast Medkit ON  // FALSE = Fast Medkit OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Fake Lone Star setting:
 
//        Double tap PS4 square or Xbox X to reload then switch weapon
 
int Reload_Switch_onoff = FALSE// TRUE = Fake Lone Star ON  // FALSE = Fake Lone Star OFF
 
//----------------------------------------------------------------------------------------------------------------------//
//                                    Classified 6p Striker (30% stability) settings:
 
int Striker_onoff = FALSE// TRUE if you run 6 pieces Striker, else FALSE
 
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
 
define Blue      = 1;
define Red       = 2;
define Green     = 3;
define Pink      = 4;
define SkyBlue   = 5;
define Yellow    = 6;
define White     = 7;
 
data(1,
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
);
 
int Script_onoff;           // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
 
int ANTI_RECOIL;           // For AntiRecoil combo
int ANTI_RECOIL_LEFT;      // For AntiRecoil combo
int ANTI_RECOIL_RIGHT;     // For AntiRecoil combo
int AR_Release = 90;       // For AntiRecoil combo
int anti_recoil;           // For AntiRecoil combo
int anti_recoil_left;      // For AntiRecoil combo
int anti_recoil_right;     // For AntiRecoil combo
int BTN_Tap;               // For Double Tap
int Timer;                 // For Double Tap
int Switch;                // For Switch weapon
int Pistol_onoff = FALSE// For Sidearm / Pistol
int hold_time;             // For RapidFire
int rest_time;             // For RapidFire
int Col_ind;               // For device color
int Parkour;               // For Parkour
int Loop;                  // For Strafe
int Heal_onoff;            // For Double Heal
int scoped;                // For Snipers
int S_Time1;               // For Snipers
int S_Time2;               // For Snipers
int AR_Time_1;             // For MDR
int AR_Time_2;             // For MDR
int SG_Time1;              // For Shotgun combo
int SG_Time2;              // For Shotgun combo
int SG_Time3;              // For Shotgun combo
 
//_______________________________________________________________________________________________________________________//
//  _  _ ____ _ _  _    ____ ___ ____ ____ ___
//  |\/| |__| | |\ |    [__   |  |__| |__/  | 
//  |  | |  | | | \|    ___]  |  |  | |  \  |
 
main { // main start
 
  //Switch Weapons + Panic Button
    if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
 
//  ____ ___  ___ _ ____ _  _ ____
//  |  | |__]  |  | |  | |\ | [__ 
//  |__| |     |  | |__| | \| ___]
 
 
  //Swap Triggers
    if(R1L1_onoff) {
        swap(3, 4); swap(6, 7);
        }
 
  //Script Enable/Disable mode (Script enable by defaut)
  //Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
    if(get_val(D_DOWN) && event_press(COVER_BTN)) {
        Script_onoff=!Script_onoff;
        }
 
if(!Script_onoff){ // Script Enable start
 
  //Double Tap
    if(Timer > 0) {
        Timer = Timer - get_rtime();
            if(Timer <= 0) BTN_Tap = FALSE;
            }
 
  //AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
        if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
                set_val(L_Stick, 100);
                }                     
}
 
  //Parkour
  //If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){   
      if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
          Parkour = !Parkour;
          }
          if(Parkour) {
              if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
                  combo_run(AutoClimb);
                  }
          }
}
 
  //Strafe
  //Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
  //Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
    if(event_press(CLIMB_BTN)) {
        if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
        Loop = !Loop;
        }
    }
    if(Loop) {
        combo_run(Strafe_v2);
        }
        else{combo_stop(Strafe_v2);
        }
}
 
  //Hair Trigger (always enable)
    if(get_val(FIRE_BTN) > 0){
        set_val(FIRE_BTN,100);
        }
    if(get_val(ADS_BTN) > 0){
        set_val(ADS_BTN,100);
        }
 
  //Inverted Axis
    if(Axis_inverted) {
        set_val(R_Y, inv(get_val(R_Y)));
        }
 
  // AutoMark (Mark Targets)
if(AutoMark_onoff) {
    if(get_val(ADS_BTN)) {
        combo_run(MarkTargets);
        }
}
 
  //Double Heal (Disable by befaut)
  //Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
  //If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
    if(get_val(D_DOWN) && event_press(Heal_BTN)) {
        Heal_onoff=!Heal_onoff;
        }
if(Heal_onoff) {
    if(event_press(Heal_BTN)) {
        set_val(Heal_BTN, 0);
        combo_run(Heal);
        }
}
 
  //Fast MedKit
  //Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
      if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
          combo_run(MedKit);
          }
}
 
  //Fake Lone Star
if(Reload_Switch_onoff) {
    if(event_press(RELOAD_BTN)) {
        if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
            combo_run(Reload);Switch=!Switch;
            }
    }
}
 
//_______________________________________________________________________________________________________________________//
//  ____ _ ___  ____ ____ ____ _  _      /    ___  _ ____ ___ ____ _   
//  [__  | |  \ |___ |__| |__/ |\/|     /     |__] | [__   |  |  | |   
//  ___] | |__/ |___ |  | |  \ |  |    /      |    | ___]  |  |__| |___     color blue
 
  // Switch to side arm
      if(event_press(Switch_button)) {
          if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
          Pistol_onoff = TRUE ; Switch = !Switch;
          }
      }
 
if(Pistol_onoff) {  // Pistol start
 
    ANTI_RECOIL = 30; // Pistol AntiRecoil
 
    if(get_val(FIRE_BTN)){
        combo_run(AntiRecoil);combo_run(RAPID_FIRE);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
            }
 
        hold_time = 500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
 
}  // Pistol end
 
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) {  // NOT Pistol start
//_______________________________________________________________________________________________________________________//
 
if(!Switch) {
// ___  ____ _ _  _ ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// |__] |__/ | |\/| |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// |    |  \ | |  | |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color green
 
//----------------------------------------------------- All Assault Rifle -----------------------------------------------//
 
    if(LW_M4_onoff || BullFrog_onoff || MDR_onoff || WarlordAK_onoff || CaduceusSCARL_onoff) { // Any AR on
    if(get_val(FIRE_BTN)){
        ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(MDR);
            }
 
    if(combo_running(AntiRecoil)){ // If antirecoil run on
         if(MDR_onoff) { // MDR on
             combo_run(MDR);
             } // MDR off             
    } // If antirecoil run off
 
} // Any AR off
 
//----------------------------------------------------- LW M4 part ------------------------------------------------------//
    if(LW_M4_onoff){ // LWM4 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (20, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 650) {  // +500
        Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1150) { // +500
        Recoil (40, 22); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1900) { // +750
        Recoil (51, 28); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2650) { // +750
        Recoil (63, 38); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // LWM4 TRUE end
 
 
//----------------------------------------------------- BullFrog part ---------------------------------------------------//
    if(BullFrog_onoff){ // BullFrog TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 650) {  // +500
        Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1150) { // +500
        Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1900) { // +750
        Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2650) { // +750
        Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // BullFrog TRUE end
 
//----------------------------------------------------- MDR part --------------------------------------------------------//
    if(MDR_onoff) { // MDR TRUE start
    AR_Time_1   = 71;    // Change this value if you add magazine with rate of fire
    AR_Time_2   = 101;   // Change this value if you add magazine with rate of fire
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
    } // MDR TRUE end
 
//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
    if(WarlordAK_onoff){ // Warlord/AK47 TRUE start
    ANTI_RECOIL_LEFT  = 5;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 800) {  // +650
        Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1450) { // +650
        Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2400) { // +950
        Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3650) { // +1250
        Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // Warlord/AK47 TRUE end
 
//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
    if(CaduceusSCARL_onoff){ // Caduceus/SCAR L TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 800) {  // +650
        Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1450) { // +650
        Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2400) { // +900
        Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3650) { // +1250
        Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // Caduceus/SCAR L TRUE end
 
 
 
}    //PRIMARY end
 
//_______________________________________________________________________________________________________________________//
 
    if(Switch) {
// ____ ____ ____ ____ _  _ ___  ____ ____ _   _    _ _ _ ____ ____ ___  ____ _  _
// [__  |___ |    |  | |\ | |  \ |__| |__/  \_/     | | | |___ |__| |__] |  | |\ |
// ___] |___ |___ |__| | \| |__/ |  | |  \   |      |_|_| |___ |  | |    |__| | \|    color red
 
//----------------------------------------------------- All Assault Rifle -----------------------------------------------//
 
    if(LW_M4_2_onoff || BullFrog_2_onoff || MDR_2_onoff || WarlordAK_2_onoff || CaduceusSCARL_2_onoff) { // Any AR on
    if(get_val(FIRE_BTN)){
        ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
        }
        else if(event_release(FIRE_BTN)) {
            combo_stop(AntiRecoil);combo_stop(MDR);
            }
 
    if(combo_running(AntiRecoil)){ // If antirecoil run on
        if(MDR_2_onoff) { // MDR on
             combo_run(MDR);
             } // MDR off           
    } // If antirecoil run off
 
} // Any AR off
 
//----------------------------------------------------- LW M4 part ------------------------------------------------------//
    if(LW_M4_2_onoff){ // LWM4 TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (20, 12); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 650) {  // +500
        Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1150) { // +500
        Recoil (40, 22); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1900) { // +750
        Recoil (51, 28); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2650) { // +750
        Recoil (63, 38); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // LWM4 TRUE end
 
 
//----------------------------------------------------- BullFrog part ---------------------------------------------------//
    if(BullFrog_2_onoff){ // BullFrog TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 650) {  // +500
        Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1150) { // +500
        Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1900) { // +750
        Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2650) { // +750
        Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // BullFrog TRUE end
 
//----------------------------------------------------- MDR part --------------------------------------------------------//
    if(MDR_2_onoff) { // MDR TRUE start
    AR_Time_1   = 71;    // Change this value if you add magazine with rate of fire
    AR_Time_2   = 101;   // Change this value if you add magazine with rate of fire
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
        Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
    } // MDR TRUE end
 
//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
    if(WarlordAK_2_onoff){ // Warlord/AK47 TRUE start
    ANTI_RECOIL_LEFT  = 5;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 800) {  // +650
        Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1450) { // +650
        Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2400) { // +950
        Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3650) { // +1250
        Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // Warlord/AK47 TRUE end
 
//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
    if(CaduceusSCARL_2_onoff){ // Caduceus/SCAR L TRUE start
    ANTI_RECOIL_LEFT  = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
    ANTI_RECOIL_RIGHT = 0;   // Change this value to compensate horizontal recoil        (0 - 100)
 
    if(get_val(FIRE_BTN)) {
 
        if(get_ptime(FIRE_BTN) >= 150) {  // Burst before antirecoil
        Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 800) {  // +650
        Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 1450) { // +650
        Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 2400) { // +900
        Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
        }
 
        if(get_ptime(FIRE_BTN) >= 3650) { // +1250
        Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
        }
    }
    } // Caduceus/SCAR L TRUE end
 
}    //SECONDARY end
 
//_______________________________________________________________________________________________________________________//
}   // NOT Pistol end
//_______________________________________________________________________________________________________________________//
 
    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
        combo_stop(AntiRecoil);
        }
 
}   // Script Enable end
 
  // COLOR INDICATION
     if(Script_onoff) colourled(Blue);
         else if(!Switch) colourled(Green);
             else colourled(Red);
     if(Pistol_onoff) colourled(Yellow);
 
}    //main end 
//  _  _ ____ _ _  _    ____ _  _ ___ 
//  |\/| |__| | |\ |    |___ |\ | |  \
//  |  | |  | | | \|    |___ | \| |__/
//_______________________________________________________________________________________________________________________//
//  ____ ____ _  _ ___  ____    ____ ____ ____ ___ _ ____ _  _
//  |    |  | |\/| |__] |  |    [__  |___ |     |  | |  | |\ |
//  |___ |__| |  | |__] |__|    ___] |___ |___  |  | |__| | \|
 
//----------------------------------------------------- Weapons combos -------------------------------------------------//
 
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
    }
 
combo MDR {    // RAPIDFIRE FOR MDR
     wait(AR_Time_1);
     set_val(FIRE_BTN, 0);
     wait(AR_Time_2);
     } 
 
//----------------------------------------------------- Features combos -------------------------------------------------//
 
combo AutoClimb {
    set_val(CLIMB_BTN, 100);
    wait(500);
    wait(200);
    }
 
combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, 100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the right
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(250); // Time to run straight
    set_val(L_X, -100);
    set_val(L_Y, 50);
    wait(750); // Time to run to the left
    }
 
combo MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
    }
 
combo Heal    {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    set_val(Heal_BTN, 100);
    wait(15);
    }
 
combo MedKit {
    set_val(FIRE_BTN, 0);
    set_val(D_RIGHT, 100);
    wait(15);
    set_val(FIRE_BTN, 0);
    wait(15);
    }
 
combo Reload {
    set_val(RELOAD_BTN,100);
    wait(15);
    set_val(Switch_button,0);
    wait(700);
    set_val(Switch_button,100);
    wait(15);
    }
 
//_______________________________________________________________________________________________________________________//
 
combo AntiRecoil {
     anti_recoil = get_val(R_Y) + ANTI_RECOIL;
     if(anti_recoil > 100) anti_recoil = 100;
     set_val(R_Y, anti_recoil);
     anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
     if(anti_recoil_left > 100) anti_recoil_left = 100;
     set_val(R_X, anti_recoil_left);
     anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
     if(anti_recoil_right > 100) anti_recoil_right = 100;
     set_val(R_X, anti_recoil_right);
    }
 
//  ____ ____ _  _ ____ ___ _ ____ _  _ ____
//  |___ |  | |\ | |     |  | |  | |\ | [__ 
//  |    |__| | \| |___  |  | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
 
function Recoil (val1, val2) {
    if(!Striker_onoff){
        ANTI_RECOIL = val1;
        }
    if(Striker_onoff){
        ANTI_RECOIL = val2;
        }
}
//_______________________________________________________________________________________________________________________//
 
function Double_Tap (Time) {
    if(BTN_Tap){
        return TRUE;
    }
    else{
        BTN_Tap = TRUE;
        Timer = Time;
        return FALSE;
    }
}
//_______________________________________________________________________________________________________________________//
 
function colourled(Colour) {  // COLOR LED function
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
}
//end
User avatar
orokusaki
Staff Sergeant
Staff Sergeant
 
Posts: 15
Joined: Fri May 03, 2019 8:50 am

Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal

Postby Scachi » Fri Jul 26, 2019 12:37 am

can be caused by the function colourled I think.
replace the one in the script (the last 10 line at the end of the script) with this one may fix it:
Code: Select all
function colourled(Colour) {  // COLOR LED function
        static int lastcolor=255;
        if (Colour == lastcolor) return;
        lastcolor = Colour;
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
}
User avatar
Scachi
Brigadier General
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Posts: 3044
Joined: Wed May 11, 2016 6:25 am
Location: Germany

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