NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal
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• Page 3 of 5 • 1, 2, 3, 4, 5
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.1AND1.8.2...
jokerlatino wrote:HELLO NAW I GIVE TO YOU NEW SCRIPT FOR PS AND XBOX ONE FULLY TEST NAW WORK 100 WHIT AUTOSPRINT AND RAPID FIRE,RECOIL.....EVRITYN JUST ALL YOU WHONT! THANKS J2Kbr I DO SAME CHANGE AND WORK PERFECT
Hi JokerLatino
I have got Titan Two today. Can you please copy Noozbar's script for ASSAULT RIFFLE & ASSAULT RIFFLE ? and make it for Titan Two please ?
thank you ! I will choose options myself. thanks
Kindest Regards
S13
S13
- S13002931
- First Sergeant
- Posts: 55
- Joined: Fri Jun 16, 2017 12:47 pm
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.1AND1.8.2...
Hello
please can i get ASSAULT RIFLE + SASG12 (without pop shot just very fast rapid fire).
will be useful for 1.8.2 (XBoxOne _ Titan One)
thank you guys
please can i get ASSAULT RIFLE + SASG12 (without pop shot just very fast rapid fire).
will be useful for 1.8.2 (XBoxOne _ Titan One)
thank you guys
-
luyama - Sergeant
- Posts: 8
- Joined: Wed May 30, 2018 10:25 am
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.1AND1.8.2...
Dear all im new and an i need a script for the divison for House an M4 with anti recoil, auto zoom and rapidfire.
the same for House and Showstopper, M4 and Showstopper.
No strafing , auto run or other things only this three thinks.
Thanks
the same for House and Showstopper, M4 and Showstopper.
No strafing , auto run or other things only this three thinks.
Thanks
-
Micha_S - Private
- Posts: 1
- Joined: Wed Jun 20, 2018 12:29 pm
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.1AND1.8.2...
Micha_S wrote:Dear all im new and an i need a script for the divison for House an M4 with anti recoil, auto zoom and rapidfire.
the same for House and Showstopper, M4 and Showstopper.
No strafing , auto run or other things only this three thinks.
Thanks
Try the script in attachment ! I am not scriptor , I play The Division . Its for 2 X m4 generic anti fsm script for M4. Should also work for The house . Test ?
- Attachments
-
- 2XM4 L3.gpc
- (5.75 KiB) Downloaded 244 times
Kindest Regards
S13
S13
- S13002931
- First Sergeant
- Posts: 55
- Joined: Fri Jun 16, 2017 12:47 pm
AR+AR super heal
- 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)
// Assault Rifle
int LW_M4_onoff = FALSE;
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 = FALSE;
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 = 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 just below 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 Assault Rifle -----------------------------------------------//
if(LW_M4_onoff || BullFrog_onoff || MDR_onoff || WarlordAK_onoff || CaduceusSCARL_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
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)){
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
Last edited by jokerlatino on Sat Jun 23, 2018 7:02 pm, edited 1 time in total.
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
AR+SHOTGUN SUPER HEAL
- 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)
// Assault Rifle
int LW_M4_onoff = FALSE;
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)
// 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
//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)){
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 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 MDR { // RAPIDFIRE FOR MDR
wait(AR_Time_1);
set_val(FIRE_BTN, 0);
wait(AR_Time_2);
}
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
Last edited by jokerlatino on Sat Jun 23, 2018 7:07 pm, edited 1 time in total.
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
AR+SMG 1.8.2 SUPER HEAL
- 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)
// Assault Rifle
int LW_M4_onoff = FALSE;
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)
// SMG
int House_2_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_2_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_2_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
// 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 Assault Rifle -----------------------------------------------//
if(LW_M4_onoff || BullFrog_onoff || MDR_onoff || WarlordAK_onoff || CaduceusSCARL_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
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 SMG ---------------------------------------------------------//
if(House_2_onoff || MP5_2_onoff || Midas_2_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_2_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_2_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_2_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
} //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
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
Re:AR+SNIPER1.8.2 SUPER HEAL
- 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)
// Assault Rifle
int LW_M4_onoff = FALSE;
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)
// 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 Assault Rifle -----------------------------------------------//
if(LW_M4_onoff || BullFrog_onoff || MDR_onoff || WarlordAK_onoff || CaduceusSCARL_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
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 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 MDR { // RAPIDFIRE FOR MDR
wait(AR_Time_1);
set_val(FIRE_BTN, 0);
wait(AR_Time_2);
}
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
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
Re: LMG+LMG 1.8.2 SUPER HEAL
- 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)
// LMG
int MG5_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int BigAle_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int HungryM60_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)
// LMG
int MG5_2_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int BigAle_2_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int HungryM60_2_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
// 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 LMG ---------------------------------------------------------//
if(MG5_onoff || BigAle_onoff || HungryM60_onoff){ // Any LMG on
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);
}
} // Any LMG off
//------------------------------------------------------- MG5 part ------------------------------------------------------//
if(MG5_onoff) { //MG5 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 (30, 22); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 400) { // +250
Recoil (42, 29); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 900) { // +500
Recoil (43, 30); // Recoil (NOT Striker value, Striker value)
}
}
} // MG5 TRUE end
//------------------------------------------------------- BigAlejandro part ---------------------------------------------//
if(BigAle_onoff) { //BigAlejandro 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 (33, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 400) { // +250
Recoil (48, 33); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 900) { // +500
Recoil (49, 35); // Recoil (NOT Striker value, Striker value)
}
}
} // BigAlejandro TRUE end
//------------------------------------------------------- Hungry Hog / M60 part -----------------------------------------//
if(HungryM60_onoff) { // Hungry Hog / M60 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 (43, 33); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (37, 29); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2250) { // +1250
Recoil (24, 31); // Recoil (NOT Striker value, Striker value)
}
}
}// Hungry Hog / M60 TRUE start
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//----------------------------------------------------- All LMG ---------------------------------------------------------//
if(MG5_2_onoff || BigAle_2_onoff || HungryM60_2_onoff){ // Any LMG on
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);
}
} // Any LMG off
//------------------------------------------------------- MG5 part ------------------------------------------------------//
if(MG5_2_onoff) { //MG5 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 (30, 22); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 400) { // +250
Recoil (42, 29); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 900) { // +500
Recoil (43, 30); // Recoil (NOT Striker value, Striker value)
}
}
} // MG5 TRUE end
//------------------------------------------------------- BigAlejandro part ---------------------------------------------//
if(BigAle_2_onoff) { //BigAlejandro 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 (33, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 400) { // +250
Recoil (48, 33); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 900) { // +500
Recoil (49, 35); // Recoil (NOT Striker value, Striker value)
}
}
} // BigAlejandro TRUE end
//------------------------------------------------------- Hungry Hog / M60 part -----------------------------------------//
if(HungryM60_2_onoff) { // Hungry Hog / M60 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 (43, 33); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (37, 29); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2250) { // +1250
Recoil (24, 31); // Recoil (NOT Striker value, Striker value)
}
}
}// Hungry Hog / M60 TRUE start
} //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);
}
//----------------------------------------------------- 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
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
Re: SHOTGUN+SHOTGUN 1.8.2 SUPER HEAL
- 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)
// SHOTGUN
int SASG_onoff = FALSE;
int Super90_onoff = FALSE;
int Showstopper_onoff = FALSE;
int M870_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)
// 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 Shotgun part ------------------------------------------------//
//---------------------------------------------------- Shotgun shoot mode -----------------------------------------------//
if(SASG_onoff || Super90_onoff || Showstopper_onoff && PopStopper || M870_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_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_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_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_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_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
} //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
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
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