NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal
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Re: SMG+SHOTGUN 1.8.2 SUPER HEAL
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// Author: noozbar
// v3.2
// COLOR INDICATION:
// BLUE = Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
// GREEN = Primary weapon
// RED = Secondary weapon
// YELLOW = Pistol / Sidearm
// / / / _ _ _ ____ ____ _ _ _ _ _ ____ / / /
// / / / | | | |__| |__/ |\ | | |\ | | __ / / /
// . . . |_|_| | | | \ | \| | | \| |__] . . .
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.
// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).
// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.
// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( http://device.com/forums/showthread. ... d-04-April)?p=1090390&viewfull=1#post1090390 )
// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.
// Now enjoy
// In Game settings (start > settings > controls):
// 100% Camera Sensitivity
// 90% Aim Sensitivity (IMPORTANT - 60% minimum)
// 90% Scope Sensitivity
// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)
// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)
// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)
// Invert Y Axis = Always OFF
// If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
// In game option "Invert Y axis" MUST BE OFF!
define R_SKILL = 3; // PS4 R1 / Xbox RB
define FIRE_BTN = 4; // PS4 R2 / Xbox RT
define R_Stick = 5; // PS4 R3 / Xbox RS
define L_SKILL = 6; // PS4 L1 / Xbox LB
define ADS_BTN = 7; // PS4 L2 / Xbox LT
define L_Stick = 8; // PS4 L3 / Xbox LS
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; // PS4 RY / Xbox RY
define L_X = 11; // PS4 LX / Xbox LX
define L_Y = 12; // PS4 LY / Xbox LY
define D_UP = 13; // PS4 UP / Xbox UP
define D_DOWN = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN = 18; // PS4 Circle / Xbox B
define COVER_BTN = 19; // PS4 Cross / Xbox A
define RELOAD_BTN = 20; // PS4 Square / Xbox X
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
// ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
// | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
// |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
//----------------------------------------------------------------------------------------------------------------------//
// PRIMARY WEAPON (or GREEN light):
// Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// SMG
int House_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or RED light):
// Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// SHOTGUN
int SASG_2_onoff = FALSE;
int Super90_2_onoff = FALSE;
int Showstopper_2_onoff = FALSE;
int M870_2_onoff = FALSE;
//----------------------------------------------------------------------------------------------------------------------//
// Pistol setting (YELLOW light):
// RapidFire for Pistol
int RATE_OF_FIRE = 13; // Range: 1 to 25 RPS (Round/s)
//----------------------------------------------------------------------------------------------------------------------//
// Shotgun Pop Shot settings:
// Only one value can be TRUE
// If both values are FALSE, Pop Shot with ADS + Fire
int PopShot_with_ADS = FALSE; // TRUE = Pop Shot with ADS only // Else, set FALSE
int PopShot_with_FIRE = FALSE; // TRUE = Pop Shot with FIRE only // Else, set FALSE
// Disable Pop Shot for Showstopper only
int PopStopper = FALSE; // TRUE = Pop Shot with ShowStopper enable // FALSE = disable
//----------------------------------------------------------------------------------------------------------------------//
// AutoRun setting:
// Work better when in game option "Press to Sprint" is turned OFF
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON // FALSE = AutoRun OFF
//----------------------------------------------------------------------------------------------------------------------//
// Parkour setting:
// Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
int Parkour_onoff = FALSE; // TRUE = Parkour ON // FALSE = Parkour OFF
//----------------------------------------------------------------------------------------------------------------------//
// Strafe setting:
// Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
// Work better when in game option "Press to Sprint" is turned OFF
int Strafe_onoff = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
//----------------------------------------------------------------------------------------------------------------------//
// Swap Triggers setting:
int R1L1_onoff = FALSE; // FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
//----------------------------------------------------------------------------------------------------------------------//
// Inverted Axis setting:
// If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
int Axis_inverted = FALSE; // Set TRUE for Right Y axis inverted, esle set FALSE
//----------------------------------------------------------------------------------------------------------------------//
// AutoMark/Mark Targets setting:
int AutoMark_onoff = FALSE; // FALSE = AutoMark OFF // TRUE = AutoMark ON
//----------------------------------------------------------------------------------------------------------------------//
// Double Heal setting (Disable by befaut):
// Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
// If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
int Heal_BTN = R_SKILL ; // set L_SKILL or R_SKILL
//----------------------------------------------------------------------------------------------------------------------//
// Fast MedKit setting:
// Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
int Fast_Medkit_onoff = FALSE; // TRUE = Fast Medkit ON // FALSE = Fast Medkit OFF
//----------------------------------------------------------------------------------------------------------------------//
// Fake Lone Star setting:
// Double tap PS4 square or Xbox X to reload then switch weapon
int Reload_Switch_onoff = FALSE ; // TRUE = Fake Lone Star ON // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:
int Striker_onoff = FALSE; // TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
int Script_onoff ; // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For device color
int Parkour; // For Parkour
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int scoped; // For Snipers
int S_Time1; // For Snipers
int S_Time2; // For Snipers
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo
//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |
main { // main start
//Switch Weapons + Panic Button
if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]
//Swap Triggers
if(R1L1_onoff) {
swap(3, 4); swap(6, 7);
}
//Script Enable/Disable mode (Script enable by defaut)
//Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
if(get_val(D_DOWN) && event_press(COVER_BTN)) {
Script_onoff=!Script_onoff;
}
if(!Script_onoff){ // Script Enable start
//Double Tap
if(Timer > 0) {
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}
//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
set_val(L_Stick, 100);
}
}
//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){
if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
Parkour = !Parkour;
}
if(Parkour) {
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
combo_run(AutoClimb);
}
}
}
//Strafe
//Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
if(event_press(CLIMB_BTN)) {
if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
Loop = !Loop;
}
}
if(Loop) {
combo_run(Strafe_v2);
}
else{combo_stop(Strafe_v2);
}
}
//Hair Trigger (always enable)
if(get_val(FIRE_BTN) > 0){
set_val(FIRE_BTN,100);
}
if(get_val(ADS_BTN) > 0){
set_val(ADS_BTN,100);
}
//Inverted Axis
if(Axis_inverted) {
set_val(R_Y, inv(get_val(R_Y)));
}
// AutoMark (Mark Targets)
if(AutoMark_onoff) {
if(get_val(ADS_BTN)) {
combo_run(MarkTargets);
}
}
//Double Heal (Disable by befaut)
//Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
//If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
if(get_val(D_DOWN) && event_press(Heal_BTN)) {
Heal_onoff=!Heal_onoff;
}
if(Heal_onoff) {
if(event_press(Heal_BTN)) {
set_val(Heal_BTN, 0);
combo_run(Heal);
}
}
//Fast MedKit
//Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
combo_run(MedKit);
}
}
//Fake Lone Star
if(Reload_Switch_onoff) {
if(event_press(RELOAD_BTN)) {
if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
combo_run(Reload);Switch=!Switch;
}
}
}
//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue
// Switch to side arm
if(event_press(Switch_button)) {
if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
Pistol_onoff = TRUE ; Switch = !Switch;
}
}
if(Pistol_onoff) { // Pistol start
ANTI_RECOIL = 30; // Pistol AntiRecoil
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);combo_run(RAPID_FIRE);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
} // Pistol end
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) { // NOT Pistol start
//_______________________________________________________________________________________________________________________//
if(!Switch) {
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green
//----------------------------------------------------- All SMG ---------------------------------------------------------//
if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);
}
} // Any SMG off
//----------------------------------------------------- House part ------------------------------------------------------//
if(House_onoff){ // House TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 750) { // +600
Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1350) { // +600
Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2150) { // +800
Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2950) { // +800
Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
}
}
} // House TRUE end
//----------------------------------------------------- MP5 part --------------------------------------------------------//
if(MP5_onoff){ // MP5 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1850) { // +850
Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2850) { // +1000
Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3850) { // +1000
Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // MP5 TRUE end
//----------------------------------------------------- Midas part ------------------------------------------------------//
if(Midas_onoff){ // Midas TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2000) { // +1000
Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3000) { // +1000
Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 4250) { // +1250
Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
}
}
} // Midas TRUE end
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//----------------------------------------------------- All Shotgun part ------------------------------------------------//
//---------------------------------------------------- Shotgun shoot mode -----------------------------------------------//
if(SASG_2_onoff || Super90_2_onoff || Showstopper_2_onoff && PopStopper || M870_2_onoff){ // Shotguns TRUE on
// Shoot with ADS only
if(PopShot_with_ADS) { //ADS on
if(get_val(ADS_BTN)) {
combo_run(AntiRecoil);combo_run(Shotgun);
}
else if(event_release(ADS_BTN)) {
combo_stop(AntiRecoil);combo_stop(Shotgun);
}
} //ADS off
// Shoot with FIRE only
if(PopShot_with_FIRE) { //FIRE on
if(get_val(FIRE_BTN)) {
set_val(ADS_BTN, 100);
combo_run(AntiRecoil);combo_run(Shotgun);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(Shotgun);
}
} //FIRE off
// Shoot with ADS + FIRE
if(!PopShot_with_ADS && !PopShot_with_FIRE) { // ADS + FIRE on
if(get_val(FIRE_BTN)) {
combo_run(AntiRecoil);combo_run(Shotgun_v2);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(Shotgun_v2);
}
} // ADS + FIRE off
} //Shotguns TRUE end
//Showstopper without pop shot
if(Showstopper_2_onoff && !PopStopper) {
Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
if(get_val(FIRE_BTN)) {
combo_run(AntiRecoil);
}
else{combo_stop(AntiRecoil);
}
}
//----------------------------------------------------- SASG part -------------------------------------------------------//
if(SASG_2_onoff) { // SASG on
SG_Time1=64;
SG_Time2=16;
SG_Time3=253; // Change Time3 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
} // SASG off
//----------------------------------------------------- Super90 part ----------------------------------------------------//
if(Super90_2_onoff) { // Super90 on
SG_Time1=64;
SG_Time2=16;
SG_Time3=320; // Change Time3 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
} // Super90 off
//----------------------------------------------------- Showstopper part ------------------------------------------------//
if(Showstopper_2_onoff) { // Showstopper on
SG_Time1=64;
SG_Time2=16;
SG_Time3=169;
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (20, 10) ; // Recoil (NOT Striker value, Striker value)
} // Showstopper off
//----------------------------------------------------- M870 part -------------------------------------------------------//
if(M870_2_onoff) { // M870 on
SG_Time1=700; // Change Time1 if you add magazine with rate of fire
SG_Time2=16;
SG_Time3=84;
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (15, 8) ; // Recoil (NOT Striker value, Striker value)
} // M870 off
} //SECONDARY end
//_______________________________________________________________________________________________________________________//
} // NOT Pistol end
//_______________________________________________________________________________________________________________________//
if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
combo_stop(AntiRecoil);
}
} // Script Enable end
// COLOR INDICATION
if(Script_onoff) colourled(Blue);
else if(!Switch) colourled(Green);
else colourled(Red);
if(Pistol_onoff) colourled(Yellow);
} //main end
// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|
//----------------------------------------------------- Weapons combos -------------------------------------------------//
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo Shotgun_v2 { // POP SHOT = ADS+FIRE
wait(SG_Time1);
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
wait(SG_Time2);
set_val(FIRE_BTN, 0);
wait(SG_Time3);
}
combo Shotgun { // POP SHOT = ADS ONLY OR FIRE ONLY
wait(SG_Time3);
set_val(FIRE_BTN, 100);
wait(SG_Time1);
set_val(FIRE_BTN, 0);
set_val(ADS_BTN, 0);
wait(SG_Time2);
}
//----------------------------------------------------- Features combos -------------------------------------------------//
combo AutoClimb {
set_val(CLIMB_BTN, 100);
wait(500);
wait(200);
}
combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, 100);
set_val(L_Y, 50);
wait(750); // Time to run to the right
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, -100);
set_val(L_Y, 50);
wait(750); // Time to run to the left
}
combo MarkTargets {
set_val(D_UP, 100);
wait(50);
set_val(D_UP, 0);
wait(1000);
}
combo Heal {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
set_val(Heal_BTN, 100);
wait(15);
}
combo MedKit {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
}
combo Reload {
set_val(RELOAD_BTN,100);
wait(15);
set_val(Switch_button,0);
wait(700);
set_val(Switch_button,100);
wait(15);
}
//_______________________________________________________________________________________________________________________//
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}
// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
function Recoil (val1, val2) {
if(!Striker_onoff){
ANTI_RECOIL = val1;
}
if(Striker_onoff){
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//
function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}
else{
BTN_Tap = TRUE;
Timer = Time;
return FALSE;
}
}
//_______________________________________________________________________________________________________________________//
function colourled(Colour) { // COLOR LED function
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
//end
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
Re: SMG+SNIPER 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)
// SMG
int House_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or RED light):
// Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// SNIPER
int SVD_2_onoff = FALSE;
int M1A_2_onoff = FALSE; // For M1A - Historian (300 RPM)
int Others_2_onoff = FALSE; // For Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae. (275 RPM)
//----------------------------------------------------------------------------------------------------------------------//
// Pistol setting (YELLOW light):
// RapidFire for Pistol
int RATE_OF_FIRE = 13; // Range: 1 to 25 RPS (Round/s)
//----------------------------------------------------------------------------------------------------------------------//
// AutoRun setting:
// Work better when in game option "Press to Sprint" is turned OFF
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON // FALSE = AutoRun OFF
//----------------------------------------------------------------------------------------------------------------------//
// Parkour setting:
// Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
int Parkour_onoff = FALSE; // TRUE = Parkour ON // FALSE = Parkour OFF
//----------------------------------------------------------------------------------------------------------------------//
// Strafe setting:
// Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
// Work better when in game option "Press to Sprint" is turned OFF
int Strafe_onoff = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
//----------------------------------------------------------------------------------------------------------------------//
// Swap Triggers setting:
int R1L1_onoff = FALSE; // FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
//----------------------------------------------------------------------------------------------------------------------//
// Inverted Axis setting:
// If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
int Axis_inverted = FALSE; // Set TRUE for Right Y axis inverted, esle set FALSE
//----------------------------------------------------------------------------------------------------------------------//
// AutoMark/Mark Targets setting:
int AutoMark_onoff = FALSE; // FALSE = AutoMark OFF // TRUE = AutoMark ON
//----------------------------------------------------------------------------------------------------------------------//
// Double Heal setting (Disable by befaut):
// Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
// If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
int Heal_BTN = R_SKILL; // set L_SKILL or R_SKILL
//----------------------------------------------------------------------------------------------------------------------//
// Fast MedKit setting:
// Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
int Fast_Medkit_onoff = FALSE; // TRUE = Fast Medkit ON // FALSE = Fast Medkit OFF
//----------------------------------------------------------------------------------------------------------------------//
// Fake Lone Star setting:
// Double tap PS4 square or Xbox X to reload then switch weapon
int Reload_Switch_onoff = FALSE; // TRUE = Fake Lone Star ON // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:
int Striker_onoff = FALSE; // TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
int Script_onoff ; // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For device color
int Parkour; // For Parkour
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int scoped; // For Snipers
int S_Time1; // For Snipers
int S_Time2; // For Snipers
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo
//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |
main { // main start
//Switch Weapons + Panic Button
if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]
//Swap Triggers
if(R1L1_onoff) {
swap(3, 4); swap(6, 7);
}
//Script Enable/Disable mode (Script enable by defaut)
//Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
if(get_val(D_DOWN) && event_press(COVER_BTN)) {
Script_onoff=!Script_onoff;
}
if(!Script_onoff){ // Script Enable start
//Double Tap
if(Timer > 0) {
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}
//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
set_val(L_Stick, 100);
}
}
//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){
if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
Parkour = !Parkour;
}
if(Parkour) {
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
combo_run(AutoClimb);
}
}
}
//Strafe
//Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
if(event_press(CLIMB_BTN)) {
if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
Loop = !Loop;
}
}
if(Loop) {
combo_run(Strafe_v2);
}
else{combo_stop(Strafe_v2);
}
}
//Hair Trigger (always enable)
if(get_val(FIRE_BTN) > 0){
set_val(FIRE_BTN,100);
}
if(get_val(ADS_BTN) > 0){
set_val(ADS_BTN,100);
}
//Inverted Axis
if(Axis_inverted) {
set_val(R_Y, inv(get_val(R_Y)));
}
// AutoMark (Mark Targets)
if(AutoMark_onoff) {
if(get_val(ADS_BTN)) {
combo_run(MarkTargets);
}
}
//Double Heal (Disable by befaut)
//Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
//If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
if(get_val(D_DOWN) && event_press(Heal_BTN)) {
Heal_onoff=!Heal_onoff;
}
if(Heal_onoff) {
if(event_press(Heal_BTN)) {
set_val(Heal_BTN, 0);
combo_run(Heal);
}
}
//Fast MedKit
//Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
combo_run(MedKit);
}
}
//Fake Lone Star
if(Reload_Switch_onoff) {
if(event_press(RELOAD_BTN)) {
if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
combo_run(Reload);Switch=!Switch;
}
}
}
//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue
// Switch to side arm
if(event_press(Switch_button)) {
if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
Pistol_onoff = TRUE ; Switch = !Switch;
}
}
if(Pistol_onoff) { // Pistol start
ANTI_RECOIL = 30; // Pistol AntiRecoil
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);combo_run(RAPID_FIRE);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
} // Pistol end
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) { // NOT Pistol start
//_______________________________________________________________________________________________________________________//
if(!Switch) {
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green
//----------------------------------------------------- All SMG ---------------------------------------------------------//
if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);
}
} // Any SMG off
//----------------------------------------------------- House part ------------------------------------------------------//
if(House_onoff){ // House TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 750) { // +600
Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1350) { // +600
Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2150) { // +800
Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2950) { // +800
Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
}
}
} // House TRUE end
//----------------------------------------------------- MP5 part --------------------------------------------------------//
if(MP5_onoff){ // MP5 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1850) { // +850
Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2850) { // +1000
Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3850) { // +1000
Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // MP5 TRUE end
//----------------------------------------------------- Midas part ------------------------------------------------------//
if(Midas_onoff){ // Midas TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2000) { // +1000
Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3000) { // +1000
Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 4250) { // +1250
Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
}
}
} // Midas TRUE end
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//------------------------------------------------------ All Sniper -----------------------------------------------------//
if(get_val(ADS_BTN) && event_press(D_DOWN) && !scoped){
combo_run(ScopeFire);
scoped = TRUE;
}
else if(event_release(ADS_BTN) || (event_press(D_DOWN) && scoped)){
combo_run(ScopeIn);
scoped = FALSE;
}
if(get_val(ADS_BTN) && event_press(R_Stick) && !scoped){
scoped = TRUE;
}
else if(event_release(ADS_BTN) || (event_press(R_Stick) && scoped)){
scoped = FALSE;
}
if(SVD_2_onoff || M1A_2_onoff || Others_2_onoff){ // Any Sniper on
if(get_val(FIRE_BTN)){
combo_run(RapidSniper);combo_run(AntiRecoil);
}
if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RapidSniper);
}
} // Any Sniper off
//------------------------------------------------------ SVD part -------------------------------------------------------//
if(SVD_2_onoff) { //SVD TRUE
S_Time1=101;
S_Time2=130; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //SVD TRUE end
//------------------------------------------------------ M1A part -------------------------------------------------------//
if(M1A_2_onoff) { //M1A TRUE
S_Time1=100;
S_Time2=100; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //M1A TRUE end
//---------------------------------- Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae part --------------------------------//
if(Others_2_onoff) { //Others TRUE
S_Time1=109;
S_Time2=109; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //Others TRUE end
} //SECONDARY end
//_______________________________________________________________________________________________________________________//
} // NOT Pistol end
//_______________________________________________________________________________________________________________________//
if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
combo_stop(AntiRecoil);
}
} // Script Enable end
// COLOR INDICATION
if(Script_onoff) colourled(Blue);
else if(!Switch) colourled(Green);
else colourled(Red);
if(Pistol_onoff) colourled(Yellow);
} //main end
// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|
//----------------------------------------------------- Weapons combos -------------------------------------------------//
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo ScopeIn {
set_val(R_Stick,100);
wait(40);
wait(40);
}
combo RapidSniper { // RAPIDFIRE FOR SNIPER
wait(S_Time1);
set_val(FIRE_BTN, 0);
wait(S_Time2);
}
combo ScopeFire { // SCOPE + 1 SHOOT
set_val(R_Stick, 100);
wait(50);
set_val(FIRE_BTN, 100);
wait(50);
set_val(FIRE_BTN, 0);
}
//----------------------------------------------------- Features combos -------------------------------------------------//
combo AutoClimb {
set_val(CLIMB_BTN, 100);
wait(500);
wait(200);
}
combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, 100);
set_val(L_Y, 50);
wait(750); // Time to run to the right
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, -100);
set_val(L_Y, 50);
wait(750); // Time to run to the left
}
combo MarkTargets {
set_val(D_UP, 100);
wait(50);
set_val(D_UP, 0);
wait(1000);
}
combo Heal {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
set_val(Heal_BTN, 100);
wait(15);
}
combo MedKit {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
}
combo Reload {
set_val(RELOAD_BTN,100);
wait(15);
set_val(Switch_button,0);
wait(700);
set_val(Switch_button,100);
wait(15);
}
//_______________________________________________________________________________________________________________________//
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}
// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
function Recoil (val1, val2) {
if(!Striker_onoff){
ANTI_RECOIL = val1;
}
if(Striker_onoff){
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//
function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}
else{
BTN_Tap = TRUE;
Timer = Time;
return FALSE;
}
}
//_______________________________________________________________________________________________________________________//
function colourled(Colour) { // COLOR LED function
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
//end
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.1AND1.8.2...
HELLO THIS IS NEW SCRIPT DOBLE HEAL ,ALL SCRIPT IS DESACTIVATED.
NEED TO PUT FALSE..........TO ........... TRUE
AND OLSO TO DOBLE HEAL USE THE Double Heal setting (Disable by befaut):set L_SKILL or R_SKILL
THE SKIL YOU USE ONE THE GABE USE LB OR RB.
FOR HELP SEND MESSAGE I HELP THANKS AND JOIN
NEED TO PUT FALSE..........TO ........... TRUE
AND OLSO TO DOBLE HEAL USE THE Double Heal setting (Disable by befaut):set L_SKILL or R_SKILL
THE SKIL YOU USE ONE THE GABE USE LB OR RB.
FOR HELP SEND MESSAGE I HELP THANKS AND JOIN
-
jokerlatino - Master Sergeant
- Posts: 37
- Joined: Thu May 03, 2018 6:27 pm
Re: SMG+SNIPER 1.8.2 SUPER HEAL
Kann you put an script for aoto climb ????
jokerlatino wrote:
- Code: Select all
// Author: noozbar
// v3.2
// COLOR INDICATION:
// BLUE = Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
// GREEN = Primary weapon
// RED = Secondary weapon
// YELLOW = Pistol / Sidearm
// / / / _ _ _ ____ ____ _ _ _ _ _ ____ / / /
// / / / | | | |__| |__/ |\ | | |\ | | __ / / /
// . . . |_|_| | | | \ | \| | | \| |__] . . .
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.
// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).
// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.
// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( http://device.com/forums/showthread.php ... d-04-April)?p=1090390&viewfull=1#post1090390 )
// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.
// Now enjoy
// In Game settings (start > settings > controls):
// 100% Camera Sensitivity
// 90% Aim Sensitivity (IMPORTANT - 60% minimum)
// 90% Scope Sensitivity
// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)
// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)
// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)
// Invert Y Axis = Always OFF
// If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
// In game option "Invert Y axis" MUST BE OFF!
define R_SKILL = 3; // PS4 R1 / Xbox RB
define FIRE_BTN = 4; // PS4 R2 / Xbox RT
define R_Stick = 5; // PS4 R3 / Xbox RS
define L_SKILL = 6; // PS4 L1 / Xbox LB
define ADS_BTN = 7; // PS4 L2 / Xbox LT
define L_Stick = 8; // PS4 L3 / Xbox LS
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; // PS4 RY / Xbox RY
define L_X = 11; // PS4 LX / Xbox LX
define L_Y = 12; // PS4 LY / Xbox LY
define D_UP = 13; // PS4 UP / Xbox UP
define D_DOWN = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN = 18; // PS4 Circle / Xbox B
define COVER_BTN = 19; // PS4 Cross / Xbox A
define RELOAD_BTN = 20; // PS4 Square / Xbox X
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
// ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
// | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
// |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
//----------------------------------------------------------------------------------------------------------------------//
// PRIMARY WEAPON (or GREEN light):
// Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// SMG
int House_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or RED light):
// Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// SNIPER
int SVD_2_onoff = FALSE;
int M1A_2_onoff = FALSE; // For M1A - Historian (300 RPM)
int Others_2_onoff = FALSE; // For Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae. (275 RPM)
//----------------------------------------------------------------------------------------------------------------------//
// Pistol setting (YELLOW light):
// RapidFire for Pistol
int RATE_OF_FIRE = 13; // Range: 1 to 25 RPS (Round/s)
//----------------------------------------------------------------------------------------------------------------------//
// AutoRun setting:
// Work better when in game option "Press to Sprint" is turned OFF
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON // FALSE = AutoRun OFF
//----------------------------------------------------------------------------------------------------------------------//
// Parkour setting:
// Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
int Parkour_onoff = FALSE; // TRUE = Parkour ON // FALSE = Parkour OFF
//----------------------------------------------------------------------------------------------------------------------//
// Strafe setting:
// Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
// Work better when in game option "Press to Sprint" is turned OFF
int Strafe_onoff = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
//----------------------------------------------------------------------------------------------------------------------//
// Swap Triggers setting:
int R1L1_onoff = FALSE; // FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
//----------------------------------------------------------------------------------------------------------------------//
// Inverted Axis setting:
// If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
int Axis_inverted = FALSE; // Set TRUE for Right Y axis inverted, esle set FALSE
//----------------------------------------------------------------------------------------------------------------------//
// AutoMark/Mark Targets setting:
int AutoMark_onoff = FALSE; // FALSE = AutoMark OFF // TRUE = AutoMark ON
//----------------------------------------------------------------------------------------------------------------------//
// Double Heal setting (Disable by befaut):
// Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
// If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
int Heal_BTN = R_SKILL; // set L_SKILL or R_SKILL
//----------------------------------------------------------------------------------------------------------------------//
// Fast MedKit setting:
// Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
int Fast_Medkit_onoff = FALSE; // TRUE = Fast Medkit ON // FALSE = Fast Medkit OFF
//----------------------------------------------------------------------------------------------------------------------//
// Fake Lone Star setting:
// Double tap PS4 square or Xbox X to reload then switch weapon
int Reload_Switch_onoff = FALSE; // TRUE = Fake Lone Star ON // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:
int Striker_onoff = FALSE; // TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
int Script_onoff ; // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For device color
int Parkour; // For Parkour
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int scoped; // For Snipers
int S_Time1; // For Snipers
int S_Time2; // For Snipers
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo
//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |
main { // main start
//Switch Weapons + Panic Button
if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]
//Swap Triggers
if(R1L1_onoff) {
swap(3, 4); swap(6, 7);
}
//Script Enable/Disable mode (Script enable by defaut)
//Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
if(get_val(D_DOWN) && event_press(COVER_BTN)) {
Script_onoff=!Script_onoff;
}
if(!Script_onoff){ // Script Enable start
//Double Tap
if(Timer > 0) {
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}
//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
set_val(L_Stick, 100);
}
}
//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){
if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
Parkour = !Parkour;
}
if(Parkour) {
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
combo_run(AutoClimb);
}
}
}
//Strafe
//Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
if(event_press(CLIMB_BTN)) {
if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
Loop = !Loop;
}
}
if(Loop) {
combo_run(Strafe_v2);
}
else{combo_stop(Strafe_v2);
}
}
//Hair Trigger (always enable)
if(get_val(FIRE_BTN) > 0){
set_val(FIRE_BTN,100);
}
if(get_val(ADS_BTN) > 0){
set_val(ADS_BTN,100);
}
//Inverted Axis
if(Axis_inverted) {
set_val(R_Y, inv(get_val(R_Y)));
}
// AutoMark (Mark Targets)
if(AutoMark_onoff) {
if(get_val(ADS_BTN)) {
combo_run(MarkTargets);
}
}
//Double Heal (Disable by befaut)
//Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
//If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
if(get_val(D_DOWN) && event_press(Heal_BTN)) {
Heal_onoff=!Heal_onoff;
}
if(Heal_onoff) {
if(event_press(Heal_BTN)) {
set_val(Heal_BTN, 0);
combo_run(Heal);
}
}
//Fast MedKit
//Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
combo_run(MedKit);
}
}
//Fake Lone Star
if(Reload_Switch_onoff) {
if(event_press(RELOAD_BTN)) {
if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
combo_run(Reload);Switch=!Switch;
}
}
}
//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue
// Switch to side arm
if(event_press(Switch_button)) {
if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
Pistol_onoff = TRUE ; Switch = !Switch;
}
}
if(Pistol_onoff) { // Pistol start
ANTI_RECOIL = 30; // Pistol AntiRecoil
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);combo_run(RAPID_FIRE);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
} // Pistol end
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) { // NOT Pistol start
//_______________________________________________________________________________________________________________________//
if(!Switch) {
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green
//----------------------------------------------------- All SMG ---------------------------------------------------------//
if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);
}
} // Any SMG off
//----------------------------------------------------- House part ------------------------------------------------------//
if(House_onoff){ // House TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 750) { // +600
Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1350) { // +600
Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2150) { // +800
Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2950) { // +800
Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
}
}
} // House TRUE end
//----------------------------------------------------- MP5 part --------------------------------------------------------//
if(MP5_onoff){ // MP5 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1850) { // +850
Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2850) { // +1000
Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3850) { // +1000
Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // MP5 TRUE end
//----------------------------------------------------- Midas part ------------------------------------------------------//
if(Midas_onoff){ // Midas TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2000) { // +1000
Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3000) { // +1000
Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 4250) { // +1250
Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
}
}
} // Midas TRUE end
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//------------------------------------------------------ All Sniper -----------------------------------------------------//
if(get_val(ADS_BTN) && event_press(D_DOWN) && !scoped){
combo_run(ScopeFire);
scoped = TRUE;
}
else if(event_release(ADS_BTN) || (event_press(D_DOWN) && scoped)){
combo_run(ScopeIn);
scoped = FALSE;
}
if(get_val(ADS_BTN) && event_press(R_Stick) && !scoped){
scoped = TRUE;
}
else if(event_release(ADS_BTN) || (event_press(R_Stick) && scoped)){
scoped = FALSE;
}
if(SVD_2_onoff || M1A_2_onoff || Others_2_onoff){ // Any Sniper on
if(get_val(FIRE_BTN)){
combo_run(RapidSniper);combo_run(AntiRecoil);
}
if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RapidSniper);
}
} // Any Sniper off
//------------------------------------------------------ SVD part -------------------------------------------------------//
if(SVD_2_onoff) { //SVD TRUE
S_Time1=101;
S_Time2=130; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //SVD TRUE end
//------------------------------------------------------ M1A part -------------------------------------------------------//
if(M1A_2_onoff) { //M1A TRUE
S_Time1=100;
S_Time2=100; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //M1A TRUE end
//---------------------------------- Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae part --------------------------------//
if(Others_2_onoff) { //Others TRUE
S_Time1=109;
S_Time2=109; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //Others TRUE end
} //SECONDARY end
//_______________________________________________________________________________________________________________________//
} // NOT Pistol end
//_______________________________________________________________________________________________________________________//
if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
combo_stop(AntiRecoil);
}
} // Script Enable end
// COLOR INDICATION
if(Script_onoff) colourled(Blue);
else if(!Switch) colourled(Green);
else colourled(Red);
if(Pistol_onoff) colourled(Yellow);
} //main end
// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|
//----------------------------------------------------- Weapons combos -------------------------------------------------//
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo ScopeIn {
set_val(R_Stick,100);
wait(40);
wait(40);
}
combo RapidSniper { // RAPIDFIRE FOR SNIPER
wait(S_Time1);
set_val(FIRE_BTN, 0);
wait(S_Time2);
}
combo ScopeFire { // SCOPE + 1 SHOOT
set_val(R_Stick, 100);
wait(50);
set_val(FIRE_BTN, 100);
wait(50);
set_val(FIRE_BTN, 0);
}
//----------------------------------------------------- Features combos -------------------------------------------------//
combo AutoClimb {
set_val(CLIMB_BTN, 100);
wait(500);
wait(200);
}
combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, 100);
set_val(L_Y, 50);
wait(750); // Time to run to the right
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, -100);
set_val(L_Y, 50);
wait(750); // Time to run to the left
}
combo MarkTargets {
set_val(D_UP, 100);
wait(50);
set_val(D_UP, 0);
wait(1000);
}
combo Heal {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
set_val(Heal_BTN, 100);
wait(15);
}
combo MedKit {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
}
combo Reload {
set_val(RELOAD_BTN,100);
wait(15);
set_val(Switch_button,0);
wait(700);
set_val(Switch_button,100);
wait(15);
}
//_______________________________________________________________________________________________________________________//
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}
// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
function Recoil (val1, val2) {
if(!Striker_onoff){
ANTI_RECOIL = val1;
}
if(Striker_onoff){
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//
function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}
else{
BTN_Tap = TRUE;
Timer = Time;
return FALSE;
}
}
//_______________________________________________________________________________________________________________________//
function colourled(Colour) { // COLOR LED function
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
//end
-
RiccoSchulte123 - Private First Class
- Posts: 2
- Joined: Fri Jul 20, 2018 9:50 pm
Re: SMG+SNIPER 1.8.2 SUPER HEAL
RiccoSchulte123 wrote:Kann you put an script for aoto climb ????jokerlatino wrote:
- Code: Select all
// Author: noozbar
// v3.2
// COLOR INDICATION:
// BLUE = Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
// GREEN = Primary weapon
// RED = Secondary weapon
// YELLOW = Pistol / Sidearm
// / / / _ _ _ ____ ____ _ _ _ _ _ ____ / / /
// / / / | | | |__| |__/ |\ | | |\ | | __ / / /
// . . . |_|_| | | | \ | \| | | \| |__] . . .
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.
// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).
// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.
// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( http://device.com/forums/showthread.php ... d-04-April)?p=1090390&viewfull=1#post1090390 )
// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.
// Now enjoy
// In Game settings (start > settings > controls):
// 100% Camera Sensitivity
// 90% Aim Sensitivity (IMPORTANT - 60% minimum)
// 90% Scope Sensitivity
// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)
// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)
// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)
// Invert Y Axis = Always OFF
// If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
// In game option "Invert Y axis" MUST BE OFF!
define R_SKILL = 3; // PS4 R1 / Xbox RB
define FIRE_BTN = 4; // PS4 R2 / Xbox RT
define R_Stick = 5; // PS4 R3 / Xbox RS
define L_SKILL = 6; // PS4 L1 / Xbox LB
define ADS_BTN = 7; // PS4 L2 / Xbox LT
define L_Stick = 8; // PS4 L3 / Xbox LS
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; // PS4 RY / Xbox RY
define L_X = 11; // PS4 LX / Xbox LX
define L_Y = 12; // PS4 LY / Xbox LY
define D_UP = 13; // PS4 UP / Xbox UP
define D_DOWN = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN = 18; // PS4 Circle / Xbox B
define COVER_BTN = 19; // PS4 Cross / Xbox A
define RELOAD_BTN = 20; // PS4 Square / Xbox X
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
// ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
// | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
// |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
//----------------------------------------------------------------------------------------------------------------------//
// PRIMARY WEAPON (or GREEN light):
// Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// SMG
int House_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int MP5_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
int Midas_onoff = FALSE; // Use with 5% or 6% Rate of Fire more !
//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or RED light):
// Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// SNIPER
int SVD_2_onoff = FALSE;
int M1A_2_onoff = FALSE; // For M1A - Historian (300 RPM)
int Others_2_onoff = FALSE; // For Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae. (275 RPM)
//----------------------------------------------------------------------------------------------------------------------//
// Pistol setting (YELLOW light):
// RapidFire for Pistol
int RATE_OF_FIRE = 13; // Range: 1 to 25 RPS (Round/s)
//----------------------------------------------------------------------------------------------------------------------//
// AutoRun setting:
// Work better when in game option "Press to Sprint" is turned OFF
int AutoRun_onoff = FALSE; // TRUE = AutoTun ON // FALSE = AutoRun OFF
//----------------------------------------------------------------------------------------------------------------------//
// Parkour setting:
// Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
int Parkour_onoff = FALSE; // TRUE = Parkour ON // FALSE = Parkour OFF
//----------------------------------------------------------------------------------------------------------------------//
// Strafe setting:
// Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
// Work better when in game option "Press to Sprint" is turned OFF
int Strafe_onoff = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
//----------------------------------------------------------------------------------------------------------------------//
// Swap Triggers setting:
int R1L1_onoff = FALSE; // FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
//----------------------------------------------------------------------------------------------------------------------//
// Inverted Axis setting:
// If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
int Axis_inverted = FALSE; // Set TRUE for Right Y axis inverted, esle set FALSE
//----------------------------------------------------------------------------------------------------------------------//
// AutoMark/Mark Targets setting:
int AutoMark_onoff = FALSE; // FALSE = AutoMark OFF // TRUE = AutoMark ON
//----------------------------------------------------------------------------------------------------------------------//
// Double Heal setting (Disable by befaut):
// Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
// If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
int Heal_BTN = R_SKILL; // set L_SKILL or R_SKILL
//----------------------------------------------------------------------------------------------------------------------//
// Fast MedKit setting:
// Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
int Fast_Medkit_onoff = FALSE; // TRUE = Fast Medkit ON // FALSE = Fast Medkit OFF
//----------------------------------------------------------------------------------------------------------------------//
// Fake Lone Star setting:
// Double tap PS4 square or Xbox X to reload then switch weapon
int Reload_Switch_onoff = FALSE; // TRUE = Fake Lone Star ON // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:
int Striker_onoff = FALSE; // TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
int Script_onoff ; // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For device color
int Parkour; // For Parkour
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int scoped; // For Snipers
int S_Time1; // For Snipers
int S_Time2; // For Snipers
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo
//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |
main { // main start
//Switch Weapons + Panic Button
if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]
//Swap Triggers
if(R1L1_onoff) {
swap(3, 4); swap(6, 7);
}
//Script Enable/Disable mode (Script enable by defaut)
//Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
if(get_val(D_DOWN) && event_press(COVER_BTN)) {
Script_onoff=!Script_onoff;
}
if(!Script_onoff){ // Script Enable start
//Double Tap
if(Timer > 0) {
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}
//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
set_val(L_Stick, 100);
}
}
//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){
if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
Parkour = !Parkour;
}
if(Parkour) {
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
combo_run(AutoClimb);
}
}
}
//Strafe
//Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
if(event_press(CLIMB_BTN)) {
if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
Loop = !Loop;
}
}
if(Loop) {
combo_run(Strafe_v2);
}
else{combo_stop(Strafe_v2);
}
}
//Hair Trigger (always enable)
if(get_val(FIRE_BTN) > 0){
set_val(FIRE_BTN,100);
}
if(get_val(ADS_BTN) > 0){
set_val(ADS_BTN,100);
}
//Inverted Axis
if(Axis_inverted) {
set_val(R_Y, inv(get_val(R_Y)));
}
// AutoMark (Mark Targets)
if(AutoMark_onoff) {
if(get_val(ADS_BTN)) {
combo_run(MarkTargets);
}
}
//Double Heal (Disable by befaut)
//Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
//If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
if(get_val(D_DOWN) && event_press(Heal_BTN)) {
Heal_onoff=!Heal_onoff;
}
if(Heal_onoff) {
if(event_press(Heal_BTN)) {
set_val(Heal_BTN, 0);
combo_run(Heal);
}
}
//Fast MedKit
//Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
combo_run(MedKit);
}
}
//Fake Lone Star
if(Reload_Switch_onoff) {
if(event_press(RELOAD_BTN)) {
if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
combo_run(Reload);Switch=!Switch;
}
}
}
//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue
// Switch to side arm
if(event_press(Switch_button)) {
if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
Pistol_onoff = TRUE ; Switch = !Switch;
}
}
if(Pistol_onoff) { // Pistol start
ANTI_RECOIL = 30; // Pistol AntiRecoil
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);combo_run(RAPID_FIRE);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
} // Pistol end
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) { // NOT Pistol start
//_______________________________________________________________________________________________________________________//
if(!Switch) {
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green
//----------------------------------------------------- All SMG ---------------------------------------------------------//
if(House_onoff || MP5_onoff || Midas_onoff) { // Any SMG on
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);
}
} // Any SMG off
//----------------------------------------------------- House part ------------------------------------------------------//
if(House_onoff){ // House TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (14, 10); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 750) { // +600
Recoil (24, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1350) { // +600
Recoil (34, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2150) { // +800
Recoil (46, 31); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2950) { // +800
Recoil (58, 39); // Recoil (NOT Striker value, Striker value)
}
}
} // House TRUE end
//----------------------------------------------------- MP5 part --------------------------------------------------------//
if(MP5_onoff){ // MP5 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (12, 7); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (22, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1850) { // +850
Recoil (30, 19); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2850) { // +1000
Recoil (40, 26); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3850) { // +1000
Recoil (50, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // MP5 TRUE end
//----------------------------------------------------- Midas part ------------------------------------------------------//
if(Midas_onoff){ // Midas TURE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (5, 5); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1000) { // +850
Recoil (12, 8); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2000) { // +1000
Recoil (17, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3000) { // +1000
Recoil (22, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 4250) { // +1250
Recoil (28, 18); // Recoil (NOT Striker value, Striker value)
}
}
} // Midas TRUE end
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//------------------------------------------------------ All Sniper -----------------------------------------------------//
if(get_val(ADS_BTN) && event_press(D_DOWN) && !scoped){
combo_run(ScopeFire);
scoped = TRUE;
}
else if(event_release(ADS_BTN) || (event_press(D_DOWN) && scoped)){
combo_run(ScopeIn);
scoped = FALSE;
}
if(get_val(ADS_BTN) && event_press(R_Stick) && !scoped){
scoped = TRUE;
}
else if(event_release(ADS_BTN) || (event_press(R_Stick) && scoped)){
scoped = FALSE;
}
if(SVD_2_onoff || M1A_2_onoff || Others_2_onoff){ // Any Sniper on
if(get_val(FIRE_BTN)){
combo_run(RapidSniper);combo_run(AntiRecoil);
}
if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RapidSniper);
}
} // Any Sniper off
//------------------------------------------------------ SVD part -------------------------------------------------------//
if(SVD_2_onoff) { //SVD TRUE
S_Time1=101;
S_Time2=130; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //SVD TRUE end
//------------------------------------------------------ M1A part -------------------------------------------------------//
if(M1A_2_onoff) { //M1A TRUE
S_Time1=100;
S_Time2=100; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //M1A TRUE end
//---------------------------------- Heel - Devil - SCAR H - Mk17 - Mk20 - Tenebrae part --------------------------------//
if(Others_2_onoff) { //Others TRUE
S_Time1=109;
S_Time2=109; // Change S_Time2 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// Antirecoil NOT scoped
if(!scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (35, 25); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 560) { // +460
Recoil (45, 32); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1020) { // +460
Recoil (60, 42); // Recoil (NOT Striker value, Striker value)
}
}
}
// Antirecoil scoped
if(scoped){
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 100) { // Burst before antirecoil
Recoil (70, 49); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1480) { // +1380
Recoil (80, 56); // Recoil (NOT Striker value, Striker value)
}
}
}
} //Others TRUE end
} //SECONDARY end
//_______________________________________________________________________________________________________________________//
} // NOT Pistol end
//_______________________________________________________________________________________________________________________//
if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
combo_stop(AntiRecoil);
}
} // Script Enable end
// COLOR INDICATION
if(Script_onoff) colourled(Blue);
else if(!Switch) colourled(Green);
else colourled(Red);
if(Pistol_onoff) colourled(Yellow);
} //main end
// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|
//----------------------------------------------------- Weapons combos -------------------------------------------------//
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo ScopeIn {
set_val(R_Stick,100);
wait(40);
wait(40);
}
combo RapidSniper { // RAPIDFIRE FOR SNIPER
wait(S_Time1);
set_val(FIRE_BTN, 0);
wait(S_Time2);
}
combo ScopeFire { // SCOPE + 1 SHOOT
set_val(R_Stick, 100);
wait(50);
set_val(FIRE_BTN, 100);
wait(50);
set_val(FIRE_BTN, 0);
}
//----------------------------------------------------- Features combos -------------------------------------------------//
combo AutoClimb {
set_val(CLIMB_BTN, 100);
wait(500);
wait(200);
}
combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, 100);
set_val(L_Y, 50);
wait(750); // Time to run to the right
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, -100);
set_val(L_Y, 50);
wait(750); // Time to run to the left
}
combo MarkTargets {
set_val(D_UP, 100);
wait(50);
set_val(D_UP, 0);
wait(1000);
}
combo Heal {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
set_val(Heal_BTN, 100);
wait(15);
}
combo MedKit {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
}
combo Reload {
set_val(RELOAD_BTN,100);
wait(15);
set_val(Switch_button,0);
wait(700);
set_val(Switch_button,100);
wait(15);
}
//_______________________________________________________________________________________________________________________//
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}
// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
function Recoil (val1, val2) {
if(!Striker_onoff){
ANTI_RECOIL = val1;
}
if(Striker_onoff){
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//
function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}
else{
BTN_Tap = TRUE;
Timer = Time;
return FALSE;
}
}
//_______________________________________________________________________________________________________________________//
function colourled(Colour) { // COLOR LED function
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
//end
Hi
Its called PARKOUR MODE. It exists in script. Pls go to Parkour in script and find this below line ;
Parkour_onoff = FALSE;
delete FALSE and write TRUE.
Good luck
Kindest Regards
S13
S13
- S13002931
- First Sergeant
- Posts: 55
- Joined: Fri Jun 16, 2017 12:47 pm
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal
thanks for help
-
RiccoSchulte123 - Private First Class
- Posts: 2
- Joined: Fri Jul 20, 2018 9:50 pm
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal
House & Showstopper (Doubleshoot with PopShot FIRE)
The Original
The Original
- Code: Select all
// TheMassacre
// GPC Online Library
// TheDivisionHouseShowstopper.gpc
// Posted by , a member of the community in the device Forums - device.com/forums
// Posted : Saturday 12th of July, 2018 3:33 UTC
// Thanks to device community, especially to:
// Mainauthor : Noozbar
// Pop Double Shot : TheMassacre
// COLOR INDICATION:
// GREEN = Primary weapon (HOUSE)
// RED = Secondary weapon (SHOWSTOPPER)
// BLUE = Pistol / Sidearm (93R)
// Camera Sensitivity = 100%
// Aim Sensitivity = 90%
// Scope Sensitivity = 90%
// Analog Dead Zone Size = 0%
// 0% Stability (Gear/Weapon) = 0%
// Press to sprint = OFF (AutoRun/trafe are TRUE)
unmap PS4_ACCX;
unmap PS4_ACCY;
unmap PS4_ACCZ;
unmap PS4_GYROZ;
unmap PS4_GYROX;
unmap PS4_GYROY;
// ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
// | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
// |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
//----------------------------------------------------------------------------------------------------------------------//
// PRIMARY WEAPON (or green light):
// SMG
int House_onoff = TRUE // Use with 5% or 6% Rate of Fire more !
int MP5_onoff = FALSE // Use with 5% or 6% Rate of Fire more !
int MDR_onoff = FALSE
//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or red light):
// SHOTGUN
int SASG_2_onoff = FALSE
int Super90_2_onoff = FALSE
int Showstopper_2_onoff = TRUE
//----------------------------------------------------------------------------------------------------------------------//
// Pistol setting (or blue light):
// RapidFire
int RATE_OF_FIRE = 15; // Range: 1 to 25 RPS (Round/s)
// Double tap to switch to Pistol
int Switch_Speed = 300; // Double tap speed (increase to slow double tap speed)
//----------------------------------------------------------------------------------------------------------------------//
// Shotgun Pop Shot settings:
// If FALSE and FALSE, Pop Shot with ADS + Fire (optimized)
// Only one value can be TRUE
int PopShot_with_ADS = FALSE// TRUE = Pop Shot with ADS only // Else, set FALSE
int PopShot_with_FIRE = TRUE // TRUE = Pop Shot with FIRE only // Else, set FALSE
//----------------------------------------------------------------------------------------------------------------------//
// AutoRun setting:
// Work better when in game option "Press to Sprint" is turned OFF
int AutoRun_onoff = TRUE // TRUE = AutoTun ON // FALSE = AutoRun OFF
//----------------------------------------------------------------------------------------------------------------------//
// Strafe settings:
int Strafe_onoff = FALSE // TRUE = Strafe ON // FALSE = Strafe OFF
int Tap_Speed = 175; // Double tap speed (increase to slow double tap speed)
int straight_time = 250; // Time to run straight
int side_time = 750; // Time to run to the right/left
//----------------------------------------------------------------------------------------------------------------------//
// Hair Trigger setting:
int HairTrigger_onoff = TRUE // TRUE = HairTrigger ON // FALSE = HairTrigger
//----------------------------------------------------------------------------------------------------------------------//
// Panic Button setting:
int Change_onoff = TRUE // Press D-Pad UP to only change device color
//
//----------------------------------------------------------------------------------------------------------------------//
// Fast MedKit setting:
// Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
int Fast_Medkit_onoff = TRUE; // TRUE = Fast Medkit ON // FALSE = Fast Medkit OFF
//----------------------------------------------------------------------------------------------------------------------//
// Double Heal setting (Disable by befaut):
// Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
// If enable, tap the button YOU assign just below to take MedKit then Heal Skill
int Heal = R1; // set L1 or R1
//----------------------------------------------------------------------------------------------------------------------//
// Fake Lone Star setting:
// Double tap PS4 square or Xbox X to reload then switch weapon
int Reload_Switch_onoff = TRUE; // TRUE = Fake Lone Star ON // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:
int Striker_onoff = TRUE // TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
define R1 = 3; // PS4 R1
define R2 = 4; // PS4 R2
define R3 = 5; // PS4 R3
define L1 = 6; // PS4 L1
define L2 = 7; // PS4 L2
define L3 = 8; // PS4 L3
define R_X = 9; // PS4 RX
define R_Y = 10; // PS4 RY
define L_X = 11; // PS4 LX
define L_Y = 12; // PS4 LY
define UP = 13; // PS4 UP
define DOWN = 14; // PS4 DOWN
define LEFT = 15; // PS4 LEFT
define RIGHT = 16; // PS4 RIGHT
define TRIANGLE = 17; // PS4_TRIANGLE
define CIRCLE = 18; // PS4_CIRCLE;
define CROSS = 19; // PS4_CROSS;
define SQUARE = 20; // PS4_SQUARE;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
int Script_onoff
int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For device color
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo
//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |
main // main start
{
if(event_press(TRIANGLE)) {Switch=!Switch; Pistol_onoff = FALSE;
}
// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]
if(get_val(DOWN) && event_press(R3))
{
Script_onoff=!Script_onoff;
}
if(!Script_onoff)
{
//Double Tap
if(Timer > 0)
{
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}
//Melee with Grenade
if(event_press (R3) || get_val (R3))
{
set_val(R3, 0);
combo_run(MeleeGrenade);
}
//Panic Button
if(Change_onoff)
{
if(event_release(UP) && get_ptime(UP) > 55)
{
Switch=!Switch;
}
}
//AutoRun
if(AutoRun_onoff)
{
if(!combo_running(Strafe_v2) && !get_val(L2) && get_val(L_Y) < -75) //sensitive = 75
{
set_val(L3, 100);
}
}
//Strafe
if(Strafe_onoff)
{
if(event_press(CIRCLE))
{
if(Double_Tap (175)) // Double tap speed
{
Loop = !Loop;
}
}
if(Loop)
{
combo_run(Strafe_v2);
}
else{combo_stop(Strafe_v2);
}
}
//Hair Trigger
if(get_val(R2) > 0)
{
set_val(R2,100);
}
if(get_val(L2) > 0)
{
set_val(L2,100);
}
//Double Heal
if(get_val(DOWN) && event_press(Heal))
{
Heal_onoff=!Heal_onoff;
}
if(Heal_onoff)
{
if(event_press(Heal))
{
set_val(Heal, 0);
combo_run(Heal);
}
}
//Fast MedKit
if(Fast_Medkit_onoff)
{
if((get_val(L2) || get_val(R2)) && event_press(CIRCLE))
{
combo_run(MedKit);
}
}
//Fake Lone Star
if(Reload_Switch_onoff)
{
if(event_press(SQUARE))
{
if(Double_Tap (150)) // Double tap speed
{
combo_run(Reload);Switch=!Switch;
}
}
}
//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue
//----------------------------------------------------- All Pistols / Sidearms ------------------------------------------//
if(event_press(TRIANGLE))
{
if(Double_Tap (200)) // Double tap speed
{
Pistol_onoff = TRUE ; Switch = !Switch;
}
}
if(Pistol_onoff) // Pistol start
{
ANTI_RECOIL = 30; // Pistol AntiRecoil
if(get_val(R2))
{
combo_run(AntiRecoil);combo_run(RAPID_FIRE);
}
else if(event_release(R2))
{
combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
}
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff)
{
if(!Switch)
{
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green
//----------------------------------------------------- All SMG ---------------------------------------------------------//
if(House_onoff || MP5_onoff)
{
if(get_val(R2))
{
combo_run(AntiRecoil);
}
else if(event_release(R2))
{
combo_stop(AntiRecoil);
}
}
//----------------------------------------------------- House part ------------------------------------------------------//
if(House_onoff)
{
if(get_val(R2))
{
ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
}
else if(event_release(R2))
{
combo_stop(AntiRecoil);combo_stop(MDR);
}
if(combo_running(AntiRecoil)){ // If antirecoil run on
if(MDR_onoff) { // MDR on
combo_run(MDR);
} // MDR off
} // If antirecoil run off
} // Any AR off
ANTI_RECOIL = 0; // Do not modify this value
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(R2) && get_ptime(R2) >= 150) { // Burst before antirecoil
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 150ms fireing
ANTI_RECOIL = 14; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 150ms fireing
ANTI_RECOIL = 10; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 750) { // +600
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 750ms fireing
ANTI_RECOIL = 24; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 750ms fireing
ANTI_RECOIL = 17; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 1350) { // +600
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 1350ms fireing
ANTI_RECOIL = 34; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 1350ms fireing
ANTI_RECOIL = 24; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 2150) { // +800
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 2150ms fireing
ANTI_RECOIL = 46; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 2150ms fireing
ANTI_RECOIL = 31; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 2950) { // +800
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 2950ms fireing
ANTI_RECOIL = 58; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 2950ms fireing
ANTI_RECOIL = 39; // Change this value to compensate vertical recoil (0 - 100)
}
}
}
//----------------------------------------------------- MP5 part --------------------------------------------------------//
if(MP5_onoff)
{
ANTI_RECOIL = 0; // Do not modify this value
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(R2) && get_ptime(R2) >= 150) { // Burst before antirecoil
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 150ms fireing
ANTI_RECOIL = 12; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 150ms fireing
ANTI_RECOIL = 7; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 1000) { // +850
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 1000ms fireing
ANTI_RECOIL = 22; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 1000ms fireing
ANTI_RECOIL = 12; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 1850) { // +850
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 1850ms fireing
ANTI_RECOIL = 30; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 1850ms fireing
ANTI_RECOIL = 19; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 2850) { // +1000
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 2850ms fireing
ANTI_RECOIL = 40; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 2850ms fireing
ANTI_RECOIL = 26; // Change this value to compensate vertical recoil (0 - 100)
}
}
if(get_val(R2) && get_ptime(R2) >= 3850) { // +1000
if(!Striker_onoff){
// Antirecoil WITHOUT Striker
// Antirecoil after 3850ms fireing
ANTI_RECOIL = 50; // Change this value to compensate vertical recoil (0 - 100)
}
if(Striker_onoff){
// Antirecoil WITH Striker
// Antirecoil after 3850ms fireing
ANTI_RECOIL = 32; // Change this value to compensate vertical recoil (0 - 100)
}
}
}
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch)
{
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//----------------------------------------------------- All Shotgun part ------------------------------------------------//
//---------------------------------------------------- Shotgun shoot mode -----------------------------------------------//
if(SASG_2_onoff || Super90_2_onoff || Showstopper_2_onoff)
{
// Shoot with ADS only
if(PopShot_with_ADS)
{
if(get_val(L2))
{
combo_run(AntiRecoil);combo_run(Shotgun);
}
else if(event_release(L2))
{
combo_stop(AntiRecoil);combo_stop(Shotgun);
}
}
// Shoot with FIRE only
if(PopShot_with_FIRE)
{
if(get_val(R2))
{
set_val(L2, 100);
combo_run(AntiRecoil);combo_run(Shotgun);
}
else if(event_release(R2))
{
combo_stop(AntiRecoil);combo_stop(Shotgun);
}
}
// Shoot with ADS + FIRE
if(!PopShot_with_ADS && !PopShot_with_FIRE)
{
if(get_val(R2))
{
combo_run(AntiRecoil);combo_run(Shotgun_v2);
}
else if(event_release(R2))
{
combo_stop(AntiRecoil);combo_stop(Shotgun_v2);
}
}
}
//----------------------------------------------------- SASG part -------------------------------------------------------//
if(SASG_2_onoff) { // SASG on
SG_Time1=64;
SG_Time2=16;
SG_Time3=253; // Change Time3 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// AntiRecoil with Striker mode
if(Striker_onoff){
ANTI_RECOIL = 10; // Change this value to compensate vertical recoil (0 - 100)
}
// AntiRecoil without Striker mode
if(!Striker_onoff){
ANTI_RECOIL = 20; // Change this value to compensate vertical recoil (0 - 100)
} } // SASG off
//----------------------------------------------------- Super90 part ----------------------------------------------------//
if(Super90_2_onoff) { // Super90 on
SG_Time1=64;
SG_Time2=16;
SG_Time3=320; // Change Time3 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// AntiRecoil with Striker mode
if(Striker_onoff){
ANTI_RECOIL = 10; // Change this value to compensate vertical recoil (0 - 100)
}
// AntiRecoil without Striker mode
if(!Striker_onoff){
ANTI_RECOIL = 20; // Change this value to compensate vertical recoil (0 - 100)
}
} // Super90 off
//----------------------------------------------------- Showstopper part ------------------------------------------------//
if(Showstopper_2_onoff) { // Showstopper on
SG_Time1=64;
SG_Time2=16;
SG_Time3=169; // Change Time3 if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
// AntiRecoil with Striker mode
if(Striker_onoff){
ANTI_RECOIL = 10; // Change this value to compensate vertical recoil (0 - 100)
}
// AntiRecoil without Striker mode
if(!Striker_onoff){
ANTI_RECOIL = 20; // Change this value to compensate vertical recoil (0 - 100)
}
}
}
//_______________________________________________________________________________________________________________________//
}
if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100)
{
combo_stop(AntiRecoil);
}
// COLOR INDICATION
if(Script_onoff) colourled(Blue);
else if(!Switch) colourled(Green);
else colourled(Red);
if(Pistol_onoff) colourled(Yellow);
}
// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|
combo RAPID_FIRE // RAPIDFIRE FOR PISTOL
{
set_val(R2, 100);
wait(hold_time);
set_val(R2, 0);
wait(rest_time);
set_val(R2, 0);
}
combo Shotgun_v2 // POP SHOT = ADS+FIRE
{
wait(SG_Time1);
set_val(R2, 0);
set_val(L2, 0);
wait(SG_Time2);
set_val(R2, 0);
wait(SG_Time3);
}
combo Shotgun // POP SHOT = Only FIRE
{
wait(302);
set_val(R2, 0);
wait(12);
wait(SG_Time1);
set_val(L2,0);
wait(SG_Time2);
wait(SG_Time3);
}
combo MDR // RAPIDFIRE FOR MDR
{
wait(302);
set_val(R2, 0);
wait(12);
}
//----------------------------------------------------- Features combos -------------------------------------------------//
combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L3, 100);
wait(straight_time);
set_val(L_X, 100);
set_val(L_Y, 10);
wait(side_time);
set_val(L_Y, -100);
set_val(L3, 100);
wait(straight_time);
set_val(L_X, -100);
set_val(L_Y, 10);
wait(side_time);
}
combo Heal
{
set_val(R2, 0);
set_val(RIGHT, 100);
wait(15);
set_val(R2, 0);
set_val(Heal, 100);
wait(15);
}
combo MedKit
{
set_val(R2, 0);
set_val(RIGHT, 100);
wait(15);
set_val(R2, 0);
wait(15);
}
combo Reload
{
set_val(SQUARE,100);
wait(15);
set_val(TRIANGLE,0);
wait(700);
set_val(TRIANGLE,100);
wait(15);
}
combo MeleeGrenade
{
set_val(PS4_LEFT,100);
wait(90);
wait(100);
set_val(R3,100);
wait(90);
wait(300);
set_val(PS4_CIRCLE,100);
wait(15);
}
//_______________________________________________________________________________________________________________________//
combo AntiRecoil
{
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}
// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
function Recoil (val1, val2)
{
if(!Striker_onoff)
{
ANTI_RECOIL = val1;
}
if(Striker_onoff)
{
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//
function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}
BTN_Tap = TRUE;
Timer = Time;
return FALSE;
}
//_______________________________________________________________________________________________________________________//
function colourled(Colour) // COLOR LED function
{
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
PC -> TheMassacre || PS4 -> Pr0HoeP*******
-
TheMassacre - Private
- Posts: 1
- Joined: Tue Jul 31, 2018 10:29 pm
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal
YOU'RE USING ONE OF THE SCRIPTS HERE IN POST ... BUT AFTER 5 SECONDS THE TITAN2 DISCONNECT ... AND IT DOESN'T WORK MORE ... USE XIM APEX TOGETHER, AND WITHOUT SCRIPT IT WORKS ALL PERFECTLY ..
- Code: Select all
#pragma METAINFO("<Noozbar M4>", 1, 0, "")
#include <titanone.gph>
define R_SKILL = 3; // PS4 R1 / Xbox RB
define FIRE_BTN = 4; // PS4 R2 / Xbox RT
define R_Stick = 5; // PS4 R3 / Xbox RS
define L_SKILL = 6; // PS4 L1 / Xbox LB
define ADS_BTN = 7; // PS4 L2 / Xbox LT
define L_Stick = 8; // PS4 L3 / Xbox LS
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; // PS4 RY / Xbox RY
define L_X = 11; // PS4 LX / Xbox LX
define L_Y = 12; // PS4 LY / Xbox LY
define D_UP = 13; // PS4 UP / Xbox UP
define D_DOWN = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN = 18; // PS4 Circle / Xbox B
define COVER_BTN = 19; // PS4 Cross / Xbox A
define RELOAD_BTN = 20; // PS4 Square / Xbox X
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
// ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
// | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
// |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
//----------------------------------------------------------------------------------------------------------------------//
// PRIMARY WEAPON (or GREEN light):
// Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// Assault Rifle
int LW_M4_onoff = TRUE;
int BullFrog_onoff = FALSE;
int MDR_onoff = FALSE;
int WarlordAK_onoff = FALSE;
int CaduceusSCARL_onoff = FALSE;
//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or RED light):
// Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)
// ASSAULT RIFLE
int LW_M4_2_onoff = TRUE;
int BullFrog_2_onoff = FALSE;
int MDR_2_onoff = FALSE;
int WarlordAK_2_onoff = FALSE;
int CaduceusSCARL_2_onoff = FALSE;
//----------------------------------------------------------------------------------------------------------------------//
// Pistol setting (YELLOW light):
// RapidFire for Pistol
int RATE_OF_FIRE = 13; // Range: 1 to 25 RPS (Round/s)
//----------------------------------------------------------------------------------------------------------------------//
// AutoRun setting:
// Work better when in game option "Press to Sprint" is turned OFF
int AutoRun_onoff = TRUE; // TRUE = AutoTun ON // FALSE = AutoRun OFF
//----------------------------------------------------------------------------------------------------------------------//
// Parkour setting:
// Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate
int Parkour_onoff = FALSE; // TRUE = Parkour ON // FALSE = Parkour OFF
//----------------------------------------------------------------------------------------------------------------------//
// Strafe setting:
// Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
// Work better when in game option "Press to Sprint" is turned OFF
int Strafe_onoff = FALSE; // TRUE = Strafe ON // FALSE = Strafe OFF
//----------------------------------------------------------------------------------------------------------------------//
// Swap Triggers setting:
int R1L1_onoff = FALSE; // FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1
//----------------------------------------------------------------------------------------------------------------------//
// Inverted Axis setting:
// If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!
int Axis_inverted = FALSE; // Set TRUE for Right Y axis inverted, esle set FALSE
//----------------------------------------------------------------------------------------------------------------------//
// AutoMark/Mark Targets setting:
int AutoMark_onoff = FALSE; // FALSE = AutoMark OFF // TRUE = AutoMark ON
//----------------------------------------------------------------------------------------------------------------------//
// Double Heal setting (Disable by befaut):
// Hold D-Pad DOWN and press the button YOU assign just below to enable / disable
// If enable, tap the button YOU assign just below to take MedKit then Heal Skill
int Heal_BTN = L_SKILL; // set L_SKILL or R_SKILL
//----------------------------------------------------------------------------------------------------------------------//
// Fast MedKit setting:
// Press PS4 Circle or Xbox B while aiming, fireing or both to take a medkit very fast
int Fast_Medkit_onoff = FALSE; // TRUE = Fast Medkit ON // FALSE = Fast Medkit OFF
//----------------------------------------------------------------------------------------------------------------------//
// Fake Lone Star setting:
// Double tap PS4 square or Xbox X to reload then switch weapon
int Reload_Switch_onoff = FALSE; // TRUE = Fake Lone Star ON // FALSE = Fake Lone Star OFF
//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:
int Striker_onoff = FALSE; // TRUE if you run 6 pieces Striker, else FALSE
//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);
int Script_onoff; // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)
int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For device color
int Parkour; // For Parkour
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int scoped; // For Snipers
int S_Time1; // For Snipers
int S_Time2; // For Snipers
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo
//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |
main { // main start
//Switch Weapons + Panic Button
if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//
// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]
//Swap Triggers
if(R1L1_onoff) {
swap(3, 4); swap(6, 7);
}
//Script Enable/Disable mode (Script enable by defaut)
//Hold D pad DOWN and press PS4 Cross or Xbox A to enable or disable ALL FEATURES BELOW
if(get_val(D_DOWN) && event_press(COVER_BTN)) {
Script_onoff=!Script_onoff;
}
if(!Script_onoff){ // Script Enable start
//Double Tap
if(Timer > 0) {
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}
//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
set_val(L_Stick, 100);
}
}
//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){
if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
Parkour = !Parkour;
}
if(Parkour) {
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
combo_run(AutoClimb);
}
}
}
//Strafe
//Double tap PS4 Circle or Xbox B to Strafe, double tap again to stop Strafe
//Work better with AutoRun and when in game option "Press to Sprint" is turned OFF
if(Strafe_onoff) {
if(event_press(CLIMB_BTN)) {
if(Double_Tap (175)) { // Double tap speed (discrease value to have to double tap faster to enable / disable)
Loop = !Loop;
}
}
if(Loop) {
combo_run(Strafe_v2);
}
else{combo_stop(Strafe_v2);
}
}
//Hair Trigger (always enable)
if(get_val(FIRE_BTN) > 0){
set_val(FIRE_BTN,100);
}
if(get_val(ADS_BTN) > 0){
set_val(ADS_BTN,100);
}
//Inverted Axis
if(Axis_inverted) {
set_val(R_Y, inv(get_val(R_Y)));
}
// AutoMark (Mark Targets)
if(AutoMark_onoff) {
if(get_val(ADS_BTN)) {
combo_run(MarkTargets);
}
}
//Double Heal (Disable by befaut)
//Hold D-Pad DOWN and press the button YOU assign in settings to enable / disable
//If enable, tap the button YOU assign in settings to take MedKit then Heal Skill
if(get_val(D_DOWN) && event_press(Heal_BTN)) {
Heal_onoff=!Heal_onoff;
}
if(Heal_onoff) {
if(event_press(Heal_BTN)) {
set_val(Heal_BTN, 0);
combo_run(Heal);
}
}
//Fast MedKit
//Take a MedKit very fast while aiming, fireing or both with PS4 Circle or Xbox B
if(Fast_Medkit_onoff) {
if((get_val(ADS_BTN) || get_val(FIRE_BTN)) && event_press(CLIMB_BTN)){
combo_run(MedKit);
}
}
//Fake Lone Star
if(Reload_Switch_onoff) {
if(event_press(RELOAD_BTN)) {
if(Double_Tap (250)) { // Double tap speed (discrease value to have to double tap faster to reload then switch)
combo_run(Reload);Switch=!Switch;
}
}
}
//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue
// Switch to side arm
if(event_press(Switch_button)) {
if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
Pistol_onoff = TRUE ; Switch = !Switch;
}
}
if(Pistol_onoff) { // Pistol start
ANTI_RECOIL = 30; // Pistol AntiRecoil
if(get_val(FIRE_BTN)){
combo_run(AntiRecoil);combo_run(RAPID_FIRE);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
} // Pistol end
//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) { // NOT Pistol start
//_______________________________________________________________________________________________________________________//
if(!Switch) {
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green
//----------------------------------------------------- All Assault Rifle -----------------------------------------------//
if(LW_M4_onoff || BullFrog_onoff || MDR_onoff || WarlordAK_onoff || CaduceusSCARL_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(MDR);
}
if(combo_running(AntiRecoil)){ // If antirecoil run on
if(MDR_onoff) { // MDR on
combo_run(MDR);
} // MDR off
} // If antirecoil run off
} // Any AR off
//----------------------------------------------------- LW M4 part ------------------------------------------------------//
if(LW_M4_onoff){ // LWM4 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (20, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (40, 22); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (51, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (63, 38); // Recoil (NOT Striker value, Striker value)
}
}
} // LWM4 TRUE end
//----------------------------------------------------- BullFrog part ---------------------------------------------------//
if(BullFrog_onoff){ // BullFrog TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
}
}
} // BullFrog TRUE end
//----------------------------------------------------- MDR part --------------------------------------------------------//
if(MDR_onoff) { // MDR TRUE start
AR_Time_1 = 71; // Change this value if you add magazine with rate of fire
AR_Time_2 = 101; // Change this value if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
} // MDR TRUE end
//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
if(WarlordAK_onoff){ // Warlord/AK47 TRUE start
ANTI_RECOIL_LEFT = 5; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +950
Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
}
}
} // Warlord/AK47 TRUE end
//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
if(CaduceusSCARL_onoff){ // Caduceus/SCAR L TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +900
Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // Caduceus/SCAR L TRUE end
} //PRIMARY end
//_______________________________________________________________________________________________________________________//
if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red
//----------------------------------------------------- All Assault Rifle -----------------------------------------------//
if(LW_M4_2_onoff || BullFrog_2_onoff || MDR_2_onoff || WarlordAK_2_onoff || CaduceusSCARL_2_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(MDR);
}
if(combo_running(AntiRecoil)){ // If antirecoil run on
if(MDR_2_onoff) { // MDR on
combo_run(MDR);
} // MDR off
} // If antirecoil run off
} // Any AR off
//----------------------------------------------------- LW M4 part ------------------------------------------------------//
if(LW_M4_2_onoff){ // LWM4 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (20, 12); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (40, 22); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (51, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (63, 38); // Recoil (NOT Striker value, Striker value)
}
}
} // LWM4 TRUE end
//----------------------------------------------------- BullFrog part ---------------------------------------------------//
if(BullFrog_2_onoff){ // BullFrog TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
}
}
} // BullFrog TRUE end
//----------------------------------------------------- MDR part --------------------------------------------------------//
if(MDR_2_onoff) { // MDR TRUE start
AR_Time_1 = 71; // Change this value if you add magazine with rate of fire
AR_Time_2 = 101; // Change this value if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
} // MDR TRUE end
//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
if(WarlordAK_2_onoff){ // Warlord/AK47 TRUE start
ANTI_RECOIL_LEFT = 5; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +950
Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
}
}
} // Warlord/AK47 TRUE end
//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
if(CaduceusSCARL_2_onoff){ // Caduceus/SCAR L TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
if(get_val(FIRE_BTN)) {
if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 2400) { // +900
Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
}
if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // Caduceus/SCAR L TRUE end
} //SECONDARY end
//_______________________________________________________________________________________________________________________//
} // NOT Pistol end
//_______________________________________________________________________________________________________________________//
if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
combo_stop(AntiRecoil);
}
} // Script Enable end
// COLOR INDICATION
if(Script_onoff) colourled(Blue);
else if(!Switch) colourled(Green);
else colourled(Red);
if(Pistol_onoff) colourled(Yellow);
} //main end
// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|
//----------------------------------------------------- Weapons combos -------------------------------------------------//
combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}
combo MDR { // RAPIDFIRE FOR MDR
wait(AR_Time_1);
set_val(FIRE_BTN, 0);
wait(AR_Time_2);
}
//----------------------------------------------------- Features combos -------------------------------------------------//
combo AutoClimb {
set_val(CLIMB_BTN, 100);
wait(500);
wait(200);
}
combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, 100);
set_val(L_Y, 50);
wait(750); // Time to run to the right
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(250); // Time to run straight
set_val(L_X, -100);
set_val(L_Y, 50);
wait(750); // Time to run to the left
}
combo MarkTargets {
set_val(D_UP, 100);
wait(50);
set_val(D_UP, 0);
wait(1000);
}
combo Heal {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
set_val(Heal_BTN, 100);
wait(15);
}
combo MedKit {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
}
combo Reload {
set_val(RELOAD_BTN,100);
wait(15);
set_val(Switch_button,0);
wait(700);
set_val(Switch_button,100);
wait(15);
}
//_______________________________________________________________________________________________________________________//
combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}
// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//
function Recoil (val1, val2) {
if(!Striker_onoff){
ANTI_RECOIL = val1;
}
if(Striker_onoff){
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//
function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}
else{
BTN_Tap = TRUE;
Timer = Time;
return FALSE;
}
}
//_______________________________________________________________________________________________________________________//
function colourled(Colour) { // COLOR LED function
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
//end
-
orokusaki - Staff Sergeant
- Posts: 15
- Joined: Fri May 03, 2019 8:50 am
Re: NEW XBOX-PS-SCRIPT FOR THE DIVISION 1.8.2 super heal
can be caused by the function colourled I think.
replace the one in the script (the last 10 line at the end of the script) with this one may fix it:
replace the one in the script (the last 10 line at the end of the script) with this one may fix it:
- Code: Select all
function colourled(Colour) { // COLOR LED function
static int lastcolor=255;
if (Colour == lastcolor) return;
lastcolor = Colour;
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
46 posts
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