COD Black Ops 3 (BO3) version 2.1a

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

Re: COD Black Ops 3 (BO3) version 1.7

Postby boat_58 » Wed Nov 11, 2015 7:40 pm

if(RapidFireCounter > 5) {RapidFireCounter = 1;} // Change the "5" to how many options that you want
if(RapidFireCounter == 1){HoldTime = 10; RestTime = 10;} // Preset #1
if(RapidFireCounter == 2){HoldTime = 15; RestTime = 15;} // Preset #2
if(RapidFireCounter == 3){HoldTime = 20; RestTime = 20;} // Preset #3
if(RapidFireCounter == 4){HoldTime = 25; RestTime = 25;} // Preset #4
if(RapidFireCounter == 5){HoldTime = 30; RestTime = 30;} // Preset #5


I have tested all these Presets with different weapons. Mainly the MR6 pistol, the Sheiva assault rifle, and the Brecci shotgun and i don't notice any different between the rate of fire. Are you pulling the HoldTime and the ResTime values from somewhere or were they just sample values?

The pistol btw is pretty awesome with the rapidfire mod activated. It shoots like an assault rifle and is pretty effective. Ive found it more effective than most of my primary weapons.
Last edited by boat_58 on Wed Nov 11, 2015 8:11 pm, edited 1 time in total.
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Re: COD Black Ops 3 (BO3) version 1.7

Postby the old gamer » Wed Nov 11, 2015 7:55 pm

UK,

Thanks for the response.

This is what I have:
Default flipped button layout (I believe this is the one in the script) I like L1 as ADS and R1 as fire as well
Download your script and it shows in compiler script
I drag this over to slot 1 in device memory slots
Program device
Set device on 1 when I plug it in.

I can't get anything to work when I do this. I really want no recoil and auto ads. In game I crouch and hit right on the dpad and then crouch and down on the dpad and nothing happens.

Am I missing a step?
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Re: COD Black Ops 3 (BO3) version 1.7

Postby the old gamer » Wed Nov 11, 2015 9:40 pm

I changed the script to:
define ADS = PS4_L1; // R1 & L1 can be changed to R2 and L2
define EXO = PS4_L2; // R1 & L1 can be changed to R2 and L2
define SPRINT_EXO = PS4_L3;
define LX = PS4_LX;
define LY = PS4_LY;
define SHOOT = PS4_R1; // R1 & L1 can be changed to R2 AND L2
define GRENADE = PS4_R2; // R1 & L1 can be changed to R2 AND L2
define CROUCH = PS4_CIRCLE; // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3.
define RX = PS4_RX;
define RY = PS4_RY;
define JUMP = PS4_CROSS;
define RELOAD = PS4_SQUARE;
define MELEE = PS4_R3; // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE.
define SWAP_WEAPONS = PS4_TRIANGLE;
define UP = PS4_UP;
define DOWN = PS4_DOWN;
define LEFT = PS4_LEFT;
define RIGHT = PS4_RIGHT;

Drop shot works but can't get no recoil and ads to work. I saved the new script and loaded that from the saved GPC file.
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Re: COD Black Ops 3 (BO3) version 1.7

Postby boat_58 » Wed Nov 11, 2015 10:03 pm

the old gamer wrote:I changed the script to:
define ADS = PS4_L1; // R1 & L1 can be changed to R2 and L2
define EXO = PS4_L2; // R1 & L1 can be changed to R2 and L2
define SPRINT_EXO = PS4_L3;
define LX = PS4_LX;
define LY = PS4_LY;
define SHOOT = PS4_R1; // R1 & L1 can be changed to R2 AND L2
define GRENADE = PS4_R2; // R1 & L1 can be changed to R2 AND L2
define CROUCH = PS4_CIRCLE; // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3.
define RX = PS4_RX;
define RY = PS4_RY;
define JUMP = PS4_CROSS;
define RELOAD = PS4_SQUARE;
define MELEE = PS4_R3; // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE.
define SWAP_WEAPONS = PS4_TRIANGLE;
define UP = PS4_UP;
define DOWN = PS4_DOWN;
define LEFT = PS4_LEFT;
define RIGHT = PS4_RIGHT;

Drop shot works but can't get no recoil and ads to work. I saved the new script and loaded that from the saved GPC file.


I just used the settings you just provided and cycled through all the activations of each mod and they all worked for me. Check your controller settings in Black Ops and make sure that your Button Layout is on DEFAULT and your L1/R1 and L2/R2 are on FlIPPED
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Re: COD Black Ops 3 (BO3) version 1.7

Postby the old gamer » Wed Nov 11, 2015 10:41 pm

That is my settings. Pulled the controller out from the cord, will I be banned for that?

You do just hit d pad down and right while crouched for anti recoil and ads right?
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Re: COD Black Ops 3 (BO3) version 1.7

Postby boat_58 » Wed Nov 11, 2015 11:09 pm

You won't be banned. Make sure your Titan One has the Slot number the mod is on displaying on the LED.

Anti-Recoil: Crouch+Down <---Controller rumble and Pink LED
ADS Fire: Crouch+Right <---Controller rumble and White LED

Press the Crouch and D-Pad button together
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Re: COD Black Ops 3 (BO3) version 1.7

Postby UK_Wildcats » Wed Nov 11, 2015 11:22 pm

boat_58 wrote:
if(RapidFireCounter > 5) {RapidFireCounter = 1;} // Change the "5" to how many options that you want
if(RapidFireCounter == 1){HoldTime = 10; RestTime = 10;} // Preset #1
if(RapidFireCounter == 2){HoldTime = 15; RestTime = 15;} // Preset #2
if(RapidFireCounter == 3){HoldTime = 20; RestTime = 20;} // Preset #3
if(RapidFireCounter == 4){HoldTime = 25; RestTime = 25;} // Preset #4
if(RapidFireCounter == 5){HoldTime = 30; RestTime = 30;} // Preset #5


I have tested all these Presets with different weapons. Mainly the MR6 pistol, the Sheiva assault rifle, and the Brecci shotgun and i don't notice any different between the rate of fire. Are you pulling the HoldTime and the ResTime values from somewhere or were they just sample values?

The pistol btw is pretty awesome with the rapidfire mod activated. It shoots like an assault rifle and is pretty effective. Ive found it more effective than most of my primary weapons.


I initially created the preset value as a quick way of cycling through various hold and rest times in order to find the right value for different weapons. My testing has been the same as your testing. For some weapons the different presets don't make a difference. I believe that the delays coded into the game are probably higher than these value. To see a difference, the presets would have to be increased in time.

Yes, I noticed that the pistols with rapid fire are VERY fast.
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Re: COD Black Ops 3 (BO3) version 1.7

Postby UK_Wildcats » Wed Nov 11, 2015 11:40 pm

the old gamer wrote:That is my settings. Pulled the controller out from the cord, will I be banned for that?

You do just hit d pad down and right while crouched for anti recoil and ads right?


The settings that you had are correct for the DEFAULT FLIPPED button layout.

Do you have the Titan 1 hard wired to the controller or are you using a bluetooth adapter?

You should have the script loaded into memory slot 1, and the Titan 1 is displaying "1". Is that correct?

Within the BO3 game, you have selected the DEFAULT button layout and FLIPPED?

As boat_58 stated, you have to press (and HOLD) the CROUCH (circle) button and DOWN on the DPAD at the same time. For anti-recoil, you must press and hold the CROUCH button first before pressing the DOWN on the DPAD. When it toggles on, the light bar color will change to PINK and the controller will rumble twice. If you press CROUCH + DOWN again it will toggle anti-recoil off and turn the light bar BLUE (no rumble).

For anti-recoil, do you use look inversion? If so, you need to make a change in the script for it too. If not, no change is needed.

If you use look inversion (as I do), you will need to change this line in the script from FALSE to TRUE

Code: Select all
int InversionON                  = FALSE;  // Set this to TRUE if you are using look inversion enabled in the game setting.  Most people are NOT using look inversion


NOTE: There are lots of factors that affect anti-recoil, you will have to play around with the anti-recoil values to find the best settings for you, your settings, selected weapon, attachments, etc. Usually, 1 settings will not work for all conditions.

Factors that affect anti-recoil.
http://www.consoletuner.com/forum/viewtopic.php?f=17&t=1155

To increase the recoil compensation, just increase the value in the below line of the script. Do decrease the amount of recoil compensation, you reduce the value.
Code: Select all
define ANTI_RECOIL               = 20;   // Change this value to compensate to the vertical recoil  ASM1 with rapidfire = 40, BAL no grip = 20; Bal with grp = 0;
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Re: COD Black Ops 3 (BO3) version 1.6

Postby UK_Wildcats » Wed Nov 11, 2015 11:59 pm

boat_58 wrote:Is there anyway to configure the script to reflect this delay? It would be great if it was able to slide, but if not its fine also.

Thanks


I don't know. Let me see if this is what you want. If you are sprinting and you press the fire button, you want to be able to slide while firing. Is that correct?

Looking at the script again, it appears that I have to make a few other adjustments to make this work. Let's try the below script to see how it work. If you can test, then great. If not, I will try to test tonight or tomorrow night. Unless you are using ADS, this script should make you slide EVERY time that you press the FIRE button while sprinting. To stop auto sprint, you can press the ADS button or pull the joystick back.

Code: Select all
/*
GPC Online Library
COD Black Ops 3(BO3) Script
=============================================================================
Device:        Titan One
Author:        Terry (aka UK_Wildcats_Fans)
Game:          Call of Duty Black Ops 3 (BO3)
System:        PlayStation 4 (PS4) or PlayStation 3 (PS3)
Controller:    DualShock 4 (DS4) or DualShock 3 (DS3)
NOTE:   This script should work for Xbox (360 or One) with changes described further below
Game Settings: Tactical Flipped Button Layout
NOTE:   This script should work with other button layouts with changes described further below
Device:        Titan 1 (firmware version 2.27 or newer)
Website:       http:
//www.consoletuner.com
Forum Post:    http://www.consoletuner.com/forum/viewtopic.php?f=6&t=2015
=============================================================================               
COPYRIGHT:
2015 Terry (UK_Wildcats_Fans) from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY,
UNLESS written premission is given by the creator and/or copywritee. 
All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission
of the copyright holder. For permission, contact UK_Wildcats_Fans via the http://www.consoletuner.com/forum website   
=============================================================================
CHANGELOG:
Version 1.0: Initial script from my COD AW v2.5 script used as basis.  Took out items that would not be applicable (i.e. double jump, auto dash, etc.)
Version 1.1: Updated based upon testing during BO3 beta
Version 1.2: Tweaked rapid fire settings
Version 1.3: Added rumble notifier and light bar color changes when activating certain mods
Version 1.4: Clean up and simplify the script.
Version 1.5: Took out section for stopping sprint reload since you can reload while sprinting in BO3
Version 1.6: Added ADS Fire.  If you press the fire button it automatically makes it ADS (aim down sights). LookInversionON is set to FALSE by default
Version 1.7: Added auto hold breath for the snipers out there
Version 1.8: Changes in script for drop shot to allow sliding when FIRE button is pressed while sprinting
=============================================================================
TOGGLES: (You MUST press the ADS or CROUCH button first before)
Press ADS (aim down sights) button in addition with any of the below.  Using ADS button helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT  on the D PAD to activate/deactivate "RAPID FIRE ON/OFF"   
Press RIGHT on the D PAD to activate/deactivate "RAPID FIRE CYCLING"   
Press UP    on the D PAD to activate/deactivate "TBD"       
Press DOWN  on the D PAD to activate/deactivate "DROP SHOT"   

Press CROUCH in addition with any of the below.  Using CROUCH helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT  on the D PAD to activate/deactivate "HOLD BREATH"
Press RIGHT on the D PAD to activate/deactivate "ADS Fire" 
Press UP    on the D PAD to activate/deactivate "QUICK SCOPE"
Press DOWN  on the D PAD to activate/deactivate "ANTI-RECOIL" 
=============================================================================
GAMEPLAY COMMENTS

The timing and functionality with BO3 has not been tested yet.

Rapid Fire:
I am doing something different with rapid fire. Normally, I had been using a rate of fire variable
which was used to make the Hold and Rest Times needed for the rapid fire combo. I am not using direct hold and rest times.
I now have two toggles for rapid fire: (see the TOGGLES section above)
1) toggles rapid fire mod on/off and 2) cycles between different rapid fire values for hold and rest time.
This will help with testing and allow players to have different rapid fire values for different weapons

Quick Melee & Quick Reload:
Treyarch took out sprint reload cancel, so quick melee will not work.  They also modified their code so we cannot do quick reload.

Drop Shot: 
The Drop Shot combo is only started once the shoot button is initially pressed.  It will not run again until it is released and re-pressed again.
If DISABLE_WITH_SCOPE is TRUE, Drop Shot occurs upon button press of SHOOT button without ADS.  If you press ADS button after starting drop,
it will stop the drop shot combo.  You must then release and re-press the SHOOT button to activate drop shot again.  This interferes if you use
the mini gun specialist perk, so you can toggle it on/off while in the game.
           
Auto Sprint & Reloading: 
Reload times vary with weapons and auto sprint can cause problems.  You sometimes have to let off the joystick, hold the RELOAD button or hold ADS to reload fully
If it does not start sprinting right away, you can press the SPRINT button to start it.
You can adjust the reload wait time that best suits your weapons and reloads.

Anti-Recoil:
There is no one right value.  See this thread for more information.  http://www.consoletuner.com/forum/viewtopic.php?f=17&t=1155
If you are USING look inversion you need to change InversionON to TRUE.

Quick Scoping:
There are variables to play around with to meet your specific needs.
I am absolutely terrible at quick scoping, so I don't really use this and haven't tested it that much.
=============================================================================

IN GAME BUTTON LAYOUTS: 
This script was based upon the TACTICAL FLIPPED button configuration.  If you do not play in this configuration, below are changes needed to
play in other button layouts.

USING THIS SCRIPT ON VARIOUS CONSOLES: This script will work with various consoles.
The Titan 1 maps the various controller variables (i.e PS4_R1, PS3_R1, XB1_RB, XB360_RB) to an index number.
See the below link for the data representation table. Therefore, PS4_R1 will work as XB1_RB OR XB360_RB without any changes to the script.
I am not using the menu, view, PS, select, etc. buttons, so they should not be an issue.

Data Representation Index
http://www.consoletuner.com/kbase/data_representation.htm?mw=MjQw&st=MA==&sct=MA==&ms=AAAA

NOTE: The XB360 and XB1 do not have the TACTICAL FLIPPED in game settings; therefore, you have to make changes in the script
to change from TACTICAL FLIPPED to DEFAULT or TACTICAL. See the below.

Option 1: You play in the normal TACTICAL button layout.  Make these changes to the define section per the below
define ADS                     = PS4_L2;          // R1 & L1 can be changed to R2 AND L2
define EXO                     = PS4_L1;          // R1 & L1 can be changed to R2 AND L2
define SHOOT                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                 = PS4_R1;          // R1 & L1 can be changed to R2 AND L2

Option 2: You play in the normal DEFAULT button layout.  Make these changes to the define section per the below
define ADS                     = PS4_L2;          // R1 & L1 can be changed to R2 and L2
define EXO                     = PS4_L1;          // R1 & L1 can be changed to R2 and L2
define SHOOT                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                 = PS4_R1;          // R1 & L1 can be changed to R2 AND L2
define CROUCH                  = PS4_CIRCLE;      // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3
define MELEE                   = PS4_R3;          // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE

Option 3: You play in the normal DEFAULT FLIPPED layout.  Make these changes to the define section per the below
define CROUCH                  = PS4_CIRCLE;      // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3
define MELEE                   = PS4_R3;          // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE
=============================================================================

LED DEFINITIONS FOR PS4 LIGHT BAR
LED(0,0,0,0); // Off
LED(1,0,0,0); // Blue (default)
LED(0,1,0,0); // Red
LED(0,0,1,0); // Green
LED(0,0,0,1); // Pink
LED(1,0,1,0); // Cyan
LED(0,1,1,0); // Amber (aka yellow)
LED(1,1,1,1); // White

=============================================================================

DEFINES
*/
define ADS                       = PS4_L1;          // R1 & L1 can be changed to R2 and L2
define EXO                       = PS4_L2;          // R1 & L1 can be changed to R2 and L2
define SPRINT_EXO                = PS4_L3;
define LX                        = PS4_LX;
define LY                        = PS4_LY;
define SHOOT                     = PS4_R1;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define CROUCH                    = PS4_R3;          // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3.
define RX                        = PS4_RX;
define RY                        = PS4_RY;
define JUMP                      = PS4_CROSS;
define RELOAD                    = PS4_SQUARE;
define MELEE                     = PS4_CIRCLE;      // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE.
define SWAP_WEAPONS              = PS4_TRIANGLE;
define UP                        = PS4_UP;
define DOWN                      = PS4_DOWN;
define LEFT                      = PS4_LEFT;
define RIGHT                     = PS4_RIGHT;

define INSTA_FIRE                = 95;   // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM                 = 95;   // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%
define INSTA_OTHER               = 95;   // The % at which it boosts the other button when pressed - i.e. 95% means when pressed 5%
define DROPSHOT_QUICKNESS        = 95;   // The % at which it boosts the CROUCH button when pressed - i.e. 95% means when pressed 5%     
define ADS_SPEED                 = 20;   // The % at which it boosts your aiming speed when using ADS         

define DISABLE_WITH_SCOPE        = TRUE; // Will not drop shot if ADS is on
define ANTI_RECOIL               = 20;   // Change this value to compensate to the vertical recoil  ASM1 with rapidfire = 40, BAL no grip = 20; Bal with grp = 0;
define ANTI_RECOIL_LEFT          = 0;    // Change this value to compensate to the left
define ANTI_RECOIL_RIGHT         = 0;    // Change this value to compensate to the right
define ONLY_WITH_SCOPE           = TRUE; // Anti-recoil will only be applied with ADS
define QUICK_SCOPE_WAIT          = 500// Increase this time for a longer ADS time.  Decrease this time for a shorter ADS time
define RELOAD_WAIT               = 2000; // Wait time after stopping auto sprint to allow reloading.  Adjust as necessary
define SHOOT_WAIT                = 300// Wait time after stopping auto sprint to allow shooting
define DROP_SHOT_WAIT            = 1000; // Wait time for drop shot combo (changed from 1200 to 1000)

// VARIABLES =============================================================================

int AkimboSingleON               = FALSE; // Akimbo mode for regular single shot mode
int AkimboRapidON                = FALSE; // Akimbo mode with rapid fire mode
int ThrustJumpON                 = FALSE;
int AutoSprintON                 = TRUE
int AutoDashON                   = FALSE;
int QuickMelee_ON                = FALSE;
int RapidFireON                  = FALSE
int DropShotON                   = TRUE// Always turned on now
int InversionON                  = FALSE// Set this to TRUE if you are using look inversion enabled in the game setting.  Most people are NOT using look inversion
int JitterON                     = FALSE;
int AntiRecoilON                 = FALSE;
int QuickScopeON                 = FALSE;
int QuickReloadON                = FALSE
int RapidFireCounter             = 1;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int ADS_Fire_On                  = FALSE;
int HoldBreathON                 = FALSE;

// Hold Time is the time in mSeconds that the SHOOT button is pressed. It varies depending on the weapon, game and attachments.
// Release time is the time between shooting.  This will vary depending on the game timing that is coded into the game.

int HoldTime                     = 10// defined in mSeconds for regular Rapid Fire
int RestTime                     = 10// defined in mSeconds for regular Rapid Fire
int HoldTime2                    = 10// defined in mSeconds for Akimbo Rapid Fire
int RestTime2                    = 10// defined in mSeconds for Akimbo Rapid Fire

// MAIN SCRIPT =============================================================================

main {   

    vm_tctrl(-5);  // sets main loop to 5mS vs the default 10mS

    // Makes the button 100% pressed even if barely pressed - aka more sensitive and quicker reaction
    if(get_val(CROUCH)){sensitivity(CROUCH, NOT_USE, 100 + DROPSHOT_QUICKNESS);}   
    if(get_val(ADS)){sensitivity(ADS, 10, 100 + INSTA_AIM);}     
    if(get_val(SHOOT)){sensitivity(SHOOT, 10, 100 + INSTA_FIRE);}
    if(get_val(SPRINT_EXO)){sensitivity(SPRINT_EXO, 10, 100 + INSTA_OTHER);}
    if(get_val(GRENADE)){sensitivity(GRENADE, 10, 100 + INSTA_OTHER);}

// TOGGLES  =============================================================================

    if(event_press(LEFT) && get_val(ADS)) {  // Turn ON and OFF Rapid Fire
        RapidFireON = !RapidFireON;
        if(RapidFireON) {
             combo_run(GreenLED);
             combo_run(RumbleNotifier);
             AkimboSingleON = FALSE// Turn OFF Akimbo modes
             AkimboRapidON = FALSE;   // Turn OFF Akimbo modes
             QuickScopeON = FALSE;    // Turn OFF QuickScope
        }
        if(!RapidFireON) {combo_run(BlueLED);}
    }
   
    // Using this to cycle through rapid fire settings for testing.  It can be used for having multiple rapid fire settings
    // You can set these values to whatever you want and adjust how many different values that you want.
    if(event_press(RIGHT) && get_val(ADS) && RapidFireON) {
       RapidFireCounter = RapidFireCounter + 1;
       combo_run(SingleNotifier);
       if(RapidFireCounter > 5) {RapidFireCounter = 1;} // Change the "5" to how many options that you want
       if(RapidFireCounter == 1){HoldTime = 10; RestTime = 10;} // Preset #1
       if(RapidFireCounter == 2){HoldTime = 15; RestTime = 15;} // Preset #2
       if(RapidFireCounter == 3){HoldTime = 20; RestTime = 20;} // Preset #3
       if(RapidFireCounter == 4){HoldTime = 25; RestTime = 25;} // Preset #4
       if(RapidFireCounter == 5){HoldTime = 30; RestTime = 30;} // Preset #5   
    }
   
    if(event_press(DOWN) && get_val(ADS)) {  // Turns ON and OFF Drop Shot
        DropShotON = !DropShotON;
        if(DropShotON) {
            ADS_Fire_On = FALSE;
            combo_run(AmberLED);
            combo_run(RumbleNotifier);
        }
        if(!DropShotON) {combo_run(BlueLED);}   
      }

    if(event_press(UP) && get_val(CROUCH)) {  // Turns ON and OFF Quick Scope
        QuickScopeON = !QuickScopeON;
        if(QuickScopeON) {
           AkimboSingleON = FALSE;            // Turn OFF Akimbo modes
           AkimboRapidON = FALSE;             // Turn OFF Akimbo modes   
           RapidFireON = FALSE;               // Turn OFF Rapid Fire
           AntiRecoilON = FALSE;              // Turn OFF Anti Recoil
        }
    }

    if(event_press(DOWN) && get_val(CROUCH)) { // Turns ON and OFF Anti-Recoil
        AntiRecoilON = !AntiRecoilON;
        if(AntiRecoilON) {
            combo_run(PinkLED);
            combo_run(RumbleNotifier);
        }
        if(!AntiRecoilON) {combo_run(BlueLED);}   
    }

    if(event_press(RIGHT) && get_val(CROUCH)) { // Turns ON and OFF ADS Fire
        ADS_Fire_On = !ADS_Fire_On;
        if(ADS_Fire_On) {
            DropShotON = FALSE;
            combo_run(WhiteLED);
            combo_run(RumbleNotifier);
        }
        if(!ADS_Fire_On) {combo_run(BlueLED);}   
    }
    if(event_press(LEFT) && get_val(CROUCH)) { // Turns ON and OFF auto hold breath
        HoldBreathON = !HoldBreathON;
        if(HoldBreathON) {
            combo_run(WhiteLED);
            combo_run(RumbleNotifier);
        }
        if(!HoldBreathON) {combo_run(BlueLED);}   
    }

//=============================================================================

  if(get_val(SHOOT) && ADS_Fire_On && !DropShotON) {set_val(ADS,100);}

  // Drop Shot
  if(event_press(SHOOT) && DropShotON){
//        combo_stop(AutoSprint); 
        combo_run(DropShot);
  }
  if(DISABLE_WITH_SCOPE && get_val(ADS)) {combo_stop(DropShot);}

  // Rapid Fire without ADS Fire
  if(get_val(SHOOT) && RapidFireON && !ADS_Fire_On) {combo_run(RapidFire);}
 //   else if(combo_running(RapidFire)) {combo_stop(RapidFire);}

  // Rapid Fire with ADS Fire
  if(get_val(SHOOT) && RapidFireON && ADS_Fire_On) {combo_run(ADSRapidFire);}
//    else if(combo_running(RapidFire)) {combo_stop(RapidFire);}

/* Personal Comment:  I found that I have better game performance without using this.  You can adjust your sensitivity for this.
 
// Faster movement while aiming with ADS
  if(get_val(ADS)){
     sensitivity(RX, NOT_USE, 100 + ADS_SPEED);
     sensitivity(RY, NOT_USE, 100 + ADS_SPEED);
  }                                                       
*/

  // Anti-recoil
  if(!ONLY_WITH_SCOPE || get_val(ADS)) {combo_run(AntiRecoil);}

  // Quick Scope -- CANNOT ADS (aka regular scope) while using Quick Scope -- for regular ADS you must toggle off QuickScopeON  -- see "Toggles" section at the top of this script
  if(QuickScopeON && event_press(ADS) ) {combo_run(QuickScope);}

  // Hold Breath
  if(HoldBreathON && get_val(ADS)) {combo_run(HoldBreath);}

  // AutoSprint -- Try different values (i.e. -90, -95); toggle ON/OFF
  if(get_val(LY) < -99 && AutoSprintON && !combo_running(AllowReloading)) { combo_run(AutoSprint); }
  else if((get_val(LY) > -99 && AutoSprintON)) {combo_stop(AutoSprint); } // Reload will also stop
//  if(event_press(RELOAD)) {combo_stop(AutoSprint); combo_run(AllowReloading);}  // Stop auto sprint to allow reloading (not needed for BO3)
//  if(get_val(SHOOT)) {combo_stop(AutoSprint); combo_run(AllowShooting);}    // Stop auto sprint to allow shooting
 
} // End of MAIN

// COMBOS =============================================================================

combo AllowShooting {
    set_val(SPRINT_EXO, 0);
    wait(SHOOT_WAIT); // can adjust to ensure enough time for shooting
}

combo AllowReloading {
    set_val(SPRINT_EXO, 0);
    wait(RELOAD_WAIT); // can adjust to ensure enough time to reload
}

combo RapidFire {
    set_val(SHOOT, 100);
    wait(HoldTime);
    set_val(SHOOT, 0);
    wait(RestTime);
    set_val(SHOOT, 0);
}

combo ADSRapidFire {
    set_val(SHOOT, 100);
    set_val(ADS, 100);
    wait(HoldTime);
    set_val(SHOOT, 0);
    wait(RestTime);
    set_val(SHOOT, 0);
    set_val(ADS, 0);
}

combo DropShot {
//   set_val(SPRINT_EXO,0);
//   wait(15)
   set_val(CROUCH, 100);
   wait(15)
   set_val(CROUCH, 100);
   wait(DROP_SHOT_WAIT); 
}

combo QuickScope {
    set_val(ADS, 100);
    wait(QUICK_SCOPE_WAIT)  //Increase this time for a longer ADS time.  Decrease this time for a shorter ADS time.
    set_val(ADS, 0);
    wait(10)
    set_val(SHOOT, 100);
    wait(20)
    set_val(SHOOT, 0);
    wait(60)
    set_val(SHOOT, 0);
}

combo HoldBreath {
    set_val(SPRINT_EXO, 100);
    wait(10);
    set_val(SPRINT_EXO, 100);
}

combo AutoSprint {
    set_val(SPRINT_EXO, 100);
    wait(10);
    set_val(SPRINT_EXO, 100)
}

combo AntiRecoil {                                           
// Look Inversion Enabled
    if(get_val(SHOOT) && AntiRecoilON && InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons
      anti_recoil = get_val(RY) - ANTI_RECOIL;            // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED
      if(anti_recoil > 100) anti_recoil = 100;
      set_val(RY, anti_recoil);
      anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT;
      if(anti_recoil_left > 100) anti_recoil_left = 100;
      set_val(RX, anti_recoil_left);
      anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT;
      if(anti_recoil_right > 100) anti_recoil_right = 100;
      set_val(RX, anti_recoil_right);
    }
// Normal Look Inversion - look inversion disabled
    if(get_val(SHOOT) && AntiRecoilON && !InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons
      anti_recoil = get_val(RY) + ANTI_RECOIL;             // ADD anti_recoil for normal
      if(anti_recoil > 100) anti_recoil = 100;
      set_val(RY, anti_recoil);
      anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT;
      if(anti_recoil_left > 100) anti_recoil_left = 100;
      set_val(RX, anti_recoil_left);
      anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT;
      if(anti_recoil_right > 100) anti_recoil_right = 100;
      set_val(RX, anti_recoil_right);
    }
}

combo RumbleNotifier {
    // double rumble
    set_rumble(RUMBLE_A, 100);
    wait(250);
    set_rumble(RUMBLE_A, 0);
    wait(50);
    set_rumble(RUMBLE_A, 100);
    wait(250);
    set_rumble(RUMBLE_A, 0);
    wait(20);
}

combo SingleNotifier {
    // single rumble
    set_rumble(RUMBLE_A, 100);
    wait(200);
    set_rumble(RUMBLE_A, 0);
    wait(20);
}

combo BlueLED {   
    // blue (default)
    set_led(LED_1, 1);
    set_led(LED_2, 0);
    set_led(LED_3, 0);
    set_led(LED_4, 0);
}   

combo GreenLED {
    // green
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
}

combo PinkLED {
    // pink
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 0);
    set_led(LED_4, 1);
}

combo AmberLED {
    // amber (aka yellow)
    set_led(LED_1, 0);
    set_led(LED_2, 1);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
}

combo WhiteLED {
    // white
    set_led(LED_1, 1);
    set_led(LED_2, 1);
    set_led(LED_3, 1);
    set_led(LED_4, 1);
}
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UK_Wildcats
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Re: COD Black Ops 3 (BO3) version 1.6

Postby boat_58 » Thu Nov 12, 2015 1:07 am

UK_Wildcats_Fans wrote:
boat_58 wrote:Is there anyway to configure the script to reflect this delay? It would be great if it was able to slide, but if not its fine also.

Thanks


I don't know. Let me see if this is what you want. If you are sprinting and you press the fire button, you want to be able to slide while firing. Is that correct?

Looking at the script again, it appears that I have to make a few other adjustments to make this work. Let's try the below script to see how it work. If you can test, then great. If not, I will try to test tonight or tomorrow night. Unless you are using ADS, this script should make you slide EVERY time that you press the FIRE button while sprinting. To stop auto sprint, you can press the ADS button or pull the joystick back.

Code: Select all
/*
GPC Online Library
COD Black Ops 3(BO3) Script
=============================================================================
Device:        Titan One
Author:        Terry (aka UK_Wildcats_Fans)
Game:          Call of Duty Black Ops 3 (BO3)
System:        PlayStation 4 (PS4) or PlayStation 3 (PS3)
Controller:    DualShock 4 (DS4) or DualShock 3 (DS3)
NOTE:   This script should work for Xbox (360 or One) with changes described further below
Game Settings: Tactical Flipped Button Layout
NOTE:   This script should work with other button layouts with changes described further below
Device:        Titan 1 (firmware version 2.27 or newer)
Website:       http:
//www.consoletuner.com
Forum Post:    http://www.consoletuner.com/forum/viewtopic.php?f=6&t=2015
=============================================================================               
COPYRIGHT:
2015 Terry (UK_Wildcats_Fans) from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY,
UNLESS written premission is given by the creator and/or copywritee. 
All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission
of the copyright holder. For permission, contact UK_Wildcats_Fans via the http://www.consoletuner.com/forum website   
=============================================================================
CHANGELOG:
Version 1.0: Initial script from my COD AW v2.5 script used as basis.  Took out items that would not be applicable (i.e. double jump, auto dash, etc.)
Version 1.1: Updated based upon testing during BO3 beta
Version 1.2: Tweaked rapid fire settings
Version 1.3: Added rumble notifier and light bar color changes when activating certain mods
Version 1.4: Clean up and simplify the script.
Version 1.5: Took out section for stopping sprint reload since you can reload while sprinting in BO3
Version 1.6: Added ADS Fire.  If you press the fire button it automatically makes it ADS (aim down sights). LookInversionON is set to FALSE by default
Version 1.7: Added auto hold breath for the snipers out there
Version 1.8: Changes in script for drop shot to allow sliding when FIRE button is pressed while sprinting
=============================================================================
TOGGLES: (You MUST press the ADS or CROUCH button first before)
Press ADS (aim down sights) button in addition with any of the below.  Using ADS button helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT  on the D PAD to activate/deactivate "RAPID FIRE ON/OFF"   
Press RIGHT on the D PAD to activate/deactivate "RAPID FIRE CYCLING"   
Press UP    on the D PAD to activate/deactivate "TBD"       
Press DOWN  on the D PAD to activate/deactivate "DROP SHOT"   

Press CROUCH in addition with any of the below.  Using CROUCH helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD
Press LEFT  on the D PAD to activate/deactivate "HOLD BREATH"
Press RIGHT on the D PAD to activate/deactivate "ADS Fire" 
Press UP    on the D PAD to activate/deactivate "QUICK SCOPE"
Press DOWN  on the D PAD to activate/deactivate "ANTI-RECOIL" 
=============================================================================
GAMEPLAY COMMENTS

The timing and functionality with BO3 has not been tested yet.

Rapid Fire:
I am doing something different with rapid fire. Normally, I had been using a rate of fire variable
which was used to make the Hold and Rest Times needed for the rapid fire combo. I am not using direct hold and rest times.
I now have two toggles for rapid fire: (see the TOGGLES section above)
1) toggles rapid fire mod on/off and 2) cycles between different rapid fire values for hold and rest time.
This will help with testing and allow players to have different rapid fire values for different weapons

Quick Melee & Quick Reload:
Treyarch took out sprint reload cancel, so quick melee will not work.  They also modified their code so we cannot do quick reload.

Drop Shot: 
The Drop Shot combo is only started once the shoot button is initially pressed.  It will not run again until it is released and re-pressed again.
If DISABLE_WITH_SCOPE is TRUE, Drop Shot occurs upon button press of SHOOT button without ADS.  If you press ADS button after starting drop,
it will stop the drop shot combo.  You must then release and re-press the SHOOT button to activate drop shot again.  This interferes if you use
the mini gun specialist perk, so you can toggle it on/off while in the game.
           
Auto Sprint & Reloading: 
Reload times vary with weapons and auto sprint can cause problems.  You sometimes have to let off the joystick, hold the RELOAD button or hold ADS to reload fully
If it does not start sprinting right away, you can press the SPRINT button to start it.
You can adjust the reload wait time that best suits your weapons and reloads.

Anti-Recoil:
There is no one right value.  See this thread for more information.  http://www.consoletuner.com/forum/viewtopic.php?f=17&t=1155
If you are USING look inversion you need to change InversionON to TRUE.

Quick Scoping:
There are variables to play around with to meet your specific needs.
I am absolutely terrible at quick scoping, so I don't really use this and haven't tested it that much.
=============================================================================

IN GAME BUTTON LAYOUTS: 
This script was based upon the TACTICAL FLIPPED button configuration.  If you do not play in this configuration, below are changes needed to
play in other button layouts.

USING THIS SCRIPT ON VARIOUS CONSOLES: This script will work with various consoles.
The Titan 1 maps the various controller variables (i.e PS4_R1, PS3_R1, XB1_RB, XB360_RB) to an index number.
See the below link for the data representation table. Therefore, PS4_R1 will work as XB1_RB OR XB360_RB without any changes to the script.
I am not using the menu, view, PS, select, etc. buttons, so they should not be an issue.

Data Representation Index
http://www.consoletuner.com/kbase/data_representation.htm?mw=MjQw&st=MA==&sct=MA==&ms=AAAA

NOTE: The XB360 and XB1 do not have the TACTICAL FLIPPED in game settings; therefore, you have to make changes in the script
to change from TACTICAL FLIPPED to DEFAULT or TACTICAL. See the below.

Option 1: You play in the normal TACTICAL button layout.  Make these changes to the define section per the below
define ADS                     = PS4_L2;          // R1 & L1 can be changed to R2 AND L2
define EXO                     = PS4_L1;          // R1 & L1 can be changed to R2 AND L2
define SHOOT                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                 = PS4_R1;          // R1 & L1 can be changed to R2 AND L2

Option 2: You play in the normal DEFAULT button layout.  Make these changes to the define section per the below
define ADS                     = PS4_L2;          // R1 & L1 can be changed to R2 and L2
define EXO                     = PS4_L1;          // R1 & L1 can be changed to R2 and L2
define SHOOT                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                 = PS4_R1;          // R1 & L1 can be changed to R2 AND L2
define CROUCH                  = PS4_CIRCLE;      // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3
define MELEE                   = PS4_R3;          // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE

Option 3: You play in the normal DEFAULT FLIPPED layout.  Make these changes to the define section per the below
define CROUCH                  = PS4_CIRCLE;      // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3
define MELEE                   = PS4_R3;          // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE
=============================================================================

LED DEFINITIONS FOR PS4 LIGHT BAR
LED(0,0,0,0); // Off
LED(1,0,0,0); // Blue (default)
LED(0,1,0,0); // Red
LED(0,0,1,0); // Green
LED(0,0,0,1); // Pink
LED(1,0,1,0); // Cyan
LED(0,1,1,0); // Amber (aka yellow)
LED(1,1,1,1); // White

=============================================================================

DEFINES
*/
define ADS                       = PS4_L1;          // R1 & L1 can be changed to R2 and L2
define EXO                       = PS4_L2;          // R1 & L1 can be changed to R2 and L2
define SPRINT_EXO                = PS4_L3;
define LX                        = PS4_LX;
define LY                        = PS4_LY;
define SHOOT                     = PS4_R1;          // R1 & L1 can be changed to R2 AND L2
define GRENADE                   = PS4_R2;          // R1 & L1 can be changed to R2 AND L2
define CROUCH                    = PS4_R3;          // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3.
define RX                        = PS4_RX;
define RY                        = PS4_RY;
define JUMP                      = PS4_CROSS;
define RELOAD                    = PS4_SQUARE;
define MELEE                     = PS4_CIRCLE;      // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE.
define SWAP_WEAPONS              = PS4_TRIANGLE;
define UP                        = PS4_UP;
define DOWN                      = PS4_DOWN;
define LEFT                      = PS4_LEFT;
define RIGHT                     = PS4_RIGHT;

define INSTA_FIRE                = 95;   // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM                 = 95;   // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%
define INSTA_OTHER               = 95;   // The % at which it boosts the other button when pressed - i.e. 95% means when pressed 5%
define DROPSHOT_QUICKNESS        = 95;   // The % at which it boosts the CROUCH button when pressed - i.e. 95% means when pressed 5%     
define ADS_SPEED                 = 20;   // The % at which it boosts your aiming speed when using ADS         

define DISABLE_WITH_SCOPE        = TRUE; // Will not drop shot if ADS is on
define ANTI_RECOIL               = 20;   // Change this value to compensate to the vertical recoil  ASM1 with rapidfire = 40, BAL no grip = 20; Bal with grp = 0;
define ANTI_RECOIL_LEFT          = 0;    // Change this value to compensate to the left
define ANTI_RECOIL_RIGHT         = 0;    // Change this value to compensate to the right
define ONLY_WITH_SCOPE           = TRUE; // Anti-recoil will only be applied with ADS
define QUICK_SCOPE_WAIT          = 500// Increase this time for a longer ADS time.  Decrease this time for a shorter ADS time
define RELOAD_WAIT               = 2000; // Wait time after stopping auto sprint to allow reloading.  Adjust as necessary
define SHOOT_WAIT                = 300// Wait time after stopping auto sprint to allow shooting
define DROP_SHOT_WAIT            = 1000; // Wait time for drop shot combo (changed from 1200 to 1000)

// VARIABLES =============================================================================

int AkimboSingleON               = FALSE; // Akimbo mode for regular single shot mode
int AkimboRapidON                = FALSE; // Akimbo mode with rapid fire mode
int ThrustJumpON                 = FALSE;
int AutoSprintON                 = TRUE
int AutoDashON                   = FALSE;
int QuickMelee_ON                = FALSE;
int RapidFireON                  = FALSE
int DropShotON                   = TRUE// Always turned on now
int InversionON                  = FALSE// Set this to TRUE if you are using look inversion enabled in the game setting.  Most people are NOT using look inversion
int JitterON                     = FALSE;
int AntiRecoilON                 = FALSE;
int QuickScopeON                 = FALSE;
int QuickReloadON                = FALSE
int RapidFireCounter             = 1;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int ADS_Fire_On                  = FALSE;
int HoldBreathON                 = FALSE;

// Hold Time is the time in mSeconds that the SHOOT button is pressed. It varies depending on the weapon, game and attachments.
// Release time is the time between shooting.  This will vary depending on the game timing that is coded into the game.

int HoldTime                     = 10// defined in mSeconds for regular Rapid Fire
int RestTime                     = 10// defined in mSeconds for regular Rapid Fire
int HoldTime2                    = 10// defined in mSeconds for Akimbo Rapid Fire
int RestTime2                    = 10// defined in mSeconds for Akimbo Rapid Fire

// MAIN SCRIPT =============================================================================

main {   

    vm_tctrl(-5);  // sets main loop to 5mS vs the default 10mS

    // Makes the button 100% pressed even if barely pressed - aka more sensitive and quicker reaction
    if(get_val(CROUCH)){sensitivity(CROUCH, NOT_USE, 100 + DROPSHOT_QUICKNESS);}   
    if(get_val(ADS)){sensitivity(ADS, 10, 100 + INSTA_AIM);}     
    if(get_val(SHOOT)){sensitivity(SHOOT, 10, 100 + INSTA_FIRE);}
    if(get_val(SPRINT_EXO)){sensitivity(SPRINT_EXO, 10, 100 + INSTA_OTHER);}
    if(get_val(GRENADE)){sensitivity(GRENADE, 10, 100 + INSTA_OTHER);}

// TOGGLES  =============================================================================

    if(event_press(LEFT) && get_val(ADS)) {  // Turn ON and OFF Rapid Fire
        RapidFireON = !RapidFireON;
        if(RapidFireON) {
             combo_run(GreenLED);
             combo_run(RumbleNotifier);
             AkimboSingleON = FALSE// Turn OFF Akimbo modes
             AkimboRapidON = FALSE;   // Turn OFF Akimbo modes
             QuickScopeON = FALSE;    // Turn OFF QuickScope
        }
        if(!RapidFireON) {combo_run(BlueLED);}
    }
   
    // Using this to cycle through rapid fire settings for testing.  It can be used for having multiple rapid fire settings
    // You can set these values to whatever you want and adjust how many different values that you want.
    if(event_press(RIGHT) && get_val(ADS) && RapidFireON) {
       RapidFireCounter = RapidFireCounter + 1;
       combo_run(SingleNotifier);
       if(RapidFireCounter > 5) {RapidFireCounter = 1;} // Change the "5" to how many options that you want
       if(RapidFireCounter == 1){HoldTime = 10; RestTime = 10;} // Preset #1
       if(RapidFireCounter == 2){HoldTime = 15; RestTime = 15;} // Preset #2
       if(RapidFireCounter == 3){HoldTime = 20; RestTime = 20;} // Preset #3
       if(RapidFireCounter == 4){HoldTime = 25; RestTime = 25;} // Preset #4
       if(RapidFireCounter == 5){HoldTime = 30; RestTime = 30;} // Preset #5   
    }
   
    if(event_press(DOWN) && get_val(ADS)) {  // Turns ON and OFF Drop Shot
        DropShotON = !DropShotON;
        if(DropShotON) {
            ADS_Fire_On = FALSE;
            combo_run(AmberLED);
            combo_run(RumbleNotifier);
        }
        if(!DropShotON) {combo_run(BlueLED);}   
      }

    if(event_press(UP) && get_val(CROUCH)) {  // Turns ON and OFF Quick Scope
        QuickScopeON = !QuickScopeON;
        if(QuickScopeON) {
           AkimboSingleON = FALSE;            // Turn OFF Akimbo modes
           AkimboRapidON = FALSE;             // Turn OFF Akimbo modes   
           RapidFireON = FALSE;               // Turn OFF Rapid Fire
           AntiRecoilON = FALSE;              // Turn OFF Anti Recoil
        }
    }

    if(event_press(DOWN) && get_val(CROUCH)) { // Turns ON and OFF Anti-Recoil
        AntiRecoilON = !AntiRecoilON;
        if(AntiRecoilON) {
            combo_run(PinkLED);
            combo_run(RumbleNotifier);
        }
        if(!AntiRecoilON) {combo_run(BlueLED);}   
    }

    if(event_press(RIGHT) && get_val(CROUCH)) { // Turns ON and OFF ADS Fire
        ADS_Fire_On = !ADS_Fire_On;
        if(ADS_Fire_On) {
            DropShotON = FALSE;
            combo_run(WhiteLED);
            combo_run(RumbleNotifier);
        }
        if(!ADS_Fire_On) {combo_run(BlueLED);}   
    }
    if(event_press(LEFT) && get_val(CROUCH)) { // Turns ON and OFF auto hold breath
        HoldBreathON = !HoldBreathON;
        if(HoldBreathON) {
            combo_run(WhiteLED);
            combo_run(RumbleNotifier);
        }
        if(!HoldBreathON) {combo_run(BlueLED);}   
    }

//=============================================================================

  if(get_val(SHOOT) && ADS_Fire_On && !DropShotON) {set_val(ADS,100);}

  // Drop Shot
  if(event_press(SHOOT) && DropShotON){
//        combo_stop(AutoSprint); 
        combo_run(DropShot);
  }
  if(DISABLE_WITH_SCOPE && get_val(ADS)) {combo_stop(DropShot);}

  // Rapid Fire without ADS Fire
  if(get_val(SHOOT) && RapidFireON && !ADS_Fire_On) {combo_run(RapidFire);}
 //   else if(combo_running(RapidFire)) {combo_stop(RapidFire);}

  // Rapid Fire with ADS Fire
  if(get_val(SHOOT) && RapidFireON && ADS_Fire_On) {combo_run(ADSRapidFire);}
//    else if(combo_running(RapidFire)) {combo_stop(RapidFire);}

/* Personal Comment:  I found that I have better game performance without using this.  You can adjust your sensitivity for this.
 
// Faster movement while aiming with ADS
  if(get_val(ADS)){
     sensitivity(RX, NOT_USE, 100 + ADS_SPEED);
     sensitivity(RY, NOT_USE, 100 + ADS_SPEED);
  }                                                       
*/

  // Anti-recoil
  if(!ONLY_WITH_SCOPE || get_val(ADS)) {combo_run(AntiRecoil);}

  // Quick Scope -- CANNOT ADS (aka regular scope) while using Quick Scope -- for regular ADS you must toggle off QuickScopeON  -- see "Toggles" section at the top of this script
  if(QuickScopeON && event_press(ADS) ) {combo_run(QuickScope);}

  // Hold Breath
  if(HoldBreathON && get_val(ADS)) {combo_run(HoldBreath);}

  // AutoSprint -- Try different values (i.e. -90, -95); toggle ON/OFF
  if(get_val(LY) < -99 && AutoSprintON && !combo_running(AllowReloading)) { combo_run(AutoSprint); }
  else if((get_val(LY) > -99 && AutoSprintON)) {combo_stop(AutoSprint); } // Reload will also stop
//  if(event_press(RELOAD)) {combo_stop(AutoSprint); combo_run(AllowReloading);}  // Stop auto sprint to allow reloading (not needed for BO3)
//  if(get_val(SHOOT)) {combo_stop(AutoSprint); combo_run(AllowShooting);}    // Stop auto sprint to allow shooting
 
} // End of MAIN

// COMBOS =============================================================================

combo AllowShooting {
    set_val(SPRINT_EXO, 0);
    wait(SHOOT_WAIT); // can adjust to ensure enough time for shooting
}

combo AllowReloading {
    set_val(SPRINT_EXO, 0);
    wait(RELOAD_WAIT); // can adjust to ensure enough time to reload
}

combo RapidFire {
    set_val(SHOOT, 100);
    wait(HoldTime);
    set_val(SHOOT, 0);
    wait(RestTime);
    set_val(SHOOT, 0);
}

combo ADSRapidFire {
    set_val(SHOOT, 100);
    set_val(ADS, 100);
    wait(HoldTime);
    set_val(SHOOT, 0);
    wait(RestTime);
    set_val(SHOOT, 0);
    set_val(ADS, 0);
}

combo DropShot {
//   set_val(SPRINT_EXO,0);
//   wait(15)
   set_val(CROUCH, 100);
   wait(15)
   set_val(CROUCH, 100);
   wait(DROP_SHOT_WAIT); 
}

combo QuickScope {
    set_val(ADS, 100);
    wait(QUICK_SCOPE_WAIT)  //Increase this time for a longer ADS time.  Decrease this time for a shorter ADS time.
    set_val(ADS, 0);
    wait(10)
    set_val(SHOOT, 100);
    wait(20)
    set_val(SHOOT, 0);
    wait(60)
    set_val(SHOOT, 0);
}

combo HoldBreath {
    set_val(SPRINT_EXO, 100);
    wait(10);
    set_val(SPRINT_EXO, 100);
}

combo AutoSprint {
    set_val(SPRINT_EXO, 100);
    wait(10);
    set_val(SPRINT_EXO, 100)
}

combo AntiRecoil {                                           
// Look Inversion Enabled
    if(get_val(SHOOT) && AntiRecoilON && InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons
      anti_recoil = get_val(RY) - ANTI_RECOIL;            // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED
      if(anti_recoil > 100) anti_recoil = 100;
      set_val(RY, anti_recoil);
      anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT;
      if(anti_recoil_left > 100) anti_recoil_left = 100;
      set_val(RX, anti_recoil_left);
      anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT;
      if(anti_recoil_right > 100) anti_recoil_right = 100;
      set_val(RX, anti_recoil_right);
    }
// Normal Look Inversion - look inversion disabled
    if(get_val(SHOOT) && AntiRecoilON && !InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons
      anti_recoil = get_val(RY) + ANTI_RECOIL;             // ADD anti_recoil for normal
      if(anti_recoil > 100) anti_recoil = 100;
      set_val(RY, anti_recoil);
      anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT;
      if(anti_recoil_left > 100) anti_recoil_left = 100;
      set_val(RX, anti_recoil_left);
      anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT;
      if(anti_recoil_right > 100) anti_recoil_right = 100;
      set_val(RX, anti_recoil_right);
    }
}

combo RumbleNotifier {
    // double rumble
    set_rumble(RUMBLE_A, 100);
    wait(250);
    set_rumble(RUMBLE_A, 0);
    wait(50);
    set_rumble(RUMBLE_A, 100);
    wait(250);
    set_rumble(RUMBLE_A, 0);
    wait(20);
}

combo SingleNotifier {
    // single rumble
    set_rumble(RUMBLE_A, 100);
    wait(200);
    set_rumble(RUMBLE_A, 0);
    wait(20);
}

combo BlueLED {   
    // blue (default)
    set_led(LED_1, 1);
    set_led(LED_2, 0);
    set_led(LED_3, 0);
    set_led(LED_4, 0);
}   

combo GreenLED {
    // green
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
}

combo PinkLED {
    // pink
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 0);
    set_led(LED_4, 1);
}

combo AmberLED {
    // amber (aka yellow)
    set_led(LED_1, 0);
    set_led(LED_2, 1);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
}

combo WhiteLED {
    // white
    set_led(LED_1, 1);
    set_led(LED_2, 1);
    set_led(LED_3, 1);
    set_led(LED_4, 1);
}



I just tested it but its yielding the same results as before. You are correct on what i want it to do btw. I see you commented out the sprint part out of the drop shot code. Its still doing the same thing. it just drops to the ground instead of sliding. I am not sure if this will help but to do it regularly, you have to sprint then hold on to the crouch button. If you sprint and push the crouch button, it won't slide it will just crouch. But if you are sprinting and you press and hold the crouch button, it will slide. I just figured that out just now. I am not sure why in private match though it does it perfect but in public matches it doesn't slide.
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