The Division2.gpc
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The Division2.gpc
I cant seem to wrap my head around why this isnt working i am new to this so if you would please fix it but if possible can i get a short explanation as to why it doesnt work ive tried reading the tutorials but i have trouble learning things that way
- Code: Select all
// GPC Online Library
// the_divison_2_.gpc
// /$$$$$$$ /$$ /$$ /$$$$$$
// | $$__ $$|__/ |__/ /$$__ $$
// | $$ \ $$ /$$ /$$ /$$ /$$ /$$$$$$$ /$$$$$$ /$$$$$$$ |__/ \ $$
// | $$ | $$| $$| $$ /$$/| $$ /$$_____/ /$$__ $$| $$__ $$ /$$$$$$/
// | $$ | $$| $$ \ $$/$$/ | $$| $$$$$$ | $$ \ $$| $$ \ $$ /$$____/
// | $$ | $$| $$ \ $$$/ | $$ \____ $$| $$ | $$| $$ | $$ | $$
// | $$$$$$$/| $$ \ $/ | $$ /$$$$$$$/| $$$$$$/| $$ | $$ | $$$$$$$$
// |_______/ |__/ \_/ |__/|_______/ \______/ |__/ |__/ |________/
//Divison 2 v1
//Script has:
// steady aim
// rapidfire
// no recoil
// aim assist
// more to be added so let me know
define HOME = 0;
define VIEW = 1;
define MENU = 2;
define RB = 3;
define RT = 4;
define RS = 5;
define LB = 6;
define LT = 7;
define LS = 8;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
//------------------------------------------------------------------------------------------
// Special thanks to lex,batts,Excalibur,crescens,the community
// concocted by Xbl Jedi
//-------------------------------------------------------------------------------------------
// LED indications:
// Green: rapidfire ON - antirecoil ON
// Pink: antirecoil ON - rapidfire OFF
// Yellow: rapidfire ON - antirecoil OFF
// Red: rapidfire OFF - antirecoil OFF;
//-------------------------------------------------------------------------------------------
// INSTRUCTIONS:
// RAPIDFIRE (ON by default - Start value: 14 - Pink led = ON; Red led = OFF)
// Hold LT/L2 and Press X/SQUARE to Enable or Disable Rapidfire
// Hold LT/L2 And Press D-PAD DOWN to switch between Low and High Anti-Recoil
// Rumbles 1 = Low (Green) 2 = High (Pink)
// For steady aim you must be standing still meaning not moving.
// When aiming aim assist wil be active.
define AR_Release = 70; // change this value to set when antirecoil stops working (min: antirecoil value + 10)
define Scope_only = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
int recoil_onoff = TRUE; // if TRUE Antirecoil is ON by default - if FALSE, OFF by default
int rapid_onoff = TRUE; // if TRUE Rapidfire is ON by default - if FALSE, OFF by default
int RATE_OF_FIRE = 14; // Range: 1 to 25 RPS (Round/s)
int Col_ind;
int hold_time;
int rest_time;
int v,i,ar_y;
int ar_idx;
int rumble = -1;
int rumble_t;
int aa_p = 24;
int aa_n = -24;
int aa_delay = 20;
define time = 2000;
define FIRE_BTN = 4;
define ADS_BTN = 7;
define R_X = 9;
define R_Y = 10;
define D_UP = 13;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(0,0,3,0,0,0,0,3);
//Anti Recoil Values
const byte AR_T[][] =
{{10,50,140},
{10,90,150}};
const byte AR_V[][] =
{{15,10},
{17,15}};
init{
led_color(ar_idx);
}
main {
//Aim Assist
if(get_val(7) && !get_val(4)) combo_run(AA_XY);
else combo_stop(AA_XY);
//Rapidfire
if(get_val(7) && event_press(20)) {
combo_run (vibrate);
rapid_onoff=!rapid_onoff;
}
if(rapid_onoff && recoil_onoff) colourled(Green);
if(rapid_onoff && !recoil_onoff) colourled(Pink);
if(recoil_onoff && !rapid_onoff ) colourled(Yellow);
if(!recoil_onoff && !rapid_onoff ) colourled(Red);
if(rapid_onoff) {
if(get_val(4)) {
combo_run (RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
}
//Toggle ANTI-RECOIL
if(get_val(7) && event_press(14)) {
ar_idx = !ar_idx;
rumble = ar_idx;
led_color(ar_idx);
}
if(get_val(7) && get_val(4)) {
//Anti-Recoil Values
if(get_ptime(FIRE_BTN) >= AR_T[ar_idx][0])
ar_y = AR_V[ar_idx][0];
if(get_ptime(FIRE_BTN) >= AR_T[ar_idx][1] * 10)
ar_y = AR_V[ar_idx][1];
if(get_ptime(FIRE_BTN) >= AR_T[ar_idx][2] * 10)
ar_y = AR_V[ar_idx][2];
//CHECK RX
if(abs(get_val(9)) < ar_y + 5)
//Set Anti-Recoil Values
set_val(R_Y,xy_val(R_Y,ar_y));
}
//RUMBLE 2 = On, 1 = Off
if(rumble >= 0) {
if(!rumble_t)
set_rumble(RUMBLE_A,100);
rumble_t += get_rtime();
if(rumble_t == 250)
reset_rumble();
if(rumble_t == 400) {
rumble--;
rumble_t = 0;
}
}
}//End Of Main
combo AA_XY {
set_val(10,xy_val(10,aa_p));
wait(aa_delay)
set_val(9,xy_val(9,aa_p));
wait(aa_delay)
set_val(10,xy_val(10,aa_n));
wait(aa_delay)
set_val(9,xy_val(9,aa_n));
wait(aa_delay)
}
combo vibrate {
set_rumble(1, 100);
wait(300);
reset_rumble();
}
combo RAPID_FIRE {
set_val(4, 100);
wait(hold_time);
set_val(4, 0);
wait(rest_time);
set_val(4, 0);
}
function xy_val(f_axis,f_val) {
v = get_val(f_axis);
if(abs(v) < 10)
v = 0;
if(abs(v) < f_val + 5)
return v + f_val;
return v;
}
function led_color(color) {
for(i = 0; i <= 3; i++) {
set_led(i,dbyte((color * 4) + i));
}
}
function colourled(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));
}
-
Lucifer242 - Private First Class
- Posts: 2
- Joined: Mon May 13, 2019 11:15 pm
Re: The Division2.gpc
- Code: Select all
// GPC Online Library
// the_divison_2_.gpc
// /$$$$$$$ /$$ /$$ /$$$$$$
// | $$__ $$|__/ |__/ /$$__ $$
// | $$ \ $$ /$$ /$$ /$$ /$$ /$$$$$$$ /$$$$$$ /$$$$$$$ |__/ \ $$
// | $$ | $$| $$| $$ /$$/| $$ /$$_____/ /$$__ $$| $$__ $$ /$$$$$$/
// | $$ | $$| $$ \ $$/$$/ | $$| $$$$$$ | $$ \ $$| $$ \ $$ /$$____/
// | $$ | $$| $$ \ $$$/ | $$ \____ $$| $$ | $$| $$ | $$ | $$
// | $$$$$$$/| $$ \ $/ | $$ /$$$$$$$/| $$$$$$/| $$ | $$ | $$$$$$$$
// |_______/ |__/ \_/ |__/|_______/ \______/ |__/ |__/ |________/
//Divison 2 v1
//Script has:
// steady aim
// rapidfire
// no recoil
// aim assist
// more to be added so let me know
//------------------------------------------------------------------------------------------
// Special thanks to lex,batts,Excalibur,crescens,the community
// concocted by Xbl Jedi
//-------------------------------------------------------------------------------------------
// LED indications:
// Green: rapidfire ON - antirecoil ON
// Pink: antirecoil ON - rapidfire OFF
// Yellow: rapidfire ON - antirecoil OFF
// Red: rapidfire OFF - antirecoil OFF;
//-------------------------------------------------------------------------------------------
// INSTRUCTIONS:
// RAPIDFIRE (ON by default - Start value: 14 - Pink led = ON; Red led = OFF)
// Hold LT/L2 and Press X/SQUARE to Enable or Disable Rapidfire
// Hold LT/L2 And Press D-PAD DOWN to switch between Low and High Anti-Recoil
// Rumbles 1 = Low (Green) 2 = High (Pink)
// For steady aim you must be standing still meaning not moving.
// When aiming aim assist wil be active.
// change this value to set when antirecoil stops working (min: antirecoil value + 10)
// if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
// if TRUE Antirecoil is ON by default - if FALSE, OFF by default
// if TRUE Rapidfire is ON by default - if FALSE, OFF by default
// Range: 1 to 25 RPS (Round/s)
//Anti Recoil Values
//Aim Assist
//Rapidfire
//Toggle ANTI-RECOIL
//Anti-Recoil Values
//CHECK RX
//Set Anti-Recoil Values
//RUMBLE 2 = On, 1 = Off
//End Of Main
define HOME = 0;
define VIEW = 1;
define MENU = 2;
define RB = 3;
define RT = 4;
define RS = 5;
define LB = 6;
define LT = 7;
define LS = 8;
define RX = 9;
define RY = 10;
define LX = 11;
define LY = 12;
define UP = 13;
define DOWN = 14;
define LEFT = 15;
define RIGHT = 16;
define Y = 17;
define B = 18;
define A = 19;
define X = 20;
define AR_Release = 70;
define Scope_only = TRUE;
define time = 2000;
define FIRE_BTN = 4;
define ADS_BTN = 7;
define R_X = 9;
define R_Y = 10;
define D_UP = 13;
define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;
data(0, 0, 3, 0, 0, 0, 0, 3);
int AR_T[6];
int AR_V[4];
int recoil_onoff = TRUE;
int rapid_onoff = TRUE;
int RATE_OF_FIRE = 14;
int Col_ind;
int hold_time;
int rest_time;
int v, i, ar_y;
int ar_idx;
int rumble =- 1;
int rumble_t;
int aa_p = 24;
int aa_n =- 24;
int aa_delay = 20;
init {
f_led_color(ar_idx);
AR_T[0] = 10;
AR_T[1] = 50;
AR_T[2] = 140;
AR_T[3] = 10;
AR_T[4] = 90;
AR_T[5] = 150;
AR_V[0] = 15;
AR_V[1] = 10;
AR_V[2] = 17;
AR_V[3] = 15;
}
main {
if (get_val(7) && !get_val(4)) combo_run(c_AA_XY);
else combo_stop(c_AA_XY);
if (get_val(7) && event_press(20)) {
combo_run(c_vibrate);
rapid_onoff =! rapid_onoff;
}
if (rapid_onoff && recoil_onoff) f_colourled(Green);
if (rapid_onoff && !recoil_onoff) f_colourled(Pink);
if (recoil_onoff && !rapid_onoff) f_colourled(Yellow);
if (!recoil_onoff && !rapid_onoff) f_colourled(Red);
if (rapid_onoff) {
if (get_val(4)) {
combo_run(c_RAPID_FIRE);
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if (rest_time < 0) rest_time = 0;
}
if (get_val(7) && event_press(14)) {
ar_idx = !ar_idx;
rumble = ar_idx;
f_led_color(ar_idx);
}
if (get_val(7) && get_val(4)) {
if (get_ptime(FIRE_BTN) >= AR_T[(3 * (ar_idx)) + (0)]) ar_y = AR_V[(2 * (ar_idx)) + (0)];
if (get_ptime(FIRE_BTN) >= AR_T[(3 * (ar_idx)) + (1)] * 10) ar_y = AR_V[(2 * (ar_idx)) + (1)];
if (get_ptime(FIRE_BTN) >= AR_T[(3 * (ar_idx)) + (2)] * 10) ar_y = AR_V[(2 * (ar_idx)) + (2)];
if (abs(get_val(9)) < ar_y + 5) set_val(R_Y, f_xy_val(R_Y, ar_y));
}
if (rumble >= 0) {
if (!rumble_t) set_rumble(RUMBLE_A, 100);
rumble_t = rumble_t + get_rtime();
if (rumble_t == 250) reset_rumble();
if (rumble_t == 400) {
rumble -- ;
rumble_t = 0;
}
}
}
combo c_AA_XY {
set_val(10, f_xy_val(10, aa_p));
wait(aa_delay);
set_val(9, f_xy_val(9, aa_p));
wait(aa_delay);
set_val(10, f_xy_val(10, aa_n));
wait(aa_delay);
set_val(9, f_xy_val(9, aa_n));
wait(aa_delay);
}
combo c_vibrate {
set_rumble(1, 100);
wait(300);
reset_rumble();
}
combo c_RAPID_FIRE {
set_val(4, 100);
wait(hold_time);
set_val(4, 0);
wait(rest_time);
set_val(4, 0);
}
function f_xy_val(f_axis, f_val) {
v = get_val(f_axis);
if (abs(v) < 10) v = 0;
if (abs(v) < f_val + 5)
return v + f_val;
return v;
}
function f_led_color(color) {
i = 0;
while(i <= 3) {
set_led(i, dbyte((color * 4) + i));
i = i + 1;
}
}
function f_colourled(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));
}
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
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