BO3 Zombies XP Farmer

Black Ops 3 Zombies - FARM SCRIPT- RAPID XP! Go to private match on the map shadows of evil. hover over start game and press the XBOX button .. leave your pad for as long as you like. the script will keep getting round 15, open 1 or 2 doors for the chance of some liquid.. and restart the map and do it all again. 1500 XP per 2 mins 45000 XP per hour 60 doors a hour MAP: SHADOWS OF EVIL SETTINGS REQUIRED: SENSITIVITY H: 7 SENSITIVITY V: 7 TARGET ASSIST: OFF AIM ASSIST: OFF LAYOUT: DEFAULT ONLY TESTED ON XBOX ONE: Please message in the forum topic with any issues
Version1.0
AuthorValant
Publish DateSat, 16 Jan 2016 - 09:15
Last UpdateSun, 17 Jan 2016 - 09:42
Downloads719
ForumAnnouncement Topic
RATE


5

2

Release Notes: Originated by ItsCliPzZ, repubbed by JaggedDiamond
Code: Select all
/* 
 
 
Menu_Navigation/Men_Nav_With_HR_Trimes!:
 
Setup a dynamic combo using arrays. with hold and release times
 
Clock:
 
Adds the functions:
InSecs - Sets a varible too a time in the future
SecsPassed - Tells you if one of those set varible times has passed
Counts mili secs,secs,mins and hours
 
//Black Ops 3 Zombies - FARM SCRIPT- RAPID XP! Go to private match on
the map shadows of evil. hover over start game and press the XBOX button
.. leave your pad for as long as you like. the script will keep getting
round 15, open 1 or 2 doors for the chance of some liquid.. and restart
the map and do it all again. 1500 XP per 2 mins 45000 XP per hour 60
doors a hour MAP: SHADOWS OF EVIL SETTINGS REQUIRED:
SENSITIVITY H: 7 SENSITIVITY V: 7 TARGET ASSIST: OFF AIM ASSIST: OFF LAYOUT: DEFAULT
ONLY TESTED ON XBOX ONE: Please message in the forum topic with any issues
 
*/

define TIME_AFTER_SCRIPT_BEFORE_STARTING_NEW_GAME=40;
define TIME_INTRO_MOVIE=53; // ( 48 Secs on xbox one november build )
 
define FIRE_SPEED=100; //30;
define STAGE_WAIT_FOR_AIM_FINISH=1;
define STAGE_FIRE_SHOTS=2;
define STAGE_WAIT_FOR_GAMEOVER=3;
define STAGE_CLICK_LOAD_MAP=4;
define WAIT_FOR_INTRO_MOVIE_TO_END=5;
define SKIP_THE_INTRO_MOVE=51;
define STAGE_PREPARE_TO_FIRE=6;
define STAGE_AIM_AND_FIRE_FRAGS=50;
define STAGE_SCOOT=60;
//--- [ Clock ] - / - (  VARS )  ------! [BELOW]
int msecs=0;
int secs=0;
int mins=0;
int hours=0;
int days=0;
int math_var=0;
//--- [ Clock ] - / - (  VARS )  ------! [ABOVE]
 
//----------- AIMING SETUP -------------- ( for none PS4 Players )
int AIM_DOWN_AJUST=0; //100
int AIM_LEFT_AJUST=0;//10; //// HOW LONG TO AIM LEFT FOR WHEN FINALISING AIM BEFORE STARTING THE SHOOT CYCLE
int shoot_width=0; // How much to press right aim as we shoot ( edge right a little each shot )
int shoot_aim_width_d=0; // how much to push right aim as we aim before shot
int shoot_aim_height=19; // how much to aim down while shooting
 
// --- JITTER SETUP
int shot_jitter_d=21;
int jitter_disabled=TRUE;
//---------------
 
// -- FRAG SETUP
int HOW_MANY_FRAGS_TO_THROW=5;
int FRAG_AIM_UP=-64;
int FRAG_AIM_WALK_LEFT=-70;
int FRAG_COOK_TIME=2600; // How long too cook the first frag for
int FRAG_EXTRA_TIME_PER_FRAG=100; // How much longer to hold each frag to makeup for distance gained
int FRAG_STRAFE_SPEED=0; // WAS 40  // << Value too walk left or right while cooking frags
int FRAG_WALK_UP_SPEED=50;
 
// -- SCOOT SETUP
int scoots_required=2; // How many scoots after the guy should be dead (after frags )
int scoot_opens_doors=0; //100;
 
////////////////////////////////////////////////////
/////////// - VALUES THE SCRIPT CHANGES ////////////
int stage=0;                                    ////
int last_jitter=0;                              ////
int SKIP_SHOOTING=FALSE;                        ////
int cutscene_timer=-1;                          ////
int shots_called=0;                             ////
int restart_time=-1;                            ////
int cro_mods_disabled=FALSE;                    ////
int restart_pause_time=-1;                      ////
int CUT_PASSED=FALSE;                           ////
int tval=0;                                     ////   
int shot_jitter=0;                              ////
int jitter_left_bol=FALSE;                      ////
int shoot_aim_width=0;                          ////
int scoots=0// How may scoots have we done?//////
////////////////////////////////////////////////////
////////////////////////////////////////////////////
////////////////////////////////////////////////////
 
 
 
 
init {
if(get_console() == PIO_PS4){
AIM_DOWN_AJUST=700; //100
AIM_LEFT_AJUST=-170;//10;
}
}
main {
//--- [ Clock ] - / - (  Main_NoDisable )  ------! [BELOW]
    msecs = msecs + get_rtime();
    if(msecs >= 1000) {
        msecs = msecs - 1000;
        secs = secs + 1;
        if(secs >= 60) {
            secs = secs - 60;
            mins = mins + 1;
            if(mins >= 60) {
                mins = mins - 60;
                hours = hours + 1;
                if(hours >= 24) {
                    hours = hours - 24;
                    days = days + 1;
                }
            }
        }
    }
//--- [ Clock ] - / - (  Main_NoDisable   )  ------! [ABOVE]
 
if(cro_mods_disabled==TRUE){
 
} else {
set_rumble(RUMBLE_A,0);
set_rumble(RUMBLE_B,0);
set_rumble(RUMBLE_LT,0);
set_rumble(RUMBLE_RT,0);
 
 
 
if(event_release(XB1_XBOX) ) {
restart_pause_time=InSecs(1);
stage=STAGE_CLICK_LOAD_MAP;
}
 
if(combo_running(scoot)) {
set_val(XB1_LY,-100);
}
 
if(stage==STAGE_WAIT_FOR_AIM_FINISH && !combo_running(DO_AIM) ) {
stage=STAGE_FIRE_SHOTS;
}
if(stage==STAGE_FIRE_SHOTS && !combo_running(DO_SHOOT) ) {
if( shots_called >= 50) {
shoot_aim_width=0;
} else {
shoot_aim_width=shoot_aim_width_d;
}
 
if(jitter_left_bol) {
shot_jitter=0 - last_jitter;
} else {
shot_jitter=shot_jitter_d + ( abs(shots_called / 3));
}
jitter_left_bol=!jitter_left_bol;
last_jitter=shot_jitter;
if(jitter_disabled){
shot_jitter=0;
}
//set_val(TRACE_5,shot_jitter);
 
combo_run(DO_SHOOT);
shots_called=shots_called + 1;
if(shots_called >= 71 || (SKIP_SHOOTING == TRUE && shots_called >= 10 )) {
stage=STAGE_AIM_AND_FIRE_FRAGS;
shots_called=-2;
}
}
if(stage==STAGE_WAIT_FOR_GAMEOVER) {
if(restart_time== -1) {
restart_time=InSecs(TIME_AFTER_SCRIPT_BEFORE_STARTING_NEW_GAME);
} else {
if(SecsPassed(restart_time)) {
combo_run(restart);
stage=STAGE_CLICK_LOAD_MAP;
restart_time= -1;
shots_called=0;
}
 
}
 
}
 
if(stage==STAGE_CLICK_LOAD_MAP && !combo_running(restart) && ! combo_running(open_door)) {
 
if(restart_pause_time==-1) {
restart_pause_time=InSecs(TIME_AFTER_SCRIPT_BEFORE_STARTING_NEW_GAME);
shots_called=0;
} else if(SecsPassed(restart_pause_time)) {
//set_val(TRACE_5,3);
combo_run(restart);
shots_called=shots_called + 1;
if(shots_called == 5 || shots_called == 10 || shots_called == 15 || shots_called == 20 || shots_called == 25 || shots_called == 30) {
combo_run(B_Click);
}
if(shots_called >= 35) {
stage=WAIT_FOR_INTRO_MOVIE_TO_END;
restart_pause_time=-1;
shots_called=0;
combo_stop(restart);
}
}
}
 
if(stage==WAIT_FOR_INTRO_MOVIE_TO_END) {
cutscene_timer=InSecs(TIME_INTRO_MOVIE);
stage=SKIP_THE_INTRO_MOVE;
}
 
if(stage==STAGE_PREPARE_TO_FIRE) {
combo_run(DO_AIM);
stage=STAGE_WAIT_FOR_AIM_FINISH;
}
if(stage==SKIP_THE_INTRO_MOVE) {
 
 
if(SecsPassed(cutscene_timer)) {
if(!combo_running(PASS_CUTSCENE) && CUT_PASSED==FALSE) {
combo_run(PASS_CUTSCENE);
CUT_PASSED=TRUE;
} else if(!combo_running(PASS_CUTSCENE) && CUT_PASSED==TRUE) {
cutscene_timer=-1;
stage=STAGE_PREPARE_TO_FIRE;
CUT_PASSED=FALSE;
}
 
}
}
if(stage==STAGE_AIM_AND_FIRE_FRAGS) {
set_val(TRACE_5,HOW_MANY_FRAGS_TO_THROW);
if(shots_called==-2) {
combo_run(FRAG_AIM);
shots_called=-1;
} else if(!combo_running(DO_FRAGS) && !combo_running(FRAG_AIM)) {
if(shots_called > HOW_MANY_FRAGS_TO_THROW) {
//stage=4;
stage=STAGE_SCOOT;
} else {
shots_called=shots_called + 1;
set_val(TRACE_4,shots_called);
combo_run(DO_FRAGS);
}
}
}
if(stage==STAGE_SCOOT) {
if(!combo_running(scoot) && scoots < scoots_required) {
combo_run(scoot);
scoots=scoots + 1;
} else if(scoots >= scoots_required) {
scoots=0;
combo_run(open_door);
stage=4;
}
}
 
}
 
set_val(TRACE_1,stage);
set_val(XB1_XBOX,0);
set_val(XB1_LX,0);
set_val(XB1_LY,0);
set_val(XB1_RX,0);
set_val(XB1_RY,0);
}
 
 combo scoot{
      set_val(XB1_LS, 100);
     set_val(XB1_LY, -100);
     wait(200);
     set_val(XB1_LS, 100);
     wait(300);
     set_val(XB1_LS, 100)
     set_val(XB1_B, 100);
     wait(300);
     set_val(XB1_LS, 0);
     set_val(XB1_X,scoot_opens_doors);
     wait(360);
     set_val(XB1_A, 100);
     wait(100);
 }
 
 combo open_door{
set_val(XB1_LY,-100);
wait(2300);
/*
set_val(XB1_LX,-50); //<<< GRAB GUN OFF WALL
set_val(XB1_X,100);
wait(600);
set_val(XB1_LX,50); // <<< GET BACK ON PATH
wait(600);
*/

set_val(XB1_LY,-100);
set_val(XB1_X,100)// OPEN THE GATE
wait(1500)
set_val(XB1_LX,-100); // WALK OUT OF THE GATE
wait(2000);
set_val(XB1_RX,-100)// TURN TO FACE THE NEXT GATE
set_val(XB1_LY,-25);
set_val(XB1_LX,-100);
wait(400);
set_val(TRACE_4,5);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
set_val(XB1_LS,100);
set_val(XB1_LX,100);
wait(4000);
set_val(TRACE_4,6);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
set_val(XB1_LX,-100);
wait(3000);
set_val(XB1_RX,100);
wait(200);
set_val(TRACE_4,9);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
set_val(XB1_LX,100);
wait(3000);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
set_val(XB1_LX,-100);
wait(500);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
set_val(XB1_LX,100);
wait(500);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
wait(1000);
set_val(XB1_X,0);
set_val(XB1_LY,-100);
wait(50);
set_val(XB1_LY,-100);
set_val(XB1_LX,-100);
wait(1000);
set_val(XB1_RB,100);
wait(4000);
/*
set_val(TRACE_4,4);
set_val(XB1_LY,-100);
set_val(XB1_RY,30);
set_val(XB1_LS,0);
set_val(XB1_X,100);
wait(3500)
set_val(TRACE_4,5);
set_val(XB1_X,0);
set_val(XB1_LS,100);
set_val(XB1_RY,50)
wait(200)
set_val(TRACE_4,6);
set_val(XB1_X,100);
wait(300)
set_val(XB1_X,0);
wait(200)
set_val(TRACE_4,7);
set_val(XB1_X,0);
set_val(XB1_RX,-25);
set_val(XB1_LX,-25);
set_val(XB1_RY,50)
wait(200)
set_val(TRACE_4,8);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
set_val(XB1_RX,-50);
wait(1500)
set_val(TRACE_4,9);
set_val(XB1_LX,-100);
set_val(XB1_LY,-100)
wait(4000)
set_val(TRACE_4,10);
set_val(XB1_RX,-100);
set_val(XB1_X,100);
wait(300)
set_val(XB1_LX,100);
set_val(XB1_LY,-100);
set_val(XB1_X,100);
wait(1000);
set_val(XB1_LX,0);
set_val(XB1_RX,-60);
wait(60);
set_val(TRACE_4,11);
set_val(XB1_LY,-100);
set_val(XB1_LX,100);
set_val(XB1_RB,100);
set_val(XB1_X,100);
wait(1000)
set_val(XB1_LY,100);
set_val(XB1_LX,100);
set_val(TRACE_4,12);
wait(1000)
set_val(TRACE_4,13);
set_val(XB1_X,100);
set_val(XB1_LY,-100);
set_val(XB1_LY,100);
set_val(XB1_LX,100);
wait(4000)
*/

}
 combo A_Click{
set_val(XB1_A,100);
wait(300)
}
 combo B_Click{
set_val(XB1_B,100);
wait(300)
}
 combo restart{
set_val(XB1_A,100);
wait(300);
set_val(XB1_A,0);
wait(300);
 
}
 
 combo PASS_CUTSCENE{
set_val(XB1_A,100);
wait(400);
set_val(XB1_A,0);
wait(4000);
set_val(XB1_A,0);
wait(2000); // Lowerd frm 4000 in day
set_val(XB1_A,0);
wait(400);
}
 combo DO_SHOOT{
set_val(XB1_LT,100);
set_val(XB1_RX,shoot_aim_width);
set_val(XB1_RY,shoot_aim_height);
wait(20);
set_val(XB1_LT,100);
set_val(XB1_RT,100);
set_val(XB1_RX,shot_jitter);
wait(FIRE_SPEED);
set_val(XB1_RT,0);
wait(100);
set_val(XB1_LT,0);
wait(70);
}
 
combo FRAG_AIM{
set_val(XB1_RY,FRAG_AIM_UP);
set_val(XB1_LX,FRAG_AIM_WALK_LEFT);
wait(700);
 
}
 
combo DO_FRAGS{
set_val(XB1_RB,100);
set_val(XB1_LY,0 - FRAG_WALK_UP_SPEED);
set_val(XB1_LX,FRAG_STRAFE_SPEED);
wait(FRAG_COOK_TIME + (shots_called * FRAG_EXTRA_TIME_PER_FRAG));
set_val(XB1_RB,0);
set_val(XB1_LY,0 - FRAG_WALK_UP_SPEED);
set_val(XB1_LX,FRAG_STRAFE_SPEED);
wait(300);
}
 combo DO_AIM{
 
set_val(XB1_LY,100)
set_val(XB1_LX,100)
set_val(XB1_RY,-40);
wait(2100)
set_val(XB1_RX,-34);
set_val(XB1_LT,100);
//set_val(XB1_RY,-100);
wait(300);
set_val(XB1_RT,100);
wait(1000);
set_val(XB1_RY,34);
tval=0 + AIM_DOWN_AJUST;
wait(tval);
set_val(XB1_RY,0);
set_val(XB1_RX,0);
wait(60);
set_val(XB1_RX,0 - 34);
tval=0 + AIM_LEFT_AJUST;
wait(tval);
}
 
//--- [ Clock ] - / - (  Functions )  ------! [BELOW]
 function InSecs(DesiredSecs)
 {
math_var=hours * 60;
math_var=math_var + mins;
math_var=math_var * 60;
math_var=math_var + secs;
math_var=math_var + DesiredSecs;
return math_var;
}
 function SecsPassed(DesiredSecs)
 {
math_var=hours * 60;
math_var=math_var + mins;
math_var=math_var * 60;
math_var=math_var + secs;
math_var=math_var - DesiredSecs;
if(math_var <= 0 ) {
return 0;
} else {
return 1;
}
}
//--- [ Clock ] - / - (  Functions   )  ------! [ABOVE]