Zombies PS4 Script

This is a reconfigured version of JaggedDiamond's Zombies script. Full credits go to him , I just reconfigured the script timing , buttons and beta tested. HOW TO USE: Press PS Button At 'Start Game' In Zombies Private Match Please read the settings in the script code. Working as of 17/01/16 (AUS TIME/DATE)
Version1.12
AuthorAsentrix
Publish DateSat, 16 Jan 2016 - 20:28
Last UpdateSat, 16 Jan 2016 - 22:05
Downloads376
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Release Notes: • Added Pink LED to indicate when mod is active • Renamed XBOX to PS4 in settings • Added Green LED on death
Code: Select all
/*
GPC Online Library.gpc
Zombies_PS4.gpc
Full credits to JaggedDiamond
** RECONFIGURED BY ASENTRIX FOR PS4**
 
 
 
 
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
 
=====================================
LED Will Go Pink When Mod Is Active
-------------
 
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 PS (Playstation) 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
 - The Script will automatically restart after each round
 
** 1500 XP per 2 mins 45000 XP per hour, 60 doors an hour **
MAP: SHADOWS OF EVIL SETTINGS REQUIRED:
SENSITIVITY H: 7 SENSITIVITY V: 7 TARGET ASSIST: OFF AIM ASSIST: OFF LAYOUT: DEFAULT
** Beta Tested On PS4 **
 
=====================================
*/

define TIME_AFTER_SCRIPT_BEFORE_STARTING_NEW_GAME=40;
define TIME_INTRO_MOVIE=53; // ( 48 Secs on PS4 )
 
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(PS4_PS) ) {
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 1);
restart_pause_time=InSecs(1);
stage=STAGE_CLICK_LOAD_MAP;
}
 
if(combo_running(scoot)) {
set_val(PS4_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) {
set_led(LED_3, 2);
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(PS4_PS,0);
set_val(PS4_LX,0);
set_val(PS4_LY,0);
set_val(PS4_RX,0);
set_val(PS4_RY,0);
}
 
 combo scoot{
      set_val(PS4_L3, 100);
     set_val(PS4_LY, -100);
     wait(200);
     set_val(PS4_L3, 100);
     wait(300);
     set_val(PS4_L3, 100)
     set_val(PS4_CIRCLE, 100);
     wait(300);
     set_val(PS4_L3, 0);
     set_val(PS4_SQUARE,scoot_opens_doors);
     wait(360);
     set_val(PS4_CROSS, 100);
     wait(100);
 }
 
 combo open_door{
set_val(PS4_LY,-100);
wait(2300);
/*
set_val(PS4_LX,-50); //<<< GRAB GUN OFF WALL
set_val(PS4_SQUARE,100);
wait(600);
set_val(PS4_LX,50); // <<< GET BACK ON PATH
wait(600);
*/

set_val(PS4_LY,-100);
set_val(PS4_SQUARE,100)// OPEN THE GATE
wait(1500)
set_val(PS4_LX,-100); // WALK OUT OF THE GATE
wait(2000);
set_val(PS4_RX,-100)// TURN TO FACE THE NEXT GATE
set_val(PS4_LY,-25);
set_val(PS4_LX,-100);
wait(400);
set_val(TRACE_4,5);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
set_val(PS4_L3,100);
set_val(PS4_LX,100);
wait(4000);
set_val(TRACE_4,6);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
set_val(PS4_LX,-100);
wait(3000);
set_val(PS4_RX,100);
wait(200);
set_val(TRACE_4,9);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
set_val(PS4_LX,100);
wait(3000);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
set_val(PS4_LX,-100);
wait(500);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
set_val(PS4_LX,100);
wait(500);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
wait(1000);
set_val(PS4_SQUARE,0);
set_val(PS4_LY,-100);
wait(50);
set_val(PS4_LY,-100);
set_val(PS4_LX,-100);
wait(1000);
set_val(PS4_R1,100);
wait(4000);
/*
set_val(TRACE_4,4);
set_val(PS4_LY,-100);
set_val(PS4_RY,30);
set_val(PS4_L3,0);
set_val(PS4_SQUARE,100);
wait(3500)
set_val(TRACE_4,5);
set_val(PS4_SQUARE,0);
set_val(PS4_L3,100);
set_val(PS4_RY,50)
wait(200)
set_val(TRACE_4,6);
set_val(PS4_SQUARE,100);
wait(300)
set_val(PS4_SQUARE,0);
wait(200)
set_val(TRACE_4,7);
set_val(PS4_SQUARE,0);
set_val(PS4_RX,-25);
set_val(PS4_LX,-25);
set_val(PS4_RY,50)
wait(200)
set_val(TRACE_4,8);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
set_val(PS4_RX,-50);
wait(1500)
set_val(TRACE_4,9);
set_val(PS4_LX,-100);
set_val(PS4_LY,-100)
wait(4000)
set_val(TRACE_4,10);
set_val(PS4_RX,-100);
set_val(PS4_SQUARE,100);
wait(300)
set_val(PS4_LX,100);
set_val(PS4_LY,-100);
set_val(PS4_SQUARE,100);
wait(1000);
set_val(PS4_LX,0);
set_val(PS4_RX,-60);
wait(60);
set_val(TRACE_4,11);
set_val(PS4_LY,-100);
set_val(PS4_LX,100);
set_val(PS4_R1,100);
set_val(PS4_SQUARE,100);
wait(1000)
set_val(PS4_LY,100);
set_val(PS4_LX,100);
set_val(TRACE_4,12);
wait(1000)
set_val(TRACE_4,13);
set_val(PS4_SQUARE,100);
set_val(PS4_LY,-100);
set_val(PS4_LY,100);
set_val(PS4_LX,100);
wait(4000)
*/

}
 combo A_Click{
set_val(PS4_CROSS,100);
wait(300)
}
 combo B_Click{
set_val(PS4_CIRCLE,100);
wait(300)
}
 combo restart{
set_val(PS4_CROSS,100);
wait(300);
set_val(PS4_CROSS,0);
wait(300);
 
}
 
 combo PASS_CUTSCENE{
set_val(PS4_CROSS,100);
wait(400);
set_val(PS4_CROSS,0);
wait(4000);
set_val(PS4_CROSS,0);
wait(2000); // Lowerd frm 4000 in day
set_val(PS4_CROSS,0);
wait(400);
}
 combo DO_SHOOT{
set_val(PS4_L2,100);
set_val(PS4_RX,shoot_aim_width);
set_val(PS4_RY,shoot_aim_height);
wait(20);
set_val(PS4_L2,100);
set_val(PS4_R2,100);
set_val(PS4_RX,shot_jitter);
wait(FIRE_SPEED);
set_val(PS4_R2,0);
wait(100);
set_val(PS4_L2,0);
wait(70);
}
 
combo FRAG_AIM{
set_val(PS4_RY,FRAG_AIM_UP);
set_val(PS4_LX,FRAG_AIM_WALK_LEFT);
wait(700);
 
}
 
 
 
combo DO_FRAGS{
set_val(PS4_R1,100);
set_val(PS4_LY,0 - FRAG_WALK_UP_SPEED);
set_val(PS4_LX,FRAG_STRAFE_SPEED);
wait(FRAG_COOK_TIME + (shots_called * FRAG_EXTRA_TIME_PER_FRAG));
set_val(PS4_R1,0);
set_val(PS4_LY,0 - FRAG_WALK_UP_SPEED);
set_val(PS4_LX,FRAG_STRAFE_SPEED);
wait(300);
}
 combo DO_AIM{
 
set_val(PS4_LY,100)
set_val(PS4_LX,100)
set_val(PS4_RY,-40);
wait(2100)
set_val(PS4_RX,-34);
set_val(PS4_L2,100);
//set_val(PS4_RY,-100);
wait(300);
set_val(PS4_R2,100);
wait(1000);
set_val(PS4_RY,34);
tval=0 + AIM_DOWN_AJUST;
wait(tval);
set_val(PS4_RY,0);
set_val(PS4_RX,0);
wait(60);
set_val(PS4_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;
}
set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
}
//--- [ Clock ] - / - (  Functions   )  ------! [ABOVE]