PS4 Black Ops 3 Wiimote - Alpha Settings

This script manages the Alpha Wiimote settings from the Wii(U) releases of Call of Duty. Customized features for Black Ops 3 include the following: 1) Press A, then C, together to activate Reload/Use; 2) Double-click Plus to activate Specialist Weapon; 3) Double-click-and-hold Minus to use Hack in Campaign mode -- maintain the button press while lighting up targets then release Minus to activate. To achieve this cleanly, there's a tradeoff of a 250ms delay before a legitimate Lethal or Tactical is activated. On the plus side, no Wiimote twisting is required.
Version1.00
AuthorDaddyB-Memo
Publish DateWed, 20 Jan 2016 - 04:43
Last UpdateWed, 20 Jan 2016 - 04:43
Downloads159
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Release Notes: By default, camera speeds are fast, Wiimote spinning is allowed, and deadzones are disabled. Remove comment marks and/or adjust values to personal preference on those commands.
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/**
*  Call of Duty: Black Ops 3 Wiimote Alpha Script for PS4
*
*  This script leans heavily on the work of OFC-Giorgio, modified to allow using Alpha settings from the Wii(U).
*  Reload/Use is allowed by button combination of A+C, to keep Tacticals on the Minus button and the Nunchuck reload.
*  The default settings use zero dead zones, fast camera response, and do not stop Wiimote spinning.
*  Double-click Plus to activate Specialist Weapon; Double-click Minus to activate Hack (Campaign)
*
*  The only downside is that there's a 250ms delay before your genuine Lethal or Tactical registers.
*
* *********************************************************** */

 
/*
    *** PS4 Default Button Layout ***
    D-UP     - Select Next Killstreak
    D-DOWN   - Select Previous Killstreak
    D-LEFT   - Activate Current Killstreak
    D-RIGHT  - Swap Alternate Weapon Attachment
    TRIANGLE - Swap Weapons
    CROSS    - Jump
    SQUARE   - Use/Reload
    CIRCLE   - Crouch/Prone
    R1       - Throw Lethal
    R2       - Fire Weapon
    L1       - Throw Tactical
    L2       - Aim Down Sights
    OPTIONS  - Menu/Map
    TOUCHPAD - Scoreboard   
*/

 
//  Define fixed operating configuration parameters.
define ADS_SENSITIVITY = 0;
define NON_ADS_SENSITIVITY = 20;
define RUMBLE_ENABLE = TRUE;
 
//  Remap static button assignments, including required dummy I/O registers.
unmap ALL_REMAPS;
 
remap WII_UP       ->       PS4_CROSS;      // Jump
remap WII_DOWN     ->       PS4_R3;         // Melee
// No remap for WII_LEFT, as it only works in combination with WII_NX and WII_NY to select killstreak/attachment.
remap WII_RIGHT    ->       PS4_TRIANGLE;   // Swap weapons
remap WII_A        ->       PS4_L3;         // Sprint
remap WII_B        ->       PS4_R2;         // Fire
remap WII_ACCZ     ->       PS4_R1;         // Throw lethal (Dummy Binding)
remap WII_ZR       ->       PS4_L1;         // Throw tactical (Dummy Binding)
remap WII_ONE      ->       PS4_OPTIONS;    // Menu/map
remap WII_TWO      ->       PS4_TOUCH;      // Scoreboard (by touchpad click)
remap WII_HOME     ->       PS4_PS;         // Home menu
remap WII_RT       ->       PS4_CIRCLE;     // Crouch/prone (Dummy Binding)
remap WII_Z        ->       PS4_L2;         // Aim down sights
remap WII_ACCX     ->       PS4_LX;         // Move left/right (Dummy Binding)
remap WII_ACCY     ->       PS4_LY;         // Move forward/backward (Dummy Binding)
remap WII_IRX      ->       PS4_RX;         // Look left/right
remap WII_IRY      ->       PS4_RY;         // Look up/down
remap WII_X        ->       PS4_RIGHT;      // D-Pad Right (Dummy Binding)
remap WII_RX       ->       PS4_LEFT;       // D-Pad Left (Dummy Binding)
remap WII_Y        ->       PS4_DOWN;       // D-Pad Down (Dummy Binding)
remap WII_RY       ->       PS4_UP;         // D-Pad Up (Dummy Binding)
remap PS3_GYRO     ->       PS4_SQUARE;     // Reload/Use (Dummy Binding)
 
//  Create dynamic operating parameters.
int AIMING_DOWN_SIGHTS = 0;    // Identify when ADS is active
int TIMER_SPECWEAP = 0;        // Time for double-click activation of specialist weapon (Plus button)
int TIMER_HACK = 0;            // Time for double-click activation of Hack (Minus button)
int PS4_TIMEOUT = 0;           // Placeholder for PS4 authorization timeout
int CROUCHPRONE = 0;           // Variable to hold Crouch/Prone value
int ALT_USE = 0;               // Flag to identify when alternate Use function is active.
int ALT_HACK = 0;              // Flag to identify when alternate Hack function is active.
int SPEC_WEAP = 0;             // Flag to identify when Special Weapon function is active.
int LETHAL = 0;                // Variable to hold value of Throw Lethal
int TACTICAL = 0;              // Variable to hold value of Throw Tactical
int NX_INPUT = 0;              // Variable to hold value of Left/Right movement
int NY_INPUT = 0;              // Variable to hold value of Forward/Back movement
 
// Initialize and check for rumble settings.
init {
  PS4_TIMEOUT = ps4_authtimeout();
  CheckRumble();
}
 
//  Main function.
main {
  // Reauthentication cycle
  if (ps4_authtimeout() > PS4_TIMEOUT) {
    CheckRumble();
  PS4_TIMEOUT = ps4_authtimeout();
  }
 
  // PS3 RXY = Wiimote IRXY by Wiimot3 (Wiimote Fuzzy: adjusted mid point & removed stickize)
  set_val(WII_IRX, inv(get_val(WII_IRX)));
  // PS3 RXY = Wiimote IRXY by Wiimot3 (Wiimote Fuzzy: adjusted mid point & removed stickize)
 
  AIMING_DOWN_SIGHTS = get_val(WII_Z);
  if (AIMING_DOWN_SIGHTS) {
    sensitivity(WII_IRX,ADS_SENSITIVITY,300);
    sensitivity(WII_IRY,ADS_SENSITIVITY,300);
  }
  else {
    sensitivity(WII_IRX,NON_ADS_SENSITIVITY,130);
    sensitivity(WII_IRY,NON_ADS_SENSITIVITY,130);
  }
 
  //deadzone(WII_IRX,WII_IRY,DZ_CIRCLE,0);
 
  //stickize(WII_IRX, WII_IRY, 129);
 
  //Macro by Wiimote Fuzzy (slightly modified). Hold Wii-Left and select with Nunchuk stick up, down, left or right.
  if(get_val(WII_LEFT) == 100) {
    set_val(WII_ACCX,0)// Prevent moving Left/Right while selecting
    set_val(WII_ACCY,0)// Prevent moving Forward/Backward while selecting
    if(get_val(WII_NX) < -60) set_val(WII_RX,100)// D-Pad Left
    if(get_val(WII_NX) > 60) set_val(WII_X,100);    // D-Pad Right
    if(get_val(WII_NY) < -60) set_val(WII_RY,100)// D-Pad Up
    if(get_val(WII_NY) > 60) set_val(WII_Y,100);    // D-Pad Down
  }
  else {
    NX_INPUT = get_val(WII_NX)// Get input X-value from the nunchuck stick.
    NY_INPUT = get_val(WII_NY)// Get input Y-value from the nunchuck stick.
    // This portion forces full signal at end stops to compensate for Nunchuck X and Y max ~-70 to 70.
    // Sprint is not allowed by the game unless the stick indicates full signal (or closer to it than ~70).
    if (NX_INPUT > 50) NX_INPUT = 100;
    if (NX_INPUT < -50) NX_INPUT = -100;
    if (NY_INPUT > 50) NY_INPUT = 100;
    if (NY_INPUT < -50) NY_INPUT = -100;
    set_val(WII_ACCX,NX_INPUT)// Assign final value to Left/Right
    set_val(WII_ACCY,NY_INPUT)// Assign final value to Forward/Backward
  }
 
  // Handle Reload by Nunchuck shake and Alt-Use.  For Alt-Use, press A slightly prior to pressing C.
  if ((get_val(WII_A) == 100) && (get_val(WII_C) == 100)) {
    ALT_USE = 100;         // Flag to indicate Alternate Use function is active.
    set_val(WII_RT,0);     // Disable change in crouch/prone position while attempting to Reload/Use
    set_val(PS3_GYRO,100); // Activate Reload/Use
  } 
  else if ((ALT_USE == 100) && (get_val(WII_C) == 0)) { // Preferred "normal" exit from Alt-Use function.
    ALT_USE = 0;
    set_val(PS3_GYRO,0);
  }
  else if ((ALT_USE == 100) && (get_val(WII_A) == 0)) { // Prevents accidental Crouch commands by release of A first.
    ALT_USE = 100;
    set_val(PS3_GYRO,0);
  } 
  else if ((abs(get_val(WII_ACCNY)) > 30) && (ALT_USE == 0)) set_val(PS3_GYRO,100); // Reload by nunchuck shake
  else {
    CROUCHPRONE = get_val(WII_C);
    set_val(WII_RT,CROUCHPRONE)// Crouch or Prone as usual
  } 
 
  // Double-click Lethal to activate Specialist Weapon
  if (TIMER_SPECWEAP > 0) TIMER_SPECWEAP = TIMER_SPECWEAP - get_rtime(); // Reduce the timer value by the elapsed run time
  // Timer - Detection of the first press
  if (event_press(WII_PLUS) && (TIMER_SPECWEAP == 0)) {
    TIMER_SPECWEAP = 250; // 250ms timer (starting the timer)
    SPEC_WEAP = 100;      // Flag the start of the Special Weapon timer
    LETHAL = 0;           // No lethal just yet
  } 
  // Timer - Detection of the second press
  else if (event_press(WII_PLUS) && (TIMER_SPECWEAP > 0)) {
    TIMER_SPECWEAP = 0// Clear the timer
    SPEC_WEAP = 0;       // Clear the timer flag
    combo_run(SpecWeap); // Run the Special Weapon combo
  }
  else if ((TIMER_SPECWEAP == 0) && (ALT_HACK == 0)) {
    SPEC_WEAP = 0;                 // Make sure the timer is clear
    LETHAL = get_val(WII_PLUS);    // Store normal Lethal button input
  }
  // Double-click Tactical to activate Hack (Campaign Mode)
  if (TIMER_HACK > 0) TIMER_HACK = TIMER_HACK - get_rtime();
  if (event_press(WII_MINUS) && (TIMER_HACK == 0)) {
    TIMER_HACK = 250;     // 250ms timer, detect the first press
    TACTICAL = 0;         // No tactical just yet
  } 
  else if (event_press(WII_MINUS) && (TIMER_HACK > 0)) {   // Detect double-click and activate Alt-Hack
    TIMER_HACK = 0;
    ALT_HACK = 100;     // Flag to indicate that Alt-Hack function is active
    LETHAL = 100;       // Press Lethal button
    TACTICAL = 100;     // Press Tactical button
  }
  else if ((ALT_HACK == 100) && event_release(WII_MINUS)) {
    ALT_HACK = 0; // Activate Hack by releasing the buttons (achieved by releasing WII_MINUS)
    LETHAL = 0;   // Release WII_MINUS
    TACTICAL = 0; // Release WII_PLUS
  } 
  else if ((TIMER_HACK == 0) && (SPEC_WEAP == 0) && (ALT_HACK == 0)) {
    LETHAL = get_val(WII_PLUS);      // If not in a timer or Alt-function, Lethal like usual
    TACTICAL = get_val(WII_MINUS);   // If not in a timer or Alt-function, Tactical like usual
  }
  set_val(WII_ACCZ,LETHAL)// Final Lethal button assignment
  set_val(WII_ZR,TACTICAL)// Final Tactical button assignment
 
  // Test for Wiimote out of reach of sensorbar
  if(wiir_offscreen()) {
    // set_val(WII_IRX, 0); // prevent camera from spinning horizontal
    // set_val(WII_IRY, 0); // prevent camera from spinning vertical
    set_led(LED_4, 1);   // light led 4 to indicate sensorbar is out of sight
  }
  else {
    set_led(LED_4, 0);
  }
 
  // Empty battery indicator (led 3 on if battery level less or equal 20%)
  if(get_battery() <= 2) {
    set_led(LED_3, 1);
  }
  else {
    set_led(LED_3, 0);
  }
 
} // End of Main Function.
 
combo SpecWeap {
  set_val(WII_ACCZ,100);    // Press Lethal button
  set_val(WII_ZR,100);      // Press Tactical button
  wait(500);
  set_val(WII_ACCZ,0);      // Release Lethal button
  set_val(WII_ZR,0);        // Release Tactical button
}
 
function CheckRumble() {
  if (!RUMBLE_ENABLE) block_rumble();
}