Call Of Duty Blackops 3(Ps4) Frag fx SharkV1 R2 Button Simulate v1.0

* By Dj Teddy Spacel Thanks at Consoletuner Team and J2Kbr * Setings FragFX V1 Ps3 Version * Set the Nunchuk Controller Sensitivity Between 6 and 5 in the middle of 6 and 5 * In Gamesetings * Set in Game Sensitivity Maximum 14
Version1.0
Authorteddy18
Publish DateSun, 13 Mar 2016 - 20:45
Last UpdateSun, 13 Mar 2016 - 20:45
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Release Notes: 1.0
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/* *
* Call Of Duty Blackops 3(Ps4) Frag fx SharkV1 R2 Button Simulate v1.0
* By Dj Teddy Spacel Thanks at Consoletuner Team and J2Kbr
*  Setings FragFX V1 Ps3 Version
*  Set the Nunchuk Controller Sensitivity Between 6 and 5 in the middle of 6 and 5
*  In Gamesetings
*  Set in Game Sensitivity Maximum 14
* *********************************************************** */

define ADS_SENSITIVITY = 259; // 100 is Standard Sensitivity 130 means 30% more sensitive
int Milliseconds = 12;        // elapsed time Strat with 12 dont with 0
int Seconds = 12;             // elapsed time Strat with 12 dont with 0
int Minutes = 0;
int Hours = 0;
int Timer_Running = FALSE;   // Turn of / on elapsed time
main {
 
//ADS sensitivity
if(get_val(PS4_L2))
{sensitivity(PS4_RX,NOT_USE, ADS_SENSITIVITY);
sensitivity(PS4_RY, NOT_USE,ADS_SENSITIVITY); }
 
// FragFX: Sensitivity Adjustment
if(get_val(PS4_L2))
// Scoping not recommended to adjust the sensitivity here adjust the sensitivity in define ADS_SENSITIVITY  Replace the 130 number which you like
{sensitivity(PS4_RX, NOT_USE, 46);
sensitivity(PS4_RY, NOT_USE, 46);}
else
// Not scoping you can adjust the sensitivity here if you like Replace the 85 number which you like
{sensitivity(PS4_RX, NOT_USE, 90);
sensitivity(PS4_RY, NOT_USE, 90);}
 
   // Compensate deadzone of the game
deadzone(PS4_RX, PS4_RY, DZ_CIRCLE, 10);
 
// Mind Point
sensitivity(PS4_RX, 41, NOT_USE);
sensitivity(PS4_RY, 41, NOT_USE);
 
 // R2 Butten Simulate Area with  Returns the elapsed time, in milliseconds start
 
  //Lines 21-74 are for the timer. This will keep track of Milliseconds, Seconds, Minutes, and Hours.
    if(Timer_Running){
        Milliseconds = Milliseconds + get_rtime();
    }
    if(Milliseconds >= 4){
        Milliseconds = 2;     //this adjust the speed for the Second Area = 2: this adjust the reaction time for the Second Area >= 4:
        Seconds = Seconds + 1;//Dont touch + 1 means it goes in step up if you set + 2 its to fast
        if(Seconds >= 101){
            Seconds = 100;//This is for the R2 Button  = 100 vaule means Stop at 100 dont go in Loop modus: This is for the R2 Button >= 101 vaule means go to 100
            Minutes = Minutes + 1;//Dont touch form line 31 til 36
            if(Minutes >= 1){
                Minutes = 0;
                Hours = Hours + 1;
                if(Hours >= 24){
                    Hours = 0; //I can't imagine any combo would need to run for more than 24 hours... so stop tracking at this point.
                }
            }
        }
    }
 
 
 //Use the trace variables so that we can see what the elapsed time is while using device monitor
    set_val(TRACE_1, Milliseconds);
    set_val(TRACE_2, Seconds);
    set_val(TRACE_3, Minutes);
    set_val(TRACE_4, Hours);
 
 
 //Turn the timer on if i Press the R2 Button
    if(event_press(PS4_R2)){
        Timer_Running = TRUE;
    }
 
//Turn the timer off if i Release the R2 Button   
    if(event_release(PS4_R2)){
        Timer_Running = FALSE;
    }
 
 
//Rest timmer to Zero if if i Release the R2 Button
if((event_release(PS4_R2)) && (get_ptime(PS4_R2)))  {
        Milliseconds = 0;
        Seconds = 0;
        Minutes = 0;
        Hours = 0; }   
 
 
// R2 Butten 
// this is a Part from R2 Butten Simulate Area its very in important we activate here elapsed time when we Press R2 Button
 
// If i Press the R2 Button set value 1 run Seconds
// If i  dont Press the R2 Button set value 0  dont run Seconds
  if((get_val(PS4_R2)) <= 1) {set_val(PS4_R2, 0);}
 
  else {set_val(PS4_R2,Seconds);}
 
// R2 Butten Simulate Area with  Returns the elapsed time, in milliseconds end   
 
}