/*******************************************************************************
* MODS WORKS FOR PS4 and XBOX ONE CONSOLES RUMBLE *
* TURNING ON/OFF NOTICE *
* QUICK FIRE PS: L2 + D-Pad Left X-Box: LT + D-Pad Left 1 time *
* BONEFISHER JITTER PS: L2 + D-Pad Left X-Box: LT + D-Pad Left 2 time *
* ARGUS JITTER PS: L2 + D-Pad Left X-Box: LT + D-Pad Left 3 time *
* AUTO SPRINT PS: D-Left+ TRIANGLE X-Box: D-Pad Left + Y 1 time *
* TARGET AIM PS: D-Left + SQUARE X-Box: D-Pad Left + X 1 time *
* EASY AIM PS: D-Left + SQUARE X-Box: D-Pad Left + X 2 time *
* EASY AIM RUN PS: D-Left + SQUARE X-Box: D-Pad Left + X 3 time *
* AUTO JUMP PS: D-Left + CROSS X-Box: D-Pad Left + A 1 time *
* LONG JUMP PS: D-Left + CROSS X-Box: D-Pad Left + A 2 time *
* DROP SHOT PS: D-Left + CIRCLE X-Box: D-Pad Left + B 1 time *
* QUICK SCOPE PS: D-Pad UP + CROSS X-Box: D-Pad Up + A 1 time *
* HOLD BREATH PS: D-Pad UP + CROSS X-Box: D-Pad Up + A 2 time *
* *
* ADJUSTING QUICK FIRE PS: HOLD R2 + CLICK UP ON D-PAD FOR INCREASING AND *
* DOWN ON THE D_PAD FOR DECREASING THE FIRE. *
* ADJUSTING QUICK FIRE X-BOX: HOLD RT + CLICK UP ON D_PAD FOR INCREASING AND *
* DOWN ON D-PAD FOR DECREASING THE FIRE. *
* *
* WHEN USING EITHER JITTER YOU MUST USE TACTICAL EQUIPMENT *
*******************************************************************************/
// FOR DESIRED LAYOUT CHANGE RED NUMBER TO YOUR LAYOUT NUMBER IN COLUMN.
// LAYOUT /DEFAULT/TACTICAL/LEFTY/BUMPER JUMPER/FLIPPED DEFAULT/
define FIRE = 4; //* * 7 * * 3 *
define ADS = 7; //* * 4 * * 6 *
define TACTICAL = 6; //* * 3 * 19 * 7 *
define LETHAL = 3; //* * 6 * * 4 *
define UP = 13; //* * * * *
define DOWN = 14; //* * * * *
define LEFT = 15; //* * * * *
define RIGHT = 16; //* * * * *
define SPRINT = 8; //* * 5 * * *
define MELEE = 5; //* 18 * 8 * * *
define SWITCH = 17; //* * * * *
define RELOAD = 20; //* * * * *
define JUMP = 19; //* * * 6 * *
define CROUCH = 18; //* 5 * * * *
define ON = 14;
define OFF = 13;
define Aim = 20;
int QuickScopeTime = 100; // Change Time for different weapons.
// Drakon = 380/ Locus = 360/ P-06 = 100/ SVG-100 = 400
int QuickFire;
int AutoRunOnOff;
int HoldTime, RateOfFire;
int easy_aim;
int AimAssistOnOff;
int AutoJumpOnOff;
int DropShotOnOff;
int QuickScopeOnOff;
init {
QuickFire = get_pvar(SPVAR_1, 1, 4, 1);
RateOfFire = get_pvar(SPVAR_2, 0, 250, 40);
AutoRunOnOff = get_pvar(SPVAR_3, 1, 2, 1);
AimAssistOnOff = get_pvar(SPVAR_4, 1, 4, 1);
AutoJumpOnOff = get_pvar(SPVAR_5, 1, 3, 1);
DropShotOnOff = get_pvar(SPVAR_6, 1, 2, 2);
QuickScopeOnOff = get_pvar(SPVAR_7, 1, 3, 1);
}
main {
// Set hair triggers
if (get_val(FIRE)) set_val(FIRE, ON);
if (get_val(ADS)) set_val(ADS, ON);
if (get_val(ADS) && event_press(LEFT)) {
if (QuickFire == 4) {
QuickFire = 1;
set_pvar(SPVAR_1, QuickFire);
} else if (QuickFire == 1) {
QuickFire = 2; set_ledx(LED_1, 1);
set_pvar(SPVAR_1, QuickFire);
combo_run(RumbleNotifier);
} else if (QuickFire == 2) {
QuickFire = 3; set_ledx(LED_2, 2);
set_pvar(SPVAR_1, QuickFire);
combo_run(DoubleRumbleNotifier);
} else if (QuickFire == 3) {
QuickFire = 4; set_ledx(LED_3, 3);
set_pvar(SPVAR_1, QuickFire);
combo_run(TripleRumbleNotifier);
}
}
if(QuickFire == 2 && get_val(FIRE)){
combo_run(RapidFire);
}
if(QuickFire == 3 && get_val(FIRE)) {
combo_run(BonefisherJitter);
}
if(QuickFire == 4 && get_val(FIRE)) {
combo_run(ArgusJitter);
}
if (QuickFire == 2 && get_val(FIRE)) {
if (event_press(UP)) {RateOfFire = RateOfFire - 1; }
if (event_press(DOWN)) {RateOfFire = RateOfFire + 1; }
if (RateOfFire > 250) { RateOfFire = 250; }
if (RateOfFire < 0) { RateOfFire = 0; }
set_pvar(SPVAR_2, RateOfFire);
HoldTime = RateOfFire;
set_val(UP, 0); set_val(DOWN, 0);
}
if (get_val(LEFT) && event_press(SWITCH)) {
if (AutoRunOnOff == 1) {
AutoRunOnOff = 2;
} else if (AutoRunOnOff == 2) {
AutoRunOnOff = 1; set_ledx(LED_1, 1);
}
set_pvar(SPVAR_3, AutoRunOnOff);
if (AutoRunOnOff == 1) {
combo_run(RumbleNotifier);
}
}
if (AutoRunOnOff == 1) {
if (get_val(12) < -94) { combo_run(AutoSprint);
}
if(get_val(FIRE)) {
combo_running(Prone); combo_stop(AutoSprint);
}
}
if (get_val(LEFT) && event_press(RELOAD)) {
if (AimAssistOnOff == 4) {
AimAssistOnOff = 1;
set_pvar(SPVAR_4, AimAssistOnOff);
} else if (AimAssistOnOff == 1) {
AimAssistOnOff = 2; set_ledx(LED_1, 1);
set_pvar(SPVAR_4, AimAssistOnOff);
combo_run(RumbleNotifier);
} else if (AimAssistOnOff == 2) {
AimAssistOnOff = 3; set_ledx(LED_2, 2);
set_pvar(SPVAR_4, AimAssistOnOff);
combo_run(DoubleRumbleNotifier);
} else if (AimAssistOnOff == 3) {
AimAssistOnOff = 4; set_ledx(LED_3, 3);
set_pvar(SPVAR_4, AimAssistOnOff);
combo_run(TripleRumbleNotifier);
}
}
if(AimAssistOnOff == 2) {
if(get_val(ADS)) {
combo_run(TARGET_AIM);
}
if(get_val(ADS) && get_val(FIRE)) {
combo_stop(TARGET_AIM);
combo_run(TARGET_AIM_FIRE); }
}
if(get_val(10) < -40 || get_val(9) > 40 || get_val(10) > 40 || get_val(9) < -40 ||
get_val(12) < -40 || get_val(11) > 40 || get_val(12) > 40 || get_val(11) < -40) {
combo_stop(TARGET_AIM); combo_stop(TARGET_AIM_FIRE);
}
if (AimAssistOnOff == 3 && get_val(ADS)) {
if (get_val(9) > 1) { combo_run(EasyAimR); }
if (get_val(9) < -1) { combo_run(EasyAimL); }
if (get_val(10) > 1) { combo_run(EasyAimD); }
if (get_val(10) < -1) { combo_run(EasyAimU); }
}
if (AimAssistOnOff == 4) {
if (get_val(9) > 1) { combo_run(EasyAimR); }
if (get_val(9) < -1) { combo_run(EasyAimL); }
if (get_val(10) > 1) { combo_run(EasyAimD); }
if (get_val(10) < -1) { combo_run(EasyAimU); }
}
if (get_val(LEFT) && event_press(JUMP)) {
if (AutoJumpOnOff == 3) {
AutoJumpOnOff = 1;
set_pvar(SPVAR_5, AutoJumpOnOff);
} else if (AutoJumpOnOff == 1) {
AutoJumpOnOff = 2; set_ledx(LED_1, 1);
set_pvar(SPVAR_5, AutoJumpOnOff);
combo_run(RumbleNotifier);
} else if (AutoJumpOnOff == 2) {
AutoJumpOnOff = 3; set_ledx(LED_2, 2);
set_pvar(SPVAR_5, AutoJumpOnOff);
combo_run(DoubleRumbleNotifier);
}
}
if(AutoJumpOnOff == 2) {
if (get_val(JUMP)) { combo_run(AutoJump);
}
}
if(AutoJumpOnOff == 3) {
if (get_val(JUMP)) { combo_run(LongJump);
}
}
if (get_val(LEFT) && event_press(CROUCH)){
if (DropShotOnOff == 1) {
DropShotOnOff = 2;
} else if (DropShotOnOff == 2) {
DropShotOnOff = 1; set_ledx(LED_1, 1);
}
set_pvar(SPVAR_6, DropShotOnOff);
if (DropShotOnOff == 1) {
combo_run(RumbleNotifier);
}
}
if (DropShotOnOff == 1) {
if((!get_val(ADS) && event_press(FIRE)) || (event_release(ADS) && get_val(FIRE))) {
combo_run(Prone);
combo_stop(AutoSprint);
}
}
if (get_val(UP) && event_press(JUMP) && !get_val(FIRE)) {
if (QuickScopeOnOff == 3) {
QuickScopeOnOff = 1;
set_pvar(SPVAR_13, QuickScopeOnOff);
} else if (QuickScopeOnOff == 1) {
QuickScopeOnOff = 2; set_ledx(LED_1, 1);
set_pvar(SPVAR_13, QuickScopeOnOff);
combo_run(RumbleNotifier);
} else if (QuickScopeOnOff == 2) {
QuickScopeOnOff = 3; set_ledx(LED_2, 2);
set_pvar(SPVAR_13, QuickScopeOnOff);
combo_run(DoubleRumbleNotifier);
}
}
if (QuickScopeOnOff == 2) {
if(get_val(7) && get_ptime(7) >=QuickScopeTime) set_val(4, 100);
} else if (QuickScopeOnOff == 3 && get_val(7)) {
combo_run(HoldBreath);
}
// Press MENU + XBOX BUTTON to force reconnection and reset auth timeout.
if(get_val(PS4_OPTIONS) && event_press(PS4_PS)) {
output_reconnection();
}
}
combo RumbleNotifier {
set_rumble(RUMBLE_A, 100);
wait (300);
reset_rumble();
}
combo DoubleRumbleNotifier {
set_rumble(RUMBLE_A, 100);
wait (300);
set_rumble (RUMBLE_A, 0);
wait (300);
set_rumble(RUMBLE_A, 100);
wait (400);
reset_rumble();
}
combo TripleRumbleNotifier {
set_rumble(RUMBLE_A, 100);
wait (300);
set_rumble (RUMBLE_A, 0);
wait (300);
set_rumble(RUMBLE_A, 100);
wait (400);
set_rumble (RUMBLE_A, 0);
wait (300);
set_rumble(RUMBLE_A, 100);
wait (400);
reset_rumble();
}
combo RapidFire {
set_val (FIRE, ON);
wait (HoldTime);
set_val (FIRE, OFF);
wait (HoldTime);
}
combo BonefisherJitter {
set_val (FIRE, 100);
wait (20);
set_val (FIRE, 100);
set_val (TACTICAL, 100);
wait (82);
set_val (FIRE, 100);
set_val (TACTICAL, 100);
set_val (LETHAL, 100);
wait (20);
set_val (FIRE, 100);
set_val (TACTICAL, 0);
set_val (LETHAL, 0);
}
combo ArgusJitter {
set_val (FIRE, 100);
wait (100);
set_val (FIRE, 100);
set_val (TACTICAL, 100);
wait (82);
set_val (FIRE, 100);
set_val (LETHAL, 100);
set_val (TACTICAL, 100);
wait (40);
set_val (FIRE, 100);
set_val (TACTICAL, 0);
set_val (LETHAL, 0);
set_val (RELOAD, 100);
wait (20);
set_val (FIRE, 100);
set_val (RELOAD, 0);
}
combo AutoSprint {
set_val (SPRINT, 100);
wait (40);
set_val (SPRINT, 0);
wait (40);
}
combo TARGET_AIM {
set_val (10, -25);
set_val (12, -25);
wait (30);
set_val (9, 25);
set_val (11, 25);
wait (30);
set_val (10, 25);
set_val (12, 25);
wait (30);
set_val (9, -25);
set_val (11, -25);
wait (30);
}
combo TARGET_AIM_FIRE {
set_val (10, 40);
set_val (12, 40);
wait (50);
set_val (9, -40);
set_val (11, -40);
wait (50);
set_val (10, -40);
set_val (12, -40);
wait (50);
set_val (9, 40);
set_val (11, 40);
wait (50);
}
combo AutoJump {
set_val (JUMP, 100);
wait (300);
set_val (JUMP, 0);
wait (30);
set_val (JUMP, 100);
wait (600);
}
combo LongJump {
set_val (JUMP, 100);
wait (160);
set_val (JUMP, 0);
wait (60);
}
combo Prone {
set_val (CROUCH, 100);
wait (380);
}
combo HoldBreath {
set_val (SPRINT, 100);
wait (10);
set_val (SPRINT, 100);
}
combo EasyAimR {
easy_aim = get_val(9) + Aim;
if (easy_aim > 100) {
easy_aim = 100;
}
set_val(9, easy_aim);
}
combo EasyAimL {
easy_aim = get_val(9) - Aim;
if(easy_aim < -100) {
easy_aim = -100;
}
set_val(9, easy_aim);
}
combo EasyAimD {
easy_aim = get_val(10) + Aim;
if(easy_aim > 100) {
easy_aim = 100;
}
set_val(10, easy_aim);
}
combo EasyAimU {
easy_aim = get_val(10) - Aim;
if(easy_aim < -100) {
easy_aim = -100;
}
set_val(10, easy_aim);
}