/*******************************************************************************
* MODS WORKS FOR PS4 and XBOX ONE CONSOLES RUMBLE *
* TURNING ON/OFF NOTICE *
* QUICK FIRE PS: D-Left + CROSS X-Box: D-Pad Left + A 1 time *
* BONEFISHER JITTER PS: D-Left + CROSS X-Box: D-Pad Left + A 2 time *
* QUICK RELOAD PS: D-Left + SQUARE X-Box: D-Pad Left + X 1 time *
* DROPSHOT/SUPERMAN PS: D-Left + CIRCLE X-Box: D-Pad Left + B 1 time *
* ANTI-RECOIL PS: D-Left +TRIANGLE X-Box: D-Pad Left + Y 1 time *
* FAST MELEE PS: D-UP + CROSS X-Box: D-Pad UP + A 1 time *
* SNAKING GLITCH PS: D-UP + CROSS X-Box: D-Pad UP + A 2 time *
* TARGET AIM PS: D-UP + CIRCLE X-Box: D-Pad UP + B 1 time *
* FAST SWITCHING PS: D-UP +TRIANGLE X-Box: D-Pad UP + Y 1 time *
* AUTO SPRINT ALWAYS ON *
* *
* ADJUSTING QUICK FIRE *
* 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. *
* *
* ADJUSTING JITTER FIRE *
* ADJUSTING JITTER FIRE PS: HOLD R2 + CLICK RIGHT ON D-PAD FOR INCREASING *
* AND LEFT ON THE D-PAD FOR DECREASING THE FIRE. *
* ADJUSTING JITTER FIRE X-BOX: HOLD RT + CLICK RIGHT ON D-PAD FOR INCREASING *
* AND LEFT ON THE D-PAD FOR DECREASING THE FIRE. *
* *
* ADJUSTING QUICK RELOAD
* ADJUSTING QUICK RELOAD PS: HOLD CROSS BUTTON + CLICK OR HOLD FOR FAST TRAVEL *
* R1 TO LENGTHEN THE TIMING AND L1 TO SHORTEN THE TIMING. *
* ADJUSTING QUICK RELOAD X-BOX: HOLD A BUTTON + CLICK OR HOLD FOR FAST TRAVEL *
* RB TO LENGTHEN THE TIMING AND LB TO SHORTEN THE TIMING. *
* THIS IS A YY METHOD AND HOW TO SET IT WHERE IT BENEFITS YOU. YOU WANT TO *
* WATCH BOTTOM RIGHT OF THE SCREEN AT YOUR LOADED AMMO CLIP WHEN THIS CHANGES *
* NUMBERS IS WHERE YOU WANT YOUR YY RELOAD CANCEL TO GO OVER. WHEN ADJUSTING *
* MAKE IT WHERE IT DOESN'T LOAD A FULL CLIP THEN JUST CLICK TIL IT LOCKS FULL. *
* *
* SEMTEX LETHAL MODS *
* WHEN USING FAST MELEE AND FAST SWITCHING NEED TO USE SEMTEX !!! *
* *
* SNAKE GLITCH MOD *
* JUST START MOVING FORWARD LEFT STICK PRESS AND IT WILL GO INTO ACTION !!! *
* *
* JITTER MOD WARNING! *
* WHEN IN JITTER MODE AND HAVE CARE PACKAGE OR NEED TO DROP CLAYMORE OR OTHER *
* ITEMS YOU NEED TO SWITCH TO OFF OR QUICK FIRE TO RELEASE THE ITEMS. *
* THIS JITTER OCCASIONALLY SWITCHES SO KEEP BOTH WEAPONS FULL AT ALL TIMES. *
*******************************************************************************/
// 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 ANTI_RECOIL_FORCE = 30; // change this value to compensate
// to the vertical recoil for advance rapid fire.
int QuickFire;
int QuickReload;
int HoldTime, RateOfFire;
int JitterTime, RateOfJitter;
int ReloadRate, ReloadTime;
int AimAssistOnOff;
int TurboMeleeOnOff;
int DropShotOnOff;
int FastSwitcherOnOff;
int AntiRecoilOnOff;
int anti_recoil;
int ar_fire, ar_tmp;
int run_flag = FALSE;
init {
QuickFire = get_pvar(SPVAR_1, 1, 3, 1);
RateOfFire = get_pvar(SPVAR_2, 25, 250, 62);
AimAssistOnOff = get_pvar(SPVAR_3, 1, 2, 2);
ReloadRate = get_pvar(SPVAR_4, 500, 4000, 1500);
DropShotOnOff = get_pvar(SPVAR_5, 1, 2, 2);
QuickReload = get_pvar(SPVAR_6, 1, 2, 2);
TurboMeleeOnOff = get_pvar(SPVAR_7, 1, 3, 1);
RateOfJitter = get_pvar(SPVAR_8, 10, 50, 20);
FastSwitcherOnOff = get_pvar(SPVAR_9, 1, 2, 2);
AntiRecoilOnOff = get_pvar(SPVAR_10, 1, 2, 2);
}
main {
vm_tctrl(-8);
ar_fire = get_val(FIRE);
// Set hair triggers
if (get_val(FIRE)) set_val(FIRE, ON);
if (get_val(ADS)) set_val(ADS, ON);
if (get_val(LEFT) && event_press(JUMP)) {
if (QuickFire == 3) {
QuickFire = 1;
set_pvar(SPVAR_1, QuickFire);
} else if (QuickFire == 1) {
QuickFire = 2;
set_pvar(SPVAR_1, QuickFire);
combo_run(RumbleNotifier);
} else if (QuickFire == 2) {
QuickFire = 3;
set_pvar(SPVAR_1, QuickFire);
combo_run(DoubleRumbleNotifier);
}
}
if(QuickFire == 2 && get_val(FIRE)){
combo_run(RapidFire);
}
if(QuickFire == 3 && get_val(FIRE)) {
combo_run(BonefisherJitter);
combo_run(StopSprint);
}
if (QuickFire == 2 && get_val(FIRE)) {
if (get_val(UP)) {RateOfFire = RateOfFire - 1; }
if (get_val(DOWN)) {RateOfFire = RateOfFire + 1; }
if (RateOfFire > 250) { RateOfFire = 250; }
if (RateOfFire < 25) { RateOfFire = 25; }
set_pvar(SPVAR_2, RateOfJitter);
HoldTime = RateOfFire;
set_val(UP, 0); set_val(DOWN, 0);
}
if (QuickFire == 3 && get_val(FIRE)) {
if (get_val(RIGHT)) {RateOfJitter = RateOfJitter - 1; }
if (get_val(LEFT)) {RateOfJitter = RateOfJitter + 1; }
if (RateOfJitter > 50) { RateOfJitter = 50; }
if (RateOfJitter < 10) { RateOfJitter = 10; }
set_pvar(SPVAR_8, RateOfJitter);
JitterTime = RateOfJitter;
set_val(RIGHT, 0); set_val(LEFT, 0);
}
if(!run_flag && get_val(12) < -99) {
run_flag = TRUE;
combo_run(AutoSprint);
} else if(get_val(12) > -99) {
run_flag = FALSE;
}
if (get_val(UP) && event_press(CROUCH)){
if (AimAssistOnOff == 1) {
AimAssistOnOff = 2;
} else if (AimAssistOnOff == 2) {
AimAssistOnOff = 1;
}
set_pvar(SPVAR_3, AimAssistOnOff);
if (AimAssistOnOff == 1) {
combo_run(RumbleNotifier);
}
}
if(AimAssistOnOff == 1) {
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 (get_val(UP) && event_press(JUMP)) {
if (TurboMeleeOnOff == 3) {
TurboMeleeOnOff = 1;
set_pvar(SPVAR_7, TurboMeleeOnOff);
} else if (TurboMeleeOnOff == 1) {
TurboMeleeOnOff = 2;
set_pvar(SPVAR_7, TurboMeleeOnOff);
combo_run(RumbleNotifier);
} else if (TurboMeleeOnOff == 2) {
TurboMeleeOnOff = 3;
set_pvar(SPVAR_7, TurboMeleeOnOff);
combo_run(DoubleRumbleNotifier);
}
}
if(TurboMeleeOnOff == 2) {
if (get_val(MELEE)) { combo_run(FastMelee);
}
}
if(TurboMeleeOnOff == 3) {
if (get_val(12) < -95) { combo_run(Snaking);
}
}
if (get_val(LEFT) && event_press(CROUCH)){
if (DropShotOnOff == 1) {
DropShotOnOff = 2;
} else if (DropShotOnOff == 2) {
DropShotOnOff = 1;
}
set_pvar(SPVAR_5, 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(Superman);
combo_stop(AutoSprint);
}
}
if (get_val(UP) && event_press(SWITCH)) {
if (FastSwitcherOnOff == 1) {
FastSwitcherOnOff = 2;
} else if (FastSwitcherOnOff == 2) {
FastSwitcherOnOff = 1;
}
set_pvar(SPVAR_9, FastSwitcherOnOff);
if (FastSwitcherOnOff == 1) {
combo_run(RumbleNotifier);
}
}
if (FastSwitcherOnOff == 1 && event_press(SWITCH)) {
combo_run(SemtexSwitch);
}
if (get_val(LEFT) && event_press(RELOAD)){
if (QuickReload == 1) {
QuickReload = 2;
} else if (QuickReload == 2) {
QuickReload = 1;
}
set_pvar(SPVAR_6, QuickReload);
if (QuickReload == 1) {
combo_run(RumbleNotifier);
}
}
if (QuickReload == 1 && event_press(RELOAD)) {
combo_run(FastReload);
}
if (QuickReload == 1 && get_val(JUMP)) {
if (get_val(TACTICAL)) {ReloadRate = ReloadRate - 1; }
if (get_val(LETHAL)) {ReloadRate = ReloadRate + 1; }
if (ReloadRate > 4000) { ReloadRate = 4000; }
if (ReloadRate < 500) { ReloadRate = 500; }
set_pvar(SPVAR_4, ReloadRate);
ReloadTime = ReloadRate;
set_val(TACTICAL, 0); set_val(LETHAL, 0);
}
if (get_val(LEFT) && event_press(SWITCH)) {
if (AntiRecoilOnOff == 1) {
AntiRecoilOnOff = 2;
} else if (AntiRecoilOnOff == 2) {
AntiRecoilOnOff = 1;
}
set_pvar(SPVAR_10, AntiRecoilOnOff);
if (AntiRecoilOnOff == 1) {
combo_run(RumbleNotifier);
}
}
if (AntiRecoilOnOff == 1 && get_val(ADS) && get_val(FIRE)) {
combo_run(AntiRecoilADV);
}
}
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 RapidFire {
set_val (FIRE, ON);
wait (HoldTime);
set_val (FIRE, OFF);
wait (HoldTime);
}
combo BonefisherJitter {
set_val (RELOAD, ON);
wait (JitterTime);
set_val (RELOAD, OFF);
wait (JitterTime);
set_val (SWITCH, ON);
wait (JitterTime);
set_val (SWITCH, OFF);
wait (JitterTime);
set_val (SWITCH, ON);
wait (JitterTime);
set_val (SWITCH, OFF);
}
combo AutoSprint {
set_val (SPRINT, 0);
wait (50);
set_val (SPRINT, 100);
wait (200);
}
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 FastMelee {
wait (290);
set_val (LETHAL, 100);
wait (350);
set_val (LETHAL, 100);
set_val (SWITCH, 100);
wait (20);
set_val (LETHAL, 0);
set_val (SWITCH, 100);
wait (20);
set_val (SWITCH, 0);
wait (60);
set_val (SWITCH, 100);
wait (40);
set_val (SWITCH, 0);
set_val (DOWN, 100);
wait (70);
set_val (DOWN, 100);
set_val (SWITCH, 100);
wait (30);
set_val (DOWN, 0);
set_val (SWITCH, 100);
wait (10);
set_val (SWITCH, 0);
}
combo Snaking {
set_val (DOWN, 100);
wait (200);
set_val (CROUCH, 100);
set_val (JUMP, 100);
wait (200);
set_val (CROUCH, 100);
set_val (JUMP, 0);
wait (200);
set_val (CROUCH, 100);
set_val (JUMP, 100);
wait (200);
set_val (CROUCH, 0);
set_val (JUMP, 0);
wait (200);
}
combo Superman {
set_val (CROUCH, ON);
wait (600);
set_val (CROUCH, OFF):
wait (360);
set_val (CROUCH, ON);
wait (30);
set_val (CROUCH, OFF);
wait (30);
set_val (CROUCH, ON);
wait (30);
set_val (CROUCH, OFF);
}
combo SemtexSwitch {
set_val (SWITCH, 100);
set_val (LETHAL, 100);
wait (200);
set_val (LETHAL, 0);
set_val (SWITCH, 0);
wait (100);
set_val (SWITCH, 100);
wait (100);
set_val (SWITCH, 0);
}
combo FastReload {
set_val (SPRINT, 0);
wait (ReloadTime);
set_val (SWITCH, 100);
wait (30);
set_val (SWITCH, 0);
wait (30);
set_val (SWITCH, 100);
wait (30);
set_val (SWITCH, 0);
}
combo StopSprint {
set_val (SPRINT, 0);
}
combo AntiRecoilADV {
if(ar_fire && get_val(FIRE)) {
ar_tmp = get_val(10) + ANTI_RECOIL_FORCE;
if(ar_tmp > 100) ar_tmp = 100;
else if(ar_tmp < -100) ar_tmp = -100;
set_val(10, ar_tmp);
}
}