Destiny Suros Rapid Fire Glitch

Destiny SUROS Regime rapid fire glitch. This script allows SUROS Regime to fire faster than intended when using the Focused Fire perk. This noticeably increases the fire rate while still allowing all shots to register at the higher damage level. Also works for recoil compensation. Found that during wall test it would stay nearly perfectly on target with no additional anti-recoil code. Takes this back to the top of the boards for PvP auto rifle.
Version1.00
AuthorThe_Rabid_Taco
Publish DateFri, 5 Aug 2016 - 15:19
Last UpdateFri, 5 Aug 2016 - 15:19
Downloads1562
RATE


7

4

Release Notes: Hold ADS and press left on the D-Pad to toggle on and off. LED indicators show what is equipped in script, white for primary, green for secondary, purple for heavy. If out of sync, go to primary and press right stick to reset. Setting included for those that use bumpers for shoot and ADS rather than triggers.
Code: Select all
// To turn on hold ADS and then press left on the D-Pad.  Same to turn back off.
 
define SurrosToggleOnOff = PS4_LEFT;
define VerticleRecoil = PS4_RY;
define HorizontalRecoil = PS4_RX;
define Reload = PS4_SQUARE;
define WeaponChange = PS4_TRIANGLE;
 
int ToggleSuros = FALSE// Keep off by default.
int Weapon_Switch_Check_Time, GunFlags;
int AntiRecoilP, anti_recoilP, ANTI_RECOILP;
int RecoilAmountP = 0;
 
int ADS, Shoot;
 
// Change this value to swap Fire and ADS buttons to top.
// A value of 1 uses the bottom triggers for shoot and ADS.
// A value of 2 uses the top bumpers for shoot and ADS.
int ButtonSwap = 1;
 
init {
    if(ButtonSwap == 1) {
        ADS = PS4_L2;
        Shoot = PS4_R2;
    } else if(ButtonSwap == 2) {
        ADS = PS4_L1;
        Shoot = PS4_R1;
    }
 
    combo_run(Initialize);
}
 
main {
    vm_tctrl(-8);
 
    if(event_press(PS4_R3)) combo_run(Initialize);
 
    if (get_val(PS4_TRIANGLE) && ToggleSuros) {
        Weapon_Switch_Check_Time = get_ptime(WeaponChange);
    }
 
    if(event_release(PS4_TRIANGLE) && ToggleSuros) combo_run(Check_Heavy_Weapon_Change);
 
    if(get_val(Shoot) && test_bit(GunFlags, 1) && ToggleSuros) {
        set_val(ADS, 100);
        combo_run(RapidFire);
    }
 
    if(get_val(ADS) && event_press(SurrosToggleOnOff)) {
        if(ToggleSuros) {
            ToggleSuros = FALSE;
            LED(0,1,0,0);
        } else if(!ToggleSuros) {
            ToggleSuros = TRUE;
            combo_run(Initialize);
        }
    }
}
 
combo RapidFire {
    set_val(Shoot, 0);
    wait(39);
    set_val(Shoot, 100);
    wait(39);   
}
 
combo Initialize {
    clear_bit(GunFlags, 2);
    clear_bit(GunFlags, 3);
    set_bit(GunFlags, 1);
    LED(1, 1, 1, 1);
}
 
combo Check_Heavy_Weapon_Change {   
    if (Weapon_Switch_Check_Time <= 200) {
        if (test_bit(GunFlags, 1)){
            clear_bit(GunFlags, 1);
            set_bit(GunFlags, 2);
            LED(0, 0, 1, 0);
        }
        else if (test_bit(GunFlags, 2) || test_bit(GunFlags, 3)){
            clear_bit(GunFlags, 2);
            clear_bit(GunFlags, 3);
            set_bit(GunFlags, 1);
            LED(1, 1, 1, 1);
        }
    }
    else {
        clear_bit(GunFlags, 1);
        clear_bit(GunFlags, 2);
        set_bit(GunFlags, 3);
        LED(0, 0, 0, 1);
    }
 
    wait (10);
    Weapon_Switch_Check_Time = 0;
}
 
function LED(a, b, c, d) {
    set_led(0, a);
    set_led(1, b);
    set_led(2, c);
    set_led(3, d);
}