jetter for brecci argus krm shot guns

tactical need it to make it work read the full description before using it
Version1.3
Authorelseco251984
Publish DateSun, 18 Dec 2016 - 21:35
Last UpdateSun, 18 Dec 2016 - 21:35
Downloads300
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Release Notes: credit goes to misticpurpl90 for the jetters is not mine just helping uot a mate
Code: Select all
// GPC Online Library
// bo3_jitters.gpc
 
// GPC Online Library//
// Black Ops 3//
//Argus/KRM jitter (ADS+DPAD UP)                     //
//Brecci/Sheiva [ADS] Jitter (ADS+DPAD LEFT)         //
//Rapid Fire (ADS+DPAD DOWN)                         //
//Zombie Argus/KRM Jitter (SHOOT+DPAD UP)            //
//Zombie Brecci/Sheiva [ADS] Jitter (SHooT=DPAD LEFT)//
///////////////////////////////////////////////////////
// Have Fun And Use Responsably //
/////////////////////////////////
///////////////////////////////////////////////
// COD Bo3jitter Mods                         //
// Console XB1                                 //
// By:Mysticpurple90                            //
//////////////      IMPORTANT      ////////////////
//NOTE; IF JITTER STARTS TO HAND AND THROW YOUR   //
//TACTICAL TO FIX DASHBORED AND CLOSE/QUIT THE GAME//
//////////////////////////////////////////////////////^|FLIPPED|^
define shoot = 4;                                  // ^|**3****|^
define ADS = 7;                                    // ^|**6****|^
define reload = 20;                                // ^|**20***|^
define tactical = 6;                               // ^|**7****|^
define leathal = 3;                                // ^|**4****|^
define D_PAD_UP = 13;                              // ^|||||||||^
define D_PAD_DOWN = 14;
define D_PAD_LEFT = 15;
define D_PAD_RIGHT = 16;
define view = 1; // Share on PS4
define menu = 2; // Options on PS4
 
 
int Argusjitter_ONoff  = FALSE;
int ADSjitter_ONoff    = FALSE;
int RapidFire_ONoff    = FALSE;
int ZArgusjitter_ONoff = FALSE;
int ZADSjitter_ONoff   = FALSE;
//Console; XB1
 
main {
    set_led(LED_1, 1);
    set_led(LED_2, 0);
    set_led(LED_3, 0);
    set_led(LED_4, 0);
 
    if((event_press(ADS) && get_val(D_PAD_UP)) || (event_press(D_PAD_UP) && get_val(ADS))){           // Turns ON/OFF Argusjitter
        Argusjitter_ONoff = !Argusjitter_ONoff;
        if(Argusjitter_ONoff) { combo_run(RumbleNotifier);
            ADSjitter_ONoff = FALSE; RapidFire_ONoff = FALSE; ZArgusjitter_ONoff = FALSE; ZADSjitter_ONoff = FALSE;
        }
    }
    if(Argusjitter_ONoff){
    set_led(LED_1, 1);
    set_led(LED_2, 0);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
    }
if(Argusjitter_ONoff && get_val(shoot)){combo_run(Argusjitter); }
if(Argusjitter_ONoff && get_val(ADS)){ Argusjitter = FALSE; }
 
if((event_press(ADS) && get_val(D_PAD_LEFT)) || (event_press(D_PAD_LEFT) && get_val(ADS))){           // Turns ON/OFF ADSjitter
        ADSjitter_ONoff = !ADSjitter_ONoff;
        if(ADSjitter_ONoff) {combo_run(RumbleNotifier);
            Argusjitter_ONoff = FALSE; RapidFire_ONoff = FALSE; ZArgusjitter_ONoff = FALSE; ZADSjitter_ONoff = FALSE;
        }
    }
    if(ADSjitter_ONoff){
    set_led(LED_1, 0);
    set_led(LED_2, 1);
    set_led(LED_3, 0);
    set_led(LED_4, 0);
    }
    if(ADSjitter_ONoff && get_val(shoot)){combo_run(ADSjitter)}
 
if((event_press(ADS) && get_val(D_PAD_DOWN)) || (event_press(D_PAD_DOWN) && get_val(ADS))) {           // Turns ON/OFF RapidFire
        RapidFire_ONoff = !RapidFire_ONoff;
        if(RapidFire_ONoff) {combo_run(RumbleNotifier);
            Argusjitter_ONoff = FALSE; ADSjitter_ONoff = FALSE; ZArgusjitter_ONoff = FALSE; ZADSjitter_ONoff = FALSE;
        }
    }
    if(RapidFire_ONoff){
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
    }
    if(RapidFire_ONoff && get_val(shoot)){combo_run(RapidFire)}
 
    if((event_press(shoot) && get_val(D_PAD_UP)) || (event_press(D_PAD_UP) && get_val(shoot))){           // Turns ON/OFF Argusjitter
        ZArgusjitter_ONoff = !ZArgusjitter_ONoff;
        if(ZArgusjitter_ONoff) { combo_run(RumbleNotifier);
            ADSjitter_ONoff = FALSE; RapidFire_ONoff = FALSE; Argusjitter_ONoff = FALSE; ZADSjitter_ONoff = FALSE;
        }
    }
    if(ZArgusjitter_ONoff){
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 0);
    set_led(LED_4, 1);
    }
if(ZArgusjitter_ONoff && get_val(shoot)){combo_run(ZArgusjitter); }
if(ZArgusjitter_ONoff && get_val(ADS)){ ZArgusjitter = FALSE; }
 
if((event_press(shoot) && get_val(D_PAD_LEFT)) || (event_press(D_PAD_LEFT) && get_val(shoot))){
        ZADSjitter_ONoff = !ZADSjitter_ONoff;
        if(ZADSjitter_ONoff) { combo_run(RumbleNotifier);
        ADSjitter_ONoff = FALSE; RapidFire_ONoff = FALSE; Argusjitter_ONoff = FALSE; ZArgusjitter_ONoff = FALSE;
        }
    }
    if(ZADSjitter_ONoff){
    set_led(LED_1, 1);
    set_led(LED_2, 1);
    set_led(LED_3, 0);
    set_led(LED_4, 0);
    }
if(ZADSjitter_ONoff && get_val(shoot)){combo_run(ZADSjitter);}
    }
// If RT is pressed, jitter/Rapid Fire will run//
 
combo Argusjitter {
    wait       (81);
    set_val (tactical, 100);
    wait       (81);
    set_val (leathal, 100);
    set_val (tactical, 100);
    wait        (11);
    set_val   (tactical, 0);
    set_val   (leathal, 0);
    set_val(reload, 100);
    wait(11);
    set_val  (reload, 0);
}
 
combo ADSjitter {
     wait(10);
     set_val(tactical, 100);
     wait(81);
     set_val(tactical, 100);
     set_val(leathal, 100);
     wait(11);
     set_val(tactical, 0);
     set_val(leathal, 0)
}
 
 
combo RapidFire {
    set_val(shoot, 100);
    wait       (30);
    set_val  (shoot, 0);
    wait       (20);
}
 
 
combo ZArgusjitter {
    wait(60);
    set_val (reload, 100);
    wait (130)
    set_val(leathal, 100);
    wait(100);
    set_val(leathal, 100);
    set_val(tactical, 100);
    wait(40);
    set_val(leathal, 0);
    set_val(tactical, 0);
}
 
 
combo ZADSjitter {
    wait(60)
    set_val(leathal, 100);
    wait(90);
    set_val(leathal, 100);
    set_val(tactical, 100);
    wait(30);
    set_val(leathal, 0);
    set_val(tactical, 0);
}
 
 
combo RumbleNotifier {
    set_rumble(RUMBLE_A, 100);
    wait(200);
    reset_rumble();
}