/*
DESTINY AFK
scripted by xenologer
PS4 only
PLEASE READ ALL INSTRUCTIONS
Used to AFK in RUMBLE Playlist
-autoGrind Crucible Rep, and Match Rewards
-derank (Reverse BOOST) Matchmaking Skill / ELO ratings -for more chill games when you DO play for real
DO NOT, use this script in any other Playlist except RUMBLE
it is Not Nice to your TeamMates, and they WILL REPORT YOU
How it works:
Normally, DESTINY has protection to discourage AFK
you get no Crucible Rep and no Match Rewards if you have No Points, thus someone who just AFKs usually gets nothing.
This Script is Different
This Script gets Kills, therefore, you get Rewards.
typicall results, about 50% of matches have at least 1 kill
We accomplish this, by DETECTING when the player is being Attacked by monitoring the controller RumbleMotors
then we RESPOND using AREA EFFECT grenades and Super Abilities, to get a kill without having to aim.
Setup:
Must be TITAN OR WARLOCK - not tested on HUNTERS, doubt it works for them
feel free to experiment with alternate class/armor Builds
the following worked Well for my when AFK
TITAN:
class Striker
max int, max dis
lightening grenades -enemies who teabag your afk body get electrocuted
fist of havoc -AFtermatch perk (FoH leaves a damaging field behind)
Aftershocks perk - lightening grenades last longer
Balance other stats for Max Armor
WARLOCK:
class VoidWalker
max int
Armor Requirement: VoidFang Vestments -respawn with grenades
Axion Bolt grenade -tracks enemies, even when you're AFK
Nova Bomb - Vortex perk (leaves a damaging area of effect behind)
Annihhalate perk - bigger explosions (very important to get kils)
Vortex Mastery perk - the axion bolts are more persistent
Balance other stats for Max Armor
HUNTER:
hunter's have no good area grenades or area super
cannot guarantee any effective AFK kills
REMEMBER to set your EMOTE to your Favorite DANCE MOVE
*/
//wandering settings
define waittime=100; //how long to wait in ms between each direction change
define STR=100; //how far the stick is pushed by the script
//dance odds, higher values = less dancing
//0=no dancing
define coldfeet = 200;
//DEFAULT control layout
define ADS= PS4_L2, SHOOT=PS4_R2, MELEE=PS4_R1, GRENADE=PS4_L1, CROUCH = PS4_CIRCLE;
//xenolger's layout
//define ADS= PS4_L1, SHOOT=PS4_R1, MELEE=PS4_R2, GRENADE=PS4_L2, CROUCH = PS4_R3;
int direction;
define UP=0,RIGHT=1,DOWN=2,LEFT=3;
int dancing=0;
int supercharge=0;
int rumble1,rumble2;
int bag;
int lx,ly;
main {
vm_tctrl(-6);
rumble1=get_rumble(RUMBLE_A); //read rumble values
rumble2=get_rumble(RUMBLE_B);
//block rumble from physically shaking
set_rumble(RUMBLE_A,0);
set_rumble(RUMBLE_B,0);
//DETECT red led, Guardian Down
if(!get_led(0)&&get_led(1)&&!get_led(2)){
combo_run(respawn);
}
//DETECT yellow led, SUPER CHARGED
if(!get_led(0)&&get_led(1)&&get_led(2)){
supercharge=1;
}
//DETECT RUMBLE, being attacked -respond with grenade/super
if(!combo_running(fire) && !combo_running(melee) && (rumble1+rumble2)>50){
if(supercharge){
combo_run(super);
supercharge=0;
}else{
combo_run(grenade);
}
}
//DANCE, TEABAG, do random stuff
//VERY IMPORTANT, have to DO STUFF or you'll get booted for inactivity
//FEEL FREE to Personalize this section
if(!dancing)
if(irand(0,coldfeet)==1){//dance
dancing=1;
combo_run(dance);
combo_stop(wander);
//combo_stop(fire);
combo_stop(ads);
combo_stop(look);
}else{
if(bag>0){
combo_run(teabag);
}else{
bag=irand(-100,30);
}
combo_run(wander);
//combo_run(fire);
combo_run(look);
combo_run(ads);
//if(irand(0,100)<10)combo_run(melee);
}
}
combo fire{
set_val(SHOOT,100);
wait(irand(0,2000));
set_val(SHOOT,0);
wait(irand(0,2000));
}
combo ads{
set_val(ADS,100);
wait(irand(0,100));
set_val(ADS,0);
wait(irand(0,2000));
}
combo melee{
set_val(MELEE,100);
wait(irand(0,100));
}
combo grenade{
set_val(GRENADE,100);
wait(100);
}
combo dance{
set_val(PS4_LEFT,100);
wait(irand(500,3000));
dancing=0;
}
combo teabag{
set_val(CROUCH,100);
wait(100):
set_val(CROUCH,0);
wait(100);
bag=bag-1;
}
combo respawn{
wait(4000);
wait(2000);
set_val(PS4_SQUARE,100);
wait(100);
set_val(PS4_SQUARE,0);
wait(100);
//output_reconnection(); //reset controller
}
combo super{
set_val(GRENADE,100);
set_val(MELEE,100);
wait(500);
}
combo wander{
if(direction<=UP){set_val(PS4_LX,0);set_val(PS4_LY,-STR);}
if(direction==DOWN){set_val(PS4_LX,0);set_val(PS4_LY,STR/2);}
if(direction==LEFT){set_val(PS4_LX,-STR);set_val(PS4_LY,0);}
if(direction==RIGHT){set_val(PS4_LX,STR);set_val(PS4_LY,0);}
wait(irand(500,4000));
direction=irand(-3,8);
}
combo look{
set_val(PS4_RY,ly);
set_val(PS4_RX,lx);
wait(irand(0,400));
lx=irand(-100,100);
ly=irand(-20,20);
if(supercharge)ly=100;
}