Destiny Crucible AFK

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 Actually Gets Kills!
Version1.01
Authorxenologer
Publish DateMon, 15 May 2017 - 04:30
Last UpdateMon, 15 May 2017 - 06:03
Downloads468
RATE


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Release Notes: Whoops! I forgot that most people don't use the same Control Layout as me Switching it to DEFAULT mode
Code: Select all
/*
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;
}