/*_______________________________________________________________________________________________________
| Please Read: |
| TITAN ONE |
|------------------------------------------------------------------------------------------------------|
| Description: |
| I created this script for the community. I enjoyed using community scripts |
| however I thought I'd have a go and create my own and it came out so much |
| better than I expected! The Aim Abuse is basically a flawless lock on and |
| it has even locked onto people through walls for me. I say all this whilst |
| being humble, this is the best script I have ever used. I appreciate all of |
| the script makers in the community and I appreciate what they have done for |
| us. If anyone has a problem with my script, please contact my discord. |
|------------------------------------------------------------------------------------------------------|
| Controls: |
| -Aim Assist: *Always On* | No way to disable. |
| |
| -Aim Abuse: *Hold ADS all the way* | If you don't press the ADS Trigger all |
| the way down, you are not enabling Aim Abuse, so when using a |
| scoped weapon, you can see the scope perfectly without it being |
| being spammed. |
| |
| -100% Accuracy: *ADS + RB/R1* No way to disable. You may tap or hold RB/R1. |
| |
| -Ghost Peek: *ADS + LB/L1* | No way to disable. |
| |
| -Dropshot: *ADS + RELOAD_BTN* |
| |
| -Auto Run: *Always On* | Moving the left stick upwards will automatically run |
| without you having to press it. |
| |
| -Anti-Recoil: *Always On* | No way to disable. |
| |
| -Fast Farming: *ADS + Y/Triangle to enable, switch weapon to disable* |
| |
| -Rapid Fire: *ADS + Dpad Right* |
| |
| -Hair Trigger: *Always On* | If you lightly tap the shoot button, it will |
| always shoot, allowing you to get the first shot off on |
| your opponents. This also allows super fast building. |
| |
| -Jitter: *ADS + JUMP_BTN = Enable & Disable* | The |
| jitter is set to the Burst AR by default as it works the best, |
| however you can change the timings to fit any guns needs. |
| |
| -AutoBuild * DWON * Always On |
__________________________________________________________________________________________
| TRUE = ON | FALSE = OFF |
| |
| This only effects if the modification is enabled or disabled at the start of the script |
__________________________________________________________________________________________
*/
//Dropshot
int Dropshot = FALSE;
int DefenseMode=FALSE;
int AttackMode=TRUE;
//Hair Trigger
int HairTrigger = TRUE;
//Rapid Fire
int RapidFire = FALSE;
//Anti Recoil
int AntiRecoil = TRUE;
int antirecoilA = 24;
int antirecoilB = 31;
int delayA = 14;
//Ghost Peek
int GHOST_PEEK_NOABUSE;
//Aim Assist -- Always on
int AimAssist = TRUE;
int aav = 24;// AIM ASSIST VALUES
int aav2 = -24;//AIM ASSIST VALUES
int value = 22;
int value2 =-21;
int delay = 20;
//Aim Abuse
int AimAbuse = TRUE;
int AimAbuse_HOLD =85; //How long you HOLD ADS Button
int AimAbuse_RELEASE = 15;//How long you release ADS Button
//AutoRun
int AutoRun = TRUE;
//100% Accuracy
int PerfectAccuracy = TRUE;
//Rumble
int rumble_type = RUMBLE_A;
int Notify = TRUE;
//Jitter
int Jitter = FALSE;
//Rapid Fire [Settings]
int shoot_rate = 1;
int rapidfire;
//AutoBuild
int AutoBuild = TRUE;
int AutomaticBuild = FALSE;
int ManualBuild = TRUE;
int build1;
int build2;
int build_speed = 1800;
//LED
int a; int b;
//Layout
define FIRE_BTN = 4; //XB1_RB //PS4_R2
define ADS_BTN = 7; //XB1_LB //PS4_L2
define CROUCH_BTN = 5; //XB1_RS //PS4_R3
define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
define SPRINT_BTN = 8; //XB1_LS //PS4_L3
define JUMP_BTN = 19; //XB1_A //PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT //PS4_R1
define RIGHT_BUMP = 3; // XB1_RB //PS4_R1
define LEFT_BUMP = 6; //ADS_BTN //PS4_L1
define SWAP_BTN = 17; //XB1_Y //PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B //PS4_CIRCLE
define R_X = 9; //XB1_R_X //PS4_R_X
define R_Y = 10; //XB1_R_Y //PS4_R_Y
define L_X = 11; //XB1_L_X //PS4_L_X
define L_Y = 12; //XB1_L_Y //PS4_L_Y
define UP = 13; //XB1_UP //PS4_UP
define DOWN = 14; //XB1_DOWN //PS4_DOWN
define LEFT = 15; //XB1_LEFT //PS4_LEFT
define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
main {
//AIM ASSIST
if (AimAssist) {
if (get_val(ADS_BTN)) {
combo_run(AimAssist1);}}
if (get_val(R_X)(R_X)>value||get_val(R_Y)(R_Y)>value||get_val(R_X)(R_X)>value||get_val(R_Y)(R_Y)>value){
combo_stop(AimAssist1);}
//HAIR TRIGGER
if(HairTrigger){
if(get_val(FIRE_BTN))
set_val(FIRE_BTN, 100);
}
//RAPID FIRE
if(get_val(ADS_BTN) && event_press(RIGHT)){
RapidFire =! RapidFire;
if(RapidFire == TRUE){combo_run(Notify1);a=0;b=2;}
if(RapidFire == FALSE){combo_run(Notify1);a=2;b=0;}
}
if(RapidFire){
if(get_val(FIRE_BTN)){
combo_run(Rapidfire);
}
}
//ANTI-RECOIL
if(AntiRecoil){
if(get_val(FIRE_BTN)){combo_run(Antirecoil);}
if(get_rumble(RUMBLE_A) <= 50){AntiRecoil = antirecoilA;}
if(get_rumble(RUMBLE_A) > 50){AntiRecoil = antirecoilB;}
if(abs(get_val(R_Y)) >= AntiRecoil+ 10){combo_stop(Antirecoil);}}
//100% ACCURACY
if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
combo_run(PerfectAccuracy1);
combo_run(Notify1);a=4;b=2;
set_val(RIGHT_BUMP, 0);
} else {
combo_stop(PerfectAccuracy1);
}
//AIM ABUSE
if(get_val(ADS_BTN) && event_press(LEFT)){
AimAbuse =! AimAbuse;
if(AimAbuse == TRUE){combo_run(Notify1);a=0;b=2;}
if(AimAbuse == FALSE){combo_run(Notify1);a=2;b=0;}
rumble_A_if_true(AimAbuse1);
}
if(AimAbuse){
if(get_val(ADS_BTN)> 95){
combo_run(AimAbuse1);}
if(event_release(ADS_BTN)){ combo_stop(AimAbuse1);
}
//Ghost Peek
if (get_val(ADS_BTN)) {
if (event_press(LEFT_BUMP)) {
combo_run( GhostPeek);
combo_run(Notify1);a=0;b=2;
}
set_val(LEFT_BUMP, 0);
}
//Jitter
if(get_val(ADS_BTN) && event_press(JUMP_BTN)){
Jitter=!Jitter;
if(Jitter == TRUE){combo_run(Notify1);a=0;b=2;}
if(Jitter == FALSE){combo_run(Notify1);a=2;b=0;}
}
if(Jitter){
if(get_val(FIRE_BTN)){combo_run(jitter1);combo_stop(Rapidfire);}
if(event_release(FIRE_BTN)){combo_stop(jitter1);}
}
//AutoRun
if(AutoRun){if(get_val(L_Y) <= -20){set_val(SPRINT_BTN, 100);
}
//AutoBuild
if(AutoBuild){
if(AutomaticBuild){if((get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B))&&get_val(FIRE_BTN)<=19){combo_run(autobuild);}}
if(ManualBuild){if(get_val(DOWN)){set_val(DOWN,0);combo_run(autobuild);}}
}
//Dropshot
if(get_val(ADS_BTN) && event_press(RELOAD_BTN)){
Dropshot =! Dropshot;
if(Dropshot == TRUE){combo_run(Notify1);a=0;b=2;}
if(Dropshot == FALSE){combo_run(Notify1);a=2;b=0;}
}
if(Dropshot){
if(DefenseMode){if(get_val(FIRE_BTN)==0&&get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B)){combo_run(Dropshot1);}}
if(AttackMode){if(get_val(ADS_BTN)&&get_val(FIRE_BTN)){combo_run(Dropshot1);}}
}
}}
}
//LEDs.
// If the LED flashes Green, you have enabled a modification.
// If the LED flashes Red, you have disabled a modification.
// If the LED flashes Yellow, you are using an un-togglable modification.
combo Notify1 {
if(Notify){set_rumble(RUMBLE_B,65);}
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(550);
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 0);
wait(250);
set_led(LED_1, 0);
set_led(LED_2, a);
set_led(LED_3, b);
set_led(LED_4, 0);
wait(250);
reset_leds();
}
combo Dropshot1{
set_val(CROUCH_BTN,100);
wait(40);
wait(200);
set_val(CROUCH_BTN,100);
}
combo AimAssist1 {
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
set_val(R_Y, (aav));
wait(delay)
set_val(R_X, (aav));
wait(delay)
set_val(R_Y, (aav2));
wait(delay)
set_val(R_X, (aav2));
wait(delay)
}
combo PerfectAccuracy1 {
set_val(FIRE_BTN,100);
wait(100);
wait(250);
set_val(FIRE_BTN,100);
}
combo AimAbuse1 {
set_val(ADS_BTN, 100);
wait(AimAbuse_HOLD);
set_val(ADS_BTN, 0);
wait(AimAbuse_RELEASE);
}
combo Rapidfire {
set_val(FIRE_BTN, 100);
wait(rapidfire);
set_val(FIRE_BTN, 0);
}
combo jitter1 {
set_val(RIGHT_BUMP,100);
set_val(FIRE_BTN,100);
wait(85);
wait(425);
set_val(LEFT_BUMP,100);
set_val(FIRE_BTN,100);
wait(85);
wait(425);
}
combo GhostPeek {
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
wait(15);
set_val(FIRE_BTN, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(10); //If you shoot your structure, increase this value
set_val(CROUCH_BTN, 100);
wait(15);
set_val(CROUCH_BTN, 0);
}
combo autobuild{
set_val(BUILD_BTN,100);
wait(15);
wait(20);
set_val(R_X,100);
wait(200);
set_val(FIRE_BTN,100);
wait(20);
wait(25);
set_val(FIRE_BTN,100);
set_val(R_X,100);
wait(10);
wait(25);
set_val(FIRE_BTN,100);
set_val(R_X,100);
wait(10);
wait(25);
set_val(FIRE_BTN,100);
set_val(R_X,100);
wait(1400);
wait(25);
}
combo Vibrate {
set_rumble(rumble_type, 100);
wait(300);
reset_rumble();
}
combo Antirecoil {
set_val(R_Y, AntiRecoil);
wait(delayA);
set_val(R_Y, AntiRecoil);
wait(delayA);
}
function rumble_A_if_true(var) {
if (var) rumble_type = RUMBLE_A;
else rumble_type = RUMBLE_B;
combo_run(Vibrate);
}
//dany09