bo2 jitter and rf

i do not make these scipts, i just upload them
Version1
Authorfewlesss
Publish DateWed, 6 May 2020 - 00:48
Last UpdateWed, 6 May 2020 - 00:48
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// GPC Online Library
// black_ops_2.gpc
 
// GPC Online Library
// black_ops_2.gpc
 
// GPC Online Library
// black_ops_2.gpc
 
//If you have any problems Please Message me on xbox @Mysticpurple90, On the CT website via private message or on KIK @Mysticpurple90
//If You DO Message Me On KIK Or On Xbox Please Say You Are From CT So I Dont Ignore The Message
 
 
// GPC Online Library
// black_ops_2.gpc
 
// GPC Online Library
// black_ops_2.gpc
 
//Button Layout is Set For Tactical
 
////////////////////////////////////////////////////////////////////////////////////
//                                    FAL OSW/TAC-45 Rapid Fire (LT/L1 + DPAD UP)//
//                                     Five-Seven Rapid Fire (LT/L1 + DPAD LEFT)//
//                                         R870/KSG Jitter (LT/L1 + DPAD RIGHT)//
//                                              XYY Jitter (LT/L1 + DPAD DOWN)//
//                       Duel triggers (DPAD UP + A/CROSS) for Akimbo Pistols//
//                 Silent Shot (DPAD UP + X/SQUARE) For Snipers Uses Leathal//
//                                        FastReload (DPAD UP + Y/Triangle)//
//                     Note: Speedchart for FastReload at bottom of script//
//                Anti-Recoil Off by default Toogled by (DPAD UP + LB/L1)//
//////////////////////////////////////////////////////////////////////////
 
define select = 1;                              //PS3/Flipped//
define shoot = 4;                               //<<<<<3>>>>>//
define ADS = 7;                                 //<<<<<6>>>>>//
define jump = 19;
define melee = 18;                     //Default//<<<<<5>>>>>//
define reload = 20;
define switch = 17;
define tactical = 6;                            //<<<<<7>>>>>//
define lethal = 3;                             //<<<<<4>>>>>//
define LS = 9;
define LY = 12;
define D_PAD_UP = 13;
define D_PAD_DOWN = 14;
define D_PAD_LEFT = 15;
define D_PAD_RIGHT = 16;
define ANTI_RECOIL = 0;       //change "0" to compensate vertical recoil (0 - 100)
define ANTI_RECOIL_LEFT = 0//change this value to compensate to the left (0 - 100)
define ANTI_RECOIL_RIGHT = 0; //change this value to compensate to the right (0 - 100)
 
int XYYjitter_ONoff  = FALSE;
int RapidFire_ONoff  = FALSE;
int Hybridjitter_ONoff = FALSE;
int FSRapidFire_ONoff = FALSE;
int Dueltrigger_ONoff = FALSE;
int silentshot_ONoff = FALSE;
int FastReload_ONoff = FALSE;
int AntiRecoil_ONoff = FALSE;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
 
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 RapidFire
            RapidFire_ONoff = !RapidFire_ONoff;
            if(RapidFire_ONoff) { combo_run(RumbleNotifier);
                XYYjitter_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(RapidFire_ONoff){
    set_led(LED_1, 1);
    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(ADS) && get_val(D_PAD_LEFT)) || (event_press(D_PAD_LEFT) && get_val(ADS))){           // Turns ON/OFF FSRapidFire
            FSRapidFire_ONoff = !FSRapidFire_ONoff;
            if(FSRapidFire_ONoff) { combo_run(RumbleNotifier);
                XYYjitter_ONoff = FALSE; RapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(FSRapidFire_ONoff){
    set_led(LED_1, 0);
    set_led(LED_2, 1);
    set_led(LED_3, 0);
    set_led(LED_4, 0);
    }
    if(FSRapidFire_ONoff && get_val(shoot)){combo_run(FSRapidFire); }
 
    if((event_press(ADS) && get_val(D_PAD_RIGHT)) || (event_press(D_PAD_RIGHT) && get_val(ADS))){           // Turns ON/OFF Hybridjitter
            Hybridjitter_ONoff = !Hybridjitter_ONoff;                                                       // Use Fast Hands And Dexterity
            if(Hybridjitter_ONoff) { combo_run(RumbleNotifier);
                RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; XYYjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE; FastReload_ONoff = FALSE;
            }
        }
    if(Hybridjitter_ONoff){
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
    }
    if(Hybridjitter_ONoff && get_val(shoot)> 15){combo_run(Hybridjitter); }
    if(Hybridjitter_ONoff && get_val(ADS) && get_val(shoot)){ combo_stop(Hybridjitter); combo_run(FSRapidFire) }
 
 
    if((event_press(ADS) && get_val(D_PAD_DOWN)) || (event_press(D_PAD_DOWN) && get_val(ADS))){           // Turns ON/OFF XYYjitter
            XYYjitter_ONoff = !XYYjitter_ONoff;
            if(XYYjitter_ONoff) { combo_run(RumbleNotifier);
                RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; Dueltrigger_ONoff = FALSE;
            }
        }
    if(XYYjitter_ONoff){
    set_led(LED_1, 0);
    set_led(LED_2, 0);
    set_led(LED_3, 0);
    set_led(LED_4, 1);
    }
    if(XYYjitter_ONoff && get_val(shoot)){combo_run(XYYjitter); }
    if(XYYjitter_ONoff && get_val(ADS)){ combo_stop(XYYjitter);} //add combo_run(Rapidfire name) after ; before }
 
 
    if((event_press(D_PAD_UP) && get_val(jump)) || (event_press(jump) && get_val(D_PAD_UP))){
        Dueltrigger_ONoff = !Dueltrigger_ONoff;
        if(Dueltrigger_ONoff) {combo_run(RumbleNotifier);
        RapidFire_ONoff = FALSE; FSRapidFire_ONoff = FALSE; Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
        }
    }
    if(Dueltrigger_ONoff){
    set_led(LED_1, 0);
    set_led(LED_2, 1);
    set_led(LED_3, 1);
    set_led(LED_4, 0);
    }
    if(Dueltrigger_ONoff && get_val(shoot)){combo_run(Dueltrigger); }
    if(Dueltrigger_ONoff && get_val(ADS)){ combo_stop(Dueltrigger); }
 
    if((event_press(D_PAD_UP) && get_val(reload)) || (event_press(reload) && get_val(D_PAD_UP))){           // Turns ON/OFF silentshot
            silentshot_ONoff = !silentshot_ONoff;
            if(silentshot_ONoff) { combo_run(RumbleNotifier);
             Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
            }
        }
    if(silentshot_ONoff){
    set_led(LED_1, 0)
    set_led(LED_2, 0)
    set_led(LED_3, 1)
    set_led(LED_4, 1)
    }
    if(silentshot_ONoff && get_val(shoot) > 15){combo_run(silentshot); }
 
    if((event_press(D_PAD_UP) && get_val(switch)) || (event_press(switch) && get_val(D_PAD_UP))){              //Turns ON/OFF FastReload
        FastReload_ONoff = !FastReload_ONoff;
        if(FastReload_ONoff) { combo_run(RumbleNotifier);
        Hybridjitter_ONoff = FALSE; XYYjitter_ONoff = FALSE;
        }
    }
    if(FastReload_ONoff && get_val(reload)){combo_run(FastReload);}
 
    if((event_press(D_PAD_UP) && get_val(lethal)) || (event_press(lethal) && get_val(D_PAD_UP))){
        AntiRecoil_ONoff = !AntiRecoil_ONoff;
        if(AntiRecoil_ONoff) {combo_run(RumbleNotifier);
        }
    }
    if(AntiRecoil_ONoff && get_val(ADS) && get_val(shoot)){ combo_run(AntiRecoil);}
}
 
 
combo RapidFire{
    set_val(4,100);
    wait(58);
    set_val(4,0);
    wait(50);
}
combo FSRapidFire{
    set_val(shoot,100);
    wait(10)
    set_val(shoot,0);
    wait(80);
}
combo Hybridjitter{         //This will consome a lot of ammo recomended you run savanger if playing respawn.
    set_val  (12,90);
    set_val(reload, 100);
    wait(11);
    set_val(shoot, 100);
    set_val(12, -99);
    set_val(reload, 0);
    wait(10);
    set_val(shoot, 0);
    set_val(8, 100);
    set_val(12, -0);
    wait(10);
    set_val(shoot, 0);
    set_val(8, 0);
    set_val(12, 90);
    set_val(switch, 100);
    wait(10);
    set_val(shoot, 0);
    set_val(8, 100);
    set_val(12, -99);
    set_val(switch, 100);
    wait(11);               // Have Fun
    set_val(shoot, 0);
    set_val(8, 0);
    set_val(12, -0);
    set_val(switch, 0);
    vm_tctrl(-1.99);
    set_val(shoot, 0);
    set_val(8, 100);
    set_val(12, 90);
    wait(10);
    set_val(shoot, 0);
    set_val(8, 0);
    set_val(12, -99);
    set_val(switch, 100);
    wait  (10);
    set_val(shoot, 0);
    set_val(8, 100);
    set_val(12, -0);
    set_val(switch, 100);
    wait(10);
    set_val(shoot, 0);
    set_val(8, 0);
    set_val(12, 90);
    set_val(switch, 0);
    vm_tctrl(9.99);           
    set_val(shoot, 100);
    set_val(8, 100);
    set_val(12, -99);
    set_val(switch, 0);
}
combo XYYjitter {          //Standerd Jitter For S12 And Burst Weapons
    set_val(reload, 100)
    set_val(switch, 100)
    set_val(switch, 100)
    wait(15)
    set_val(reload, 0)
    set_val(switch, 0)
    set_val(switch, 0)
    wait(10)
    set_val(reload, 0)
    set_val(switch, 0)
    set_val(switch, 0)
}
combo silentshot{            //Uses Leathal switch leathal to tactical To use tactical
    wait(25)
    set_val(lethal, 100)
    wait(80);
    set_val(lethal, 100);
    set_val(switch, 100);
    wait(130);
    set_val(lethal, 100);
    set_val(switch, 0);
    wait(70);
    set_val(lethal, 0);
}
combo Dueltrigger{          //Set for All pistols
    set_val(shoot,15);
    set_val(ADS,15);
    wait(32)
    set_val(shoot,0);
    set_val(ADS,0);
    wait(79)
}
combo FastReload{
    set_val(reload, 100);
    wait(120);
    set_val(reload, 0);
    wait(1440);//<----------- Change this value for different guns
    set_val(12, -40);
    wait(10);
    set_val(8, 100);
    set_val(12, -83);
    wait(10);
    set_val(8, 100);
    set_val(12, -100);
    wait(10);
    set_val(8, 100);
    set_val(12, -100);
    wait(10);
    set_val(8, 0);
    set_val(12, -100);
    wait(10);
    set_val(12, -71);
    wait(10);
    set_val(12, -38);
    wait(10);
    set_val(12, 0);
}
combo RumbleNotifier {
    set_rumble(RUMBLE_B, 100);
    wait(300);
    reset_rumble();
}
combo AntiRecoil { // This combo must be the last one
    if(get_val(shoot)) {
    anti_recoil = get_val(10) + ANTI_RECOIL;
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(10, anti_recoil);
    anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
    if(anti_recoil_left > 100) anti_recoil_left = 100;
    set_val(9, anti_recoil_left);
    anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(9, anti_recoil_right);
    }
}
//Fast Reload Speed Chart (All Have Been Tested)
//SMGS...
//MP7 = 1200
//PDW = 1590
//Vector = 1220
//MSMC = 1560
//Chicom = 1460
//Skorpion = 1330
//Peacekeeper = 1260
 
//Assault Rifels...
//MTAR = 1490
//Type-25 = 1670
//SWAT = 1210
//FAL = 1440
//M27= 1410
//Scar = 1290
//SMR = 1895
//M8A1 = 1630
//AN-94 = 1300
 
//Shotguns...
//S12 = 2380
//M1216 = 2090
 
//LMGS...
//MK-48 = Unavailible
//QBB = 2650
//LSAT = Unavailible
//HAMR = 2650
 
//Snipers...
//SVU = 2170
//DSR = 2540
//Ballista = 2210
//XPR = 2430
 
//Pistols...
//Five Seven = 1020
//TAC = 1020
//B23R = 1020
//KAP = 770
 
//Special...
//Crossbow = 1600