// GPC Online Library
// t1_aim_abuseaimbotaim_correctionsantirecoil_mw.gpc
//
// NOTORIOUS STICKY AIMBOT V1.gpc
/*
NOTORIOUS STICKY AIMBOT WARZONE BULLY */
//========================================================================================================================
//--Rapid Fire (L2 + LEFT)
int Rapid_Fire = FALSE;
//=======================================================================================================================
//--Dropshot (L2 + RIGHT)
int DropShot = FALSE;
int DropShotSpeed = 30;
//========================================================================================================================
///--Change TRUE TO FALSE if you don't want to play with Hair Triggers
define HairTriggers = TRUE;
//========================================================================================================================
//--Change FALSE To True If You Want Easy Slide TAP CROUCH/PRONE BUTTON TO EASY SLIDE
define EASY__SLIDE_DROP = FALSE;
//========================================================================================================================
//--Change FALSE TO TRUE If you want Hold Breath
define holdbreath = FALSE;
//========================================================================================================================
//--Notorious Sticky Aim Assist if your screen shakes whilst using aim assist - lower this value (try 22, 20)
define sticky_aim_assist = TRUE;
define _v = 22;
//========================================================================================================================
//--Aim Sensitivty Corrections ===========================================================================================
int in_game_menu_sens = 11; // PICK 3 HIGHER THEN YOUR REGULAR SENSITIVITY!
define aim_sens_corrections = 0; // [0 = OFF / 1 = ON / 2 = ON + ZOOM SENS IS ALSO ON] - zoom sensitivity does not work with bumpers/triggers flipped]
/*
THE IDEA BEHIND STICKY AIMBOT IS THAT YOU HIGHER YOUR IN-GAME SENSITIVITY WITH 2 OR 3
CLICKS. THIS WILL ALLOW YOU TO TURN AROUND FAST WITHOUT LOSING CONTROL OVER YOUR AIM
AND LOCK ON TO YOUR TARGET WITH EASE
1) FILL OUT THE IN_GAME_MENU_SENS STICK SENSITIVITY UP ABOVE
2) GET READY TO BULLY ENEMIES IN WARZONE! */
//======================================================================================================================
//--Anti Recoil (L2 + OPTIONS)==========================================================================================
define antirecoil_ = TRUE;
define INTVERTED_RECOIL = 1; //( IF INVERTED SET TO -1 INSTEAD OF 1 )
int DEFAULT_VERTICAL = 3;
int DEFAULT_HORIZONTAL = -2;
/*
CHECK THE STICK & BUTTON LAYOUTS BELOW.
STICKS:
PS4_CIRCLE XB1_B
PS4_CROSS XB1_A
PS4_R1 XB1_RB
PS4_R2 XB1_RT
PS4_R3 XB1_RS
PS4_L1 XB1_LB
PS4_L2 XB1_LT
PS4_L3 XB1_LS
//====================================================================================================================== */
//--Layout==============================================================================================================
define FIRE = PS4_R1; //Change To R1 For Flipped Bumpers
define ADS = PS4_L1; //Change To L1 For Flipped Bumpers
define SPRINT = PS4_L3;
define PRONE = PS4_R3;
define MELEE = PS4_CIRCLE;
define JUMP = PS4_CROSS;
define TACTICAL = PS4_L2; //Change To L2 For Flipped Bumpers
define LETHAL = PS4_R2; //Change To R2 For Flipped Bumpers
define VIB_A = RUMBLE_A; //Leave Alone
//-- NOTORIOUS AIM ABUSE ================================================================================================
define Sampling_Time = 10;
define Aim_Boost = 7;
define Aim_Correction = 5;
define Aim_Perfection_Limit = 30;
define POS_Aim_Limit = 70;
int NEG_Aim_Limit = -70;
define POS_Micro_MVT_Limit = 25;
int NEG_Micro_MVT_Limit = -25;
int X_Last_Value = 0;
int Y_Last_Value = 0;
int X_Current_Value = 0;
int Y_Current_Value = 0;
int Sampling_Done = FALSE;
int spiroide_pulse = 0;
int fine_pulse = 0;
int Joystick_calibration = FALSE;
int RX_Axis_Joystick_calibrate = 0;
int RY_Axis_Joystick_calibrate = 0;
//--======================================================================================================================
int ads_grenade_sens, ads_fire_sens, Sens;
int RECOIL,BOOOST,ANTIRECOOIL;
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |M|A|I|N| | |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
main {
if (Joystick_calibration == FALSE){
RX_Axis_Joystick_calibrate = get_val(PS4_RX);
RY_Axis_Joystick_calibrate = get_val(PS4_RY);
Joystick_calibration = TRUE;}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
if(get_val(ADS)){
if(abs(X_Current_Value) <= POS_Micro_MVT_Limit && abs(Y_Current_Value) <= POS_Micro_MVT_Limit){
if(abs(X_Last_Value - X_Current_Value) < 15){
combo_stop(Aim_Assist_Perfection);
Sampling_Done = FALSE;
if(get_val(FIRE) > 95){
combo_stop(Fine_Tune_Aim);
fine_pulse = 0;
combo_run(spiroide_Aim_Assit);}
else{
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
combo_run(Fine_Tune_Aim);}}}
else if(abs(X_Current_Value) <= POS_Aim_Limit && abs(Y_Current_Value) <= POS_Aim_Limit){
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
spiroide_pulse = 0;
fine_pulse = 0;
combo_run(Aim_Assist_Perfection);}}
else {
combo_stop(Fine_Tune_Aim);
combo_stop(spiroide_Aim_Assit);
combo_stop(Aim_Assist_Perfection);
spiroide_pulse = 0;
fine_pulse = 0;
Sampling_Done = FALSE;}
if (sticky_aim_assist) {
if(get_val(ADS)) combo_run(cSTICKY_AIM);
else combo_stop(cSTICKY_AIM);}
if(holdbreath) {
if( get_val(ADS) ) combo_run(cHOLD_BREATH_cmb); }
if(HairTriggers) {
deadzone(ADS,FIRE,100,100); }
if(EASY__SLIDE_DROP && get_val(PRONE))combo_run(cDROP_SHOT);
if(get_val(ADS) && event_press(PS4_LEFT)) {
combo_run (vibrate);
Rapid_Fire=!Rapid_Fire;}
if (Rapid_Fire) {
if(get_val(FIRE)) {
combo_run (cRapiid_Fire);}}
if(aim_sens_corrections) {
ads_grenade_sens=100-(in_game_menu_sens); ads_fire_sens=96-(in_game_menu_sens);
if (get_val (ADS)) {
if(get_val(FIRE) && get_val(ADS)) {
Sens = ads_fire_sens; }
if(!get_val(FIRE) && !get_val(ADS) || get_val (FIRE) &&!get_val(ADS)) {
Sens = 100; //--sens and hip fire sens
}
if(!get_val(FIRE) && get_val(ADS) || get_val (LETHAL) && !get_val (ADS) || get_val (TACTICAL) && !get_val (ADS)) {
Sens = ads_grenade_sens; }
if(Sens > 100) Sens = 100;
sensitivity(PS4_RX, NOT_USE, Sens);
sensitivity(PS4_RY, NOT_USE, Sens); }
}
if(get_val(ADS) && event_press(PS4_RIGHT)) {
combo_run (vibrate);
DropShot=!DropShot;}
if (DropShot) {
if(get_val(FIRE)) {
combo_run (cDroppShott);}}
if(get_val(ADS) && event_press(PS4_OPTIONS)) {
combo_run (vibrate);
ANTIRECOOIL=!ANTIRECOOIL;}
if (antirecoil_) {
if (get_val(ADS) && get_val(FIRE) && get_rumble(VIB_A)) {
combo_run(cRECOIL); }
if (abs(get_val(PS4_RY)) > DEFAULT_VERTICAL + 2 || abs(get_val(PS4_RX)) > DEFAULT_VERTICAL + 2) {
combo_stop(cRECOIL); } }
if(abs(get_val(PS4_LY)) < 10 && abs(get_val(PS4_LX)) < 10 ){
set_val(PS4_LY,0);
set_val(PS4_LX,0); }
if(abs(get_val(PS4_RY)) < 10 && abs(get_val(PS4_RX)) < 10 ){
set_val(PS4_RY,0);
set_val(PS4_RX,0); }
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
combo Aim_Assist_Perfection{
X_Last_Value = X_Current_Value
Y_Last_Value = Y_Current_Value
wait(Sampling_Time);
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RY_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE ){
Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );}
X_Last_Value = X_Current_Value;
Y_Last_Value = Y_Current_Value;
wait(Sampling_Time);
X_Current_Value = get_lval(PS4_RX)- RX_Axis_Joystick_calibrate;
Y_Current_Value = get_lval(PS4_RY)- RX_Axis_Joystick_calibrate;
if (Sampling_Done == TRUE ){
Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );}
Sampling_Done = TRUE;
wait(Sampling_Time);
}
combo Fine_Tune_Aim {
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_LX,(-15 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(10 - fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_RY,(10 - fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time)
wait(Sampling_Time)
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_LX,(15 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-15 + fine_pulse));
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(5 - fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(-10 + fine_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(15 - fine_pulse));
set_val(PS4_RY,(-10 + fine_pulse));
set_val(PS4_LX,(-5 + fine_pulse))
wait(Sampling_Time);
wait(Sampling_Time);
fine_pulse = fine_pulse + 2;
if ( fine_pulse >10){
fine_pulse = 0;}
}
combo spiroide_Aim_Assit {
set_val(PS4_RX,(4 + spiroide_pulse));
set_val(PS4_LX,(-15+ spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
set_val(PS4_RX,(-4 - spiroide_pulse));
set_val(PS4_LX,15 - spiroide_pulse );
wait(Sampling_Time);
wait(Sampling_Time)
set_val(PS4_RY,(5 + spiroide_pulse));
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
wait(Sampling_Time);
spiroide_pulse = spiroide_pulse + 2;
if ( spiroide_pulse >10){
spiroide_pulse = 0;}
}
combo cHOLD_BREATH_cmb {
set_val(SPRINT, 100);
wait(100);
}
combo cDROP_SHOT{
set_val(PRONE,100);
wait(800);
}
combo cRapiid_Fire {
set_val(FIRE, 100);
wait(40);
set_val(FIRE, 0);
wait(30);
}
combo cDroppShott {
set_val(PRONE,100);
wait(40);
wait(DropShotSpeed);
set_val(PRONE,100);
}
combo cSTICKY_AIM {
set_val(PS4_RY,xy_val(PS4_RY, _v));
wait(20);
set_val(PS4_RX,xy_val(PS4_RX, _v));
set_val(PS4_LX,xy_val(PS4_LX, _v));
wait(20);
set_val(PS4_RY,xy_val(PS4_RY, _v * -1));
wait(20);
set_val(PS4_RX,xy_val(PS4_RX, _v * -1));
set_val(PS4_LX,xy_val(PS4_LX, _v * -1));
wait(20);
}
combo cRECOIL { BOOOST++;
RECOIL = get_val(PS4_RY) + DEFAULT_VERTICAL + BOOOST;
if(BOOOST == 10) {
BOOOST = 0; }
if(RECOIL > 100) {
RECOIL = 100; }
set_val(PS4_RY,RECOIL * INTVERTED_RECOIL);
RECOIL = get_val(PS4_RX) + DEFAULT_HORIZONTAL;
if(RECOIL > 100){
RECOIL = 100; }
set_val(PS4_RX,RECOIL);
}
combo vibrate {
set_rumble(RUMBLE_A, 85);
wait(225);
reset_rumble();
}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | |F |U | N | C | T | I | O | N | S | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < (_v + 1))
return f_val;
return get_val(f_axis);
}
function Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS ) {
if(abs(Last_Value - Current_Value) < Aim_Perfection_Limit){
if(Last_Value < Current_Value){
if (Boost){
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Boost));}
else if(Correction){
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Correction));}}
else{
if (Boost){
if (X_AXIS)
set_val(PS4_RX, (Current_Value - Aim_Boost));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value - Aim_Boost));}
else if(Correction){
if (X_AXIS)
set_val(PS4_RX, (Current_Value + Aim_Correction));
if (Y_AXIS)
set_val(PS4_RY, (Current_Value + Aim_Correction));}}}}
/*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | | | E | N | | D | | | | | | | | | | | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+*/