/* Script CoD4 (By Wiimote)
*/
// Remap R/L
remap WII_B -> PS3_R1; // R1 => B | Fire
remap WII_MINUS -> PS3_R2; // R2 => - | Grenade
remap WII_ACCX -> PS3_R3; // R3 => WII_ACCX < 20 | Cut
remap WII_C -> PS3_L1; // L1 => C | Aim
remap WII_PLUS -> PS3_L2; // L2 => + | Flash
remap WII_Z -> PS3_L3; // L3 => Z | Run
// Remap Button Action
//remap WII_HOME -> PS3_SQUARE; // SQUARE => HOME | Reload/Take
//remap WII_ACCZ -> PS3_SQUARE; // SQUARE => HOME | Reload/Take
remap WII_DOWN -> PS3_TRIANGLE; // TRIANGLE => DOWN | Switch Weapon
remap WII_A -> PS3_CROSS; // CROSS => A | Jump
remap WII_ACCNY -> PS3_CIRCLE; // CIRCLE => WII_ACCNY > -30 | Crouch/Prone
// Remap Dpad
remap WII_UP -> PS3_UP; // UP => UP |
remap REMAP_NULL -> PS3_DOWN; // DOWN => NOT USE |
remap WII_LEFT -> PS3_LEFT; // LEFT => LEFT |
remap WII_RIGHT -> PS3_RIGHT; // RIGHT => RIGHT |
// Remap Button Info
remap WII_ONE -> PS3_SELECT; // SELECT => ONE | Score
remap WII_TWO -> PS3_START; // START => TWO | Option
remap REMAP_NULL -> PS3_PS; // PS => TWO | Ps
// Remap AXYS
remap WII_NY -> PS3_LY;
remap WII_NX -> PS3_LX;
main {
set_val(PS3_RX, (get_val(WII_IRX)*((WII_IRX)/10))*-1 );
set_val(PS3_RY, get_val(WII_IRY)*(WII_IRY)/10);
sensitivity(PS3_RX, NOT_USE, 250, NOT_USE, -50, +50);
sensitivity(PS3_RY, NOT_USE, 200, NOT_USE, -50, +50);
// Crouch/Prone = wii acc Z < -50
set_val(WII_ACCZ, get_val(WII_ACCZ) +100);
sensitivity(WII_ACCZ, NOT_USE, NOT_USE, NOT_USE, -100, 0);
if (get_val(WII_ACCZ)< -50){
combo_run(Reload);
}
if (get_val(WII_HOME)){
set_val(PS3_SQUARE, 100);
}
// Crouch/Prone = wii acc X < -5
set_val(WII_ACCNY, get_val(WII_ACCNY) +30);
sensitivity(WII_ACCNY, NOT_USE, NOT_USE, NOT_USE, -10, 0);
if (get_val(WII_ACCNY) < -5){
combo_run(Crouch);
}
// Cut = wii acc X < -5
set_val(WII_ACCX, get_val(WII_ACCX)+30);
sensitivity(WII_ACCX, NOT_USE, NOT_USE, NOT_USE, -10, 0);
if (get_val(WII_ACCX) < -5){
combo_run(Cut);
}
}
combo Reload {
set_val(PS3_SQUARE, 100);
set_rumble(RUMBLE_B, 50);
wait(100);
set_val(PS3_SQUARE, 0);
set_rumble(RUMBLE_B, 0);
}
combo Crouch {
set_rumble(RUMBLE_A, 50);
wait(100);
set_rumble(RUMBLE_A, 0);
}
combo Cut {
set_rumble(RUMBLE_B, 50);
wait(100);
set_rumble(RUMBLE_B, 0);
}