/*Standard EVADER
*/
//remap XB360_RT-> XB360_RB;//Optional PS3 Sim on XB360_Layout. REQUIRED for JUMP&PRONE
//remap XB360_RB->XB360_RT;
//remap XB360_LT->XB360_LB;
//remap XB360_LB->XB360_LT;
define Slot_DOWN =6;/*****************Controller mode# Slot 1-9;********************/
define Slot_UP =8; /* +/- Press Y + Down,up to activate***/
define Knife = XB360_B;//Knife Shake N Shake Controller (Change to Melee)************PS3_ACCY Controll ONLY
define Slot_Button= XB360_Y;// slot
define Aim = XB360_LT;//Scope
define Gernade = XB360_RB;
define Shoot = XB360_RT;
define Jump = XB360_A;
define RS = XB360_RS;
define DWN = XB360_DOWN;
define UP = XB360_UP;//
define Jump_Timeing = 300;//Timeing Speed Rate of button A,X ;Jump
define Off_Timeing_Jump = 400;//Off Timeing A,X
define Gernade_Rate = 44;// Gernade default optional off
define TYPE = 50;//Throw Value Gernade 1-100;
define Expo = 75;//Midpoint expoentials
define Sens = 136;// Sensitivity
define HoldD = 300 ;//rate of crouch or Prone 300 = 1second**********************/
define SPOT_BUTTON = XB360_BACK;//BattleField3 more effective
define Jump_Drop_Rate = 99;//Rate of Jump Activated
define RATE=8;//Fire Speed
int hold_time, rest_time;
int autospot = FALSE;
init {
hold_time = 500 / RATE;
if(hold_time >= 500) rest_time = 300;
}
main {sensitivity(PS3_ACCY, 100,5);
sensitivity(PS3_ACCX, 100,5);// change to desire PS3_ACCX, PS3_ACCZ, PS3_ACCY, {(PS3_GYRO)Limited controllers}
sensitivity(XB360_RX, Expo,Sens);
sensitivity(XB360_RY, Expo,Sens); //
if (get_val(Knife))combo_run(Knife1);
if (get_val(PS3_ACCY))combo_run(Knife1);
if (get_val(PS3_ACCX))combo_run(Knife1);
if(event_release(SPOT_BUTTON) && get_ptime(SPOT_BUTTON) < 140) autospot = !autospot;
if(autospot && !get_val(SPOT_BUTTON)) combo_run(AutoSpot);block(SPOT_BUTTON, 200);
//if (get_val(R1)){//Optional//
//if (event_press(RS))combo_run(Bomb);}
if(get_val(Jump))combo_run(JUMP);
if(get_val(Slot_Button)){
if(event_press(UP)) combo_run (SLOT_1);}
if(get_val(Slot_Button)){
if(event_press(DWN)) combo_run (SLOT_2);}
if (get_val(Shoot)){
if (event_release(Aim))combo_run(EVADE);}// or change to [ event_press ] event_release For DROP or SNAP feature****Default my snap shot*******/
if (get_val(Slot_Button)){
if (event_press(UP))combo_run(RumbleExample);}
if (get_val(Slot_Button)){
if (event_press(DWN))combo_run(RumbleExample);}
if (get_val(Shoot)>Jump_Drop_Rate)combo_run(JUMP2);
if (get_val(Aim))combo_stop(JUMP2);
if (get_val(Aim)>98)combo_run(L_Fire);
if (get_val(Shoot)>98)combo_run(R_Fire);
}
combo EVADE{
set_val(RS,100);
wait(HoldD);
set_val(RS,0);
}
combo Bomb{
set_val(Gernade,TYPE);
wait(Gernade_Rate);
set_val(Gernade,0);
}
combo SLOT_1{reset_leds();
wait(112);
load_slot(Slot_UP);
}
combo SLOT_2{reset_leds();
wait (112);
load_slot(Slot_DOWN);
}
combo JUMP{
set_val(Jump,100);
wait (Jump_Timeing);
set_val(Jump,0);
wait (Off_Timeing_Jump);
set_val(Jump,0);
}
combo AutoSpot {
set_val(SPOT_BUTTON, 100);
wait(40);
set_val(SPOT_BUTTON, 0);
wait(960);
}
combo Knife1{
set_val(Knife,100):
wait(150);
set_val(Knife,0);
wait(150);
}
combo RumbleExample{
set_rumble(RUMBLE_A, 100);
wait(1000);
set_rumble(RUMBLE_A, 0);
wait (300);
}
combo JUMP2{
set_val(Jump,100);
}
combo R_Fire{
set_val(Shoot, 100);
wait (hold_time);
set_val(Shoot, 0);
wait (rest_time);
}
combo L_Fire{set_ledx(LED_4, 1);
set_val(Aim, 100);
wait (hold_time);
set_val(Aim, 0);
wait (rest_time);
}