5th.under slug ready Default Standard Original

Rapid Shooting and a Tactical Layout for a Fun time to deploy your skills//Will Updated
Version1.44
AuthorKia7
Publish DateFri, 8 Mar 2013 - 10:42
Last UpdateWed, 5 Mar 2014 - 06:54
Downloads231
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Release Notes: Standard Edition,Most Favorite
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/*Standard EVADER
 
 
*/

define Slot_DOWN =4;/*****************Controller mode# Slot 1-9;********************/
define Slot_UP =6; /*  +/-  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 = 97;//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)){set_ledx(LED_2,2);     
    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);
}
    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_ledx(LED_3,4);
        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);
}