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Black Ops 3 GPC Script
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/* | |
GPC Online Library | |
COD Black Ops 3(BO3) Script | |
============================================================================= | |
Device: Titan One | |
Author: Terry (aka UK_Wildcats_Fans) | |
Game: Call of Duty Black Ops 3 (BO3) | |
System: PlayStation 4 (PS4) | |
Controller: DualShock 4 (DS4) | |
NOTE: This script should work for Xbox (360 or One) and PS3 with changes described further below | |
Game Settings: Tactical Flipped Button Layout | |
NOTE: This script should work with other button layouts with changes described further below | |
Device: Titan 1 (firmware version 2.27 or newer) | |
Website: http://www.consoletuner.com | |
Forum Post: http://www.consoletuner.com/forum/viewtopic.php?f=6&t=2015 | |
============================================================================= | |
COPYRIGHT: | |
2015 Terry (UK_Wildcats_Fans) from http://www.consoletuner.com. This Script was made and intended for http://www.Consoletuner.com & Titan 0ne ONLY, | |
UNLESS written premission is given by the creator and/or copywritee. | |
All rights reserved. This material may not be reproduced, displayed, modified or distributed without the express prior written permission | |
of the copyright holder. For permission, contact UK_Wildcats_Fans via the http://www.consoletuner.com/forum website | |
============================================================================= | |
CHANGELOG: | |
Version 1.0: Initial script from my COD AW v2.5 script used as basis. Took out items that would not be applicable (i.e. double jump, auto dash, etc.) | |
Version 1.1: Updated based upon testing during BO3 beta | |
Version 1.2: Tweaked rapid fire settings | |
Version 1.3: Added rumble notifier and light bar color changes when activating certain mods | |
Version 1.4: Clean up and simplify the script. | |
Version 1.5: Took out section for stopping sprint reload since you can reload while sprinting in BO3 | |
Version 1.6: Added ADS Fire. If you press the fire button it automatically makes it ADS (aim down sights). LookInversionON is set to FALSE by default | |
Version 1.7: Added auto hold breath for the snipers out there | |
Version 1.8: Added Jitter and modified drop shot combo timing | |
Version 1.9: Added extra toggle for rapid fire to make it much easier and quicker for me. Updated Jitter combo. Fixed errors in left anti-recoil. Added manual authenicate option. | |
Version 2.0: Added multiple rumble notifier for rapid fire to indicate the preset number. Added long jump while holding JUMP button. Slight jitter timing change | |
============================================================================= | |
TOGGLES: (You MUST press the ADS or CROUCH button first before) | |
Press ADS (aim down sights) button in addition with any of the below. Using ADS button helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD | |
Press LEFT on the D PAD to activate/deactivate "RAPID FIRE ON/OFF" *** See the Special below *** | |
Press RIGHT on the D PAD to activate/deactivate "RAPID FIRE CYCLING" | |
Press UP on the D PAD to activate/deactivate "JITTER" | |
Press DOWN on the D PAD to activate/deactivate "DROP SHOT" | |
Special: You can enable Rapid Fire another way by using (ADS + SPRINT). This works if you are using auto sprint. It will cause problems if are using regular sprint. | |
You must enable it to work by making ExtraRapid = TRUE. You can set it to FALSE if you don't want that option. | |
Press CROUCH in addition with any of the below. Using CROUCH helps to prevent accidental turn ON and OFF when operating killstreaks and/or other times that requires the D PAD | |
Press LEFT on the D PAD to activate/deactivate "HOLD BREATH" | |
Press RIGHT on the D PAD to activate/deactivate "ADS Fire" | |
Press UP on the D PAD to activate/deactivate "QUICK SCOPE" | |
Press DOWN on the D PAD to activate/deactivate "ANTI-RECOIL" | |
============================================================================= | |
GAMEPLAY COMMENTS | |
The timing and functionality with BO3 has not been tested yet. | |
Rapid Fire: | |
I am doing something different with rapid fire. Normally, I had been using a rate of fire variable | |
which was used to make the Hold and Rest Times needed for the rapid fire combo. I am not using direct hold and rest times. | |
I now have two toggles for rapid fire: (see the TOGGLES section above) | |
1) toggles rapid fire mod on/off and 2) cycles between different rapid fire values for hold and rest time. | |
This will help with testing and allow players to have different rapid fire values for different weapons | |
Quick Melee & Quick Reload: | |
Treyarch took out sprint reload cancel, so quick melee will not work. They also modified their code so we cannot do quick reload. | |
Drop Shot: | |
The Drop Shot combo is only started once the shoot button is initially pressed. It will not run again until it is released and re-pressed again. | |
If DISABLE_WITH_SCOPE is TRUE, Drop Shot occurs upon button press of SHOOT button without ADS. If you press ADS button after starting drop, | |
it will stop the drop shot combo. You must then release and re-press the SHOOT button to activate drop shot again. This interferes if you use | |
the mini gun specialist perk, so you can toggle it on/off while in the game. | |
Auto Sprint & Reloading: | |
Reload times vary with weapons and auto sprint can cause problems. You sometimes have to let off the joystick, hold the RELOAD button or hold ADS to reload fully | |
If it does not start sprinting right away, you can press the SPRINT button to start it. | |
You can adjust the reload wait time that best suits your weapons and reloads. | |
Anti-Recoil: | |
There is no one right value. See this thread for more information. http://www.consoletuner.com/forum/viewtopic.php?f=17&t=1155 | |
If you are USING look inversion you need to change InversionON to TRUE. | |
Quick Scoping: | |
There are variables to play around with to meet your specific needs. | |
I am absolutely terrible at quick scoping, so I don't really use this and haven't tested it that much. | |
============================================================================= | |
IN GAME BUTTON LAYOUTS: | |
This script was based upon the TACTICAL FLIPPED button configuration. If you do not play in this configuration, below are changes needed to | |
play in other button layouts. | |
USING THIS SCRIPT ON VARIOUS CONSOLES: This script will work with various consoles. | |
The Titan 1 maps the various controller variables (i.e PS4_R1, PS3_R1, XB1_RB, XB360_RB) to an index number. | |
See the below link for the data representation table. Therefore, PS4_R1 will work as XB1_RB OR XB360_RB without any changes to the script. | |
I am not using the menu, view, PS, select, etc. buttons, so they should not be an issue. | |
Data Representation Index | |
http://www.consoletuner.com/kbase/data_representation.htm?mw=MjQw&st=MA==&sct=MA==&ms=AAAA | |
NOTE: The XB360 and XB1 do not have the TACTICAL FLIPPED in game settings; therefore, you have to make changes in the script | |
to change from TACTICAL FLIPPED to DEFAULT or TACTICAL. See the below. | |
Option 1: You play in the normal TACTICAL button layout. Make these changes to the define section per the below | |
define ADS = PS4_L1; // L1 can be changed to L2 for non flipped | |
define EXO = PS4_L2; // L2 can be changed to L1 for non flipped | |
define SHOOT = PS4_R1; // R1 can be changed to R2 for non flipped | |
define GRENADE = PS4_R2; // R2 can be changed to R1 for non flipped | |
Option 2: You play in the normal DEFAULT button layout. Make these changes to the define section per the below | |
define ADS = PS4_L1; // L1 can be changed to L2 for non flipped | |
define EXO = PS4_L2; // L2 can be changed to L1 for non flipped | |
define SHOOT = PS4_R1; // R1 can be changed to R2 for non flipped | |
define GRENADE = PS4_R2; // R2 can be changed to R1 for non flipped | |
define CROUCH = PS4_CIRCLE; // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3 | |
define MELEE = PS4_R3; // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE | |
Option 3: You play in the normal DEFAULT FLIPPED layout. Make these changes to the define section per the below | |
define CROUCH = PS4_CIRCLE; // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3 | |
define MELEE = PS4_R3; // "Default" button layout is PS4_R3. "Tactical button layout is PS4_CIRCLE | |
To manually start the authenication, you enable the option by making ManualAuthenticate = TRUE. With this enabled, you can press UP on the DPAD + JUMP to start the process. | |
============================================================================= | |
LED DEFINITIONS FOR PS4 LIGHT BAR | |
LED(0,0,0,0); // Off | |
LED(1,0,0,0); // Blue (default) | |
LED(0,1,0,0); // Red | |
LED(0,0,1,0); // Green | |
LED(0,0,0,1); // Pink | |
LED(1,0,1,0); // Cyan | |
LED(0,1,1,0); // Amber (aka yellow) | |
LED(1,1,1,1); // White | |
============================================================================= | |
DEFINES | |
*/ | |
// Changes are needed for these for the non flipped button layout | |
// Settings are for bumber jumper tactical | |
define ADS = PS4_L2; // L1 can be changed to L2 for non flipped | |
define EXO = PS4_CROSS; // L2 can be changed to L1 for non flipped | |
define SHOOT = PS4_R2; // R1 can be changed to R2 for non flipped | |
define GRENADE = PS4_R1; // R2 can be changed to R1 for non flipped | |
// These are needed for default button layout (non tactical) | |
define CROUCH = PS4_R3; // "Default" button layout is PS4_CIRCLE. "Tactical" button layout is PS4_R3. | |
define MELEE = PS4_CIRCLE; // "Default" button layout is PS4_R3. "Tactical" button layout is PS4_CIRCLE. | |
define SPRINT_EXO = PS4_L3; | |
define LX = PS4_LX; | |
define LY = PS4_LY; | |
define RX = PS4_RX; | |
define RY = PS4_RY; | |
define JUMP = PS4_L1; | |
define RELOAD = PS4_SQUARE; | |
define SWAP_WEAPONS = PS4_TRIANGLE; | |
define UP = PS4_UP; | |
define DOWN = PS4_DOWN; | |
define LEFT = PS4_LEFT; | |
define RIGHT = PS4_RIGHT; | |
define INSTA_FIRE = 95; // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5% | |
define INSTA_AIM = 95; // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5% | |
define INSTA_OTHER = 95; // The % at which it boosts the other button when pressed - i.e. 95% means when pressed 5% | |
define DROPSHOT_QUICKNESS = 95; // The % at which it boosts the CROUCH button when pressed - i.e. 95% means when pressed 5% | |
define ADS_SPEED = 20; // The % at which it boosts your aiming speed when using ADS | |
define DISABLE_WITH_SCOPE = TRUE; // Will not drop shot if ADS is on | |
define ANTI_RECOIL = 25; // Change this value to compensate to the vertical recoil | |
define ANTI_RECOIL_LEFT = 0; // Change this value to compensate to the left | |
define ANTI_RECOIL_RIGHT = 0; // Change this value to compensate to the right | |
define ONLY_WITH_SCOPE = TRUE; // Anti-recoil will only be applied with ADS | |
define QUICK_SCOPE_WAIT = 500; // Increase this time for a longer ADS time. Decrease this time for a shorter ADS time | |
define RELOAD_WAIT = 2000; // Wait time after stopping auto sprint to allow reloading. Adjust as necessary | |
define SHOOT_WAIT = 300; // Wait time after stopping auto sprint to allow shooting | |
define DROP_SHOT_WAIT = 1000; // Wait time for drop shot combo (changed from 1200 to 1000) | |
define MULTIPLE_NOTIFIER = TRUE; // Rumbles multiply times to indicate the rapid fire preset | |
define LONG_JUMP_ON = TRUE; // Turns on Long Jump MOD. Set to FALSE to turn this off this mod | |
// VARIABLES ============================================================================= | |
int AkimboSingleON = FALSE; // Akimbo mode for regular single shot mode | |
int AkimboRapidON = FALSE; // Akimbo mode with rapid fire mode | |
int ThrustJumpON = FALSE; | |
int AutoSprintON = TRUE; | |
int AutoDashON = FALSE; | |
int QuickMelee_ON = FALSE; | |
int RapidFireON = FALSE; | |
int DropShotON = TRUE; // Turned on by default but can be turned off with the Toggles. Change to FALSE if you want it off by default | |
int InversionON = FALSE; // Set this to TRUE if you are using look inversion enabled in the game setting. Most people are NOT using look inversion | |
int JitterON = FALSE; | |
int AntiRecoilON = FALSE; | |
int QuickScopeON = FALSE; | |
int QuickReloadON = FALSE; | |
int RapidFireCounter = 1; | |
int anti_recoil; | |
int anti_recoil_left; | |
int anti_recoil_right; | |
int ADS_Fire_On = FALSE; | |
int HoldBreathON = FALSE; | |
int ExtraRapid = FALSE; // This turns on/off the ability to toggle rapid fire with ADS + SPRINT | |
int ManualAuthenticate = FALSE; | |
int Counter; | |
int LongJumpWait = 200; // Wait times used within the long jump combo | |
// Hold Time is the time in mSeconds that the SHOOT button is pressed. It varies depending on the weapon, game and attachments. | |
// Release time is the time between shooting. This will vary depending on the game timing that is coded into the game. | |
int HoldTime = 10; // defined in mSeconds for regular Rapid Fire | |
int RestTime = 10; // defined in mSeconds for regular Rapid Fire | |
int HoldTime2 = 20; // defined in mSeconds for Jitter | |
int RestTime2 = 20; // defined in mSeconds for Jitter | |
// MAIN SCRIPT ============================================================================= | |
main { | |
vm_tctrl(-5); // sets main loop to 5mS vs the default 10mS | |
// Makes the button 100% pressed even if barely pressed - aka more sensitive and quicker reaction | |
if(get_val(CROUCH)){sensitivity(CROUCH, NOT_USE, 100 + DROPSHOT_QUICKNESS);} | |
if(get_val(ADS)){sensitivity(ADS, 10, 100 + INSTA_AIM);} | |
if(get_val(SHOOT)){sensitivity(SHOOT, 10, 100 + INSTA_FIRE);} | |
if(get_val(SPRINT_EXO)){sensitivity(SPRINT_EXO, 10, 100 + INSTA_OTHER);} | |
if(get_val(GRENADE)){sensitivity(GRENADE, 10, 100 + INSTA_OTHER);} | |
// TOGGLES ============================================================================= | |
if(event_press(LEFT) && get_val(ADS)) { // Turn ON and OFF Rapid Fire | |
RapidFireON = !RapidFireON; | |
if(RapidFireON) { | |
JitterON = FALSE; | |
combo_run(GreenLED); | |
combo_run(RumbleNotifier); | |
AkimboSingleON = FALSE; // Turn OFF Akimbo modes | |
AkimboRapidON = FALSE; // Turn OFF Akimbo modes | |
QuickScopeON = FALSE; // Turn OFF QuickScope | |
} | |
if(!RapidFireON) {combo_run(BlueLED); combo_run(SingleNotifier);} | |
} | |
if(event_press(SPRINT_EXO) && get_val(ADS)&& ExtraRapid) { // Turn ON and OFF Rapid Fire | |
RapidFireON = !RapidFireON; | |
if(RapidFireON) { | |
JitterON = FALSE; | |
combo_run(GreenLED); | |
combo_run(RumbleNotifier); | |
AkimboSingleON = FALSE; // Turn OFF Akimbo modes | |
AkimboRapidON = FALSE; // Turn OFF Akimbo modes | |
QuickScopeON = FALSE; // Turn OFF QuickScope | |
} | |
if(!RapidFireON) {combo_run(BlueLED); combo_run(SingleNotifier);} | |
} | |
// Using this to cycle through rapid fire settings for testing. It can be used for having multiple rapid fire settings | |
// You can set these values to whatever you want and adjust how many different values that you want. | |
if(event_press(RIGHT) && get_val(ADS) && RapidFireON) { | |
RapidFireCounter = RapidFireCounter + 1; | |
Counter = 1; | |
if(RapidFireCounter > 5) {RapidFireCounter = 1;} // Change the "5" to how many options that you want | |
if(RapidFireCounter == 1){HoldTime = 10; RestTime = 10;} // Preset #1 | |
if(RapidFireCounter == 2){HoldTime = 15; RestTime = 15;} // Preset #2 | |
if(RapidFireCounter == 3){HoldTime = 20; RestTime = 20;} // Preset #3 | |
if(RapidFireCounter == 4){HoldTime = 25; RestTime = 25;} // Preset #4 | |
if(RapidFireCounter == 5){HoldTime = 30; RestTime = 30;} // Preset #5 | |
} | |
if (Counter <= RapidFireCounter && !combo_running(SingleNotifier) && RapidFireON && MULTIPLE_NOTIFIER) {combo_run(SingleNotifier); Counter = Counter + 1;} | |
if(event_press(DOWN) && get_val(ADS)) { // Turns ON and OFF Drop Shot | |
DropShotON = !DropShotON; | |
if(DropShotON) { | |
ADS_Fire_On = FALSE; | |
combo_run(AmberLED); | |
combo_run(RumbleNotifier); | |
} | |
if(!DropShotON) {combo_run(BlueLED);} | |
} | |
if(event_press(UP) && get_val(ADS)) { // Turns ON and OFF Jitter | |
JitterON = !JitterON; | |
if(JitterON) { | |
RapidFireON = FALSE; | |
combo_run(GreenLED); | |
combo_run(RumbleNotifier); | |
} | |
if(!JitterON) {combo_run(BlueLED);} | |
} | |
if(event_press(UP) && get_val(CROUCH)) { // Turns ON and OFF Quick Scope | |
QuickScopeON = !QuickScopeON; | |
if(QuickScopeON) { | |
AkimboSingleON = FALSE; // Turn OFF Akimbo modes | |
AkimboRapidON = FALSE; // Turn OFF Akimbo modes | |
RapidFireON = FALSE; // Turn OFF Rapid Fire | |
AntiRecoilON = FALSE; // Turn OFF Anti Recoil | |
} | |
} | |
if(event_press(DOWN) && get_val(CROUCH)) { // Turns ON and OFF Anti-Recoil | |
AntiRecoilON = !AntiRecoilON; | |
if(AntiRecoilON) { | |
combo_run(PinkLED); | |
combo_run(RumbleNotifier); | |
} | |
if(!AntiRecoilON) {combo_run(BlueLED);} | |
} | |
if(event_press(RIGHT) && get_val(CROUCH)) { // Turns ON and OFF ADS Fire | |
ADS_Fire_On = !ADS_Fire_On; | |
if(ADS_Fire_On) { | |
DropShotON = FALSE; | |
combo_run(WhiteLED); | |
combo_run(RumbleNotifier); | |
} | |
if(!ADS_Fire_On) {combo_run(BlueLED);} | |
} | |
if(event_press(LEFT) && get_val(CROUCH)) { // Turns ON and OFF auto hold breath | |
HoldBreathON = !HoldBreathON; | |
if(HoldBreathON) { | |
combo_run(WhiteLED); | |
combo_run(RumbleNotifier); | |
} | |
if(!HoldBreathON) {combo_run(BlueLED);} | |
} | |
// END TOGGLES ============================================================================= | |
if(get_val(UP) && get_val(JUMP) && ManualAuthenticate) {output_reconnection();} | |
// Auto ADS | |
if(get_val(SHOOT) && ADS_Fire_On && !DropShotON) {set_val(ADS,100);} | |
// Drop Shot | |
if(event_press(SHOOT) && DropShotON){ | |
combo_stop(AutoSprint); | |
combo_run(DropShot); | |
} | |
if(DISABLE_WITH_SCOPE && get_val(ADS)) {combo_stop(DropShot);} | |
// Jitter | |
if(get_val(SHOOT) && JitterON) {combo_run(Jitter);} | |
else if (combo_running(Jitter)) {combo_stop(Jitter);} | |
// Rapid Fire without ADS Fire | |
if(get_val(SHOOT) && RapidFireON && !ADS_Fire_On) {combo_run(RapidFire);} | |
else if(combo_running(RapidFire)) {combo_stop(RapidFire);} | |
// Rapid Fire with ADS Fire | |
if(get_val(SHOOT) && RapidFireON && ADS_Fire_On) {combo_run(ADSRapidFire);} | |
else if(combo_running(ADSRapidFire)) {combo_stop(ADSRapidFire);} | |
/* Personal Comment: I found that I have better game performance without using this. You can adjust your sensitivity for this. | |
// Faster movement while aiming with ADS | |
if(get_val(ADS)){ | |
sensitivity(RX, NOT_USE, 100 + ADS_SPEED); | |
sensitivity(RY, NOT_USE, 100 + ADS_SPEED); | |
} | |
*/ | |
// Anti-recoil | |
if(!ONLY_WITH_SCOPE || get_val(ADS)) {combo_run(AntiRecoil);} | |
// Quick Scope -- CANNOT ADS (aka regular scope) while using Quick Scope -- for regular ADS you must toggle off QuickScopeON -- see "Toggles" section at the top of this script | |
if(QuickScopeON && event_press(ADS) ) {combo_run(QuickScope);} | |
// Hold Breath | |
if(HoldBreathON && get_val(ADS)) {combo_run(HoldBreath);} | |
// AutoSprint -- Try different values (i.e. -90, -95); toggle ON/OFF | |
if(get_val(LY) < -99 && AutoSprintON && !combo_running(AllowReloading)) { combo_run(AutoSprint); } | |
else if((get_val(LY) > -99 && AutoSprintON)) {combo_stop(AutoSprint); } // Reload will also stop | |
// if(event_press(RELOAD)) {combo_stop(AutoSprint); combo_run(AllowReloading);} // Stop auto sprint to allow reloading (not needed for BO3) | |
if(get_val(SHOOT)) {combo_stop(AutoSprint); combo_run(AllowShooting);} // Stop auto sprint to allow shooting | |
// Long Jump | |
if(get_val(JUMP) && LONG_JUMP_ON) {combo_run(LongJump);} | |
else if(combo_running(LongJump)) {combo_stop(LongJump);} | |
} // End of MAIN | |
// COMBOS ============================================================================= | |
combo AllowShooting { | |
set_val(SPRINT_EXO, 0); | |
wait(SHOOT_WAIT); // can adjust to ensure enough time for shooting | |
} | |
combo AllowReloading { | |
set_val(SPRINT_EXO, 0); | |
wait(RELOAD_WAIT); // can adjust to ensure enough time to reload | |
} | |
combo RapidFire { | |
set_val(SHOOT, 100); | |
wait(HoldTime); | |
set_val(SHOOT, 0); | |
wait(RestTime); | |
set_val(SHOOT, 0); | |
} | |
combo Jitter { | |
/* | |
set_val(RELOAD, 100); | |
set_val(SWAP_WEAPONS, 100); | |
set_val(SWAP_WEAPONS, 100); | |
wait(HoldTime2); | |
set_val(RELOAD, 0); | |
set_val(SWAP_WEAPONS, 0); | |
set_val(SWAP_WEAPONS, 0); | |
wait(RestTime2); | |
set_val(RELOAD, 0); | |
set_val(SWAP_WEAPONS, 0); | |
set_val(SWAP_WEAPONS, 0); | |
*/ | |
set_val(RELOAD, 100); | |
set_val(SWAP_WEAPONS, 100); | |
wait(HoldTime2); | |
set_val(SWAP_WEAPONS, 0); | |
wait(RestTime2); | |
set_val(SWAP_WEAPONS, 100); | |
wait(HoldTime2); | |
set_val(SWAP_WEAPONS, 0); | |
wait(RestTime2); | |
} | |
combo ADSRapidFire { | |
set_val(SHOOT, 100); | |
set_val(ADS, 100); | |
wait(HoldTime); | |
set_val(SHOOT, 0); | |
wait(RestTime); | |
set_val(SHOOT, 0); | |
set_val(ADS, 0); | |
} | |
combo DropShot { | |
set_val(SPRINT_EXO,0); | |
wait(15); | |
set_val(CROUCH, 100); | |
wait(50); // 15 is no slide in public but slide in private. 50 is slide in public but no slide in private | |
set_val(CROUCH, 100); | |
wait(DROP_SHOT_WAIT); | |
} | |
/* | |
combo JumpShot { | |
// set_val(SHOOT, 100); | |
// wait(80); | |
set_val(JUMP,100); | |
wait(100); | |
wait(270); | |
set_val(JUMP,100); | |
wait(100); | |
} | |
combo SideShot { | |
set_val(LX, 100); | |
wait(200); // ----------------- | |
set_val(LX,-100); | |
wait(200); // ----------------- | |
} | |
combo SuperGSlide{ | |
set_val(JUMP,100); | |
wait(100); | |
set_val(CROUCH,100); | |
wait(250); | |
wait(650); | |
} | |
*/ | |
combo LongJump { | |
set_val(JUMP,100);//1 | |
wait(100); | |
set_val(JUMP, 0); | |
wait(LongJumpWait); | |
set_val(JUMP,100);//2 | |
wait(100); | |
set_val(JUMP, 0); | |
wait(LongJumpWait); | |
set_val(JUMP,100);//3 | |
wait(100); | |
set_val(JUMP, 0); | |
wait(LongJumpWait); | |
set_val(JUMP,100);//4 | |
wait(100); | |
set_val(JUMP, 0); | |
wait(LongJumpWait); | |
set_val(JUMP,100);//5 | |
wait(100); | |
set_val(JUMP, 0); | |
wait(80); | |
} | |
combo QuickScope { | |
set_val(ADS, 100); | |
wait(QUICK_SCOPE_WAIT) //Increase this time for a longer ADS time. Decrease this time for a shorter ADS time. | |
set_val(ADS, 0); | |
wait(10); | |
set_val(SHOOT, 100); | |
wait(20); | |
set_val(SHOOT, 0); | |
wait(60); | |
set_val(SHOOT, 0); | |
} | |
combo HoldBreath { | |
set_val(SPRINT_EXO, 100); | |
wait(10); | |
set_val(SPRINT_EXO, 100); | |
} | |
combo AutoSprint { | |
set_val(SPRINT_EXO, 100); | |
wait(10); | |
set_val(SPRINT_EXO, 100) | |
} | |
combo AntiRecoil { | |
// Look Inversion Enabled | |
if(get_val(SHOOT) && AntiRecoilON && InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons | |
anti_recoil = get_val(RY) - ANTI_RECOIL; // SUBTRACT anti_recoil when LOOK INVERSION is ENABLED | |
if(anti_recoil > 100) anti_recoil = 100; | |
set_val(RY, anti_recoil); | |
anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT; | |
if(anti_recoil_left < -100) anti_recoil_left = -100; | |
set_val(RX, anti_recoil_left); | |
anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT; | |
if(anti_recoil_right > 100) anti_recoil_right = 100; | |
set_val(RX, anti_recoil_right); | |
} | |
// Normal Look Inversion - look inversion disabled | |
if(get_val(SHOOT) && AntiRecoilON && !InversionON) { // Using AntiRecoilON toggle for testing and when using multiple weapons | |
anti_recoil = get_val(RY) + ANTI_RECOIL; // ADD anti_recoil for normal | |
if(anti_recoil > 100) anti_recoil = 100; | |
set_val(RY, anti_recoil); | |
anti_recoil_left = get_val(RX) - ANTI_RECOIL_LEFT; | |
if(anti_recoil_left < -100) anti_recoil_left = -100; | |
set_val(RX, anti_recoil_left); | |
anti_recoil_right = get_val(RX) + ANTI_RECOIL_RIGHT; | |
if(anti_recoil_right > 100) anti_recoil_right = 100; | |
set_val(RX, anti_recoil_right); | |
} | |
} | |
combo RumbleNotifier { | |
// double rumble | |
set_rumble(RUMBLE_A, 100); | |
wait(250); | |
set_rumble(RUMBLE_A, 0); | |
wait(50); | |
set_rumble(RUMBLE_A, 100); | |
wait(250); | |
set_rumble(RUMBLE_A, 0); | |
wait(20); | |
} | |
combo SingleNotifier { | |
// single rumble | |
set_rumble(RUMBLE_A, 100); | |
wait(200); | |
set_rumble(RUMBLE_A, 0); | |
wait(200); | |
} | |
combo BlueLED { | |
// blue (default) | |
set_led(LED_1, 1); | |
set_led(LED_2, 0); | |
set_led(LED_3, 0); | |
set_led(LED_4, 0); | |
} | |
combo GreenLED { | |
// green | |
set_led(LED_1, 0); | |
set_led(LED_2, 0); | |
set_led(LED_3, 1); | |
set_led(LED_4, 0); | |
} | |
combo PinkLED { | |
// pink | |
set_led(LED_1, 0); | |
set_led(LED_2, 0); | |
set_led(LED_3, 0); | |
set_led(LED_4, 1); | |
} | |
combo AmberLED { | |
// amber (aka yellow) | |
set_led(LED_1, 0); | |
set_led(LED_2, 1); | |
set_led(LED_3, 1); | |
set_led(LED_4, 0); | |
} | |
combo WhiteLED { | |
// white | |
set_led(LED_1, 1); | |
set_led(LED_2, 1); | |
set_led(LED_3, 1); | |
set_led(LED_4, 1); | |
} |
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