Hello, iam new here and i started to learning C.

But i dont cant add on the follow script horiziontal recoil over time (Overtime) is the most imported part of me.
When someone can add a good ads multiplicator, auto breathold breathold on taping aim and additional rapidfire. It all must be on/off by scripted, nothing on the fly. It would be lovely all can turn of separatly on main first and second weapon.

The script was maded by noozbar for the division. So thx to noozbar!

I will need it for bo4 so it only needs 1 first and 1 secon weapon.

I hope someone can helps, how i say a horizontal chanceable recoil during longer time is immport for me and have to added in the normal scrip on vertical recoil over a duration (overtime).

I hope u script pros can understand my english ^^. Thx for the help btw is my first post ever on a forum, it would be glad someone can do that for me and understand my problem. Maybe it will be good script for other users, because there are to lees scripts over time.

Greetz OliVero

Its for play with movement on controller, and aim with mouse. (By not ignoring connected CM Controller).


//Posted by noozbar, a member of the community in the CronusMAX Forums - https://cronusmax.com/forums

//Posted : Tuesday 12th of June, 2018 10:30 UTC

// Author: noozbar
// v3.3

// COLOR INDICATION:
// BLUE = Script disable - Enable or Disable ALL features by holding D Pad DOWN and press PS4 Cross or Xbox A
// GREEN = Primary weapon
// RED = Secondary weapon
// YELLOW = Pistol / Sidearm


// / / / _ _ _ ____ ____ _ _ _ _ _ ____ / / /
// / / / | | | |__| |__/ |\ | | |\ | | __ / / /
// . . . |_|_| | | | \ | \| | | \| |__] . . .
//-----------------------------------------------------------
// It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.

// Script acts on the keys of your controller, not on the game.
// Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
// otherwise press "panic button" (D Pad UP).

// Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
// For no assistance on your primary weapon, put all primary weapons on FALSE, so that you can play with any weapon normally,
// without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.

// AntiRecoil has been adjusted with the In Game sensitivity options shown below.
// If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
// It will be necessary to adjust the recoils value.
// Check FAQ for more informations. ( <a href="https://cronusmax.com/forums/showthread.php/176366-PS4-XBOX-The-Division-1-8-Many-usefull-scripts-F-A-Q-(updated-04-April)?p=1090390&viewfull=1#post1090390" target="_blank">https://cronusmax.com/forums/showthre...=1#post1090390</a> )

// If your weapon shoot to the ground, discrease values.
// If your weapon shoot to the sky, increase values.

// Now enjoy


// In Game settings (start > settings > controls):

// 100% Camera Sensitivity

// 90% Aim Sensitivity (IMPORTANT - 60% minimum)

// 90% Scope Sensitivity

// 0% Analog Dead Zone Size (VERY IMPORTANT!!!)

// 0% Stability (no stability on your gear and weapon mods)(VERY IMPORTANT!!!) (start > inventory > character)

// Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)

// Invert Y Axis = Always OFF
// If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
// In game option "Invert Y axis" MUST BE OFF!

//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS START______________________________________________________//
//______________________________________________________________________________________________________________________//
// ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
// | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
// |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
//----------------------------------------------------------------------------------------------------------------------//
// PRIMARY WEAPON (or GREEN light):

// Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)

// Assault Rifle
int LW_M4_onoff = TRUE;
int BullFrog_onoff = FALSE;
int MDR_onoff = FALSE;
int WarlordAK_onoff = FALSE;
int CaduceusSCARL_onoff = FALSE;

//----------------------------------------------------------------------------------------------------------------------//
// SECONDARY WEAPON (or RED light):

// Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)

// ASSAULT RIFLE
int LW_M4_2_onoff = FALSE;
int BullFrog_2_onoff = FALSE;
int MDR_2_onoff = FALSE;
int WarlordAK_2_onoff = FALSE;
int CaduceusSCARL_2_onoff = FALSE;

//----------------------------------------------------------------------------------------------------------------------//

// AutoRun setting:

// Work better when in game option "Press to Sprint" is turned OFF

int AutoRun_onoff = TRUE; // TRUE = AutoTun ON // FALSE = AutoRun OFF

//----------------------------------------------------------------------------------------------------------------------//
// Parkour setting:

// Hold D Pad DOWN and press PS4 Circle or Xbox B to activate, do it again to desactivate

int Parkour_onoff = FALSE; // TRUE = Parkour ON // FALSE = Parkour OFF

//----------------------------------------------------------------------------------------------------------------------//
// Classified 6p Striker (30% stability) settings:

int Striker_onoff = FALSE; // TRUE if you run 6 pieces Striker, else FALSE

//______________________________________________________________________________________________________________________//
//___________________________________________________OPTIONS END________________________________________________________//
//______________________________________________________________________________________________________________________//

define R_SKILL = 3; // PS4 R1 / Xbox RB
define FIRE_BTN = 4; // PS4 R2 / Xbox RT
define R_Stick = 5; // PS4 R3 / Xbox RS
define L_SKILL = 6; // PS4 L1 / Xbox LB
define ADS_BTN = 7; // PS4 L2 / Xbox LT
define L_Stick = 8; // PS4 L3 / Xbox LS
define R_X = 9; // PS4 RX / Xbox RX
define R_Y = 10; // PS4 RY / Xbox RY
define L_X = 11; // PS4 LX / Xbox LX
define L_Y = 12; // PS4 LY / Xbox LY
define D_UP = 13; // PS4 UP / Xbox UP
define D_DOWN = 14; // PS4 DOWN / Xbox DOWN
define D_LEFT = 15; // PS4 LEFT / Xbox LEFT
define D_RIGHT = 16; // PS4 RIGHT / Xbox RIGHT
define Switch_button = 17; // PS4 Triangle / Xbox Y
define CLIMB_BTN = 18; // PS4 Circle / Xbox B
define COVER_BTN = 19; // PS4 Cross / Xbox A
define RELOAD_BTN = 20; // PS4 Square / Xbox X

define Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;

data(1,
2,0,0,0, //1. Blue
0,2,0,0, //2. Red
0,0,2,0, //3. Lime/Green
0,0,0,2, //4. Fuchsia/Pink
2,0,2,0, //5. SkyBlue
0,2,2,0, //6. Yellow
2,2,2,2 //7. White
);

int Script_onoff // For Enable/Disable ALL FEATURES (BLUE light if all features are disable)

int ANTI_RECOIL; // For AntiRecoil combo
int ANTI_RECOIL_LEFT; // For AntiRecoil combo
int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
int AR_Release = 90; // For AntiRecoil combo
int anti_recoil; // For AntiRecoil combo
int anti_recoil_left; // For AntiRecoil combo
int anti_recoil_right; // For AntiRecoil combo
int BTN_Tap; // For Double Tap
int Timer; // For Double Tap
int Switch; // For Switch weapon
int Pistol_onoff = FALSE; // For Sidearm / Pistol
int hold_time; // For RapidFire
int rest_time; // For RapidFire
int Col_ind; // For CronusMAX color
int Parkour; // For Parkour
int Loop; // For Strafe
int Heal_onoff; // For Double Heal
int scoped; // For Snipers
int S_Time1; // For Snipers
int S_Time2; // For Snipers
int AR_Time_1; // For MDR
int AR_Time_2; // For MDR
int SG_Time1; // For Shotgun combo
int SG_Time2; // For Shotgun combo
int SG_Time3; // For Shotgun combo

//_______________________________________________________________________________________________________________________//
// _ _ ____ _ _ _ ____ ___ ____ ____ ___
// |\/| |__| | |\ | [__ | |__| |__/ |
// | | | | | | \| ___] | | | | \ |

main { // main start

//Switch Weapons + Panic Button
if(event_press(Switch_button) || event_release(D_UP) && get_ptime(D_UP) > 55) {Switch=!Switch; Pistol_onoff = FALSE;}
//_______________________________________________________________________________________________________________________//

// ____ ___ ___ _ ____ _ _ ____
// | | |__] | | | | |\ | [__
// |__| | | | |__| | \| ___]



//Double Tap
if(Timer > 0) {
Timer = Timer - get_rtime();
if(Timer <= 0) BTN_Tap = FALSE;
}

//AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
if(AutoRun_onoff){
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -75) { // Press sensitive = 75
set_val(L_Stick, 100);
}
}

//Parkour
//If Parkour_onoff is TRUE, hold D pad DOWN and press PS4 Circle or Xbox B to enable, double tap again to disable
if(Parkour_onoff){
if(get_val(D_DOWN) && event_press(CLIMB_BTN)) {
Parkour = !Parkour;
}
if(Parkour) {
if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) { // Press sensitive = 70
combo_run(AutoClimb);
}
}
}



//Hair Trigger (always enable)
if(get_val(FIRE_BTN) > 0){
set_val(FIRE_BTN,100);
}
if(get_val(ADS_BTN) > 0){
set_val(ADS_BTN,100);
}











//_______________________________________________________________________________________________________________________//
// ____ _ ___ ____ ____ ____ _ _ / ___ _ ____ ___ ____ _
// [__ | | \ |___ |__| |__/ |\/| / |__] | [__ | | | |
// ___] | |__/ |___ | | | \ | | / | | ___] | |__| |___ color blue

// Switch to side arm
if(event_press(Switch_button)) {
if(Double_Tap (200)) { // Double tap speed (discrease value to have to double tap faster to switch to side arm)
Pistol_onoff = TRUE ; Switch = !Switch;
}
}



//_______________________________________________________________________________________________________________________//
if(!Pistol_onoff) { // NOT Pistol start
//_______________________________________________________________________________________________________________________//

if(!Switch) {
// ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green

//----------------------------------------------------- All Assault Rifle -----------------------------------------------//

if(LW_M4_onoff || BullFrog_onoff || MDR_onoff || WarlordAK_onoff || CaduceusSCARL_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(MDR);
}

if(combo_running(AntiRecoil)){ // If antirecoil run on
if(MDR_onoff) { // MDR on
combo_run(MDR);
} // MDR off
} // If antirecoil run off

} // Any AR off

//----------------------------------------------------- LW M4 part ------------------------------------------------------//
if(LW_M4_onoff){ // LWM4 TRUE start
ANTI_RECOIL_LEFT = 2; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 12); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (25, 17); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (25, 22); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (20, 28); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2350) { // +750
Recoil (0, 38); // Recoil (NOT Striker value, Striker value)
}
}
} // LWM4 TRUE end


//----------------------------------------------------- BullFrog part ---------------------------------------------------//
if(BullFrog_onoff){ // BullFrog TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
}
}
} // BullFrog TRUE end

//----------------------------------------------------- MDR part --------------------------------------------------------//
if(MDR_onoff) { // MDR TRUE start
AR_Time_1 = 71; // Change this value if you add magazine with rate of fire
AR_Time_2 = 101; // Change this value if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
} // MDR TRUE end

//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
if(WarlordAK_onoff){ // Warlord/AK47 TRUE start
ANTI_RECOIL_LEFT = 5; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2400) { // +950
Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
}
}
} // Warlord/AK47 TRUE end

//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
if(CaduceusSCARL_onoff){ // Caduceus/SCAR L TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2400) { // +900
Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // Caduceus/SCAR L TRUE end



} //PRIMARY end

//_______________________________________________________________________________________________________________________//

if(Switch) {
// ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
// [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
// ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red

//----------------------------------------------------- All Assault Rifle -----------------------------------------------//

if(LW_M4_2_onoff || BullFrog_2_onoff || MDR_2_onoff || WarlordAK_2_onoff || CaduceusSCARL_2_onoff) { // Any AR on
if(get_val(FIRE_BTN)){
ANTI_RECOIL = 0 ; combo_run(AntiRecoil);
}
else if(event_release(FIRE_BTN)) {
combo_stop(AntiRecoil);combo_stop(MDR);
}

if(combo_running(AntiRecoil)){ // If antirecoil run on
if(MDR_2_onoff) { // MDR on
combo_run(MDR);
} // MDR off
} // If antirecoil run off

} // Any AR off

//----------------------------------------------------- LW M4 part ------------------------------------------------------//

if(LW_M4_onoff){ // LWM4 TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 12); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (25, 17); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (25, 22); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (20, 28); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2350) { // +750
Recoil (0, 38); // Recoil (NOT Striker value, Striker value)
}
}

} // LWM4 TRUE end


//----------------------------------------------------- BullFrog part ---------------------------------------------------//
if(BullFrog_2_onoff){ // BullFrog TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (22, 14); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 650) { // +500
Recoil (33, 21); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1150) { // +500
Recoil (45, 28); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1900) { // +750
Recoil (59, 36); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2650) { // +750
Recoil (67, 46); // Recoil (NOT Striker value, Striker value)
}
}
} // BullFrog TRUE end

//----------------------------------------------------- MDR part --------------------------------------------------------//
if(MDR_2_onoff) { // MDR TRUE start
AR_Time_1 = 71; // Change this value if you add magazine with rate of fire
AR_Time_2 = 101; // Change this value if you add magazine with rate of fire
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

Recoil (22, 16); // Recoil (NOT Striker value, Striker value)
} // MDR TRUE end

//----------------------------------------------------- Warlord / AK47 part ---------------------------------------------//
if(WarlordAK_2_onoff){ // Warlord/AK47 TRUE start
ANTI_RECOIL_LEFT = 5; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (18, 14); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (26, 16); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (35, 18); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2400) { // +950
Recoil (45, 21); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (56, 27); // Recoil (NOT Striker value, Striker value)
}
}
} // Warlord/AK47 TRUE end

//----------------------------------------------------- Caduceus / SCAR L part ------------------------------------------//
if(CaduceusSCARL_2_onoff){ // Caduceus/SCAR L TRUE start
ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)

if(get_val(FIRE_BTN)) {

if(get_ptime(FIRE_BTN) >= 150) { // Burst before antirecoil
Recoil (23, 15); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 800) { // +650
Recoil (30, 17); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 1450) { // +650
Recoil (39, 20); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 2400) { // +900
Recoil (49, 24); // Recoil (NOT Striker value, Striker value)
}

if(get_ptime(FIRE_BTN) >= 3650) { // +1250
Recoil (60, 32); // Recoil (NOT Striker value, Striker value)
}
}
} // Caduceus/SCAR L TRUE end

} //SECONDARY end

//_______________________________________________________________________________________________________________________//
} // NOT Pistol end
//_______________________________________________________________________________________________________________________//

if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
combo_stop(AntiRecoil);
}

} // Script Enable end




// _ _ ____ _ _ _ ____ _ _ ___
// |\/| |__| | |\ | |___ |\ | | \
// | | | | | | \| |___ | \| |__/
//_______________________________________________________________________________________________________________________//
// ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
// | | | |\/| |__] | | [__ |___ | | | | | |\ |
// |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|

//----------------------------------------------------- Weapons combos -------------------------------------------------//

combo RAPID_FIRE { // RAPIDFIRE FOR PISTOL
set_val(FIRE_BTN, 100);
wait(hold_time);
set_val(FIRE_BTN, 0);
wait(rest_time);
set_val(FIRE_BTN, 0);
}

combo MDR { // RAPIDFIRE FOR MDR
wait(AR_Time_1);
set_val(FIRE_BTN, 0);
wait(AR_Time_2);
}

//----------------------------------------------------- Features combos -------------------------------------------------//

combo AutoClimb {
set_val(CLIMB_BTN, 100);
wait(500);
wait(200);
}

combo Strafe_v2 { // Run straight, right, straight, left
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(150); // Time to run straight
set_val(L_X, 100);
set_val(L_Y, 50);
wait(500); // Time to run to the right
set_val(L_Y, -100);
set_val(L_Stick, 100);
wait(150); // Time to run straight
set_val(L_X, -100);
set_val(L_Y, 50);
wait(500); // Time to run to the left
}

combo MarkTargets {
set_val(D_UP, 100);
wait(50);
set_val(D_UP, 0);
wait(1000);
}

combo Heal {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
set_val(Heal_BTN, 100);
wait(15);
}

combo MedKit {
set_val(FIRE_BTN, 0);
set_val(D_RIGHT, 100);
wait(15);
set_val(FIRE_BTN, 0);
wait(15);
}

combo Reload {
set_val(RELOAD_BTN,100);
wait(15);
set_val(Switch_button,0);
wait(700);
set_val(Switch_button,100);
wait(15);
}

//_______________________________________________________________________________________________________________________//

combo AntiRecoil {
anti_recoil = get_val(R_Y) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
}

// ____ ____ _ _ ____ ___ _ ____ _ _ ____
// |___ | | |\ | | | | | | |\ | [__
// | |__| | \| |___ | | |__| | \| ___]
//_______________________________________________________________________________________________________________________//

function Recoil (val1, val2) {
if(!Striker_onoff){
ANTI_RECOIL = val1;
}
if(Striker_onoff){
ANTI_RECOIL = val2;
}
}
//_______________________________________________________________________________________________________________________//

function Double_Tap (Time) {
if(BTN_Tap){
return TRUE;
}

BTN_Tap = TRUE;
Timer = Time;
return FALSE;

}
//_______________________________________________________________________________________________________________________//

function colourled(Colour) { // COLOR LED function
Col_ind=(Colour*4) - 3;
set_led(LED_1,dbyte(Col_ind));
set_led(LED_2,dbyte(Col_ind + 1));
set_led(LED_3,dbyte(Col_ind + 2));
set_led(LED_4,dbyte(Col_ind + 3));
}
//end