GPC Library

Universal (PS4&XB1) Destiny Bumper Jumper Script Alternative (ADS RAPIDFIRE ONLY)

NEW FEATURES as of 2.0:

INSTANT SHOULDER CHARGE (designated button while sprinting)

AUTO STRAFE (toggle on/off w/ double tap of ADS)

AUTO REVIVE (double tap RELOAD)



Simple Script for Bumper Jumper players (although easily adjustable for any controller layout)



FEATURES FOR ALL CONTROLLERS:

Hair Trigger

Rapid Melee (hold melee)

Rapid Teabag/Crouch Shot (hold crouch)

Titan Skate (hold jump & reload)

Rapid Fire (ADS & UP) (rumble notification)

Suros Focus Fire (ADS & LEFT) (rumble notification)

NLB "Reload Glitch" (ADS & RIGHT) (rumble notification)

Turn Off ALL Shooting Scripts (ADS & DOWN) (double rumble notification)



BONUS FEATURE FOR PS4 CONROLLER ONLY:

Rainbow Light Bar Toggle (ADS & OPTIONS)



BONUS EASE OF USE FEATURE FOR XBOX CONTROLLER ON PS4 ONLY:

PS4 Touchpad Button = (VIEW button)

PS4 Share Button = (ADS & VIEW button)
Version 2
Author Waltee
Publish Date 2017-05-16 18:19:43
Update Date 2017-05-16 18:19:43
Downloads 154
RATE


2

0

Release Notes: Alternative version of my updated script w/ Rapidfire only usable when ADS.

Means you can charge and shoot a fusion rifle from the hip without needed to toggle off rapidfire and can also use Stormcaller super with fire trigger without issues.

Now with added INSTANT SHOULDER CHARGE, AUTO STRAFE (toggled on/off), and AUTO REVIVE
Code:Select all
/*---------------------------------------
                DESTINY        
-----------------------------------------


UNIVERSAL DESTINY BUMPER JUMPER GAMEPACK


-----------------------------------------

    ------------FEATURES:------------     

-----------------------------------------

HAIR TRIGGER

RAPID MELEE

RAPID TEABAG/CROUCH SHOT

TITAN SKATE

INSTANT SHOULDER CHARGE

AUTO STRAFE

RAPID FIRE

EZ RAPID FIRE WEAPON SWITCH

SUROS FOCUS FIRE "SPEED UP"

NLB "RELOAD GLITCH"

RAINBOW LIGHT BAR (PS4 CONTROLLER ONLY)



-----------------------------------------

  ---INSTRUCTIONS (ALL CONTROLLERS):--- 

-----------------------------------------

RAPID MELEE 										=	(hold melee - (default = R3/RS))

RAPID TEABAG 										=	(hold crouch - (default = Circle/B))

TITAN SKATE 										=	(hold jump & reload - (default jump = L1/LT - default reload = SQUARE/X))

INSTANT SHOULDER CHARGE								=	(press OTHER_PDL while sprinting - (default bottom right paddle))

AUTO STRAFE											=	(double tap ADS to toggle on/off)

AUTO REVIVE											= 	(double tap RELOAD)

RAPID FIRE 											=	(hold ADS & UP - (default ADS = L2/LT)) (rumble notification)

EZ RAPID FIRE WEAPON SWITCH							=	(hold ADS & RELOAD) (rumble notification)

SUROS FOCUS FIRE 									=	(hold ADS & LEFT) (rumble notification)

NLB "RELOAD GLITCH" 								=	(hold ADS & RIGHT) (rumble notification)

TURN OFF ALL SHOOTING SCRIPTS (RAPID FIRE/SUROS/NLB)=	(hold ADS & DOWN) (double rumble notification)



-----------------------------------------
 ---------(PS4 CONROLLER ONLY)----------
-----------------------------------------

RAINBOW LIGHT BAR 									=	(hold ADS & OPTIONS)



-----------------------------------------
  ----(XBOX CONTROLLER ON PS4 ONLY)----
-----------------------------------------

PS4 TOUCHPAD BUTTON									=	(VIEW button)

PS4 SHARE BUTTON 									=	(ADS & VIEW button)



-----------------------------------------
-----------------------------------------
---------------------------------------*/


//BUTTON DEFINITIONS (Change the buttons here if needed to avoid breaking anything)
define FIRE_BTN			= PS4_R2; 		// default RT                        
define ADS_BTN			= PS4_L2; 		// LT                        
define SPRINT_BTN		= PS4_L3; 		// LS                                             
define JUMP_BTN      	= PS4_L1; 		// LB                        
define A_X				= PS4_CROSS; 	// A
define CROUCH_BTN     	= PS4_CIRCLE; 	// B   
define SWITCH_WEAPON 	= PS4_TRIANGLE; // Y                         
define RELOAD_BTN    	= PS4_SQUARE; 	// X                         
define TACTICAL      	= PS4_R3; 		// RS/R3                     
define MELEE         	= PS4_R3; 		// RS                        
define GRENADE       	= PS4_R1; 		// RB                        
define UP            	= PS4_UP;                              
define RIGHT         	= PS4_RIGHT;                              
define DOWN          	= PS4_DOWN;                              
define LEFT          	= PS4_LEFT;                               
define R_X           	= PS4_RX;                              
define R_Y           	= PS4_RY;                              
define L_X           	= PS4_LX;                              
define L_Y           	= PS4_LY; 
define SHARE			= PS4_SHARE;
define OPTIONS          = PS4_OPTIONS;
define TOUCH            = PS4_TOUCH;
define RELOAD_PDL		= XB1_PL1;
define CROUCH_PDL		= XB1_PL2;
define MELEE_PDL		= XB1_PR1;
define OTHER_PDL		= XB1_PR2;		// CHANGE THIS BUTTON PRESET TO CHANGE WHAT BUTTON CONTROLS INSTANT SHOULDER CHARGE (or change manually down below)

//COLOUR DEFINITIONS
define Off 				= 0;
define Dim_Blue 		= 1;
define Dim_Red 			= 2;
define Dim_Green 		= 3;
define Dim_Pink 		= 4;
define Dim_SkyBlue 		= 5;
define Dim_Yellow 		= 6;
define Dim_White 		= 7;
define Blue 			= 8;
define Red 				= 9;
define Green 			= 10;
define Pink 			= 11;
define SkyBlue 			= 12;
define Yellow 			= 13;
define White 			= 14;
define Bright_Blue 		= 15;
define Bright_Red 		= 16;
define Bright_Green 	= 17;
define Bright_Pink 		= 18;
define Bright_SkyBlue 	= 19;
define Bright_Yellow 	= 20;
define Bright_White 	= 21;

//OTHER  DEFINITIONS
define trigger_value 	=1; 
define time_limit		=300;
define revive_time 		=4000;  				// 4000ms = 4 seconds - Decrease if using Crest of Alpha Lupi or Light Beyond Nemesis for AUTO REVIVE
//define sen_reduc		=18;					// Not available in this version
define w_scope 			=300;
define reload_time 		=2600;
define slide_time		=800;
define scope_time 		=400;
define time 			=500; 					// 500ms = 0.5 seconds - Decrease for a faster or increase for a slower strafe 
 
 int strafe_onoff;								//-
 int jump_active   		=FALSE; 				//--
 int turbo_crouch 		=TRUE;  				//---
 int block_buttons 		=0;     				//----
 int timer         		=0;     				//-----
 int dble_click    		=0;     				//------
 int revive_onoff  		=TRUE;					// set to TRUE for AUTO REVIVE = ON - set to FALSE for AUTO REVIVE = OFF
 int Qscope_onoff  		=FALSE; 				//--------
 int sprint_ok     		=TRUE;  				//---------
 int sprint_onoff  		=TRUE;  				//----------
 int master_sprint 		=FALSE; 				//-----------
 int sparrow_onoff 		=FALSE; 				//------------
 int master_sparrow 	=FALSE;					//-------------
 int rapid_onoff   		=FALSE; 				//--------------
 int burst_onoff   		=FALSE; 				//-        	   NOT ALL OF THESE ARE IN USE       
 int hold_time     		=25;    				//- 	     SOME ARE REMOVED/FUTURE SCRIPTS 
 int rest_time     		=15;    				//-  DON'T TOUCH IF YOU DON'T KNOW WHAT YOU'RE DOING  
 int ezrapid_onoff 		=FALSE; 				//-                         🙂
 int master_ez     		=FALSE; 				//--------------
 int reset         		=TRUE;  				//-------------
 int s_block       		=4000;  				//------------
 int qs_block      		=400;   				//-----------
 int o_block       		=400;   				//----------
 int suros_onoff   		=FALSE; 				//---------
 int master_suros  		=FALSE; 				//--------
 int nlb_onoff     		=FALSE;					//-------
 int master_nlb    		=FALSE;					//------
 int Col_ind;									//-----
 int Colour				=1;						//----
 int ledtimer			=10;					//---
 int OnOff				=0;						//--
 int DbleClick_LT;								//-
 int timelimit 			= 300;					//-
 
data (1,
//0,0,0,0, // Off
1,0,0,0, // 1.  Dim Blue
0,1,0,0, // 2.  Dim Red
0,0,1,0, // 3.  Dim Green
0,0,0,1, // 4.  Dim Pink
1,0,1,0, // 5.  Dim SkyBlue
0,1,1,0, // 6.  Dim Yellow
1,1,1,1, // 7.  Dim White
2,0,0,0, // 8.  Blue
0,2,0,0, // 9.  Red
0,0,2,0, // 10. Green
0,0,0,2, // 11. Pink
2,0,2,0, // 12. SkyBlue
0,2,2,0, // 13. Yellow
2,2,2,2, // 14. White
3,0,0,0, // 15. Bright Blue
0,3,0,0, // 16. Bright Red
0,0,3,0, // 17. Bright Green
0,0,0,3, // 18. Bright Pink
3,0,3,0, // 19. Bright SkyBlue
0,3,3,0, // 20. Bright Yellow
3,3,3,3  // 21. Bright white
 
); 
 
init{


}
 
//MAIN SECTION
main{
 
//	PS4/XBOX ONE // (XBOX VIEW BUTTON = TOUCHPAD PRESS // LT & VIEW BUTTON = SHARE)
 	if(get_console() == PIO_PS4 && get_controller() != PIO_PS4){
    	if(get_val(PS4_SHARE)) {
        	if(!get_val(PS4_L2)) {
        		set_val(PS4_TOUCH, 100);
        		set_val(PS4_SHARE, 0);
        	}
        	set_val(PS4_L2, 0);
        }
    }

 
// 	HAIR TRIGGERS (always active)
	if (get_val(ADS_BTN) > trigger_value)
		set_val(ADS_BTN, 100);
	if (get_val(FIRE_BTN) > trigger_value)
		set_val(FIRE_BTN, 100); 
 

// 	RAPID MELEE (hold MELEE for RAPID MELEE)
	if(get_val(MELEE)) {
		combo_run(PUNCH);
	} 
 

// 	RAPID TEABAG (hold CROUCH for RAPID TEABAG/CROUCH SHOT)
	if(get_val(CROUCH_BTN)) { // (Change "CROUCH_BTN" here to another BUTTON DEFINITION if needed/wanted)
		combo_run(TEABAG); 
	} 
 

// INSTANT SHOULDER CHARGE (press OTHER_PDL for INSTANT SHOULDER CHARGE GLITCH after sprinting)
  	if(event_press(OTHER_PDL)) { // (Change "OTHER_PDL" here to another BUTTON DEFINITION if needed/wanted) 
  		combo_run (SHOULDER);
 	} 
	

//  AUTO STRAFE (double click ADS to turn on/off AUTO STRAFE)
	if(DbleClick_LT > 0) DbleClick_LT = DbleClick_LT - get_rtime();
	    if(event_press(ADS_BTN) && DbleClick_LT <= 0) {DbleClick_LT = timelimit; }
	    	else if(event_press(ADS_BTN) && DbleClick_LT > 0) {strafe_onoff = !strafe_onoff;}
        if(strafe_onoff && get_val(ADS_BTN) >1) {
           combo_run(STRAFE);     
    }


// 	TITAN SKATE (hold JUMP and RELOAD for TITAN SKATE)
	if((get_val(JUMP_BTN)) && (get_val(RELOAD_BTN))) {
		block_buttons = 100;
		set_val(JUMP_BTN,0);
		set_val(RELOAD_BTN,0);
		combo_run(SKATE);
	}
	else if(block_buttons) { 
		block_buttons = block_buttons - get_rtime():
		set_val(JUMP_BTN,0);
		set_val(RELOAD_BTN,0); 
	} 
    

// AUTO REVIVE (double tap RELOAD)
 	if (revive_onoff){
    	if(dble_click > 0) dble_click = dble_click - get_rtime();
    		if(event_press(RELOAD_BTN) && dble_click <= 0) {dble_click = time_limit; }
    else if(event_press(RELOAD_BTN) && dble_click > 0) {
    	combo_run(AUTO_REVIVE);
    	}
	}

 
if(get_val(ADS_BTN)) 
	{
  

// 	RAPIDFIRE TOGGLE (press ADS & UP to activate rapid fire for ALL weapons)
	if(event_press(UP)) {
		rapid_onoff 	= TRUE;
		master_ez 		= FALSE;
		suros_onoff 	= FALSE;
		nlb_onoff 		= FALSE;
			if(rapid_onoff){ 
				combo_run(NOTIFY_ON); 
		} 
	}
	
	
/* EASY SWAP RAPIDFIRE TOGGLE (press ADS & RELOAD to activate rapid fire for only currently equipped weapon)
                              (Alternatively, activate this on both Primary and Secondary weapons simultaneously to activate rapidfire for only ADS use)*/
	if(event_press(RELOAD_BTN)) {
        master_ez 		= TRUE;
        rapid_onoff 	= FALSE;
        suros_onoff 	= FALSE;
		nlb_onoff 		= FALSE;
            if(master_ez){  
               	combo_run(NOTIFY_ON); 
    	} 
    }
    if(event_press(TACTICAL)) {
            ezrapid_onoff = !ezrapid_onoff;
    }


//  EASY SWAP RAPIDFIRE
    if(event_press(SWITCH_WEAPON)) {
    	ezrapid_onoff = !ezrapid_onoff; 
    }
    	if(master_ez){                                          
		if(ezrapid_onoff){
      		if(get_val(FIRE_BTN)>0  && !burst_onoff ) {      
         		combo_run(RAPIDFIRE);
      	}else if(combo_running(RAPIDFIRE)) {             
         		combo_stop(RAPIDFIRE);                       
    	}                                                
    }
}
	
	
// 	SUROS TOGGLE (press ADS & LEFT to activate faster SUROS FOCUS FIRE)
	if(event_press(LEFT)) {
		suros_onoff 	= TRUE;
		master_suros 	= TRUE;
		nlb_onoff 		= FALSE;
		master_nlb 		= FALSE;
		master_ez 		= FALSE;
		rapid_onoff 	= FALSE;
			if(suros_onoff) { 
				combo_run(NOTIFY_ON); 
		}
	}
	if(master_suros) {
		if(event_press(TACTICAL)) {
			master_ez = !master_ez;
			ezrapid_onoff = !ezrapid_onoff;
		}
	}
 

//	NLB RELOAD CANCEL TOGGLE (press ADS & RIGHT to activate NLB "RELOAD GLITCH")
	if(event_press(RIGHT)) {
		nlb_onoff    	= TRUE;
		master_nlb   	= TRUE;
		suros_onoff  	= FALSE;
		master_suros 	= FALSE;
		master_ez    	= FALSE;
		rapid_onoff  	= FALSE;
			if(nlb_onoff) { 
				combo_run(NOTIFY_ON); 
		}
	}
	if(master_nlb) {
		if(event_press(TACTICAL)) {
			master_ez = !master_ez;
			ezrapid_onoff = !ezrapid_onoff;
		}
	}


//	RAPIDFIRE//NLB RELOAD CANCEL//FOCUSED FIRE RESET (press ADS & DOWN to deactivate all shooting scripts)
	if(event_press(DOWN)) {
		reset         	= TRUE;
		rapid_onoff 	= FALSE;
		master_ez    	= FALSE; 
		suros_onoff  	= FALSE;
		master_suros 	= FALSE;
		nlb_onoff    	= FALSE;
		master_nlb   	= FALSE;
			if(reset) { 
				combo_run(NOTIFY_OFF); 
		}
	}
}
 

//	FULL RAPIDFIRE 
	if(rapid_onoff){
		if((get_val(ADS_BTN)) && (get_val(FIRE_BTN))>0 && !burst_onoff ) {
			combo_run(RAPIDFIRE); 
		}else if(combo_running(RAPIDFIRE)){ 
			combo_stop(RAPIDFIRE); 
		} 
	}
 

//	SUROS FOCUSED FIRE
	if(master_suros) {
		if(event_press(SWITCH_WEAPON)) {
			suros_onoff = !suros_onoff; 
		}
	}
	if(suros_onoff) {
		if(get_val(FIRE_BTN)>= 46) {
			combo_run(FOCUSEDFIRE);
			ezrapid_onoff = FALSE;
		}
	} 
 

//	NLB RELOAD CANCEL
	if(master_nlb) {
		if(event_press(SWITCH_WEAPON)) {
			nlb_onoff = !nlb_onoff; 
		}
	}
	if(nlb_onoff) {
		if(get_val(FIRE_BTN)>= 46) {
			combo_run(NLBCANCEL); combo_run (SLIDETIME);
			ezrapid_onoff = FALSE;
		}
	} 
	

// PS4 LED RAINBOW	
	
   set_val(TRACE_1,Colour);
   set_val(TRACE_2,Col_ind);
   set_val(TRACE_3,OnOff);


// PRESS L2 & OPTIONS for RAINBOW ON/OFF
  if(get_val(OPTIONS)){OnOff=!OnOff;}

  if(OnOff && ledtimer<=0)combo_run(ChangeColour); 
  
  
  if(OnOff && ledtimer>0)ledtimer=timer-get_rtime();

		
	}


// main block end
 
 
//	COMBO SECTION
combo PS_SHARE {
	set_val(SHARE, 0);
	wait(500);
	set_val(SHARE, 100);
	wait(50);
	set_val(SHARE, 100);
}
 
 
//	RAINBOW LIGHTBAR COMBO (INCREASE wait time if you want to SLOW colour change, or DECREASE if you want to make it FASTER) 
combo ChangeColour{
 	colourled(Colour); 
 	wait(100);
 	Colour=Colour+ 1;
 		if(Colour>23)Colour=1;
 		timer=0;
} 
 

combo STRAFE {
    wait(100);
    set_val(11, 50);
    wait(time);
    wait(100);
    set_val(11, -50);
    wait(time);
} 

 
combo SHOULDER {
	set_val(FIRE_BTN, 100);
    wait(100);
    set_val(FIRE_BTN, 0);
    wait(40);
    set_val(CROUCH_BTN, 100);
    wait(100);
    set_val(CROUCH_BTN, 0);
    wait(40);
    set_val(MELEE, 100);
    wait(100);
    set_val(MELEE, 0);
}
 
 
combo PUNCH {
	set_val(MELEE, 100);
	wait(40);
	set_val(MELEE, 0);
	wait(40);
	set_val(MELEE, 0);
}
 
 
combo TEABAG { 
	set_val(CROUCH_BTN, 100);
	wait(100);
	set_val(CROUCH_BTN, 0);
	wait(100);
	set_val(CROUCH_BTN, 0); 
}
 
 
combo SKATE {
	set_val(JUMP_BTN, 100);
	wait(25);
	set_val(JUMP_BTN, 0);
	wait(25);
	set_val(JUMP_BTN, 0);
}
 
 
combo AUTO_REVIVE {
    set_val(RELOAD_BTN, 100);
    wait(revive_time);
    set_val(RELOAD_BTN, 0);
}
 
 
combo NOTIFY_ON {
	set_rumble(RUMBLE_A,100);
	wait(300);
	reset_rumble();
	wait(1000); 
}
 
 
combo NOTIFY_OFF {
	set_rumble(RUMBLE_B,100);
	wait(300);
	reset_rumble();
	wait(300); 
	set_rumble(RUMBLE_B,100);
	wait(300);
	reset_rumble();
	wait(500); 
}
 

combo SLIDETIME {
	sprint_ok = FALSE;
	wait(slide_time);
	sprint_ok = TRUE;
}
 
 
combo RAPIDFIRE { 
	set_val(FIRE_BTN,100); 
	wait(hold_time); 
	set_val(FIRE_BTN,0); 
	wait(rest_time); 
	set_val(FIRE_BTN,0); 
	wait(rest_time); 
}

 
combo OPTIONSBLOCK {
	set_val(OPTIONS, 0);
	wait(o_block); 
}
 
 
combo FOCUSEDFIRE {
	set_val(FIRE_BTN, 0);
	wait(39);
	set_val(FIRE_BTN, 100);
	wait(39); 
}
 
 
combo NLBCANCEL {
	set_val(FIRE_BTN, 100);
	wait(70);
	set_val(FIRE_BTN, 100);
	set_val(RELOAD_BTN, 100);
	wait(30);
	set_val(FIRE_BTN, 0);
	set_val(RELOAD_BTN, 100);
	wait(60);
	set_val(RELOAD_BTN, 0);
	wait(50);
	set_val(L_Y, -34);
	wait(30);
	set_val(L_Y, -67);
	wait(10);
	set_val(SPRINT_BTN, 100);
	set_val(L_Y, -99);
	wait(10);
	set_val(SPRINT_BTN, 100);
	set_val(L_Y, -100);
	wait(40);
	set_val(SPRINT_BTN, 100);
	set_val(L_Y, -100);
	wait(10);
	set_val(SPRINT_BTN, 100);
	set_val(L_Y, -100);
	wait(10);
	set_val(SPRINT_BTN, 100);
	set_val(L_Y, -100);
	wait(10);
	set_val(SPRINT_BTN, 100);
	set_val(L_Y, -100);
	wait(50);
	set_val(SPRINT_BTN, 100);
	set_val(L_Y, -100);
	wait(40);
	set_val(SPRINT_BTN, 0);
	set_val(L_Y, -100);
	wait(10);
	set_val(R_Y, 0);
	set_val(L_Y, -89);
	wait(20);
	set_val(L_Y, -59);
	wait(300); 
}

// COLOR LED FUNCTION FOR PS4
function colourled(Colour) {
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));
}
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