GPC Library

GTA V Script by Elvis modificado por Pacha PS4

Agregue chaleco antibalas por combo
Agregue para pelear
Agregue para vencidas
Agregue función (ActivarBoton ) y (ActivarTwoBoton) de botones THE BEST por largo tiempo la estuve buscando
y entendí que para los botones hay una tabla de identificadores y se puede acceder a ellos por medio de variables.
Próximo paso agregarle vuelta de roll y disparo
Version 1
Author Pacha
Publish Date 2017-12-05 16:02:24
Update Date 2017-12-05 16:02:24
Downloads 35
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Release Notes: Agregue chaleco antibalas por combo
Agregue para pelear
Code:Select all
/* *
* GTA 5 Script by Elvis modificado por Pacha
*
*  www.youtube.com/elvis666661

GTA V Script by Elvis modificado por Pacha PS4

Agregue chaleco antibalas por combo
Agregue para pelear
Agregue para vencidas
Agregue función (ActivarBoton ) y (ActivarTwoBoton) de botones THE BEST por largo tiempo la estuve buscando
y entendí que para los botones hay una tabla de identificadores y se puede acceder a ellos por medio de variables.
Próximo paso agregarle vuelta de roll y disparo 

* Управление:
* Активация + Деактивация RapidFire []+DOWN
* Активация + Деактивация SPRINT []+LEFT
* Активация + Деактивация AIM []+RIGHT
* Активация + Деактивация Recoil []+UP
* Активация + Деактивация Wresling []+R3
* Активация + Деактивация Chaleco Antibala []+L3

=============================================================================

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
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;

 

data (

 

0,0,0,0, // Off 

1,0,0,0, // Dim Blue

0,1,0,0, // Dim Red

0,0,1,0, // Dim Green

0,0,0,1, // Dim Pink

1,0,1,0, // Dim SkyBlue

0,1,1,0, // Dim Yellow

1,1,1,1, // Dim White

2,0,0,0, // Blue

0,2,0,0, // Red

0,0,2,0, // Green

0,0,0,2, // Pink

2,0,2,0, // SkyBlue

0,2,2,0, // Yellow

2,2,2,2, // White

3,0,0,0, // Bright Blue

0,3,0,0, // Bright Red

0,0,3,0, // Bright Green

0,0,0,3, // Bright Pink

3,0,3,0, // Bright SkyBlue

0,3,3,0, // Bright Yellow

3,3,3,3  // Bright white

 

);
=============================================================================

Identifiers
The table below lists all the controller identifiers in GPC, the index value they relate to and the readable range from each one;

* *********************************************************** */
define PS	                     	 = 0;           //PS 
define PSH	                     	 = 1;           //SHARE 
define OP	                     	 = 2;           //OPTIONS 
define R1	                     	 = 3;           //  
define R2               		 	 = 4;           // 
define R3	                     	 = 5;           //
define L1                        	 = 6;           //
define L2               		 	 = 7;           // 
define L3                        	 = 8;			//
define RX                        	 = 9;			//
define RY                        	 = 10;			//
define LX                        	 = 11;			//
define LY                        	 = 12;			//
define AR	                     	 = 13;			//D-PAD ARRIBA
define AB 		                 	 = 14;			//D-PAD ABAJO
define IZ		                     = 15;			//D-PAD IZQUIERDA
define DE	                         = 16;			//D-PAD DERECHA
define TR		               		 = 17;			//TRIANGULO
define CI	                   	     = 18;     	    //CIRCULO
define X            				 = 19;			//X
define CU		             	     = 20;			//CUADRADO
define TO						 	 = 27;			//TOUCH PAD


define SoltarBoton				 	 = 0;  // defined in mSeconds 
define ANTI_RECOILE					 = -25;



int HoldTimeButom               	 = 100;  // defined in mSeconds 
int RestTimeButom               	 = 50;  // defined in mSeconds 
int HoldTimeTouchPad            	 = 400;  // defined in mSeconds 
int RestTimeTouchPad           	     = 50;  // defined in mSeconds 
int VencidasTime					 = 20;  // defined in mSeconds
int ApretarBoton					 = 100;  // defined in mSeconds 
int ApretarBotonNegativo			 = -100;  // defined in mSeconds 
int ActivateRapidFire 				 = FALSE//FALSE
int ActivateSprint 					 = FALSE//FALSE 
int ActivateAIM 					 = FALSE//FALSE
int ActivateAntiRecoil 				 = FALSE//FALSE
int ActivateWresling 				 = FALSE//TRUE
int ActivateChalecoAntibala 		 = FALSE//TRUE
int ActivateVencidas				 = FALSE//TRUE
int ActivatePelear    				 = FALSE//TRUE
int ColorNumber; 
int AntiRecoil;
int HoldTime;
int RestTime;
int BotonNumero; 						//PACHA
int BotonNumero1; 						//PACHA
int BotonNumero2; 						//PACHA

data(1,
  2,0,0,0, //1 Blue
  0,2,0,0, //2 Red
  0,0,2,0, //3 Green
  0,0,0,2, //4 Pink
  2,0,2,0, //5 Cyan
  0,2,2,0, //6 Amber/Yellow
  2,2,2,2  //7 White
);
//Инициализация задержки для рапида
init {
    ColorLED(4) //Luz verde
    HoldTime = 500 / AR;
    RestTime = HoldTime - 20;
    if(RestTime < 0) RestTime = 0;
}  
main {

set_val(TRACE_1,ActivateRapidFire); //Активирован ли Рапди
set_val(TRACE_2,ActivateSprint); //Активирован ли Спринт
set_val(TRACE_3,ActivateAIM); //Активирован ли AIM
set_val(TRACE_4,ActivateAntiRecoil); //Активирован ли Anti Recoil
set_val(TRACE_5,ActivatePelear); //Активирован ли Anti Recoil
set_val(TRACE_6,ActivateVencidas); //Активирован ли Anti Recoil


//Активация + Деактивация RapidFire []+DOWN
if(get_val(CU) && event_release(AB)) 								// is the opposite of event_press, it returns TRUE in the main iteration when a control changes from TRUE to FALSE.  
																	//This makes it ideally suited to run code you which you only want run once when a button is released. 
  {
  	ActivateRapidFire = !ActivateRapidFire;
	if(ActivateRapidFire) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
  }
//Активация + Деактивация SPRINT []+LEFT
if(get_val(CU) && event_release(IZ)) 								//would return TRUE if R2 had a value other than 0 (zero).
  {
  	ActivateSprint = !ActivateSprint;
	if(ActivateSprint) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
  }
//Активация + Деактивация AIM []+RIGHT
if(get_val(CU) && event_release(DE)) 
  {
  	ActivateAIM = !ActivateAIM;
	if(ActivateAIM) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
  }
//Активация + Деактивация Recoil []+UP
if(get_val(CU) && event_release(AR)) 
  {
  	ActivateAntiRecoil = !ActivateAntiRecoil;
	if(ActivateAntiRecoil) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
  }
 //Активация + Деактивация Wresling []+R3
 if(get_val(CU) && event_release(R3))
 {
 	ActivateWresling = !ActivateWresling;
	if(ActivateWresling) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
 }
//Активация + Деактивация Vencidas L3+R3
if(get_val(L3) && event_release(R3)) 
  {
  	ActivateVencidas = !ActivateVencidas;
	if(ActivateVencidas) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
  } 
//Активация + Деактивация Chaleco Antibala []+L3
if(get_val(CU) && event_release(L3))
 {
	ActivateChalecoAntibala = !ActivateChalecoAntibala;
	if(ActivateChalecoAntibala) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
 }
//Активация + Деактивация Pelear R2+X
if(get_val(R2) && event_release(X)) 
  {
  	ActivatePelear = !ActivatePelear;
	if(ActivatePelear) combo_run(Rumble_Activated);
	else combo_run(Rumble_Deactivated);
  }  
  
//===================//

    //Pelear
    if(ActivatePelear)
	{
		if(get_val(R2)&& event_release(R1)) {						
	        combo_run(Pelear); 
	    } else if(combo_running(Pelear)) { 
	        combo_stop(Pelear); 
	    }
	}
	//AntiRecoil
	if(ActivateAntiRecoil)
	{
		if(get_val(L2)&& event_release(L1)) {
	        combo_run(AntiRecoil); 
	    } else if(combo_running(AntiRecoil)) { 
	        combo_stop(AntiRecoil); 
	    }
	}
	//RAPID
	if(ActivateRapidFire)
	{
	    if(get_val(R2)) {
	        combo_run(RapidFire); 
	    } else if(combo_running(RapidFire)) { 
	        combo_stop(RapidFire); 
	    }
    }
    
    //SPRINT
    if(ActivateSprint)
	{
		if(get_val(X)) {
	        combo_run(Sprint); 
	    } else if(combo_running(Sprint)) { 
	        combo_stop(Sprint); 
	    }
	}	
	 //AIM
    if(ActivateAIM)
	{
		if(get_val(L2)) {
			if(!combo_running(Aim))
	        combo_run(Aim); 
	   }  else if(combo_running(Aim)) { 
	        combo_stop(Aim); 
	    } 
	}
    //Vencidas
    if(ActivateVencidas)
	{
		if(get_val(L3)) {
	        combo_run(Vencidas); 
	    } else if(combo_running(Vencidas)) { 
	        combo_stop(Vencidas); 
	    }
	}		
	//Wresling
	if(ActivateWresling)
	   combo_run(Wresling); 
	else if(!ActivateWresling && combo_running(Wresling)) 
	   combo_stop(Wresling);
	   
	   
	//ChalecoAntibala
	if(ActivateChalecoAntibala)
	   combo_run(ChalecoAntibala);
	   ActivateChalecoAntibala = FALSE; 
}

combo RapidFire {
	  ActivarBoton(R2)			//PACHA
}   
combo Sprint{
	  ActivarBoton(X)			//PACHA
}
combo Pelear{
	  ActivarTwoBoton (R2,X)	//PACHA
}
combo Aim{
	  ActivarBoton(L2)			//PACHA
}
combo ChalecoAntibala {
	 call (ActivarTouch);	
	 ActivarBoton(AB)
	 ActivarBoton(AB)
	 ActivarBoton(X)
	 ActivarBoton(AB)
 	 ActivarBoton(X)	 
 	 ActivarBoton(AB)
	 ActivarBoton(AB)
	 ActivarBoton(AB)
 	 ActivarBoton(AB)	 	 
	 ActivarBoton(X)	 
	 ActivarBoton(CI)
	 ActivarBoton(CI)
	 ActivarBoton(CI)	 	 
}
combo Vencidas{
	set_val(LX, ApretarBoton);
    wait(VencidasTime);
    set_val(LX, SoltarBoton);
    wait(VencidasTime);
    set_val(LX, ApretarBotonNegativo);
    wait(VencidasTime);
    set_val(LX, SoltarBoton);
    wait(VencidasTime);
}
combo Wresling {
	set_val(LX, 100);
	wait(40);
	set_val(LX, -100);
	wait(40);
}
combo ActivarTouch {
	ps4_set_touchpad(38, 14);
	set_val(TO, ApretarBoton);
	wait(HoldTimeTouchPad);
	ps4_set_touchpad(38, 14);
	set_val(TO, SoltarBoton);
	wait(RestTimeTouchPad);	
}
combo AntiRecoil {
        AntiRecoil = get_val(RY) + ANTI_RECOILE; 		// ERA10
        if(AntiRecoil < -100) AntiRecoil = -100;
        set_val(RY, AntiRecoil);						// ERA10
}
combo Rumble_Activated
{
  	set_rumble(RUMBLE_A, 100); 
  	set_rumble(RUMBLE_B, 100); 
  	wait(200)
  	colorled(2,0,0,0);//Luz azul
  	reset_rumble();  
}
combo Rumble_Deactivated
{
  	set_rumble(RUMBLE_A, 100); 
  	set_rumble(RUMBLE_B, 100); 
  	wait(600)
  	colorled(0,0,3,0);//Luz verde
  	reset_rumble();  
}
combo Boton {													//PACHA
	set_val(BotonNumero, ApretarBoton);							//PACHA
    wait(HoldTimeButom);										//PACHA
    set_val(BotonNumero, SoltarBoton);							//PACHA
    wait(RestTimeButom);										//PACHA
    set_val(BotonNumero, SoltarBoton);							//PACHA
}																//PACHA
combo TwoBoton {												//PACHA
	set_val(BotonNumero1, ApretarBoton);						//PACHA
	set_val(BotonNumero2, ApretarBoton);						//PACHA	
    wait(HoldTimeButom);										//PACHA
	set_val(BotonNumero1, SoltarBoton);							//PACHA
	set_val(BotonNumero2, SoltarBoton);							//PACHA	
    wait(RestTimeButom);										//PACHA
	set_val(BotonNumero1, SoltarBoton);							//PACHA
	set_val(BotonNumero2, SoltarBoton);							//PACHA
}

//LEDFunct
function colorled(a,b,c,d) {
    set_led(LED_1,a);
    set_led(LED_2,b);
    set_led(LED_3,c);
    set_led(LED_4,d);
}
function ColorLED(Color) {
ColorNumber=(Color*4) - 3;
set_led(LED_1,dbyte(ColorNumber));
set_led(LED_2,dbyte(ColorNumber + 1));
set_led(LED_3,dbyte(ColorNumber + 2));
set_led(LED_4,dbyte(ColorNumber + 3));
}
//PACHA
function ActivarBoton (val){									//PACHA
    BotonNumero = val;											//PACHA
    combo_run(Boton);											//PACHA
}
//PACHA
function ActivarTwoBoton (val1,val2){							//PACHA
    BotonNumero1 = val1;										//PACHA
    BotonNumero2 = val2;										//PACHA
    combo_run(TwoBoton);										//PACHA
}	

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