GPC Library

WW2 ***Adjustable Jitter /Aim Assist /Adjustable Anti Recoil /Adjustable Rapid Fire /QuickScope ***

Unjust_Zengetsu's Best WW2 Script!!
***Requirements For Jitter***
***Toggle Action Shotgun With Basic Training Gunslinger***
***How To Use***
***Adjustable AntiRecoi Hold Circle And Tap Up to Decrease Strength Hold R1 Tap Down To Increase Strength***
***Adjustable RapidFire Hold Cross And Tap Left to Slow Down Rate Of Fire Hold L1 Tap Right to Speed Up Rate of Fire***
//***Adjustable Jitter Fire Rate This Helps With Lag Hold R3 And Tap Left to Decrease Speed Hold R3 And Tap Right To Increase Speed***
***Activating Modes**
***Hold L2 And Tap Up For WW2 Jitter***
***Hold L2 And Tap Right For RapidFire***
***Hold L2 And Tap Left For QuickScope Tap R2 to use QuickScope***
***Credits Go To Who Ever Else Made Most Of the Other Codes***
***Credits: Raptor Aka Locraptor,Rich516 aka I<3hersloppytop,XxYou_DerpxX and everyone else who helped test and gave feedback.***
***This Is My Version Of The Jitter But This Method Comes From Excalibur Big Thanks To Him!!!!!!!!!!!!!!!!***
Go To My Youtube Channel Too See How This Script Works!!!! And Hit That Like And Sub!!!!!!!
https://www.youtube.com/channel/UCnkrAqiSwo_KsH7LompyIaA?view_as=subscriber
Version 1
Author Unjust_Zengetsu
Publish Date 2017-12-04 08:23:56
Update Date 2017-12-06 03:49:16
Downloads 908
RATE


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Release Notes: Unjust_Zengetsu's Best WW2 Script!!
***Requirements For Jitter***
***Toggle Action Shotgun With Basic Training Gunslinger***
***How To Use***
***Adjustable AntiRecoi Hold Circle And Tap Up to Decrease Strength Hold R1 Tap Down To Increase Strength***
***Adjustable RapidFire Hold Cross And Tap Left to Slow Down Rate Of Fire Hold L1 Tap Right to Speed Up Rate of Fire***
//***Adjustable Jitter Fire Rate This Helps With Lag Hold R3 And Tap Left to Decrease Speed Hold R3 And Tap Right To Increase Speed***
***Activating Modes**
***Hold L2 And Tap Up For WW2 Jitter***
***Hold L2 And Tap Right For RapidFire***
***Hold L2 And Tap Left For QuickScope Tap R2 to use QuickScope***
***Credits Go To Who Ever Else Made Most Of the Other Codes***
***Credits: Raptor Aka Locraptor,Rich516 aka I<3hersloppytop,XxYou_DerpxX and everyone else who helped test and gave feedback.***
***This Is My Version Of The Jitter But This Method Comes From Excalibur Big Thanks To Him!!!!!!!!!!!!!!!!***
Go To My Youtube Channel Too See How This Script Works!!!! And Hit That Like And Sub!!!!!!!
https://www.youtube.com/channel/UCnkrAqiSwo_KsH7LompyIaA?view_as=subscriber
Code:Select all
//Unjust_Zengetsu's Best WW2 Script!!
//***How To Use**
//***Adjustable AntiRecoi Hold Circle And Tap Up to Decrease Strength Hold R1 Tap Down To Increase Strength***
//***Adjustable RapidFire Hold Cross And Tap Left to Slow Down Rate Of Fire Hold L1 Tap Right to Speed Up Rate of Fire***
//***Adjustable Jitter Fire Rate This Helps With Lag Hold R3 And Tap Left to Decrease Speed Hold R3 And Tap Right To Increase Speed*** 
//***Activating Modes**
//***Hold L2 And Tap Up For WW2 Jitter***
//***Hold L2 And Tap Right For RapidFire***
//***Hold L2 And Tap Left For QuickScope Tap R2 to use QuickScope***
//***Credits Go To Who Ever Else Made Most Of the Other Codes*** 
//***Credits: Raptor Aka Locraptor,Rich516 aka I<3hersloppytop,XxYou_DerpxX and everyone else who helped test and gave feedback.***
//***This Is My Version Of The Jitter But This Method Comes From Excalibur Big Thanks To Him!!!!!!!!!!!!!!!!***
int ANTI_RECOIL = 20
define ANTI_RECOIL1 = 15;
define ONLY_WITH_SCOPE = FALSE;
define FIRE_BUTTON=4;
int RATE_OF_FIRE = 1; //Range: 1 to 25 RPS (Round/s))
define FIRE_BTN      = XB1_RB; // default RT                        
define ADS_BTN       = XB1_LT; // LT                        
define SPRINT_BTN    = XB1_LS; // LS                        
define PRONE_BTN     = PS4_R3; // B                         
define JUMP_BTN      = XB1_A; // A                         
define SWITCH_WEAPON = XB1_Y; // Y                         
define RELOAD_BTN    = XB1_X; // X                         
define MELEE         = PS4_CIRCLE; // RS/R3                     
define LETHAL        = XB1_RT; // RB                        
define TACTICAL      = XB1_LB; // LB                        
define Up            = XB1_UP;                              
define Right         = XB1_RIGHT;                              
define Down          = XB1_DOWN;                              
define Left          = XB1_LEFT;                               
define R_X           = XB1_RX;                              
define R_Y           = XB1_RY;                              
define L_X           = XB1_LX;                              
define L_Y           = XB1_LY;
define hairtriggers_L2  = 1;
define hairtriggers_R2  = 1;
////////////////////////////////////////////////////////
//

define Blue      = 1; 
define Red       = 2; 
define Green     = 3; 
define Pink      = 4; 
define SkyBlue   = 5; 
define Yellow    = 6; 
define White     = 7;
int timer;   
data(1,// begin of data segment--------
  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
); // end of data segment--------------
  

// VARIABLES
// ---------------------------------------------------------
int hold_time1, rest_time1;
int fire_button, scope_button;
int autospot = FALSE;
int Control_onoff = FALSE;
int Jitter_onoff = FALSE;
int AutoSprint_onoff = TRUE;
int Jitter1_onoff = FALSE;
int BreccieJitter_onoff = FALSE
int QuickScope_onoff = FALSE;
int AimAssist_onoff = TRUE;
int NotReloading         = TRUE;
int b_switch             = TRUE;
int hold_time;
int rest_time;
int rapid_onoff = FALSE;
int Col_ind;
int anti_recoil;
int lag  = 40; 
// INITIALIZATION
// ---------------------------------------------------------


init{

    if(get_console() == PIO_PS3) {
        fire_button = 3;
        scope_button = 6;
    }else { 
        fire_button = 4;
        scope_button = 7;
    }
    ANTI_RECOIL = get_pvar(SPVAR_2,0, 250, 13);
    RATE_OF_FIRE = get_pvar(SPVAR_1,0, 250, 13);
    }
                  
main {
    if(get_val(PS4_R3)){  
        if(event_press(PS4_LEFT)){
            lag = lag + 1;
        }
        if(event_press(PS4_RIGHT)){
            lag = lag - 1;
        }
        }
   if(get_val(PS4_L2)){ 
           if(event_press(PS4_UP)) lag = 1; 
           }

if(get_val(PS4_L2) && event_press(PS4_LEFT)){ 
        combo_run(vibrate);QuickScope_onoff = !QuickScope_onoff;
       
        }
        
    if(get_val(PS4_R2) && QuickScope_onoff) { 
        combo_run(QuickScope);
        }



    if(get_val(PS4_L2) && event_press(PS4_UP)){ 
        combo_run(vibrate);Jitter_onoff = !Jitter_onoff;
       
       
        }        
            if(get_val(PS4_R2) && Jitter_onoff) { 
        combo_run(Jitter);                                   
     }    
    

       


               
    if(get_val(PS4_L2) && event_press(PS4_RIGHT)){ 
        combo_run(vibrate);rapid_onoff = !rapid_onoff;
       
       
        }
            if(get_val(PS4_R2) && rapid_onoff) { 
        combo_run(RAPID_FIRE);
        }        
         
    if (get_val(PS4_L2))  {
    combo_stop(Jitter);
    }






    
        hold_time =500 / RATE_OF_FIRE;
        rest_time = hold_time - 20;
        if(rest_time < 0) rest_time = 0;
    
    if(get_val(PS4_CROSS)){  
        if(event_press(PS4_RIGHT)){
            RATE_OF_FIRE = RATE_OF_FIRE + 1;
        }
        if(event_press(PS4_LEFT)){
            RATE_OF_FIRE = RATE_OF_FIRE - 1;
        }
        set_val(PS4_UP,0);set_val(PS4_DOWN,0);
    }
        if(get_val(scope_button) && event_press(2)){
        set_pvar(SPVAR_1,RATE_OF_FIRE);
        set_val(2,0);
        }
                if(get_val(scope_button) && event_press(2)){
        set_pvar(SPVAR_1,RATE_OF_FIRE);
        set_val(2,0);
        }
    if(get_val(PS4_CIRCLE)){  
        if(event_press(PS4_DOWN)){
            ANTI_RECOIL = ANTI_RECOIL + 1;
        }
        if(event_press(PS4_UP)){
            ANTI_RECOIL = ANTI_RECOIL - 1;
        }
        set_val(PS4_UP,0);set_val(PS4_DOWN,0);
        }
          if(get_val(scope_button) && event_press(2)){
        set_pvar(SPVAR_2,ANTI_RECOIL);
        set_val(2,0);
        }


  
    
               


    
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}

   if (get_val(PS4_L2)){
               combo_run(Auto_Aimm);
      }else if(combo_running(Auto_Aimm)){    
               combo_stop (Auto_Aimm);

      }
       if (get_val(PS4_L2)){
               combo_run(Auto_Aimm);
      }else if(combo_running(Auto_Aimm)){    
               combo_stop (Auto_Aimm);

      }
       if (get_val(PS4_L2)){
               combo_run(Auto_Aimm1);
      }else if(combo_running(Auto_Aimm)){    
               combo_stop (Auto_Aimm1);
         }
            if (get_val(PS4_L2)&& get_val(R_X)< -55){
               combo_stop(Auto_Aimm)
      }
            if (get_val(PS4_L2)&& get_val(R_X)> +55){
               combo_stop(Auto_Aimm)
      }
            if (get_val(PS4_L2)&& get_val(R_Y)< -55){
               combo_stop(Auto_Aimm)
      }
            if (get_val(PS4_L2)&& get_val(R_Y)> +55){
               combo_stop(Auto_Aimm)
      }
            if (get_val(PS4_L2)&& get_val(R_X)< -55){
               combo_stop(Auto_Aimm)
      }
            if (get_val(PS4_L2)&& get_val(R_X)> +55){
               combo_stop(Auto_Aimm)
      }
            if (get_val(PS4_L2)&& get_val(R_Y)< -55){
               combo_stop(Auto_Aimm)
      }
            if (get_val(PS4_L2)&& get_val(R_Y)> +55){
               combo_stop(Auto_Aimm)
      }
            if ( get_val(R_X)< -55){
               combo_stop(Auto_Aimm1)
      }
            if ( get_val(R_X)> +55){
               combo_stop(Auto_Aimm1)
      }
            if ( get_val(R_Y)< -55){
               combo_stop(Auto_Aimm1)
      }
            if ( get_val(R_Y)> +55){
               combo_stop(Auto_Aimm1)

}

    if(get_val(PS4_L2)>=hairtriggers_L2)  set_val(PS4_L2,100);
 
 
    if(get_val(PS4_R2)>=hairtriggers_R2)  set_val(PS4_R2,80);
 

if(get_val(PS4_L2) > 1) {combo_run(AutoBreath);
    if(get_val(PS4_L2) < 1) {combo_stop(AutoBreath);
    }



        






}
}

combo AutoBreath {
set_val(8, 100);

}



     
 combo Jitter       {
wait(25 + lag);
set_val(PS4_R2, 100);
set_val(PS4_R2, 100);
set_val(PS4_L3, 100);                                                                                     
set_val(PS4_LY, -100);
wait(35 + lag);
set_val(PS4_SQUARE, 100);
wait(11 + lag); 
wait(40 + lag); 
}   
 
combo QuickScope       {
colourled(Blue);
set_val(PS4_R2, 0);
set_val(PS4_L2, 100);
wait(500);
set_val(PS4_R2, 100);
set_val(PS4_L2, 100);
wait(150);
set_val(PS4_R2, 100);
set_val(PS4_L2, 0);
wait(150);
colourled(Red);
}
combo RAPID_FIRE {
colourled(Green);
set_val(fire_button, 100);
wait(hold_time);
colourled(Blue);
set_val(fire_button, 0);    
wait(rest_time);
set_val(fire_button, 0);
colourled(Red);
}
combo vibrate   {
set_rumble(RUMBLE_A, 100);
wait(400);
reset_rumble();
colourled(Green);
}
combo Auto_Aimm {     
   set_val(R_Y,-35);//1                  
   wait(20)
   set_val(R_X,+35);//1 
   wait(20) 
   set_val(R_Y,+35);//1
   wait(20)                  
   set_val(R_X,-35);//1 
   wait(20)               
}
combo Auto_Aimm1 {     
   set_val(R_Y,-25);//1                  
   wait(20)
   set_val(R_X,+25);//1 
   wait(20) 
   set_val(R_Y,+25);//1
   wait(20)                  
   set_val(R_X,-25);//1 
   wait(20)              






  
}//end 
combo AntiRecoil { // This combo must be the last one
if(get_val(fire_button)) {
    anti_recoil = get_val(10) + ANTI_RECOIL +ANTI_RECOIL1;
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(10, anti_recoil);

}
}
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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