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View Full Version : LEX LOST, your destiny script is awesome and efficient, but can you make some mod?



chankapo119
8th October 14, 04:50
Thanks for LEX awesome script,
But can you make a mod for me?

Can you make two more CEMU_extra key for one key super and drop shoot function?

Because i am using mouse and keyboard,
One key super is more favourable,
the drop shoot can be toggle on/off by one CEMU _extra key,
When it is toggle on,
When u press R2 when zooming, it will auto prone and shooting, when u release the R2, it will auto stand up.

Thanks !

Edit - For ppl who is find a awesome destiny script
Here is the tread
http://cronusmax.com/forums/showthread.php?t=142119&page=61&p=984133#post984133

Credits to LEX LOST

LEX LOST
8th October 14, 10:57
Thanks for LEX awesome script,
But can you make a mod for me?

Can you make two more CEMU_extra key for one key super and drop shoot function?

Because i am using mouse and keyboard,
One key super is more favourable,
the drop shoot can be toggle on/off by one CEMU _extra key,
When it is toggle on,
When u press R2 when zooming, it will auto prone and shooting, when u release the R2, it will auto stand up.

Thanks !

Edit - For ppl who is find a awesome destiny script
Here is the tread
http://cronusmax.com/forums/showthread.php?t=142119&page=61&p=984133#post984133

Credits to LEX LOST

will be done but you have to wait few hours because today I'm out for my job.

chankapo119
8th October 14, 11:13
Thankssss for that :))

LEX LOST
8th October 14, 15:39
Thanks for LEX awesome script,
But can you make a mod for me?

Can you make two more CEMU_extra key for one key super and drop shoot function?

Because i am using mouse and keyboard,
One key super is more favourable,
the drop shoot can be toggle on/off by one CEMU _extra key,
When it is toggle on,
When u press R2 when zooming, it will auto prone and shooting, when u release the R2, it will auto stand up.

Thanks !

Edit - For ppl who is find a awesome destiny script
Here is the tread
http://cronusmax.com/forums/showthread.php?t=142119&page=61&p=984133#post984133

Credits to LEX LOST

it works but I could not test it in game (I haven't Destiny) :p give feedback
Here you are:



// DESCRIPTION: chankapo119'S DESTINY SUPERNATURAL
//--------------------------------------------------------------
// DOUBLE SENS INCREASE / DROPSHOT Switchable / RAPIDFIRE FAKE FRACTION ADJUSTABLE / TURBOJUMP
// TURBO KNIFER / SUPER to 1 / ANTIRECOIL COMPLETE ADJUSTABLE WITH SAVE FUNCTION
//--------------------------------------------------------------
/*********************************************************************************************************************************************************************************************************************************************************************************
Author: LEX LOST
System: MULTI
Controller: MULTI - MOUSE & KEYBOARD
GAME: DESTINY
INSTRUCTIONS:
Antirecoil: L2+UP for increase and L2+DOWN for decrease
LT+LEFT compensate to the left, L2+RIGHT compensate to the right
Save Antirecoil: hold L2 + press TRIANGLE
Rapid fire: CEMU_EXTRA5 increase, CEMU_EXTRA6 decrease, CEMU_EXTRA7 reset
Turboknife: CEMU_EXTRA4
Dropshot: R2 (CEMU_EXTRA9 to ON/OFF)
Turboknife: CEMU_EXTRA4
Super to one button: CEMU_EXTRA8
**********************************************************************************************************************************************************************************************************************************************************************************/
//DECLARARATIONS - define
//--------------------------------------------------------------
define SENSADS_INCREASE_BY=20; // This is the amount you want to add to your primary sens, while ADS.
define SENSRUN_INCREASE_BY=30; // This is the amount you want to add to your primary sens, while sprinting.
define TK = CEMU_EXTRA4; // Press for TurboKnife
define ROF_UP = CEMU_EXTRA5; // Press for increase RF
define ROF_DOWN = CEMU_EXTRA6; // Press for decrease RF
define ROF_RESET = CEMU_EXTRA7; // Press for reset RF
define SUPER = CEMU_EXTRA8; // Press for super
define DP = CEMU_EXTRA9; // ON/OFF dropshot
define Jump = 19;// Change for different layout
define Speed = 200 ;// Jump speed (Fast < 0 - Slow < 2000)
define RECOIL_UP = 13; // Press: L2+ UP for increase
define RECOIL_DOWN = 14; // Press: L2 + DOWN for decrease
define RECOIL_LEFT = 15; // Press: L2+LEFT compensate to the left
define RECOIL_RIGHT = 16; // Press: L2+RIGHT compensate to the right
define ONLY_WITH_SCOPE=FALSE; //Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int fire_button;
int scope_button;
int check = TRUE;
int RATE_OF_FIRE_DEFAULT = 10 ; // The default rate of fire for reset
int RATE_OF_FIRE = 10 ; // The initial rate of fire. Fractions should look like this 15.5 = 155. Use 155 for 15.5
int MyRate = 0;
int MyBit;
int MyResult;
int hold_time;
int rest_time;
int SwitchDP = FALSE; // Switch for Dropshot
int ANTI_RECOIL=0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
//INITIALIZATION - init
//--------------------------------------------------------------
init {
if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// SUPER to one button L1+R1
if(get_val(SUPER)) {set_val(3,100);set_val(6,100);}

// DROPSHOT
if(get_val (DP)) SwitchDP = !SwitchDP;
if(event_press(4) && SwitchDP){combo_run(DROPSHOT);}
if(event_release(4) && SwitchDP){combo_run(DROPSHOT);}

// SENSITIVITY ADS
if(get_val(scope_button)){
sensitivity( 9, NOT_USE, 100 + SENSADS_INCREASE_BY);
sensitivity(10, NOT_USE, 100 + SENSADS_INCREASE_BY);}

// SENSITIVITY SPRINT
if(get_val(8)){
sensitivity( 9, NOT_USE, 100 + SENSRUN_INCREASE_BY);
sensitivity(10, NOT_USE, 100 + SENSRUN_INCREASE_BY);}

// RAPIDFIRE
set_bits(MyBit, 0, 15, 255*257);
MyResult = (MyBit - ((1500*10)+536))*-1;
hold_time = MyResult / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
MyRate = MyRate - get_rtime()*2;
if(event_press(ROF_UP)) {
RATE_OF_FIRE = RATE_OF_FIRE + 10;}
if(event_press(ROF_DOWN)) {
RATE_OF_FIRE = RATE_OF_FIRE - 10;}
if(event_press(ROF_RESET)) {
RATE_OF_FIRE = RATE_OF_FIRE_DEFAULT ;}
if(event_press(fire_button)) {set_val(fire_button, 100); check = TRUE; MyRate = hold_time;}
else if(get_val(fire_button) && check) {set_val(fire_button, 100);}
else if(!check) {set_val(fire_button, 0);}
if(!get_val(fire_button) && MyRate<=0 && check == FALSE) {MyRate = hold_time; check =TRUE;}
if(MyRate<=0 && check == TRUE) {MyRate = rest_time; check =FALSE;}
if (get_val(Jump)){combo_run(TurboJump);}

// TurboKnife
if(event_press(TK)) {combo_run(TurboKnife);}

// increase Antirecoil
if(get_val(7) && event_press(RECOIL_UP)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(7) && event_press(RECOIL_UP))set_val(RECOIL_UP,0);
// decrease Antirecoil
if(get_val(7) && event_press(RECOIL_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(7) && event_press(RECOIL_DOWN))set_val(RECOIL_DOWN,0);
// compensate to the left
if(get_val(7) && event_press(RECOIL_LEFT)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(7) && event_press(RECOIL_LEFT))set_val(RECOIL_LEFT,0);
// compensate to the right
if(get_val(7) && event_press(RECOIL_RIGHT)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(7) && event_press(RECOIL_RIGHT))set_val(RECOIL_RIGHT,0);
// Save Antirecoil hold LT/L2 + press Y/TRIANGLE
if(get_val(7) && event_press(17)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}

// ONLY WITH SCOPE ANTIRECOIL
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {combo_run(AntiRecoil);}
}// End of MAIN BLOCK

//COMBO BLOCKS
//--------------------------------------------------------------
//DROP SHOT
combo DROPSHOT {//begin
set_val(5, 100);
wait(1200); //Time To Go Prone
}//end

//TurboJump
combo TurboJump {
wait(Speed);
set_val(Jump, 0);
wait(Speed);
set_val(Jump, 0);
}//end

//TurboKnife
combo TurboKnife {
set_val(3, 100);
wait(40)
set_val(3, 0);
wait(20);
set_val(3, 0);
}//end

//Antirecoil This combo must be the last one
combo AntiRecoil {//begin
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end

chankapo119
9th October 14, 07:42
i have tried the script, its awesome, i do love it
but i dont need anti recoil and rapid fire function,
can you remove it for me???

LEX LOST
9th October 14, 08:02
i have tried the script, its awesome, i do love it
but i dont need anti recoil and rapid fire function,
can you remove it for me???




// DESCRIPTION: chankapo119'S DESTINY SUPERNATURAL
//--------------------------------------------------------------
// DOUBLE SENS INCREASE / DROPSHOT Switchable /
// TURBO KNIFER / TURBOJUMP / SUPER to 1 /
/*********************************************************************************************************************************************************************************************************************************************************************************
Author: LEX LOST
System: MULTI
Controller: MULTI - MOUSE & KEYBOARD
GAME: DESTINY

INSTRUCTIONS:
Turboknife: CEMU_EXTRA4
Dropshot: R2 (CEMU_EXTRA9 to ON/OFF)
Super to 1 button: CEMU_EXTRA8

**********************************************************************************************************************************************************************************************************************************************************************************/
//DECLARARATIONS - define
//--------------------------------------------------------------
define SENSADS_INCREASE_BY=20; // This is the amount you want to add to your primary sens, while ADS.
define SENSRUN_INCREASE_BY=30; // This is the amount you want to add to your primary sens, while sprinting.
define TK = CEMU_EXTRA4; // Press for TurboKnife
define SUPER = CEMU_EXTRA8; // Press for super
define DP = CEMU_EXTRA9; // ON/OFF dropshot
define Jump = 19;// Change for different layout
define Speed = 200 ;// Jump speed (Fast < 0 - Slow < 2000)

//VARIABLES - int
//--------------------------------------------------------------
int fire_button;
int scope_button;
int hold_time;
int rest_time;
int SwitchDP = FALSE; // Switch for Dropshot

//INITIALIZATION - init
//--------------------------------------------------------------
init {
if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// SUPER to one button L1+R1
if(get_val(SUPER)) {set_val(3,100);set_val(6,100);}

// DROPSHOT
if(get_val (DP)) SwitchDP = !SwitchDP;
if(event_press(4) && SwitchDP){combo_run(DROPSHOT);}
if(event_release(4) && SwitchDP){combo_run(DROPSHOT);}

// TurboJump
if (get_val(Jump)){combo_run(TurboJump);}

// TurboKnife
if(event_press(TK)) {combo_run(TurboKnife);}

// SENSITIVITY ADS
if(get_val(scope_button)){
sensitivity( 9, NOT_USE, 100 + SENSADS_INCREASE_BY);
sensitivity(10, NOT_USE, 100 + SENSADS_INCREASE_BY);}

// SENSITIVITY SPRINT
if(get_val(8)){
sensitivity( 9, NOT_USE, 100 + SENSRUN_INCREASE_BY);
sensitivity(10, NOT_USE, 100 + SENSRUN_INCREASE_BY);}

}// End of MAIN BLOCK

//COMBO BLOCKS
//--------------------------------------------------------------
//DROP SHOT
combo DROPSHOT {//begin
set_val(5, 100);
wait(1200); //Time To Go Prone
}//end

//TurboJump
combo TurboJump {
wait(Speed);
set_val(Jump, 0);
wait(Speed);
set_val(Jump, 0);
}//end

//TurboKnife
combo TurboKnife {
set_val(3, 100);
wait(40)
set_val(3, 0);
wait(20);
set_val(3, 0);
}//end

chankapo119
9th October 14, 22:55
Thanksss a lot
Script works so good
:)))
Wanna find some trick to play destiny
Btw, is it possibe to make rapid fire function to have a toggle on/off
Coz when i use auto rifle, i dont need rapid fire
But for others, rapid fire is great

LEX LOST
10th October 14, 09:55
Thanksss a lot
Script works so good
:)))
Wanna find some trick to play destiny
Btw, is it possibe to make rapid fire function to have a toggle on/off
Coz when i use auto rifle, i dont need rapid fire
But for others, rapid fire is great

here it is, but please, you must understand what you exactly want from a script before asking :tongue:



// DESCRIPTION: chankapo119'S DESTINY SUPERNATURAL
//--------------------------------------------------------------
// DOUBLE SENS INCREASE / DROPSHOT Switchable /
// TURBO KNIFER / TURBOJUMP / SUPER to 1 / RAPIDFIRE Switchable
/*********************************************************************************************************************************************************************************************************************************************************************************
Author: LEX LOST
System: MULTI
Controller: MULTI - MOUSE & KEYBOARD
GAME: DESTINY

INSTRUCTIONS:
Turboknife: CEMU_EXTRA4
Dropshot: R2 (CEMU_EXTRA9 to ON/OFF)
Super to 1 button: CEMU_EXTRA8
ON/OFF RAPIDFIRE: CEMU_EXTRA5
**********************************************************************************************************************************************************************************************************************************************************************************/
//DECLARARATIONS - define
//--------------------------------------------------------------
define SENSADS_INCREASE_BY=20; // This is the amount you want to add to your primary sens, while ADS.
define SENSRUN_INCREASE_BY=30; // This is the amount you want to add to your primary sens, while sprinting.
define SWITCH = CEMU_EXTRA5;
define TK = CEMU_EXTRA4; // Press for TurboKnife
define SUPER = CEMU_EXTRA8; // Press for super
define DP = CEMU_EXTRA9; // ON/OFF dropshot
define Jump = 19;// Change for different layout
define Speed = 200 ;// Jump speed (Fast < 0 - Slow < 2000)

//VARIABLES - int
//--------------------------------------------------------------
int fire_button;
int scope_button;
int hold_time;
int rest_time;
int SwitchDP = FALSE; // Switch for Dropshot
int rapid_onoff = TRUE;
int RATE_OF_FIRE = 15; //Range: 1 to 25 RPS (Round/s)

//INITIALIZATION - init
//--------------------------------------------------------------
init {
if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// ON/OFF RAPIDFIRE: CEMU_EXTRA5
if(event_press(SWITCH)) {rapid_onoff =!rapid_onoff;set_val(2,0);}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;

// SUPER to one button L1+R1
if(get_val(SUPER)) {set_val(3,100);set_val(6,100);}

// DROPSHOT
if(get_val (DP)) SwitchDP = !SwitchDP;
if(event_press(4) && SwitchDP){combo_run(DROPSHOT);}
if(event_release(4) && SwitchDP){combo_run(DROPSHOT);}

// TurboJump
if (get_val(Jump)){combo_run(TurboJump);}

// TurboKnife
if(event_press(TK)) {combo_run(TurboKnife);}

// SENSITIVITY ADS
if(get_val(scope_button)){
sensitivity( 9, NOT_USE, 100 + SENSADS_INCREASE_BY);
sensitivity(10, NOT_USE, 100 + SENSADS_INCREASE_BY);}

// SENSITIVITY SPRINT
if(get_val(8)){
sensitivity( 9, NOT_USE, 100 + SENSRUN_INCREASE_BY);
sensitivity(10, NOT_USE, 100 + SENSRUN_INCREASE_BY);}

}// End of MAIN BLOCK

//COMBO BLOCKS
//--------------------------------------------------------------
//DROP SHOT
combo DROPSHOT {//begin
set_val(5, 100);
wait(1200); //Time To Go Prone
}//end

//TurboJump
combo TurboJump {
wait(Speed);
set_val(Jump, 0);
wait(Speed);
set_val(Jump, 0);
}//end

//TurboKnife
combo TurboKnife {
set_val(3, 100);
wait(40)
set_val(3, 0);
wait(20);
set_val(3, 0);
}//end

//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}//end

SDBolts
4th November 14, 14:58
Resurrected from the dead thread file...

I don't see a lot here that's platform specific, so the question is would this work on a XB1 with 'odd' controls?

I use a FragFX Shark chuck for the left side of the controls and a G700 mouse for the right side of the controls. Super to 1 I'm not terribly concerned about, but the dropshot, turbos, rapidfire and anti-recoil all sound pretty cool...