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christopher01
17th June 16, 15:38
// GPC Online Library
// black_ops_3_multiplayer_1.0_-_enhanced_aim_only_by_gio_lokks.gpc



// BLACK OPS 3 Multiplayer 1.0 - ENHANCED AIM ONLY by Gio Lokks
//--------------------------------------------------------------
// Authors : Gio Lokks
// GamerTAG : Gio Lokks
// Game : CoD BLACK OPS III - Multiplayer Mode
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
//--------------------------------------------------------------
//
/****************************************************************************
**************Read This Carefully Before Using**************
Instructions and Features : * TOGGLE ENHANCED AIM ASSIST BY PRESSING AND HOLDING
ADS BUTTON AND PRESSING LEFT ON D-PAD




* LED MOD LIGHTING FOR YOUR ENJOYMENT


*********CHANGELOG**********
Version 1.0 * ININTIAL RELEASE


*********MESSAGE ME HERE OR ON XBOX FOR IDEAS OR BUGS (GAMERTAG:Gio Lokks) *********


*********KEEP AN EYE ON THESE SCRIPTS, THEY WILL GET UPDATES*********** LATEST UPDATE ON 2/25/2016
----------------------------------------------------------------
Fire Button RAPID FIRE

//1. Fire Button RAPID FIRE turn On / Off => ADS button + D pad Down

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RB; // default RT
define ADS_BTN = XB1_LB; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RT; // RB
define TACTICAL = XB1_LT; // 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 Blue = 1;
define Red = 2;
define Green = 3;
define Pink = 4;
define SkyBlue = 5;
define Yellow = 6;
define White = 7;

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



////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;


///////////////////////////////////////
// variables
int Col_ind;


int onoff;// toggle mode ON/OFF

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int RF_ALL_weapons = TRUE;
int rapid1_onoff = TRUE;
int RF1_ALL_weapons = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int BurstMelee =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

int loop_slide;
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------



////////////////////////////////
// ON/OFF mode
if(get_val(TACTICAL) && event_press(Left ))
{
onoff = !onoff;
}
if(get_val(ADS_BTN) && event_press(Left ))
{
onoff = !onoff;
}


////////////////////////////////
// LED color indication
if(onoff) colourled(White); // ON
else colourled(Yellow); // OFF






///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability


// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(TACTICAL) && event_press(Left ))
{
rapid1_onoff =!rapid1_onoff;
RF1_ALL_weapons=!RF1_ALL_weapons;
}
if(get_val(ADS_BTN) && event_press(Left ))
{
rapid1_onoff =!rapid1_onoff;
RF1_ALL_weapons=!RF1_ALL_weapons;
}
//RAPIDAIMM

if(rapid1_onoff){//----------------------------------------


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


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


}
if (get_val(R_X)){
combo_run(Auto_Aimm1);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm1);
}
if (get_val(TACTICAL)&& get_val(R_X)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(TACTICAL)&& get_val(R_X)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(TACTICAL)&& get_val(R_Y)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(TACTICAL)&& get_val(R_Y)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_X)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_X)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_Y)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_Y)> +45){
combo_stop(Auto_Aimm)
}
if ( get_val(R_X)< -45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_X)> +45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)< -45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)> +45){
combo_stop(Auto_Aimm1)
}
}


if(get_val(ADS_BTN) && event_press(Left ))
{
combo_run(Switch)
}
if(get_val(TACTICAL) && event_press(Left ))
{
combo_run(Switch)
}




}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////


//RAPIDAIMM
combo Auto_Aimm {
set_val(R_Y,-25);//1
wait(25)
set_val(R_X,+25);//1
wait(25)
set_val(R_Y,+25);//1
wait(25)
set_val(R_X,-25);//1
wait(25)



}
combo Auto_Aimm1 {
set_val(R_Y,-20);//1
wait(25)
set_val(R_X,+20);//1
wait(25)
set_val(R_Y,+20);//1
wait(25)
set_val(R_X,-20);//1
wait(25)



}//end
combo Switch {
set_rumble(RUMBLE_A, 0);
set_rumble(RUMBLE_B, 0);
set_rumble(RUMBLE_RT, 0);
set_rumble(RUMBLE_LT, 0);
wait(25);
set_rumble(RUMBLE_A, 100);
set_rumble(RUMBLE_B, 100);
set_rumble(RUMBLE_RT, 5);
set_rumble(RUMBLE_LT, 5);
wait(75);
set_rumble(RUMBLE_A, 0);
set_rumble(RUMBLE_B, 0);
set_rumble(RUMBLE_RT, 0);
set_rumble(RUMBLE_LT, 0);
wait(25);






}



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));
}

// end of script

djking789
17th June 16, 15:48
//Posted by x22dot, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums

//Posted : Saturday 21st of May, 2016 8:03 UTC

define RT = XB1_RT;
define LT = XB1_LT;
define RX = XB1_RX;
define RY = XB1_RY;
define FIRE_BUTTON = XB1_RT;
int value = 33;
int value2 = -33;
int delay = 11;
int HAIRTRIGGER = TRUE;
int HAIR_TRIG_THRESH = 30;
main {
if (!HAIRTRIGGER)
{
HAIR_TRIG_THRESH = 64
}
if ( get_val(FIRE_BUTTON) >= HAIR_TRIG_THRESH )
if(get_val(XB1_RT))
deadzone(XB1_RT,XB1_RT,-1,-1);

if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(RT) && get_val(LT)) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value || get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value) {
combo_stop(LT_C);
combo_stop(RT_C);
}

}

combo LT_C {
set_val(RY, -25);
wait(delay)
set_val(RX, 25);
set_val(RY, 15);
wait(delay)
set_val(RY, 15);
wait(delay)
set_val(RX, -25);
set_val(RY, 15);
wait(delay)
}

combo RT_C {
set_val(RY, -35);
wait(delay)
set_val(RX, 35);
set_val(RY, 25);
wait(delay)
set_val(RY, 25);
wait(delay)
set_val(RX, -35);
set_val(RY, 25);
wait(delay)
}

djking789
20th June 16, 16:27
// GPC Online Library
// black_ops_3_multiplayer_1.0_-_enhanced_aim_only_by_gio_lokks.gpc

// BLACK OPS 3 Multiplayer 1.0 - ENHANCED AIM ONLY by Gio Lokks
//--------------------------------------------------------------
// Authors : Gio Lokks
// GamerTAG : Gio Lokks
// Game : CoD BLACK OPS III - Multiplayer Mode
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
//--------------------------------------------------------------
//
/************************************************** **************************
**************Read This Carefully Before Using**************
Instructions and Features : * TOGGLE ENHANCED AIM ASSIST BY PRESSING AND HOLDING
ADS BUTTON AND PRESSING LEFT ON D-PAD


* LED MOD LIGHTING FOR YOUR ENJOYMENT

*********CHANGELOG**********
Version 1.0 * ININTIAL RELEASE

*********MESSAGE ME HERE OR ON XBOX FOR IDEAS OR BUGS (GAMERTAG:Gio Lokks) *********

*********KEEP AN EYE ON THESE SCRIPTS, THEY WILL GET UPDATES*********** LATEST UPDATE ON 2/25/2016
----------------------------------------------------------------
Fire Button RAPID FIRE
//1. Fire Button RAPID FIRE turn On / Off => ADS button + D pad Down
************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RB; // default RT
define ADS_BTN = XB1_LB; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RT; // RB
define TACTICAL = XB1_LT; // 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 RT = XB1_RT;
define LT = XB1_LT;
define RX = XB1_RX;
define RY = XB1_RY;
define FIRE_BUTTON = XB1_RT;

////////////////////////////////////////////////////////
//

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

////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;
////////////////////////////////////////////////////////
//
int RA;
int LX;
int LY;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;
int value = 33;
int value2 = -33;
int delay = 11;
int HAIRTRIGGER = TRUE;
int HAIR_TRIG_THRESH = 30;
///////////////////////////////////////
// variables
int Col_ind;

int onoff;// toggle mode ON/OFF
////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int RF_ALL_weapons = TRUE;
int rapid1_onoff = TRUE;
int RF1_ALL_weapons = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int BurstMelee =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS
int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;
int loop_slide;
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------

////////////////////////////////
// ON/OFF mode
if(get_val(TACTICAL) && event_press(Left ))
{
onoff = !onoff;
}
if(get_val(ADS_BTN) && event_press(Left ))
{
onoff = !onoff;
}

////////////////////////////////
// LED color indication
if(onoff) colourled(White); // ON
else colourled(Yellow); // OFF



///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(TACTICAL) && event_press(Left ))
{
rapid1_onoff =!rapid1_onoff;
RF1_ALL_weapons=!RF1_ALL_weapons;
}
if(get_val(ADS_BTN) && event_press(Left ))
{
rapid1_onoff =!rapid1_onoff;
RF1_ALL_weapons=!RF1_ALL_weapons;
}
//RAPIDAIMM
if(rapid1_onoff){//----------------------------------------

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

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

}
if (get_val(R_X)){
combo_run(Auto_Aimm1);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm1);
}
if (get_val(TACTICAL)&& get_val(R_X)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(TACTICAL)&& get_val(R_X)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(TACTICAL)&& get_val(R_Y)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(TACTICAL)&& get_val(R_Y)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_X)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_X)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_Y)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(ADS_BTN)&& get_val(R_Y)> +45){
combo_stop(Auto_Aimm)
}
if ( get_val(R_X)< -45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_X)> +45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)< -45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)> +45){
combo_stop(Auto_Aimm1)
}
}

if(get_val(ADS_BTN) && event_press(Left ))
{
combo_run(Switch)
}
if(get_val(TACTICAL) && event_press(Left ))
{
combo_run(Switch)
}
if (!HAIRTRIGGER)
{
HAIR_TRIG_THRESH = 64
}
if ( get_val(FIRE_BUTTON) >= HAIR_TRIG_THRESH )
if(get_val(XB1_RT))
deadzone(XB1_RT,XB1_RT,-1,-1);

if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(RT) && get_val(LT)) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value || get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value) {
combo_stop(LT_C);
combo_stop(RT_C);
}

}

combo LT_C {
set_val(RY, -25);
wait(delay)
set_val(RX, 25);
set_val(RY, 15);
wait(delay)
set_val(RY, 15);
wait(delay)
set_val(RX, -25);
set_val(RY, 15);
wait(delay)
}

combo RT_C {
set_val(RY, -35);
wait(delay)
set_val(RX, 35);
set_val(RY, 25);
wait(delay)
set_val(RY, 25);
wait(delay)
set_val(RX, -35);
set_val(RY, 25);
wait(delay)
}

// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

//RAPIDAIMM
combo Auto_Aimm {
set_val(R_Y,-25);//1
wait(25)
set_val(R_X,+25);//1
wait(25)
set_val(R_Y,+25);//1
wait(25)
set_val(R_X,-25);//1
wait(25)

}
combo Auto_Aimm1 {
set_val(R_Y,-20);//1
wait(25)
set_val(R_X,+20);//1
wait(25)
set_val(R_Y,+20);//1
wait(25)
set_val(R_X,-20);//1
wait(25)

}//end
combo Switch {
set_rumble(RUMBLE_A, 0);
set_rumble(RUMBLE_B, 0);
set_rumble(RUMBLE_RT, 0);
set_rumble(RUMBLE_LT, 0);
wait(25);
set_rumble(RUMBLE_A, 100);
set_rumble(RUMBLE_B, 100);
set_rumble(RUMBLE_RT, 5);
set_rumble(RUMBLE_LT, 5);
wait(75);
set_rumble(RUMBLE_A, 0);
set_rumble(RUMBLE_B, 0);
set_rumble(RUMBLE_RT, 0);
set_rumble(RUMBLE_LT, 0);
wait(25);



}

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));
}
// end of script