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Topic: Anti-Recoil (Progression Scaled by Time)

  1. #61
    SILVER II

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    Re: Anti-Recoil (Progression Scaled by Time)

    Sorry for bothering you again. the script works fine. I just have a question about aim assist scripts. what does it do? do they work? (I play apex) do u get more aim assist or what? and if it does, then I found this one you posted earlier:



    is it possible to add this one as well?
    Thank you all so much!

  2. #62
    Senior Support Staff


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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by krebastian View Post
    Sorry for bothering you again. the script works fine. I just have a question about aim assist scripts. what does it do? do they work? (I play apex) do u get more aim assist or what? and if it does, then I found this one you posted earlier:



    is it possible to add this one as well?
    Thank you all so much!
    I do not know how to explain AIM Assist, it's something I never use. So we'll say that AIM Assist lowers your sensitivity when your viewfinder is close to an enemy

    The best way to know if you want or not this feature in your script is to test it alone
    If you like it, I'll add it into the script

    Let me know

  3. #63
    SILVER IV

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    Re: Anti-Recoil (Progression Scaled by Time)

    Salut noozbar à tu un anti recoil pour tout les scoopes pubg ps4 ? car je vois des gens on n'ont un sur tout les scoopes je reçois des balles en auto a plus de 215m

  4. #64
    SILVER II

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    Re: Anti-Recoil (Progression Scaled by Time)

    ok thank you! then I will try it out if you could add it to the script, thank u so much

  5. #65
    Senior Support Staff


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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by Karim93t View Post
    Salut noozbar à tu un anti recoil pour tout les scoopes pubg ps4 ? car je vois des gens on n'ont un sur tout les scoopes je reçois des balles en auto a plus de 215m
    Speak English please or go here
    CronusMAX Support Français

    Antirecoil work the same way for every game and every weapon, you just have to find the right value for your sensitivity, internet connexion, game, weapon ...
    If you have 3 different weapon, you have to have 3 antirecoil script (or a script with multi profile)

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  7. #66
    SILVER I

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    can someone fix the errors and post a link for the fixed gpc? plz <3

    There will be 6 warnings when you compile the script (expected).

    WARNING


    If you're new to Cronus Max or using Anti-Recoil Scripts you need to pass this one on by





    Post here if you have questions or issues.


    [/INFO][/QUOTE]

  8. #67
    SILVER ELITE

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    Re: can someone fix the errors and post a link for the fixed gpc? plz <3

    Quote Originally Posted by bubblde View Post
    There will be 6 warnings when you compile the script (expected).

    WARNING


    If you're new to Cronus Max or using Anti-Recoil Scripts you need to pass this one on by





    Post here if you have questions or issues.


    [/INFO]
    [/QUOTE]



    I liked this script but when I click on LT it triggers the assisted aiming. please how to turn off this option?I appreciate if you can add a quick fire on / off using LT + UP

  9. #68
    The GPC Godfather



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    Re: can someone fix the errors and post a link for the fixed gpc? plz <3

    I liked this script but when I click on LT it triggers the assisted aiming. please how to turn off this option?I appreciate if you can add a quick fire on / off using LT + UP


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  11. #69
    SILVER ELITE

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    Re: can someone fix the errors and post a link for the fixed gpc? plz <3

    Quote Originally Posted by Batts View Post
    [FONT=arial]


    could you please tell me what to do to turn off assisted aiming? how I turn off

  12. #70
    The GPC Godfather



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    Re: can someone fix the errors and post a link for the fixed gpc? plz <3

    Quote Originally Posted by Brazuca View Post
    could you please tell me what to do to turn off assisted aiming? how I turn off
    define AIM_ASSIST_ON = FALSE;

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  14. #71
    SILVER ELITE

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    Re: can someone fix the errors and post a link for the fixed gpc? plz <3

    Quote Originally Posted by Batts View Post
    define AIM_ASSIST_ON = FALSE;
    Thanks

  15. #72
    SILVER II

    User Info Menu

    Re: Anti-Recoil (Progression Scaled by Time)

    Hello i need for this script Rapidfire that i can On Off make with Scope BTN L1 and Dpad Left
    for PS4




  16. #73
    SILVER I

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    Re: Anti-Recoil (Progression Scaled by Time)

    First off thanks to all the work that has been placed into this script
    I have been using the 2 weapon single recoil progression. An was trying to mash it up with toggle for on and off for the recoil to no avail. Still extremely new to the scripting and trying to learn, most of the examples currently run anti recoil as combos.

    I had defined LT/UP to an int toggle
    And was curious if its something that can be added to the script as is or will it need to be changed over to a different function as a combo?

    Thanks for any help on this,
    In the mean time I will continue to look at other examples and try to cipher some of the excellent work here.

  17. #74
    Senior Support Staff


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    Re: Anti-Recoil (Progression Scaled by Time)

    Following several requests, I quickly made this script
    I added to the basic script (antirecoil scaled by time with Start, End and Time values) an Horizontal antirecoil also scaled by time with its own Start, End and Time values

    Code:
     // Vertical
        define    antirecoil_start  = 30;
        define    antirecoil_end    = 7;
        define    antirecoil_time   = 2500;  //-- 10ms increments (2500 = 2,5 seconds)
        define    invert            = 1;     // set -1 for inverted Y antirecoil, else set 1
        
    // Horizontal
        define    antirecoil_H_start  = 17;
        define    antirecoil_H_end    = -7;
        define    antirecoil_H_time   = 3250;  //-- 10ms increments 
        
    // Vertical
        int i_val;
        int i_pnt;
        int i_num;
        int i_cnt;
        int v,ar_y;
       
    // Horizontal
        int i_val_h;
        int i_pnt_h;
        int i_num_h;
        int i_cnt_h;
        int v_x,ar_x;
     
    init {
    // Vertical
        //--adding or subtracting
        if(antirecoil_start < antirecoil_end)
            i_val = 1;
        else
            i_val = -1;
        //--iteration point for progression 
        i_pnt = (antirecoil_time / 10) / (abs(antirecoil_start - antirecoil_end));
       
    // Horizontal
        //--adding or subtracting
        if(antirecoil_H_start < antirecoil_H_end)
            i_val_h = 1;
        else
            i_val_h = -1;
        //--iteration point for progression 
        i_pnt_h = (antirecoil_H_time / 10) / (abs(antirecoil_H_start - antirecoil_H_end));
    }
     
     
    main {
    
        //--device monitor
    // Vertical
        set_val(TRACE_1,i_cnt / 100);
        set_val(TRACE_2,i_num)
        set_val(TRACE_3,ar_y);
    
    // Horizontal
        set_val(TRACE_4,i_cnt_h / 100);
        set_val(TRACE_5,i_num_h)
        set_val(TRACE_6,ar_x);
     
        //--reset counters/pointers
        if(!get_lval(PS4_R2)) 
        {
    // Vertical
           ar_y = antirecoil_start;
           i_cnt = 0;
           i_num = 0;
    
    // Horizontal
           ar_x = antirecoil_H_start;
           i_cnt_h = 0;
           i_num_h = 0;
        }
     
        //--RT
        if(get_val(PS4_R2)) {
    // Vertical
            if(!p_complete())  
                ar_y = p_val();
            else
                ar_y = antirecoil_end;
     
            if(y_val() > 100)
            {
                set_val(PS4_RY, 100);
            }
            else  //--set RY to anti recoil value
                set_val(PS4_RY,y_val());
        
    // Horizontal
            if(!p_complete_x())
                ar_x = p_val_x();
            else
                ar_x = antirecoil_H_end;
     
            if(x_val() > 100)
            {
                set_val(PS4_RX, 100);
            }
            else //--set RX to anti recoil value
                set_val(PS4_RX,x_val());
        }        
    }
    
    // Vertical
    function p_complete() { 
        i_cnt++;
        if (i_cnt > antirecoil_time / 10) {
            //--avoid stack overflow
            i_cnt = antirecoil_time / 10;
            //--progression complete
            return 1;
        }
        //--progression not complete
        return 0;
    }        
    function p_val() {
        i_num++;
        if(i_num == i_pnt) {
            //--reset counter
            i_num = 0;
            //--adjust ar_y 
            ar_y += i_val;
        }
        return ar_y;
    } 
    function y_val() {
        v = get_val(10);
        if(abs(v) < 10)
            v = 0;
        if(abs(v) > ar_y + 5)
            return v;
        return v + (ar_y * invert);           
    }
    
    // Horizontal
    function p_complete_x() { 
        i_cnt_h++;
        if (i_cnt_h > antirecoil_H_time / 10) {
            //--avoid stack overflow
            i_cnt_h = antirecoil_H_time / 10;
            //--progression complete
            return 1;
        }
        //--progression not complete
        return 0;
    }        
    function p_val_x() {
        i_num_h++;
        if(i_num_h == i_pnt_h) {
            //--reset counter
            i_num_h = 0;
            //--adjust ar_x 
            ar_x += i_val_h;
        }
        return ar_x;
    } 
    function x_val() {
        v_x = get_val(PS4_RX);
        if(abs(v_x) < 10)
            v_x = 0;
        if(abs(v_x) > abs(ar_x + 5))
            return v_x;
        return v_x + ar_x;           
    }

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  19. #75
    SILVER I

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    Re: Anti-Recoil (Progression Scaled by Time)

    Noozbar thanks for work
    Do you have any value for M4A1 or M13?

    I wantto donate you for a cup of coffee or tea

  20. #76
    Senior Support Staff


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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by VCruz View Post
    Noozbar thanks for work
    Do you have any value for M4A1 or M13?

    I wantto donate you for a cup of coffee or tea
    No, I'm sorry. Besides, I don't know what game you're talking about. I only play Division

  21. #77
    SILVER I

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    Re: Anti-Recoil (Progression Scaled by Time)

    Modern Warfare
    Ok, thank you anyway

  22. #78
    SILVER II

    User Info Menu

    Re: Need Testing and Feedback ANTI_RECOIL Script (Experienced Users) update(10/6/18)

    someone can get me a script aiming to watch anti-recoil and modar the telca R2 by R1 and the L2 key by L1 in inverted mode
    for the game bo4 blackout

  23. #79
    SILVER IV

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    Re: Anti-Recoil (Progression Scaled by Time)

    Is it possible to factor in horizontal recoil patterns. For example if a gun has a Z recoil pattern?

  24. #80
    Senior Support Staff


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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by Disabuse View Post
    Is it possible to factor in horizontal recoil patterns. For example if a gun has a Z recoil pattern?
    X = Horizontal
    Y = Vertical
    Z = ???

  25. #81
    SILVER IV

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    Re: Anti-Recoil (Progression Scaled by Time)

    sorry I posted this before i found your other recoil script

  26. #82
    SILVER ELITE MASTER

    User Info Menu

    Re: Anti-Recoil (Progression Scaled by Time)

    Hi, Would you please remove everything from this script from crescens and keep just the anti recoil please?

    I've looked at the recoil above and I like this one because it has

    Start,End,Time along with on the fly.

    Any chance you could take everything out expect the recoil + fly please?


  27. #83
    GOLD NOVA IV

    User Info Menu

    Re: Anti-Recoil (Progression Scaled by Time)

    crescens anti recoil

    Iam looking the one with horezontel values can be changed as well..?
    I have issue where the recoil goes more to the right vertical is working great just horisontell not working

  28. #84
    GOLD NOVA IV

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    Re: Anti-Recoil (Progression Scaled by Time)


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  30. #85
    GOLD NOVA IV

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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by yangtze View Post
    for a reason yet to be known to me, i am unable to place gpc wrappers atm.
    this is the anti recoil used in crescens cod perfect aim edition

    int ar_sY;
    int ar_eY;
    int ar_tm;
    int ar_sX;
    int interval, iteration_point;
    int i_, i_count;
    int AR_V;
    int RY, RX;

    int current_x, current_y;
    //-- STICKS
    define WALK=PS4_LY;
    define STRAFE=PS4_LX;
    define AIM_H=PS4_RX;
    define AIM_V=PS4_RY;

    //--BUTTONS
    define FIRE=PS4_R2; //change to R1 for flipped bumpers
    define ADS=PS4_L2; //change to L1 for flipped bumpers
    define SPRINT=PS4_L3;
    define TACTICAL=PS4_L1;//change to L2 for flipped bumpers
    define LETHAL=PS4_R1; //change to R2 for flipped bumpers
    define PRONE=PS4_CIRCLE;
    define MELEE=PS4_R3;
    define JUMP=PS4_CROSS;
    define StickNoise=10; // Dead Zone value for your thumbsticks (only active when you fire, allowing micro aiming)


    int no_recoil=TRUE
    init
    {

    ar_sY = 33; // start value -- higher numbers increase pull down
    ar_eY = 24; // end value -- higher numbers increase pull down
    ar_tm = 3700; // time value - controls time from start to end value
    ar_sX = -16; // horizontal value CURRENTLY M4A1
    }

    main {

    if (get_val (FIRE)){
    current_x = dz(AIM_H,0);
    current_y = dz(AIM_V,0);
    }

    if (no_recoil)
    {
    if(ar_sY < ar_eY)interval = 1;
    else interval = -1;
    iteration_point = (ar_tm / 10) / (abs(ar_sY - ar_eY));
    if(!get_lval(FIRE))
    {
    AR_V = ar_sY;
    i_count = 0;
    i_ = 0;
    }
    if(get_val(FIRE))
    {
    AntiRecoil(AIM_H, ar_sX);
    if(!p())
    AR_V = c();
    else
    AR_V = (ar_eY);
    AntiRecoil(AIM_V, AR_V)
    }
    }
    }//end main

    function dz(f_axis,f_val)
    {
    f_val = get_val(f_axis);
    if(abs(f_val) < StickNoise)
    {
    set_val(f_axis,0);
    return 0;
    }
    return f_val;
    }

    function p()
    {
    i_count++;
    if (i_count > (ar_tm / 10))
    {
    i_count = (ar_tm / 10);
    return 1;
    }
    return 0;
    }

    function c()
    {
    i_++;
    if(i_ == iteration_point)
    {
    i_ = 0;
    AR_V += interval;
    }
    return AR_V;
    }

    function AntiRecoil (axis, recoil)
    {
    RY = current_y;
    RX = current_x;
    if (get_val(FIRE) && (isqrt(RX*RX + RY*RY)) <= abs(recoil))
    {
    if(abs(RY) <= abs(recoil))
    {
    set_val(axis,(recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
    }
    }
    }



    Iam gonna try it thanks for your time you are a legend much luv!

  31. #86
    Senior Support Staff


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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by Blueprintsud View Post
    Iam gonna try it thanks for your time you are a legend much luv!
    Look at post #74

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  33. #87
    SILVER I

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    Re: Anti-Recoil (Progression Scaled by Time)

    INFO


    Same as script above with adjustable transition point. Set Progression_Point_Percent to percentage of Total_Anti_Recoil_Time where transition from Start to Mid and Mid to End will occur.

    Example:

    define Starting_Anti_Recoil_Value = 20; //--postive values only
    define Mid_Point_Anti_Recoil_Value = 28;
    define Ending_Anti_Recoil_Value = 10;
    define Total_Anti_Recoil_Time = 2500; //-- 10ms increments (min - 2000)
    define Progression_Point_Percent = 30; //--percentage of total time to transition to mid to end values 10% increments

    Progression from 20 to 28 will occur during the first 30% of 2500ms (750ms) Then progression from 28 to 10 for the remain 70% of 2500ms (1750ms)


    Compiles with two Warnings (expected)






    Is it possible to have this script, with the horizontal anti-recoil of the same pattern/code?

  34. #88
    SILVER I

    User Info Menu

    Question Re: Anti-Recoil (Progression Scaled by Time)

    Can i have script of anti-recoil V,H,scaled by time,profiled by 2 weapon and not affected by pressing PS4_RY stick.
    when i tried all script it will add the value to anti-recoil (ar_y) and this will miss my aim.


    thank you all for cooperation.

  35. #89
    The GPC Godfather



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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by O6cii View Post
    Can i have script of anti-recoil V,H,scaled by time,profiled by 2 weapon and not affected by pressing PS4_RY stick.
    when i tried all script it will add the value to anti-recoil (ar_y) and this will miss my aim.


    thank you all for cooperation.
    You have to account for up/down controller input (RY) with anti-recoil. If you just apply a constant pull-down you will not have any fine-aim and movement in general is very sluggish (if not almost frozen). Different scripts deal with RY input in different way.

    This one uses function y_val() to 1) apply a deadzone to input of 10 or less and 2) return only the anti-recoil value if RY input is less than anti-recoil + 5 or anti-recoil value + RY input if above.

    This is a little bit older script and probably the best way to deal with RY input is to just apply the anti-recoil value to RY input at all times or have a threshold where if input exceeds a certain value stop anti-recoil all together....this gives you the best ability for small movements when firing.

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  37. #90
    GOLD NOVA IV

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    Re: Anti-Recoil (Progression Scaled by Time)

    Quote Originally Posted by Batts View Post
    You have to account for up/down controller input (RY) with anti-recoil. If you just apply a constant pull-down you will not have any fine-aim and movement in general is very sluggish (if not almost frozen). Different scripts deal with RY input in different way.

    This one uses function y_val() to 1) apply a deadzone to input of 10 or less and 2) return only the anti-recoil value if RY input is less than anti-recoil + 5 or anti-recoil value + RY input if above.

    This is a little bit older script and probably the best way to deal with RY input is to just apply the anti-recoil value to RY input at all times or have a threshold where if input exceeds a certain value stop anti-recoil all together....this gives you the best ability for small movements when firing.
    OK the last part you wrote is smart and true..

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