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- /*
- /$$$$$$$ /$$ /$$$$$$$ /$$ /$$ /$$ /$$
- | $$__ $$ | $$ | $$__ $$| $$ |__/| $$|__/
- | $$ \ $$ /$$$$$$ /$$$$$$ /$$$$$$$ | $$ \ $$| $$$$$$$ /$$| $$ /$$ /$$$$$$
- | $$$$$$$ /$$__ $$|____ $$ /$$__ $$ | $$$$$$$/| $$__ $$| $$| $$| $$ /$$__ $$
- | $$__ $$| $$ \__/ /$$$$$$$| $$ | $$ | $$____/ | $$ \ $$| $$| $$| $$| $$ \ $$
- | $$ \ $$| $$ /$$__ $$| $$ | $$ | $$ | $$ | $$| $$| $$| $$| $$ | $$
- | $$$$$$$/| $$ | $$$$$$$| $$$$$$$ | $$ | $$ | $$| $$| $$| $$| $$$$$$$/
- |_______/ |__/ \_______/ \_______//$$$$$$|__/ |__/ |__/|__/|__/|__/| $$____/
- |______/ | $$
- | $$
- |__/
- ??????????
- SCRIPT FEATURES:|
- Aim Assit |
- Aim Abuse |
- Anti Recoil |
- 100% Accuracy |
- ________________|
- Credits: WalterHMartinez
- Tested With Builder Pro (XB1/PS4)
- -------------------------------------------------
- NOTE INSTRUCTIONS ARE BELOW!
- DROP A LIKE ON THIS SCRIPT AND SHOW SOME LOVE*/
- //IN GAME SENS X/Y
- int In_Game_Sens = 7.0;
- //SINGLE SHOT
- int SINGLESHOT = TRUE;
- //AIM ABUSE
- int AimAbuse = TRUE;
- int AimSpeed = 85;
- int delay = 14;
- //AIM ASSIST
- int AimAssist = TRUE;
- int valueX = 20;
- int delayA = 7;
- //ANTI RECOIL
- int recoil_onoff = TRUE;
- int ANTI_RECOIL = 17;
- int ANTI_RECOIL_H = 0;
- /*-----------------*/
- int anti_recoil_H;
- int anti_recoil;
- /*-----------------*/
- define AR_Release = 70;
- define SCOPE_ACTIVATED = TRUE;
- /*=========================================================================================
- INSTRUCTIONS OF USE:
- WARNING: This Script Is Very Overpowered! :¬D
- ===========================================================================================
- AIM ABUSE: Aim Abuse Is Always On, If Using Scoped Weapons Hold ADS Button Less Than 95%
- You'll Be Able To Use Scope.
- ===========================================================================================
- ANTI RECOIL: This Is Always On, Just Shoot Away!
- ===========================================================================================
- SINGLE SHOT: This Is Always On, Hold ADS Button And Right Bumper To Shoot Players At
- A Greater Distance.
- ===========================================================================================
- AIM ASSIST: This Is Always On, Hold ADS And Abuse The Aim Assist.
- =================================================*/
- //--------------------------------------------> INITALIZATION
- int a; int b; int rumble_type = RUMBLE_A;
- define HOME = 0 //XB1_XBOX | PS4_PS
- define VIEW = 1 //XB1_VIEW | PS4_SHARE
- define RIGHT_BUMP = 3 //XB1_RB | PS4_R1
- define FIRE_BTN = 4 //XB1_RT | PS4_R2
- define CROUCH_BTN = 5 //XB1_RS | PS4_R3
- define LEFT_BUMP = 6 //XB1_LB | PS4_L1
- define ADS_BTN = 7 //XB1_LT | PS4_L2
- define SPRINT_BTN = 8 //XB1_LS | PS4_L3
- define RX = 9 //XB1_RX | PS4_RX
- define RY = 10 //XB1_RY | PS4_RY
- define LX = 11 //XB1_LX | PS4_LX
- define LY = 12 //XB1_LY | PS4_LY
- define UP = 13 //XB1_UP | PS4_UP
- define DOWN = 14 //XB1_DOWN | PS4_DOWN
- define LEFT = 15 //XB1_LEFT | PS4_LEFT
- define RIGHT = 16 //XB1_RIGHT | PS4_RIGHT
- define SWAP_BTN = 17 //XB1_Y | PS4_TRIANGLE
- define BUILD_BTN = 18 //XB1_B | PS4_CIRCLE
- define JUMP_BTN = 19 //XB1_A | PS4_CROSS
- define RELOAD_BTN = 20 //XB1_X | PS4_SQUARE
- /*------------------------------
- BUILDER PRO*/
- define WALL_BTN = XB1_RT;
- define STAIRS_BTN = XB1_LT;
- define FLOOR_BTN = XB1_RB;
- define ROOF_BTN = XB1_LB;
- //<--Settings-->
- init{ //Change 7 to the sens you use in game.
- delayA = (7 * valueX ) / In_Game_Sens; set_val(TRACE_2, delayA);
- }
- //------------------| MAIN |-----------------------------
- main {
- //////AIM ASSIST//////---------------<3
- if (AimAssist){
- if (get_val(ADS_BTN)){
- combo_run(Aim_Assist);
- }
- if ((get_val(RX)) > valueX || (get_val(RX)) < valueX*(-1)){
- combo_stop(Aim_Assist);
- }
- }
- //////ANTI RECOIL//////---------------<3
- if (!SCOPE_ACTIVATED || get_val(ADS_BTN) && get_val(FIRE_BTN )) {
- combo_run(AntiRecoil);
- }
- if ( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
- combo_stop (AntiRecoil);
- }
- //////AIM ABUSE//////---------------<3
- if (AimAbuse){
- if (get_val(ADS_BTN) > 95) {
- combo_run(AIM_ABUSE);}
- if (event_release(ADS_BTN)){ combo_stop(AIM_ABUSE);}
- }
- //////DEAD ZONE(0)//////---------------<3
- if (abs(get_val(XB1_LY)) < 0 && abs(get_val(XB1_LX)) < 0 ){
- set_val(XB1_LY,0);
- set_val(XB1_LX,0);
- }
- if (abs(get_val(XB1_RY)) < 0 && abs(get_val(XB1_RX)) < 0 ){
- set_val(XB1_RY,0);
- set_val(XB1_RX,0);
- }
- //////SINGLE SHOT//////---------------<3
- if (get_val(ADS_BTN) && get_val(RIGHT_BUMP)) {
- combo_run(SINGLESHOT);
- combo_run(Notify);a=0;b=2;
- set_val(RIGHT_BUMP, 0);
- } else {
- combo_stop(SINGLESHOT);
- }
- }
- // MAIN BLOCK END
- //---------------------------------------------| COMBO's
- combo Notify {
- set_led(LED_1,0);
- set_led(LED_2,a);
- set_led(LED_3,b);
- set_led(LED_4,0);
- wait(550);
- set_led(LED_1,0);
- set_led(LED_2,0);
- set_led(LED_3,0);
- set_led(LED_4,0);
- wait(250);
- set_led(LED_1,0);
- set_led(LED_2,a);
- set_led(LED_3,b);
- set_led(LED_4,0);
- wait(250);
- set_led(LED_1,0);
- set_led(LED_2,0);
- set_led(LED_3,0);
- set_led(LED_4,0);
- wait(250);
- set_led(LED_1,0);
- set_led(LED_2,a);
- set_led(LED_3,b);
- set_led(LED_4,0);
- wait(250);
- reset_leds();
- }
- combo Aim_Assist {
- wait(4)
- set_val(RX, valueX);
- wait(delayA);
- set_val(RX, valueX*(-1));
- wait(delayA);
- }
- combo AIM_ABUSE{
- set_val(ADS_BTN,100);
- wait(AimSpeed);
- set_val(ADS_BTN,0);
- wait(delay);
- }
- combo SINGLESHOT {
- set_val(FIRE_BTN,100);
- wait(120);
- wait(250);
- set_val(FIRE_BTN,100);
- }
- combo VIBRATE {
- set_rumble(rumble_type, 100);
- wait(300);
- reset_rumble();
- }
- combo AntiRecoil { // This combo must be the last one
- if(recoil_onoff) {
- anti_recoil = get_val(10) + ANTI_RECOIL;
- if(anti_recoil > 100) anti_recoil = 100;
- set_val(10, anti_recoil);
- anti_recoil_H = get_val(9) + ANTI_RECOIL_H;
- if(anti_recoil_H > 100) anti_recoil_H = 100;
- set_val(9, anti_recoil_H);
- }
- }
- function rumble_A_if_true(var) {
- if (var) rumble_type = RUMBLE_A;
- else rumble_type = RUMBLE_B;
- combo_run(VIBRATE);
- }
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