cg sens script

yes helo tribe 1. i m looking 4 a script that lowers sens while firing cg only. i m a high sens player so i can do 360 noscopes etc but u can c how this would b bad for cging. ty in advance

-halo
 
Here:

Code:
////////////////////////////////////////////////////////////
// File:	ChainSense.acs.cs
// Version:	1.0
// Author:	Zlex(Boots)
// Info:	Adjust mouse sensitivity while chaining
//			Requires use of AdvancedFire
//
////////////////////////////////////////////////////////////

//Adjust this line!
$CS::Increment = -50;

Event::Attach(EventYouFired, CS::CheckFire);
Event::Attach(EventYouReleased, CS::Release);
$CS::CurrentSense = Client::getMouseSensitivity("playMap.sae");

function CS::CheckFire(%wep) {
	if(%wep == GetItemType("ChainGun") || %wep == GetItemType("Vulcan")) {
		%newSense = $CS::CurrentSense + ($CS::Increment/100000);
		Mouse::SetSense(%newSense);
		$CS::Sense = "TRUE";
		Event::Trigger(EventChainSenseOn);
	}
}

function CS::Release(%wep) {
	if($CS::Sense == "TRUE") {
		$CZ::Sense = "";
		Mouse::SetSense($CS::CurrentSense);
		Event::Trigger(EventChainSenseOff);
	}
}

function Mouse::SetSense(%sense) {

	EditActionMap("playMap.sae");
	if(Client::getMouseXaxisFlip("playMap.sae")) { bindAction(mouse0, xaxis0, TO, IDACTION_YAW, Scale, %sense); }
	else { bindAction(mouse0, xaxis0, TO, IDACTION_YAW, Flip, Scale, %sense); }

	if(Client::getMouseYaxisFlip("playMap.sae")) { bindAction(mouse0, yaxis0, TO, IDACTION_PITCH, Scale, %sense); }
	else { bindAction(mouse0, yaxis0, TO, IDACTION_PITCH, Flip, Scale, %sense); }
}
 
Code:
////////////////////////////////////////////////////////////
// Boots 1.4 Pack
// File:	AdvancedFire.acs.cs
// Version:	1.0
// Author:	Zlex(Boots) w/ credit to Poop
// Credits:	This is basically just a modification of 
//		Poops Advanced Fire Script
// Info:	Provides event on fire needed for chainzoom
//		and SmartAmmo
//
////////////////////////////////////////////////////////////
function AF::GameBinds::Init()
  after GameBinds::Init
{
	$GameBinds::CurrentMapHandle = GameBinds::GetActionMap2( "playMap.sae");
	$GameBinds::CurrentMap = "playMap.sae";
	GameBinds::addBindCommand( "Advanced Fire", "AF::On();", "AF::Off();");
}

function AF::On() {
	%wep = GetMountedItem(0);
	if(%wep == -1) { 
		$AF::NoWeapon = "TRUE";
		Event::Trigger(EventNoWeapon);
		NextWeapon();
	}
	else if(%wep != -1 && $AF::NoWeapon == "TRUE") {
		$AF::NoWeapon = "";
		Event::Trigger(EventNewWeapon, %wep);
	}
	postAction(2048, IDACTION_FIRE1, 1);
	$AF::Firing = "TRUE";
	Event::Trigger(EventYouFired, %wep);
}

function AF::Off() {
	%wep = GetMountedItem(0);
	postAction(2048, IDACTION_BREAK1, 1);
	$AF::Firing = "";
	Event::Trigger(EventYouReleased, %wep);
}
 
Hey Groove did you ever figure out a way to attach a function to IDACTION? I remember digging around in 1.4 and never finding an elegant solution. Would be so much better to be able to do something like

function modifysomeshit() before actionFire
 
kinda?

u can change the bind from just sending IDACTION to
Code:
postAction(nameToId("SimGui::PlayDelegate"), IDACTION_whatever);

and then attach to postaction and filter by which idaction it sends, kinda like this:

Code:
function sayChat(%a,%b,%c) after PostAction
{
	if (%argv2 == "220200") // this should be IDACTION_CHAT
	do stuff;
}

it works but its certainly not elegant
 
Ah, so you still have to alter the bind. But at least the bind will continue to work if the script that performs the custom action you want is missing.
 
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