Features:
My code includes several useful logic mechanisms that you can implement in your own projects (I don’t really care about credits, but it would be cool):
- Aimer
- Trigger
- Shot Delay
- Weapon Detection
- Piped Input Methods
Pipes System
I use pipes to connect to a secondary program.
This allows me to switch between KMBox, Driver, or any other input method without having to modify the code and recompile.
I won’t be sharing my Pipe programs—you’ll have to create them yourself.
Configuration
The settings are managed via a config.ini file, where different parameters can be adjusted:
[general]
enemy_color = 1 ; not implemented yet
debug_display = 0 ; not implemented yet
[trigger]
mode = 2
key = 164 ; Left Alt
[aimer]
mode = 2
key = 164 ; Left Alt
min_speed = 10
max_speed = 20
speed_distance = 100
[flickbot]
mode = 0 ; Flickbot not implemented yet
key = 75 ; Example key code for 'K'
min_speed = 15
max_speed = 25
speed_distance = 150
[weapons] ; RCS not implemented yet
MELEE_DELAY = 100
MELEE_RCS = 0
CLASSIC_DELAY = 200
CLASSIC_RCS = 5
SHORTY_DELAY = 150
SHORTY_RCS = 3
FRENZY_DELAY = 180
FRENZY_RCS = 4
GHOST_DELAY = 220
GHOST_RCS = 6
SHERIFF_DELAY = 250
SHERIFF_RCS = 7
STINGER_DELAY = 300
STINGER_RCS = 8
SPECTRE_DELAY = 320
SPECTRE_RCS = 9
BUCKY_DELAY = 280
BUCKY_RCS = 10
JUDGE_DELAY = 290
JUDGE_RCS = 11
BULLDOG_DELAY = 270
BULLDOG_RCS = 12
GUARDIAN_DELAY = 260
GUARDIAN_RCS = 13
PHANTOM_DELAY = 240
PHANTOM_RCS = 14
VANDAL_DELAY = 230
VANDAL_RCS = 15
MARSHAL_DELAY = 210
MARSHAL_RCS = 16
OPERATOR_DELAY = 190
OPERATOR_RCS = 17
ARES_DELAY = 170
ARES_RCS = 18
ODIN_DELAY = 160
ODIN_RCS = 19
OUTLAW_DELAY = 140
OUTLAW_RCS = 20Link Tai: Link Pass: 123