Author Topic: InsaneFire [Fully loaded rapid fire] [Suggestions]  (Read 7555 times)

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
InsaneFire [Fully loaded rapid fire] [Suggestions]
« on: November 08, 2009, 08:43:31 AM »
Sorry if the title is misleading, But this project has only just began.

as ive said several times before, im working on a few other projects.. this includes "InsaneFire" and "SpitFire Reloaded"

Ok well, the first im gona work on is InsaneFire. It will probarly be free of charge as long as credit is given.. unless someone wants to buy the rights for the code.

Anyway more onto the subject.. I need ideas for InsaneFire.. something thats gona make it uniqe from other RF codes.

Current Features:
Left Trigger and Right Trigger rapidfire
Lots of diffrent speed modes.
User programmable mode
Power saving
Uses EEPROM memory to save the last user programmed mode.. so no setting each time controller is turned on.
Working on a modern warefare 2 rf mode.. in theory it should have good speed.. Undetectable
Please suggest more features!


Also i need help on choose how to turn the rapid fire on? Any ideas? i thought of.. holding a button down.. like the left or right buttons for few seconds.. or hit the sync button to turn it on and off.. then have a tactile button for changing modes etc. post your suggestions please.

Peace
-t0pP8uZz

Offline spurgurgle

  • Acidmods Alumni
  • Millennium Poster
  • *
  • Posts: 1121
  • Post quality +17/-1
  • Gender: Male
  • call me spurg
    • my blog
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #1 on: November 08, 2009, 09:04:14 AM »
hi top


ok here som ideas
it needs quick on and off for each trigger say a extra tactile for each trigger....
and mode changes through the sync.
oh a burst mode maybe


im not sure about lots of speds... i use both hazers codes and lugnuts code

i preffer hazers new burnmeup3 for cod games as it destroys the patch...
but however overalll i prefer the lugnut 3button programmable code..
as it only has 1 speed but you can change it from 1sps to 99.9sps just by tapping the extra tactils....
only thing this code is missing is the abillity to save a few speeds say 3-5
and it use's a square tooth wave so it gets capped on cod5 at bout 7.5-8sps.
also lugnuts code offwer the quick on and off and a 3shot burst function....
maybe your code can giv you mor then 3 shot burast say 3-4-5-6-7-8 shot burst depending on your own preferance ....

basically wot im saying is we need a update better version of lugnuts code:
that has:
1-less buttons
2-savable speeds
3-gets past the patches better
4-adjustable shot burst feature
5-made by you... lol

and thanks agai for doing these codes for us all

Sigs made by Ken and blazin from the AM Art team cheers guys.....
Spurgurgle d.t com
"I'm kinda like a typo, not quite right, but most people still understand me"

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #2 on: November 08, 2009, 11:16:15 AM »
Yeah this is the kinda thing I'm after. I wana make InsaneFire has powerfull as I can whilst keepin the extra buttons limited. I'm thinking holding the left and right bumpers for few seconds to turn the coresponding triggers rapidfire on or off. Or is this too slow? I can manage saving a few speeds with the EEPROM memory using the i2c bus.

Is hazers and lugnuts code for pic12f683? I'm just debating on weather to use pwm or hi/lo voltages. Burst modes will defently be added.

Peace

Offline spurgurgle

  • Acidmods Alumni
  • Millennium Poster
  • *
  • Posts: 1121
  • Post quality +17/-1
  • Gender: Male
  • call me spurg
    • my blog
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #3 on: November 08, 2009, 01:33:25 PM »
yeah both lugnuts and hazers codes are on the pic12f683
as for bumper holds to turn triggers on and off... i think it need so be quicker then a few second hold like a 10ms tap on the extra tactiles... but using bumper holds to change modes maybe???? or sumthin like that any how.....

Sigs made by Ken and blazin from the AM Art team cheers guys.....
Spurgurgle d.t com
"I'm kinda like a typo, not quite right, but most people still understand me"

Offline Jumbo

  • Dr. Mod
  • BST BAN
  • Around the block
  • *
  • Posts: 2399
  • Post quality +0/-3
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #4 on: November 08, 2009, 04:03:27 PM »
I agree with spurgurgle. Make a tact switch for on off and maybe hold bumper to change modes. The tact switch is alot nicer in real time playing because you dont always need rapidfire, but when you want it you want it QUICK.

And this should be pretty sweet if you keep it updated :D

Offline laxboy

  • i like airplanes
  • Acidmods Alumni
  • E = MC² Mad Scientist
  • *
  • Posts: 1627
  • Post quality +12/-0
  • Gender: Male
  • CTVFD 9/11 lost but never forgotten
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #5 on: November 08, 2009, 04:11:00 PM »
jumbo i can see where ur going with this on the bumper but in this way say ur playing gta and u hit the bumper by mistake boom ur stuck and ur gonna die it could be a issue i would say that clicking the left analog would be more convinite it would allow the player for say cod to crouch which would cause no inconvinece with the game

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #6 on: November 08, 2009, 04:51:00 PM »
Thanks all for taking intrest, I need help with the design as i say.

Well. yea having the rapid fire on/off on the bumpers is a little inefficient.

for the changing of modes i could use the Sync button. But then there is also a problem with that.. Heres why.

i was thinking of using the sync button to change modes..However.. the user programmable speed mode would need the user to hold a button (in thise case the sync button) and the longer they hold it the faster the rapidfire is.. once the rapidfire reaches max speed it will go back to the slower speeds.. the speeds will be indicated by a LED on the controller... But.. everyone knows holding down the sync button actually syncs the controller... so that ideas out the window

So.. im stumped again.. would need 2 buttons for quick on/off.. and another button for the speeds/modes. thats a little much isnt it?

Please try and come up with some designs.

Offline spurgurgle

  • Acidmods Alumni
  • Millennium Poster
  • *
  • Posts: 1121
  • Post quality +17/-1
  • Gender: Male
  • call me spurg
    • my blog
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #7 on: November 08, 2009, 05:13:06 PM »
 have the quick tap on off tactile serve a second function as hold down for mode changes aswelll.
there for only 2 buttons which both serve 2 fuctions...
tap and hold

Sigs made by Ken and blazin from the AM Art team cheers guys.....
Spurgurgle d.t com
"I'm kinda like a typo, not quite right, but most people still understand me"

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #8 on: November 08, 2009, 05:25:14 PM »
Already thought of that.. But then what about user programmable modes? lol.. cause the mode button was meant to be held down for the user programmable speeds.

Umm.. Really think gona have to go with the bumpers you know.. then have a tactile for mode changes.

any more ideas?

Offline Jumbo

  • Dr. Mod
  • BST BAN
  • Around the block
  • *
  • Posts: 2399
  • Post quality +0/-3
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #9 on: November 08, 2009, 05:51:36 PM »
Hold the down on the d-pad

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #10 on: November 08, 2009, 05:59:58 PM »
This may and probarly will conflict with various games.

Offline GhoSt

  • Creating Null
  • Around the block
  • *
  • Posts: 2552
  • Post quality +19/-0
  • Gender: Male
  • Null Pointer Exception
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #11 on: November 08, 2009, 07:52:36 PM »
Just go for the tact button design, anyone who is wanting to use "intense real code" like this should be happy to have the rapid fire on several added tacts. I mean I know for a fact that you can fit at least 4 tacts under the controller without interfering with the rumble and circuit board.

I will be happy to test any code, and make any circuit diagrams you need, I got some real faith in you dude.
« Last Edit: November 08, 2009, 07:55:01 PM by GhoSt_Death »
|Variegation - GhoSt's Final Controller|

|Nothing is deterministic.|

Offline Hazer

  • x4675636B4E7574
  • Acidmods Alumni
  • Acid Modder
  • *
  • Posts: 583
  • Post quality +59/-0
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #12 on: November 08, 2009, 07:55:10 PM »
GameplayRF already does all this, except user programmable mode.

Two tacts. Tapping right tact toggles RF on right trigger on/off.
Tapping left tact toggles RF on left trigger on/off.
Holding right tact for x seconds changes modes.

Heres your new thing: Hold left tact x seconds puts you in programing mode.
I will give something away here too: You can use the triggers as inputs during programming mode to adjust the programed speed.


I am curious about something though, t0pP8uZz:

Quote
Working on a modern warefare 2 rf mode.. in theory it should have good speed.. Undetectable

Do you know something the rest of us dont?
[Quote from Gamermodz via Viking forums]
Don't be jealous your not half as smart. I hate ****tards like you. An ignorant redneck. Your nothing but a posing ******. Get the **** out of here, really, your claim to fame is an open source rapid fire code? You make me laugh. You think you have control over the modding market?  You couldn't create what I can and do. You are too ignorant with your outrageous assumptions and accusations. [/Quote]

Offline blackburn

  • Acid Modder
  • *
  • Posts: 915
  • Post quality +0/-0
  • Gender: Male
  • Xbox 360 Enthusiast and JTAGer
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #13 on: November 08, 2009, 08:03:54 PM »
modern warfare 2 rapid fire is about the same speed as Cod WaW


All Sigs Made by ME!

Offline GhoSt

  • Creating Null
  • Around the block
  • *
  • Posts: 2552
  • Post quality +19/-0
  • Gender: Male
  • Null Pointer Exception
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #14 on: November 08, 2009, 08:06:01 PM »
it uses the same "capping" rapid fire protection, like Treyach used? So that means the 25% duty cycle can get around it? I don't understand why they would have done that.
|Variegation - GhoSt's Final Controller|

|Nothing is deterministic.|

Offline blackburn

  • Acid Modder
  • *
  • Posts: 915
  • Post quality +0/-0
  • Gender: Male
  • Xbox 360 Enthusiast and JTAGer
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #15 on: November 08, 2009, 08:46:00 PM »
no, it doesnt have any protection at all  :drunk: all the guns are just capped at about the same speed


All Sigs Made by ME!

Offline Hazer

  • x4675636B4E7574
  • Acidmods Alumni
  • Acid Modder
  • *
  • Posts: 583
  • Post quality +59/-0
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #16 on: November 08, 2009, 08:54:29 PM »
Quote
modern warfare 2 rapid fire is about the same speed as Cod WaW

Quote
no, it doesnt have any protection at all   all the guns are just capped at about the same speed

Then you meant to say that MW2 is going to be like COD4, not COD WAW.

Which if it is, that brings up the point I was making: As of yet, I have not seen anything about claims for RF on MW2. I can only assume that means noone has been able to get a pre-release or early prebuy and test it. Which means nobody knows for sure what RF protection they will use. All current speculation is that the recent COD4 fire limit was a test for releasing it to MW2 prelaunch. Of which case, there is no patch, there is no detection (it does not try to detect anything) and there is no way to determine speed other than what we shall find out from the game limits.
[Quote from Gamermodz via Viking forums]
Don't be jealous your not half as smart. I hate ****tards like you. An ignorant redneck. Your nothing but a posing ******. Get the **** out of here, really, your claim to fame is an open source rapid fire code? You make me laugh. You think you have control over the modding market?  You couldn't create what I can and do. You are too ignorant with your outrageous assumptions and accusations. [/Quote]

Offline blackburn

  • Acid Modder
  • *
  • Posts: 915
  • Post quality +0/-0
  • Gender: Male
  • Xbox 360 Enthusiast and JTAGer
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #17 on: November 08, 2009, 09:12:02 PM »
Then you meant to say that MW2 is going to be like COD4, not COD WAW.

Which if it is, that brings up the point I was making: As of yet, I have not seen anything about claims for RF on MW2. I can only assume that means noone has been able to get a pre-release or early prebuy and test it. Which means nobody knows for sure what RF protection they will use. All current speculation is that the recent COD4 fire limit was a test for releasing it to MW2 prelaunch. Of which case, there is no patch, there is no detection (it does not try to detect anything) and there is no way to determine speed other than what we shall find out from the game limits.
saying as in i got the game early ive already played around with it. The "detection" is like COD4, but the speeds are similar to COD WaW


All Sigs Made by ME!

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #18 on: November 09, 2009, 02:26:20 AM »
GameplayRF already does all this, except user programmable mode.

Two tacts. Tapping right tact toggles RF on right trigger on/off.
Tapping left tact toggles RF on left trigger on/off.
Holding right tact for x seconds changes modes.

Heres your new thing: Hold left tact x seconds puts you in programing mode.
I will give something away here too: You can use the triggers as inputs during programming mode to adjust the programed speed.


I am curious about something though, t0pP8uZz:

Do you know something the rest of us dont?

Looks like ill go with the extra tactiles.. Not sure about the triggers to change speed though, ill have to look into that.

Ive played MW2.. and im not saying ill get some good working RF code or code something to bypass it.. I just have a idea..and need to test it out, Ill let everyone know how it go's

Post Merge: November 09, 2009, 02:33:48 AM
Oh... Also hazer.. I've never worked of RF code before since I'm very new to the scene.. But what's the best way to achive rf? I mean through sending High/Low volts or to use PWM? I'm guessing this will need alot of testing to discover which is best.
« Last Edit: November 09, 2009, 02:33:48 AM by t0pP8uZz »

Offline Hazer

  • x4675636B4E7574
  • Acidmods Alumni
  • Acid Modder
  • *
  • Posts: 583
  • Post quality +59/-0
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #19 on: November 09, 2009, 02:57:42 AM »
Here is some good basic info about the controllers to start with:

http://www.mediafire.com/?1gzyd2omzim

I would stay away from high/lo and PWM unless you use RF through tacts (meaning the RF is is done by holding down seperate tactile buttons, leaving the triggers alone for single shot). I personally do not like that setup. Having the tacts toggle the RF on/off and having the RF right through the triggers is much better.

In order to have RF through the triggers, it is better to not have alternating output voltages. It is better to alternate the output to an input and back again. This allows RF to not be active unless the trigger is pulled. My method to achieve this has been to constantly have RF present, and I use the hardware interupts for precision timing. I know that chives here at acidmods said once before he preffered to use the port-change hardware interupt to activate RF only when the trigger got pulled. Both designs used the 12F683.

Quote
saying as in i got the game early ive already played around with it. The "detection" is like COD4, but the speeds are similar to COD WaW

Ah. Finally someone speaks up. Are we talking 8 sps like open-source, or the 11 sps the undetectable code could achieve?
[Quote from Gamermodz via Viking forums]
Don't be jealous your not half as smart. I hate ****tards like you. An ignorant redneck. Your nothing but a posing ******. Get the **** out of here, really, your claim to fame is an open source rapid fire code? You make me laugh. You think you have control over the modding market?  You couldn't create what I can and do. You are too ignorant with your outrageous assumptions and accusations. [/Quote]

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #20 on: November 09, 2009, 01:41:07 PM »
Thanks alot hazer, Ill just try a few diffrent methods and see which works best! also thanks for the file!

Post Merge: November 11, 2009, 08:13:36 AM
Ive played around with COD MW2 and there seems to be no anti-rf as of yet. I can RF pistol fast as i like, same with 50.cal etc
« Last Edit: November 11, 2009, 08:13:36 AM by t0pP8uZz »

Offline blackburn

  • Acid Modder
  • *
  • Posts: 915
  • Post quality +0/-0
  • Gender: Male
  • Xbox 360 Enthusiast and JTAGer
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #21 on: November 11, 2009, 08:36:56 PM »
Ah. Finally someone speaks up. Are we talking 8 sps like open-source, or the 11 sps the undetectable code could achieve?
the 11 SPS form the current WaW patch


All Sigs Made by ME!

Offline Modded Matt

  • Site Owner
  • Administrator
  • Around the block
  • *
  • Posts: 4649
  • Post quality +65/-3
  • Gender: Male
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #22 on: November 12, 2009, 06:26:23 AM »
I dont want to rain on anyones paraide here, but the names of both products is slightly concerning, insane fire is way too close to intensafire, which is owned by BGR mods designed by A......s not at libety to say, lets just state that it is hitting close to home. and the spitfire name is an acidmods product. designed by cyberpyrot. I think you should atleast name it diferently as not to step on anyones toes, as both the modds you suggest are knockoffs of the origional counter parts.
« Last Edit: November 12, 2009, 07:30:42 AM by 802Chives »

Offline Ben.

  • Club AM VIP
  • Acid Modder
  • *
  • Posts: 657
  • Post quality +2/-0
  • Gender: Male
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #23 on: November 12, 2009, 08:28:02 AM »
Thanks alot hazer, Ill just try a few diffrent methods and see which works best! also thanks for the file!

Post Merge: November 11, 2009, 08:13:36 AM
Ive played around with COD MW2 and there seems to be no anti-rf as of yet. I can RF pistol fast as i like, same with 50.cal etc

Is it me or have infinity ward not bothered with rapid fire preventions on MW2 just because there is machine pistols already.. only a couple single shot weapons.. My thinking is they aren't too bothered and I don't think people are gunna be too bothered with rapid fire now - Just my cent

Offline t0pP8uZz

  • Granny Spanker
  • *
  • Posts: 477
  • Post quality +4/-0
  • Gender: Male
  • Programmer / Security Expert
    • http://milw0rm.com/author/1141
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #24 on: November 12, 2009, 12:07:36 PM »
I dont want to rain on anyones paraide here, but the names of both products is slightly concerning, insane fire is way too close to intensafire, which is owned by BGR mods designed by A......s not at libety to say, lets just state that it is hitting close to home. and the spitfire name is an acidmods product. designed by cyberpyrot. I think you should atleast name it diferently as not to step on anyones toes, as both the modds you suggest are knockoffs of the origional counter parts.

No problem! I was having the same thoughts.. To be honest im not gona worry about names atm.. InsaneFire just came to mind.. so i could create a suitable subject title.. On release it will be changed..

For the upcoming mappable controller (macros) ill come up with some name. Which will have a windows-based front end for easily creating your own macros then flashing them onto your pic's. Its gona be a good project.

-t0pP8uZz

Offline Modded Matt

  • Site Owner
  • Administrator
  • Around the block
  • *
  • Posts: 4649
  • Post quality +65/-3
  • Gender: Male
Re: InsaneFire [Fully loaded rapid fire] [Suggestions]
« Reply #25 on: November 12, 2009, 12:10:34 PM »
sounds great top..I just know some of the older guys who founded these mods and this site still surf the site, even though they dont post, are still around, and I just dont want them to think we are taking anything away from thier work. LOL I was sure you would understand. thanks.

believe it or not cyber still surfs the site from time to time.

 

SMF spam blocked by CleanTalk
SimplePortal 2.3.5 © 2008-2012, SimplePortal