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Topic: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

  1. #1
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    Thumbs up BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Attachment 1522


    BLACK OPS III v. 9.1
    Script Game Interface M & Kb version.

    WHITE 4ND N3RDY, x22dot
    Console : XBOX ONE, XBOX 360, PS 3, PS 4
    Game pads: All supported game pads.
    -----------------------------------------------------------------------------------------------------------------------------
    [/SIZE]IMPORTANT :
    1. Go to the tab
    BUTTON LAYOUT.
    You must ensure that the script buttons match the button layout that you are using in the game.

    Script buttons ____________ In game Button Layout
    Attachment 2506 Attachment 2507[/TIP]

    INFO



    How to use Rapid Fire Class?
    -----------------------------------------------------------------------------------------------------
    Black Ops 3 Recommended Adjustable Paremeters for Rapid Fire, Anti-Recoil and Q Scope

    The rapid fire mod is an automated sequence of FIRE - WAIT - FIRE - WAIT - FIRE. If you are using it on fully automatic weapons, it will make them fire slower. It is recommended that you do NOT use the rapid fire mod on fully automatic weapons.
    Fully automatic weapons will fire much faster without the rapid fire mod.
    Rapid Fire works by running an automated sequence of FIRE - WAIT - FIRE - WAIT - FIRE...... There are two variables associated with this sequence - Hold Time and Rest Time.
    Hold Time (aka FIRE) - This is the amount of time the shoot button is held and firing. Different weapons have different firing rates and timings. For example, the firing ("holdtime") for a single shot semi-automatic weapon would be different than a "3 round burst" or "4 round burst".
    Rest Time (aka WAIT) - This is the amount of time it is needed to wait ("rest") before firing again. There is a minimum amount of time programmed for each weapon in the game. The timing will vary for each one.



    It basically has three options and 4 variants :
    1. Rapid Fire ALL WEAPONS - it will work with all weapons ( Primary and Secondary ).

    Attachment 2371

    2. Primary Weapon - you have Rapid Fire only for the Primary Weapons.

    Attachment 2371

    3. Secondary Weapon - you have Rapid Fire only for the Secondary Weapons.

    Attachment 2316

    4. Primary and Secondary - you have different Rapid Fire for Primary and for Secondary Weapons.

    1. Rapid Fire .
    - it has additional options :



    If you check :
    Include switch in game for Hold and Rest Time, you can have on the fly 32 different Rapid Fire.

    The rapid fire mod is an automated sequence of FIRE - WAIT - FIRE - WAIT - FIRE. If you are using it on fully automatic weapons, it will make them fire slower. It is recommended that you do NOT use the rapid fire mod on fully automatic weapons. Fully automatic weapons will fire much faster without the rapid fire mod.
    There are two variables associated with this sequence - Hold Time and Rest Time.
    Hold Time (aka FIRE) - This is the amount of time the shoot button is held and firing. Different weapons have different firing rates and timings. For example, the firing ("holdtime") for a single shot semi-automatic weapon would be different than a "3 round burst" or "4 round burst".


    Rest Time (aka WAIT) - This is the amount of time it is needed to wait ("rest") before firing again. There is a minimum amount of time programmed for each weapon in the game. The timing will vary for each one.

    Rapid FIre Adjustable Parameters Explained

    ------------------------------------------------------------------------------
    How to work with Anti Recoil?

    Black Ops 3 Recommended Adjustable Paremeters for Rapid Fire, Anti-Recoil and Q Scope


    1.Set values for the vertical recoil for all 3 Profiles.
    In the example above I set them : 30 / 35 / 40

    2. Choose CEMU_EXTRA button ( which is the EXTRA_INPUT buttons in X-AIM) . In the example it is CEMU_EXTRA4 witch is the EXTRA_INPUT4 in X-AIM plugin ).
    In game you will use this button with combination of D pad buttons to switch to Profiles or to turn Anti Recoil OFF.
    For example:
    hold CEMU_EXTRA4 and press D pad RIGHT , will switch to Profile 2.

    3. When you start script it will always start with values for the Profile 1 ( this is the default Profile ).

    The benefits : you have 3 different values for the anti recoil and you can try them immediately in game.

    ---------------------------------------------------------------------------------------------------------
    What is the CEMU EXTRA1..8 and EXTRA INPUT1..8 ?

    Most of us have been so confused in the beginning. Let me read what it says in the manuals :
    The extra inputs are available mainly to be used in conjunction with GPC scripts, where you can have, for example, a shortcut key to start a macro or set certain configurations in your script.
    GPC identifiers for extra inputs:
    CEMU_EXTRA1, CEMU_EXTRA2, CEMU_EXTRA3, CEMU_EXTRA4,
    CEMU_EXTRA5, CEMU_EXTRA6, CEMU_EXTRA7, CEMU_EXTRA8, CEMU_EXTRA9
    The first 4 extra inputs correspond to the motion sensors of Dualshock 3 controllers (Accelerometer X, Accelerometer Y, Accelerometer Z and Gyroscope respectively), any assignments to theses entries will be translated to the sensors when using CronusMAX PLUS on PS3 systems. The same is also true for Dualshock 4 and PS4 systems, but all extra inputs are used (Accelerometer X, Accelerometer Y, Accelerometer Z,Gyroscope X, Gyroscope Y, Gyroscope Z, Touch, Touch X, Touch Y). Very few games makes use of these sensors, so you are free to use them for other purposes.

    Think of them as additional virtual buttons( because they don't have physical equivalent ). X-AIM called them EXTRA INPUTS but they was declared in GPC language like CEMU EXTRA -I know that this part is the most confusing.
    I do not know the reason for this and I can not explain why they did so.But that's not important to us. What is important is that we can use these virtual buttons to activate combos ( macros) or set settings in ours scripts.
    The only thing you have to understand is how to use them.

    So if you have in script virtual button CEMU_EXTRA1 , you need to know that it is equal to EXTRA INPUT1 in X-AIM plug in.
    So to be able to use it , you need to connect EXTRA INPUT1 button to the real button in your keyboard. This process is very simple.

    If you want to read manuals, below is the link :
    http://cronusmax.com/manual/images/l...figuration.htm




    CEMU EXTRA1..8 are EXTRA INPUT1..8 in X-AIM plugin.

    Attachment 1746 Attachment 1747 Attachment 1748
    NOTE: EXTRA INPUT1 is located in top left corner of the EXTRA INPUTS.
    To assign keyboard button to EXTRA_INPUT1 ( for example) which is CEMU_EXTRA1 in scripts follow the next steps:
    1. Put the mouse over the extra input 1 square and press right mouse button. From the pop up menu select keystroke.
    2. Now Press button from your keyboard ( in our example we press F5 ).
    That is.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------

    14. BURST FIRE

    1. Select how to operate Burst Fire.
    2. Click on switch button ( connected to weapon) to make it ON.
    3. Select Rounds per burst.
    Attachment 1812 Attachment 2313
    -------------------------------------------------------------------------------------------------------------------------------------------------------------


    HOW TO USE THIS APPLICATION

    1. IMPORTANT: Goto the tab "BUTTON LAYOUT" and select your in game button layout.

    Script buttons ____________ In game Button Layout
    Attachment 2506 Attachment 2507

    2. Enable mods that you want to have.
    Attention some of the modes can not work together.

    Use application BLACK OPS III and enable Mods and adjust all settings, then use menu -> Copy to Clipboard.
    Now Go to CronusPro and select Menu -> File New ->Empty File.
    In the new window - Use right mouse button and select "Paste" ( alternatively - use short cut Ctr+V ).
    Start X-AIM plugin and select Layout Options ->Load GPC Script.



    Last edited by Excalibur; 20th April 17 at 13:15.


  2. #2
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Thank you for this Excalibur.

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  4. #3
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Great work Ivan!!!

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  6. #4
    My Other Ride Is a Yoshi

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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    It looks very professional. You become better and better.

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  8. #5
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Updated ...

    new version 1.4 release.

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  10. #6
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    quick male and a one click specialist ability activation.

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  12. #7
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by RingzGunz View Post
    quick male and a one click specialist ability activation.

    Thank you for the suggestions.

  13. #8
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Auto sprint. Take a look at the walk walking and slide movements it could be made better too.

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  15. #9
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by RingzGunz View Post
    Auto sprint. Take a look at the walk walking and slide movements it could be made better too.

    Thank you . Please , explain in more details about walk walking and slide movements!



    Updated....

    BLACK OPS III varsion 1.5 released.

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  17. #10
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    I haven't checked the gamerpack in weeks, but has there been dropshot added to this gamerpack ?

  18. #11
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by ps4182 View Post
    I haven't checked the gamerpack in weeks, but has there been dropshot added to this gamerpack ?

    Yes, check the Shot Mode

    Attachment 1719

  19. #12
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Can you please put the dropshot option in this gamerpack setup..






    ... Sorry its sideways.
    Attached Images Attached Images

  20. #13
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by Excalibur View Post
    Yes, check the Shot Mode

    Attachment 1719
    Hi Excalibur, can you please have a look at my post in the thread.....
    thankyou

  21. #14
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by ps4182 View Post
    Hi Excalibur, can you please have a look at my post in the thread.....
    thankyou

    Don't worry about Game pack. There will be new or updated version of it, when the game released.

  22. #15
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by Excalibur View Post
    Don't worry about Game pack. There will be new or updated version of it, when the game released.
    Thankyou Excalibur, I'm in Australia... The game gets realeased on Friday the 6th, is the gamerpack going to ready for Thursday night US time,
    i would love you be able to play BO3 with the gamerpack.

  23. #16
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by ps4182 View Post
    Thankyou Excalibur, I'm in Australia... The game gets realeased on Friday the 6th, is the gamerpack going to ready for Thursday night US time,
    i would love you be able to play BO3 with the gamerpack.

    Nope, to have a good game pack we need to know the game very well so we need to play the game and explore what we can exploit .

  24. #17
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by Excalibur View Post
    Nope, to have a good game pack we need to know the game very well so we need to play the game and explore what we can exploit .
    Can you please put dropshot into that gamerpack, and we can use it till it is revised.
    Please, that would be great ....
    Thankyou.

  25. #18
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by ps4182 View Post
    Can you please put dropshot into that gamerpack, and we can use it till it is revised.
    Please, that would be great ....
    Thankyou.
    Okay, I will ask @KittyDawn for that.

  26. #19
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Thanks for you're program fellerz.. .im having a problem tho.. its not generating a code... its only generating your "" disclaimer

  27. #20
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    Re: BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb

    Quote Originally Posted by Excalibur View Post
    Okay, I will ask @KittyDawn for that.
    Thankyou Excalibur.
    cronusmax is fantastic, and all you guys are doing a fantastic job.

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