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Topic: The division ps4

  1. #1
    My Other Ride Is a Yoshi

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    The division ps4

    Hey guys I'm drew im new to this and don't know nothing about it.
    I hope someone could help me out her, I got my CM this morning and like to get it going for the division.
    I'm running a striker build with a house and a showstopper could anyone make me a nice script no recoil, and the aim and fire with one button. I'm sure there are some out like I said if someone could help me out
    I would appreciated.

    Thank you guys.

  2. #2
    I Am Error

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    Re: The division ps4

    Hi my friend i got mine a week ago its not that hard when u get in to it all this scrip is from NOOZBAR HES THE MAN LEX AND WALTER THERE THE PEOPLE THAT HELP EVERY 1 SO BE NICE AND IN THERE OWN TIME THEY WILL GET BACK TO U BUT TRY THIS ONLY THING U NEED TO TURN OFF IS AUTO STRAFE THINGS LIKE WHAT U MAY NOT LIKE GET BACK TO ME IF U NEED HELP COPY THIS TO GPC //Posted by noozbar, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums
    //Posted : Tuesday 13th of March, 2018 18:39 UTC

    // Author: noozbar

    // COLOR INDICATION:
    // GREEN = Primary weapon
    // RED = Secondary weapon


    // / / / _ _ _ ____ ____ _ _ _ _ _ ____ / / /
    // / / / | | | |__| |__/ |\ | | |\ | | __ / / /
    // . . . |_|_| | | | \ | \| | | \| |__] . . .
    //-----------------------------------------------------------
    // It's up to you to change the TRUE / FALSE values in the "script settings" to set it for your way of playing.

    // Script acts on the keys of your controller, not on the game.
    // Script does not know what weapon you have in hand, you have to be careful that your weapon and the assigned color go together,
    // otherwise there is the option "panic button" in the settings.

    // Choose your primary and secondary weapons with TRUE / FALSE and go down set all the other options of the script.
    // For example, put all primary weapons on FALSE, so that you can play with any weapon normally,
    // without any assistance on that weapon while your secondary weapon has the pop shot you want with your SASG.

    // If you activate Strafe and you spam PS4 Square or Xbox X in the inventory or in the PS4 / Xbox menu,
    // you may activate the Strafe combo in the game or in your menu!

    // AntiRecoil has been adjusted with the In Game sensitivity options shown below.
    // If you have not the same settings In Game, your weapon may shoot to the sky or to the ground.
    // It will be necessary to adjust the recoils value.

    // Exemple for primary weapon:
    // In "main section", find "PRIMARY WEAPON", then find the part of the weapon you are using
    // If you play WITH Striker mode, change the [type of weapon]_Recoil_[number] values inside Recoil WITH Striker mode
    // If you play WITHOUT Striker mode, change the [type of weapon]_Recoil_[number] values inside Recoil WITHOUT Striker mode
    // For MDR and Shotgun, change the ANTI_RECOIL value inside Recoil WITH (or WITHOUT) Striker mode.

    // If your weapon shoot to the ground, discrease values.
    // If your weapon shoot to the sky, increase values.

    // Now enjoy


    // In Game settings:

    // 100% Camera Sensitivity

    // 90% Aim Sensitivity

    // 90% Scope Sensitivity

    // 0% Analog Dead Zone Size

    // 0% Stability (no stability on your gear and weapon mods)

    // Press to sprint = OFF (recommended if AutoRun and Strafe are TRUE)

    // Invert Y Axis = Always OFF
    // If you play with inverted axis, go down in the settings of the script and set Axis_inverted = TRUE
    // In game option "Invert Y axis" MUST BE OFF!

    //______________________________________________________________________________________________________________________//
    //___________________________________________________OPTIONS START______________________________________________________//
    //______________________________________________________________________________________________________________________//
    // ____ _ _ ____ ____ ____ ____ _ _ ____ _ _ ____ ____ ___ ___ _ ____ _ _ ____
    // | |__| | | | | [__ |___ \_/ | | | | |__/ | | |__] | | | | |\ | [__
    // |___ | | |__| |__| ___] |___ | |__| |__| | \ |__| | | | |__| | \| ___]
    //----------------------------------------------------------------------------------------------------------------------//
    // PRIMARY WEAPON (or green light):

    // Choose your primary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)

    // SMG
    int House_onoff = TRUE // Use with 5% or 6% Rate of Fire more !
    int MP5_onoff = FALSE // Use with 5% or 6% Rate of Fire more !

    //----------------------------------------------------------------------------------------------------------------------//
    // SECONDARY WEAPON (or red light):

    // Choose your secondary weapon, only one value can be TRUE! (If no values are TRUE, you can play with any weapon)

    // SHOTGUN
    int SASG_2_onoff = TRUE
    int Super90_2_onoff = FALSE
    int Showstopper_2_onoff = FALSE
    int M870_2_onoff = FALSE

    //----------------------------------------------------------------------------------------------------------------------//
    // Shotgun Pop Shot settings:

    // If FALSE and FALSE, Pop Shot with ADS + Fire (optimized)
    // Only one value can be TRUE

    int PopShot_with_ADS = FALSE // TRUE = Pop Shot with ADS only // Else, set FALSE
    int PopShot_with_FIRE = FALSE // TRUE = Pop Shot with FIRE only // Else, set FALSE

    //----------------------------------------------------------------------------------------------------------------------//
    // AutoRun setting:
    // Work better when in game option "Press to Sprint" is turned OFF

    int AutoRun_onoff = TRUE // TRUE = AutoTun ON // FALSE = AutoRun OFF

    //----------------------------------------------------------------------------------------------------------------------//
    // Parkour setting:

    // Double tap PS4 Circle or Xbox B to activate, double tap again to desactivate

    int Parkour_onoff = TRUE // TRUE = Parkour ON // FALSE = Parkour OFF

    int timelimit = 175; // Double tap speed (increase to slow double tap speed)

    //----------------------------------------------------------------------------------------------------------------------//
    // Strafe settings:

    // Double tap PS4 Square or Xbox X to Strafe, double tap again to stop Strafe
    // Work better when in game option "Press to Sprint" is turned OFF

    int Strafe_onoff = TRUE // TRUE = Strafe ON // FALSE = Strafe OFF

    int Tap_Speed = 175; // Double tap speed (increase to slow double tap speed)
    int straight_time = 250; // Time to run straight
    int side_time = 750; // Time to run to the right/left

    //----------------------------------------------------------------------------------------------------------------------//
    // Hair Trigger setting:

    int HairTrigger_onoff = TRUE // TRUE = HairTrigger ON // FALSE = HairTrigger

    //----------------------------------------------------------------------------------------------------------------------//
    // Swap Triggers setting:

    int R1L1_onoff = FALSE // FALSE = shoot and aim with R2/L2 // TRUE = shoot and aim with R1/L1

    //----------------------------------------------------------------------------------------------------------------------//
    // Inverted Axis setting:

    // If you play with inverted axis, set TRUE, in game option "Invert Y axis" MUST BE OFF!

    int Axis_inverted = FALSE // TRUE Right Y axis inverted

    //----------------------------------------------------------------------------------------------------------------------//
    // AutoMark/Mark Targets setting:

    int AutoMark_onoff = FALSE // FALSE = AutoMark OFF // TRUE = AutoMark ON

    //----------------------------------------------------------------------------------------------------------------------//
    // Panic Button setting:

    int PanicBTN_onoff = TRUE // Press D-Pad UP to only change CronusMAX color
    // Usefull if you have the wrong color with your current weapon

    //----------------------------------------------------------------------------------------------------------------------//
    // Classified 6p Striker (30% stability) settings:

    int Striker_onoff = FALSE // TRUE if you run 6 pieces Striker, else FALSE

    //______________________________________________________________________________________________________________________//
    //___________________________________________________OPTIONS END________________________________________________________//
    //______________________________________________________________________________________________________________________//

    define Switch_button = 17;
    define FIRE_BTN = 4;
    define R_Stick = 5;
    define ADS_BTN = 7;
    define L_Stick = 8;
    define R_X = 9;
    define R_Y = 10;
    define L_X = 11;
    define L_Y = 12;
    define D_UP = 13;
    define D_DOWN = 14;
    define Parkour_BTN = 18; // PS4 Circle / Xbox B
    define Strafe_BTN = 20; // PS4 Square / Xbox X

    define Blue = 1;
    define Red = 2;
    define Green = 3;
    define Pink = 4;
    define SkyBlue = 5;
    define Yellow = 6;
    define White = 7;

    data(1,
    2,0,0,0, //1. Blue
    0,2,0,0, //2. Red
    0,0,2,0, //3. Lime/Green
    0,0,0,2, //4. Fuchsia/Pink
    2,0,2,0, //5. SkyBlue
    0,2,2,0, //6. Yellow
    2,2,2,2 //7. White
    );

    int ANTI_RECOIL; // For AntiRecoil combo
    int ANTI_RECOIL_LEFT; // For AntiRecoil combo
    int ANTI_RECOIL_RIGHT; // For AntiRecoil combo
    int AR_Release; // For AntiRecoil combo
    int anti_recoil; // For AntiRecoil combo
    int anti_recoil_left; // For AntiRecoil combo
    int anti_recoil_right; // For AntiRecoil combo
    int Switch; // For Switch weapon
    int Col_ind; // For CronusMAX color
    int Parkour; // For Parkour
    int DbleClick = 0; // For Parkour
    int Dble_Tap = 0; // For Strafe
    int Loop; // For Strafe
    int SMG_Recoil_1 // For SMG
    int SMG_Recoil_2 // For SMG
    int SMG_Recoil_3 // For SMG
    int SMG_Recoil_4 // For SMG
    int SMG_Recoil_5 // For SMG
    int SMG_Time_1 // For SMG
    int SMG_Time_2 // For SMG
    int SMG_Time_3 // For SMG
    int SMG_Time_4 // For SMG
    int SG_Time1; // For Shotgun combo
    int SG_Time2; // For Shotgun combo
    int SG_Time3; // For Shotgun combo

    //_______________________________________________________________________________________________________________________//
    // _ _ ____ _ _ _ ____ ___ ____ ____ ___
    // |\/| |__| | |\ | [__ | |__| |__/ |
    // | | | | | | \| ___] | | | | \ |

    main { // main start

    if(event_press(Switch_button)) {Switch=!Switch;}
    //_______________________________________________________________________________________________________________________//

    // ____ ___ ___ _ ____ _ _ ____
    // | | |__] | | | | |\ | [__
    // |__| | | | |__| | \| ___]


    //Panic Button
    if(PanicBTN_onoff) {
    if(event_release(D_UP) && get_ptime(D_UP) > 55) {
    Switch=!Switch;
    }
    }

    //AutoRun (Work better when in game option "Press to Sprint" is turned OFF)
    if(AutoRun_onoff){
    if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -90) {
    set_val(L_Stick, 100);
    }
    }

    //Parkour (if Parkour_onoff is TRUE, double tap PS4 Circle or Xbox B to activate, double tap again to desactivate)
    if(Parkour_onoff){
    if(DbleClick > 0) DbleClick = DbleClick - get_rtime();
    if(event_press(Parkour_BTN) && DbleClick <= 0) {
    DbleClick = timelimit;
    }
    else if(event_press(Parkour_BTN) && DbleClick > 0) {
    Parkour = !Parkour;
    }
    if(Parkour) {
    if(!combo_running(Strafe_v2) && !get_val(ADS_BTN) && get_val(L_Y) < -70) {
    set_val(Parkour_BTN,100);
    }
    }
    }

    //Strafe (if Strafe_onoff is TRUE, double tap PS4 square or Xbox X to activate, double tap again to desactivate)
    if(Strafe_onoff) {
    if(Dble_Tap > 0) Dble_Tap = Dble_Tap - get_rtime();
    if(event_press(Strafe_BTN) && Dble_Tap <= 0) {
    Dble_Tap = Tap_Speed;
    }
    else if(event_press(Strafe_BTN) && Dble_Tap > 0) {
    Loop = !Loop;
    }
    if(Loop) {
    combo_run(Strafe_v2);
    }
    else{combo_stop(Strafe_v2);}
    }

    //Hair Trigger
    if(HairTrigger_onoff) {
    if(get_val(FIRE_BTN) > 0){
    set_val(FIRE_BTN,100);
    }
    if(get_val(ADS_BTN) > 0){
    set_val(ADS_BTN,100);
    }
    }

    //Swap Triggers
    if(R1L1_onoff) {
    swap(3, 4); swap(6, 7);
    }

    //Inverted Axis
    if(Axis_inverted) {
    set_val(R_Y, inv(get_val(R_Y)));
    }

    // AutoMark (Mark Targets)
    if(AutoMark_onoff) {
    if(get_val(ADS_BTN)) {
    combo_run(MarkTargets);
    }
    }

    //_______________________________________________________________________________________________________________________//

    if(!Switch) {
    // ___ ____ _ _ _ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
    // |__] |__/ | |\/| |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
    // | | \ | | | | | | \ | |_|_| |___ | | | |__| | \| color green

    //----------------------------------------------------- All SMG ---------------------------------------------------------//

    if(event_press(FIRE_BTN)){
    combo_run(AntiRecoil);combo_run(Progressive_Recoil_SMG);
    }
    else if(event_release(FIRE_BTN)) {
    combo_stop(AntiRecoil);combo_stop(Progressive_Recoil_SMG);
    }

    //----------------------------------------------------- House part ------------------------------------------------------//
    if(House_onoff){ // House TURE start


    // Recoil WITH Striker mode

    if(Striker_onoff){ // SK on start
    ANTI_RECOIL = SMG_Recoil_1;

    SMG_Recoil_1 = 10; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_1 = 600; // Time between Recoil_1 and Recoil_2 values (1000 = 1 second)

    SMG_Recoil_2 = 17; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_2 = 600; // Time between Recoil_2 and Recoil_3 values (1000 = 1 second)

    SMG_Recoil_3 = 24; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_3 = 800; // Time between Recoil_3 and Recoil_4 values (1000 = 1 second)

    SMG_Recoil_4 = 31; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_4 = 800; // Time between Recoil_4 and Recoil_5 values (1000 = 1 second)

    SMG_Recoil_5 = 39; // Change this value to compensate vertical recoil (0 - 100) recoil applied until you release Fire Button
    AR_Release = 49; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = SMG_Recoil_5 value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    } // SK on end


    // Recoil WITHOUT Striker mode

    if(!Striker_onoff){ // SK off start
    ANTI_RECOIL = SMG_Recoil_1;

    SMG_Recoil_1 = 14; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_1 = 600; // Time between Recoil_1 and Recoil_2 values (1000 = 1 second)

    SMG_Recoil_2 = 24; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_2 = 600; // Time between Recoil_2 and Recoil_3 values (1000 = 1 second)

    SMG_Recoil_3 = 34; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_3 = 800; // Time between Recoil_3 and Recoil_4 values (1000 = 1 second)

    SMG_Recoil_4 = 46; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_4 = 800; // Time between Recoil_4 and Recoil_5 values (1000 = 1 second)

    SMG_Recoil_5 = 58; // Change this value to compensate vertical recoil (0 - 100) recoil applied until you release Fire Button
    AR_Release = 68; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = SMG_Recoil_5 value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    } // SK off end

    } // House TRUE end

    //----------------------------------------------------- MP5 part --------------------------------------------------------//
    if(MP5_onoff){ // MP5 TRUE start


    // Recoil WITH Striker mode

    if(Striker_onoff){ // SK on start
    ANTI_RECOIL = SMG_Recoil_1;

    SMG_Recoil_1 = 0; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_1 = 850; // Time between Recoil_1 and Recoil_2 values (1000 = 1 second)

    SMG_Recoil_2 = 5; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_2 = 850; // Time between Recoil_2 and Recoil_3 values (1000 = 1 second)

    SMG_Recoil_3 = 10; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_3 = 850; // Time between Recoil_3 and Recoil_4 values (1000 = 1 second)

    SMG_Recoil_4 = 17; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_4 = 850; // Time between Recoil_4 and Recoil_5 values (1000 = 1 second)

    SMG_Recoil_5 = 24; // Change this value to compensate vertical recoil (0 - 100) recoil applied until you release Fire Button
    AR_Release = 34; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = SMG_Recoil_5 value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    } // SK on end


    // Recoil WITHOUT Striker mode

    if(!Striker_onoff){ // SK off start
    ANTI_RECOIL = SMG_Recoil_1;

    SMG_Recoil_1 = 12; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_1 = 850; // Time between Recoil_1 and Recoil_2 values (1000 = 1 second)

    SMG_Recoil_2 = 22; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_2 = 1000; // Time between Recoil_2 and Recoil_3 values (1000 = 1 second)

    SMG_Recoil_3 = 30; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_3 = 1000; // Time between Recoil_3 and Recoil_4 values (1000 = 1 second)

    SMG_Recoil_4 = 40; // Change this value to compensate vertical recoil (0 - 100) recoil applied over a period of ...
    SMG_Time_4 = 1000; // Time between Recoil_4 and Recoil_5 values (1000 = 1 second)

    SMG_Recoil_5 = 50; // Change this value to compensate vertical recoil (0 - 100) recoil applied until you release Fire Button
    AR_Release = 60; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = SMG_Recoil_5 value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    } // SK off end
    } // MP5 TRUE end

    } //PRIMARY end

    //_______________________________________________________________________________________________________________________//

    if(Switch) {
    // ____ ____ ____ ____ _ _ ___ ____ ____ _ _ _ _ _ ____ ____ ___ ____ _ _
    // [__ |___ | | | |\ | | \ |__| |__/ \_/ | | | |___ |__| |__] | | |\ |
    // ___] |___ |___ |__| | \| |__/ | | | \ | |_|_| |___ | | | |__| | \| color red

    //----------------------------------------------------- All Shotgun part ------------------------------------------------//
    //---------------------------------------------------- Shotgun shoot mode -----------------------------------------------//

    if(SASG_2_onoff || Super90_2_onoff || Showstopper_2_onoff || M870_2_onoff){ // Shotguns TRUE on


    // Shoot with ADS only
    if(PopShot_with_ADS) { //ADS on
    if(get_val(ADS_BTN)) {
    combo_run(AntiRecoil);combo_run(Shotgun);
    }
    else if(event_release(ADS_BTN)) {
    combo_stop(AntiRecoil);combo_stop(Shotgun);
    }
    } //ADS off

    // Shoot with FIRE only
    if(PopShot_with_FIRE) { //FIRE on
    if(get_val(FIRE_BTN)) {
    set_val(ADS_BTN, 100);
    combo_run(AntiRecoil);combo_run(Shotgun);
    }
    else if(event_release(FIRE_BTN)) {
    combo_stop(AntiRecoil);combo_stop(Shotgun);
    }
    } //FIRE off

    // Shoot with ADS + FIRE
    if(!PopShot_with_ADS && !PopShot_with_FIRE) { // ADS + FIRE on
    if(get_val(FIRE_BTN)) {
    combo_run(AntiRecoil);combo_run(Shotgun_v2);
    }
    else if(event_release(FIRE_BTN)) {
    combo_stop(AntiRecoil);combo_stop(Shotgun_v2);
    }
    } // ADS + FIRE off

    } //Shotguns TRUE end

    //----------------------------------------------------- SASG part -------------------------------------------------------//
    if(SASG_2_onoff) { // SASG on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=253; // Change Time3 if you add magazine with rate of fire

    // AntiRecoil with Striker mode
    if(Striker_onoff){
    ANTI_RECOIL = 10; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 20; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }

    // AntiRecoil without Striker mode
    else{ANTI_RECOIL = 20; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 30; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }
    } // SASG off

    //----------------------------------------------------- Super90 part ----------------------------------------------------//
    if(Super90_2_onoff) { // Super90 on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=320; // Change Time3 if you add magazine with rate of fire

    // AntiRecoil with Striker mode
    if(Striker_onoff){
    ANTI_RECOIL = 10; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 20; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }

    // AntiRecoil without Striker mode
    else{ANTI_RECOIL = 20; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 30; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }
    } // Super90 off

    //----------------------------------------------------- Showstopper part ------------------------------------------------//
    if(Showstopper_2_onoff) { // Showstopper on
    SG_Time1=64;
    SG_Time2=16;
    SG_Time3=169;

    // AntiRecoil with Striker mode
    if(Striker_onoff){
    ANTI_RECOIL = 10; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 20; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }

    // AntiRecoil without Striker mode
    else{ANTI_RECOIL = 20; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 30; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }
    } // Showstopper off

    //----------------------------------------------------- M870 part -------------------------------------------------------//
    if(M870_2_onoff) { // M870 on
    SG_Time1=700; // Change Time1 if you add magazine with rate of fire
    SG_Time2=16;
    SG_Time3=84;

    // AntiRecoil with Striker mode
    if(Striker_onoff){
    ANTI_RECOIL = 8; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 18; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }

    // AntiRecoil without Striker mode
    else{ANTI_RECOIL = 15; // Change this value to compensate vertical recoil (0 - 100)
    AR_Release = 25; // Change this value to determine when antirecoil stops working (0 - 100)
    // Minimun Release values = ANTI_RECOIL value + 10

    ANTI_RECOIL_LEFT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Change this value to compensate horizontal recoil (0 - 100)
    }
    } // M870 off
    } //SECONDARY end

    //_______________________________________________________________________________________________________________________//

    if(abs(get_val(R_Y)) > AR_Release || abs(get_val(R_X)) > 100) {
    combo_stop(AntiRecoil);
    combo_stop(Progressive_Recoil_SMG);
    }

    // COLOR INDICATION
    if(!Switch) colourled(Green);
    else colourled(Red);

    } //main end
    // _ _ ____ _ _ _ ____ _ _ ___
    // |\/| |__| | |\ | |___ |\ | | \
    // | | | | | | \| |___ | \| |__/
    //_______________________________________________________________________________________________________________________//
    // ____ ____ _ _ ___ ____ ____ ____ ____ ___ _ ____ _ _
    // | | | |\/| |__] | | [__ |___ | | | | | |\ |
    // |___ |__| | | |__] |__| ___] |___ |___ | | |__| | \|

    combo Progressive_Recoil_SMG { // SMG - PRIMARY
    wait(100);
    set_val(R_Y, SMG_Recoil_1);
    wait(SMG_Time_1);
    set_val(R_Y, SMG_Recoil_2);
    wait(SMG_Time_2);
    set_val(R_Y, SMG_Recoil_3);
    wait(SMG_Time_3);
    set_val(R_Y, SMG_Recoil_4);
    wait(SMG_Time_4);
    set_val(R_Y, SMG_Recoil_5);
    wait(SMG_Time_1 + 3000);
    }

    combo Shotgun_v2 { // POP SHOT = ADS+FIRE
    wait(SG_Time1);
    set_val(FIRE_BTN, 0);
    set_val(ADS_BTN, 0);
    wait(SG_Time2);
    set_val(FIRE_BTN, 0);
    wait(SG_Time3);
    }

    combo Shotgun { // POP SHOT = ADS ONLY OR FIRE ONLY
    wait(SG_Time3);
    set_val(FIRE_BTN, 100);
    wait(SG_Time1);
    set_val(FIRE_BTN, 0);
    set_val(ADS_BTN, 0);
    wait(SG_Time2);
    }

    //_______________________________________________________________________________________________________________________//

    combo Strafe_v2 { // Run straight, right, straight, left
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(straight_time);
    set_val(L_X, 100);
    set_val(L_Y, 10);
    wait(side_time);
    set_val(L_Y, -100);
    set_val(L_Stick, 100);
    wait(straight_time);
    set_val(L_X, -100);
    set_val(L_Y, 10);
    wait(side_time);
    }

    combo MarkTargets {
    set_val(D_UP, 100);
    wait(50);
    set_val(D_UP, 0);
    wait(1000);
    }

    //_______________________________________________________________________________________________________________________//

    combo AntiRecoil {
    anti_recoil = get_val(R_Y) + ANTI_RECOIL;
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(R_Y, anti_recoil);
    anti_recoil_left = get_val(R_X) - ANTI_RECOIL_LEFT;
    if(anti_recoil_left > 100) anti_recoil_left = 100;
    set_val(R_X, anti_recoil_left);
    anti_recoil_right = get_val(R_X) + ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(R_X, anti_recoil_right);
    }

    // COLOR LED function

    function colourled(Colour) {
    Col_ind=(Colour*4) - 3;
    set_led(LED_1,dbyte(Col_ind));
    set_led(LED_2,dbyte(Col_ind + 1));
    set_led(LED_3,dbyte(Col_ind + 2));
    set_led(LED_4,dbyte(Col_ind + 3));
    }
    //end

  3. The Following User Says Thank You to GTESTEVE For This Useful Post:


  4. #3
    I Am Error

    User Info Menu

    Re: The division ps4

    I THINK I CAN POST THIS THANK NOOZBAR HES THE MAN I'M HEAR TO HELP BUT IM NOT GOOD AT EVERYTHING CHECK THIS PAGE OUT http://cronusmax.com/forums/showthre...=1#post1103480

  5. The Following User Says Thank You to GTESTEVE For This Useful Post:


  6. #4
    My Other Ride Is a Yoshi

    User Info Menu

    Re: The division ps4

    Thank you for the quick response. I will check it out tonight hopefully i'll get it. It sounds little complicated. If I have any questions I will shoot you a text. you on ps4?

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