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Topic: PUBG Script CRISTIANO DUDU LEX LOST

  1. #1
    Babyfaced Assassin

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    PUBG Script CRISTIANO DUDU LEX LOST

    Hola buenas tardes, de ante mano gracias por la ayuda, mi problema es que cuando intento utilizar el Script para PUBG que hicieron CRISTIANO DUDU Y LEX LOST soy incapaz de configurarlo bien para que funcione, alguno de ustedes lo ha podido utilizar bien, yo juego con teclado y ratón con X-AIM en Xbox One S. Ayuda.

  2. #2
    Forum Staff

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    Re: PUBG Script CRISTIANO DUDU LEX LOST

    Quote Originally Posted by Steward View Post
    Hola buenas tardes, de ante mano gracias por la ayuda, mi problema es que cuando intento utilizar el Script para PUBG que hicieron CRISTIANO DUDU Y LEX LOST soy incapaz de configurarlo bien para que funcione, alguno de ustedes lo ha podido utilizar bien, yo juego con teclado y ratón con X-AIM en Xbox One S. Ayuda.
    ¿Me puedes dejar el script aquí para observarlo? Así sabre explicarte su funcionamiento

  3. #3
    Babyfaced Assassin

    User Info Menu

    Re: PUBG Script CRISTIANO DUDU LEX LOST

    //Posted by Lastlap, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

    //Posted : Monday 6th of August, 2018 23:07 UTC


    /***********************************************************************************************
    This Script was made and intended for <a href="http://www.cronusmax.com" target="_blank">www.cronusmax.com</a> & CronusMAX ONLY. *
    UNLESS permission is given by the creator and/or copywritee, *
    All rights reserved. This material may not be reproduced, displayed, *
    modified or distributed without the express prior written permission of the *
    copyright holder. For permission, contact ControlerMax *
    __ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
    / ]| \ / \ | \ | | |/ ___/| | | / || | | *
    / / | D ) || _ || | ( \_ | _ _ || o || | | *
    / / | /| O || | || | |\__ || \_/ || ||_ _| *
    / \_ | \| || | || : |/ \ || | || _ || | *
    \ || . \ || | || |\ || | || | || | | *
    \____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
    *
    ************************************************************************************************/


    //pubg xbox one Mouse and Keyboard ver. 1.1
    //--------------------------------------------------------------
    // Authors : CRISTIANO DUDU, LEX LOST, WHITE 4ND N3RDY , k4rL01 , x22dot
    // Game : battlegrounds
    // Device : CronusMAX PLUS
    // Console : XBOX ONE,
    // Game pads: All supported Game pads

    // IMPORTANT : All mods are available only in application : battlegrounds
    //--------------------------------------------------------------
    //
    /****************************************************************************
    CHANGELOG:
    Version 1.0 to 1.5 : Initial build up off the application
    Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
    Version 2.0 to 2.2 : Fixed some bugs in application.
    Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
    Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
    Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
    Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
    Version 2.8 : Added : BURST FIRE for All automatic weapons /
    Version 2.9 : Added : Rapid Fire for Akimbo mode /
    Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
    app. will save all CEMU EXTRA
    Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
    Version 3.2 : Fixed bug in jump shot /
    Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
    Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
    Version 3.6 : Added ADS Sensitivity
    Version 3.7 : Added new mode : G - Slide Mode
    Version 3.8 : found better way to activate G - Slide Mode
    Version 3.9 : Added new mode : SUPER - G - SLIDE
    Version 4.1 : Changed name of: SUPER - G - SLIDE to INFINITE SLIDE
    Version 4.2 : Added new JITTER from the best creator of jitters = WHITE 4ND N3RDY
    Version 4.3 : Added option to shange wait time for JITTER mode.
    Version 4.4 : Added the new real G-Slide
    Version 4.5 : Added new options to G-Slide Mode
    Version 4.6 : Make improvements in G-Slide Mode, now it will work better.
    Version 4.7 : Changed the reset for Rapid Fire and turn it OFF if you switch to Special weapon / Ability
    Added Infinite Slide
    Version 4.8 : Added Fast Reload for all LMG.
    Version 4.9 : Added reset for Rapid Fire All weapons
    Version 5.0 : Changed Class 7 -Double Melee to Burst Melee
    Version 5.4 : Added new options for Class Long Jump
    Version 5.5 : Added Color Indication for Rapid Fire
    Version 5.8 : Fixed bug in Class Quick Scope
    Version 5.9 : Added New G-Slide after patched the Old G-Slide
    Version 6.2 : Added New G-Slide after patch for PS4 & XB1 - ALL CREDITS GO TO : k4rL01
    Version 8.1 : Added the latest update for antirecoil made by LEX LOST.
    Version 8.2 : Added Strongest Aim Assist by x22dot
    Version 8.3 : Added new G-Slide v 2.0
    Version 8.4 : Fixed one minor bug - Jitters mode , color indication did not show the fields for color choose
    Version 8.5-8.7 : Added new Brecci Jitter after 1.09 patch. All credits for : bonefisher
    Version 8.8 : Added new options for SHOT MODE - Scope Disable / Scope Enable
    Version 8.9 : Added new options for Brecci Jitter - now you can choose what equipment to have - Tactical or Lethal
    =============================================================================
    TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


    =============================================================================
    *****************************************************************************/

    /***************************************************************
    INSTRUCTIONS

    ----------------------------------------------------------------
    Class 1. RAPID FIRE

    //1. RAPID FIRE PRIMARY WEAPON

    ----------------------------------------------------------------
    Class 1. RAPID FIRE

    //1. RAPID FIRE SECONDARY WEAPON

    ----------------------------------------------------------------
    Class 4. SHOT MODE

    //1. DROP SHOT On / Off => FIRE_BTN + D pad Down

    //2. JUMP SHOT On / Off => FIRE_BTN + D pad Up

    //3. SIDE SHOT On / Off => FIRE_BTN + D pad Right

    //4. Scope Shot On / Off => FIRE_BTN + D pad Left

    //----------------------------------------------------------------
    // Class 17. AIM ASSIST
    // hold XB1_A + press XB1_X

    // ----------------------------------------------------------------
    // Class 9. ANTI RECOIL

    //1. Profile 1 On => ADS_BTN + D pad Up

    //2. Profile 2 On => ADS_BTN + D pad Right

    //3. Profile 3 On => ADS_BTN + D pad Down

    //4. ANTI RECOIL Off => ADS_BTN + D pad Left

    ----------------------------------------------------------------
    Class 14. BURST FIRE Change rounds per burst :

    //Increase Rounds => hold <ADS_BTN> + press D pad RIGHT

    //Decrease Rounds => hold <ADS_BTN> + press D pad LEFT

    ----------------------------------------------------------------
    Class 14. BURST FIRE turn it OFF / ON in game :

    //hold ADS button + press ( XB1 MENU / PS4 OPTIONS )

    //Decrease Rounds => hold <CEMU_EXTRA3> + press D pad LEFT

    -----------------------------------------------------------------
    ********************************************************/

    ////////////////////////////////////////////////////////
    //
    // BUTTON LAYOUT : DEFAULT
    // BUMPERS/TRIGGERS : DEFAULT
    // STICK LAYOUT : DEFAULT
    //------------------------------------------------------
    define FIRE_BTN = XB1_RT; // default RT
    define ADS_BTN = XB1_LT; // LT
    define SPRINT_BTN = XB1_LS; // LS
    define PRONE_BTN = XB1_B; // B
    define JUMP_BTN = XB1_A; // A
    define SWITCH_WEAPON = XB1_Y; // Y
    define RELOAD_BTN = XB1_X; // X
    define MELEE = XB1_RS; // RS/R3
    define LETHAL = XB1_RB; // RB
    define TACTICAL = XB1_LB; // LB
    define Up = XB1_UP;
    define Right = XB1_RIGHT;
    define Down = XB1_DOWN;
    define Left = XB1_LEFT;
    define R_X = XB1_RX;
    define R_Y = XB1_RY;
    define L_X = XB1_LX;
    define L_Y = XB1_LY;
    ////////////////////////////////////////////////////////
    //
    define dropDelay =300;
    define timelimit =300;
    define NotUse = 0;

    //----------------------------------------
    // BURST FIRE
    int ind; // data index
    int weapon_ind = 4; // weapon index for :Vesper
    int Rounds = 7;
    int hold_burst = 400; // Burst hold
    int rest_burst = 150; // Burst Rest
    int value = 33;
    int value2 = 33;
    int delay = 11;
    int aim_assist_on = TRUE;
    ////////////////////////////////////////////////////////
    //

    int RA;
    int LX;
    int LY;
    int hold_time = 500; // All Weapons
    int rest_time = 480;
    int hold_timeP = 500; // Primary Weapon
    int rest_timeP = 480;
    int hold_timeS = 500; // secondary
    int rest_timeS = 480; // secondary
    int hold_time_B = 500;
    int rest_time_B = 480;

    ////////////////////////////////////////////////////////
    // Boolean Variables
    int rapid_onoff = TRUE;
    int RF_ALL_weapons = TRUE;
    int burst_onoff = TRUE; // On/Off Burst Fire
    int akimbo_onoff =FALSE; // On/Off Akimbo mode
    int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
    int dropshot_OnOff = FALSE; // On/Off Drop Shot
    int side_shot_OnOff =FALSE;
    int JumpShot_OnOff =FALSE;
    int ScopeShot =FALSE;
    int QuickScope =FALSE;
    int SniperOnOff =FALSE;
    int hold_breath_On_Off =FALSE;
    int Prim_SecondWeapon = TRUE;
    int PrimaryWeapon = TRUE;
    int BurstMelee =FALSE;
    int SecondaryWeapon =FALSE;
    int SpecialAbility_OnOff =FALSE;
    int InvertYaxis =FALSE;
    int TogleADS =FALSE; // On /Off Togle ADS

    int Invert = 1;
    int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
    int b_ADS_Delay =FALSE; // On /Off ADS Delay
    int JumpActive =FALSE;
    int InstantDrop = TRUE; // Slide or instant drop
    int bAnti_Recoil = TRUE;
    define AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
    int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
    int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
    int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
    int anti_recoil;
    int anti_recoil_left;
    int anti_recoil_right;
    int b_switch;
    int NotReloading = TRUE;
    int DblClick_JUMP;
    int TimeToJump;
    int LongJump = TRUE;
    int b_running;
    int b_tap ; // boolean variable
    int timerLJump;
    int wait_sec_tap = 300;

    //////////////////////////////////////////////////////////
    //
    int timer;
    int Sens = 20;
    int SlideOrDrop = 20;
    int DelayScope = 20;
    int ADS_Delay = 150;// ADS delay value
    //INITIALIZATION - init
    //--------------------------------------------------------------
    init {//#############################################
    if(InvertYaxis) Invert = -1;
    if(InstantDrop)SlideOrDrop=20;
    else SlideOrDrop=10;
    }//##################################################
    //MAIN BLOCK RUTINES
    //--------------------------------------------------------------
    main { // Start of MAIN BLOCK
    //--------------------------------------------------------------
    // FIND DIRECTION of Left Analogue
    if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
    //--------------------------------------------------------------
    ///////////////////////////////////////////////////////////////////
    // BURST FIRE /////////////////////////////////////////////////
    ///////////////////////////////////////////////////////////////////
    if(get_val(ADS_BTN)){
    if(event_press(2))
    {//----------------------------------------
    burst_onoff =!burst_onoff;
    }//----------------------------------------
    set_val(2,0);
    }

    ////////////////////////////////////////////////
    // Change Rounds per burst
    if(get_val(ADS_BTN)){
    if(event_press(Right)){
    Rounds=Rounds+1;
    if(Rounds>7) Rounds=7;
    f_Burst_Hold (Rounds);
    }
    if(event_press(Left)){
    Rounds=Rounds-1;
    if(Rounds<0) Rounds=0;
    f_Burst_Hold (Rounds);
    }
    }
    // BURST FIRE < When hold the trigger down : Continuously burst>
    if(burst_onoff && get_val(FIRE_BTN) )
    {//--------------------------------------
    combo_run(BURST_FIRE);
    }//-------------------------------------
    //////////////////////////////////////////////////////////////////////////
    // ANTI RECOIL PROFILES ////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////

    // ANTI RECOIL - UserProfile 1:AKS Switch:ADS_BTN
    if( get_val(ADS_BTN) ){
    // USER PROFILE 1 :None
    if(event_press(13)){
    bAnti_Recoil=TRUE;
    ANTI_RECOIL = 0; // vertical (0 - 100)
    ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
    }
    // USER PROFILE 2 :AK47
    if(event_press(16)){
    bAnti_Recoil=TRUE;
    ANTI_RECOIL = 0; // vertical (0 - 100)
    ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
    }
    // USER PROFILE 3 :M16A4
    if(event_press(14)){
    bAnti_Recoil=TRUE;
    ANTI_RECOIL = 0; // vertical (0 - 100)
    ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
    ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
    }
    // USER PROFILE 4 : Turn OFF Anti Recoil
    if(event_press(15)){
    bAnti_Recoil=FALSE;
    }
    set_val(13,0);
    set_val(14,0);
    set_val(15,0);
    set_val(16,0);
    }

    // ANTI RECOIL

    // ANTI RECOIL - Class 9 Alwayes On
    if(bAnti_Recoil){//---------------------
    if(get_val(FIRE_BTN) ){
    combo_run(AntiRecoil);
    }
    }//--------------------------------------

    if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
    combo_stop (AntiRecoil);
    }

    ///////////////////////////////////////////////////////////////////////////
    //////// DROP SHOT On / Off ////////////////////////////////////////////
    ///////////////////////////////////////////////////////////////////////////

    if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
    //--------------------------------------------------------------
    if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
    else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
    //--------------------------------------------------------------
    if(JumpActive) {
    TimeToJump=TimeToJump-get_rtime();
    if(TimeToJump<=0){JumpActive=FALSE;}
    }
    // DROP SHOT On / Off = FIRE_BTN + D pad Down
    if(get_val(FIRE_BTN) && event_press(Down))
    {//-----------------------------------
    dropshot_OnOff=!dropshot_OnOff;
    if(dropshot_OnOff){
    ScopeShot =FALSE;
    JumpShot_OnOff =FALSE;
    side_shot_OnOff=FALSE;
    }

    }//-----------------------------------
    // ------------------------------------------------------


    // DROP SHOT
    //press fire btn without ADS for Drop Shot JumpActive
    if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
    if(get_val(FIRE_BTN) ) { combo_run(DROPSHOT);}
    }

    ///////////////////////////////////////////////////////////////////////////
    // JUMP SHOT ///////////////////////////////////////////////////////////
    ///////////////////////////////////////////////////////////////////////////

    // Jump Shot On / Off => FIRE_BTN + D pad Up
    if(get_val(FIRE_BTN)&& event_press(Up))
    {
    JumpShot_OnOff=!JumpShot_OnOff;
    if(JumpShot_OnOff){
    ScopeShot =FALSE;
    side_shot_OnOff=FALSE;
    dropshot_OnOff =FALSE;
    }

    }
    // Jump Shot Scope Disable
    if (JumpShot_OnOff && !get_val(ADS_BTN))
    {//-----------------------------------------
    if(event_press(FIRE_BTN) )combo_run(Jump);
    }//-----------------------------------------

    //////////////////////////////////////////////////////////////////////////
    // SIDE SHOT //////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////

    // Side Shot On / Off => FIRE_BTN + D pad Right
    if(get_val(FIRE_BTN)&& event_press(Right))
    {
    side_shot_OnOff=!side_shot_OnOff;
    if(side_shot_OnOff){
    ScopeShot =FALSE;
    JumpShot_OnOff =FALSE;
    dropshot_OnOff =FALSE;
    }

    }


    // Side Shot Scope Disable
    if (side_shot_OnOff && !get_val(ADS_BTN))
    {//-----------------------------------------
    if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
    }//-----------------------------------------


    //////////////////////////////////////////////////////////////////////////
    // SCOPE SHOT /////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////
    //Scope Shot On / Off => FIRE_BTN + D pad Left
    if(get_val(FIRE_BTN)&& event_press(Left))
    {
    ScopeShot=!ScopeShot;
    if(ScopeShot){
    JumpShot_OnOff =FALSE;
    side_shot_OnOff=FALSE;
    dropshot_OnOff =FALSE;
    }

    }
    if(ScopeShot) {
    if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
    set_val(ADS_BTN,100);
    }
    }
    ///////////////////////////////////////////////////////////////////////////
    // RAPID FIRE On-Off ////////////////////////////////////////////////////
    ///////////////////////////////////////////////////////////////////////////
    if(rapid_onoff) f_ColorLed(0,0,2,0); // clLime
    else f_ColorLed(0,2,0,0); // clRed
    ///////////////////////////////////////////////////////////////////////
    // turn RF OFF if switch to special weapon/ Ability

    if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
    rapid_onoff = FALSE;
    b_switch=TRUE;
    }

    if( get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=20) {
    rapid_onoff = RF_ALL_weapons;
    combo_run(NOTIFY_ON);
    b_switch = FALSE;
    }

    // FIRE_BTN+ Dpad change Hold Time
    if(get_val(FIRE_BTN)){

    if(event_press(Up)) { hold_time = 15; }
    if(event_press(Right)){ hold_time = 32; }
    if(event_press(Down)) { hold_time = 29; }
    if(event_press(Left)) { hold_time = 19; }
    }

    // FIRE_BTN+ Dpad change Rest Time
    if(get_val(FIRE_BTN)){

    if(event_press(Up)) { rest_time = 15; }
    if(event_press(Right)){ rest_time = 30; }
    if(event_press(Down)) { rest_time = 10; }
    if(event_press(Left)) { rest_time = 20; }
    }

    // ON / OFF RAPID FIRE (SWITCH_WEAPON + ADS_BTN )
    if(get_val(ADS_BTN) && event_press(Up ))
    {
    rapid_onoff =!rapid_onoff;
    RF_ALL_weapons=!RF_ALL_weapons;
    }
    /////////////////////////////////////////////////////////
    //RF Scope Disable
    if(rapid_onoff){//----------------------------------------

    if(get_val(FIRE_BTN) && !get_val(ADS_BTN) && !burst_onoff ) {
    combo_run(RAPID_FIRE);
    }else if(combo_running(RAPID_FIRE)){
    combo_stop(RAPID_FIRE);
    }
    }//--------------------------------------------------------

    //////////////////////////////////////////////////////////////////////////
    // RAPID FIRE Primary - Secondary //////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////

    if(Prim_SecondWeapon){

    if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=20) {
    PrimaryWeapon = TRUE;
    SecondaryWeapon= FALSE;
    combo_run(NOTIFY_ON);
    b_switch=FALSE;
    }
    ///////////////////////////////////////////////////////////////////////
    // turn RF OFF if switch to special weapon/ Ability

    if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
    PrimaryWeapon = FALSE;
    SecondaryWeapon= FALSE;
    b_switch=TRUE;
    }

    if(event_press(SWITCH_WEAPON)) {
    PrimaryWeapon = !PrimaryWeapon;
    SecondaryWeapon= !SecondaryWeapon;
    }


    ////////////////////////////////////////////////////////////
    // Rapid Fire Primary weapon
    if(PrimaryWeapon){//----------------------------------------



    if(get_val(FIRE_BTN) && !burst_onoff ) {
    combo_run(RAPID_FIRE_Primary);
    }else if(combo_running(RAPID_FIRE_Primary)){
    combo_stop(RAPID_FIRE_Primary);
    }
    }//--------------------------------------------------------

    ////////////////////////////////////////////////////////////
    // Rapid Fire Secondary weapon
    if(SecondaryWeapon){//----------------------------------------


    if(get_val(FIRE_BTN) && !burst_onoff ) {
    combo_run(RAPID_FIRE_Secondary);
    }else if(combo_running(RAPID_FIRE_Secondary)){
    combo_stop(RAPID_FIRE_Secondary);
    }
    }//--------------------------------------------------------
    }// Prim_SecondWeapon
    //--------------------------------------------------------------
    /////////////////////////////////////////////////////////
    // AIM ASSIST all credits go to the author : x22dot
    /////////////////////////////////////////////////////////

    if(get_val(XB1_A)) {
    if(event_press(XB1_X)) aim_assist_on = !aim_assist_on;
    if(aim_assist_on) combo_run(NOTIFY_ON);
    else combo_run(NOTIFY_OFF);
    }


    if(aim_assist_on){//---------------------------------------------

    if(get_val(FIRE_BTN) || b_hold_ADS) {
    combo_run(LT_C);
    }

    if(get_val(ADS_BTN) && (get_val(FIRE_BTN)||b_hold_ADS)) {
    combo_stop(LT_C);
    combo_run(RT_C);
    }

    if(get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value || get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value) {
    combo_stop(LT_C);
    combo_stop(RT_C);
    }
    }//--------------------------------------------------------------

    }// End of MAIN BLOCK
    //--------------------------------------------------------------

    ///////////////////////////////////////////////////////////////////////////
    //COMBO BLOCKS //////////////////////////////////////////////////////////
    ///////////////////////////////////////////////////////////////////////////
    combo NOTIFY_ON {
    set_rumble(RUMBLE_A,100);
    wait(300);
    reset_rumble();
    }

    combo NOTIFY_OFF {
    set_rumble(RUMBLE_B,100);
    wait(300);
    reset_rumble();
    }

    // Sensitivity 1 -4
    combo LT_C {
    set_val(R_Y,-30);
    wait(delay)
    set_val(R_X, 30);
    set_val(R_Y, 20);
    wait(delay)
    set_val(R_Y, 20);
    wait(delay)
    set_val(R_X,-30);
    set_val(R_Y, 20);
    wait(delay)
    }

    combo RT_C {
    set_val(R_Y,-40);
    wait(delay)
    set_val(R_X, 40);
    set_val(R_Y, 30);
    wait(delay)
    set_val(R_Y, 30);
    wait(delay)
    set_val(R_X,-40);
    set_val(R_Y, 30);
    wait(delay)
    }
    combo Jump {
    set_val(JUMP_BTN,100);//1
    wait(60);
    wait(80);
    set_val(JUMP_BTN,100);//1
    wait(200);
    }
    combo BURST_FIRE {
    set_val(FIRE_BTN,100);
    wait(hold_burst);
    set_val(FIRE_BTN,0);
    wait(rest_burst);
    }
    combo TAKE_SHOT {
    set_val(FIRE_BTN,100);
    set_val(ADS_BTN, 100);
    set_val(SPRINT_BTN,100);
    wait(100);
    }
    //RAPID FIRE
    combo RAPID_FIRE {
    set_val(FIRE_BTN,100);
    wait(hold_time);
    set_val(FIRE_BTN,0);
    wait(rest_time);
    set_val(FIRE_BTN,0);
    wait(rest_time);
    }
    combo RAPID_FIRE_Primary {
    set_val(FIRE_BTN,100);
    wait(hold_timeP);
    set_val(FIRE_BTN,0);
    wait(rest_time);
    set_val(FIRE_BTN,0);
    wait(rest_timeP);
    }
    combo RAPID_FIRE_Secondary {
    set_val(FIRE_BTN,100);
    wait(hold_timeS);
    set_val(FIRE_BTN,0);
    wait(rest_timeS);
    set_val(FIRE_BTN,0);
    wait(rest_timeS);
    }
    //DROP SHOT
    combo DROPSHOT {//begin
    if(InstantDrop){set_val( L_Y,0);}
    wait(SlideOrDrop);
    set_val(PRONE_BTN, 100);
    wait(dropDelay); //Time To Go Prone
    }//end

    combo SIDE_SHOT {
    set_val(L_X, 100);
    wait(200); // -----------------
    set_val(L_X,-100);
    wait(200); // -----------------
    }

    // ANTI RECOIL - Class 9
    combo AntiRecoil {
    //---------------------------------
    anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
    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);
    //-------------------------------------------------------
    }
    //------------------------------------------------------------------------------------
    function f_Burst_Hold (Rounds){
    ind = ((weapon_ind * 8)-7) +Rounds;
    hold_burst= dbyte(ind) * 10 ;
    }
    function f_ColorLed (a,b,c,d){
    set_led(LED_1,a);
    set_led(LED_2,b);
    set_led(LED_3,c);
    set_led(LED_4,d);
    }
    // end of script

  4. #4
    Babyfaced Assassin

    User Info Menu

    Re: PUBG Script CRISTIANO DUDU LEX LOST

    need help understanding hold time & rest time

  5. #5
    I Am Error

    User Info Menu

    Re: PUBG Script CRISTIANO DUDU LEX LOST

    alguno que solo tenga aim assit?

  6. #6
    Do a Barrel Roll!

    User Info Menu

    Re: PUBG Script CRISTIANO DUDU LEX LOST

    hello everyone is possible insert in this script the command to deactivate the mod when driving the car and the command for fast charging with rs thanks for the help you are the number one

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