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Topic: Controller Deadzone

  1. #1
    Altar Desecrater

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    Controller Deadzone

    Hello! Is it possible to change the dead zone of the controller without connecting to a PC? I got it done through Steam BigPicture but I felt "lag input" and triggers did not work at the same time. Also there was no vibration on the controller. Rumbled only the main controller from the Xbox One attached to the main USB port of the Cronusmax. I want to connect the dualshock 4 with reduced dead zone to the Xbox One.

  2. #2
    Bulgaria's foremost expert on everything CM related!

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    Re: Controller Deadzone

    Quote Originally Posted by Lightblade47 View Post
    Hello! Is it possible to change the dead zone of the controller without connecting to a PC? I got it done through Steam BigPicture but I felt "lag input" and triggers did not work at the same time. Also there was no vibration on the controller. Rumbled only the main controller from the Xbox One attached to the main USB port of the Cronusmax. I want to connect the dualshock 4 with reduced dead zone to the Xbox One.

    Why not connected to the PC ?
    You need to connect CronusMAX to the PC and add script for dead zone then you can use script to change dead zone without of need of PC.

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


  4. #3
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    Re: Controller Deadzone

    Quote Originally Posted by Excalibur View Post
    Why not connected to the PC ?
    You need to connect CronusMAX to the PC and add script for dead zone then you can use script to change dead zone without of need of PC.
    Thanks! I managed to do this without using the PC. But I did not find the script to reduce the dead zone. I doubt that this can be done at all. For example: SWBF1/COD MW3 (BC)/Fortnite have a dead zone of 20%. I want to artificially reduce it from 20% to 5%(like BF1/R6S/COD MWR).

  5. #4
    Fastest Thing Alive

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    Re: Controller Deadzone

    k

    - - - Updated - - -

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

    //Posted : Tuesday 28th of August, 2018 0:28 UTC




    //-------------------------------------------------------------------------------------------// ANTIRECOIL and RAPIDFIRE ( with ON/OFF )
    //-------------------------------------------------------------------------------------------
    // Version : 6.1 - Classic
    // Platform : Multi
    // Controller: Multi
    // Game : All FPS games
    // Author : LEX LOST
    //------------------------------------------------------------------------------------------

    // LED indications:

    // Green: rapidfire ON
    // Red: rapidfire OFF

    //-------------------------------------------------------------------------------------------

    // INSTRUCTIONS:

    // RAPIDFIRE (ON by default - Start value: 12 - Green led = ON; Red led = OFF)
    // Hold PS4_DOWN and Press PS4_UP to Enable or Disable Rapidfire (with rumble notify)

    // ANTIRECOIL (ON by default - Start value: vertical = 25; Horizontal = 0)
    // Hold PS4_DOWN and Press PS4_UP to Enable or Disable Antirecoil (with rumble notify)

    // SAVE new values into the device eeprom: Hold LT/L2 and press MENU (or START, for XBOX360 users)

    //-------------------------------------------------------------------------------------------

    // Save new values into the device eeprom: Hold L2/LT and press OPTIONS/MENU (or START, for PS3 users)

    //-------------------------------------------------------------------------------------------

    //DECLARARATIONS - define

    define FIRE_BTN = PS4_R2;
    define ADS_BTN = PS4_L2;
    define RF_switch = PS4_UP; //
    define AR_switch = PS4_UP; //
    //-------------------------------------------------------------------------------------------
    define save = 2; // XB1_MENU - PS4_OPTIONS
    //-------------------------------------------------------------------------------------------
    define AR_Release = 70; // change this value to set when antirecoil stops working (min: antirecoil value + 10)
    define Scope_only = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON
    //-------------------------------------------------------------------------------------------
    define UP = 13;
    define DOWN = 14;
    define LEFT = 15;
    define RIGHT = 16;
    //-------------------------------------------------------------------------------------------
    define Blue = 1;
    define Red = 2;
    define Green = 3;
    define Pink = 4;
    define SkyBlue = 5;
    define Yellow = 6;
    define White = 7;
    // Use device monitor on device Pro software to determinate the right joystick shift.
    // Keep it at 0 if you're not sure what you're doing
    //
    define RX_Axis_Joystick_calibrate = 0;
    define RY_Axis_Joystick_calibrate = 0;
    //
    //#################################################################################################
    //
    // Define the refresh rate of the combo
    // Big value --> effect not perceived
    // Small value --> cause aim jitter
    //
    define Sampling_Time = 2;
    //
    //#################################################################################################
    //
    // Add speed boost to initial joystick movement
    // Big value --> you loose sticky aim bubble
    //
    define Aim_Boost = 10;
    //
    //#################################################################################################
    //
    // Compensate the acceleration of the movement introduced by the boost by reducing this value
    // Must be --> (Aim_Boost > _Aim_Correction)
    //
    define _Aim_Correction = 9;
    //
    //#################################################################################################
    //
    // the algorithm saves two movements positions. the current position and the previous position.
    // sampling frequency is defined by Sampling_Time.
    // if the difference between the current value and the preceding value doesn't exceeds Aim_Bot_Limit.
    // the aimbot algorithm will execute
    // i add this parameter to avoid floaty movement when you try to track a target
    //
    define Aim_Bot_Limit = 20;
    //
    //#################################################################################################
    //
    //operating interval
    //
    define POS_Aim_Bot_Limit = 100;
    define NEG_Aim_Bot_Limit = 100;
    //
    //
    //#################################################################################################
    //############################################# MAIN ##############################################
    //#################################################################################################
    //
    //-------------------------------------------------------------------------------------------
    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
    );

    //-------------------------------------------------------------------------------------------
    //VARIABLES - int

    int rapid_onoff = TRUE; // if TRUE Rapidfire is ON by default - if FALSE, OFF by default
    int hold_time = 36;
    int rest_time = 26;
    int recoil_onoff = TRUE; // if TRUE Anti Recoil is ON by default - if FALSE, OFF by default
    int ANTI_RECOIL = 25;
    int ANTI_RECOIL_H = 0;
    int anti_recoil;
    int anti_recoil_H;
    int Col_ind;
    int rumble_tipe;
    //#################################################################################################
    //######################################### Script variable #######################################
    //#################################################################################################
    //
    // Don't change!
    //
    int X_Last_Value = 0;
    int Y_Last_Value = 0;
    int X_Current_Value = 0;
    int Y_Current_Value = 0;
    int X_Aim_Boost = 0;
    int Y_Aim_Boost = 0;
    int X_Aim_Correction = 0;
    int Y_Aim_Correction = 0;

    int rf_switch;
    //-------------------------------------------------------------------------------------------


    //-------------------------------------------------------------------------------------------
    //MAIN BLOCK ROUTINES

    main {

    if(get_val(PS4_L2)){

    /////////////////////////////////////
    // Rapid Fire EE3
    if(event_press(PS4_UP)) {
    rf_switch = 0;// Rapid Fire EE3
    }

    /////////////////////////////////////
    // Rapid Fire EE4
    if(event_press(PS4_LEFT)) {
    rf_switch = 1;// Rapid Fire EE4
    }
    }

    if(rf_switch) colourled(Pink);
    else colourled(Green);


    if(rapid_onoff) {
    if(get_val(FIRE_BTN)) {
    if(rf_switch) combo_run (RF_EE4);
    else combo_run (RF_EE3);
    }

    if(get_val(PS4_R2))
    {
    combo_run(Aim_Bot);
    }

    if( ( combo_running(Aim_Bot))&&
    (get_val(PS4_RX) < -NEG_Aim_Bot_Limit || get_val(PS4_RX) > POS_Aim_Bot_Limit ||
    get_val(PS4_RY) < -NEG_Aim_Bot_Limit || get_val(PS4_RY) > POS_Aim_Bot_Limit ||
    get_val(PS4_RX) < -NEG_Aim_Bot_Limit || get_val(PS4_RX) > POS_Aim_Bot_Limit ||
    get_val(PS4_RY) < -NEG_Aim_Bot_Limit || get_val(PS4_RY) > POS_Aim_Bot_Limit ))
    {
    combo_stop(Aim_Bot);
    }


    //update main every 8ms --> only for PS4
    vm_tctrl(-2);
    }







    if(!Scope_only || get_val(ADS_BTN) && get_val(FIRE_BTN )) {
    combo_run(AntiRecoil);
    }

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

    //-------------------------------------------------------------------------------------------
    //COMBO BLOCKS
    combo Aim_Bot
    {
    // Save the first joystick position
    X_Last_Value = get_val(PS4_RX)- RX_Axis_Joystick_calibrate;
    Y_Last_Value = get_val(PS4_RY)- RY_Axis_Joystick_calibrate;

    // Sampling frequency
    wait(Sampling_Time);

    // Save the second joystick position
    X_Current_Value = get_val(PS4_RX)- RX_Axis_Joystick_calibrate;
    Y_Current_Value = get_val(PS4_RY)- RX_Axis_Joystick_calibrate;



    //Applicate boost to the movement
    set_val(PS4_RX, ((get_val(PS4_RX)- RX_Axis_Joystick_calibrate) + X_Aim_Boost));
    set_val(PS4_RY, ((get_val(PS4_RX)- RX_Axis_Joystick_calibrate) + Y_Aim_Boost));

    //wait for in game auto aim
    wait(Sampling_Time);
    }

    //
    //#################################################################################################
    //############################################ COMBO ##############################################
    //#################################################################################################
    //


    combo vibrate {
    set_rumble(rumble_tipe, 100);
    wait(300);
    reset_rumble();
    }

    combo RF_EE4 {
    set_val(FIRE_BTN, 100);
    wait(hold_time);
    set_val(FIRE_BTN, 0);
    wait(rest_time);
    set_val(FIRE_BTN, 0);
    }
    combo RF_EE3 {
    set_val(PS4_R2, 100);
    wait(50);
    set_val(PS4_R2, 0);
    wait(20);
    set_val(PS4_R2, 0);
    }
    combo AntiRecoil {
    if(recoil_onoff) {
    anti_recoil = get_val(10) + ANTI_RECOIL;
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(10, anti_recoil);
    anti_recoil_H = get_val(9) + ANTI_RECOIL_H;
    if(anti_recoil_H > 100) anti_recoil_H = 100;
    set_val(9, anti_recoil_H);
    }
    }


    function set_rumble_type ( val) {
    if( val) rumble_tipe = RUMBLE_A ;
    else rumble_tipe = RUMBLE_B ;
    combo_run(vibrate);
    }

    // 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

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