GPC Library

COD Infinite Warfare easy sprint RAPID MELEE rapidfire akimbo jitter double jump INSANE AIM ASSIST

INSTRUCTIONS

The StandardSetUp, AkimboSetUP & RapidFireSetUp will only work properly if
you equip both a primary and a secondary (e.g. pistol) weapon!!

HOLD ADS + UP: StandardSetUp
- primary weapon: normal fire
- secondary weapon: rapid fire (for pistol)
- hold reload button to reset (when you die)

HOLD ADS + DOWN AkimboSetUP)
- primary weapon: normal fire
- secondary weapon: easy akimbo with rapid fire (for pistols, to fire press either LT or RT)
- hold reload button to reset (when you die)

HOLD ADS + RIGHT RapidFireSetUp
- primary weapon: rapid fire optimised for burst weapon (E.g. R3K)
- secondary weapon: rapid fire (for hand gun)
- hold reload button to reset (when you die)

HOLD ADS + LEFT JitterOn_SetUp (Jitter for RACK-9 / S-Ravage)
//MUST ENABLE "SPRINT CANCELS RELOAD" under OPTIONS for it to work.
//Do not use the vulture as a scorestreak jitter fails with vulture.
- Jitter for RACK-9 / S-Ravage (does not require a tactical)
- dexterity is required
- hold reload button to reset (when you die)

SUPER AIM ASSIST !!!
- standard on, to switch off: press & hold Y-button & press VIEW

EASY DOUBLE JUMP optimised for Synaptic & Propulsion
- Tap jump button twice for a double jump (ideal for jump shot)
- If you hold the jump button it will also do a long jump until you release the jump button again
- To SWITCH ON/OFF in game: Hold jump_btn + tap D-pad up

EASY SPRINT PRESS SENSITIVE (95%)
- Press left stick in any direction to sprint, to walk slowly release pressure on the left stick
- TO SWITCH ON/OFF in game: Hold D-pad Down + tap jump-btn

FLAWLESS SLIDE
- tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)

HAIR TRIGGERS
- both your ads and fire button have hair triggers for ultra-fast firing and aiming

EASY AKIMBO PRIMARY WEAPON (TYPE-2 & HVR - Gemini)
- hold VIEW + tap LETHAL to switch on/off easy akimbo (standard: off)
- Easy akimbo - press either LT or RT and the oposite trigger will be pressed automatically.

EASY MELEE (MELEE BUTTON UNDER XB1_LS)
- When EASY SPRINT is on, you can use your LS for MELEE. It takes a few games to get used to it, but once you are: you will love it!
- If you want to remove this from the script, then delete line 202 in the main block: if (get_val(XB1_LS)) set_val(XB1_B, 100)

SPECIAL ABILITY
- to activate special ability simply press UP on your D-pad.

***********DO NOT FORGET TO CHANGE BUTTON LAYOUT TO THE ONE YOU USE
(if you don`t the script will not work properly)
************************************************** ******
Version 0
Author CronusMax_User
Publish Date 2016-12-18 12:05:30
Update Date 2017-04-14 10:17:07
Downloads 2737
RATE


4

2

Release Notes: - Jitter for RDCM-8, E-eon, R-VN, ECM, and many other weapons.... (does not require a tactical)
- dexterity is required, standard gesture is also required
Code:Select all
// GPC Online Library
// cod_infinite_warfare_easy_run_rapidfire_amkibo_jitter_double_jump_insane_aim_assist.gpc

/**************************************************  *************
    INSTRUCTIONS        
    This script is configured for bumper jumper tactical, 
    BUT I highly recommend you to use the `XBOX Accessories" app 
    (standard available on every XBOX) to switch LB <-> RB.
    That way you can use your right bumper to jump and will be able to aim at the same time...
    I also have a peddle of course for jumping, but using that will influence your accuracy, double tapping RB or holding it down will not....
 
The StandardSetUp, AkimboSetUP & RapidFireSetUp will only work properly if 
you equip both a primary and a secondary (e.g. pistol) weapon!!

HOLD ADS + UP: StandardSetUp
- primary weapon: normal fire
- secondary weapon: rapid fire (for pistol)
- hold reload button to reset (when you die) 

HOLD ADS + DOWN AkimboSetUP)
- primary weapon: normal fire
- secondary weapon: easy akimbo with rapid fire (for pistols, to fire press either LT or RT(
- hold reload button to reset (when you die) 

HOLD ADS + RIGHT RapidFireSetUp
- primary weapon:  rapid fire optimised for burst weapon (E.g. R3K)
- secondary weapon: rapid fire (for hand gun)
- hold reload button to reset (when you die) 

HOLD ADS + LEFT JitterOn_SetUp (Jitter for DCM-8, E-eon, R-VN, ECM, and many other weapons....)
 
- Jitter for RDCM-8, E-eon, R-VN, ECM, and many other weapons.... (does not require a tactical)
- dexterity is required, standard gesture is also required
- hold reload button to reset (when you die) 

SUPER AIM ASSIST !!!
- standard on, to switch off: press & hold Y-button & press VIEW

EASY DOUBLE JUMP
- Tap jump button twice for a double jump (ideal for jump shot)
- If you hold the jump button it will also do a long jump until you release the jump button again
- To SWITCH ON/OFF in game: Hold jump_btn + tap D-pad up

EASY SPRINT PRESS SENSITIVE (95%)
- Press left stick in any direction to sprint, to walk slowly release pressure on the left stick
- TO SWITCH ON/OFF in game: Hold D-pad Down + tap jump-btn

FLAWLESS SLIDE 
- tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)

HAIR TRIGGERS 
- both your ads and fire button have hair triggers for ultra-fast firing and aiming

EASY AKIMBO PRIMARY WEAPON (TYPE-2 & HVR - Gemini)
- hold VIEW + tap LETHAL to switch on/off  easy akimbo (standard: off)
- Easy akimbo - press either LT or RT and the oposite trigger will be pressed automatically. 

EASY MELEE (MELEE BUTTON UNDER XB1_LS)
- When EASY SPRINT is on, you can use your LS for MELEE. It takes a few games to get used to it, but once you are: you will love it!
- If you want to remove this from the script, then delete line 201 in the main block: if (get_val(XB1_LS)) set_val(XB1_B, 100)



***********DO NOT FORGET TO CHANGE BUTTON LAYOUT TO THE ONE YOU USE 
(if you don`t the script will not work properly)
**************************************************  ******/
///////////////////BUMPER JUMPER TACTICAL/////////////////////////////////////    
define FIRE_BTN      = XB1_RT; // default RT 
define ADS_BTN       = XB1_LT; // LT 
define SPRINT_BTN    = XB1_LS; // LS 
define PRONE_BTN     = XB1_RS; // B 
define JUMP_BTN      = XB1_LB; // A 
define SWITCH_WEAPON = XB1_Y; // Y 
define RELOAD_BTN    = XB1_X; // X 
define MELEE         = XB1_B; // RS/R3 
define LETHAL        = XB1_RB; // RB 
define TACTICAL      = XB1_A; // LB 
define Up            = XB1_UP; 
define Right         = XB1_RIGHT; 
define Down          = XB1_DOWN; 
define Left          = XB1_LEFT; 



define R_T   = XB1_RT; // default RT 
define L_T   = XB1_LT; // LT                        
define R_X   = XB1_RX;                              
define R_Y   = XB1_RY;                              
define L_X   = XB1_LX;                              
define L_Y   = XB1_LY;  
                 
    

////HAIR TRIGGERS
define INSTA_FIRE                = 95;   // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM                 = 95;   // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%

   
define ADS_SPEED                 = 20;   // The % at which it boosts your aiming speed when using ADS    
 
 
define time_to_dblclick    =300; 
define dropDelay    =600; 
define timelimit    =300; 
define NotUse       =  0; 


int RA;                   
int LX; 
int LY; 
// AKIMBO RF
int hold_timeA  = 30; // Akimbo Rapid Fire 
int rest_timeA  = 30; // -----  || --------
//-------------------------------------------
// PRIMARY  pulse             
int hold_timeP = 40;  // Primary Weapon 
int rest_timeP = 100;   
//-------------------------------------------
// SECONDARY              
int hold_timeS = 30; // secondary 
int rest_timeS = 30; // secondary 
//-------------------------------------------
// PRIMARY adjustable
int hold_time = 40;   
int rest_time = 20;   
 
////////////////////////////////////////////////////////
//  Boolean Variables  
 int b_dblclick;      
 int dblclick_msecs;  
 int dblclick_count;
int b_infinite_slide;     = TRUE;  
int loop;
int rapid_onoff          = FALSE;  
int akimbo_onoff         = FALSE; 
int Prim_SecondWeapon    = TRUE; 
int PrimaryWeapon        = TRUE;   
int SecondaryWeapon      = FALSE;  
int ADS_sens             = FALSE;
int b_Slide_Reload     	 = TRUE;

int	LongJumpisON		 = TRUE
int NotReloading         = TRUE;
int AutoSprint_on_off    = TRUE;
int akimbo_Primary		 = FALSE;
int val = 200
int JitterOn_SetUp       = FALSE;
int StandardSetUp        =  TRUE;
int AkimboSetUP          = FALSE;
int RapidFireSetUp       = FALSE; 
int aim_assist_on        =  TRUE; // On by default latest version from x22dot optimised for assault riffles and sensitivity 5 -14
int JumpActive           = FALSE;                        
int b_switch;   
int DblClick_JUMP;         
int TimeToJump;           
int LongJump             = TRUE;
int b_running;                    
int b_tap ;                   // boolean variable  
int timerLJump;                
int wait_sec_tap = 150; 
int InvertYaxis          =FALSE; 
int Invert = 1;
int InstantDrop          =FALSE;
int SlideOrDrop			=FALSE;
  
int Jitter_on    = FALSE;
int	value       =  28;                 
int value2      = -28;                 
int negative_value_lt_first     = -25; 
int positive_value_lt_first     =  25;  
int positive_value_lt_second    =  25;                                   
int negative_value_rt_first     = -34; 
int positive_value_rt_first     =  34;  
int positive_value_rt_second    =  23;  
 

int timer;                 
               
                                     
int delay       = 11;                
//INITIALIZATION - init                       
//--------------------------------------------------------------
init {//#############################################      

    if(InvertYaxis) Invert = -1;                                                       
    if(InstantDrop)SlideOrDrop=20;                         
    else SlideOrDrop=10;     
}
main {  // Start of MAIN BLOCK 
 
 
set_val(TRACE_1,StandardSetUp);
set_val(TRACE_2,AkimboSetUP);
set_val(TRACE_3,RapidFireSetUp);
set_val(TRACE_4,JitterOn_SetUp); 

 
if(get_val(ADS_BTN)){sensitivity(ADS_BTN, 10, 100 + INSTA_AIM);}      
if(get_val(FIRE_BTN)){sensitivity(FIRE_BTN, 10, 100 + INSTA_FIRE);}



//EASY MELEE (MELEE BUTTON UNDER XB1_LS)
//- When EASY SPRINT is on, you can use your Left Stick for MELEE. It takes a few games to get used to it, but once you are: you will love it!
//- If you want to remove this from the script, then delete line 201:
if (get_val(XB1_LS)) set_val(XB1_B, 100)
 
      

 
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue                           
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);      
//--------------------------------------------------------------
 
 
 ///////////////////////////////////////////////////////////////
 ///   MENU SYSTEM
 //------------------------------------------
    if(get_val(ADS_BTN)){//  hold ADS button + D pad buttons
       ////////////////////////////////
       // STANDARD SET UP
       if(event_press(Up)){// D pad UP
            StandardSetUp  = TRUE;
            AkimboSetUP    = FALSE;
            RapidFireSetUp = FALSE;
            JitterOn_SetUp = FALSE;
            
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE;
            Jitter_on    = FALSE;
            
 
          
       }
       ////////////////////////////////
       // AKIMBO SET UP
       if(event_press(Down)) {// D pad DOWN 
 
 
             StandardSetUp  = FALSE;
             AkimboSetUP    = TRUE;
             RapidFireSetUp = FALSE;
             JitterOn_SetUp = FALSE;
 
             akimbo_onoff   = FALSE;  
             PrimaryWeapon  = TRUE; 
             SecondaryWeapon= FALSE;
             Jitter_on    = FALSE;
 
 
          
       }                                      
       ////////////////////////////////
       // RAPID FIRE SET UP
        if(event_press(Right)) {// D pad RIGHT
            StandardSetUp  = FALSE;
            AkimboSetUP    = FALSE;
            RapidFireSetUp = TRUE;
            JitterOn_SetUp = FALSE; 
 
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE;
            Jitter_on    = FALSE;
 
           
        }
         ///////////////////////////////
        // Jitter set up
        if(event_press(Left)) {// D pad LEFT
            StandardSetUp  = FALSE;
            AkimboSetUP    = FALSE;
            RapidFireSetUp = FALSE;
            JitterOn_SetUp = TRUE; 
 
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE; 
            Jitter_on    = TRUE;
            
        }
 
 
    }
 if(JitterOn_SetUp){//##########################################
 
 
        if(Jitter_on)   f_ColorLed(0,0,0,2); // PINK
                        
 
 
      //////////////////////////////////
      // RESET VARIABLES
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {                   
          Jitter_on   = TRUE; 
          SecondaryWeapon = FALSE; 
          combo_run(NOTIFY_RESET);                                          
      }                                                
                                                            
 
 
       if(event_press(SWITCH_WEAPON)) {                
          Jitter_on   =  !Jitter_on;  
          SecondaryWeapon =  !SecondaryWeapon;           
       }                                               
if (get_val(FIRE_BTN)) {combo_run(jitter);}
 
 

 

 
      ////////////////////////////////////////////////////////////
      //                              

       }

 
//Must enable in options settings the sprint cancels reload for it to work. 
//Also do not use the vulture as a scorestreak jitter fails with vulture.



 
//////////////////////////////////////////////////////////////////////////
//   AKIMBO SET UP
//////////////////////////////////////////////////////////////////////////
 
//2. AKIMBO SET UP
 
 
//- Primary Weapon - normal fire
//- Secondary - Akimbo dual easy with rapid fire.
//-------------------------------------------------
 
  if(AkimboSetUP){//**********************************
 
 
        if(PrimaryWeapon)   f_ColorLed(2,0,0,0); // BLUE
   else if(akimbo_onoff)    f_ColorLed(2,2,2,2); // WHITE
   else if( !PrimaryWeapon && !akimbo_onoff)  
                            f_ColorLed(0,2,0,0); // RED
 
      //////////////////////////////////
      // RESET VARIABLES                                           
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {                   
          PrimaryWeapon  = TRUE;              
          akimbo_onoff   = FALSE;          
          b_switch=FALSE; 
          combo_run(NOTIFY_RESET);                                          
      }                                                
                                                           
 
 
       if(event_press(SWITCH_WEAPON)) {                
          PrimaryWeapon = !PrimaryWeapon;              
          akimbo_onoff  = !akimbo_onoff;           
       }                                               
 
 
 
       //////////////////////////////////////
      else if(akimbo_onoff){
           if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
               combo_run (RAPID_AKIMBO);}
                  if(get_val(ADS_BTN) && !get_val(FIRE_BTN)){
               combo_run (RAPID_AKIMBO);} 
           
      }
 
   }//************************************************** 
   // AKIMBO SET UP  end
 
///////////////////////////////////////////////////////////////////////
///  RAPID FIRE SET UP
///////////////////////////////////////////////////////////////////////
 
//3. RAPID FIRE SET UP
 
 
//- Primary - pulse rapid fire
//- Secondary - adjustable rapid fire 
 
 
    if(RapidFireSetUp){//##########################################
 
 
        if(PrimaryWeapon)   f_ColorLed(0,0,2,0); // LIME/GREEN
   else if(SecondaryWeapon) f_ColorLed(0,2,2,0); // Yellow
   else if( !PrimaryWeapon && !SecondaryWeapon)  
                            f_ColorLed(0,2,0,0); // RED                         
 
 
      //////////////////////////////////
      // RESET VARIABLES
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {                   
          PrimaryWeapon   = TRUE; 
          SecondaryWeapon = FALSE; 
          combo_run(NOTIFY_RESET);                                          
      }                                                
                                                            
 
 
       if(event_press(SWITCH_WEAPON)) {                
          PrimaryWeapon   =  !PrimaryWeapon;  
          SecondaryWeapon =  !SecondaryWeapon;           
       }                                               
 
 
      ////////////////////////////////////////////////////////////
      // Rapid Fire Primary weapon                                
      if(PrimaryWeapon){//---------------------------------------- 
 
         if(get_val(FIRE_BTN)>0  ) {   
            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)>0  ) {  
             combo_run(RAPID_FIRE_Secondary);           
           }else if(combo_running(RAPID_FIRE_Secondary)){ 
             combo_stop(RAPID_FIRE_Secondary);           
           }                                             
       }//----------------------------------------------------
 
 
    }
   if(StandardSetUp){//=======================================   
 
 
        if(PrimaryWeapon)   f_ColorLed(2,0,0,0); // BLUE
   else if(SecondaryWeapon) f_ColorLed(0,2,2,0); // Yellow
   else if( !PrimaryWeapon && !SecondaryWeapon)  
                            f_ColorLed(0,2,0,0); // RED                         
 
 
 
      //------------------------------------------------------
      //////////////////////////////////
      // RESET VARIABLES
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {                   
          PrimaryWeapon   = TRUE;              
          SecondaryWeapon = FALSE; 
          akimbo_onoff    = FALSE;                       
          b_switch=FALSE; //////////////////////////////////
          combo_run(NOTIFY_RESET);                                          
 
 
      }//-----------------------------------------------------


 
       //---------------------------------------
       if(event_press(SWITCH_WEAPON)) {                
          PrimaryWeapon   = !PrimaryWeapon;
          SecondaryWeapon = !SecondaryWeapon;
 
          akimbo_onoff  = FALSE;            
 
       }//--------------------------------------                                               
 
 
       ////////////////////////////////////////////////////////////
 
 
      /////////////////////////////////////// Rapid Fire Secondary weapon                              
       if(SecondaryWeapon){//----------------------------------------
 
 
           if(get_val(FIRE_BTN)>0  ) {  
             combo_run(RAPID_FIRE_Secondary);           
           }else if(combo_running(RAPID_FIRE_Secondary)){ 
             combo_stop(RAPID_FIRE_Secondary);           
           }                                             
       }
    }

  if(get_val(PRONE_BTN)) {
      combo_run(ExtendedCrouch);
   }

    
 if(get_val(Down)){                                                         
     if(event_press(JUMP_BTN)) {                                           
          AutoSprint_on_off = !AutoSprint_on_off;                        
      }                                                                    
    set_val(Down,   0):                                                      
 
  }                                                                        
 
 if(AutoSprint_on_off ){       
  
   if(get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); } 
   else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }   
   }
   
       if(get_val(XB1_VIEW)) {
        	if(event_press(LETHAL)) akimbo_Primary = !akimbo_Primary;              
     }                                      
if(akimbo_Primary) {
    if(get_val(FIRE_BTN))  
        set_val(ADS_BTN ,100); 
 
 
    if (get_val (ADS_BTN)) 
        set_val (FIRE_BTN, 100);
 }
   
     
    if(get_val(JUMP_BTN) && LongJumpisON) {combo_run(Jump);}
    else if(combo_running(Jump)) {combo_stop(Jump);}    
    
    if(LongJump ){                                                       
  if(double_click(JUMP_BTN))  combo_run (LONG_JUMP_HIMSELF);       
   }  
                                                                           
            //  switch Infinite Slide OFF / ON                          

                                                                  
                                                                  
                                                                  
      ////////////////////////////////////////////////            
      //  start Infinite Slide with EXTRA INPUT                   
                                   
                                       
             
   

   
    if(get_val(XB1_Y)) {
         if(event_press(XB1_VIEW)) aim_assist_on = !aim_assist_on;
         if(aim_assist_on) combo_run(NOTIFY_RESET);  
                       
    }                                                              
 
 
     if(aim_assist_on){//---------------------------------------------
 
 			if(get_val(L_T)) {                              
            combo_run(LT_C);                           
        }                                             
                                                      
        if(get_val(L_T) && get_val(R_T)) {              
            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 LT_C {
       set_val(R_Y, negative_value_lt_first);          
       wait(delay)
       set_val(R_X, positive_value_lt_first); 
       set_val(R_Y, positive_value_lt_second); 
       wait(delay) 
       set_val(R_Y, positive_value_lt_second); 
       wait(delay)                  
       set_val(R_X, negative_value_lt_first);
       set_val(R_Y, positive_value_lt_second);
       wait(delay)
    }
 
    combo RT_C {
       set_val(R_Y, negative_value_rt_first);              
       wait(delay)
       set_val(R_X, positive_value_rt_first);
       set_val(R_Y, positive_value_rt_second);
       wait(delay) 
       set_val(R_Y, positive_value_rt_second);
       wait(delay)                  
       set_val(R_X, negative_value_rt_first);
       set_val(R_Y, positive_value_rt_second);
       wait(delay)
    }
 

combo Jump {     
   set_val(JUMP_BTN,100);//1  
   wait(80);                 
   set_val(JUMP_BTN,  0);     
   wait(80);      
   set_val(JUMP_BTN,100);//2  
   wait(80);          
   set_val(JUMP_BTN,  0);     
   wait(80);
//  set_val(JUMP_BTN,100);//2  
// wait(125);          
// set_val(JUMP_BTN,  0);     
// wait(60);
  
 
}              
combo LONG_JUMP_HIMSELF {  
      set_val(JUMP_BTN,100);       
      wait(60);      
      wait(100);      
      set_val(JUMP_BTN,100);       
      wait(1000);      
      wait(60);  
         
} 
                     
 
combo NOTIFY_RESET {
   set_rumble(RUMBLE_A,100):
   wait(400);
   reset_rumble();
   wait(200);

}



 combo AutoSprint {                          
   set_val(SPRINT_BTN,100);                 
   wait(10); // hold Sprint btn.            
   set_val(SPRINT_BTN,100);                 
}    
 
combo RAPID_AKIMBO {      
   set_val(FIRE_BTN,100); 
   set_val( ADS_BTN,100); 
   wait(hold_timeA);      
   set_val( ADS_BTN,0);   
   set_val(FIRE_BTN,0);   
   wait(rest_timeA);      
   set_val( ADS_BTN,0);   
   set_val(FIRE_BTN,0);   
   wait(rest_timeA);      
}                         
 
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_timeP);                         
   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);                        
}   

combo jitter {
set_val(Left, 100);
set_val(LETHAL, 100);
set_val(TACTICAL, 100);
set_val(RELOAD_BTN, 100);
wait(17);
set_val(LETHAL, 0); 
set_val(TACTICAL, 0);
wait(17);
set_val(RELOAD_BTN, 100);
set_val(LETHAL, 100);
set_val(TACTICAL, 100);
wait(17);
}
combo ExtendedCrouch {
    set_val(PRONE_BTN, 100);
    wait(300);
}
 
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);
}     
function double_click (button) {        
    if (b_dblclick) {                    
        dblclick_msecs = dblclick_msecs + get_rtime(); 
        if ( dblclick_msecs > time_to_dblclick ) {    
            dblclick_count = 0;                       
            dblclick_msecs = 0;                       
            b_dblclick = FALSE;                       
        }                                             
    }                                                 
    if (event_release(button) && get_ptime(button) < 150) { 
        if (dblclick_count == 0) {                    
            b_dblclick = TRUE;                        
        } else if (dblclick_count == 1) {             
            dblclick_count = 0;                       
          return 1;                                   
        }                                             
        dblclick_count = dblclick_count + 1;          
    }                                                 
                                                     
    return 0;                                       
}    
// end of script
  • Rating

    10 / 10 here !

    If you own a ps3 and prefer an xbox controller, or even use a keyboard and mouse, this is a must to remap your keyboard to a controller. Go buy it now you won't be disappointed !

  • Rating

    Amazing device

    If you're like me and love your PS4 controller but want to use an Xbox One GET THIS you won't be sorry.

  • Rating

    Worth every penny

    The controller feels and performs as it does on the xbox right there on my ps3, awesome job guys, and worth every penny !!!

  • Rating

    Amazing Macro combos

    tested Super Street Fighter IV Arcade Edition. I was able to perform normal & FADC combos with some characters like Ryu and Ken with a single click. Amazing.

  • Rating

    As good as a XIM

    If you are a pc gamer, that needs a pc solution for console, get yourself a ControllerMAX you will not regret it.

  • Rating

    KB & Mouse RULES!

    All I can say playing 10 minutes with ControllerMAX properly configured it felt better then PC....YES I said it even better then PC, it's that smooth.

  • Rating

    Six-Axis 360!

    WOW! I can finally get that six-axis awesomeness on my Xbox 360. The best money I ever spent.

  • Rating

    Beats all rapidfire mods

    I've tried the Intensafire, Godfather even the new Wolf controller. The ControllerMAX beats them hands down and no wires or soldering too. 5 Stars!

  • Rating

    Just perfect!

    I can't believe how much this can do for the price tag - it blew me away. Best controller upgrade ever.

  • Rating

    Hugh Thanks!

    Without your help I couldn't be playing Xbox, thanks guys.

  • Rating

    Wow!

    I have to say after reading the forums for Destiny Mouse and Keyboard setup I was flying into getting it set up in 20 minutes. It works outstanding! I'm more then satisfied and its worth every penny!

  • Rating

    Achievement Unlocked!

    Idle boosting Complete 150 Multiplayer games, James Cameron's Avatar. My friend said it would be hard, I laughed then linked him.

  • Rating

    A++!

    Now this is a company you can count on and trust...keep up the great work guys!

  • Rating

    What Disability?

    I would like to thank you for making the CronusMax. I have this problem hitting L3 and R3, and today that problem was fixed. I love the remap feature on the Cronus max. You made my life easier.

  • Rating

    Awesome stuff guys!

    Playing Forza 5 with my original MS 360 wireless wheel makes the XB1 complete for me, thanks to the CronusMax. Thumbs up!