GPC Library

Zombies Liquid Farmer( XBOX ONLY )

This is a Update to: http://controllermax.com/gpclib/?s=2013
----- But this is XBOX only -----
-- Somehow the old script can now get you into multiplayer matches when the zombies servers go down ---

--- NOW FIXED --
- By detecting rumbles at the wrong time and not detecting rumbles at the right time , the script will self disable if theres a issue.
--------------------------------------------------------------------

Black Ops 3 Zombies - liquid divinium farm script

Go to private match on the map shadows of evil.
hover over start game and press the XBOX button
.. leave your pad for as long as you like.

the script will keep getting round 15, open 1 or 2 doors for the chance of some liquid.. and restart the map and do it all again.

1500 XP per 2 mins
45000 XP per hour
( XP IS NOW PATCHED, YOU NOW HARDLY GET ANY XP )
(BUT YOU CAN STILL GET 1-2 LIQUID PER HOUR )

60 doors a hour

MAP: SHADOWS OF EVIL

SETTINGS REQUIRED:
SENSITIVITY H: 7
SENSITIVITY V: 7
TARGET ASSIST: OFF
AIM ASSIST: OFF
LAYOUT: DEFAULT
Version 3.1
Author ItsCliPzZ
Publish Date 2016-05-07 11:26:42
Update Date 2017-07-04 00:46:20
Downloads 478
RATE


1

1

Release Notes: -Zombies Private Match
-Pick the map SHADOWS OF EVIL
-Tap XBOX button
-leave the script to farm
Code:Select all
// GPC Online Library
// zombies_liquid_farmer(_xbox_only_).gpc

    //Posted by ItsCliPzZ, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums
     
    //Posted : Saturday 21st of November, 2015 16:12 UTC  
     
    /* 
     
     
     
    Menu_Navigation/Men_Nav_With_HR_Trimes!: 
     
     
    Setup a dynamic combo using arrays. with hold and release times
     
     
    Clock: 
     
     
    Adds the functions:
    InSecs - Sets a varible too a time in the future
    SecsPassed - Tells you if one of those set varible times has passed
    Counts mili secs,secs,mins and hours
     
     
    */
    define TIME_AFTER_SCRIPT_BEFORE_STARTING_NEW_GAME=45; // Was 40 before cronicals
    define TIME_INTRO_MOVIE=64; // ( 48 Secs on xbox one november build ) 
     
     
     
    define WALK_TO_GUN_TIME=950;
    define TURN_TO_GUN_TIME=520;
    define FIRE_SPEED=100; //30;
    define STAGE_WAIT_FOR_AIM_FINISH=1;
    define STAGE_FIRE_SHOTS=2;
    define STAGE_WAIT_FOR_GAMEOVER=3;
    define STAGE_CLICK_LOAD_MAP=4;
    define WAIT_FOR_INTRO_MOVIE_TO_END=5;
    define SKIP_THE_INTRO_MOVE=51;
    define STAGE_PREPARE_TO_FIRE=6;
    define STAGE_AIM_AND_FIRE_FRAGS=50;
    define STAGE_FRAG_AIM_UNDO=90;
    define STAGE_SCOOT=60;
    define STAGE_AIM_UNDO=54;
    //--- [ Clock ] - / - (  VARS )  ------! [BELOW] 
    int msecs=0;
    int secs=0;
    int mins=0;
    int hours=0;
   // int days=0;
    int math_var=0;
    //--- [ Clock ] - / - (  VARS )  ------! [ABOVE] 
     
     
    //----------- AIMING SETUP -------------- ( for none PS4 Players )
    int AIM_DOWN_AJUST=0; //100
    int AIM_LEFT_AJUST=0;//10; //// HOW LONG TO AIM LEFT FOR WHEN FINALISING AIM BEFORE STARTING THE SHOOT CYCLE
    int shoot_width=0; // How much to press right aim as we shoot ( edge right a little each shot )
    int shoot_aim_width_d=0; // how much to push right aim as we aim before shot
    int shoot_aim_height=19; // how much to aim down while shooting
     
     
    // --- JITTER SETUP
    int shot_jitter_d=21;
    int jitter_disabled=TRUE;
    //---------------
     
     
    // -- FRAG SETUP
    int HOW_MANY_FRAGS_TO_THROW=4;
    int FRAG_AIM_UP=-65;
    int FRAG_AIM_WALK_LEFT=-70;
    int FRAG_AIM_LEFT=-2;
    int FRAG_COOK_TIME=2650; // How long too cook the first frag for
    int FRAG_EXTRA_TIME_PER_FRAG=120; // How much longer to hold each frag to makeup for distance gained
    int FRAG_STRAFE_SPEED=0; // WAS 40  // << Value too walk left or right while cooking frags
    int FRAG_WALK_UP_SPEED=54;
     
     
     
    ////////////////////////////////////////////////////
    /////////// - VALUES THE SCRIPT CHANGES ////////////
    int stage=0;                                    ////
    int last_jitter=0;                              ////
    int SKIP_SHOOTING=FALSE;                        ////
    int cutscene_timer=-1;                          ////
    int shots_called=0;                             ////
    int restart_time=-1;                            ////
    int cro_mods_disabled=FALSE;                    ////
    int restart_pause_time=-1;                      ////
    int CUT_PASSED=FALSE;                           ////
    int tval=0;                                     ////    
    int shot_jitter=0;                              ////
    int jitter_left_bol=FALSE;                      ////
    int shoot_aim_width=0;                          ////
    int scoots=-1;  // How may scoots have we done?//////
    int thisfragcooktime=0;                       //////
    ////////////////////////////////////////////////////
    ////////////////////////////////////////////////////
    ////////////////////////////////////////////////////
     int rt_rum_distance;
     
     
     
     
     
     
    init {
/*
    if(get_console() == PIO_PS4){
    AIM_DOWN_AJUST=700; //100
    AIM_LEFT_AJUST=-170;//10;
    }
*/

    }
    main { 
    //--- [ Clock ] - / - (  Main_NoDisable )  ------! [BELOW] 
        msecs = msecs + get_rtime();
        if(msecs >= 1000) {
            msecs = msecs - 1000;
            secs = secs + 1;
            if(secs >= 60) {
                secs = secs - 60;
                mins = mins + 1;
                if(mins >= 60) {
                    mins = mins - 60;
                    hours = hours + 1;
                    if(hours >= 24) {
                        hours = hours - 24;
                  //      days = days + 1;
                    }
                }
            }
        }
    //--- [ Clock ] - / - (  Main_NoDisable   )  ------! [ABOVE] 
     
     
    if(cro_mods_disabled==FALSE){
     
if(get_rumble(RUMBLE_RT) || get_rumble(RUMBLE_A)) {
rt_rum_distance=10000;
} else if(rt_rum_distance >= 0){
rt_rum_distance=rt_rum_distance - get_rtime();
}
  
set_val(TRACE_1,rt_rum_distance / 100);
  set_rumble(RUMBLE_RT,0);
 set_rumble(RUMBLE_LT,0); 
  set_rumble(RUMBLE_A,0);
 set_rumble(RUMBLE_B,0);
     
     
     
     
    if(event_release(XB1_XBOX) ) {
    restart_pause_time=InSecs(1);
    stage=STAGE_CLICK_LOAD_MAP;
    }
     
     
     
    if(stage==STAGE_WAIT_FOR_AIM_FINISH && !combo_running(DO_AIM) ) {
    stage=STAGE_FIRE_SHOTS;
    }
    if(stage==STAGE_FIRE_SHOTS && !combo_running(DO_SHOOT) ) {
    if( shots_called >= 50) {
    shoot_aim_width=0;
    } else {
    shoot_aim_width=shoot_aim_width_d;
    }
     
     
    if(jitter_left_bol) {
    shot_jitter=0 - last_jitter;
    } else {
    shot_jitter=shot_jitter_d + ( abs(shots_called / 3));
    }
    jitter_left_bol=!jitter_left_bol;
    last_jitter=shot_jitter;
    if(jitter_disabled){
    shot_jitter=0;
    }
    //set_val(TRACE_5,shot_jitter);
     
     
    combo_run(DO_SHOOT);
    shots_called=shots_called + 1;
    if(shots_called >= 71 || (SKIP_SHOOTING == TRUE && shots_called >= 10 )) {
    stage=STAGE_AIM_AND_FIRE_FRAGS;
    shots_called=-2;
    }
    }
    if(stage==STAGE_WAIT_FOR_GAMEOVER) {
    if(restart_time== -1) {
    restart_time=InSecs(TIME_AFTER_SCRIPT_BEFORE_STARTING_NEW_GAME);
    } else {
    if(SecsPassed(restart_time)) {
if(rt_rum_distance > 0) { // DISABLE IF THERE HAS BEEN A RUMBLE WITHIN 10 SECCONDS
cro_mods_disabled=TRUE;
}
    combo_run(restart);
    stage=STAGE_CLICK_LOAD_MAP;
    restart_time= -1;
    shots_called=0;
    }
     
     
    }
     
     
    }
     
     
    if(stage==STAGE_AIM_UNDO) {
    if(shots_called==-1 && !combo_running(DO_AIM_UNDO)) {
    combo_run(DO_AIM_UNDO);
    shots_called=1;
    } else if ( shots_called == 1 &&  !combo_running(DO_AIM_UNDO)) {
    stage=STAGE_SCOOT;
    }
    }
    if(stage==STAGE_CLICK_LOAD_MAP && !combo_running(restart) && ! combo_running(open_door)) {
     
     
    if(restart_pause_time==-1) {
    restart_pause_time=InSecs(TIME_AFTER_SCRIPT_BEFORE_STARTING_NEW_GAME);
    shots_called=0;
    } else if(SecsPassed(restart_pause_time)) {
    //set_val(TRACE_5,3);
    combo_run(restart);
if(rt_rum_distance >= 5000)cro_mods_disabled=TRUE; // disable if there has been a rumble within the last 5 secconds
    shots_called=shots_called + 1;
    if(shots_called == 5 || shots_called == 10 || shots_called == 15 || shots_called == 20 || shots_called == 25 || shots_called == 30) { 
    combo_run(B_Click);
    }
    if(shots_called >= 35) { 
    stage=WAIT_FOR_INTRO_MOVIE_TO_END;
    restart_pause_time=-1;
    shots_called=0;
    combo_stop(restart);
    }
    } 
    }
     
     
    if(stage==WAIT_FOR_INTRO_MOVIE_TO_END) {
    cutscene_timer=InSecs(TIME_INTRO_MOVIE);
    stage=SKIP_THE_INTRO_MOVE;
    }
     
     
    if(stage==STAGE_PREPARE_TO_FIRE) {
    combo_run(DO_AIM);
    stage=STAGE_WAIT_FOR_AIM_FINISH;
    }
    if(stage==SKIP_THE_INTRO_MOVE) {
     
     
     
    if(SecsPassed(cutscene_timer)) {
    if(!combo_running(PASS_CUTSCENE) && CUT_PASSED==FALSE) {
    combo_run(PASS_CUTSCENE);
    CUT_PASSED=TRUE;
    } else if(!combo_running(PASS_CUTSCENE) && CUT_PASSED==TRUE) {
    cutscene_timer=-1;
    stage=STAGE_PREPARE_TO_FIRE;
    CUT_PASSED=FALSE;
    } 
     
     
    }
    }
    if(stage==STAGE_FRAG_AIM_UNDO) {
    if(shots_called==-1 && !combo_running(FRAG_UN_AIM)) {
    combo_run(FRAG_UN_AIM);
    shots_called=0;
    }
    if(shots_called==0 && !combo_running(FRAG_UN_AIM)) {
    shots_called=-1;
    stage=STAGE_AIM_UNDO;
    }
     
     
    }
    if(stage==STAGE_AIM_AND_FIRE_FRAGS) {
    set_val(TRACE_5,HOW_MANY_FRAGS_TO_THROW);
    if(shots_called==-2) {
if(rt_rum_distance <= 5000)cro_mods_disabled=TRUE; // disable if there has been no rumble within the last 5 secconds
    combo_run(FRAG_AIM);
    shots_called=-1;
    } else if(!combo_running(DO_FRAGS) && !combo_running(FRAG_AIM)) {
    if(shots_called > HOW_MANY_FRAGS_TO_THROW) {
    //stage=4;
    shots_called=-1;
    stage=STAGE_FRAG_AIM_UNDO;
    //stage=STAGE_SCOOT;
    } else {
    shots_called=shots_called + 1;
    set_val(TRACE_4,shots_called);
    if(shots_called<=0){
    thisfragcooktime=(FRAG_COOK_TIME + 165) + (shots_called * FRAG_EXTRA_TIME_PER_FRAG);
    } else {
    thisfragcooktime=FRAG_COOK_TIME + (shots_called * FRAG_EXTRA_TIME_PER_FRAG);
    }
    combo_run(DO_FRAGS);
    }
    }
    }
    if(stage==STAGE_SCOOT) {
    if(scoots <= -1 ) {
    combo_run(grab_gun);
    scoots=0;
    } else if(!combo_running(grab_gun)) {
    scoots=-1;
    combo_run(open_door);
    stage=4;
    }
     
     
    }
     
     
    }
     
     
    //set_val(TRACE_1,stage);
    set_val(XB1_XBOX,0);
    set_val(XB1_LX,0);
    set_val(XB1_LY,0);
    set_val(XB1_RX,0);
    set_val(XB1_RY,0);
    }
     
     
     
    /*
    combo grab_gun{
    set_val(XB1_RX,-40);
    wait(TURN_TO_GUN_TIME);
    set_val(XB1_LY,-100);
    wait(WALK_TO_GUN_TIME);
    set_val(XB1_X,100);
    wait(150);
    set_val(XB1_X,100);
    set_val(XB1_RX,40);
    wait(TURN_TO_GUN_TIME);
    }*/
     
     
    combo grab_gun{
    set_val(XB1_LY,-100);
    wait(800);
    set_val(XB1_LX,-100);
    wait(WALK_TO_GUN_TIME);
    set_val(XB1_RX,-80);
    set_val(XB1_X,100);
    wait(TURN_TO_GUN_TIME);
    set_val(XB1_X,100);
    set_val(XB1_LX,100);
    wait(300)
    set_val(XB1_X,100);
    set_val(XB1_RX,80);
    wait(TURN_TO_GUN_TIME);
    set_val(XB1_LX,100);
    wait(WALK_TO_GUN_TIME);
    }
     
     
     combo open_door{
     
     
    //-------;
    set_val(XB1_LY,-100);
    wait(200);
    set_val(XB1_LY,-100);
    wait(1300);
    /*
    set_val(XB1_LX,-50); //<<< GRAB GUN OFF WALL
    set_val(XB1_X,100);
    wait(600);
    set_val(XB1_LX,50); // <<< GET BACK ON PATH
    wait(600);
    */
    set_val(XB1_LY,-100);
    set_val(XB1_X,100);  // OPEN THE GATE
    wait(1500)
    set_val(XB1_X,0);
    wait(40)
    set_val(XB1_X,100);
    set_val(XB1_LX,-100);
    wait(100)
       set_val(XB1_X,0);  // OPEN THE GATE
    set_val(XB1_LX,-100); // WALK OUT OF THE GATE
    wait(60);
    set_val(XB1_LX,-100); // WALK OUT OF THE GATE
       set_val(XB1_X,100);  // OPEN THE GATE
    wait(2000);
    set_val(XB1_RX,-100);  // TURN TO FACE THE NEXT GATE
    set_val(XB1_LY,-25);
    set_val(XB1_LX,-100);
    wait(400);
    set_val(TRACE_4,5);
    set_val(XB1_X,100);
    set_val(XB1_LY,-100);
    set_val(XB1_LS,100);
    set_val(XB1_LX,100);
    wait(4000);
    set_val(XB1_X,0);
   wait(60);
    set_val(TRACE_4,6);
    set_val(XB1_X,100);
    set_val(XB1_LY,-100);
    set_val(XB1_LX,-100);
    wait(3000);
    set_val(XB1_RB,100);
    set_val(XB1_RX,100);
    wait(200);
    set_val(TRACE_4,9);
    set_val(XB1_X,100);
    set_val(XB1_LY,-100);
    set_val(XB1_LX,100);
    wait(3000);
    set_val(XB1_X,100);
    set_val(XB1_LY,-100);
    set_val(XB1_LX,-100);
    wait(500);
    //TURN AROUND
    set_val(XB1_RX,100);
    wait(550)
set_val(XB1_RT,100);
    set_val(XB1_X,100);
    set_val(XB1_LY,100);
    set_val(XB1_LX,100);
    wait(500);
set_val(XB1_RT,100);
    set_val(XB1_X,100);
    set_val(XB1_LY,100);
set_val(XB1_RT,100);
    wait(1000);
    set_val(XB1_X,0);
    set_val(XB1_LY,100);
set_val(XB1_RT,100);
    wait(50);
    /*
    set_val(XB1_LY,-100);
    set_val(XB1_LX,-100);
    wait(1000);
    */
    set_val(XB1_B,100);
    wait(4000);
  set_val(XB1_B,100);
    wait(1000);
    /*
    set_val(TRACE_4,4);
    set_val(XB1_LY,-100);
    set_val(XB1_RY,30);
    set_val(XB1_LS,0);
    set_val(XB1_X,100);
    wait(3500)
    set_val(TRACE_4,5);
    set_val(XB1_X,0);
    set_val(XB1_LS,100);
    set_val(XB1_RY,50)
    wait(200)
    set_val(TRACE_4,6);
    set_val(XB1_X,100);
    wait(300)
    set_val(XB1_X,0);
    wait(200)
    set_val(TRACE_4,7);
    set_val(XB1_X,0);
    set_val(XB1_RX,-25);
    set_val(XB1_LX,-25);
    set_val(XB1_RY,50)
    wait(200)
    set_val(TRACE_4,8);
    set_val(XB1_X,100);
    set_val(XB1_LY,-100);
    set_val(XB1_RX,-50);
    wait(1500)
    set_val(TRACE_4,9);
    set_val(XB1_LX,-100);
    set_val(XB1_LY,-100)
    wait(4000)
    set_val(TRACE_4,10);
    set_val(XB1_RX,-100);
    set_val(XB1_X,100);
    wait(300)
    set_val(XB1_LX,100);
    set_val(XB1_LY,-100);
    set_val(XB1_X,100);
    wait(1000);
    set_val(XB1_LX,0);
    set_val(XB1_RX,-60);
    wait(60);
    set_val(TRACE_4,11);
    set_val(XB1_LY,-100);
    set_val(XB1_LX,100);
    set_val(XB1_RB,100);
    set_val(XB1_X,100);
    wait(1000)
    set_val(XB1_LY,100);
    set_val(XB1_LX,100);
    set_val(TRACE_4,12);
    wait(1000)
    set_val(TRACE_4,13);
    set_val(XB1_X,100);
    set_val(XB1_LY,-100);
    set_val(XB1_LY,100);
    set_val(XB1_LX,100);
    wait(4000)
    */
    }
     combo A_Click{
    set_val(XB1_A,100);
    wait(300)
    }
     combo B_Click{
    set_val(XB1_B,100);
    wait(300)
    }
     combo restart{
    set_val(XB1_A,100);
    wait(300);
    set_val(XB1_A,0);
    wait(300);
     
     
    }
     
     
     combo PASS_CUTSCENE{
    set_val(XB1_A,100);
    wait(400);
    set_val(XB1_A,0);
    wait(1000);
/*
    set_val(XB1_A,0);
    wait(2000); // Lowerd frm 4000 in day
    set_val(XB1_A,0);
    wait(400);
*/
    }
     combo DO_SHOOT{
    set_val(XB1_LT,100);
    set_val(XB1_RX,shoot_aim_width);
    set_val(XB1_RY,shoot_aim_height);
    wait(20);
    set_val(XB1_LT,100);
    set_val(XB1_RT,100);
    set_val(XB1_RX,shot_jitter);
    wait(FIRE_SPEED);
    set_val(XB1_RT,0);
    wait(100);
    set_val(XB1_LT,0);
    wait(70);
    }
     
     
    combo FRAG_AIM{
    set_val(XB1_RY,FRAG_AIM_UP);
    set_val(XB1_LX,FRAG_AIM_WALK_LEFT);
    set_val(XB1_RX,FRAG_AIM_LEFT);
    wait(700);
     
     
    }
    combo FRAG_UN_AIM{
    set_val(XB1_RY,0 - FRAG_AIM_UP);
    set_val(XB1_LX,abs(FRAG_AIM_WALK_LEFT));
    set_val(XB1_RX,abs(FRAG_AIM_LEFT));
    wait(700);
     
     
    }
     
     
     
    combo DO_FRAGS{
    set_val(XB1_RB,100);
    set_val(XB1_LY,0 - FRAG_WALK_UP_SPEED);
    set_val(XB1_LX,FRAG_STRAFE_SPEED);
    wait(thisfragcooktime);
    set_val(XB1_RB,0);
    set_val(XB1_LY,0 - FRAG_WALK_UP_SPEED);
    set_val(XB1_LX,FRAG_STRAFE_SPEED);
    wait(300);
    }
     
     
     combo DO_AIM_UNDO{
     
     
    set_val(XB1_RX,34);
    set_val(XB1_LT,100);
    wait(300);
    set_val(XB1_RT,100);
    wait(1000);
    set_val(XB1_RY,-34);
    tval=0 - AIM_DOWN_AJUST;
    wait(tval);
    set_val(XB1_RY,0);
    set_val(XB1_RX,0);
    wait(60);
    set_val(XB1_RX,34);
    tval=0 + AIM_LEFT_AJUST;
    wait(tval);
    }
     
     
     
     combo DO_AIM{
     
     wait(4000);
    set_val(XB1_LY,100)
    set_val(XB1_LX,100)
    set_val(XB1_RY,-40);
    wait(2100)
    set_val(XB1_RX,-34);
    set_val(XB1_LT,100);
    //set_val(XB1_RY,-100);
    wait(300);
    set_val(XB1_RT,100);
    wait(1000);
    set_val(XB1_RY,34);
    tval=0 + AIM_DOWN_AJUST;
    wait(tval);
    set_val(XB1_RY,0);
    set_val(XB1_RX,0);
    wait(60);
    set_val(XB1_RX,0 - 34);
    tval=0 + AIM_LEFT_AJUST;
    wait(tval);
    }
     
     
    //--- [ Clock ] - / - (  Functions )  ------! [BELOW] 
     function InSecs(DesiredSecs) 
     {
    math_var=hours * 60;
    math_var=math_var + mins;
    math_var=math_var * 60;
    math_var=math_var + secs;
    math_var=math_var + DesiredSecs;
    return math_var;
    }
     function SecsPassed(DesiredSecs) 
     {
    math_var=hours * 60;
    math_var=math_var + mins;
    math_var=math_var * 60;
    math_var=math_var + secs;
    math_var=math_var - DesiredSecs;
    if(math_var <= 0 ) {
    return 0;
    } else {
    return 1;
    }
    }
    //--- [ Clock ] - / - (  Functions   )  ------! [ABOVE]
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  • 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.

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    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.

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    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.

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    Six-Axis 360!

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

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    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!

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    Just perfect!

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

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    Hugh Thanks!

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

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    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!

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    Achievement Unlocked!

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

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    A++!

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

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    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.

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    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!