GPC Library

Call of Duty Infinite Warfare script for ELITE controller

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
// Also ideal for M.2187 Akimbo shotgun as secondary weapon: it does not use rapid fire, but by pressing the trigger you fire both shotguns at the same time
- 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
- M.2187 Akimbo Jitter (UNTESTED - BETA - WILL BE UPDATED AFTER TEST)
- hold reload button to reset (when you die)

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

EASY LONG JUMP
- If you hold the jump button you will preform a long jump until you release the jump button again
- To SWITCH ON/OFF in game: Hold jump_btn + tap D-pad up (standard switch on)

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 (standard switch on)

Easy SLIDE (standard on)
- 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 (standard on)

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 opposite trigger will be pressed automatically.

EASY MELEE (MELEE BUTTON UNDER XB1_LS - FOR PLAYERS WHO USE A TACTICAL BUTTON CONFIGURATION ONLY)
- WHEN you use AUTO SPRINT you no longer need to click LS to start sprinting.
- Instead you can use LS button 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 this line in the main block: "if (get_val(XB1_LS)) set_val(XB1_B, 100)"
Version 10.17
Author CronusMax_User
Publish Date 2017-08-10 23:29:00
Update Date 2017-10-11 22:16:01
Downloads 563
RATE


2

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Release Notes: NEW: IMPROVED AUTO SPRINT
Code:Select all

// GPC Online Library
// Call of Duty Infinite Warfare script for ELITE controller
// Special thanks to Excalibur, x22DOT, LEX LOST, Swizzy and MaxADMIN (http://cronusmax.com/forums)
// The CM Team developed most of these mods so credits go to them. 

/**************************************************  *************
    INSTRUCTIONS / TIPS / TRICS / PLEASE READ ALL INSTRUCTIONS CAREFULLY 
    This script is optimised or Synaptic & Propulsion-> It allows you to make easy jump shots WITH your ELITE/SKUFF peddles. 
    
    Switch to TACTICAL in game settings     
    
    Finally, if you decide to give this script a try for the first time, do not give up immediately. It takes some practise 
    if you never used it before, but I ASSURE YOU there is no better script out there for experienced & competitive COD players.
    This script is currently used by 2000+ COD players....PLEASE CLICK the LIKE BUTTON after downloading/using the script.       
 
The StandardSetUp, AkimboSetUP & RapidFireSetUp are designed to equip both a primary and a secondary weapon, but can also be used if you only equip a primary weapon. Pressing and holding the reload button always resets the script to your primary weapon (in case you die & respawn).
Colour codes and rumbles will help you identify the current set up. 

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
// Also ideal for M.2187 Akimbo shotgun as secondary weapon: it does not use rapid fire, but by pressing the trigger you fire both shotguns at the same time
- 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  
- M.2187 Akimbo Jitter (IS PATCHED AND NO LONGER WORKING)
- hold reload button to reset (when you die) 

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

EASY LONG JUMP
- If you hold the jump button you will preform a long jump until you release the jump button again
- To SWITCH ON/OFF in game: Hold jump_btn + tap D-pad up (standard switch on)

EASY SPRINT (ALWAYS RUN) *******NEW: IMPROVED AUTO SPRINT
- TO SWITCH ON/OFF in game: Hold D-pad Down + tap jump-btn (standard switch on)

Easy SLIDE (standard on)
- 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 (standard on)

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 opposite trigger will be pressed automatically. 

EASY MELEE (MELEE BUTTON UNDER XB1_LS - FOR PLAYERS WHO USE A TACTICAL BUTTON CONFIGURATION ONLY)
- WHEN you use AUTO SPRINT you no longer need to click LS to start sprinting. 
- Instead you can use LS button 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 this line (line 195) in the main block: "if (get_val(XB1_LS)) set_val(XB1_B, 100)"



***********DO NOT FORGET TO CHANGE BUTTON LAYOUT TO TACTICAL (if you don`t the script will not work properly)
**************************************************  ******/
//  BUTTON LAYOUT    : TACTICAL               
//  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_RS; // B                         
define JUMP_BTN      = XB1_A; // 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_LB; // 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; 


define time_to_dblclick    =300; 
define dropDelay    =600; 
define timelimit    =300; 
define NotUse       =  0; 




// 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
  
 
 
////////////////////////////////////////////////////////
//  Boolean Variables  
    

  
int akimbo_onoff         = FALSE; 
 
int PrimaryWeapon        = TRUE;   
int SecondaryWeapon      = FALSE;  



int	LongJumpisON		 = TRUE;

int AutoSprint_on_off    = TRUE;
int akimbo_Primary		 = FALSE;

int JitterOn_SetUp       = FALSE;
int StandardSetUp        =  TRUE;
int AkimboSetUP          = FALSE;
int RapidFireSetUp       = FALSE; 
int aim_assist_on        = FALSE; // Off by default -  optimised for assault riffles and sensitivity 5 -14
int NotReloading         = TRUE;
                      
 
       

                

              




 
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 delay       = 11;                
//INITIALIZATION - init                       
//--------------------------------------------------------------
//#############################################      
    
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); 

//  HAIR TRIGGER                         
if(get_val(XB1_RT) >= 10) {
set_val(XB1_RT,100);                
}                                         
if(get_val(XB1_LT) >= 10) {
set_val(XB1_LT,100);                
}    
if(get_val(XB1_LS) >= 1) {
set_val(XB1_LS,100);                
}  
//EASY MELEE (MELEE BUTTON UNDER XB1_LS)
//- When you use EASY SPRINT, you can use your Left Stick for MELEE. This setting is created for gamers who use the `tactical` button layout
//It takes a few games to get used to it, but once you are: you will love it!
//- If you want to switch this off, delete the next line from your script:
if (get_val(XB1_LS)) set_val(XB1_B, 100)


 
      

 
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue                           
  
//--------------------------------------------------------------
 
 
 ///////////////////////////////////////////////////////////////
 ///   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);}
 
 

 

                            

       }


 
//////////////////////////////////////////////////////////////////////////
//   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;          
           
          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;                       
          //////////////////////////////////
          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)<=-5 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); } 
   else if(get_val(L_Y) > -5) { 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(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); //changes this value to 100 or 125 to slow down the jump                
   set_val(JUMP_BTN,  0);     
   wait(80); //changes this value to 100 or 125 to slow down the jump        
   set_val(JUMP_BTN,100);//2  
   wait(80); //changes this value to 100 or 125 to slow down the jump     
   set_val(JUMP_BTN,  0);     
   wait(80); //changes this value to 100 or 125 to slow down the jump    

  
         
} 
                     
 
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_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 (XB1_LEFT, 100);
wait(48);
set_val(XB1_X, 100);
set_val (XB1_RB, 100);
set_val (XB1_LB, 100);
wait(8);
set_val (XB1_RB, 100);
set_val (XB1_LB, 100);
set_val(XB1_X, 100);
}


combo ExtendedCrouch {
    set_val(PRONE_BTN, 100);
    wait(650);
    set_val(PRONE_BTN, 0);
}
 
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
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  • Rating

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  • Rating

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