GPC Library

ww2 jitter and all the good stuff

dont get banned and if you every need help you can always visit me https://www.youtube.com/channel/UCav5kMg-BjBmsMEONCFfvaQ or if that dosnt work : http://www.youtube.com/c/kingarjunhd
Version 1
Author king_arjun_hd
Publish Date 2017-11-04 08:01:29
Update Date 2017-11-04 08:02:36
Downloads 739
RATE


3

8

Release Notes: first version of jitter during first stages of ww2
Code:Select all
// GPC Online Library
// call_of_duty_ww2.gpc


// GPC Online Library
// Call of Duty WW2 script for console (written for XBOX one, but should work on both consoles) 
// 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. 
// If you ever need any help visit me @ https://www.youtube.com/channel/UCav5kMg-BjBmsMEONCFfvaQ or
// or is that dosnt work : http://www.youtube.com/c/kingarjuhd
// good luck and dont get banned!!!!
/**************************************************  *************
    INSTRUCTIONS / TIPS / TRICS / PLEASE READ ALL INSTRUCTIONS CAREFULLY 

    
    Switch to TACTICAL in game settings. This script allows you to drop shot with your right thumb stick and melee with your left thumbstîck. 
    Autosprint is always on. 
    
  
 


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


HOLD ADS + RIGHT RapidFireSetUp
- primary weapon:  rapid fire optimised for burst weapon and single shot weapons
- secondary weapon: rapid fire (for hand gun)
- hold reload button to reset (when you die) 


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


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 DROP (standard on)
- press RS shortly and this will automatically hold the prone button. This makes it easy to drop shot 

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

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 178) 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		 = FALSE;

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) >= 5) {
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  
             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)<=-10 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); } 
   else if(get_val(L_Y) > -10) { 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
  • 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!