GPC Library

Call of Duty WW2

Made by CronusMax_User, Script changed for Ps4.


Version 1
Author sergionunes
Publish Date 2017-11-05 16:58:59
Update Date 2017-11-05 16:58:59
Downloads 678
RATE


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2

Release Notes: Just change the script to worl on Ps4
Code:Select all
// GPC Online Library
// call_of_duty_ww2.gpc



// GPC Online Library
// Call of Duty WW2 script for all consoles (XBOX ONE, XBOX ONE X, PS 4, PS 3 and WII) 
// 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 

FOR SUPPORT/HELP: 

http://cronusmax.com/forums/showthread.php/176564-Call-of-Duty-WW2-script-for-all-consoles

    
I highly recommend to switch to TACTICAL button layout in game settings. This script will then allow you to drop shot with your right thumb stick and melee with your left thumbstîck. 
Autosprint is always on (but ofcourse, the sprint will only work shortly due to the limitations of the game. To start sprinting again, release the thumbstick (after walking normally for a couple of seconds to recharge your character) and press it forward again
    

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


HOLD ADS + RIGHT RapidFireSetUp (HOLD LT + D-Pad RIGHT)
- 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
- optimized for sensitivity 5 - 14 


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 SHOT (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)
- AUTOSPRINT is standard on, so you  only need to push the LS forward to start running. 
- If you click on LS you will preform a MELEE attack. It takes a few games to get used to it, but once you are: you will love it!
- to switch off, look for 
         int EASYMELEE	= TRUE;
  and change to FALSE to switch melee with LS off. 
- Standard ON

FASTER MELEE 
- to activate: HOLD VIEW + tap B
- standard ON
- speeds up your melee attack

DROP SHOT SCOPE DISABLED 
- to activate: HOLD VIEW and press RB
- drop shot, but only when you are NOT aiming 
- to switch ON/OFF: hold button XB1_VIEW  press XB1_RB
- standard OFF


ANTI RECOIL (AR) DO NOT COMBINE WITH AIM ASSIST 

Look up ANTI RECOIL PROFILES in the main section (it starts around line 550)
you MUST change recoil settings to the ones you use ( I just entered random values)

For example:

		 ANTI_RECOIL       = 22; // vertical (0 - 100)  
         ANTI_RECOIL_LEFT  = 0; // Left (0 - 100)      
         ANTI_RECOIL_RIGHT = 22; // Right (0 - 100)  
         			
        !!!! Only fill out the vertical value and ONE of the two others. 
		     So, do not fill in values for both left and right !!!!!
		
To activate AR:

AR USER PROFILE 1: Y+UP (current AR value 28)
AR USER PROFILE 2: Y+RIGHT (current AR value 25)
AR USER PROFILE 3: Y+DOWN  (current AR value 22)
To switch OFF: Y+LEFT
Standard OFF 
AR will only be active on your primary weapon while you AIM 
    




// This script works accross all consoles.

// if you would like to know which button you have to use on your console, here is a list:

0    PS4_PS        PS3_PS         XB1_XBOX    XB360_XBOX    WII_HOME    WII_HOME
1    PS4_SHARE     PS3_SELECT     XB1_VIEW    XB360_BACK    WII_MINUS   WII_MINUS
2    PS4_OPTIONS   PS3_START      XB1_MENU    XB360_START   WII_PLUS    WII_PLUS
3    PS4_R1        PS3_R1         XB1_RB      XB360_RB      WII_RT
4    PS4_R2        PS3_R2         XB1_RT      XB360_RT      WII_ZR
5    PS4_R3        PS3_R3         XB1_RS      XB360_RS      WII_ONE    
6    PS4_L1        PS3_L1         XB1_LB      XB360_LB      WII_C       WII_LT
7    PS4_L2        PS3_L2         XB1_LT      XB360_LT      WII_Z       WII_ZL
8    PS4_L3        PS3_L3         XB1_LS      XB360_LS      WII_TWO    
9    PS4_RX        PS3_RX         XB1_RX      XB360_RX      WII_RX
10   PS4_RY        PS3_RY         XB1_RY      XB360_RY      WII_RY
11   PS4_LX        PS3_LX         XB1_LX      XB360_LX      WII_NX      WII_LX
12   PS4_LY        PS3_LY         XB1_LY      XB360_LY      WII_NY      WII_LY
13   PS4_UP        PS3_UP         XB1_UP      XB360_UP      WII_UP      WII_UP
14   PS4_DOWN      PS3_DOWN       XB1_DOWN    XB360_DOWN    WII_DOWN    WII_DOWN
15   PS4_LEFT      PS3_LEFT       XB1_LEFT    XB360_LEFT    WII_LEFT    WII_LEFT
16   PS4_RIGHT     PS3_RIGHT      XB1_RIGHT   XB360_RIGHT   WII_RIGHT   WII_RIGHT
17   PS4_TRIANGLE  PS3_TRIANGLE   XB1_Y       XB360_Y       WII_X
18   PS4_CIRCLE    PS3_CIRCLE     XB1_B       XB360_B       WII_B       WII_B
19   PS4_CROSS     PS3_CROSS      XB1_A       XB360_A       WII_A       WII_A
20   PS4_SQUARE    PS3_SQUARE     XB1_X       XB360_X       WII_Y
21   PS4_ACCX      PS3_ACCX                                 WII_ACCX    
22   PS4_ACCY      PS3_ACCY                                 WII_ACCY    
23   PS4_ACCZ      PS3_ACCZ                                 WII_ACCZ    
24   PS4_GYROX     PS3_GYRO      XB1_PR1   
25   PS4_GYROY                   XB1_PR2                                WII_ACCNX    
26   PS4_GYROZ                   XB1_PL1                                WII_ACCNY    
27   PS4_TOUCH                   XB1_PL2                                WII_ACCNZ    
28   PS4_TOUCHX                                                         WII_IRX    
29   PS4_TOUCHY                                                         WII_IRY  

// TIP TIP TIP - you can easily transform any script with only a few clicks to the button layout that you prefer. 
// so if you want to change the buttons mentioned in the script to the ones of your console use "Script Manipulator"
// the script will work though without any changes on ANY console
// http://cronusmax.com/forums/forumdisplay.php/275-Script-Manipulator

***********DO NOT FORGET TO CHANGE BUTTON LAYOUT IN THE GAME TO TACTICAL (if you don`t the script will not work properly)
***********YOU CAN OFCOURSE ALSO USE YOUR PREFERRED BUTTON CONFIG, BUT THAN YOU NEED TO CHANGE THE BUTTON LAYOUT IN THE SCRIPT BELOW AS WELL
**************************************************  ******/
//  BUTTON LAYOUT    : TACTICAL               
//  BUMPERS/TRIGGERS : DEFAULT
//  STICK LAYOUT     : DEFAULT
//------------------------------------------------------
define FIRE_BTN      = PS4_R2; // default RT                        
define ADS_BTN       = PS4_L2; // LT                        
define SPRINT_BTN    = PS4_L3; // LS                        
define PRONE_BTN     = PS4_R3; // B                         
define JUMP_BTN      = PS4_CROSS; // A                         
define SWITCH_WEAPON = PS4_TRIANGLE; // Y                         
define RELOAD_BTN    = PS4_SQUARE; // X                         
define MELEE         = PS4_CIRCLE; // RS/R3                     
define LETHAL        = PS4_R1; // RB                        
define TACTICAL      = PS4_L1; // LB                        
define Up            = PS4_UP;                              
define Right         = PS4_RIGHT;                              
define Down          = PS4_DOWN;                              
define Left          = PS4_LEFT; 
define R_T   = PS4_R2; // default RT 
define L_T   = PS4_L2; // LT                        
define R_X   = PS4_RX;                              
define R_Y   = PS4_RY;                              
define L_X   = PS4_LX;                              
define L_Y   = PS4_LY; 
define RT   = FIRE_BTN; // default RT 
define LT   = ADS_BTN ; // LT  
define RX   = R_X ;    
define RY   = R_Y ;    
define LX   = L_X ;  
define LY   = L_Y ;  
define dropDelay    = 650; 
define time_to_dblclick    =300; 
define timelimit    =300; 
define NotUse       =  0; 
define MeleeTime =120;
                       

// 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 
//-------------------------------------------
int Invert = 1;
int InstantDrop          = TRUE; // Slide or instant drop 
int bAnti_Recoil         = FALSE;
int AR_Release             = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10) 
int ANTI_RECOIL          = 0; //Set this value to compensate for the recoil vertical (0 - 100) 
int ANTI_RECOIL_LEFT      = 0; //Set this value to compensate for the recoil left  (0 - 100)
int ANTI_RECOIL_RIGHT    = 0; //Set this value to compensate for the recoil right (0 - 100) 
int anti_recoil;       
int anti_recoil_left;  
int anti_recoil_right; 
  
int akimbo_onoff         = FALSE; 
 
int PrimaryWeapon        = TRUE;   
int SecondaryWeapon      = FALSE;  
int b_switch;   

int InvertYaxis          = FALSE; 
int EASYMELEE             = TRUE;// change to FALSE to switch melee with LS off. 
int    LongJumpisON         = FALSE;

int AutoSprint_on_off    = TRUE;
int akimbo_Primary         = FALSE;
int dropshot_OnOff       = 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 QUICK_MELEE           = 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 SlideOrDrop = 20;   

                                     
int delay       = 11;                
//INITIALIZATION - init                       
//--------------------------------------------------------------
init {//#############################################      
    if(InvertYaxis) Invert = -1;                                                       
                                 
}//##################################################   
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(PS4_R2) >= 10) {
set_val(PS4_R2,100);                
}                                         
if(get_val(PS4_L2) >= 10) {
set_val(PS4_L2,100);                
}    


//EASY MELEE (MELEE BUTTON UNDER PS4_L3)

       
   
     //  mod start
     if (EASYMELEE)
     {//------------------------------------------
        if (get_val(PS4_L3)) set_val(PS4_CIRCLE, 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;
            
        }
 
 
    }
 
 

                            

 
//////////////////////////////////////////////////////////////////////////
//   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);
   }

     //  mod start

    
 if(get_val(Down)){                                                         
     if(event_press(JUMP_BTN)) {                                           
          AutoSprint_on_off = !AutoSprint_on_off;  
          }
          }

 if(AutoSprint_on_off ){       
  
//#AUTO SPRINT START 
   if (get_val(L_Y)<=-5 ){ combo_run(AutoSprint); }
   else if(get_val(L_Y) > -5) { combo_stop(AutoSprint); }
//#AUTO SPRINT END
   
   }
   
       if(get_val(PS4_SHARE)) {
            if(event_press(LETHAL))  dropshot_OnOff = !dropshot_OnOff;             
     }   
          if (dropshot_OnOff && !get_val( ADS_BTN) ){ 
       if(event_press(FIRE_BTN) ) { combo_run(DROPSHOT);}        
    }  
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);}    
    
//////////////////////////////////////////////////////////////////////////
//  ANTI RECOIL PROFILES  ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
                                                                          
     // ANTI RECOIL - UserProfile 1:Y+UP Switch:PS4_TRIANGLE 
     if( get_val(PS4_TRIANGLE) ){                       
       // USER PROFILE 1 :Y+UP                         
       if(event_press(PS4_UP)){                            
         bAnti_Recoil=TRUE;                            
         ANTI_RECOIL       = 28; // vertical (0 - 100)  
         ANTI_RECOIL_LEFT  = 0; // Left (0 - 100)      
         ANTI_RECOIL_RIGHT = 28; // Right (0 - 100)     
       }                                               
       // USER PROFILE 2 :Y+RIGHT                         
       if(event_press(PS4_RIGHT)){                            
         bAnti_Recoil=TRUE;                            
         ANTI_RECOIL       = 25; // vertical (0 - 100)  
         ANTI_RECOIL_LEFT  = 0; // Left (0 - 100)      
         ANTI_RECOIL_RIGHT = 25; // Right (0 - 100)     
       }                                               
       // USER PROFILE 3 :Y+DOWN                         
       if(event_press(PS4_DOWN)){                            
         bAnti_Recoil=TRUE;                            
         ANTI_RECOIL       = 22; // vertical (0 - 100)  
         ANTI_RECOIL_LEFT  = 0; // Left (0 - 100)      
         ANTI_RECOIL_RIGHT = 22; // Right (0 - 100)     
       }                                              
       // USER PROFILE 4 : Turn OFF Anti Recoil       
       if(event_press(PS4_LEFT)){                           
       bAnti_Recoil=FALSE;                            
       }                                              
      set_val(13,0);                                  
      set_val(14,0);                                  
      set_val(15,0);                                  
      set_val(16,0);  
     }               
               
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {                   
          PrimaryWeapon = TRUE;              
          SecondaryWeapon= FALSE;           
          b_switch=FALSE;                                           
      }                                                
                                                                   
       if(event_press(SWITCH_WEAPON)) {                
          PrimaryWeapon = !PrimaryWeapon;              
          SecondaryWeapon= !SecondaryWeapon;           
       }                                               
                                                       
                                                       
      if(PrimaryWeapon){//---------------------------------------- 
                                                       
// ANTI RECOIL  
                  
     // ANTI RECOIL - Class 9 Scope Enabled  
     if(bAnti_Recoil){//---------------------  
        if(get_val(FIRE_BTN) && get_val(ADS_BTN)){ 
            combo_run(AntiRecoil);               
        }                                        
     }//--------------------------------------  
                                                  
    if( abs(get_val(10)) > AR_Release  || abs(get_val(9)) > AR_Release) { 
        combo_stop (AntiRecoil);                  
    }                                           
                                                
  }

 if(get_val(PS4_SHARE)){                                                         
     if(event_press(PS4_CIRCLE)) {                                           
          QUICK_MELEE = !QUICK_MELEE;                        
      }                                                                    

  }                                                                        
 
 if(QUICK_MELEE){          
    
  
   if(event_press(MELEE)) {   
      combo_restart(QUICK_MELEE);
   }  
   }

   
    if(get_val(PS4_TRIANGLE)) {
         if(event_press(PS4_SHARE)) 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 QUICK_MELEE {        
  set_val(MELEE, 100);     
  wait(40);                
  set_val(R_X, -100); 
  set_val(R_Y, 0);    
  wait(100);               
  set_val(R_X, 100);  
  set_val(R_Y, 0);    
  wait(50);                
  set_val(MELEE, 0);       
  wait(MeleeTime);               
  set_val(MELEE, 0);       
  set_val(L_X, 100);  
  set_val(L_Y, 0);    
 set_val(SPRINT_BTN, 100); 
  wait(40); 
  
  } 

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);                        
}   



// ANTI RECOIL - Class 9    
combo AntiRecoil {          
    //--------------------------------- 
     anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert); 
     if(anti_recoil > 100) anti_recoil = 100;                
     set_val(R_Y, anti_recoil);                         
     anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT; 
     if(anti_recoil_left > 100) anti_recoil_left = 100;      
     set_val(R_X, anti_recoil_left);                    
     anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT; 
     if(anti_recoil_right > 100) anti_recoil_right = 100;    
     set_val(R_X, anti_recoil_right);                   
     //------------------------------------------------------- 
}  

combo ExtendedCrouch {
    set_val(PRONE_BTN, 100);
    wait(650);
    set_val(PRONE_BTN, 0);
}
combo DROPSHOT {//begin                     
   set_val(L_Y,0);       
   wait(20);                      
   set_val(PRONE_BTN, 100);                
   wait(650);
   set_val(PRONE_BTN, 0);//Time To Go Prone     
}//end   

                             

 
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!