GPC Library

Call of Duty WW2

RAPID FIRE (RF)
- standard profile: RF is switched on for your secondary weapon only (E.g. Pistol)
- rapid fire profile: RF is switched on for both primary and secondary weapons
- standard profile is standard switched ON

AIM ASSIST
- optimised for sensitivity 5 - 14
- standard switched OFF

EASY SPRINT
- If you press your left stick forward your character will start to run immediately
- It will keep on running until you release LS or the game character is out of breath
- To start running again, walk normally for a few seconds, then release LS and press forward again
- standard switched ON

EASY DROP SHOT
- To preform a drop shot you don`t need to keep pressure on the thumb stick
- This improves your accuracy
- Simply press LS once and your character will drop
- Standard switched ON

AUTO DROP SHOT (SCOPE DISABLED):
- Your character will automatically drop to the ground as soon as you start shooting
- AUTO drop shot will not automatically activate when you are aiming (but simply press LS once and Easy Drop Shot will activate)
- standard switched OFF

EASY MELEE
- To preform a MELEE attack simple click once on your LS
- This allows players who use tactical button lay out to use melee as fast as others who don`t use tactical
- To use Easy Melee you need to have EASY SPRINT activated
- It will take a couple of games to get used to it, but once you are you will have a big smile on your face every time you land a melee kill
- Standard switched ON
-
HAIR TRIGGERS
- Both your triggers are hyper sensitive (almost no dead zone, so be careful in hard core game modes, because the slightest touch of your trigger will let your character shoot immediately
- Standard switched on (no in switch in the game available)

FASTER MELEE
- Speeds up your melee attach with a few milliseconds
- Standard switched ON

ANTI RECOIL - DO NOT COMBINE WITH AIM ASSIST
- Anti Recoil with the option to change & SAVE values on the fly!
- Standard switched OFF
Version 2
Author CronusMax_User
Publish Date 2017-11-03 19:44:15
Update Date 2017-11-08 23:39:27
Downloads 3396
RATE


55

3

Release Notes: Changed the way drop shot works:
- removed auto drop shot and removed easy drop shot
- added EASY DROP SHOT SCOPE DISABLED

EASY DROP SHOT SCOPE DISABLED (new) (HOLD VIEW + RB)
- in a game while you sprint press PRONE and you drop
- also when you are not scoping you will drop when you press PRONE
- if you want to prone istead of drop, hold ADS and press prone
- to switch ON/OFF: hold button XB1_VIEW press XB1_RB
- standard OFF
Code:Select all
//V 2.0
// 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 
- secondary weapon: rapid fire (for hand gun)
- hold reload button to reset (when you die) 
- ideal for single shot as your primary weapon

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

AIM ASSIST (HOLD Y + VIEW)
- standard off, to switch on: press & hold Y-button & press VIEW
- optimized for sensitivity 5 - 14 


EASY SPRINT (HOLD DOWN + JUMP)
- TO SWITCH ON/OFF in game: Hold D-pad Down + tap jump-btn (standard switch on)

HAIR TRIGGERS 
- both your ads and fire button have hair triggers for ultra-fast firing and aiming (standard on)
 http://cronusmax.com/gpclib/?s=4683&r=p

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

EASY DROP SHOT SCOPE DISABLED (new) (HOLD VIEW + RB)
- in a game while you sprint press PRONE and you drop 
- also when you are not scoping you will drop when you press PRONE
- if you want to prone istead of drop, hold ADS and press prone
- to switch ON/OFF: hold button XB1_VIEW  press XB1_RB
- standard OFF


ANTI RECOIL (AR) DO NOT COMBINE WITH AIM ASSIST 

ANTI RECOIL VALUES CAN BE CHANGED & SAVED ON THE FLY!!!

//           INSTRUCTIONS:  SWITCH ON & OFF: HOLD Y + D-Pad Down                    
                                                     
                                                                                                
// ANTIRECOIL (OFF by default - Start value: vertical = 25; Horizontal = 0)                 
// Hold XB1_Y and Press XB1_DOWN to Enable or Disable Antirecoil (with rumble notify)                
// Hold XB1_A and tap XB1_UP to increase Antirecoil (+1 each tap on XB1_UP, while holding XB1_A)         
// Hold XB1_A and tap XB1_DOWN to decrease Antirecoil (-1 each tap on XB1_DOWN, while holding XB1_A)       
// Hold XB1_A and tap XB1_RIGHT to compensate to the right (+1 each tap on XB1_RIGHT , while holding XB1_A) 
// Hold XB1_A and tap XB1_LEFT to compensate to the left (+1 each tap on XB1_LEFT, while holding XB1_A)     
                                                                                               
// SAVE new values into the CronusMax eeprom: Hold LT/L2 and press START/OPTIONS
 



// 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      = 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 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 AR_switch  = XB1_DOWN;   //  
define save       =  2;   // XB1_MENU - PS4_OPTIONS 
define AR_Release = 60;	  // change this value to set when antirecoil stops working (min: antirecoil value + 10)
define Scope_only = TRUE; // if TRUE Antirecoil IS ON only when scoping - if FALSE, is always ON 
define dropDelay    = 600; 
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 = 30;  // Primary Weapon 
int rest_timeP = 30;   
//-------------------------------------------
// SECONDARY              
int hold_timeS = 30; // secondary 
int rest_timeS = 30; // secondary 
//-------------------------------------------

int InstantDrop    = TRUE; // Slide or instant drop 
int recoil_onoff   = FALSE; // if TRUE Anti Recoil is ON by default - if FALSE, OFF by default  
int ANTI_RECOIL   = 25;                                                  
int ANTI_RECOIL_H =  0;                                                 
int anti_recoil;                                                                         
int anti_recoil_H;                                                                       
int rumble_tipe;   
int Scope_W_Drop= FALSE;// Scope with Drop Shot 
int ADS_Add_time=1000;
int DelayScope=20;
  
int akimbo_onoff         = FALSE; 
 
int PrimaryWeapon        = TRUE;   
int SecondaryWeapon      = FALSE;  
int b_switch;   


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 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{                                                                                 
                                                                                     
                                                                                   
    ANTI_RECOIL   = get_pvar(SPVAR_2, -100,+100, 25);   
    ANTI_RECOIL_H = get_pvar(SPVAR_3, -100,+100, 0);   
                                                                                  
}                                              
                                 
//##################################################   
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) >= 5) {
set_val(XB1_RT,100);                
}                                         
if(get_val(XB1_LT) >= 5) {
set_val(XB1_LT,100);                
}    


//EASY MELEE (MELEE BUTTON UNDER XB1_LS)

       
   
     //  mod start
     if (EASYMELEE)
     {//------------------------------------------
        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);
 //  }

     //  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(XB1_VIEW)) {
        	if(event_press(LETHAL))  dropshot_OnOff = !dropshot_OnOff;             
     }   
          if (dropshot_OnOff && !get_val( ADS_BTN) ){ 
       if(event_press(PRONE_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);}    
    
 if(get_val(XB1_Y) && event_press(AR_switch))  { 
        recoil_onoff=!recoil_onoff;                  
        set_rumble_type(recoil_onoff);               
    }                                                
                                                     
                                                         
    if(get_val(ADS_BTN) && event_press(save)){                    
        rumble_tipe = RUMBLE_A;                         
        combo_run(vibrate);                                      
        set_pvar(SPVAR_2, ANTI_RECOIL);                          
        set_pvar(SPVAR_3, ANTI_RECOIL_H);                        
        set_val(save, 0);                                        
    }                                                            
    if(get_val(XB1_A)){                                              
        if(event_press(XB1_UP)){                                    
            ANTI_RECOIL = ANTI_RECOIL + 1;                       
        }                                                        
        if(event_press(XB1_DOWN)) {                                   
            ANTI_RECOIL = ANTI_RECOIL - 1;                         
        }                                                         
        set_val(XB1_UP,0); set_val(XB1_DOWN,0);                          
                                                                 
        if(event_press(XB1_RIGHT)){                                   
            ANTI_RECOIL_H = ANTI_RECOIL_H + 1;                   
        }                                                       
        if(event_press(XB1_LEFT)) {                                
            ANTI_RECOIL_H = ANTI_RECOIL_H - 1;                   
        }                                                       
        set_val(XB1_RIGHT,0); set_val(XB1_LEFT,0);                      
                                                                 
    }                                                             
    if(!Scope_only || get_val(ADS_BTN) && get_val(FIRE_BTN )) {    
        combo_run(AntiRecoil);                                      
    }                                                               
                                                                      
    if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) { 
        combo_stop (AntiRecoil);                                        
    }                                                 
                                                



   
    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 vibrate {                                      
    set_rumble(rumble_tipe, 100);                    
    wait(300);                                       
    reset_rumble();                                  
}                                                    
                                                     
function set_rumble_type ( val) {                    
    if( val) rumble_tipe = RUMBLE_A ;                
    else   rumble_tipe = RUMBLE_B ;                  
    combo_run(vibrate);                              
}                                                    
combo AntiRecoil {                                   
    if(recoil_onoff) {                               
	    anti_recoil = get_val(10) + ANTI_RECOIL;        
	    if(anti_recoil > 100) anti_recoil = 100;        
	    set_val(10, anti_recoil);                       
	    anti_recoil_H = get_val(9) + ANTI_RECOIL_H;     
	    if(anti_recoil_H > 100) anti_recoil_H = 100;    
	    set_val(9, anti_recoil_H);                      
    }                                                
}                   




//combo ExtendedCrouch {
  //  set_val(PRONE_BTN, 100);
  //  wait(650);
  //  set_val(PRONE_BTN, 0);
//}
        
combo DROPSHOT {//begin 
   if(InstantDrop){set_val(L_Y,0);} 
   wait(SlideOrDrop);   
   set_val(PRONE_BTN, 100); 
   wait(dropDelay); //Time To Go Prone 
   if(Scope_W_Drop){set_val(ADS_BTN,100);}    
   if(Scope_W_Drop){DelayScope=ADS_Add_time;set_val(ADS_BTN,100);}
   else DelayScope=20; 
   //if(VerticalCorrect){set_val(RS_Y_MOV,-100);}
   wait(DelayScope);

 }                            

 
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!