GPC Library

COD WW2 - GUN GAME EDITION - All the good stuff right here!

BEST COD SCRIPT you will find anywhere... like always.
This version of the script is created for Gun Game. Ideal for players using TACTICAL button config.

GUN GAME EDITION:
Switch quickly between profiles by tapping the D-pad direction buttons.

GUN GAME SWITCHES:

D-Pad LEFT: Normal Fire (BLUE)
D-Pad UP: Quick Scope /tap ADS for a quick scope shot + Auto Breath (GREEN)
D-Pad RIGHT RapidFire (RED)
D-Pad DOWN Akimbo (easy akimbo with rapid fire) (WHITE)


HOLD XB1_VIEW + B: EASYMELEE ON/OFF (FAST MELEE ACTION - MELEE WITH XB1_LS)
- should be used in combination with AUTOSPRINT: if you use AUTOSPRINT you no longer need to press LS to start sprinting, instead use it for your melee attack!
- 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 standard off, look for
int EASYMELEE = TRUE;
and change to FALSE to switch melee with LS off.
- Standard ON
- HOLD VIEW BTN + press MELEE BUTTON to switch on/off in a game
- TO SWITCH STANDARD OFF: change [int EASYMELEE] to FALSE;


HAIR TRIGGERS (both ADS + FIRE)
- standard ON


ADS SENS AIM ASSISt: HOLD X + press A (ON/OFF)
- reduces your weapon sway, with a little practise you will be on target EVERY TIME
- standard value = 5
- to increase / decrease sensitivity during a game:
HOLD VIEW + tap XB1_RB (+1)
HOLD VIEW + tap XB1_LB (-1)
HOLD ADS BUTTON + press XB1_MENU to save the new value
- standard OFF (to have standard ON: change int [ads_sens] to TRUE


HOLD XB1_LS + XB1_UP EASY SPRINT
- press LS forward to sprint. Reloading your gun will pauze the auto sprint for a moment, allowing you to reload
- standard ON


HOLD VIEW + PRESS XB1_A LONG JUMP On/Off
- Standard OFF

EASY DROP SHOT (HOLD XB1_B + D-PAD-DOWN)
- if you press PRONE you will DROP (just tap or click prone button once)
- if you want to prone instead of drop: tap once on D-PAD UP before you prone:
- you now have a very short time frame to prone normally (after 2 seconds drop shot is active again)
- standard ON

GUN GAME profiles

D-Pad LEFT: Normal Fire
D-Pad UP: Quick Scope /tap ADS for a quick scope shot + Auto Breath
D-Pad RIGHT RapidFireSetUp
D-Pad DOWN AkimboSetUP (easy akimbo with rapid fire)
Version 1
Author CronusMax_User
Publish Date 2018-01-02 02:45:06
Update Date 2018-01-02 03:16:02
Downloads 332
Forum Link Click Here
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Release Notes: GUN GAME EDITION. Switch quickly between profiles by tapping the D-pad direction buttons. Works on all consoles.

D-Pad LEFT: Normal Fire (BLUE)
D-Pad UP: Quick Scope /tap ADS for a quick scope shot + Auto Breath (GREEN)
D-Pad RIGHT RapidFire (RED)
D-Pad DOWN Akimbo (easy akimbo with rapid fire) (WHITE)
Code:Select all
//Posted by CronusMax_User, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums
 
//Posted : Thursday 21st of December, 2017 11:54 UTC  
 
// COPYRIGHT:    // ControllerMAX  
// VERSION "NEW": GUN GAME EDITION
 
 
/**************************************************  ********************************************* 
BEST COD SCRIPT you will find anywhere... like always.
 Ideal for players using TACTICAL button config. This version of the script is created for Gun Game. 
 It allows you to switch quickly between profiles by tapping the D-pad directions.
 
GUN GAME SWITCHES:

D-Pad LEFT: Normal Fire  (BLUE)
D-Pad UP: Quick Scope /tap ADS for a quick scope shot + Auto Breath (GREEN)
D-Pad RIGHT RapidFire (RED)
D-Pad DOWN Akimbo (easy akimbo with rapid fire) (WHITE)
 
 
HOLD XB1_VIEW + B: EASYMELEE ON/OFF (FAST MELEE ACTION -  MELEE WITH XB1_LS) 
- should be used in combination with AUTOSPRINT: if you use AUTOSPRINT you no longer need to press LS to start sprinting, instead use it for your melee attack! 
- 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 standard off, look for 
         int EASYMELEE	= TRUE;
  and change to FALSE to switch melee with LS off. 
- Standard ON
- HOLD VIEW BTN + press MELEE BUTTON to switch on/off in a game
- TO SWITCH STANDARD OFF: change [int EASYMELEE] to FALSE;
 
 
HAIR TRIGGERS (both ADS + FIRE)
- standard ON
 
 
ADS SENS AIM ASSISt:  HOLD X + press A (ON/OFF)
- reduces your weapon sway, with a little practise you will be on target EVERY TIME
- standard value = 5
- to increase / decrease sensitivity during  a game:
	HOLD VIEW + tap XB1_RB (+1)
	HOLD VIEW + tap XB1_LB (-1)
	HOLD ADS BUTTON + press XB1_MENU to save the new value
- standard OFF (to have standard ON: change int [ads_sens] to TRUE<img src="images/smilies/animated/wink_20_anim.gif" border="0" alt="" title="Wink" class="inlineimg" />
 
 
HOLD XB1_LS + XB1_UP EASY SPRINT
- press LS forward to sprint. Reloading your gun will pauze the auto sprint for a moment, allowing you to reload
- standard ON
 
 
HOLD VIEW + PRESS XB1_A LONG JUMP On/Off  
- Standard OFF
 
EASY DROP SHOT (HOLD XB1_B + D-PAD-DOWN)
- if you press PRONE you will DROP (just tap or click prone button once)
- if you want to prone instead of drop: tap once on D-PAD UP before you prone:
- you now have a very short time frame to prone normally (after 2 seconds drop shot is active again)
- standard ON
 
D-Pad LEFT: Normal Fire  
D-Pad UP: Quick Scope /tap ADS for a quick scope shot + Auto Breath 
D-Pad RIGHT RapidFireSetUp 
D-Pad DOWN AkimboSetUP (easy akimbo with rapid fire)

 
 
**************************************************  **********************************************/
 
// CODWW2     
//--------------------------------------------------------------                                 
// Authors  : Excalibur, LEX LOST, CronusMaxUser                                             
 
//--------------------------------------------------------------                              
//                                                                                           
/**************************************************  ************************** 
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    
30   TRACE_1                    
31   TRACE_2                    
32   TRACE_3                    
33   TRACE_4                    
34   TRACE_5                    
35   TRACE_6                    
LED Definitions
0    LED_1
1    LED_2
2    LED_3
3    LED_4

Rumble Definitions
0    RUMBLE_A
1    RUMBLE_B
2    RUMBLE_LT
3    RUMBLE_RT 
 
 
 Color code:
  2,0,0,0, //1. Blue
  0,2,0,0, //2. Red
  0,0,2,0, //3. Lime/Green
  0,0,0,2, //4. Fuchsia/Pink
  2,0,2,0, //5. SkyBlue
  0,2,2,0, //6. Yellow
  2,2,2,2  //7. White
**************************************************  ******/
////////////////////////////////////////////////////////                                    
// BUTTONS definitions 
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_X = XB1_RX; 
define R_Y = XB1_RY; 
define L_X = XB1_LX; 
define L_Y = XB1_LY;
define DropShot      = 1;                                                          
define JumpShot      = 2;                                                          
define SideShot      = 3;                                                          
define ScopeShot     = 4;  
 
 
//-----------------------------------------------------                     
define dropDelay    =600; 
define timelimit    =300; 
define NotUse       =  0; 
define save       =  2;   // XB1_MENU - PS4_OPTIONS   
 
 
 
define Blue       =  1;                                                           
define Red        =  2;                                                           
define Green      =  3;                                                           
define Pink       =  4;                                                           
define SkyBlue    =  5;                                                           
define Yellow     =  6;                                                           
define White      =  7;                                                           
//-------------------------------------------------------------------------------- 
data(1,                                                                            
  2,0,0,0, //1. Blue                                                               
  0,2,0,0, //2. Red                                                                
  0,0,2,0, //3. Green                                                              
  0,0,0,2, //4. Pink                                                               
  2,0,2,0, //5. SkyBlue                                                            
  0,2,2,0, //6. Yellow                                                             
  2,2,2,2  //7. White                                                              
); 
 
 
//-------------------------------------------
// 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 
//-------------------------------------------
// PRIMARY adjustable
int hold_time = 40;   
int rest_time = 40;
int Invert =  1;
 
////////////////////////////////////////////////////////
//  Boolean Variables             
int rapid_onoff          =FALSE;  
int akimbo_onoff         = FALSE; // 
int PrimaryWeapon        = TRUE;   
int SecondaryWeapon      =FALSE;  
 
 
 
 
int JitterMode    = FALSE;
 
 
int EASYMELEE	= TRUE; // change to FALSE to switch EASY MELEE standard OFF. 
 
int StandardSetUp        = TRUE;
int AkimboSetUP          = FALSE;
int RapidFireSetUp       = FALSE; 
 
int JumpActive           =FALSE;                        
int b_switch;   
int DblClick_JUMP;         
int TimeToJump;           
int LongJump             = FALSE;  
int b_running;                    
int b_tap ;                   // boolean variable  
int timerLJump;                
int wait_sec_tap = 300;                
 
//-------------------------------------------------------------------------------- 
int Col_ind;
 
 
 
 
 
 
int ShotMode   = DropShot ;  
int InstaDrop  = TRUE ;  
int QuickScope   = FALSE ;
int add_drop_shot = TRUE ;
int add_drop_shot_KS;
int recoil_onoff  = FALSE; // if TRUE Antirecoil is ON by default - if FALSE, OFF by default  
int ANTI_RECOIL   = 0;               
int ANTI_RECOIL_H = 0;              
int anti_recoil;                                      
int anti_recoil_H;                                    
int AR_Release    = 25;              
int profile  = 5;
int easy_run      = TRUE ;
int easy_run_KS;
int LongJumpisON = FALSE;
 
 
int ads_sens      = FALSE ; // CHANGE to TRUE to REDUCE sensitivity when ADS
int sens         =  5; // CHANGE this value for sens to reduce Sensitivity  
//int ADS_sens	= FALSE; //CHANGE to TRUE to INCREASE sensitivity when ADS
//int Sens		= 20;// CHANGE the below value for Sens to INCREASE Sensitivity 
 
 
 
//  NORMAL SENSITIVITY - Sens 
 
 
 
 
int easy_drop     = TRUE ; 

//////////////////////////////////////////////////////////
 
 
//--------------------------------------------------------                      
int timer;                 
int SlideOrDrop  =  20; 
int rumble_tipe;  
 
 
init{                                                                                 
 
    sens = get_pvar (SPVAR_2, 0, 100, 10);                                                                             

} 
 
//--------------------------------------------------------------
//MAIN BLOCK RUTINES                                       
//--------------------------------------------------------------
main {  // Start of MAIN BLOCK 
 
 
set_val(TRACE_1,StandardSetUp);
set_val(TRACE_2,AkimboSetUP);
set_val(TRACE_3,RapidFireSetUp);
 
 
 
     if(get_val(JUMP_BTN) && LongJumpisON) {combo_run(Jump);}
    else if(combo_running(Jump)) {combo_stop(Jump);}    
 
 
 
/////////////////////////////////////////////////////////////////
//  HAIR TRIGGERS      //////////////////////////////////////////
/////////////////////////////////////////////////////////////////
 
        if(get_val(FIRE_BTN) >= 5) set_val(FIRE_BTN,100);
        if(get_val(ADS_BTN) >= 5) set_val(ADS_BTN,100);
 
     if(get_val(XB1_X) && event_press(XB1_A))  { 
        ads_sens = !ads_sens; f_ColorLed(0,2,2,0)             
 
    }                                                
       if(ads_sens){                               
        if(get_val(ADS_BTN)) {                   
             sensitivity(R_X,NOT_USE, 100 - sens);
             sensitivity(R_Y,NOT_USE, 100 - sens);
        }  
    }                                                   
 
    if(get_val(ADS_BTN) && event_press(save)){                    
 
        combo_run(NOTIFY_RESET)                                     
        set_pvar(SPVAR_2, sens);                                                
        set_val(save, 0);                                        
    }                                                            
    if(get_val(XB1_VIEW)){                                              
        if(event_press(XB1_RB)){                                    
            sens = sens + 1;                       
        }                                                        
        if(event_press(XB1_LB)) {                                   
            sens = sens - 1;                         
        }                                                         
        set_val(XB1_RB,0); set_val(XB1_LB,0);                          
 
    } 
 
 
 
///////////////////////////////////////////////////////////////////////////
///////////        ADS SENSITIVITY                 ////////////////////////
///////////////////////////////////////////////////////////////////////////
 
// if(ADS_sens){//==================================
   // SENSITIVITY - if ADS Delay is ON                 
//   if(get_val(ADS_BTN))                   
//  {//------------------------------------             
//          sensitivity(R_X, NOT_USE, 100 + Sens);       
//          sensitivity(R_Y, NOT_USE, 100 + Sens);       
//   }//------------------------------------ 
// }//==============================================            
//--------------------------------------------------------------
 
 ///////////////////////////////////////////////////////////////
 ///   MENU SYSTEM
 //------------------------------------------
    if(event_press(Left)){// D pad UP{//  hold ADS button + D pad buttons
       ////////////////////////////////
       // STANDARD SET UP
       		f_ColorLed(2,0,0,0);
            StandardSetUp  = TRUE;
            AkimboSetUP    = FALSE;
            RapidFireSetUp = FALSE;
            JitterMode	= FALSE;
 
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE;  
 
          combo_run(STANDARD_ON);
       }
       ////////////////////////////////
       // AKIMBO SET UP
       if(event_press(Down)) {// D pad DOWN 
 
 			 f_ColorLed(2,2,2,2);
             StandardSetUp  = FALSE;
             AkimboSetUP    = TRUE;
             RapidFireSetUp = FALSE;
             JitterMode	= FALSE;
 
 
             akimbo_onoff   = TRUE;  
             PrimaryWeapon  = TRUE; 
             SecondaryWeapon= FALSE; 
 
 
             combo_run(AKIMBO_ON);
       }                                      
       ////////////////////////////////
       // RAPID FIRE SET UP
        if(event_press(Right)) {// D pad RIGHT
        	f_ColorLed(0,2,0,0);
            StandardSetUp  = FALSE;
            AkimboSetUP    = FALSE;
            RapidFireSetUp = TRUE;
            JitterMode	= FALSE;
 
 
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE;   
 
            combo_run(RAPID_FIRE_ON);
        }
        ///////////////////////////////
        // SNIPERMODE
            if(event_press(Up)) {// D pad RIGHT
            f_ColorLed(0,0,2,0);
            StandardSetUp  = FALSE;
            AkimboSetUP    = FALSE;
            RapidFireSetUp = FALSE;
            JitterMode	= TRUE;
 
 
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE;   
 
            combo_run(RAPID_FIRE_ON);
        }                                  
 if (JitterMode){
 
         if(get_val(ADS_BTN)) combo_run(BREATH);        
        else combo_stop(BREATH);                       
                                                           
        if(event_release(ADS_BTN) && get_ptime(ADS_BTN)< 200)combo_run(QUICK_SHOT);
                                                                           
                                                                        
    }    
 
//////////////////////////////////////////////////////////////////////////
//   AKIMBO SET UP
//////////////////////////////////////////////////////////////////////////
 
//2. AKIMBO SET UP
 
 
//- Primary Weapon - normal fire
//- Secondary - Akimbo dual easy with rapid fire.
//-------------------------------------------------
 
  if(AkimboSetUP){//**********************************
 
 
 
 
 
      //////////////////////////////////
      // RESET VARIABLES                                           
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {                   
          PrimaryWeapon  = TRUE;              
          akimbo_onoff   = TRUE;          
          b_switch=FALSE; 
          combo_run(NOTIFY_RESET);                                          
      }                                                
      ///////////////////////////////////////////////////////////////////////
      // turn RF OFF if switch to special weapon/ Ability                  
      if(get_val(TACTICAL) && get_val(LETHAL)){              
          PrimaryWeapon   = FALSE;                                   
          akimbo_onoff    = FALSE;          
          b_switch=TRUE;                                           
      }                                                             
 
 
       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);
           }else{
               combo_stop(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){//##########################################
 
 
 
 
      /////////////////////////////////
      // RESET VARIABLES
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {                   
          PrimaryWeapon   = TRUE; 
          SecondaryWeapon = FALSE; 
          combo_run(NOTIFY_RESET);                                          
      }                                                
      ///////////////////////////////////////////////////////////////////////
      // turn RF OFF if switch to special weapon/ Ability                  
      if(get_val(TACTICAL) && get_val(LETHAL)){              
          PrimaryWeapon  = FALSE;                                   
          SecondaryWeapon= FALSE; 
          b_switch=TRUE;                                           
      }                                                             
 
 
       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                              
       else  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);           
           }                                             
       }//--------------------------------------------------------
 
 
 
 
 
 
    }//##################################################  ######### 
   // RAPID FIRE SET UP        
 
 
 
 
/////////////////////////////////////////////////////////////////////////////
///  STANDARD SET UP   //////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
   if(StandardSetUp){//=======================================                          
 
 
 
      //------------------------------------------------------
      //////////////////////////////////
      // RESET VARIABLES
      if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {                   
          PrimaryWeapon   = TRUE;              
          SecondaryWeapon = FALSE; 
          akimbo_onoff    = FALSE;                       
          b_switch=FALSE; //////////////////////////////////
          combo_run(NOTIFY_RESET);                                          
 
 
      }//-----------------------------------------------------
 
 
      // turn RF OFF if switch to special weapon/ Ability                  
      if(get_val(TACTICAL) && get_val(LETHAL)){              
          PrimaryWeapon   = FALSE;                                   
          SecondaryWeapon = FALSE;
          akimbo_onoff    = FALSE;                     
          b_switch=TRUE;                                           
      }//------------------------------------------------                                                             
 
       //---------------------------------------
       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);           
           }                                             
       }//--------------------------------------------------------
    }//==================================================  ========= 
    // STANDARD SET UP
 
    // EASY DROP                             
     // EASY DROP                             
    if(easy_drop && !add_drop_shot_KS){                                             
         		if(get_val(PRONE_BTN)) combo_run(DROP_SHOT);  
			}
	if(event_press(XB1_LEFT))  combo_run(STOP_DROP);   
               
          
        
 
 
        if(get_val(XB1_VIEW)) {
   if(event_press(MELEE))  EASYMELEE = !EASYMELEE;             
    }   
 
 
 
     if (EASYMELEE)
     {//------------------------------------------
        if (get_val(XB1_LS)) set_val(XB1_B, 100)
     }//-
    //------------------------------------------------ 
    // EASY RUN                                   
    if(get_val(XB1_LS)){                               
        if(event_press(XB1_UP) ) easy_run = !easy_run;   
    }     
    //------------------------------------------------ 
    // EASY RUN                                   
    if(easy_run && !easy_run_KS){                               
        if(get_val(L_Y) < -90) combo_run(EASY_RUN);   
    } 
 
    if(event_press(RELOAD_BTN))  combo_run(STOP_SPRINT); 
 

                                                
 
}	                                                                     
	//---------------------------------------------------------------------
//// End of MAIN BLOCK                                            
//-------------------------------------------------------------- 
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS   //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
   
combo STOP_DROP {     
   add_drop_shot_KS = TRUE;  
   wait(2000);
   add_drop_shot_KS = FALSE;  
}
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 STANDARD_ON {
   set_rumble(RUMBLE_A,100):
   wait(100);
   reset_rumble();
   wait(100);
}
 
 
 
 
 
combo RAPID_FIRE_ON {
   set_rumble(RUMBLE_A,100):
   wait(200);
   reset_rumble();
   wait(200);
   set_rumble(RUMBLE_A,100):
   wait(200);
   reset_rumble();
   wait(200);
 }

combo AKIMBO_ON {
   set_rumble(RUMBLE_A,100):
   wait(300);
   reset_rumble();
   wait(300);
   set_rumble(RUMBLE_A,100):
   wait(300);
   reset_rumble();
   wait(300);
   set_rumble(RUMBLE_A,100):
   wait(300);
   reset_rumble();
   wait(300);

 }
 
combo NOTIFY_RESET {
   set_rumble(RUMBLE_A,100):
   wait(150);
   reset_rumble();
   wait(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 STOP_SPRINT {     
   easy_run_KS = TRUE;  
   wait(2000);
   easy_run_KS = FALSE;  
}        
 
//---------------------------------
combo DROP_SHOT{   
	set_val(PRONE_BTN,100); 
	wait(600);            
        
}                    
//---------------------------------
//---------------------------------
combo DROP {           
	set_val(PRONE_BTN,100);
	wait(300);             
}                   
//---------------------------------
combo EASY_RUN {                  
	set_val(SPRINT_BTN,100);       
	wait(30);                     
	wait(100);                   
}   
combo BREATH {         
	wait(140);           
	set_val(SPRINT_BTN,100); 
	wait(4000);           
}                      
combo QUICK_SHOT {     
	set_val(ADS_BTN,   100); 
	set_val(SPRINT_BTN,100);
	set_val(FIRE_BTN,    0); 
	wait(300);             
	set_val(ADS_BTN,   100);  
	set_val(SPRINT_BTN,100);
	set_val(FIRE_BTN,  100); 
	wait(60);             
  if(add_drop_shot) combo_run(DROP); 
}  
                                         
                                            
//---------------------------------
// COLOR LED function                                  
//-------------------------------------------------------------- 
 
 
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);
}
  • 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!