GPC Library

COD WW2 - final version - All the good stuff right here!

BEST COD SCRIPT you will find anywhere... like always.
Ideal for players using TACTICAL button config. Script is a collection of mods from different sources.
If you are any good in this game, this script will allow you to become a beast!
Thanks to Excalibur, Raptor & Co, Lex Host and all the others at CronusMax.

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

ANTI SWAY: HOLD VIEW + TAP LT
- this corrects/resets the horrible SWAY of your weapon. Works ONLY for SMG`s
- standard OFF

ADS SENS AIM ASSIST: HOLD RIGHT + press A (ON/OFF)
- reduces your weapon sway, with a little practise you will be on target EVERY TIME
- standard value = 5 (so reducing your sensitivity with 5% (out of 100).
- to increase / decrease sensitivity during a game:
HOLD VIEW + tap XB1_RB (+1) (to decrease sensitivity)
HOLD VIEW + tap XB1_LB (-1) (to increase sensitivity)
HOLD ADS BUTTON + press XB1_MENU to save the new value
- standard OFF
- to have this mod 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
- IF YOU WANT TO WALK INSTEAD OF SPRINT HOLD the LB button. As long as you hold the LB button down Easy sprint will not be actived))
- To have this mod standard switched off: change [int easy_run] to FALSE;
- this EASY SPRINT will always work, so you can keep the thumbstick presssed forward NON_STOP:
your character will automatically start sprinting after reloading and after regaining breath.

ANTI RECOIL PROFILES (HOLD XB1_B + tap D-PAD)
1 UP PROFILE (WHITE) 1: STG44 (Vertical = 25; Horizontal = -15)
2 RIGHT PROFILE (RED) 2: WAFFE 28 (Vertical = 40; Horizontal = 0)
3 DOWN PROFILE (PINK) 3: ON THE FLY (Anti Recoil start value vertical 25 and horizontal 0)
4 LEFT PROFILE (BLUE) 4: ANTI RECOIL OFF
- standard switched OFF

ON THE FLY INSTRUCTIONS:
- ANTIRECOIL Start value: vertical = 25; Horizontal = 0)
- Hold XB1_VIEW and tap XB1_UP to increase Antirecoil (+1 each tap on XB1_UP, while holding XB1_X)
- Hold XB1_VIEW and tap XB1_DOWN to decrease Antirecoil (-1 each tap on XB1_DOWN, while holding XB1_X)
- Hold XB1_VIEW and tap XB1_RIGHT to compensate to the right (+1 each tap on XB1_RIGHT , while holding XB1_X)
- Hold XB1_VIEW and tap XB1_LEFT to compensate to the left (+1 each tap on XB1_LEFT, while holding XB1_X)
- SAVE new values into the CronusMax eeprom: Hold LT/L2 and press MENU (or START, for XBOX360 users)

EASY DROP SHOT (HOLD D-PAD DOWN + Press XB1_B)
- 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 LEFT before you prone:you now have a very short time frame to prone normally (after 2 seconds drop shot is active again)
- OR HOLD LB. With LB pressed drop shot will not be executed allowing you to prone nomally.
- standard ON

QUICK SCOPE (HOLD XB1_VIEW + TAP XB1_X)
- auto breath
- tap your ADS or fire button for a quick scope

HOLD ADS + LEFT: Jitter set up (NOTE - NOT PRESS SPRINT WHILST SHOOTING)
- jitter: works with toggle shot gun and `gunslinger`perk
- SWITCH OFF EASY MELEE, SWITCH OFF EASY SPRINT

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 (suitable for semi auto rfiles)
- 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)

Version 5
Author CronusMax_User
Publish Date 2017-12-09 11:11:39
Update Date 2018-01-05 21:00:06
Downloads 3578
Forum Link Click Here
RATE


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Release Notes: Updated the instructions
Code:Select all
//Posted by CronusMax_User, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums
 
//Posted : 24st of December, 2017 11:54 UTC  
 
// COPYRIGHT:    // ControllerMAX  
// VERSION 5.

/**************************************************  ********************************************* 
BEST COD SCRIPT you will find anywhere... like always.
 Ideal for players using TACTICAL button config. Script is a collection of mods from different sources. 
 If you are any good in this game, this script will allow you to become a beast! 
 Thanks to Excalibur, Raptor & Co, Lex Host and all the others at CronusMax.
 
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

ANTI SWAY: HOLD VIEW + TAP LT
- this corrects/resets the horrible SWAY of your weapon. Works ONLY for SMG`s  
- standard OFF
 
ADS SENS AIM ASSIST:  HOLD RIGHT + press A (ON/OFF)
- reduces your weapon sway, with a little practise you will be on target EVERY TIME
- standard value = 5 (so reducing your sensitivity with 5% (out of 100).
- to increase / decrease sensitivity during  a game:
	HOLD VIEW + tap XB1_RB (+1) (to decrease sensitivity)
	HOLD VIEW + tap XB1_LB (-1) (to increase sensitivity)
	HOLD ADS BUTTON + press XB1_MENU to save the new value
- standard OFF 
- to have this mod 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
- IF YOU WANT TO WALK INSTEAD OF SPRINT HOLD the LB button. As long as you hold the LB button down Easy sprint will not be actived))
- To have this mod standard switched off: change [int easy_run] to FALSE;
- this EASY SPRINT will always work, so you can keep the thumbstick presssed forward NON_STOP:
  your character will automatically start sprinting after reloading and after regaining breath. 
 
ANTI RECOIL PROFILES (HOLD XB1_B + tap D-PAD) 
 1 UP   	 PROFILE (WHITE) 1: STG44  (Vertical = 25;  Horizontal = -15)
 2 RIGHT 	 PROFILE (RED) 	 2: WAFFE 28 (Vertical = 40; Horizontal = 0)                                             
 3 DOWN  	 PROFILE (PINK)  3: ON THE FLY (Anti Recoil start value vertical 25 and horizontal 0)                           
 4 LEFT	     PROFILE (BLUE)  4: ANTI RECOIL OFF
 - standard switched OFF
 
ON THE FLY INSTRUCTIONS:                                                                     
- ANTIRECOIL Start value: vertical = 25; Horizontal = 0)                               
- Hold XB1_VIEW and tap XB1_UP to increase Antirecoil (+1 each tap on XB1_UP, while holding XB1_X)         
- Hold XB1_VIEW and tap XB1_DOWN to decrease Antirecoil (-1 each tap on XB1_DOWN, while holding XB1_X)       
- Hold XB1_VIEW and tap XB1_RIGHT to compensate to the right (+1 each tap on XB1_RIGHT , while holding XB1_X) 
- Hold XB1_VIEW and tap XB1_LEFT to compensate to the left (+1 each tap on XB1_LEFT, while holding XB1_X)     
- SAVE new values into the CronusMax eeprom: Hold LT/L2 and press MENU (or START, for XBOX360 users)                                                                                            
 
EASY DROP SHOT (HOLD D-PAD DOWN + Press XB1_B)
- 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 LEFT before you prone:you now have a very short time frame to prone normally (after 2 seconds drop shot is active again)
   - OR HOLD LB. With LB pressed drop shot will not be executed allowing you to prone nomally.    
- standard ON

QUICK SCOPE (HOLD XB1_VIEW + TAP XB1_X)
- auto breath
- tap your ADS or fire button for a quick scope   
 
HOLD ADS + LEFT: Jitter set up (NOTE - NOT PRESS SPRINT WHILST SHOOTING)
- jitter: works with toggle shot gun and `gunslinger`perk
- SWITCH OFF EASY MELEE, SWITCH OFF EASY SPRINT
 
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 (suitable for semi auto rfiles)
- 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) 

 
 
**************************************************  **********************************************/
 
// 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 BTN_X=XB1_X;
define DoubleXtimelimit=2000;
 
//-----------------------------------------------------                     
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 = 20;
int Invert =  1;
int bAnti_Recoil = FALSE;
 
////////////////////////////////////////////////////////
//  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 AR2ANTI_RECOIL   = 25;                                                  
int AR2ANTI_RECOIL_H =  0;                                                 
int ar2anti_recoil;                                                                         
int ar2anti_recoil_H;  

int easy_run      = TRUE ;
int easy_run_KS;
 
 
int ads_sens      = FALSE ; // CHANGE to TRUE to switch standard on (this REDUCES sensitivity when ADS)
int sens         =  5; // CHANGE this value for sens to reduce Sensitivity  
int ON_the_Fly	 = FALSE;
int STOP_SWAY	= FALSE; 
 
int easy_drop     = TRUE ; 

//////////////////////////////////////////////////////////
 
 
//--------------------------------------------------------                      
int timer;                 
int SlideOrDrop  =  20; 
int rumble_tipe;  
int DblClick_X;
 
init{                                                                                 
 
    sens = get_pvar (SPVAR_2, 0, 100, 5);                                                                             
    AR2ANTI_RECOIL   = get_pvar(SPVAR_4, -100,+100, 25);   
    AR2ANTI_RECOIL_H = get_pvar(SPVAR_3, -100,+100, 0);   
} 
 
//--------------------------------------------------------------
//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(XB1_VIEW)) {
   if(event_press(XB1_LT))  STOP_SWAY = !STOP_SWAY;             
    }   
 
 
 
     if (STOP_SWAY)
     {//------------------------------------------
           if(get_val(XB1_LT)) {
        combo_run(stopSway);
    }
     }//-

 
 

 
 
 
 
/////////////////////////////////////////////////////////////////
//  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_VIEW) && event_press(XB1_X))  { 
           QuickScope = !QuickScope;
               if(!QuickScope) f_ColorLed(2,0,0,0);
           if(QuickScope) f_ColorLed(2,0,2,0);
     }    
    //------------------------------------------------ 
    // QUICK SCOPE                                     
    if(QuickScope){                                    
                                                       
        if(get_val(ADS_BTN)) combo_run(BREATH);        
                                                           
     if(event_release(ADS_BTN) && get_ptime(ADS_BTN)< 200)combo_run(QUICK_SHOT);
 
        if(event_press(FIRE_BTN) && !get_val(ADS_BTN))combo_run(QShot_2); 
 }
 
     if(get_val(XB1_RIGHT) && event_press(XB1_A))  { 
        ads_sens = !ads_sens;    
           if(!ads_sens) f_ColorLed(2,0,0,0);
           if(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(STANDARD_ON)                                     
        set_pvar(SPVAR_2, sens);                                                                      
        set_pvar(SPVAR_4, AR2ANTI_RECOIL);                          
        set_pvar(SPVAR_3, AR2ANTI_RECOIL_H);                        
        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(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;
            JitterMode	= FALSE;
 
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE;  
 
          combo_run(STANDARD_ON);
       }
       ////////////////////////////////
       // AKIMBO SET UP
       if(event_press(Down)) {// D pad DOWN 
 
 
             StandardSetUp  = FALSE;
             AkimboSetUP    = TRUE;
             RapidFireSetUp = FALSE;
             JitterMode	= FALSE;
 
 
             akimbo_onoff   = FALSE;  
             PrimaryWeapon  = TRUE; 
             SecondaryWeapon= FALSE; 
 
 
             combo_run(STANDARD_ON);
       }                                      
       ////////////////////////////////
       // RAPID FIRE SET UP
        if(event_press(Right)) {// D pad RIGHT
            StandardSetUp  = FALSE;
            AkimboSetUP    = FALSE;
            RapidFireSetUp = TRUE;
            JitterMode	= FALSE;
 
 
            PrimaryWeapon  = TRUE; 
            SecondaryWeapon= FALSE;           
            akimbo_onoff   = FALSE;   
 
            combo_run(STANDARD_ON);
        }
        ///////////////////////////////
        // JITTER MODE
         if(event_press(XB1_LEFT)) JitterMode = !JitterMode; 
 
	  }                                             
		if(JitterMode){                        
		if(get_val(FIRE_BTN)) combo_run(Jitter);
		else combo_stop(Jitter);            
	}                                             
 
 
 
 
//////////////////////////////////////////////////////////////////////////
//   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   = FALSE;          
          b_switch=FALSE; 
          combo_run(STANDARD_ON);                                          
      }                                                
                                                            
 
 
       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(STANDARD_ON);                                          
      }                                                                                                            
 
 
       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(STANDARD_ON);                                          
 
 
      }//-----------------------------------------------------
 
                                                       
 
       //---------------------------------------
       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(get_val(XB1_DOWN)) {
   if(event_press(XB1_B))  easy_drop = !easy_drop;
   }
   
    if(easy_drop && !add_drop_shot_KS){                                             
         		 
         		if(get_val(PRONE_BTN))
         		if(!get_val(XB1_LB)) 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)
        if(!get_val(XB1_LB))combo_run(EASY_RUN);   
    } 
 
    if(event_press(RELOAD_BTN))  combo_run(STOP_SPRINT);
    
  
//--------------------------------------------------------------

 
 

 //////////////////////////////////////////////////////////////////////////
//  ANTI RECOIL PROFILES  ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
 //--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
//  ANTI RECOIL PROFILES  ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
                                                                          
     // ANTI RECOIL - UserProfile 1:STG44 Switch:XB1_B 
     if( get_val(XB1_B) ){                       
       // USER PROFILE 1 :STG44                        
       if(event_press(13)){                            
         bAnti_Recoil=TRUE; ON_the_Fly = FALSE;                            
         ANTI_RECOIL       = 25; // vertical (0 - 100)  
         ANTI_RECOIL_H	   = -15;
         f_ColorLed(2,2,2,2);
       }                                               
       // USER PROFILE 2 :Waffe28                         
       if(event_press(16)){                            
         bAnti_Recoil=TRUE; ON_the_Fly = FALSE;                            
         ANTI_RECOIL       = 40; // vertical (0 - 100)  
         ANTI_RECOIL_H	   = 0; //  (0 - 100) 
         f_ColorLed(0,2,0,0);
       }                                               
       // USER PROFILE 3 :ON the Fly                         
       if(event_press(14)){                            
         bAnti_Recoil=TRUE; ON_the_Fly = TRUE; 
         set_pvar(SPVAR_4,  AR2ANTI_RECOIL); 
         set_pvar(SPVAR_3,  AR2ANTI_RECOIL_H);  
         f_ColorLed(0,0,0,2);
       }                                              
       // USER PROFILE 4 : Turn OFF Anti Recoil       
       if(event_press(15)){                           
       bAnti_Recoil=FALSE; ON_the_Fly = FALSE; 
       f_ColorLed(2,0,0,0);
       }                                              
      set_val(13,0);                                  
      set_val(14,0);                                  
      set_val(15,0);                                  
      set_val(16,0);  
     }               
		if(get_val(XB1_VIEW)){                                              
        if(event_press(XB1_UP)){                                    
            AR2ANTI_RECOIL = AR2ANTI_RECOIL + 1;                       
        }                                                        
        if(event_press(XB1_DOWN)) {                                   
            AR2ANTI_RECOIL = AR2ANTI_RECOIL - 1;                         
        }                                                         
        set_val(XB1_UP,0); set_val(XB1_DOWN,0);                          
                                                                 
        if(event_press(XB1_RIGHT)){                                   
            AR2ANTI_RECOIL_H = AR2ANTI_RECOIL_H + 1;                   
        }                                                       
        if(event_press(XB1_LEFT)) {                                
            AR2ANTI_RECOIL_H = AR2ANTI_RECOIL_H - 1;                   
        }                                                       
        set_val(XB1_RIGHT,0); set_val(XB1_LEFT,0);                       
          }      
// 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);                  
    } 
 
 
 
                                                 
 
}	                                                                     
	//---------------------------------------------------------------------
//// End of MAIN BLOCK                                            
//-------------------------------------------------------------- 
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS   //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
    
combo STOP_DROP {     
   add_drop_shot_KS = TRUE;  
   wait(2000);
   add_drop_shot_KS = FALSE;  
}
 
combo  Jitter{      
    set_val(FIRE_BTN, 100);
    wait(10);               
    set_val(FIRE_BTN, 100);   
    set_val(RELOAD_BTN, 100); 
    wait(20);                
    set_val(FIRE_BTN, 100);  
    set_val(SPRINT_BTN, 100);
    set_val(L_Y, -95);        
    wait(25);               
    set_val(FIRE_BTN, 100);  
    set_val(SPRINT_BTN, 100); 
    set_val(L_Y, -95);        
    wait(30);               
    set_val(FIRE_BTN, 100);
    set_val(L_Y, 100);      
    wait(30);//          
 }
//--

 
combo STANDARD_ON {
   set_rumble(RUMBLE_A,100):
   wait(200);
   reset_rumble();
   wait(200);
}
 
 combo BREATH {         
	wait(140);           
	set_val(SPRINT_BTN,100); 
	wait(4000);        
}  
 combo QUICK_SHOT {     
	set_val(ADS_BTN,100); 
	set_val(SPRINT_BTN,100);
	wait(390); //change for scope and shot to match   around 400 is good         
	set_val(ADS_BTN,100);  
	set_val(SPRINT_BTN,100);
	set_val(FIRE_BTN,100); 
	wait(60);             
}                       
 
 
combo QShot_2 {        
	set_val(ADS_BTN,100);
	set_val(SPRINT_BTN,100);
	set_val(FIRE_BTN,   0);
	wait(390); //change for scope and shot to match    around 400 is good        
	set_val(ADS_BTN,100); 
	set_val(SPRINT_BTN,100); 
	set_val(FIRE_BTN,100); 
	wait(60);            
}
 
  
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{   
  if(InstaDrop) set_val(L_Y,0);
  wait(20);
	set_val(PRONE_BTN,100); 
	wait(500);            
	wait(5000);         
}                    
//---------------------------------
//---------------------------------
combo stopSway
{
    wait(500);
    set_val(XB1_LT, 0);
   wait(52);
}                 
//---------------------------------
combo EASY_RUN {                  
	set_val(SPRINT_BTN,100);       
	wait(30);                     
	wait(100);                   
}                            
//---------------------------------
combo AntiRecoil {                     
    if(bAnti_Recoil && !ON_the_Fly) {                   
	    anti_recoil = get_val(R_Y) + (ANTI_RECOIL * Invert); 
	    if(anti_recoil > 100) anti_recoil = 100;
	    set_val(10, anti_recoil);                
	    anti_recoil_H = get_val(R_X) + ANTI_RECOIL_H; 
	    if(anti_recoil_H > 100) anti_recoil_H = 100; 
	    set_val(9, anti_recoil_H);                 
    } 
                        
    if(bAnti_Recoil && ON_the_Fly) {                   
        ar2anti_recoil = get_val(10) + AR2ANTI_RECOIL;        
        if(ar2anti_recoil > 100) ar2anti_recoil = 100;        
        set_val(10, ar2anti_recoil);                       
        ar2anti_recoil_H = get_val(9) + AR2ANTI_RECOIL_H;     
        if(ar2anti_recoil_H > 100) ar2anti_recoil_H = 100;    
        set_val(9, ar2anti_recoil_H);                 
    }   
}                                             
//---------------------------------
// 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

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  • Rating

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  • Rating

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  • Rating

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    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

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  • Rating

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  • Rating

    Six-Axis 360!

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  • Rating

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  • Rating

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  • Rating

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  • Rating

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  • Rating

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  • Rating

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  • Rating

    What Disability?

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  • Rating

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