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View Full Version : COD ADVANCED WARFARE [S.G.I] Script Generator Interface Tool (Gamepad)



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Excalibur
4th November 14, 22:42
CALL of DUTY
ADVANCED WARFARE

http://s29.postimg.org/xqkyw501f/Call_of_Duty_Advanced_Warfare_feature_image_3.jpg (http://postimg.org/image/xqkyw501f/)

Game-pad version.

You no longer need to understand from programming to change the values and select different options.
This program will provide an easy and convenient way to do all this with just a few mouse clicks.
After you select the modes and settings, the program will automatically generate the code for you.
You only have to put this code in CronusPro and program it to some of the slots of CronusMax.

Application :
DOWNLOAD : SGI COD AW Game-pad ver.6.2

DOWNLOAD LINK (https://www.dropbox.com/sh/l38nhota4k4nbvd/AAAP0L1aPsso1ubKDLC6QF5ka?dl=0)
------------------------------------------------------------------------------------------------------------------------------
Author : Excalibur & LEX LOST
Console : XBOX ONE, XBOX 360, PS 3, PS 4
Game pads: All supported game pads.
-----------------------------------------------------------------------------------------------------------------------------
If you guys like it please hit the green thumbs up for like http://cronusmax.com/forums/images/smilies/smile.png enjoy!!!!!



Main futures :
-----------------------------------------------------------------------------------------------------------------------------
version 5.8

NEW MODE : QUICK MELEE

At normal speed this animation takes about 1100 ms. With this mode you can do it 3-5 time faster than the opponent.

1.* Dash Directions
Move fast Left Stick to the Left, Right or Back to perform dash.
Fast flick LEFT, RIGHT or BACK = DASH

You can adjust timing for fast move.

2.* SHOT MODS :

A. DROP SHOT ( normal and press sensitivity )
NEW
Additional Options :
- Slide if you are running
- Instant Drop ( no slide ) NOTE : Double jump temporary deactivate this mod

B. DASH SHOT ( normal and press sensitivity )
C. JUMP SHOT ( normal and press sensitivity )
- Double Jump + Dodge
- Double Jump

1.1. If DROP SHOT is ON - when you ADS you can press PRONE btn. to go PRONE.

3.* SENSITIVITY :
1. ADS sensitivity Increase / Decrease
2- Toggle ADS
3- ADS delay

4.* AUTO SPRINT NEW

5.* RAPID FIRE
- you can adjust RATE OF FIRE.

6. BURST FIRE NEW
BAL
AK 12
HBRa3
ASM1
SN6
MP11
KF5
Pytaek
Ameli

7.* AKIMBO DUAL EASY( with rapid fire ).
- you can have different rate of fire for Akimbo mod ( different from Rapid Fire ).


8.* Swap Buttons

9.* Button Layout
- Default
- Tactical
- Lefty
- NOM4D
- NOM4D Tactical

10.* FAST RELOAD
- fast reload is possible only for IMR

New Adjustments for Right Trigger / R2 dead zone.

http://s16.postimg.org/mdvjz1n2p/RT1.jpg (http://postimg.org/image/mdvjz1n2p/) http://s16.postimg.org/w9wmyosup/RT2.jpg (http://postimg.org/image/w9wmyosup/)

SCREENSHOTS :

http://s10.postimg.org/fhchv3dj9/Menu1.jpg (http://postimg.org/image/fhchv3dj9/) http://s10.postimg.org/sbajofqyt/Menu2.jpg (http://postimg.org/image/sbajofqyt/) http://s10.postimg.org/l48uskg1x/Menu3.jpg (http://postimg.org/image/l48uskg1x/)

http://s10.postimg.org/8571pjvb9/Menu4.jpg (http://postimg.org/image/8571pjvb9/) http://s10.postimg.org/yro3s9ow5/Menu5.jpg (http://postimg.org/image/yro3s9ow5/) http://s10.postimg.org/4vsmj377p/Menu6.jpg (http://postimg.org/image/4vsmj377p/)

http://s28.postimg.org/gqzsk0l7d/Perks.jpg (http://postimg.org/image/gqzsk0l7d/) http://s30.postimg.org/luj2gqsp9/Menu7.jpg (http://postimg.org/image/luj2gqsp9/)

Swap Buttons :
http://s13.postimg.org/tsonjtz0j/Swap4.jpg (http://postimg.org/image/tsonjtz0j/) http://s13.postimg.org/ygd34kfwj/Swap2.jpg (http://postimg.org/image/ygd34kfwj/)

You can have drop shot adjustment - when you ADS and press Prone button your character will drop.
http://s10.postimg.org/5u8o03pid/Go_Prone2.jpg (http://postimg.org/image/5u8o03pid/)

LEX LOST
5th November 14, 03:20
CALL of DUTY ADVANCED WARFARE

version 1.0
Author : Excalibur & LEX LOST

will be updated .

@LEX LOST (http://cronusmax.com/forums/member.php?u=280711) please add anti-recoil part to the script.


here it is with Antirecoil complete:



//Script was generated by * Script Manipulator * ver.6.7 /on date:04.11.2014 . time: 01:34:37
//--------------------------------------------------------------
// ADS SENSITIVITY - INCREASE-DECREASE Adjustable With Save function / AUTO HOLD BREATH / EASY SPRINT
// SENSITIVITY in Game - INCREASE-DECREASE Adjustable with Save function / AKIMBO with one btn / ANTIRECOIL
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
//--------------------------------------------------------------
// ADS - SENSITIVITY -INCREASE/DECREASE Adjustable
// use LT/L2 + D-pad UP to increase / LT/L2+ D-pad DOWN to decrease
// Save SENSITIVITY to EEPROM Memory
// XB1 LT + (XB1_VIEW) / PS4_L2+ (PS4_SHARE)
//--------------------------------------------------------------
//--------------------------------------------------------------
// FPS EASY SPRINT
//
// default button is LS/L3 index 8
//--------------------------------------------------------------
//--------------------------------------------------------------
// In GAME => SENSITIVITY - INCREASE/ DECREASE Adjustable
//
// use B/CIRCLE + D-pad UP to increase / B/CIRCLE+ D-pad DOWN to decrease
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
//--------------------------------------------------------------
// FPS AUTO DASH with Double flick LS in any direction
//
//
// timelimit=300; chaange this value if you want to increase or decrease time for Double Flick
//--------------------------------------------------------------
//DECLARARATIONS - define
//--------------------------------------------------------------
define SPRINT_BTN = 8;
define ROFire = 14.6;
define Left_Stick_Y=12;
define Left_Stick_X=11;
define timelimit=300;//chaange this value if you want to increase or decrease time for Double Flick
define ANTI_RECOIL=0; //change this value to compensate to the vertical recoil
define ANTI_RECOIL_LEFT=0; //change this value to compensate to the left
define ANTI_RECOIL_RIGHT=0; //change this value to compensate to the right
define ONLY_WITH_SCOPE=FALSE; //Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=10;
int fire_button;
int scope_button;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int pvSens;
int SENS=0;
int pvInGameSens;
int akimbo_onoff = FALSE;
int hold_timeA;
int rest_timeA;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
//INITIALIZATION - init
//--------------------------------------------------------------
init {


if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
pvSens = get_pvar(SPVAR_1,0, 100, 20);
Sens=pvSens;
pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
SENS=pvInGameSens;

//MAIN BLOCK RUTINES
//--------------------------------------------------------------
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;

}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Start of MAIN BLOCK

// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,SENS);

// INCREASE LT+D-pad UP
if(get_val(7) && event_press(13))Sens=Sens+5;
if(get_val(13) && get_val(7))set_val(13,0);

// DECREASE LT/L2+D-pad DOWN
if(get_val(7) && event_press(14))Sens=Sens-5;
if(get_val(14) && get_val(7))set_val(14,0);

// SENSITIVITY
if(get_val(scope_button)){
sensitivity(9, NOT_USE, 100 + Sens);
sensitivity(10, NOT_USE, 100 + Sens);}

// Save SENSITIVITY to EEPROM Memory
// XB1 LT/L2 + XB1_VIEW / PS4_L2+ PS4_SHARE
if(get_val(7) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(7) && event_press(1)){set_val(1,0);}
// AUTOBREATH
if(get_val(scope_button)) {combo_run(AutoBreath);}

// ONLY WITH SCOPE ANTIRECOIL
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {combo_run(AntiRecoil);}

// Just tap sprint Btn will hold sprint button for 300 ms.
if(event_press(SPRINT_BTN) )combo_run(EASY_SPRINT);


if(get_val(18) && event_press(13))SENS=SENS+5;
if(get_val(18) && get_val(13))set_val(14,0);
// DECREASE LT+D-pad DOWN
if(get_val(18) && event_press(14))SENS=SENS-5;
if(get_val(18) && get_val(14))set_val(14,0);

sensitivity(10, NOT_USE, 100 + SENS);


// SWITCH AKIMBO
if(get_val(scope_button) && event_press(17))akimbo_onoff=!akimbo_onoff;
if(get_val(scope_button) && get_val(17))set_val(17,0);
// AKIMBO run
if(get_val(fire_button)&& akimbo_onoff )combo_run(AKIMBO);
else if(combo_running(AKIMBO)) combo_stop(AKIMBO);
// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------

// DASHES ---------------------------------------------------------------------

// FIND the DIRECTION of LA
LX=get_val(Left_Stick_X);

// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if ((get_val(Left_Stick_X)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}
else if ((get_val(Left_Stick_X)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}

// Dash - RIGHT
if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)>80 )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if ((get_val(Left_Stick_X)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}
else if ((get_val(Left_Stick_X)>80 )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}

// Dash - Forward
if (DblClick_F>0) DblClick_F=DblClick_F - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)<-80 )&& DblClick_F<=0 ) {DblClick_F =timelimit;LA_F=1;}
else if ((get_val(Left_Stick_Y)>-20 )&& DblClick_F>0 && LA_F==1){LA_F=2;}
else if ((get_val(Left_Stick_Y)<-80 )&& DblClick_F>0 && LA_F==2){LA_F=0;combo_run(AutoDash_F);}

// Dash - Back
if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)>80 )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if ((get_val(Left_Stick_Y)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}
else if ((get_val(Left_Stick_Y)>80 )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}





}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo AutoDash_F {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,-100);
wait(500);
}

combo AutoDash_B {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,100);
wait(500);
}

combo AutoDash_L {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,100);
wait(500);
}
combo AutoBreath {//begin

set_val(8, 100);
wait(100);
}//end
combo EASY_SPRINT {
set_val(SPRINT_BTN,100);
wait(500); // hold Sprint btn. for 500 ms.

}
// AKIMBO
combo AKIMBO {
set_val(fire_button, 100);
set_val(scope_button, 100);
wait(hold_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
wait(rest_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
}
// Autosprint
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn. for 300 ms.

}
// Antirecoil This combo must be the last one
combo AntiRecoil {//begin
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end

LEX LOST
5th November 14, 04:20
I could not put the antirecoil adjustable because it would have the same settings as the ADS sensitivity:
we have to change the settings of one or the other

Big Bad Dom
5th November 14, 07:04
Excellent job guys, I will try it when I get home from work. Excellent job as awlays, and thank you so much!

Excalibur
5th November 14, 07:43
I could not put the antirecoil adjustable because he would have the same settings as the ADS sensitivity:
we have to change the settings of one or the other

Okay, I will change the settings for the sensitivity.

LEX LOST
5th November 14, 08:13
Okay, I will change the settings for the sensitivity.

otherwise we can use simple ADS sensitivity, it's not essential to have an adjustment on the fly for it

Excalibur
5th November 14, 10:07
Updated - added Anti-recoil adjustable



//Script was generated by * Script Manipulator * ver.6.7 /on date:04.11.2014 . time: 01:34:37
//--------------------------------------------------------------
// ADS SENSITIVITY - INCREASE-DECREASE Adjustable With Save function / AUTO HOLD BREATH / EASY SPRINT
// SENSITIVITY in Game - INCREASE-DECREASE Adjustable with Save function / AKIMBO with one btn
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
/*********************************************************************
* *
* Z ANTIRECOIL COMPLETE ADJUSTABLE WITH SAVE FUNCTION *
* *
* Author: LEX LOST *
* System: MULTI *
* Controller: MULTI - Optimized for MOUSE & KEYBOARD *
* GAME: Battlefield series - COD series - Black Ops series *
* Instructions: LT+UP for increase and LT+DOWN for decrease *
* LT+LEFT compensate to the left, LT+RIGHT compensate to the right *
* Save Antirecoil hold LT/L2 + press Y/TRIANGLE *
**********************************************************************/
//--------------------------------------------------------------
// ADS - SENSITIVITY -INCREASE/DECREASE Adjustable
// use B/CIRCLE + D-pad RIGHT to increase / B/CIRCLE+ D-pad LEFT to decrease
// Save SENSITIVITY to EEPROM Memory
// XB1 LT + (XB1_VIEW) / PS4_L2+ (PS4_SHARE)
//--------------------------------------------------------------
//--------------------------------------------------------------
// FPS EASY SPRINT
//
// default button is LS/L3 index 8
//--------------------------------------------------------------
//--------------------------------------------------------------
// In GAME => SENSITIVITY - INCREASE/ DECREASE Adjustable
// use B/CIRCLE + D-pad UP to increase / B/CIRCLE+ D-pad DOWN to decrease
//--------------------------------------------------------------

//--------------------------------------------------------------
//DECLARARATIONS - define
//--------------------------------------------------------------
define SPRINT_BTN = 8;
define ROFire = 14.6;
define Left_Stick_Y=12;
define Left_Stick_X=11;
define timelimit=300;//chaange this value if you want to increase or decrease time for Double Flick
define RECOIL_UP = 13; // Press: LT + UP for increase
define RECOIL_DOWN = 14; // Press: LT + DOWN for decrease
define RECOIL_LEFT = 15; // Press: LT+LEFT compensate to the left
define RECOIL_RIGHT = 16; // Press: LT+RIGHT compensate to the right
define ONLY_WITH_SCOPE=TRUE; //Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int ANTI_RECOIL=0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int Sens=10;
int fire_button;
int scope_button;
int pvSens;
int SENS=0;
int pvInGameSens;
int akimbo_onoff = FALSE;
int hold_timeA;
int rest_timeA;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
//INITIALIZATION - init
//--------------------------------------------------------------
init {


if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
// SAVE to EEPROM memory
pvSens = get_pvar(SPVAR_1,0, 100, 20);
Sens=pvSens;
pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
SENS=pvInGameSens;
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
//rapid fire
//--------------------------------------------------------------
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;

}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK


LX=get_val(11);
LY=get_val(12);

// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,SENS);

// INCREASE B/CIRCLE+D-pad RIGHT
if(get_val(18) && event_press(16)){Sens=Sens+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(13) && get_val(18))set_val(16,0);

// DECREASE B/CIRCLE+D-pad LEFT
if(get_val(18) && event_press(15)){Sens=Sens-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(14) && get_val(18))set_val(15,0);

//ADS SENSITIVITY
if(get_val(scope_button)){
sensitivity(9, NOT_USE, 100 + Sens);
sensitivity(10, NOT_USE, 100 + Sens);}

// In game SENSITIVITY
// INCREASE B/CIRCLE +D-pad UP
if(get_val(18) && event_press(13)){SENS=SENS+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(13))set_val(14,0);
// DECREASE B/CIRCLE+D-pad DOWN
if(get_val(18) && event_press(14)){SENS=SENS-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(14))set_val(14,0);

sensitivity(10, NOT_USE, 100 + SENS);

// AUTOBREATH
if(get_val(scope_button)) {combo_run(AutoBreath);}
//----------------------------------------------------------


// Just tap sprint Btn will hold sprint button for 300 ms.
if(event_press(SPRINT_BTN) )combo_run(EASY_SPRINT);



// SWITCH AKIMBO
// LT/L2 + X/SQUARE
if(get_val(scope_button) && event_press(20))akimbo_onoff=!akimbo_onoff;
if(get_val(scope_button) && get_val(20))set_val(20,0);
// AKIMBO run
if(get_val(fire_button)&& akimbo_onoff )combo_run(AKIMBO);
else if(combo_running(AKIMBO)) combo_stop(AKIMBO);

// DASHES ---------------------------------------------------------------------
//


// FIND the DIRECTION of LA
LX=get_val(Left_Stick_X);

// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if ((get_val(Left_Stick_X)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}
else if ((get_val(Left_Stick_X)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}

// Dash - RIGHT
if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)>80 )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if ((get_val(Left_Stick_X)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}
else if ((get_val(Left_Stick_X)>80 )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}

// Dash - Forward
if (DblClick_F>0) DblClick_F=DblClick_F - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)<-80 )&& DblClick_F<=0 ) {DblClick_F =timelimit;LA_F=1;}
else if ((get_val(Left_Stick_Y)>-20 )&& DblClick_F>0 && LA_F==1){LA_F=2;}
else if ((get_val(Left_Stick_Y)<-80 )&& DblClick_F>0 && LA_F==2){LA_F=0;combo_run(AutoDash_F);}

// Dash - Back
if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)>80 )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if ((get_val(Left_Stick_Y)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}
else if ((get_val(Left_Stick_Y)>80 )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}

if(event_press(8) && !get_val(7))combo_run(DASH_TO);

//increase Antirecoil
if(get_val(7) && event_press(RECOIL_UP)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(7) && event_press(RECOIL_UP))set_val(RECOIL_UP,0);
// decrease Antirecoil
if(get_val(7) && event_press(RECOIL_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(7) && event_press(RECOIL_DOWN))set_val(RECOIL_DOWN,0);
// compensate to the left
if(get_val(7) && event_press(RECOIL_LEFT)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(7) && event_press(RECOIL_LEFT))set_val(RECOIL_LEFT,0);
// compensate to the right
if(get_val(7) && event_press(RECOIL_RIGHT)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(7) && event_press(RECOIL_RIGHT))set_val(RECOIL_RIGHT,0);
// Save Antirecoil hold LT/L2 + press Y/TRIANGLE
if(get_val(7) && event_press(17)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}
// ONLY WITH SCOPE ANTIRECOIL
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {combo_run(AntiRecoil);}

}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------

combo DASH_TO {

if(abs(LY)>abs(LX))
{
if(LY>0)combo_run(AutoDash_B);
if(LY<0)combo_run(AutoDash_F);
}
else
{
if(LX>0)combo_run(AutoDash_R);
if(LX<0)combo_run(AutoDash_L);
}

}
combo AutoDash_F {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,-100);
wait(500);
}

combo AutoDash_B {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,100);
wait(500);
}

combo AutoDash_L {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,100);
wait(500);
}
combo AutoBreath {//begin

set_val(8, 100);
wait(100);
}//end
combo EASY_SPRINT {
set_val(SPRINT_BTN,100);
wait(500); // hold Sprint btn. for 500 ms.

}
// AKIMBO
combo AKIMBO {
set_val(fire_button, 100);
set_val(scope_button, 100);
wait(hold_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
wait(rest_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn. for 300 ms.

}

//Antirecoil This combo must be the last one
combo AntiRecoil {//begin
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end

Excalibur
5th November 14, 10:08
otherwise we can use simple ADS sensitivity, it's not essential to have an adjustment on the fly for it


Maybe you are right!

enemeone
5th November 14, 10:28
can we have a rapid fire on of function like L2 and x , also if the rapid fire could be adjustable if possible thanks

Excalibur
5th November 14, 11:33
Updated ... added Rapid Fire with ON/OFF function

Okay - I will remove the sensitivity adjustments and will add adjustments for the RAPID FIRE


//Script was generated by * Script Manipulator * ver.6.7 /on date:04.11.2014 . time: 01:34:37
//--------------------------------------------------------------
// ADS SENSITIVITY - INCREASE-DECREASE Adjustable With Save function / AUTO HOLD BREATH / EASY SPRINT
// SENSITIVITY in Game - INCREASE-DECREASE Adjustable with Save function / AKIMBO with one btn
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
/*********************************************************************
* *
* Z ANTIRECOIL COMPLETE ADJUSTABLE WITH SAVE FUNCTION *
* *
* Author: LEX LOST *
* System: MULTI *
* Controller: MULTI - Optimized for MOUSE & KEYBOARD *
* GAME: Battlefield series - COD series - Black Ops series *
* Instructions: LT+UP for increase and LT+DOWN for decrease *
* LT+LEFT compensate to the left, LT+RIGHT compensate to the right *
* Save Antirecoil hold LT/L2 + press Y/TRIANGLE *
**********************************************************************/
//--------------------------------------------------------------
// ADS - SENSITIVITY -INCREASE/DECREASE Adjustable
// use B/CIRCLE + D-pad RIGHT to increase / B/CIRCLE+ D-pad LEFT to decrease
// Save SENSITIVITY to EEPROM Memory
// XB1 LT + (XB1_VIEW) / PS4_L2+ (PS4_SHARE)
//--------------------------------------------------------------
//--------------------------------------------------------------
// In GAME => SENSITIVITY - INCREASE/ DECREASE Adjustable
// use B/CIRCLE + D-pad UP to increase / B/CIRCLE+ D-pad DOWN to decrease
//--------------------------------------------------------------
// ON / OFF RAPID FIRE (SELECT + START )
//--------------------------------------------------------------
//DECLARARATIONS - define
//--------------------------------------------------------------
define SPRINT_BTN = 8;
define ROFire = 14.6;
define Left_Stick_Y=12;
define Left_Stick_X=11;
define timelimit=300;//chaange this value if you want to increase or decrease time for Double Flick
define RECOIL_UP = 13; // Press: LT + UP for increase
define RECOIL_DOWN = 14; // Press: LT + DOWN for decrease
define RECOIL_LEFT = 15; // Press: LT+LEFT compensate to the left
define RECOIL_RIGHT = 16; // Press: LT+RIGHT compensate to the right
define ONLY_WITH_SCOPE=TRUE; //Use Anti-recoil only when scoping
define RATE_OF_FIRE=14.5; //Range: 1 to 25 RPS (Round/s)
//VARIABLES - int
//--------------------------------------------------------------
int ANTI_RECOIL=0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int Sens=10;
int fire_button;
int scope_button;
int pvSens;
int SENS=0;
int pvInGameSens;
int akimbo_onoff = FALSE;
int hold_timeA;
int rest_timeA;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int rapid_onoff = TRUE;
int hold_time;
int rest_time;
//INITIALIZATION - init
//--------------------------------------------------------------
init {


if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
// SAVE to EEPROM memory
pvSens = get_pvar(SPVAR_1,0, 100, 20);
Sens=pvSens;
pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
SENS=pvInGameSens;
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
//Akimbo rapid fire
//--------------------------------------------------------------
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;
// rapid fire
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK


LX=get_val(11);
LY=get_val(12);

// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,SENS);

// INCREASE B/CIRCLE+D-pad RIGHT
if(get_val(18) && event_press(16)){Sens=Sens+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(13) && get_val(18))set_val(16,0);

// DECREASE B/CIRCLE+D-pad LEFT
if(get_val(18) && event_press(15)){Sens=Sens-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(14) && get_val(18))set_val(15,0);

//ADS SENSITIVITY
if(get_val(scope_button)){
sensitivity(9, NOT_USE, 100 + Sens);
sensitivity(10, NOT_USE, 100 + Sens);}

// In game SENSITIVITY
// INCREASE B/CIRCLE +D-pad UP
if(get_val(18) && event_press(13)){SENS=SENS+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(13))set_val(14,0);
// DECREASE B/CIRCLE+D-pad DOWN
if(get_val(18) && event_press(14)){SENS=SENS-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(14))set_val(14,0);

sensitivity(10, NOT_USE, 100 + SENS);

// AUTOBREATH
if(get_val(scope_button)) {combo_run(AutoBreath);}
//----------------------------------------------------------


// Just tap sprint Btn will hold sprint button for 300 ms.
if(event_press(SPRINT_BTN) )combo_run(EASY_SPRINT);



// SWITCH AKIMBO
// LT/L2 + X/SQUARE
if(get_val(scope_button) && event_press(20))akimbo_onoff=!akimbo_onoff;
if(get_val(scope_button) && get_val(20))set_val(20,0);
// AKIMBO run
if(get_val(fire_button)&& akimbo_onoff )combo_run(AKIMBO);
else if(combo_running(AKIMBO)) combo_stop(AKIMBO);

// ON / OFF RAPID FIRE (SELECT + START )
if(event_press(1)&& get_val(2)) {rapid_onoff =!rapid_onoff;set_val(2,0);}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

// DASHES ---------------------------------------------------------------------
//


// FIND the DIRECTION of LA
LX=get_val(Left_Stick_X);

// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if ((get_val(Left_Stick_X)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}
else if ((get_val(Left_Stick_X)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}

// Dash - RIGHT
if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)>80 )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if ((get_val(Left_Stick_X)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}
else if ((get_val(Left_Stick_X)>80 )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}

// Dash - Forward
if (DblClick_F>0) DblClick_F=DblClick_F - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)<-80 )&& DblClick_F<=0 ) {DblClick_F =timelimit;LA_F=1;}
else if ((get_val(Left_Stick_Y)>-20 )&& DblClick_F>0 && LA_F==1){LA_F=2;}
else if ((get_val(Left_Stick_Y)<-80 )&& DblClick_F>0 && LA_F==2){LA_F=0;combo_run(AutoDash_F);}

// Dash - Back
if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)>80 )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if ((get_val(Left_Stick_Y)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}
else if ((get_val(Left_Stick_Y)>80 )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}

if(event_press(8) && !get_val(7))combo_run(DASH_TO);

//increase Antirecoil
if(get_val(7) && event_press(RECOIL_UP)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(7) && event_press(RECOIL_UP))set_val(RECOIL_UP,0);
// decrease Antirecoil
if(get_val(7) && event_press(RECOIL_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(7) && event_press(RECOIL_DOWN))set_val(RECOIL_DOWN,0);
// compensate to the left
if(get_val(7) && event_press(RECOIL_LEFT)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(7) && event_press(RECOIL_LEFT))set_val(RECOIL_LEFT,0);
// compensate to the right
if(get_val(7) && event_press(RECOIL_RIGHT)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(7) && event_press(RECOIL_RIGHT))set_val(RECOIL_RIGHT,0);
// Save Antirecoil hold LT/L2 + press Y/TRIANGLE
if(get_val(7) && event_press(17)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}
// ONLY WITH SCOPE ANTIRECOIL
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {combo_run(AntiRecoil);}

}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}//end

combo DASH_TO {

if(abs(LY)>abs(LX))
{
if(LY>0)combo_run(AutoDash_B);
if(LY<0)combo_run(AutoDash_F);
}
else
{
if(LX>0)combo_run(AutoDash_R);
if(LX<0)combo_run(AutoDash_L);
}

}
combo AutoDash_F {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,-100);
wait(500);
}

combo AutoDash_B {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,100);
wait(500);
}

combo AutoDash_L {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,100);
wait(500);
}
combo AutoBreath {//begin

set_val(8, 100);
wait(100);
}//end
combo EASY_SPRINT {
set_val(SPRINT_BTN,100);
wait(500); // hold Sprint btn. for 500 ms.

}
// AKIMBO
combo AKIMBO {
set_val(fire_button, 100);
set_val(scope_button, 100);
wait(hold_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
wait(rest_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn. for 300 ms.

}

//Antirecoil This combo must be the last one
combo AntiRecoil {//begin
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end

Big Bad Dom
6th November 14, 08:21
Excellent script and thank you very much for making it for us! There is a small problem with the double flicking of the L3 button to dash. It is too slow. Would it be possible to make it faster? I have to flick the L3 the whole way in the direction i want to dash. It is very awkward and slow and doesn't work well. Would it be possible to make the script to make me dash by ently flicking the L3 twice, and not having to flick it the whole way in that direction?

Excalibur
6th November 14, 08:54
Excellent script and thank you very much for making it for us! There is a small problem with the double flicking of the L3 button to dash. It is too slow. Would it be possible to make it faster? I have to flick the L3 the whole way in the direction i want to dash. It is very awkward and slow and doesn't work well. Would it be possible to make the script to make me dash by ently flicking the L3 twice, and not having to flick it the whole way in that direction?

Okay - changed , now you can easily change the double flick sensitivity -

change this value:

int FlickBorder =60;

Bigger value = less sensitivity
Lower value= more sensitivity


//Script was generated by * Script Manipulator * ver.6.7 /on date:04.11.2014 . time: 01:34:37
//--------------------------------------------------------------
// ADS SENSITIVITY - INCREASE-DECREASE Adjustable With Save function / AUTO HOLD BREATH / EASY SPRINT
// SENSITIVITY in Game - INCREASE-DECREASE Adjustable with Save function / AKIMBO with one btn
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
/*********************************************************************
* *
* Z ANTIRECOIL COMPLETE ADJUSTABLE WITH SAVE FUNCTION *
* *
* Author: LEX LOST *
* System: MULTI *
* Controller: MULTI - Optimized for MOUSE & KEYBOARD *
* GAME: Battlefield series - COD series - Black Ops series *
* Instructions: LT+UP for increase and LT+DOWN for decrease *
* LT+LEFT compensate to the left, LT+RIGHT compensate to the right *
* Save Antirecoil hold LT/L2 + press Y/TRIANGLE *
**********************************************************************/
//--------------------------------------------------------------
// ADS - SENSITIVITY -INCREASE/DECREASE Adjustable
// use B/CIRCLE + D-pad RIGHT to increase / B/CIRCLE+ D-pad LEFT to decrease
//
//
//--------------------------------------------------------------
//--------------------------------------------------------------
// In GAME => SENSITIVITY - INCREASE/ DECREASE Adjustable
// use B/CIRCLE + D-pad UP to increase / B/CIRCLE+ D-pad DOWN to decrease
//--------------------------------------------------------------
// ON / OFF RAPID FIRE (SELECT + START )
//--------------------------------------------------------------
//DECLARARATIONS - define
//--------------------------------------------------------------
define SPRINT_BTN = 8;
define ROFire = 14.6;
define Left_Stick_Y=12;
define Left_Stick_X=11;
define timelimit=300;//chaange this value if you want to increase or decrease time for Double Flick
define RECOIL_UP = 13; // Press: LT + UP for increase
define RECOIL_DOWN = 14; // Press: LT + DOWN for decrease
define RECOIL_LEFT = 15; // Press: LT+LEFT compensate to the left
define RECOIL_RIGHT = 16; // Press: LT+RIGHT compensate to the right
define ONLY_WITH_SCOPE=TRUE; //Use Anti-recoil only when scoping

//VARIABLES - int
//--------------------------------------------------------------
int RATE_OF_FIRE=14.5; //Range: 1 to 25 RPS (Round/s)
int ANTI_RECOIL=0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int Sens=10;
int fire_button;
int scope_button;
int pvSens;
int SENS=0;
int pvInGameSens;
int akimbo_onoff = FALSE;
int hold_timeA;
int rest_timeA;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int rapid_onoff = TRUE;
int hold_time;
int rest_time;
int FlickBorder=60; // Double Flick sensitivity
//INITIALIZATION - init
//--------------------------------------------------------------
init {


if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
// SAVE to EEPROM memory
pvSens = get_pvar(SPVAR_1,0, 100, 20);
Sens=pvSens;
pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
SENS=pvInGameSens;
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
//Akimbo rapid fire
//--------------------------------------------------------------
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;
// rapid fire

}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Rapid Fire
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;

LX=get_val(11);
LY=get_val(12);

// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,SENS);

// INCREASE B/CIRCLE+D-pad RIGHT
if(get_val(18) && event_press(16)){Sens=Sens+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(13) && get_val(18))set_val(16,0);

// DECREASE B/CIRCLE+D-pad LEFT
if(get_val(18) && event_press(15)){Sens=Sens-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(14) && get_val(18))set_val(15,0);

//ADS SENSITIVITY
if(get_val(scope_button)){
sensitivity(9, NOT_USE, 100 + Sens);
sensitivity(10, NOT_USE, 100 + Sens);}

// In game SENSITIVITY
// INCREASE B/CIRCLE +D-pad UP
if(get_val(18) && event_press(13)){SENS=SENS+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(13))set_val(14,0);
// DECREASE B/CIRCLE+D-pad DOWN
if(get_val(18) && event_press(14)){SENS=SENS-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(14))set_val(14,0);

sensitivity(10, NOT_USE, 100 + SENS);

// AUTOBREATH
//if(get_val(scope_button)) {combo_run(AutoBreath);}
//----------------------------------------------------------


// Just tap sprint Btn will hold sprint button for 300 ms.
if(event_press(SPRINT_BTN) )combo_run(EASY_SPRINT);



// SWITCH AKIMBO
// LT/L2 + X/SQUARE
if(get_val(scope_button) && event_press(20))akimbo_onoff=!akimbo_onoff;
if(get_val(scope_button) && get_val(20))set_val(20,0);
// AKIMBO run
if(get_val(fire_button)&& akimbo_onoff )combo_run(AKIMBO);
else if(combo_running(AKIMBO)) combo_stop(AKIMBO);

// ON / OFF RAPID FIRE (SELECT + START )
if(event_press(1)&& get_val(2)) {rapid_onoff =!rapid_onoff;set_val(2,0);}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

// DASHES ---------------------------------------------------------------------
//


// FIND the DIRECTION of LA
LX=get_val(Left_Stick_X);

// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if ((get_val(Left_Stick_X)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}
else if ((get_val(Left_Stick_X)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}

// Dash - RIGHT
if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)>FlickBorder )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if ((get_val(Left_Stick_X)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}
else if ((get_val(Left_Stick_X)>FlickBorder )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}

// Dash - Forward
if (DblClick_F>0) DblClick_F=DblClick_F - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)<inv(FlickBorder) )&& DblClick_F<=0 ) {DblClick_F =timelimit;LA_F=1;}
else if ((get_val(Left_Stick_Y)>-20 )&& DblClick_F>0 && LA_F==1){LA_F=2;}
else if ((get_val(Left_Stick_Y)<inv(FlickBorder) )&& DblClick_F>0 && LA_F==2){LA_F=0;combo_run(AutoDash_F);}

// Dash - Back
if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)>FlickBorder )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if ((get_val(Left_Stick_Y)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}
else if ((get_val(Left_Stick_Y)>FlickBorder )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}

if(event_press(8) && !get_val(7))combo_run(DASH_TO);

//increase Antirecoil
if(get_val(7) && event_press(RECOIL_UP)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(7) && event_press(RECOIL_UP))set_val(RECOIL_UP,0);
// decrease Antirecoil
if(get_val(7) && event_press(RECOIL_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(7) && event_press(RECOIL_DOWN))set_val(RECOIL_DOWN,0);
// compensate to the left
if(get_val(7) && event_press(RECOIL_LEFT)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(7) && event_press(RECOIL_LEFT))set_val(RECOIL_LEFT,0);
// compensate to the right
if(get_val(7) && event_press(RECOIL_RIGHT)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(7) && event_press(RECOIL_RIGHT))set_val(RECOIL_RIGHT,0);
// Save Antirecoil hold LT/L2 + press Y/TRIANGLE
if(get_val(7) && event_press(17)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}
// ONLY WITH SCOPE ANTIRECOIL
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {combo_run(AntiRecoil);}

}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}//end

combo DASH_TO {

if(abs(LY)>abs(LX))
{
if(LY>0)combo_run(AutoDash_B);
if(LY<0)combo_run(AutoDash_F);
}
else
{
if(LX>0)combo_run(AutoDash_R);
if(LX<0)combo_run(AutoDash_L);
}

}
combo AutoDash_F {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,-100);
wait(500);
}

combo AutoDash_B {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,100);
wait(500);
}

combo AutoDash_L {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,100);
wait(500);
}
combo AutoBreath {//begin

set_val(8, 100);
wait(100);
}//end
combo EASY_SPRINT {
set_val(SPRINT_BTN,100);
wait(500); // hold Sprint btn. for 500 ms.

}
// AKIMBO
combo AKIMBO {
set_val(fire_button, 100);
set_val(scope_button, 100);
wait(hold_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
wait(rest_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn. for 300 ms.

}

//Antirecoil This combo must be the last one
combo AntiRecoil {//begin
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end

LEX LOST
6th November 14, 10:05
huge work Ivan!!!

jmarryc
6th November 14, 11:58
thanks for the awesome works, but i have a few problems here...

the dash seems not working(any directions), here is my maxaim setting, LS = WASD L3=shift

but when i wanna DASH i press Shift+A (it should be LS DASH+L3 @ controller) it goes right, and i find that all directions dash it goes right . why would this happen??

LEX LOST
6th November 14, 12:03
thanks for the awesome works, but i have a few problems here...

the dash seems not working(any directions), here is my maxaim setting, LS = WASD L3=shift

but when i wanna DASH i press Shift+A (it should be LS DASH+L3 @ controller) it goes right, and i find that all directions dash it goes right . why would this happen??

try with this: COD ADVANCED WARFARE - M&Kb vers. (http://cronusmax.com/forums/showthread.php?t=145507)

Excalibur
6th November 14, 18:11
Updated ... fixed some minor bugs.



//Script was generated by * Script Manipulator * ver.6.7 /on date:04.11.2014 . time: 01:34:37
//--------------------------------------------------------------
// ADS SENSITIVITY - INCREASE-DECREASE Adjustable With Save function / AUTO HOLD BREATH / EASY SPRINT
// SENSITIVITY in Game - INCREASE-DECREASE Adjustable with Save function / AKIMBO with one btn
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
/*********************************************************************
* *
* Z ANTIRECOIL COMPLETE ADJUSTABLE WITH SAVE FUNCTION *
* *
* Author: LEX LOST *
* System: MULTI *
* Controller: MULTI - Optimized for MOUSE & KEYBOARD *
* GAME: Battlefield series - COD series - Black Ops series *
* Instructions: LT+UP for increase and LT+DOWN for decrease *
* LT+LEFT compensate to the left, LT+RIGHT compensate to the right *
* Save Antirecoil hold LT/L2 + press Y/TRIANGLE *
**********************************************************************/
//--------------------------------------------------------------
// ADS - SENSITIVITY -INCREASE/DECREASE Adjustable
// use B/CIRCLE + D-pad RIGHT to increase / B/CIRCLE+ D-pad LEFT to decrease
//
//
//--------------------------------------------------------------
//--------------------------------------------------------------
// In GAME => SENSITIVITY - INCREASE/ DECREASE Adjustable
// use B/CIRCLE + D-pad UP to increase / B/CIRCLE+ D-pad DOWN to decrease
//--------------------------------------------------------------
// ON / OFF RAPID FIRE (SELECT + START )
//--------------------------------------------------------------
// SWITCH AKIMBO
// LT/L2 + X/SQUARE
//DECLARARATIONS - define
//--------------------------------------------------------------
define SPRINT_BTN = 8;
define ROFire = 14.6;
define Left_Stick_Y=12;
define Left_Stick_X=11;
define timelimit=300;//chaange this value if you want to increase or decrease time for Double Flick
define RECOIL_UP = 13; // Press: LT + UP for increase
define RECOIL_DOWN = 14; // Press: LT + DOWN for decrease
define RECOIL_LEFT = 15; // Press: LT+LEFT compensate to the left
define RECOIL_RIGHT = 16; // Press: LT+RIGHT compensate to the right
define ONLY_WITH_SCOPE=TRUE; //Use Anti-recoil only when scoping

//VARIABLES - int
//--------------------------------------------------------------
int RATE_OF_FIRE=14.5; //Range: 1 to 25 RPS (Round/s)
int ANTI_RECOIL=0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int Sens=10;
int fire_button;
int scope_button;
int pvSens;
int SENS=0;
int pvInGameSens;
int akimbo_onoff = FALSE;
int hold_timeA;
int rest_timeA;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int rapid_onoff = TRUE;
int hold_time;
int rest_time;
int FlickBorder=60;
//INITIALIZATION - init
//--------------------------------------------------------------
init {


if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
// SAVE to EEPROM memory
pvSens = get_pvar(SPVAR_1,0, 100, 20);
Sens=pvSens;
pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
SENS=pvInGameSens;
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
//Akimbo rapid fire
//--------------------------------------------------------------
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;
// rapid fire

}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Rapid Fire
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;

LX=get_val(11);
LY=get_val(12);

// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,SENS);

// INCREASE B/CIRCLE+D-pad RIGHT
if(get_val(18) && event_press(16)){Sens=Sens+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(13) && get_val(18))set_val(16,0);

// DECREASE B/CIRCLE+D-pad LEFT
if(get_val(18) && event_press(15)){Sens=Sens-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(14) && get_val(18))set_val(15,0);

//ADS SENSITIVITY
if(get_val(scope_button)){
sensitivity(9, NOT_USE, 100 + Sens);
sensitivity(10, NOT_USE, 100 + Sens);}

// In game SENSITIVITY
// INCREASE B/CIRCLE +D-pad UP
if(get_val(18) && event_press(13)){SENS=SENS+5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(13))set_val(14,0);
// DECREASE B/CIRCLE+D-pad DOWN
if(get_val(18) && event_press(14)){SENS=SENS-5;set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(18) && get_val(14))set_val(14,0);

sensitivity(10, NOT_USE, 100 + SENS);

// AUTOBREATH
//if(get_val(scope_button)) {combo_run(AutoBreath);}
//----------------------------------------------------------


// Just tap sprint Btn will hold sprint button for 300 ms.
if(event_press(SPRINT_BTN) )combo_run(EASY_SPRINT);



// SWITCH AKIMBO
// LT/L2 + X/SQUARE
if(get_val(scope_button) && event_press(20))akimbo_onoff=!akimbo_onoff;
if(get_val(scope_button) && get_val(20))set_val(20,0);
// AKIMBO run
if(get_val(fire_button)&& akimbo_onoff )combo_run(AKIMBO);
else if(combo_running(AKIMBO)) combo_stop(AKIMBO);

// ON / OFF RAPID FIRE (SELECT + START )
if(event_press(1)&& get_val(2)) {rapid_onoff =!rapid_onoff;set_val(2,0);}
if(get_val(1) && get_val(2))set_val(2,0);
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

// DASHES ---------------------------------------------------------------------
//


// FIND the DIRECTION of LA
LX=get_val(Left_Stick_X);

// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)<inv(FlickBorder) )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if ((get_val(Left_Stick_X)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}
else if ((get_val(Left_Stick_X)<inv(FlickBorder) )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}

// Dash - RIGHT
if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)>FlickBorder )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if ((get_val(Left_Stick_X)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}
else if ((get_val(Left_Stick_X)>FlickBorder )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}

// Dash - Forward
if (DblClick_F>0) DblClick_F=DblClick_F - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)<inv(FlickBorder) )&& DblClick_F<=0 ) {DblClick_F =timelimit;LA_F=1;}
else if ((get_val(Left_Stick_Y)>-20 )&& DblClick_F>0 && LA_F==1){LA_F=2;}
else if ((get_val(Left_Stick_Y)<inv(FlickBorder) )&& DblClick_F>0 && LA_F==2){LA_F=0;combo_run(AutoDash_F);}

// Dash - Back
if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)>FlickBorder )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if ((get_val(Left_Stick_Y)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}
else if ((get_val(Left_Stick_Y)>FlickBorder )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}

if(event_press(8) && !get_val(7))combo_run(DASH_TO);

//increase Antirecoil
if(get_val(7) && event_press(RECOIL_UP)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(7) && event_press(RECOIL_UP))set_val(RECOIL_UP,0);
// decrease Antirecoil
if(get_val(7) && event_press(RECOIL_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(7) && event_press(RECOIL_DOWN))set_val(RECOIL_DOWN,0);
// compensate to the left
if(get_val(7) && event_press(RECOIL_LEFT)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(7) && event_press(RECOIL_LEFT))set_val(RECOIL_LEFT,0);
// compensate to the right
if(get_val(7) && event_press(RECOIL_RIGHT)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(7) && event_press(RECOIL_RIGHT))set_val(RECOIL_RIGHT,0);
// Save Antirecoil hold LT/L2 + press Y/TRIANGLE
if(get_val(7) && event_press(17)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}
// ONLY WITH SCOPE ANTIRECOIL
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {combo_run(AntiRecoil);}

}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}//end

combo DASH_TO {

if(abs(LY)>abs(LX))
{
if(LY>0)combo_run(AutoDash_B);
if(LY<0)combo_run(AutoDash_F);
}
else
{
if(LX>0)combo_run(AutoDash_R);
if(LX<0)combo_run(AutoDash_L);
}

}
combo AutoDash_F {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,-100);
wait(500);
}

combo AutoDash_B {
set_val(8,100);
wait(100);
set_val(Left_Stick_Y,100);
wait(500);
}

combo AutoDash_L {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(8,100);
wait(100);
set_val(Left_Stick_X,100);
wait(500);
}
combo AutoBreath {//begin

set_val(8, 100);
wait(100);
}//end
combo EASY_SPRINT {
set_val(SPRINT_BTN,100);
wait(500); // hold Sprint btn. for 500 ms.

}
// AKIMBO
combo AKIMBO {
set_val(fire_button, 100);
set_val(scope_button, 100);
wait(hold_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
wait(rest_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn. for 300 ms.

}

//Antirecoil This combo must be the last one
combo AntiRecoil {//begin
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end

Big Bad Dom
7th November 14, 09:25
Excellent thank you guys so much!

welshboy
7th November 14, 09:39
Thanks for the script. Great work you lot :) Just a few requests though, Can we have quick reload and dropshot? Like on the gamepack (which has disappeared)

Excalibur
7th November 14, 12:38
Thanks for the script. Great work you lot :) Just a few requests though, Can we have quick reload and dropshot? Like on the gamepack (which has disappeared)


I will add drop shot and fast reload , but for the fast reload I will need more time to find best settings .

welshboy
7th November 14, 14:17
Cant you make it adjustable like the gamepack was? I had to change it based on what gun I was using due to difference in reload speeds. How come the official gamepack was taken down?

Excalibur
7th November 14, 16:23
Cant you make it adjustable like the gamepack was? I had to change it based on what gun I was using due to difference in reload speeds. How come the official gamepack was taken down?

Okay. I don't have information about gamepacks.

Bloodzeed
8th November 14, 00:42
I use this with the bal and it works and some times it will just glitch like crazy i have to change modes and back to the mode to fix it

Excalibur
8th November 14, 10:23
The official Gamepacks are in process of updating .

- - - Updated - - -


I use this with the bal and it works and some times it will just glitch like crazy i have to change modes and back to the mode to fix it

Give me more info to try to fix it.

hirst66
8th November 14, 19:41
Hi. I don.t know how to write scripts etc or copy them to cm other than whats in the library..... How can I copy this in, tried it by cut n paste but it didn't work
thanks

Excalibur
9th November 14, 04:26
Hi. I don.t know how to write scripts etc or copy them to cm other than whats in the library..... How can I copy this in, tried it by cut n paste but it didn't work
thanks


Take a look at this guide :

Guide: How to use scripts from the forums (http://cronusmax.com/forums/showthread.php?t=143588)

hirst66
9th November 14, 09:36
Great, Thanks so much, I followed your link and all good. I'm not a very good shoot em up gamer so do rely on your valuable scripts to at least appear reasonable in a game lol! I liked the settings for bf4 i.e side shot, scope, rapid fire and sprint always on etc. but, I see many posts asking where the gamepack for aw went? would this pack have given me the same sort of settings for bf4?
As always, my thanks to all at cm for a brilliant device for us amatuers

Excalibur
9th November 14, 15:29
Great, Thanks so much, I followed your link and all good. I'm not a very good shoot em up gamer so do rely on your valuable scripts to at least appear reasonable in a game lol! I liked the settings for bf4 i.e side shot, scope, rapid fire and sprint always on etc. but, I see many posts asking where the gamepack for aw went? would this pack have given me the same sort of settings for bf4?
As always, my thanks to all at cm for a brilliant device for us amatuers


All this game packs are in process of updating .

Bloodzeed
10th November 14, 15:48
The official Gamepacks are in process of updating .

- - - Updated - - -



Give me more info to try to fix it.


Hard to explain but sometimes it will glitch out the animation goes crazy on the gun at times wont even zoom in
Is it because i have rapid fire on with a bal?

Excalibur
10th November 14, 23:13
Hard to explain but sometimes it will glitch out the animation goes crazy on the gun at times wont even zoom in
Is it because i have rapid fire on with a bal?

What is the value for Rate of fire?

mrpker802
11th November 14, 18:00
Only bug ive noticed is sometimes it starts zooming in and out like crazy like twitch zooming what I do is just reset cm to 0 then back to 1 to fix it. I can't seem to get the anti recoil right for the gun im using hopefully someone can help me. I am using the MK14 with foregrip, ive messed with the anti recoil settings but just can't seem to get them right.

mrpker802
11th November 14, 20:33
Only bug ive noticed is sometimes it starts zooming in and out like crazy like twitch zooming what I do is just reset cm to 0 then back to 1 to fix it. I can't seem to get the anti recoil right for the gun im using hopefully someone can help me. I am using the MK14 with foregrip, ive messed with the anti recoil settings but just can't seem to get them right.

I found some anti recoil settings that work pretty decent for me now. Also the bug ive noticed is with the latest script excalibur where you posted "Updated... fixed some minor bugs." For some reason after awhile that script starts twitch zooming with the gun. I am using one of the first scripts that was posted and it's working fine.

Excalibur
12th November 14, 11:26
I found some anti recoil settings that work pretty decent for me now. Also the bug ive noticed is with the latest script excalibur where you posted "Updated... fixed some minor bugs." For some reason after awhile that script starts twitch zooming with the gun. I am using one of the first scripts that was posted and it's working fine.


Which one ? Give my the number of post please!

stevie_aye
13th November 14, 06:57
I'm really new at this scripting stuff, like this is my first time using this kind of technology but I'm guessing that I just copy and paste the script, save it, then drag and drop it onto the CronusMax and I'm good to go

LEX LOST
13th November 14, 07:15
I'm really new at this scripting stuff, like this is my first time using this kind of technology but I'm guessing that I just copy and paste the script, save it, then drag and drop it onto the CronusMax and I'm good to go

exact!
but after drag and drop it into a slot remember to click "program device slot" button, on the bottom right of Cronus Pro programmer section
Here you can find a very well done guide: Guide: How to use scripts from the forums (http://cronusmax.com/forums/showthread.php?t=143588)

stevie_aye
13th November 14, 08:57
Very detailed and thank you very much. I will be a very proud owner of a CronusMax very soon once delivery has been made (no idea what delivery times are like here in the UK) and the community and help has been awesome. Thank you

KittyDawn
13th November 14, 09:05
Very detailed and thank you very much. I will be a very proud owner of a CronusMax very soon once delivery has been made (no idea what delivery times are like here in the UK) and the community and help has been awesome. Thank you

Did you order from www.CK3.co.uk?

stevie_aye
13th November 14, 15:22
Yeah that's where I ordered it from

ryanbooton
16th November 14, 19:48
Ok im pretty new, actually really new. I can get everything on my usb but im not sure how to turn the mods on. I looked at the script but couldnt see where it tells you. My light on my usb is blue. Donno how to get it on to purple. Maybe im a lil slow lol... Any help would be appreciated. And will this script work on xbox one

thepr0
17th November 14, 00:17
i couldnt get this to work i only wanted to use the auto dash or the flick dash but couldnt activate it or use it..same with the other features...any help bro? great job on the script you're good at what u do

Excalibur
17th November 14, 03:52
Ok im pretty new, actually really new. I can get everything on my usb but im not sure how to turn the mods on. I looked at the script but couldnt see where it tells you. My light on my usb is blue. Donno how to get it on to purple. Maybe im a lil slow lol... Any help would be appreciated. And will this script work on xbox one

Hi there,
go and read some guides - first like this one :

Guide: How to use scripts from the forums (http://cronusmax.com/forums/showthread.php?t=143588)

Excalibur
17th November 14, 03:58
i couldnt get this to work i only wanted to use the auto dash or the flick dash but couldnt activate it or use it..same with the other features...any help bro? great job on the script you're good at what u do

There is no such function like auto dash - if you use this script you can dash if you double flick Left Analogue Stick to the : LEFT, RIGHT or BACK.
Other instructions - read the text in GREEN.

thepr0
17th November 14, 14:33
Excalibur i did it work but i was auto sprinting and for some reason my movements were off with the left analong it felt weird not natural at all....any reason why? i even deleted all the coding except for the dash and it still was acting up...when you make that new video if you do get around to it post a link on this thread or new ill like to see how it works

Excalibur
17th November 14, 17:49
Excalibur i did it work but i was auto sprinting and for some reason my movements were off with the left analong it felt weird not natural at all....any reason why? i even deleted all the coding except for the dash and it still was acting up...when you make that new video if you do get around to it post a link on this thread or new ill like to see how it works


You told me that you use M&Kb - then why you write in section for Game-pad ?
Sorry dude, there was a bug in this script . The dashes didn't work - now I fix that and they work. Note - to perform dash - double press button for Left, Right or Back but in this moment do not hold button forward .
I updated application . Go and try it and give me feed back.

Excalibur
18th November 14, 06:18
This is the SGI ( Script Game Interface) for game-pad version.

SGI COD AW Game-pad ver.2.0

LEX LOST
18th November 14, 09:00
This is the SGI ( Script Game Interface) for game-pad version.

SGI COD AWGame-pad ver.2.0

I've added antirecoil adjustable but bytecode max size (4346 bytes) exceeded .



//--------------------------------------------------------------
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE=18; // B/ CIRCLE
define btn_JUMP=19; // JUMP button A/CROSS
define SwitchW=17; // Switch Weapons Y/TRIANGLe
define Reload=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define Left_Stick_Y= 12;
define Left_Stick_X=11;
define btn_Swith1= CEMU_EXTRA1;
define btn_Swith2= CEMU_EXTRA2;
define btn_Swith3= CEMU_EXTRA3;
define btn_Swith4= CEMU_EXTRA4;
define btn_Swith5= CEMU_EXTRA5;
define RECOIL_UP = 13; // Press: LT+UP increase
define RECOIL_DOWN = 14; // Press: LT+DOWN decrease
define RECOIL_LEFT = 15; // Press: LT+LEFT compensate to the left
define RECOIL_RIGHT = 16; // Press: LT+RIGHT compensate to the right
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=14.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 14.6;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=20;
int pvSens;
int SENS=0;
int pvInGameSens;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = TRUE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=TRUE;
int VerticalCorrect=TRUE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE;// On /Off Togle ADS
int b_ADS_Delay=FALSE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int fastreload;
int fastReload_OnOff=TRUE;
int FR1=1400;
int FR2=1500;
int FR3=1500;
int ProneTime=800;
int ANTI_RECOIL = 30;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

// pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
//pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
//SENS=pvInGameSens;
// AKIMBO RAPID FIRE
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;
// Antirecoil
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
// FAST RELOAD
fastreload=FR1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE
//if(event_press(btn_Swith5))combo_run(GoProne);

// FIND the DIRECTION of LA
if(get_val(Left_Stick_X)<-20 || get_val(Left_Stick_X)>20)LX=get_val(Left_Stick_X);

// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,b_hold_ADS);
set_val(TRACE_3,dash_OnOff);
set_val(TRACE_4,dropshot_OnOff);
set_val(TRACE_5,rapid_onoff);
///////////////////////////////////////////////////////////////////////////
/////////// 1. FAST RELOAD ////////////////////////
///////////////////////////////////////////////////////////////////////////
if(get_val(CEMU_EXTRA3)&& event_press(Up))fastreload=FR1; // All Assault Rifles
if(get_val(CEMU_EXTRA3)&& get_val(Up))set_val(Up,0);
if(get_val(CEMU_EXTRA3)&& event_press(Right))fastreload=FR2; // All SUBMACHINE GUNS
if(get_val(CEMU_EXTRA3)&& get_val(Right))set_val(Right,0);
if(get_val(CEMU_EXTRA3)&& event_press(Down))fastreload=FR3;
//if(get_val(CEMU_EXTRA3)&& event_press(Left))fastreload=FR4;
// if(get_val(CEMU_EXTRA3)&& event_press(SwitchW))fastreload=FR5;
//if(get_val(CEMU_EXTRA3)&& event_press(PRONE))fastreload=FR6;

// Switch FAST RELOAD ON/OFF EXTRA INPUT 3+ X/SQUARE
if(get_val(CEMU_EXTRA3)&& event_press(Reload))fastReload_OnOff=!fastReload_OnOff;
if(get_val(CEMU_EXTRA3)&& get_val(Reload))set_val(Reload,0);


if(event_press(Reload) && fastReload_OnOff)combo_run(FastReload);
///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);

// DECREASE btn_Swith1+D-pad DOWN
if(get_val(btn_Swith1) && event_press(14))Sens=Sens-5;
if(get_val(btn_Swith1) && get_val(14))set_val(14,0);
//--------------------------------------------------------------------------

// ADS Toggle
if(event_press(scope_button)&& TogleADS)b_hold_ADS=!b_hold_ADS;

if(b_hold_ADS)
{//---------------------------
if(get_val(SwitchW) || get_val(Reload)||get_val(btn_JUMP))b_hold_ADS=FALSE;
}//---------------------------

if(b_hold_ADS)set_val(scope_button,100);


// AUTO HOLD BREATH
if(get_val(scope_button)&& hold_breath_On_Off)combo_run(AutoBreath);
// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RA_X, NOT_USE, 100 + Sens);
sensitivity(RA_Y, NOT_USE, 100 + Sens);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;

// Save SENSITIVITY to EEPROM Memory
// EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE
if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}

// AUTO BREATH
// if(get_val(scope_button)) {combo_run(AutoBreath);}
//----------------------------------------------------------


// Just tap sprint Btn will hold sprint button for 300 ms.
if(event_press(SPRINT_BTN) && get_val(Left_Stick_Y)<0 )combo_run(EASY_SPRINT);
//////////////////////////////////////////////////////////////////
/////// SENSITIVITY in GAME ///////////////////////////////
//////////////////////////////////////////////////////////////////

// In GAME INCREASE = btn_Swith1 + D-pad RIGHT
//if(get_val(btn_Swith1) && event_press(16))SENS=SENS+5;
//if(get_val(btn_Swith1) && get_val(16))set_val(16,0);
// In GAME DECREASE = btn_Swith1 + D-pad LEFT
// if(get_val(btn_Swith1) && event_press(15))SENS=SENS-5;
// if(get_val(btn_Swith1) && get_val(15))set_val(15,0);

// SENSETIVITY in game
// sensitivity(Left_Stick_X, NOT_USE, 100 + SENS);
// sensitivity(Left_Stick_Y, NOT_USE, 100 + SENS);
//-----------------------------------------------------------------

// SWITCH AKIMBO = EXTRA INPUT 4
if(event_press(btn_Swith4)){akimbo_onoff=!akimbo_onoff;}

// AKIMBO run
if(akimbo_onoff)
{//------------------------------------------------------
if(get_val(fire_button) )combo_run(AKIMBO);
else if(combo_running(AKIMBO)) combo_stop(AKIMBO);
}//------------------------------------------------------
//--------------------- Double Jump wit Dash -----------------------------------------------
// DOUBLE JUMP + DASH
if( DoubleJump )
{//-------------------------------------------------------------
// time to Double click
if (DblClick_A>0) DblClick_A=DblClick_A - get_rtime();
// Double Jump with Dash
if (event_press(19) && DblClick_A<=0 ) {DblClick_A =timelimit;}
else if (event_press(19)&& DblClick_A>0 ){combo_run(DblJump);}
}//-------------------------------------------------------------
//------------------------------------------------------------------------------------------
// SPRINT with DOUBLE CLICK FORWARD
if (time_to_DblClick_Sprint>0) time_to_DblClick_Sprint=time_to_DblClick_Sprint - get_rtime();


// SPRINT^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if (get_val(Left_Stick_Y)==-100 && time_to_DblClick_Sprint<=0 && get_ptime(Left_Stick_Y)<100) {time_to_DblClick_Sprint =timelimit;RA=1;}
else if (get_val(Left_Stick_Y)>-20 && time_to_DblClick_Sprint>0 && RA==1){RA=2;}
else if (get_val(Left_Stick_Y)==-100 && time_to_DblClick_Sprint>0 && RA==2){RA=0;combo_run(Dash_F);}


// sprint
if(sprint && get_val(Left_Stick_Y)==-100 ){combo_run(AutoSprint);}

// stop sprinting
if(get_val(Left_Stick_Y)>0 || get_val(Left_Stick_Y)>-5 )
{//--------------------------------------------------
sprint=FALSE;
if(combo_running(AutoSprint))combo_stop(AutoSprint);
}//--------------------------------------------------

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dashes
if(get_val(btn_Swith1) && event_press(SwitchW))dash_OnOff=!dash_OnOff;
if(get_val(btn_Swith1) && get_val(SwitchW))set_val(SwitchW,0);
// DASH SHOT --------------------------------------------------------------------
if(get_val(fire_button) && dash_OnOff && !get_val(scope_button)){block(Left_Stick_Y,400);combo_run(DashShot);}

// ON/OFF DASH
//if(event_press(17)&& !dropshot_OnOff)dash_OnOff=!dash_OnOff;
if(get_val(20) && get_ptime(20)>1000){dash_OnOff=FALSE;}


// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if ((get_val(Left_Stick_X)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}
else if ((get_val(Left_Stick_X)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}

// Dash - RIGHT
if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_X)>80 )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if ((get_val(Left_Stick_X)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}
else if ((get_val(Left_Stick_X)>80 )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}

// Dash - Back
if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if ((get_val(Left_Stick_Y)>80 )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if ((get_val(Left_Stick_Y)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}
else if ((get_val(Left_Stick_Y)>80 )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}


// DROP SHOT On / Off = btn_Swith1 + B/CIRCLE
if(get_val(btn_Swith1) && event_press(PRONE))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff=FALSE;}
}//-----------------------------------
// ------------------------------------------------------
if(get_val(btn_Swith1) && get_val(PRONE))set_val(PRONE,0);
// DROP SHOT
if (get_val(fire_button) && dropshot_OnOff && !get_val(scope_button)){combo_run(DROPSHOT);} //press fire btn without ADS for Drop Shot
// ON / OFF RAPID FIRE (btn_Swith2 )
if(event_press(btn_Swith2 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(Jump);
}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// ANTIRECOILT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
//increase Antirecoil
if(get_val(7) && event_press(RECOIL_UP)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(7) && event_press(RECOIL_UP))set_val(RECOIL_UP,0);
// decrease Antirecoil
if(get_val(7) && event_press(RECOIL_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(7) && event_press(RECOIL_DOWN))set_val(RECOIL_DOWN,0);
// compensate to the left
if(get_val(7) && event_press(RECOIL_LEFT)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(7) && event_press(RECOIL_LEFT))set_val(RECOIL_LEFT,0);
// compensate to the right
if(get_val(7) && event_press(RECOIL_RIGHT)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(7) && event_press(RECOIL_RIGHT))set_val(RECOIL_RIGHT,0);
// Save Antirecoil hold LT/L2 + press Y/TRIANGLE
if(get_val(7) && event_press(17)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}

if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);}


}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------

combo Jump {
set_val(btn_JUMP,100);
wait(60);
wait(40);
set_val(btn_JUMP,100);
wait(100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DblJump {
wait(150);
set_val(SPRINT_BTN,100);
wait(100);

}
combo DELAY_ADS {
wait(ADS_Delay);
}
combo DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(12,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(12,0);
set_val(Left_Stick_X,dash_X);
wait(300);
set_val(Left_Stick_X,dash_X);
set_val(fire_button,100);
wait(60);

}

combo Dash_F {
set_val(btn_JUMP,100);
wait(40);
set_val(Left_Stick_Y,-100);
set_val(SPRINT_BTN,100);
wait(300);

}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(Left_Stick_X,-100);
wait(500);


}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(Left_Stick_X,100);
wait(500);


}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(Left_Stick_Y,100);
wait(500);
}
combo AutoBreath {//begin

set_val(SPRINT_BTN, 100);
wait(100);
}//end
combo EASY_SPRINT {
set_val(SPRINT_BTN,100);
wait(500); // hold Sprint btn. for 500 ms.

}
// AKIMBO
combo AKIMBO {
set_val(fire_button, 100);
set_val(scope_button, 100);
wait(hold_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
wait(rest_timeA);
set_val(fire_button, 0);
set_val(scope_button, 0);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.

}
//DROP SHOT
combo DROPSHOT {//begin
set_val(Left_Stick_Y,0);
set_val(PRONE, 100);
wait(dropDelay); //Time To Go Prone
if(Scope_W_Drop){set_val(scope_button,100);}
set_val(fire_button,100);
wait(100);
if(Scope_W_Drop){DelayScope=ADS_Add_time;set_val(scope_button,100);}
else DelayScope=20;
//if(VerticalCorrect){set_val(RA_Y,-100);}
wait(DelayScope);
}//end
//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}//end
combo FastReload {// begin
set_val(Reload, 100); //RELOAD_BTN is X Button( index 20) or Square for PS3/PS4
wait(40); wait(fastreload); //fastreload time is The amount of Delay In MS before the Cancel Happens
set_val(SwitchW, 100); //This time different depending On weapons
wait(40); wait(40); //SWITCH_WEAPON is Y or triangle for PS3/PS4
set_val(SwitchW, 100);
wait(40);
}// end
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);// change this value to go prone
}
// ANTIRECOIL
combo AntiRecoil { // This combo must be the last one
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}// END

thepr0
18th November 14, 10:36
i knew i wasnt bugging lol thanks bro i appreciate all your help and work...anyway i can edit the script and change it to where i just flick it once to dash?

thepr0
18th November 14, 10:59
yeah max byte code exceeded i couldnt use the whole thing i had to delete some of the stuff which is cool

Excalibur
18th November 14, 12:23
I will fix this after some ours ( right now I'm working ).

I will need some time to check it.

Excalibur
18th November 14, 12:24
I've added antirecoil adjustable but bytecode max size (4346 bytes) exceeded .



Thanks LEX LOST - I will fix that sooner.

Excalibur
18th November 14, 13:56
yeah max byte code exceeded i couldnt use the whole thing i had to delete some of the stuff which is cool


Sorry - incidentally delete your last post. You mentioned some glitch or bug - can't remember the exact text.

If you can give me more info about this glitch or bug?

New version:
SGI COD AW Game-pad ver.2.1

fixed code.

thepr0
18th November 14, 15:49
no glitch it was just coding error on my part that program is beast only thing it wont code the things you select ON like when you go to script code or copy it copies the entire code

Excalibur
18th November 14, 19:51
no glitch it was just coding error on my part that program is beast only thing it wont code the things you select ON like when you go to script code or copy it copies the entire code


Sorry man , can't understood exactly what you say. :(

thepr0
19th November 14, 00:50
When i go to the program and copy and paste the code it copies the whole script with you everything in it. I enable only 2 things but when i copy the code it has a lot of things like enable that i did not choose. Basically the program doesny give you the code script for the options that you only selected but the whole script

Excalibur
19th November 14, 03:31
When i go to the program and copy and paste the code it copies the whole script with you everything in it. I enable only 2 things but when i copy the code it has a lot of things like enable that i did not choose. Basically the program doesny give you the code script for the options that you only selected but the whole script


Give me example. And yes the program give you all the script , not only the options that you choose. You don't need to worry about them.

Excalibur
19th November 14, 03:50
Updated - new version :

SGI COD AW Game-pad ver.2.2

-all variables set to FALSE .

thepr0
19th November 14, 10:59
you've done an excellent job man seriously..im happy with the results i only use the fast reload and fire jump shot..tried switch the fire button to jump button so it double jumps from pressing once but so far its good....NOW for other things if you like to fix i tried looking for bugs..theres a slight glitch bug with the fast reload everytime i start or sprint it does a weapon switch cancel animation also after i jump or dash it doest the same animation like fast reload..2nd bug i found was the anti recoil after like 10 minutes the whole screen started twitching like crazy im not sure why might want to check it out..you done a great job man and i know you take pride in your work so if you like to fix the bugs for other its up to you thanks for all your help

Excalibur
19th November 14, 12:30
you've done an excellent job man seriously..im happy with the results i only use the fast reload and fire jump shot..tried switch the fire button to jump button so it double jumps from pressing once but so far its good....NOW for other things if you like to fix i tried looking for bugs..theres a slight glitch bug with the fast reload everytime i start or sprint it does a weapon switch cancel animation also after i jump or dash it doest the same animation like fast reload..2nd bug i found was the anti recoil after like 10 minutes the whole screen started twitching like crazy im not sure why might want to check it out..you done a great job man and i know you take pride in your work so if you like to fix the bugs for other its up to you thanks for all your help

Thank you !
For Fast Reload I use the old glitch - switch weapons before the animation cancel . Thats why you see switch weapons.
For Jump and dash - I didn't sow switch weapons ( will examine this ) -- I don't have this in code.

Will examine and Anti-recoil.

Thank you again for your feedback !

thepr0
20th November 14, 12:29
yeah of course no problem anything to help out..well the fast reload is glitch out when you start the game or live as soon as you sprint or do any movement it does the reload switch weapon animation..just needs a little touch up even when you cancel the reload on your own it does the whole switch wreapon animation and it trows you off or gets you killed

Rhitot
20th November 14, 14:10
Need help loading 2.2 I open it up, turn on drop shot, rapid fire and fast reload. Go and click on the code display tab, copy all. Paste in Cronus Pro as I should, save and when I drag and drop to a slot I get an error code stating "There is an error in script: 1: whatever I named it"

thepr0
20th November 14, 15:51
yeah thats what i was trying to tell Excaliber when you copy the script it copies the whole code instead of what you selected enable

Excalibur
20th November 14, 18:43
Need help loading 2.2 I open it up, turn on drop shot, rapid fire and fast reload. Go and click on the code display tab, copy all. Paste in Cronus Pro as I should, save and when I drag and drop to a slot I get an error code stating "There is an error in script: 1: whatever I named it"


Sorry man- there was a bug in application. Now I updated and fixed this bug. You can try now.




yeah thats what i was trying to tell Excaliber when you copy the script it copies the whole code instead of what you selected enable

Its more difficult to separate the code in this way. If you didn't activate some of the mods they do not harm your game.

Excalibur
20th November 14, 18:45
Updated - new version :

SGI COD AW Game-pad ver.2.3

info:
- fixed bug in apllication

Rhitot
21st November 14, 13:45
Excalibur, thank you very much all is working great in private match. Will go on public and see if it all holds together. If you don't here from me its all good. Just wanted to add both you and Lex Lost are truly awesome. Your responses to the community are quick and always polite and courteous even when communication is difficult. Very fast turnaround times on fix's as well. Any company would be lucky to have either of you on their team, glad you're here and hope you get paid well for what you do.

thepr0
21st November 14, 13:46
^This guy is absolutely right great work you guys done and to the others in the forum who are constantly helping others and putting in work..thanks to all



edited to provide feedback for new update...theres a script error in the anti recoil..line 338 """"'Left' is not defined.""""
also the old reload glitch is still glitchin out but its not too bad..other than that great script..



after 15 minutes of use with almost everything disable or false even with one thing enable and most of the script deleted it was unplayable.. the script started twitching i couldnt aim down it just kept twitching the screen crazy something in the script is causing the code to not work straight..also the dash is mess up when you ADS sometimes it seems like you strafe or move on its on

Excalibur
21st November 14, 20:57
^This guy is absolutely right great work you guys done and to the others in the forum who are constantly helping others and putting in work..thanks to all



edited to provide feedback for new update...theres a script error in the anti recoil..line 338 """"'Left' is not defined.""""
also the old reload glitch is still glitchin out but its not too bad..other than that great script..



after 15 minutes of use with almost everything disable or false even with one thing enable and most of the script deleted it was unplayable.. the script started twitching i couldnt aim down it just kept twitching the screen crazy something in the script is causing the code to not work straight..also the dash is mess up when you ADS sometimes it seems like you strafe or move on its on

Thank you again for your feedback!



theres a script error in the anti recoil..line 338 """"'Left' is not defined.""""

You are deleted the definition of Left.

Script can not behave like that.
Twitching on the screen when you ADS can happen if you have active the Akimbo mode.
Look carefully which is yours buttons for switching mods.
In game you probably incidentally switch some mods and this can make your problems.
I make test and nothing of this do not happen with me.

WHITE 4ND N3RDY
21st November 14, 21:33
Updated this code and now is in its own sticky thread.

Excalibur
21st November 14, 23:11
I made a tac19 jitter for COD AW. I'm trying my best to convert my macro into simplest operational form. I just edited my old BO2 sprint jitter to hopefully be a operational jitter for the CM.

Note: this mod REQUIRES: GUN HO PERK & ABSOLUTELY will not work with FAST HANDS PERK.

Hopefully Excalibur or Lex can make this script universal for all platforms and test my settings to see if they transpose from my macro software settings.

This mod shoots silent shots and yes they all do damage. Hopefully my setup works for CM and u can enjoy it before it gets patched.

So please convert to script, test and report back how or if it works. Remember the perk requirement as well.

main {
// If RT is pressed run RT_jitter combo.
if(get_val(XB360_RT))
combo_run(RT_jitter);}



combo RT_jitter{
set_val(XB360_RT, 100);
wait(10);
set_val(XB360_RT, 100);
set_val(XB360_X, 100);
set_val(XB360_LS ,0);
Set_val(XB360_LY, 0);
wait(10);
set_val(XB360_RT, 100);
Set_val(XB360_LS,100);
set_val(XB360_LY, -78);
set_val(XB360_X, 100);
wait(50);
set_val(XB360_RT, 100);
set_val(XB360_LS, 100);
set_val(XB360_LY, -78);
set_val(XB360_X,0);
wait(80);
}


Thanks N3RDY !

here is the multi platform code:



main {
// If RT is pressed run RT_jitter combo.
if(get_val(4))
combo_run(RT_jitter);}



combo RT_jitter{
set_val(4, 100);
wait(10);
set_val(4, 100);
set_val(20, 100);
set_val(8 ,0);
set_val(12, 0);
wait(10);
set_val(4, 100);
set_val(8,100);
set_val(12, -78);
set_val(20, 100);
wait(50);
set_val(4, 100);
set_val(8, 100);
set_val(12, -78);
set_val(20,0);
wait(80);
}

Excalibur
21st November 14, 23:13
Updated - new version :

SGI COD AW Game-pad ver.2.4

now you can remove the code for
- AKIMBO mod
- ANTIRECOIL mod

Excalibur
23rd November 14, 08:33
Updated :

SGI COD AW Game-pad ver.2.5

some improvements in application
added all Perks

http://s28.postimg.org/584wledzt/Menu1.jpg (http://postimg.org/image/584wledzt/) http://s28.postimg.org/9724482mx/Menu2.jpg (http://postimg.org/image/9724482mx/) http://s28.postimg.org/474nw9x09/Menu3.jpg (http://postimg.org/image/474nw9x09/)


http://s28.postimg.org/ac0rncehl/Menu6.jpg (http://postimg.org/image/ac0rncehl/) http://s28.postimg.org/gqzsk0l7d/Perks.jpg (http://postimg.org/image/gqzsk0l7d/)

Rhitot
24th November 14, 12:00
XB1 Multiplayer Performance Question: Only posted here because this area gets a lot more views. This is directed to any who have the knowledge.

Problem: When playing online what I see as I am playing; I start shooting a player, they turn around and kill me with what seems to be one or two shots very quickly. This can be in any scenario, coming around a corner and so on. However when watching the kill-cam after, it shows the other player shooting me first, when I thought I was shooting them first. This happens in 90% or more of the games. Seems like I am almost always 1/2 a second or more behind real time play. Is this simply due to the fact that they do not have dedicated servers and host advantage is still so significant? Or, is there something I can do? Below is a list of my current set up.

ISP: AT&T U-Verse
Mbps: 45 down and 6 up
NAT: Open on both XB1 and COD
XB1: Hardwired

Again any help form anyone would be appreciated.

Thanks

WHITE 4ND N3RDY
24th November 14, 12:26
XB1 Multiplayer Performance Question: Only posted here because this area gets a lot more views. This is directed to any who have the knowledge.

Problem: When playing online what I see as I am playing; I start shooting a player, they turn around and kill me with what seems to be one or two shots very quickly. This can be in any scenario, coming around a corner and so on. However when watching the kill-cam after, it shows the other player shooting me first, when I thought I was shooting them first. This happens in 90% or more of the games. Seems like I am almost always 1/2 a second or more behind real time play. Is this simply due to the fact that they do not have dedicated servers and host advantage is still so significant? Or, is there something I can do? Below is a list of my current set up.

ISP: AT&T U-Verse
Mbps: 45 down and 6 up
NAT: Open on both XB1 and COD
XB1: Hardwired

Again any help form anyone would be appreciated.

Thanks

I read an article about this and yes main part of this is this game not having dedicated servers. This game suffers severe lag especially on psn network. I love my ps4 but Xbox is light years ahead of psn as far as online service. Still xbox user have had the same issues as u state. This drives me nuts! I can't tell u how many times I've shot someone first then drop over dead and in their kill can there like 1 to 2 seconds faster on there screen.

thepr0
26th November 14, 15:45
Hey is there any script or somehow to bunny hop when you hold down xb1_A? instead of double jumping high in a dash i want to hold it down and let it jump once over and over in a bunny hop way...maybe by speeding the button press or something?

LEX LOST
26th November 14, 16:31
here you are:
a Bunny hop press sensitive



//Script was generated by * Script Manipulator * ver.6.8 /on date:26/11/201 time: 21:28:59
//--------------------------------------------------------------
// RUNNY HOP
//--------------------------------------------------------------
//--------------------------------------------------------------
//--------------------------------------------------------------
//DECLARARATIONS - define
//--------------------------------------------------------------
define SPRINT_BTN = 8;
define JUMP_BTN = 19;
define LY = 12;
//--------------------------------------------------------------
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// RUNNY HOP
if(get_val(LY) < -99) {combo_run(RunnyHop);}
if(get_val(LY) > -99) {combo_stop(RunnyHop);}
}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
// RUNNY HOP
combo RunnyHop {//begin
set_val(SPRINT_BTN, 100);
wait(212);
set_val(SPRINT_BTN, 100);
set_val(JUMP_BTN, 100);
wait(212);
set_val(SPRINT_BTN, 100);
wait(212);
set_val(SPRINT_BTN, 100);
set_val(JUMP_BTN, 100);
wait(212);
wait(210);
}//end

or a simple turbo jump:


//Script was generated by * Script Manipulator * ver.6.8 /on date:26/11/201 time: 21:30:59
//--------------------------------------------------------------
// TURBO JUMP
//--------------------------------------------------------------
//--------------------------------------------------------------
//REMAPER
//--------------------------------------------------------------
// TURBO JUMP
//--------------------------------------------------------------
//DECLARARATIONS - define
//--------------------------------------------------------------
define Jump = 19;// Change for different layout
define Speed = 200 ;// Jump speed (Fast < 0 - Slow < 2000)
//--------------------------------------------------------------
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
if (get_val(Jump)){combo_run(TurboJump);}
}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo TurboJump {
wait(Speed);
set_val(Jump, 0);
wait(Speed);
set_val(Jump, 0);
}

thepr0
26th November 14, 16:40
you're the greatest Lex thanks to both for all the help

Excalibur
26th November 14, 16:50
Hey is there any script or somehow to bunny hop when you hold down xb1_A? instead of double jumping high in a dash i want to hold it down and let it jump once over and over in a bunny hop way...maybe by speeding the button press or something?


I made this - and try it in game it is working
Instead of holding JUMP button - you hold Forward Stick ( Left Stick UP) and press ones JUMP button - this will activate BUNNY_HOPE

Here is the code :




/* *
* GPC SCRIPT
*
* GPC is a scripting language with C-like syntax.
* To learn more access GPC Language Reference on Help menu.
* *********************************************************** */
int JumpOn=FALSE;
main {
set_val(TRACE_1,JumpOn);
if(get_val(19)&& get_val(12)<-80)JumpOn=TRUE;
if(get_val(12)>-20)JumpOn=FALSE;


if(JumpOn && get_val(12)<-80){ set_val(19,0);combo_run(BUNNY_HOPE);}


}


combo BUNNY_HOPE {
set_val(19,0);
wait(500);
set_val(19,100);
wait(250);
}

thepr0
26th November 14, 16:54
neither codes work for AW but its ok ill figure it out and play with the code thanks again

Excalibur
28th November 14, 17:40
Updated ....

SGI COD AW Game-pad ver.2.6

Information :

added
DROP SHOT
- normal
- press sensitivity

DASH SHOT
- normal
- press sensitivity

JUMP SHOT
- normal
- press sensitivity

thepr0
29th November 14, 08:40
like the new update bro good work...i wanted to ask you maybe it might be something you might want to add to your program later on as an option....is there any way to get the auto reload sprint ? like the AW gamepack version...the switch weapon fast reload glitches a little bit i rather have the sprint one...




I know i asked for a lot of favors and i appreciate all the help i wanted to see if you can help me with this part of your script (DROP SHOT)
i have it set to where if i bress B it auto drop shot to the floor BUT my problem is when i scope in it cancels the auto drop...so i was wondering how can i have it to when i ads i can press b once to drop shot or if i auto drop shot on my way down i can ads with out having it cancel...



if(get_val(btn_Swith6) && event_press(PRONE)) {//----------------------------------- dropshot_OnOff=!dropshot_OnOff; if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff=FALSE;} }//----------------------------------- // ------------------------------------------------------ if(get_val(btn_Swith1) && get_val(PRONE))set_val(PRONE,0); // DROP SHOTif (get_val(XB1_B) && dropshot_OnOff && !get_val(scope_button)){combo_run(DROPSHOT);}

Excalibur
29th November 14, 09:55
like the new update bro good work...i wanted to ask you maybe it might be something you might want to add to your program later on as an option....is there any way to get the auto reload sprint ? like the AW gamepack version...the switch weapon fast reload glitches a little bit i rather have the sprint one...




I know i asked for a lot of favors and i appreciate all the help i wanted to see if you can help me with this part of your script (DROP SHOT)
i have it set to where if i bress B it auto drop shot to the floor BUT my problem is when i scope in it cancels the auto drop...so i was wondering how can i have it to when i ads i can press b once to drop shot or if i auto drop shot on my way down i can ads with out having it cancel...




if(get_val(btn_Swith6) && event_press(PRONE))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff=FALSE;}
}//-----------------------------------
// ------------------------------------------------------
if(get_val(btn_Swith1) && get_val(PRONE))set_val(PRONE,0);
// DROP SHOT
if (get_val(XB1_B) && dropshot_OnOff && !get_val(scope_button)){combo_run(DROPSHOT);
}


Okay I will take a look at this and will add it like a new options.

LEX LOST
29th November 14, 10:19
No rest for the genius, Ivan! :D

thepr0
29th November 14, 11:00
I know lol ay man great work for real i know it takes a lot of time even when you know what you're doing..no rush on this its not serious i turn it off it was confusing me lol

Excalibur
29th November 14, 11:34
like the new update bro good work...i wanted to ask you maybe it might be something you might want to add to your program later on as an option....is there any way to get the auto reload sprint ? like the AW gamepack version...the switch weapon fast reload glitches a little bit i rather have the sprint one...




I know i asked for a lot of favors and i appreciate all the help i wanted to see if you can help me with this part of your script (DROP SHOT)
i have it set to where if i bress B it auto drop shot to the floor BUT my problem is when i scope in it cancels the auto drop...so i was wondering how can i have it to when i ads i can press b once to drop shot or if i auto drop shot on my way down i can ads with out having it cancel...



if(get_val(btn_Swith6) && event_press(PRONE)) {//----------------------------------- dropshot_OnOff=!dropshot_OnOff; if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff=FALSE;} }//----------------------------------- // ------------------------------------------------------ if(get_val(btn_Swith1) && get_val(PRONE))set_val(PRONE,0); // DROP SHOTif (get_val(XB1_B) && dropshot_OnOff && !get_val(scope_button)){combo_run(DROPSHOT);}


In my investigation FAST RELOAD didn't work - I think that this glitch is patched . I was trying both methods and the result is the same.
The game has fast reload ( if you double press reload button ) but this make you lost the bullets in magazine .

I will add the options to go PRONE when you ADS and press PRONE_BTN.

thepr0
29th November 14, 12:09
if you want is not a big deal honestly i kind of figure it out on my own playing around with your script...learning little by little..also the double reload button it never works for me im not sure why

Excalibur
29th November 14, 12:53
if you want is not a big deal honestly i kind of figure it out on my own playing around with your script...learning little by little..also the double reload button it never works for me im not sure why

I think that this options is good not only for you and will be used from other people.

Excalibur
29th November 14, 20:29
Updated ...


SGI COD AW Game-pad ver.2.7

1.1 If DROP SHOT is ON - press PRONE btn. when you ADS to go prone.

SHawking01
29th November 14, 23:56
Excalibur, could you look into making an anti-recoil script for the BAL(with or without the foregrip attachment) please? It's easily the most used gun in the game (about 90% of the player base uses it here on the Xbox One for example), so it would be a HUGELY helpful script. I know a generic anti-recoil script exists in the forum, but if you could fine-tune it with your expertise to the bAL, that would be much appreciated and a great script for the CM community :D

Thanks!

Excalibur
30th November 14, 06:52
Excalibur, could you look into making an anti-recoil script for the BAL(with or without the foregrip attachment) please? It's easily the most used gun in the game (about 90% of the player base uses it here on the Xbox One for example), so it would be a HUGELY helpful script. I know a generic anti-recoil script exists in the forum, but if you could fine-tune it with your expertise to the bAL, that would be much appreciated and a great script for the CM community :D

Thanks!


Okay. I will try to find the best values for BAL.

Excalibur
30th November 14, 07:04
Updated ...


SGI COD AW Game-pad ver.2.8

INFORMATION:

- fixed some bugs

Excalibur
30th November 14, 08:21
Updated ...


SGI COD AW Game-pad ver.2.9

INFORMATION:

-added settings for Anti-recoil
- for BAL Assault Rifle

alex921
30th November 14, 08:50
Can you show me the seperate code what I need for the no recoil with the BALI want the script to be activated. . I only need that at the moment.

alex921
30th November 14, 09:14
And can you also add a function the sensitivity can go down, instead of up when zoomed in. I think this can be very helpful for console players

And btw very nice job on the script/interface

Excalibur
30th November 14, 13:22
And can you also add a function the sensitivity can go down, instead of up when zoomed in. I think this can be very helpful for console players

And btw very nice job on the script/interface


Updated ...


SGI COD AW Game-pad ver.3.0

INFORMATION:

I added what you want - now there is 2 options for ADS Sensitivity :

- Increase
- Decrease

ANTI RECOIL can now e On / Off

thepr0
30th November 14, 15:03
i have to try this bal anti recoil not a fan of it but this coding is real good ill get back to this with results...the auto drop shot was perfect Excaliber i havent seen anyone with that only thing i have to get used to is after you drop to the ground and try to sprint to get up theres a big delay it wont get up fast enough or sprint but i think thats the game





ok ive tried the anti recoil im not sure what im doing wrong or how to set it up right but i tried the bal-27 anti recoil and it was bad i couldnt pull my gun up or move my ads around or up it was just pulling it straight down...i dont used anti recoil but i thought i go ahead and test this out for everyone, theres also a glitch with the script even with everything disable when you dash and ads after when you stop ads it strafes to the left or right by itself..what i had to do is delete anything with dash or sprint..

Excalibur
30th November 14, 21:08
i have to try this bal anti recoil not a fan of it but this coding is real good ill get back to this with results...the auto drop shot was perfect Excaliber i havent seen anyone with that only thing i have to get used to is after you drop to the ground and try to sprint to get up theres a big delay it wont get up fast enough or sprint but i think thats the game





ok ive tried the anti recoil im not sure what im doing wrong or how to set it up right but i tried the bal-27 anti recoil and it was bad i couldnt pull my gun up or move my ads around or up it was just pulling it straight down...i dont used anti recoil but i thought i go ahead and test this out for everyone, theres also a glitch with the script even with everything disable when you dash and ads after when you stop ads it strafes to the left or right by itself..what i had to do is delete anything with dash or sprint..


Thanks for the feedback!

Yes when you prone and want to sprint there is a bid delay - but thats from the game.

I already put some values for BAL-27 - you must use the latest version of S.G.I. - ver. 3.0.

thepr0
30th November 14, 22:42
i did use the values but when i shoot the gun pulls all the way down i can even aim left or right or pull my aim back up..is there something wrong? do i need to adjust something?

Thanks for the feedback!

Yes when you prone and want to sprint there is a bid delay - but thats from the game.

I already put some values for BAL-27 - you must use the latest version of S.G.I. - ver. 3.0.

Excalibur
1st December 14, 05:19
i did use the values but when i shoot the gun pulls all the way down i can even aim left or right or pull my aim back up..is there something wrong? do i need to adjust something?

Sorry - this values was without Rapid Fire but Anti recoil works only when there is Rapid Fire.
Yes you will nead of RAPID FIRE but in my opinion the BAL-27 do not needs of Anti Recoil .

I was use Rapid Fire with RATE of FIRE = 8 and all the bullets goes in one point.

The best RATE of FIRE next to 8 is 25.

For Ak 12 - ROF = 25. No Anti Recoil.

For HBRa3 - ROF = 25. No Anti Recoil.

I do not use Anti Recoil.

If somebody has a good values for Rapid Fire and/ or Anti Recoil please post them here and I will put them in application!

Excalibur
1st December 14, 06:14
Updated ...

SGI COD AW Game-pad ver.3.1

INFORMATION:
- Added RATE of FIRE for
- AK12
-BAL-27
-HBRa3

Rhitot
1st December 14, 13:42
Am I understanding the above correctly?

Anti-Recoil only works when Rapid Fire is ON? Yes or No?
So no best Anti-Recoil values for Bal-27 yet because of this?

Can you then do best values for the MK-14, Anti-Recoil and Rapid Fire so we can select?

Thanks in advance

Excalibur
1st December 14, 15:11
Am I understanding the above correctly?

Anti-Recoil only works when Rapid Fire is ON? Yes or No?
So no best Anti-Recoil values for Bal-27 yet because of this?

Can you then do best values for the MK-14, Anti-Recoil and Rapid Fire so we can select?

Thanks in advance

HI Rhitot,
yes- Antirecoil works better with rapid fire.
in my experiments Bal work best if you use Rapid Fire with RATE of FIRE = 25 and no ANTI-RECOIL. Just use attachments - Foregrip
I will take a look at MK-14 too.
I already make this changes in application- look at screenshot:

http://s28.postimg.org/toj7ilbs9/Menu7.jpg (http://postimg.org/image/toj7ilbs9/)

thepr0
1st December 14, 21:07
Honestly you dont need anti recoil on the bal if you use GRIP. it would be goo on red dot, stock and quickdraw. ive tried the values for the rapid fire on the bal and yes theres hardly any recoil but it slowed down the rate of fire on the bal by a lot which is useless. like you said Excaliber its better not to use anything the bal its good as it is right now

Excalibur
3rd December 14, 09:11
Updated ...

SGI COD AW Game-pad ver.3.3



INFORMATION:
-added more options in application

thepr0
3rd December 14, 09:52
Excaliber i have a question bro your script has this ads sensitivity automatically enable i play on 20 insane using xim4 tru CM imitating the x1 analog would i gain more control of the aiming messing with the sensitivity on the script? I usually delete it but im thinking of trying it out and i want your opinion to see if it gives me more control or a better feel

Excalibur
3rd December 14, 10:34
Excaliber i have a question bro your script has this ads sensitivity automatically enable i play on 20 insane using xim4 tru CM imitating the x1 analog would i gain more control of the aiming messing with the sensitivity on the script? I usually delete it but im thinking of trying it out and i want your opinion to see if it gives me more control or a better feel

I will answer if you told me how you manage XIM4 to work with CM.

thepr0
3rd December 14, 10:54
very easy i have a wire 360 plug in to my xim 4 in the back, mouse and sony nav in the front as far as my xim4 setup...now i have a cronus plug in to the xbox with usb extension and a usb cable plug in to my laptop as well NOW the ONLY way to make it work is one having a wire 360 controller 2. having the cronus plug in to your computer at all times with gtuner settings correctly. i plug in my xbox 1 to cronus first for Authentication when it goes to 0 i then plug in my xim4..now the key to know if it works is once you unplug x1 controller and plug the xim4 if goes to AU again you have to repeat the whole process of plugin and unplug-in till you get the xim4 on 0..not very hard most of the time i get it on the 1st or 2nd try..hope that help but just know the CM does work with xim4



also if you or anyone will like pictures on the setup for instructions or a video im more than happy to provide one..

Excalibur
3rd December 14, 11:17
very easy i have a wire 360 plug in to my xim 4 in the back, mouse and sony nav in the front as far as my xim4 setup...now i have a cronus plug in to the xbox with usb extension and a usb cable plug in to my laptop as well NOW the ONLY way to make it work is one having a wire 360 controller 2. having the cronus plug in to your computer at all times with gtuner settings correctly. i plug in my xbox 1 to cronus first for Authentication when it goes to 0 i then plug in my xim4..now the key to know if it works is once you unplug x1 controller and plug the xim4 if goes to AU again you have to repeat the whole process of plugin and unplug-in till you get the xim4 on 0..not very hard most of the time i get it on the 1st or 2nd try..hope that help but just know the CM does work with xim4



also if you or anyone will like pictures on the setup for instructions or a video im more than happy to provide one..

Thanks bro, here we have a lot of people that want to know how to do this setup.
Will be very helpful for all of them if you can make tutorial + video .

About sensitivity - you must remove sensitivity part of script or just set value to zero (0 ). Because you have this with your XIM4.

thepr0
3rd December 14, 11:31
yeah i just figure this out around the same time i started bothering you about your script lol before that i search here how to set it up and other places and no one knew how to till one day i figure it out messing around with the settings..ill do a video this weekend i work a lot so when i do get the free time ill make sure ill post a link in the forums

Rhitot
3rd December 14, 15:41
Mr. Excalibur,

Thanks very much for adding the MK-14 with best Rapid Fire values.

Can you please also add best Anti-Recoil values without fore grip and make it selectable for the MK-14?

Error in drag and drop for 3.3 version.

Just like the one I alerted you too before, message #59. Error in script: 1: whatever I named it.

Excalibur
3rd December 14, 16:49
Mr. Excalibur,

Thanks very much for adding the MK-14 with best Rapid Fire values.

Can you please also add best Anti-Recoil values without fore grip and make it selectable for the MK-14?

Error in drag and drop for 3.3 version.

Just like the one I alerted you too before, message #59. Error in script: 1: whatever I named it.


Okay- I will try to find this for you.

Will updated the application when I find the bug.

Excalibur
3rd December 14, 16:55
Updated ...

SGI COD AW Game-pad ver.3.4



INFORMATION:
-fixed bug in application

WHITE 4ND N3RDY
3rd December 14, 23:43
I.d.k if anyone has tried this yet but if u use rapidfire set @ 16.4 sps on the second assault riffle (believe it's the ak 12) it will have zero recoil with little loss of normal rate of fire. U can then ditch the grip perk and even add a silencer and pick people off across the map. This is the weapon I use and I find it to be very handy. I never really like any anti recoil that is anloge opperated. I find that using rapidfire on a hand full of full automatics is the best method of deleting recoil climb. Just my personal opinion.

Excalibur
4th December 14, 04:07
I.d.k if anyone has tried this yet but if u use rapidfire set @ 16.4 sps on the second assault riffle (believe it's the ak 12) it will have zero recoil with little loss of normal rate of fire. U can then ditch the grip perk and even add a silencer and pick people off across the map. This is the weapon I use and I find it to be very handy. I never really like any anti recoil that is anloge opperated. I find that using rapidfire on a hand full of full automatics is the best method of deleting recoil climb. Just my personal opinion.

Thank you!
From my experience, I also came to similar conclusions, and therefore will support your opinion.

Rhitot
4th December 14, 11:56
OK, since we seem to have two very brilliant tech guy's (Excalibur & White 4nd N3rdy) Oops, can't leave out Lex, therefore 3.

Can you see if you can work your magic for the MK-14? Finding a Rapid Fire setting that will eliminate recoil.

Or will this not work since it is Semi-Auto?

Excalibur
4th December 14, 12:03
OK, since we seem to have two very brilliant tech guy's (Excalibur & White 4nd N3rdy) Oops, can't leave out Lex, therefore 3.

Can you see if you can work your magic for the MK-14? Finding a Rapid Fire setting that will eliminate recoil.

Or will this not work since it is Semi-Auto?


For now you can use the ROF in version 3.4 -
- With fore grip - ROF=12 for Rapid Fire.
- Without fore grip - ROF=2 or 3 for Rapid Fire.

In both cases no Anti Recoil.
This are my conclusions after some testings.

thepr0
4th December 14, 16:11
its the kick on the MK-14 that makes the recoil kick up a lot but to be honest the IMR is better so is the ARX compare to the mk even with the faster rate of fire...

hey Excaliber you know how you have the fast reload..what if you did like a double tap x button real fast to make it reload automatically quick sometimes in the game it doesnt work when i quickly double tap reload..wouldnt be a bad idea to implement that in your script as a bonus lol

Excalibur
4th December 14, 17:11
its the kick on the MK-14 that makes the recoil kick up a lot but to be honest the IMR is better so is the ARX compare to the mk even with the faster rate of fire...

hey Excaliber you know how you have the fast reload..what if you did like a double tap x button real fast to make it reload automatically quick sometimes in the game it doesnt work when i quickly double tap reload..wouldnt be a bad idea to implement that in your script as a bonus lol

About double tap reload button - I don't know - If you want I can implement this to the script.

Like - hold ADS+ press Reload button = Double tap RELOAD button.

I will give you a options to choose which button combination will do this.

Excalibur
4th December 14, 18:10
Updated...

SGI COD AW Game-pad ver.3.5


- Added Swap Buttons option

HGSLAPHAPPYY
4th December 14, 18:43
I tried swapping (A) with (RB) for my Xbox 360 controller. I checked the box, and in game RB remains RB. I tried re-doing the script a few times, and each time the button didn't swap. Also, is there a way to have drop shot adjustments where if you're ADSing and press the crouch button you drop?

Excalibur
4th December 14, 21:58
I tried swapping (A) with (RB) for my Xbox 360 controller. I checked the box, and in game RB remains RB. I tried re-doing the script a few times, and each time the button didn't swap. Also, is there a way to have drop shot adjustments where if you're ADSing and press the crouch button you drop?

The swap function work very well - I checked .

Look at pictures:

http://s13.postimg.org/vnjvkjfk3/Swap1.jpg (http://postimg.org/image/vnjvkjfk3/) http://s13.postimg.org/ygd34kfwj/Swap2.jpg (http://postimg.org/image/ygd34kfwj/)

And here is what you try to do :

http://s12.postimg.org/xrkixqbqh/Swap3.jpg (http://postimg.org/image/xrkixqbqh/)

You can have drop shot adjustment - when you ADS and press Prone button your character will drop.

http://s13.postimg.org/yiwyrejk3/Go_Prone.png (http://postimg.org/image/yiwyrejk3/)

HGSLAPHAPPYY
4th December 14, 22:09
Looks like I'm running an older version of the software. I'll update and retry. Thanks!

Excalibur
4th December 14, 22:33
Updated...

SGI COD AW Game-pad ver.3.6


-check for swap buttons

thepr0
5th December 14, 14:06
ok probably one of my last question for help i know this is gamepad version i have change the script a little bit and remapped some buttons to the mouse tru xim...check this part of the script JUMP SHOT





if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;

{//-----------------------------------------
if(get_val(XB1_LEFT))combo_run(Jump);
}//-----------------------------------------




basically i have it so i have one button for jump and an extra button if i press once it double jumps all i want is to double jump faster sometimes when i press it once while sprinting it dashes what i want is to double jump in the air right away or even better double jump in the air with one key press and DASH LEFT, RIGHT or BACKWARDS...is it possible?


PS if you're wondering why i have the script to XB1_Left is because i want that as an even of pressing that button to execute the double jump it could be any button you want i just dont want auto double jump on the XB1_A button...hope i explain it well...

Excalibur
5th December 14, 16:36
ok probably one of my last question for help i know this is gamepad version i have change the script a little bit and remapped some buttons to the mouse tru xim...check this part of the script JUMP SHOT





if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;

{//-----------------------------------------
if(get_val(XB1_LEFT))combo_run(Jump);
}//-----------------------------------------




basically i have it so i have one button for jump and an extra button if i press once it double jumps all i want is to double jump faster sometimes when i press it once while sprinting it dashes what i want is to double jump in the air right away or even better double jump in the air with one key press and DASH LEFT, RIGHT or BACKWARDS...is it possible?


PS if you're wondering why i have the script to XB1_Left is because i want that as an even of pressing that button to execute the double jump it could be any button you want i just dont want auto double jump on the XB1_A button...hope i explain it well...

Hi bro,
don't worry about the questions- I will be happy if I can answer.

Can you please post here the all script and I will try to fitful your wishes.

Excalibur
5th December 14, 19:05
Updated...

SGI COD AW Game-pad ver.3.7

Added : Button Layout
- Default
- Tactical
- Lefty
- NOM4D
- NOM4D Tactical

Raider
6th December 14, 03:04
No matter how I configure the settings the mods glitch like crazy. Buttons are activated that I am not even pressing and nothing seems to work the way it is supposed to, in particular the jump shot. I am pretty sure I am doing something wrong in the process but can you please advise?

By the way, thank you for taking the time to make this for the community!

Excalibur
6th December 14, 03:54
No matter how I configure the settings the mods glitch like crazy. Buttons are activated that I am not even pressing and nothing seems to work the way it is supposed to, in particular the jump shot. I am pretty sure I am doing something wrong in the process but can you please advise?

By the way, thank you for taking the time to make this for the community!

Thank you!
Which mods you are trying to activate- how you set the script?
Post here the script and please be more specific!

thepr0
6th December 14, 03:56
What is it doing? Jump shot is activated when you hip fire...also if you have dash on, dash shot on, or anytjing with dash i recomend you delete it sometimes it glitches a little when you strafe it moves more than it has to..that should help out...just keep the script simple dont add too much or else youll have complications

Raider
6th December 14, 04:08
// COD ADVANCED WARFARE Game-pad ver. 3.7 Date :12/06/14 Time: 1:00:49 AM//--------------------------------------------------------------// BUTTONS definitions
define fire_button=4;define scope_button=7;define SPRINT_BTN = 8; // LS/L3
define PRONE_BTN=18; // B/ CIRCLEdefine JUMP_BTN=19; // JUMP button A/CROSSdefine SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLedefine RELOAD_BTN=20; // X/ SQUAREdefine MELLE=5; // RS/R3define Up=13; define Right=16;define Down=14;define Left=15;define RS_X_MOV=9;define RS_Y_MOV=10;define LS_Y_MOV= 12;define LS_X_MOV=11;define btn_Swith1= 1;define btn_Swith2= 1; define btn_Swith3= 2;define btn_Swith4= 1; define btn_Swith5= 19;define btn_Swith6= 20; //--------------------------------------------------------------define dropDelay=600;define RATE_OF_FIRE=25;//Range: 1 to 25 RPS (Round/s)define timelimit=300;define ROFire =18.5;define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping//VARIABLES - int//--------------------------------------------------------------int Sens=20;int pvSens;int SENS=0;int pvInGameSens;int hold_timeA;int rest_timeA;int hold_time;int rest_time;int time_to_DblClick_Sprint;int DblClick_R;int DblClick_L;int DblClick_F;int DblClick_B;int DblClick_A;int RA;int LA_L;int LA_R;int LA_F;int LA_B;int sprint;int dash;int LX;int LY;int dash_X;int dash_OnOff=FALSE;// Dash On/Offint rapid_onoff = TRUE;// On/Off Rapid Fireint akimbo_onoff = FALSE;int dropshot_OnOff=FALSE;// On / Off Drop Shotint Scope_W_Drop=FALSE;// Scope with Drop Shotint DoubleJump=TRUE;int JumpShot_OnOff=TRUE;int VerticalCorrect=FALSE;int b_hold_ADS=FALSE;int TogleADS=FALSE; // On /Off Togle ADSint b_ADS_Delay=FALSE;// On/Off ADS Delayint hold_breath_On_Off=TRUE;int AntiRec_OnOff=FALSE;int ADS_Add_time=1000;int DelayScope=20;int VertValue=60;int ADS_Delay=150;// ADS delay valueint timer;int fastreload;int fastReload_OnOff=FALSE;int FR1=1400;int FR2=1500;int FR3=1500;int ProneTime=800;int ANTI_RECOIL = 0; int ANTI_RECOIL_LEFT = 0; int ANTI_RECOIL_RIGHT = 0; int anti_recoil;int anti_recoil_left;int anti_recoil_right;
//INITIALIZATION - init//--------------------------------------------------------------init {//############################################# //pvSens = get_pvar(SPVAR_1,0, 100, 20); //Sens=pvSens; // pvInGameSens = get_pvar(SPVAR_2,0, 100, 0); // SENS=pvInGameSens; // AKIMBO RAPID FIRE hold_timeA = 500 / ROFire; rest_timeA = hold_timeA - 20; if(rest_timeA < 0) rest_timeA = 0; // RAPID FIRE hold_time = 500 / RATE_OF_FIRE; rest_time = hold_time - 20; if(rest_time < 0) rest_time=0; // Antirecoil ANTI_RECOIL = get_pvar(PVAR_10,0,100,0); ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0); ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0); // FAST RELOADfastreload=FR1;//#defaultFR}//##################################################//MAIN BLOCK RUTINES//--------------------------------------------------------------main { // Start of MAIN BLOCK // Go PRONE_BTN //if(event_press(btn_Swith5))combo_run(GoProne); //#SwapButtons // FIND the DIRECTION of LA if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);/* // Look at Device monitor set_val(TRACE_1,Sens); set_val(TRACE_2,b_hold_ADS); set_val(TRACE_3,dash_OnOff); set_val(TRACE_4,dropshot_OnOff); set_val(TRACE_5,rapid_onoff); set_val(TRACE_6,fastReload_OnOff);*/////////////////////////////////////////////////////////////////////////////////////// 1. FAST RELOAD ///////////////////////////////////////////////////////////////////////////////////////////////////

if(get_val(btn_Swith3)&& get_val(Up))set_val(Up,0);
if(get_val(btn_Swith3)&& get_val(Right))set_val(Right,0);
// Switch FAST RELOAD ON/OFF btn_Swith3 + X/SQUARE if(get_val(btn_Swith3)&& event_press(RELOAD_BTN))fastReload_OnOff=!fastReload_OnOff; if(get_val(btn_Swith3)&& get_val(RELOAD_BTN))set_val(RELOAD_BTN,0);

if(get_val(RELOAD_BTN) && fastReload_OnOff){fastReload_OnOff=FALSE;combo_run(SprintFastReload);} // if(event_press(RELOAD_BTN) && fastReload_OnOff)combo_run(FastReload);////////////////////////////////////////////////////////////////////////////////////// 2. ADS SENSETIVITY /////////////////////////////////////////////////////////////////////////////////////////////////// // INCREASE btn_Swith1+D-pad UP if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5; if(get_val(btn_Swith1) && get_val(13))set_val(13,0); // DECREASE btn_Swith1+D-pad DOWN if(get_val(btn_Swith1) && event_press(14))Sens=Sens-5; if(get_val(btn_Swith1) && get_val(14))set_val(14,0);//--------------------------------------------------------------------------
// ADS Toggle if(event_press(scope_button)&& TogleADS)b_hold_ADS=!b_hold_ADS;
if(b_hold_ADS) {//--------------------------- if(get_val(SWITCH_WEAPON) || get_val(RELOAD_BTN)||get_val(JUMP_BTN))b_hold_ADS=FALSE; }//---------------------------
if(b_hold_ADS)set_val(scope_button,100);
////////////////////////////////////////////////////////////////////////////////////// AUTO HOLD BREATH /////////////////////////////////////////////////////////////////////////////////////////////////// // AUTO HOLD BREATH if(get_val(scope_button)&& hold_breath_On_Off)combo_run(AutoBreath);
////////////////////////////////////////////////////////////////////////////////////// ADS SENSITIVITY ///////////////////////////////////////////////////////////////////////////////////////////////////
// SENSITIVITY if(get_val(scope_button)|| b_hold_ADS) {//------------------------------------ if(timer>0 && b_ADS_Delay)timer=timer-get_rtime(); else {//----------------------------------- sensitivity(RS_X_MOV, NOT_USE, 100 + Sens); sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens); } }//------------------------------------
if(event_release(scope_button))timer=ADS_Delay; // Save SENSITIVITY to EEPROM Memory // EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE //if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);} //if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}
// AUTO BREATH // if(get_val(scope_button)) {combo_run(AutoBreath);} //---------------------------------------------------------- ////////////////////////////////////////////////////////////////// /////// EASY SPRINT ///////////////////////////////////////////////////////////////////////////////////////////////// // Just tap sprint Btn will hold sprint button for 300 ms. if(event_press(SPRINT_BTN) && get_val(LS_Y_MOV)<0 )combo_run(EASY_SPRINT);
////////////////////////////////////////////////////////////////// /////// SENSITIVITY in GAME ///////////////////////////////////////////////////////////////////////////////////////////////// // In GAME INCREASE = btn_Swith1 + D-pad RIGHT //if(get_val(btn_Swith1) && event_press(16))SENS=SENS+5; //if(get_val(btn_Swith1) && get_val(16))set_val(16,0); // In GAME DECREASE = btn_Swith1 + D-pad LEFT // if(get_val(btn_Swith1) && event_press(15))SENS=SENS-5; // if(get_val(btn_Swith1) && get_val(15))set_val(15,0);
// SENSETIVITY in game // sensitivity(LS_X_MOV, NOT_USE, 100 + SENS); // sensitivity(LS_Y_MOV, NOT_USE, 100 + SENS);//----------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////// AKIMBO SWITCH ////////////////////////////////////////////////////////////////////////////////////////////////////////////// //# SWITCH AKIMBO = btn_Swith4 + btn_Swith5 if(get_val(btn_Swith4)&& event_press(btn_Swith5)){akimbo_onoff=!akimbo_onoff;} // AKIMBO run if(akimbo_onoff) {//------------------------------------------------------ if(get_val(fire_button) )combo_run(AKIMBO); else if(combo_running(AKIMBO)) combo_stop(AKIMBO); }//------------------------------------------------------//# AKIMBO///////////////////////////////////////////////////////////////////////////// Double Jump wit Dash //////////////////////////////////////////////////////////////////////////////////////////////////// // DOUBLE JUMP + DASH if( DoubleJump && get_val(JUMP_BTN)) {//------------------------------------------------------------- combo_run(DblJump); }//------------------------------------------------------------- if(event_release(JUMP_BTN))DoubleJump=FALSE; // time to Double click if (DblClick_A>0) DblClick_A=DblClick_A - get_rtime(); // Double Jump with Dash if (event_press(JUMP_BTN) && DblClick_A<=0 ) {DblClick_A =timelimit;} else if (event_press(JUMP_BTN)&& DblClick_A>0 ){DoubleJump=TRUE;} //------------------------------------------------------------------------------------------ // SPRINT with DOUBLE CLICK FORWARD if (time_to_DblClick_Sprint>0) time_to_DblClick_Sprint=time_to_DblClick_Sprint - get_rtime(); // SPRINT^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ if (get_val(LS_Y_MOV)==-100 && time_to_DblClick_Sprint<=0 && get_ptime(LS_Y_MOV)<100) {time_to_DblClick_Sprint =timelimit;RA=1;} else if (get_val(LS_Y_MOV)>-20 && time_to_DblClick_Sprint>0 && RA==1){RA=2;} else if (get_val(LS_Y_MOV)==-100 && time_to_DblClick_Sprint>0 && RA==2){RA=0;sprint=1;}
// sprint if(sprint && get_val(LS_Y_MOV)==-100 ){combo_run(AutoSprint);} // stop sprinting if(get_val(LS_Y_MOV)>0 || get_val(LS_Y_MOV)>-5 ) {//-------------------------------------------------- sprint=FALSE; if(combo_running(AutoSprint))combo_stop(AutoSprint); }//-------------------------------------------------- // DASHES --------------------------------------------------------------------- // btn_Switch1 +Y = On/ Off Dashes if(get_val(btn_Swith1) && event_press(SWITCH_WEAPON))dash_OnOff=!dash_OnOff; if(get_val(btn_Swith1) && get_val(SWITCH_WEAPON))set_val(SWITCH_WEAPON,0); // DASH SHOT -------------------------------------------------------------------- if(get_val(fire_button) && dash_OnOff && !get_val(scope_button)){block(LS_Y_MOV,400);combo_run(DashShot);}//////////////////////////////////////////////////////////////////////////////////////////// ON/OFF DASH SHOT ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ON/OFF DASH SHOT //if(event_press(17)&& !dropshot_OnOff)dash_OnOff=!dash_OnOff; if(get_val(btn_Swith6) && event_press(SWITCH_WEAPON)){dash_OnOff=!dash_OnOff;} //#DASHSTART//// // Dash - LEFT//// if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();//// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^//// if ((get_val(LS_X_MOV)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}//// else if ((get_val(LS_X_MOV)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}//// else if ((get_val(LS_X_MOV)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}//////// // Dash - RIGHT//// if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();//// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^//// if ((get_val(LS_X_MOV)>80 )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}//// else if ((get_val(LS_X_MOV)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}//// else if ((get_val(LS_X_MOV)>80 )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}//// //// // Dash - Back//// if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();//// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^//// if ((get_val(LS_Y_MOV)>80 )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}//// else if ((get_val(LS_Y_MOV)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}//// else if ((get_val(LS_Y_MOV)>80 )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}//#DASHEND //////////////////////////////////////////////////////////////////////////////////////////// DROP SHOT On / Off ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // DROP SHOT On / Off = btn_Swith1 + B/CIRCLE if(get_val(btn_Swith6) && event_press(PRONE_BTN)) {//----------------------------------- dropshot_OnOff=!dropshot_OnOff; if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff=FALSE;} }//----------------------------------- // ------------------------------------------------------ if(get_val(btn_Swith1) && get_val(PRONE_BTN))set_val(PRONE_BTN,0); // DROP SHOT //press fire btn without ADS for Drop Shot if (get_val(fire_button) && dropshot_OnOff && !get_val(scope_button)){combo_run(DROPSHOT);}//#GoProne///////////////////////////////////////////////////////////////////// RAPID FIRE On-Off /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ON / OFF RAPID FIRE (btn_Swith2 ) if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;} // RAPIDFIRE if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);} else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}
///////////////////////////////////////////////////////////////////// JUMP SHOT ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff; if (JumpShot_OnOff && !get_val(scope_button)) {//----------------------------------------- if(get_val(fire_button))combo_run(Jump); }//-----------------------------------------
///////////////////////////////////////////////////////////////////// ANTIRECOIL //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////#ANTIRECOILCODEstart//increase Antirecoil if(get_val(scope_button) && event_press(Up)) { ANTI_RECOIL = ANTI_RECOIL + 1;} if(get_val(scope_button) && event_press(Up))set_val(Up,0);// decrease Antirecoil if(get_val(scope_button) && event_press(Down)) { ANTI_RECOIL = ANTI_RECOIL - 1;} if(get_val(scope_button) && event_press(Down))set_val(Down,0);// compensate to the left if(get_val(scope_button) && event_press(Left)) { ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;} if(get_val(scope_button) && event_press(Left))set_val(Left,0);// compensate to the right if(get_val(scope_button) && event_press(Right)) { ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;} if(get_val(scope_button) && event_press(Right))set_val(Right,0);// Save Antirecoil hold LT/L2 + press Y/TRIANGLE if(get_val(scope_button) && event_press(SWITCH_WEAPON)){set_pvar(PVAR_10, ANTI_RECOIL); set_pvar(PVAR_11, ANTI_RECOIL_LEFT); set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);} //Antirecoil mode // OFF Anti recoil press RELOAD btn for more than 300 ms if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>300)AntiRec_OnOff=FALSE; // ON Anti recoil if(get_val(JUMP_BTN) && event_press(btn_Swith1))AntiRec_OnOff=TRUE; if(AntiRec_OnOff) {//-------------------------------------------- if(!ONLY_WITH_SCOPE || get_val(scope_button)) { combo_run(AntiRecoil);} }//-------------------------------------------//#ANTIRECOILCODEend }// End of MAIN BLOCK//COMBO BLOCKS//--------------------------------------------------------------
combo Jump { set_val(JUMP_BTN,100); wait(60); wait(40); set_val(JUMP_BTN,100); wait(100); set_val(SPRINT_BTN,100); wait(100);}combo DblJump { wait(200); set_val(SPRINT_BTN,100); wait(100);
}
combo DashShot { if(LX>0)dash_X=100; else dash_X=-100; set_val(12,0); set_val(SPRINT_BTN,0); wait(100); set_val(SPRINT_BTN,100); set_val(12,0); set_val(LS_X_MOV,dash_X); wait(300); set_val(LS_X_MOV,dash_X); set_val(fire_button,100); wait(60);
}combo AutoDash_L { set_val(SPRINT_BTN,100); wait(100); set_val(LS_X_MOV,-100); wait(500);

}combo AutoDash_R { set_val(SPRINT_BTN,100); wait(100); set_val(LS_X_MOV,100); wait(500);

}combo AutoDash_B { set_val(SPRINT_BTN,100); wait(100); set_val(LS_Y_MOV,100); wait(500);}combo AutoBreath {//begin
set_val(SPRINT_BTN, 100); wait(100);}//endcombo EASY_SPRINT { set_val(SPRINT_BTN,100); wait(500); // hold Sprint btn. for 500 ms.
}//#AKIMBOstartcombo AKIMBO { set_val(fire_button, 100); set_val(scope_button, 100); wait(hold_timeA); set_val(fire_button, 0); set_val(scope_button, 0); wait(rest_timeA); set_val(fire_button, 0); set_val(scope_button, 0);}//#AKIMBOendcombo AutoSprint { set_val(SPRINT_BTN,100); wait(100); // hold Sprint btn.
}
//DROP SHOTcombo DROPSHOT {//begin set_val(LS_Y_MOV,0); set_val(PRONE_BTN, 100); wait(dropDelay); //Time To Go Prone if(Scope_W_Drop){set_val(scope_button,100);} set_val(fire_button,100); wait(100); if(Scope_W_Drop){DelayScope=ADS_Add_time;set_val(scope_button,100);} else DelayScope=20; //if(VerticalCorrect){set_val(RS_Y_MOV,-100);} wait(DelayScope);}//end//Rapidfirecombo RAPID_FIRE {//begin set_val(fire_button, 100); wait(hold_time); set_val(fire_button, 0); wait(rest_time); set_val(fire_button, 0);}//end/*combo FastReload {// begin set_val(RELOAD_BTN, 100); //RELOAD_BTN is X Button( index 20) or Square for PS3/PS4 wait(40); wait(fastreload); //fastreload time is The amount of Delay In MS before the Cancel Happens set_val(SWITCH_WEAPON, 100); //This time different depending On weapons wait(40); wait(40); //SWITCH_WEAPON is Y or triangle for PS3/PS4 set_val(SWITCH_WEAPON, 100); wait(40);}// end*/combo SprintFastReload { set_val(RELOAD_BTN, 100); wait(40); wait(fastreload); set_val(LS_Y_MOV, -100); wait(20); set_val(LS_Y_MOV, -100); set_val(SPRINT_BTN, 100); wait(20); set_val(LS_Y_MOV, 0); fastReload_OnOff=TRUE; wait(40); set_val(LS_Y_MOV, 0);
} //#comboANTIRECOILstartcombo AntiRecoil { // This combo must be the last one if(get_val(fire_button)) { anti_recoil = get_val(10) + ANTI_RECOIL; if(anti_recoil > 100) anti_recoil = 100; set_val(10, anti_recoil); anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT; if(anti_recoil_left > 100) anti_recoil_left = 100; set_val(9, anti_recoil_left); anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT; if(anti_recoil_right > 100) anti_recoil_right = 100; set_val(9, anti_recoil_right);}}//end//#comboANTIRECOILend
So I go through the program you designed and set the mods I want activated, then copy the code, and transfer it to Cronus Pro. Once I get in game the jump mod works right away, then all of a sudden my character begins to jump uncontrollably and fires at random. The mods I am trying to use are jump shot, rapid fire (Bal), and auto hold breath. I hope this better describes the issue. Thanks in advance!

Excalibur
6th December 14, 04:18
Updated...

SGI COD AW Game-pad ver.3.8


​Button Layout is now in Button Configuration

thepr0
6th December 14, 12:44
ok heres the script i only have one thing enable which is double jump that doesnt work...and True on Jump Shot but i swap the buttons and action now if i can automatically dash when the double jump is perform or one flick of the analog it will dash it would be perfect...as of now its set to double jump real slow sometimes it dashes with out double jump...and after 30 minutes it stops working i have to reload slot. i tried the dashing code you have in your script but its a little bit glitch sometimes when you ads it moves by itself or if you're straffing the stop all the sudden it strafes coming off the ads its weird movement..but any how here's the code






// COD ADVANCED WARFARE Game-pad ver. 2.6 Date :11/29/14 Time: 5:49:43 AM
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE=18; // B/ CIRCLE
define btn_JUMP=19; // JUMP button A/CROSS
define SwitchW=17; // Switch Weapons Y/TRIANGLe
define Reload=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define Left_Stick_Y= 12;
define Left_Stick_X=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
//--------------------------------------------------------------
define dropDelay=400;
define RATE_OF_FIRE=18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=FALSE;
int JumpShot_OnOff=TRUE;



//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;
// AKIMBO RAPID FIRE



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE
//if(event_press(btn_Swith5))combo_run(GoProne);



///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(btn_JUMP))JumpShot_OnOff=!JumpShot_OnOff;

{//-----------------------------------------
if(get_val(XB1_LEFT))combo_run(Jump);
}//-----------------------------------------

///////////////////////////////////////////////////////////////////
// ANTIRECOIL /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
//
}
//#ANTIRECOILCODEend
// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------

combo Jump {
set_val(btn_JUMP,100);
wait(85);
wait(120);
set_val(btn_JUMP,100);
wait(100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DblJump {
wait(90);
set_val(SPRINT_BTN,100);
wait(100);

}

Excalibur
6th December 14, 14:43
ok heres the script i only have one thing enable which is double jump that doesnt work...and True on Jump Shot but i swap the buttons and action now if i can automatically dash when the double jump is perform or one flick of the analog it will dash it would be perfect...as of now its set to double jump real slow sometimes it dashes with out double jump...and after 30 minutes it stops working i have to reload slot. i tried the dashing code you have in your script but its a little bit glitch sometimes when you ads it moves by itself or if you're straffing the stop all the sudden it strafes coming off the ads its weird movement..but any how here's the code






// COD ADVANCED WARFARE Game-pad ver. 2.6 Date :11/29/14 Time: 5:49:43 AM
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE=18; // B/ CIRCLE
define btn_JUMP=19; // JUMP button A/CROSS
define SwitchW=17; // Switch Weapons Y/TRIANGLe
define Reload=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define Left_Stick_Y= 12;
define Left_Stick_X=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
//--------------------------------------------------------------
define dropDelay=400;
define RATE_OF_FIRE=18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=FALSE;
int JumpShot_OnOff=TRUE;



//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;
// AKIMBO RAPID FIRE



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE
//if(event_press(btn_Swith5))combo_run(GoProne);



///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(btn_JUMP))JumpShot_OnOff=!JumpShot_OnOff;

{//-----------------------------------------
if(get_val(XB1_LEFT))combo_run(Jump);
}//-----------------------------------------

///////////////////////////////////////////////////////////////////
// ANTIRECOIL /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
//
}
//#ANTIRECOILCODEend
// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------

combo Jump {
set_val(btn_JUMP,100);
wait(85);
wait(120);
set_val(btn_JUMP,100);
wait(100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DblJump {
wait(90);
set_val(SPRINT_BTN,100);
wait(100);

}






I changed little bit the code for double jump + dash.
And I will release now the new version where dashes are performed only without ADS. If ADS in use dashes turned OFF.



// COD ADVANCED WARFARE Game-pad ver. 2.6 Date :11/29/14 Time: 5:49:43 AM
//--------------------------------------------------------------
// BUTTONS definitions


define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3


define PRONE=18; // B/ CIRCLE
define btn_JUMP=19; // JUMP button A/CROSS
define SwitchW=17; // Switch Weapons Y/TRIANGLe
define Reload=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define Left_Stick_Y= 12;
define Left_Stick_X=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
//--------------------------------------------------------------
define dropDelay=400;
define RATE_OF_FIRE=18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=FALSE;
int JumpShot_OnOff=TRUE;






//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;
// AKIMBO RAPID FIRE



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE
//if(event_press(btn_Swith5))combo_run(GoProne);





///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(btn_JUMP))JumpShot_OnOff=!JumpShot_OnOff;

{//-----------------------------------------
if(get_val(XB1_LEFT))combo_run(Jump);
}//-----------------------------------------


///////////////////////////////////////////////////////////////////
// ANTIRECOIL /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
//
}
//#ANTIRECOILCODEend
// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------


combo Jump {
set_val(btn_JUMP,100);
wait(100);
wait(270);
set_val(btn_JUMP,100);
wait(100);
wait(700);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DblJump {
wait(90);
set_val(SPRINT_BTN,100);
wait(100);


}

Excalibur
6th December 14, 14:51
// COD ADVANCED WARFARE Game-pad ver. 3.7 Date :12/06/14 Time: 1:00:49 AM//--------------------------------------------------------------// BUTTONS definitions
define fire_button=4;define scope_button=7;define SPRINT_BTN = 8; // LS/L3
define PRONE_BTN=18; // B/ CIRCLEdefine JUMP_BTN=19; // JUMP button A/CROSSdefine SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLedefine RELOAD_BTN=20; // X/ SQUAREdefine MELLE=5; // RS/R3define Up=13; define Right=16;define Down=14;define Left=15;define RS_X_MOV=9;define RS_Y_MOV=10;define LS_Y_MOV= 12;define LS_X_MOV=11;define btn_Swith1= 1;define btn_Swith2= 1; define btn_Swith3= 2;define btn_Swith4= 1; define btn_Swith5= 19;define btn_Swith6= 20; //--------------------------------------------------------------define dropDelay=600;define RATE_OF_FIRE=25;//Range: 1 to 25 RPS (Round/s)define timelimit=300;define ROFire =18.5;define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping//VARIABLES - int//--------------------------------------------------------------int Sens=20;int pvSens;int SENS=0;int pvInGameSens;int hold_timeA;int rest_timeA;int hold_time;int rest_time;int time_to_DblClick_Sprint;int DblClick_R;int DblClick_L;int DblClick_F;int DblClick_B;int DblClick_A;int RA;int LA_L;int LA_R;int LA_F;int LA_B;int sprint;int dash;int LX;int LY;int dash_X;int dash_OnOff=FALSE;// Dash On/Offint rapid_onoff = TRUE;// On/Off Rapid Fireint akimbo_onoff = FALSE;int dropshot_OnOff=FALSE;// On / Off Drop Shotint Scope_W_Drop=FALSE;// Scope with Drop Shotint DoubleJump=TRUE;int JumpShot_OnOff=TRUE;int VerticalCorrect=FALSE;int b_hold_ADS=FALSE;int TogleADS=FALSE; // On /Off Togle ADSint b_ADS_Delay=FALSE;// On/Off ADS Delayint hold_breath_On_Off=TRUE;int AntiRec_OnOff=FALSE;int ADS_Add_time=1000;int DelayScope=20;int VertValue=60;int ADS_Delay=150;// ADS delay valueint timer;int fastreload;int fastReload_OnOff=FALSE;int FR1=1400;int FR2=1500;int FR3=1500;int ProneTime=800;int ANTI_RECOIL = 0; int ANTI_RECOIL_LEFT = 0; int ANTI_RECOIL_RIGHT = 0; int anti_recoil;int anti_recoil_left;int anti_recoil_right;
//INITIALIZATION - init//--------------------------------------------------------------init {//############################################# //pvSens = get_pvar(SPVAR_1,0, 100, 20); //Sens=pvSens; // pvInGameSens = get_pvar(SPVAR_2,0, 100, 0); // SENS=pvInGameSens; // AKIMBO RAPID FIRE hold_timeA = 500 / ROFire; rest_timeA = hold_timeA - 20; if(rest_timeA < 0) rest_timeA = 0; // RAPID FIRE hold_time = 500 / RATE_OF_FIRE; rest_time = hold_time - 20; if(rest_time < 0) rest_time=0; // Antirecoil ANTI_RECOIL = get_pvar(PVAR_10,0,100,0); ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0); ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0); // FAST RELOADfastreload=FR1;//#defaultFR}//##################################################//MAIN BLOCK RUTINES//--------------------------------------------------------------main { // Start of MAIN BLOCK // Go PRONE_BTN //if(event_press(btn_Swith5))combo_run(GoProne); //#SwapButtons // FIND the DIRECTION of LA if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);/* // Look at Device monitor set_val(TRACE_1,Sens); set_val(TRACE_2,b_hold_ADS); set_val(TRACE_3,dash_OnOff); set_val(TRACE_4,dropshot_OnOff); set_val(TRACE_5,rapid_onoff); set_val(TRACE_6,fastReload_OnOff);*/////////////////////////////////////////////////////////////////////////////////////// 1. FAST RELOAD ///////////////////////////////////////////////////////////////////////////////////////////////////

if(get_val(btn_Swith3)&& get_val(Up))set_val(Up,0);
if(get_val(btn_Swith3)&& get_val(Right))set_val(Right,0);
// Switch FAST RELOAD ON/OFF btn_Swith3 + X/SQUARE if(get_val(btn_Swith3)&& event_press(RELOAD_BTN))fastReload_OnOff=!fastReload_OnOff; if(get_val(btn_Swith3)&& get_val(RELOAD_BTN))set_val(RELOAD_BTN,0);

if(get_val(RELOAD_BTN) && fastReload_OnOff){fastReload_OnOff=FALSE;combo_run(SprintFastReload);} // if(event_press(RELOAD_BTN) && fastReload_OnOff)combo_run(FastReload);////////////////////////////////////////////////////////////////////////////////////// 2. ADS SENSETIVITY /////////////////////////////////////////////////////////////////////////////////////////////////// // INCREASE btn_Swith1+D-pad UP if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5; if(get_val(btn_Swith1) && get_val(13))set_val(13,0); // DECREASE btn_Swith1+D-pad DOWN if(get_val(btn_Swith1) && event_press(14))Sens=Sens-5; if(get_val(btn_Swith1) && get_val(14))set_val(14,0);//--------------------------------------------------------------------------
// ADS Toggle if(event_press(scope_button)&& TogleADS)b_hold_ADS=!b_hold_ADS;
if(b_hold_ADS) {//--------------------------- if(get_val(SWITCH_WEAPON) || get_val(RELOAD_BTN)||get_val(JUMP_BTN))b_hold_ADS=FALSE; }//---------------------------
if(b_hold_ADS)set_val(scope_button,100);
////////////////////////////////////////////////////////////////////////////////////// AUTO HOLD BREATH /////////////////////////////////////////////////////////////////////////////////////////////////// // AUTO HOLD BREATH if(get_val(scope_button)&& hold_breath_On_Off)combo_run(AutoBreath);
////////////////////////////////////////////////////////////////////////////////////// ADS SENSITIVITY ///////////////////////////////////////////////////////////////////////////////////////////////////
// SENSITIVITY if(get_val(scope_button)|| b_hold_ADS) {//------------------------------------ if(timer>0 && b_ADS_Delay)timer=timer-get_rtime(); else {//----------------------------------- sensitivity(RS_X_MOV, NOT_USE, 100 + Sens); sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens); } }//------------------------------------
if(event_release(scope_button))timer=ADS_Delay; // Save SENSITIVITY to EEPROM Memory // EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE //if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);} //if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}
// AUTO BREATH // if(get_val(scope_button)) {combo_run(AutoBreath);} //---------------------------------------------------------- ////////////////////////////////////////////////////////////////// /////// EASY SPRINT ///////////////////////////////////////////////////////////////////////////////////////////////// // Just tap sprint Btn will hold sprint button for 300 ms. if(event_press(SPRINT_BTN) && get_val(LS_Y_MOV)<0 )combo_run(EASY_SPRINT);
////////////////////////////////////////////////////////////////// /////// SENSITIVITY in GAME ///////////////////////////////////////////////////////////////////////////////////////////////// // In GAME INCREASE = btn_Swith1 + D-pad RIGHT //if(get_val(btn_Swith1) && event_press(16))SENS=SENS+5; //if(get_val(btn_Swith1) && get_val(16))set_val(16,0); // In GAME DECREASE = btn_Swith1 + D-pad LEFT // if(get_val(btn_Swith1) && event_press(15))SENS=SENS-5; // if(get_val(btn_Swith1) && get_val(15))set_val(15,0);
// SENSETIVITY in game // sensitivity(LS_X_MOV, NOT_USE, 100 + SENS); // sensitivity(LS_Y_MOV, NOT_USE, 100 + SENS);//----------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////// AKIMBO SWITCH ////////////////////////////////////////////////////////////////////////////////////////////////////////////// //# SWITCH AKIMBO = btn_Swith4 + btn_Swith5 if(get_val(btn_Swith4)&& event_press(btn_Swith5)){akimbo_onoff=!akimbo_onoff;} // AKIMBO run if(akimbo_onoff) {//------------------------------------------------------ if(get_val(fire_button) )combo_run(AKIMBO); else if(combo_running(AKIMBO)) combo_stop(AKIMBO); }//------------------------------------------------------//# AKIMBO///////////////////////////////////////////////////////////////////////////// Double Jump wit Dash //////////////////////////////////////////////////////////////////////////////////////////////////// // DOUBLE JUMP + DASH if( DoubleJump && get_val(JUMP_BTN)) {//------------------------------------------------------------- combo_run(DblJump); }//------------------------------------------------------------- if(event_release(JUMP_BTN))DoubleJump=FALSE; // time to Double click if (DblClick_A>0) DblClick_A=DblClick_A - get_rtime(); // Double Jump with Dash if (event_press(JUMP_BTN) && DblClick_A<=0 ) {DblClick_A =timelimit;} else if (event_press(JUMP_BTN)&& DblClick_A>0 ){DoubleJump=TRUE;} //------------------------------------------------------------------------------------------ // SPRINT with DOUBLE CLICK FORWARD if (time_to_DblClick_Sprint>0) time_to_DblClick_Sprint=time_to_DblClick_Sprint - get_rtime(); // SPRINT^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ if (get_val(LS_Y_MOV)==-100 && time_to_DblClick_Sprint<=0 && get_ptime(LS_Y_MOV)<100) {time_to_DblClick_Sprint =timelimit;RA=1;} else if (get_val(LS_Y_MOV)>-20 && time_to_DblClick_Sprint>0 && RA==1){RA=2;} else if (get_val(LS_Y_MOV)==-100 && time_to_DblClick_Sprint>0 && RA==2){RA=0;sprint=1;}
// sprint if(sprint && get_val(LS_Y_MOV)==-100 ){combo_run(AutoSprint);} // stop sprinting if(get_val(LS_Y_MOV)>0 || get_val(LS_Y_MOV)>-5 ) {//-------------------------------------------------- sprint=FALSE; if(combo_running(AutoSprint))combo_stop(AutoSprint); }//-------------------------------------------------- // DASHES --------------------------------------------------------------------- // btn_Switch1 +Y = On/ Off Dashes if(get_val(btn_Swith1) && event_press(SWITCH_WEAPON))dash_OnOff=!dash_OnOff; if(get_val(btn_Swith1) && get_val(SWITCH_WEAPON))set_val(SWITCH_WEAPON,0); // DASH SHOT -------------------------------------------------------------------- if(get_val(fire_button) && dash_OnOff && !get_val(scope_button)){block(LS_Y_MOV,400);combo_run(DashShot);}//////////////////////////////////////////////////////////////////////////////////////////// ON/OFF DASH SHOT ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ON/OFF DASH SHOT //if(event_press(17)&& !dropshot_OnOff)dash_OnOff=!dash_OnOff; if(get_val(btn_Swith6) && event_press(SWITCH_WEAPON)){dash_OnOff=!dash_OnOff;} //#DASHSTART//// // Dash - LEFT//// if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();//// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^//// if ((get_val(LS_X_MOV)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}//// else if ((get_val(LS_X_MOV)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}//// else if ((get_val(LS_X_MOV)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}//////// // Dash - RIGHT//// if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();//// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^//// if ((get_val(LS_X_MOV)>80 )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}//// else if ((get_val(LS_X_MOV)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}//// else if ((get_val(LS_X_MOV)>80 )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}//// //// // Dash - Back//// if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();//// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^//// if ((get_val(LS_Y_MOV)>80 )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}//// else if ((get_val(LS_Y_MOV)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}//// else if ((get_val(LS_Y_MOV)>80 )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}//#DASHEND //////////////////////////////////////////////////////////////////////////////////////////// DROP SHOT On / Off ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // DROP SHOT On / Off = btn_Swith1 + B/CIRCLE if(get_val(btn_Swith6) && event_press(PRONE_BTN)) {//----------------------------------- dropshot_OnOff=!dropshot_OnOff; if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff=FALSE;} }//----------------------------------- // ------------------------------------------------------ if(get_val(btn_Swith1) && get_val(PRONE_BTN))set_val(PRONE_BTN,0); // DROP SHOT //press fire btn without ADS for Drop Shot if (get_val(fire_button) && dropshot_OnOff && !get_val(scope_button)){combo_run(DROPSHOT);}//#GoProne///////////////////////////////////////////////////////////////////// RAPID FIRE On-Off /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ON / OFF RAPID FIRE (btn_Swith2 ) if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;} // RAPIDFIRE if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);} else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}
///////////////////////////////////////////////////////////////////// JUMP SHOT ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff; if (JumpShot_OnOff && !get_val(scope_button)) {//----------------------------------------- if(get_val(fire_button))combo_run(Jump); }//-----------------------------------------
///////////////////////////////////////////////////////////////////// ANTIRECOIL //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////#ANTIRECOILCODEstart//increase Antirecoil if(get_val(scope_button) && event_press(Up)) { ANTI_RECOIL = ANTI_RECOIL + 1;} if(get_val(scope_button) && event_press(Up))set_val(Up,0);// decrease Antirecoil if(get_val(scope_button) && event_press(Down)) { ANTI_RECOIL = ANTI_RECOIL - 1;} if(get_val(scope_button) && event_press(Down))set_val(Down,0);// compensate to the left if(get_val(scope_button) && event_press(Left)) { ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;} if(get_val(scope_button) && event_press(Left))set_val(Left,0);// compensate to the right if(get_val(scope_button) && event_press(Right)) { ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;} if(get_val(scope_button) && event_press(Right))set_val(Right,0);// Save Antirecoil hold LT/L2 + press Y/TRIANGLE if(get_val(scope_button) && event_press(SWITCH_WEAPON)){set_pvar(PVAR_10, ANTI_RECOIL); set_pvar(PVAR_11, ANTI_RECOIL_LEFT); set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);} //Antirecoil mode // OFF Anti recoil press RELOAD btn for more than 300 ms if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>300)AntiRec_OnOff=FALSE; // ON Anti recoil if(get_val(JUMP_BTN) && event_press(btn_Swith1))AntiRec_OnOff=TRUE; if(AntiRec_OnOff) {//-------------------------------------------- if(!ONLY_WITH_SCOPE || get_val(scope_button)) { combo_run(AntiRecoil);} }//-------------------------------------------//#ANTIRECOILCODEend }// End of MAIN BLOCK//COMBO BLOCKS//--------------------------------------------------------------
combo Jump { set_val(JUMP_BTN,100); wait(60); wait(40); set_val(JUMP_BTN,100); wait(100); set_val(SPRINT_BTN,100); wait(100);}combo DblJump { wait(200); set_val(SPRINT_BTN,100); wait(100);
}
combo DashShot { if(LX>0)dash_X=100; else dash_X=-100; set_val(12,0); set_val(SPRINT_BTN,0); wait(100); set_val(SPRINT_BTN,100); set_val(12,0); set_val(LS_X_MOV,dash_X); wait(300); set_val(LS_X_MOV,dash_X); set_val(fire_button,100); wait(60);
}combo AutoDash_L { set_val(SPRINT_BTN,100); wait(100); set_val(LS_X_MOV,-100); wait(500);

}combo AutoDash_R { set_val(SPRINT_BTN,100); wait(100); set_val(LS_X_MOV,100); wait(500);

}combo AutoDash_B { set_val(SPRINT_BTN,100); wait(100); set_val(LS_Y_MOV,100); wait(500);}combo AutoBreath {//begin
set_val(SPRINT_BTN, 100); wait(100);}//endcombo EASY_SPRINT { set_val(SPRINT_BTN,100); wait(500); // hold Sprint btn. for 500 ms.
}//#AKIMBOstartcombo AKIMBO { set_val(fire_button, 100); set_val(scope_button, 100); wait(hold_timeA); set_val(fire_button, 0); set_val(scope_button, 0); wait(rest_timeA); set_val(fire_button, 0); set_val(scope_button, 0);}//#AKIMBOendcombo AutoSprint { set_val(SPRINT_BTN,100); wait(100); // hold Sprint btn.
}
//DROP SHOTcombo DROPSHOT {//begin set_val(LS_Y_MOV,0); set_val(PRONE_BTN, 100); wait(dropDelay); //Time To Go Prone if(Scope_W_Drop){set_val(scope_button,100);} set_val(fire_button,100); wait(100); if(Scope_W_Drop){DelayScope=ADS_Add_time;set_val(scope_button,100);} else DelayScope=20; //if(VerticalCorrect){set_val(RS_Y_MOV,-100);} wait(DelayScope);}//end//Rapidfirecombo RAPID_FIRE {//begin set_val(fire_button, 100); wait(hold_time); set_val(fire_button, 0); wait(rest_time); set_val(fire_button, 0);}//end/*combo FastReload {// begin set_val(RELOAD_BTN, 100); //RELOAD_BTN is X Button( index 20) or Square for PS3/PS4 wait(40); wait(fastreload); //fastreload time is The amount of Delay In MS before the Cancel Happens set_val(SWITCH_WEAPON, 100); //This time different depending On weapons wait(40); wait(40); //SWITCH_WEAPON is Y or triangle for PS3/PS4 set_val(SWITCH_WEAPON, 100); wait(40);}// end*/combo SprintFastReload { set_val(RELOAD_BTN, 100); wait(40); wait(fastreload); set_val(LS_Y_MOV, -100); wait(20); set_val(LS_Y_MOV, -100); set_val(SPRINT_BTN, 100); wait(20); set_val(LS_Y_MOV, 0); fastReload_OnOff=TRUE; wait(40); set_val(LS_Y_MOV, 0);
} //#comboANTIRECOILstartcombo AntiRecoil { // This combo must be the last one if(get_val(fire_button)) { anti_recoil = get_val(10) + ANTI_RECOIL; if(anti_recoil > 100) anti_recoil = 100; set_val(10, anti_recoil); anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT; if(anti_recoil_left > 100) anti_recoil_left = 100; set_val(9, anti_recoil_left); anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT; if(anti_recoil_right > 100) anti_recoil_right = 100; set_val(9, anti_recoil_right);}}//end//#comboANTIRECOILend
So I go through the program you designed and set the mods I want activated, then copy the code, and transfer it to Cronus Pro. Once I get in game the jump mod works right away, then all of a sudden my character begins to jump uncontrollably and fires at random. The mods I am trying to use are jump shot, rapid fire (Bal), and auto hold breath. I hope this better describes the issue. Thanks in advance!

Okay I will check this - but please write little more:
-which version of program do you use?
- Jump Shot has 2 mods:
- Scope Disable
-Press Sensitive
Auto hold Breath is only for sniper rifles.

Try to post script by using this :

[code]

// Put HERE your code

[code]

Raider
6th December 14, 15:13
Using 3.8 now and the jump mod is not working. I use the jump mod on Scope Disable. Here is the script I entered to Cronus Pro.


// COD ADVANCED WARFARE Game-pad ver. 3.8 Date :12/06/14 Time: 12:08:36 PM//--------------------------------------------------------------
// BUTTONS definitions


define fire_button=XB1_RT;
define scope_button=XB1_LT;
define SPRINT_BTN=XB1_LS;


define PRONE_BTN=XB1_RS;
define JUMP_BTN=XB1_A;
define SWITCH_WEAPON=XB1_Y;
define RELOAD_BTN=XB1_X;
define MELLE=5; // RS/R3
define Up=XB1_UP;
define Right=XB1_RIGHT;
define Down=XB1_DOWN;
define Left=XB1_LEFT;
define RS_X_MOV=XB1_RX;
define RS_Y_MOV=XB1_RY;
define LS_X_MOV=XB1_LX;
define LS_Y_MOV=XB1_LY;
define btn_Swith1=XB1_VIEW;
define btn_Swith2=XB1_VIEW;
define btn_Swith3=XB1_MENU;
define btn_Swith4=XB1_VIEW;
define btn_Swith5=XB1_A;
define btn_Swith6=XB1_LT;
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=20;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=20;
int pvSens;
int SENS=0;
int pvInGameSens;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_F;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=TRUE;
int VerticalCorrect=FALSE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE; // On /Off Togle ADS
int b_ADS_Delay=FALSE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int AntiRec_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int fastreload;
int fastReload_OnOff=FALSE;
int FR1=1400;
int FR2=1500;
int FR3=1500;
int ProneTime=800;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;


//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;
// AKIMBO RAPID FIRE
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;

// Antirecoil
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
// FAST RELOAD
fastreload=FR1;//#defaultFR
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE_BTN
//if(event_press(btn_Swith5))combo_run(GoProne);

//#SwapButtons


// FIND the DIRECTION of LA
if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);
/*
// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,b_hold_ADS);
set_val(TRACE_3,dash_OnOff);
set_val(TRACE_4,dropshot_OnOff);
set_val(TRACE_5,rapid_onoff);
set_val(TRACE_6,fastReload_OnOff);
*/
///////////////////////////////////////////////////////////////////////////
/////////// 1. FAST RELOAD ////////////////////////
///////////////////////////////////////////////////////////////////////////




if(get_val(btn_Swith3)&& get_val(Up))set_val(Up,0);


if(get_val(btn_Swith3)&& get_val(Right))set_val(Right,0);




// Switch FAST RELOAD ON/OFF btn_Swith3 + X/SQUARE
if(get_val(btn_Swith3)&& event_press(RELOAD_BTN))fastReload_OnOff=!fastReload_OnOff;
if(get_val(btn_Swith3)&& get_val(RELOAD_BTN))set_val(RELOAD_BTN,0);




if(get_val(RELOAD_BTN) && fastReload_OnOff){fastReload_OnOff=FALSE;combo_run(SprintFastReload);}
// if(event_press(RELOAD_BTN) && fastReload_OnOff)combo_run(FastReload);
///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);

// DECREASE btn_Swith1+D-pad DOWN
if(get_val(btn_Swith1) && event_press(14))Sens=Sens-5;
if(get_val(btn_Swith1) && get_val(14))set_val(14,0);
//--------------------------------------------------------------------------


// ADS Toggle
if(event_press(scope_button)&& TogleADS)b_hold_ADS=!b_hold_ADS;


if(b_hold_ADS)
{//---------------------------
if(get_val(SWITCH_WEAPON) || get_val(RELOAD_BTN)||get_val(JUMP_BTN))b_hold_ADS=FALSE;
}//---------------------------


if(b_hold_ADS)set_val(scope_button,100);


///////////////////////////////////////////////////////////////////////////
/////////// AUTO HOLD BREATH ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO HOLD BREATH
if(get_val(scope_button)&& hold_breath_On_Off)combo_run(AutoBreath);


///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////


// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RS_X_MOV, NOT_USE, 100 + Sens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens);
}
}//------------------------------------


if(event_release(scope_button))timer=ADS_Delay;

// Save SENSITIVITY to EEPROM Memory
// EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE
//if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
//if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}


// AUTO BREATH
// if(get_val(scope_button)) {combo_run(AutoBreath);}
//----------------------------------------------------------

//////////////////////////////////////////////////////////////////
/////// EASY SPRINT ///////////////////////////////
//////////////////////////////////////////////////////////////////
// Just tap sprint Btn will hold sprint button for 300 ms.
if(event_press(SPRINT_BTN) && get_val(LS_Y_MOV)<0 )combo_run(EASY_SPRINT);


//////////////////////////////////////////////////////////////////
/////// SENSITIVITY in GAME ///////////////////////////////
//////////////////////////////////////////////////////////////////

// In GAME INCREASE = btn_Swith1 + D-pad RIGHT
//if(get_val(btn_Swith1) && event_press(16))SENS=SENS+5;
//if(get_val(btn_Swith1) && get_val(16))set_val(16,0);
// In GAME DECREASE = btn_Swith1 + D-pad LEFT
// if(get_val(btn_Swith1) && event_press(15))SENS=SENS-5;
// if(get_val(btn_Swith1) && get_val(15))set_val(15,0);


// SENSETIVITY in game
// sensitivity(LS_X_MOV, NOT_USE, 100 + SENS);
// sensitivity(LS_Y_MOV, NOT_USE, 100 + SENS);
//-----------------------------------------------------------------
///////////////////////////////////////////////////////////////////
////// AKIMBO SWITCH ///////////////////////////////////////////
///////////////////////////////////////////////////////////////////

// //# SWITCH AKIMBO = btn_Swith4 + btn_Swith5
// if(get_val(btn_Swith4)&& event_press(btn_Swith5)){akimbo_onoff=!akimbo_onoff;}
//
// // AKIMBO run
// if(akimbo_onoff)
// {//------------------------------------------------------
// if(get_val(fire_button) )combo_run(AKIMBO);
// else if(combo_running(AKIMBO)) combo_stop(AKIMBO);
// }//------------------------------------------------------
//# AKIMBO
///////////////////////////////////////////////////////////////////
////////// Double Jump wit Dash /////////////////////////////////
///////////////////////////////////////////////////////////////////

// DOUBLE JUMP + DASH

if( DoubleJump && get_val(JUMP_BTN))
{//-------------------------------------------------------------
combo_run(DblJump);
}//-------------------------------------------------------------

if(event_release(JUMP_BTN))DoubleJump=FALSE;
// time to Double click
if (DblClick_A>0) DblClick_A=DblClick_A - get_rtime();
// Double Jump with Dash
if (event_press(JUMP_BTN) && DblClick_A<=0 ) {DblClick_A =timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_A>0 ){DoubleJump=TRUE;}

//------------------------------------------------------------------------------------------
// SPRINT with DOUBLE CLICK FORWARD
if (time_to_DblClick_Sprint>0) time_to_DblClick_Sprint=time_to_DblClick_Sprint - get_rtime();


// SPRINT^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if (get_val(LS_Y_MOV)==-100 && time_to_DblClick_Sprint<=0 && get_ptime(LS_Y_MOV)<100) {time_to_DblClick_Sprint =timelimit;RA=1;}
else if (get_val(LS_Y_MOV)>-20 && time_to_DblClick_Sprint>0 && RA==1){RA=2;}
else if (get_val(LS_Y_MOV)==-100 && time_to_DblClick_Sprint>0 && RA==2){RA=0;sprint=1;}



// sprint
if(sprint && get_val(LS_Y_MOV)==-100 ){combo_run(AutoSprint);}

// stop sprinting
if(get_val(LS_Y_MOV)>0 || get_val(LS_Y_MOV)>-5 )
{//--------------------------------------------------
sprint=FALSE;
if(combo_running(AutoSprint))combo_stop(AutoSprint);
}//--------------------------------------------------

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dashes
if(get_val(btn_Swith1) && event_press(SWITCH_WEAPON))dash_OnOff=!dash_OnOff;
if(get_val(btn_Swith1) && get_val(SWITCH_WEAPON))set_val(SWITCH_WEAPON,0);
// DASH SHOT --------------------------------------------------------------------
if(get_val(fire_button) && dash_OnOff && !get_val(scope_button)){block(LS_Y_MOV,400);combo_run(DashShot);}
////////////////////////////////////////////////////////////////////////////////////
//////// ON/OFF DASH SHOT /////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

// ON/OFF DASH SHOT
//if(event_press(17)&& !dropshot_OnOff)dash_OnOff=!dash_OnOff;
if(get_val(btn_Swith6) && event_press(SWITCH_WEAPON)){dash_OnOff=!dash_OnOff;}

//#DASHSTART
// // Dash - LEFT
// if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// if ((get_val(LS_X_MOV)<-80 )&& DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
// else if ((get_val(LS_X_MOV)>-20 )&& DblClick_L>0 && LA_L==1){LA_L=2;}
// else if ((get_val(LS_X_MOV)<-80 )&& DblClick_L>0 && LA_L==2){LA_L=0;combo_run(AutoDash_L);}
//
// // Dash - RIGHT
// if (DblClick_R>0) DblClick_R=DblClick_R - get_rtime();
// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// if ((get_val(LS_X_MOV)>80 )&& DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
// else if ((get_val(LS_X_MOV)<20 )&& DblClick_R>0 && LA_R==1){LA_R=2;}
// else if ((get_val(LS_X_MOV)>80 )&& DblClick_R>0 && LA_R==2){LA_R=0;combo_run(AutoDash_R);}
//
// // Dash - Back
// if (DblClick_B>0) DblClick_B=DblClick_B - get_rtime();
// // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// if ((get_val(LS_Y_MOV)>80 )&& DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
// else if ((get_val(LS_Y_MOV)<20 )&& DblClick_B>0 && LA_B==1){LA_B=2;}
// else if ((get_val(LS_Y_MOV)>80 )&& DblClick_B>0 && LA_B==2){LA_B=0;combo_run(AutoDash_B);}
//#DASHEND
////////////////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off /////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
// DROP SHOT On / Off = btn_Swith1 + B/CIRCLE
if(get_val(btn_Swith6) && event_press(PRONE_BTN))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff=FALSE;}
}//-----------------------------------
// ------------------------------------------------------
if(get_val(btn_Swith1) && get_val(PRONE_BTN))set_val(PRONE_BTN,0);
// DROP SHOT
//press fire btn without ADS for Drop Shot
if (get_val(fire_button) && dropshot_OnOff && !get_val(scope_button)){combo_run(DROPSHOT);}
//#GoProne
///////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (btn_Swith2 )
if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}


///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;

if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(Jump);
}//-----------------------------------------


///////////////////////////////////////////////////////////////////
// ANTIRECOIL /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
//#ANTIRECOILCODEstart
//increase Antirecoil
if(get_val(scope_button) && event_press(Up)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(scope_button) && event_press(Up))set_val(Up,0);
// decrease Antirecoil
if(get_val(scope_button) && event_press(Down)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(scope_button) && event_press(Down))set_val(Down,0);
// compensate to the left
if(get_val(scope_button) && event_press(Left)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(scope_button) && event_press(Left))set_val(Left,0);
// compensate to the right
if(get_val(scope_button) && event_press(Right)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(scope_button) && event_press(Right))set_val(Right,0);
// Save Antirecoil hold LT/L2 + press Y/TRIANGLE
if(get_val(scope_button) && event_press(SWITCH_WEAPON)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}
//Antirecoil mode
// OFF Anti recoil press RELOAD btn for more than 300 ms
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>300)AntiRec_OnOff=FALSE;
// ON Anti recoil
if(get_val(JUMP_BTN) && event_press(btn_Swith1))AntiRec_OnOff=TRUE;
if(AntiRec_OnOff)
{//--------------------------------------------
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);}
}//-------------------------------------------
//#ANTIRECOILCODEend
}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------


combo Jump {
set_val(JUMP_BTN,100);
wait(60);
wait(40);
set_val(JUMP_BTN,100);
wait(100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DblJump {
wait(200);
set_val(SPRINT_BTN,100);
wait(100);


}


combo DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(12,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(12,0);
set_val(LS_X_MOV,dash_X);
wait(300);
set_val(LS_X_MOV,dash_X);
set_val(fire_button,100);
wait(60);


}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LS_X_MOV,-100);
wait(500);




}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LS_X_MOV,100);
wait(500);




}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LS_Y_MOV,100);
wait(500);
}
combo AutoBreath {//begin


set_val(SPRINT_BTN, 100);
wait(100);
}//end
combo EASY_SPRINT {
set_val(SPRINT_BTN,100);
wait(500); // hold Sprint btn. for 500 ms.


}
// //#AKIMBOstart
// combo AKIMBO {
// set_val(fire_button, 100);
// set_val(scope_button, 100);
// wait(hold_timeA);
// set_val(fire_button, 0);
// set_val(scope_button, 0);
// wait(rest_timeA);
// set_val(fire_button, 0);
// set_val(scope_button, 0);
// }
//#AKIMBOend
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.


}


//DROP SHOT
combo DROPSHOT {//begin
set_val(LS_Y_MOV,0);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
if(Scope_W_Drop){set_val(scope_button,100);}
set_val(fire_button,100);
wait(100);
if(Scope_W_Drop){DelayScope=ADS_Add_time;set_val(scope_button,100);}
else DelayScope=20;
//if(VerticalCorrect){set_val(RS_Y_MOV,-100);}
wait(DelayScope);
}//end
//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}//end
/*
combo FastReload {// begin
set_val(RELOAD_BTN, 100); //RELOAD_BTN is X Button( index 20) or Square for PS3/PS4
wait(40); wait(fastreload); //fastreload time is The amount of Delay In MS before the Cancel Happens
set_val(SWITCH_WEAPON, 100); //This time different depending On weapons
wait(40); wait(40); //SWITCH_WEAPON is Y or triangle for PS3/PS4
set_val(SWITCH_WEAPON, 100);
wait(40);
}// end
*/
combo SprintFastReload {
set_val(RELOAD_BTN, 100);
wait(40); wait(fastreload);
set_val(LS_Y_MOV, -100);
wait(20);
set_val(LS_Y_MOV, -100);
set_val(SPRINT_BTN, 100);
wait(20);
set_val(LS_Y_MOV, 0);
fastReload_OnOff=TRUE;
wait(40);
set_val(LS_Y_MOV, 0);


}
//#comboANTIRECOILstart
combo AntiRecoil { // This combo must be the last one
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end
//#comboANTIRECOILend

Excalibur
6th December 14, 15:15
Updated...

SGI COD AW Game-pad ver.3.9


dashes can perform only if you do not ADS.
- fixed Auto Hold Breath
- fixed auto double jump+dash.

thepr0
6th December 14, 15:57
The auto jump dash fix you made is that dash straight up in the air or a particular direction? i love the script just wish i can speed up the double jump...but its perfect for dash..and you also fix the flick dashes right?

Excalibur
6th December 14, 16:26
The auto jump dash fix you made is that dash straight up in the air or a particular direction? i love the script just wish i can speed up the double jump...but its perfect for dash..and you also fix the flick dashes right?

Yes for double jump and dash forward .
Yes and I fix the dashes .
You can speed double jump but it will jump in short distance.

Excalibur
8th December 14, 19:25
Updated ...


SGI COD AW Game-pad ver.4.0

NEW AUTO SPRINT press sensitive

NEW AUTO DASH with On/Off

Raider
9th December 14, 01:35
How can the sensitivity on the RT (firing) be reduced?

Excalibur
9th December 14, 03:39
How can the sensitivity on the RT (firing) be reduced?


Depends of what you want to achieve - give us more information and/or description.

thepr0
9th December 14, 10:57
few bugs in the new app update...
Dash on and off feature triggers the player to move backwards on its on and glitches the movement...maybe a different key or combination to toggle it will fix it as i couldnt even dash at all when off..
app: where the button lay out is glitch on top cant see the options on top...
app: the on and off button for fast reload is gone and any other option for that...

request for other users...when you select remove code to have it highlight as notes or really remove it.. i have no problem with it included i always delete what i dont need but to make it easier for dumb people like i was when i first started...anyways just heads up giving you the feedback on the latest im happy with what you've done with this app and script my double jump dash its very nice thank you again

Excalibur
9th December 14, 14:26
few bugs in the new app update...
Dash on and off feature triggers the player to move backwards on its on and glitches the movement...maybe a different key or combination to toggle it will fix it as i couldnt even dash at all when off..
app: where the button lay out is glitch on top cant see the options on top...
app: the on and off button for fast reload is gone and any other option for that...

request for other users...when you select remove code to have it highlight as notes or really remove it.. i have no problem with it included i always delete what i dont need but to make it easier for dumb people like i was when i first started...anyways just heads up giving you the feedback on the latest im happy with what you've done with this app and script my double jump dash its very nice thank you again

Thanks bro!
Can you suggest me for some button to do On/Off dashes?

app: where the button lay out is glitch on top cant see the options on top...- Can you post the screenshot of this ( maybe the problem is screen resolution ). I don't have this issue.

app: the on and off button for fast reload is gone and any other option for that...- the Fast Reload glitch doesn't work here and I remove this options.

when you select remove code to have it highlight as notes or really remove it.- if the user select to remove - I just make it comment ( in this way it can easily restored ) .There is no need to delete it - when it comment it doesn't harm the other code and byte size.

thepr0
9th December 14, 14:45
i think all on/off buttons should start with like SELECT + A for dash or Start + A that way its easier..but its your script i find it easier using one of those and for increasing a value maybe Select Plus directional pad up/down

here's the pic its no big deal i dont use it at all i just saw it and thought i mention it
http://gyazo.com/9e1e819c2901ea5f311e66ca415edca3

also have a question for the ADS sensitivity im using it but after lets say 20 minutes of using the script it the sens goes super crazy...like it boost itself up is there a switch for that? maybe its just my crazyness or game connection at times


what is this on the script? so i can save it permanently





// Save SENSITIVITY to EEPROM Memory
// EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE
//if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
//if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}




what button is btn_Swith1?

like




///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);

Raider
9th December 14, 15:01
The sensitivity for the jump shot/fire button is too high. I literally just breathe on the trigger and it jumps on its own. I came across this script before and it altered the shot sensitivity, but I couldn't find anything like that in your script. All I am trying to achieve is less sensitivity when I press RT. Thanks!




if(get_val(XB1_RT)){ //gets the value of RT when pressed.
sensitivity(XB1_RT, 10, 100 + START_FIREING);} //makes RT 100%pressed even if button is only lightly pressed.

Excalibur
9th December 14, 15:52
i think all on/off buttons should start with like SELECT + A for dash or Start + A that way its easier..but its your script i find it easier using one of those and for increasing a value maybe Select Plus directional pad up/down

here's the pic its no big deal i dont use it at all i just saw it and thought i mention it
http://gyazo.com/9e1e819c2901ea5f311e66ca415edca3

also have a question for the ADS sensitivity im using it but after lets say 20 minutes of using the script it the sens goes super crazy...like it boost itself up is there a switch for that? maybe its just my crazyness or game connection at times

Thank you for the feedback!

About the screenshot - yes the problem is the resolution ( I will change the application to the 1024/768 ).

About your Q- for the ADS - no this problem can't came from the script . Post the script that you use I will check again.

Excalibur
9th December 14, 16:58
The sensitivity for the jump shot/fire button is too high. I literally just breathe on the trigger and it jumps on its own. I came across this script before and it altered the shot sensitivity, but I couldn't find anything like that in your script. All I am trying to achieve is less sensitivity when I press RT. Thanks!




if(get_val(XB1_RT)){ //gets the value of RT when pressed.
sensitivity(XB1_RT, 10, 100 + START_FIREING);} //makes RT 100%pressed even if button is only lightly pressed.



Okay - I will add this options to the script. But this is not the sensitivity maybe you want some dead zone . If you press incidentally little bit RT you don't want it to react? Is this what you want?

Raider
9th December 14, 23:04
Yes, exactly.

Excalibur
10th December 14, 10:40
i think all on/off buttons should start with like SELECT + A for dash or Start + A that way its easier..but its your script i find it easier using one of those and for increasing a value maybe Select Plus directional pad up/down

here's the pic its no big deal i dont use it at all i just saw it and thought i mention it
http://gyazo.com/9e1e819c2901ea5f311e66ca415edca3

also have a question for the ADS sensitivity im using it but after lets say 20 minutes of using the script it the sens goes super crazy...like it boost itself up is there a switch for that? maybe its just my crazyness or game connection at times


what is this on the script? so i can save it permanently





// Save SENSITIVITY to EEPROM Memory
// EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE
//if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
//if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}




what button is btn_Swith1?

like




///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);



Sorry I didn't answer to all your questions .

Q:what button is btn_Swith1? - You can choose which buttons is it. In tab Button Layout.

Q:what is this on the script? so i can save it permanently - yes . That was idea. Change sensitivity on the fly and save it permanently .

Excalibur
10th December 14, 10:42
The sensitivity for the jump shot/fire button is too high. I literally just breathe on the trigger and it jumps on its own. I came across this script before and it altered the shot sensitivity, but I couldn't find anything like that in your script. All I am trying to achieve is less sensitivity when I press RT. Thanks!




if(get_val(XB1_RT)){ //gets the value of RT when pressed.
sensitivity(XB1_RT, 10, 100 + START_FIREING);} //makes RT 100%pressed even if button is only lightly pressed.




Okay, now when I have clear understanding of the problem I will add this option to the application.

thepr0
10th December 14, 10:43
Hey excaliber that wouldnt be a bad idea what raider propose especially for press sensitivity...
also it would be cool if you can make any button rapid fire lets say jump if you hold down it will keep jumpin like a bunny hop
or ducking it will go down and up and down again..or prone
as long as you hold the button it will do the same actions over and over
the only problem i know it requires the right wait time and perfect timing and i know that takes time..
i started a little script like this on my own taking bits and pieces from others trying to put it together
if i come up with something nice ill post it here....



what is this on the script? can I save it permanently ?





// Save SENSITIVITY to EEPROM Memory
// EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE
//if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
//if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}




what button is btn_Swith1?

like




///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);

Excalibur
10th December 14, 11:00
Hey excaliber that wouldnt be a bad idea what raider propose especially for press sensitivity...
also it would be cool if you can make any button rapid fire lets say jump if you hold down it will keep jumpin like a bunny hop
or ducking it will go down and up and down again..or prone
as long as you hold the button it will do the same actions over and over
the only problem i know it requires the right wait time and perfect timing and i know that takes time..
i started a little script like this on my own taking bits and pieces from others trying to put it together
if i come up with something nice ill post it here....



what is this on the script? can I save it permanently ?





// Save SENSITIVITY to EEPROM Memory
// EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE
//if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
//if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}




what button is btn_Swith1?

like






///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);





Yes I agree with you. I will try to make this for jump button.

Q:what button is btn_Swith1? - You can choose which buttons is it. In tab Button Layout.

Q:what is this on the script? so i can save it permanently - yes . That was idea. Change sensitivity on the fly and save it permanently .

thepr0
10th December 14, 11:05
Hey excaliber that wouldnt be a bad idea what raider propose especially for press sensitivity...
also it would be cool if you can make any button rapid fire lets say jump if you hold down it will keep jumpin like a bunny hop
or ducking it will go down and up and down again..or prone
as long as you hold the button it will do the same actions over and over
the only problem i know it requires the right wait time and perfect timing and i know that takes time..
i started a little script like this on my own taking bits and pieces from others trying to put it together
if i come up with something nice ill post it here....



what is this on the script? can I save it permanently ?





// Save SENSITIVITY to EEPROM Memory
// EXTRA INPUT 1 + XB1_VIEW / PS4_SHARE
//if(get_val(btn_Swith1) && event_press(1)){set_pvar(SPVAR_1,Sens);set_pvar(SPVAR_2,SENS);}
//if(get_val(btn_Swith1) && event_press(1)){set_val(1,0);}




what button is btn_Swith1?

like




///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);




here's my whole script the one you ask for..the sens works for maybe 2-3 minutes then it goes out of control and i have to then reload the slot # for it to work back to normal..





// COD ADVANCED WARFARE Game-pad ver. 4.0 Date :12/09/14 Time: 9:09:34 AM
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE_BTN=18; // B/ CIRCLE
define JUMP_BTN=19; // JUMP button A/CROSS
define SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLe
define RELOAD_BTN=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RS_X_MOV=9;
define RS_Y_MOV=10;
define LS_Y_MOV= 12;
define LS_X_MOV=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=20;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=8;
int pvSens;
int SENS=0;
int pvInGameSens;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;

int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=TRUE;
int VerticalCorrect=FALSE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE; // On /Off Togle ADS
int b_ADS_Delay=TRUE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int AntiRec_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;

int ProneTime=800;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;


//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE_BTN
//if(event_press(btn_Swith5))combo_run(GoProne);

//#SwapButtons


// FIND the DIRECTION of LA
if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);
/*
// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,b_hold_ADS);
set_val(TRACE_3,dash_OnOff);
set_val(TRACE_4,dropshot_OnOff);
set_val(TRACE_5,rapid_onoff);
set_val(TRACE_6,fastReload_OnOff);
*/


///////////////////////////////////////////////////////////////////////////
/////////// 2. ADS SENSETIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// INCREASE btn_Swith1+D-pad UP
if(get_val(btn_Swith1) && event_press(13))Sens=Sens+5;
if(get_val(btn_Swith1) && get_val(13))set_val(13,0);

// DECREASE btn_Swith1+D-pad DOWN
if(get_val(btn_Swith1) && event_press(14))Sens=Sens-5;
if(get_val(btn_Swith1) && get_val(14))set_val(14,0);
//--------------------------------------------------------------------------



///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RS_X_MOV, NOT_USE, 100 + Sens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;


///////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (btn_Swith2 )
if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;

{//-----------------------------------------
if(get_val(XB1_LEFT))combo_run(Jump);
}//-----------------------------------------



}
combo Jump {
set_val(JUMP_BTN,100);
wait(73);
wait(117);
set_val(JUMP_BTN,100);
wait(100);
wait(550);
set_val(SPRINT_BTN,100);
wait(100);
}

//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}

Excalibur
10th December 14, 11:32
Okay, try this one - I remove the part that increase or decrease sensitivity and change little bit how the jump work.




// COD ADVANCED WARFARE Game-pad ver. 4.0 Date :12/09/14 Time: 9:09:34 AM
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE_BTN=18; // B/ CIRCLE
define JUMP_BTN=19; // JUMP button A/CROSS
define SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLe
define RELOAD_BTN=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RS_X_MOV=9;
define RS_Y_MOV=10;
define LS_Y_MOV= 12;
define LS_X_MOV=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=20;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=8;
int pvSens;
int SENS=0;
int pvInGameSens;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;

int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=TRUE;
int VerticalCorrect=FALSE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE; // On /Off Togle ADS
int b_ADS_Delay=TRUE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int AntiRec_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;

int ProneTime=800;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;


//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE_BTN
//if(event_press(btn_Swith5))combo_run(GoProne);

//#SwapButtons


// FIND the DIRECTION of LA
if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);
/*
// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,b_hold_ADS);
set_val(TRACE_3,dash_OnOff);
set_val(TRACE_4,dropshot_OnOff);
set_val(TRACE_5,rapid_onoff);
set_val(TRACE_6,fastReload_OnOff);
*/






///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RS_X_MOV, NOT_USE, 100 + Sens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;


///////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (btn_Swith2 )
if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;


// if you hold LEFT will restart Jump when it finished
if(get_val(XB1_LEFT)&& !combo_running(Jump))combo_restart(Jump);




}
combo Jump {
set_val(JUMP_BTN,100);
wait(73);
wait(117);
set_val(JUMP_BTN,100);
wait(100);
wait(550);
set_val(SPRINT_BTN,100);
wait(100);
}

//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}

thepr0
10th December 14, 13:06
damn you're good gave me a nice idea thanks bro i kept it how show me and added a bunny hop feature while holding jump it works real nice for trowing people off in a gun battle
If anyone wants it heres the bunny hop while holding A, Delete any other useless stuff or Disable

thanks again Excaliber






// COD ADVANCED WARFARE Game-pad ver. 4.0 Date :12/09/14 Time: 9:09:34 AM
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE_BTN=18; // B/ CIRCLE
define JUMP_BTN=19; // JUMP button A/CROSS
define SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLe
define RELOAD_BTN=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RS_X_MOV=9;
define RS_Y_MOV=10;
define LS_Y_MOV= 12;
define LS_X_MOV=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=20;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=8;
int pvSens;
int SENS=0;
int pvInGameSens;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;

int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=TRUE;
int BunnyHop_OnOff=TRUE;
int VerticalCorrect=FALSE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE; // On /Off Togle ADS
int b_ADS_Delay=TRUE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int AntiRec_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=200;// ADS delay value
int timer;

int ProneTime=800;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;


//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE_BTN
//if(event_press(btn_Swith5))combo_run(GoProne);

//#SwapButtons


// FIND the DIRECTION of LA
if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);
/*
// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,b_hold_ADS);
set_val(TRACE_3,dash_OnOff);
set_val(TRACE_4,dropshot_OnOff);
set_val(TRACE_5,rapid_onoff);
set_val(TRACE_6,fastReload_OnOff);
*/






///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RS_X_MOV, NOT_USE, 100 + Sens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;


///////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (btn_Swith2 )
if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;

// if you hold LEFT will restart Jump when it finished
if(get_val(XB1_LEFT)&& !combo_running(Jump))combo_restart(Jump);


///////////////////////////////////////////////////////////////////
// BUNNY HOP ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// By Holding A (Jump Button) it will Perform a Bunny Hop Effect
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))BunnyHop_OnOff=!BunnyHop_OnOff;

if(get_val(XB1_A)&& !combo_running(BunnyHop))combo_restart(BunnyHop);




}
combo Jump {
set_val(JUMP_BTN,100);
wait(80);
wait(117);
set_val(JUMP_BTN,100);
wait(100);
wait(550);
set_val(SPRINT_BTN,100);
wait(100);
}

//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}

//Bunny Hop while Holding JUMP Button
combo BunnyHop {
set_val(XB1_A, 100);
wait(100);
set_val(XB1_A, 0);
wait(620);


}

Excalibur
10th December 14, 16:51
damn you're good gave me a nice idea thanks bro i kept it how show me and added a bunny hop feature while holding jump it works real nice for trowing people off in a gun battle
If anyone wants it heres the bunny hop while holding A, Delete any other useless stuff or Disable

thanks again Excaliber






// COD ADVANCED WARFARE Game-pad ver. 4.0 Date :12/09/14 Time: 9:09:34 AM
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE_BTN=18; // B/ CIRCLE
define JUMP_BTN=19; // JUMP button A/CROSS
define SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLe
define RELOAD_BTN=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RS_X_MOV=9;
define RS_Y_MOV=10;
define LS_Y_MOV= 12;
define LS_X_MOV=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=20;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=8;
int pvSens;
int SENS=0;
int pvInGameSens;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;

int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=TRUE;
int BunnyHop_OnOff=TRUE;
int VerticalCorrect=FALSE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE; // On /Off Togle ADS
int b_ADS_Delay=TRUE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int AntiRec_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=200;// ADS delay value
int timer;

int ProneTime=800;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;


//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE_BTN
//if(event_press(btn_Swith5))combo_run(GoProne);

//#SwapButtons


// FIND the DIRECTION of LA
if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);
/*
// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,b_hold_ADS);
set_val(TRACE_3,dash_OnOff);
set_val(TRACE_4,dropshot_OnOff);
set_val(TRACE_5,rapid_onoff);
set_val(TRACE_6,fastReload_OnOff);
*/






///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RS_X_MOV, NOT_USE, 100 + Sens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;


///////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (btn_Swith2 )
if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;

// if you hold LEFT will restart Jump when it finished
if(get_val(XB1_LEFT)&& !combo_running(Jump))combo_restart(Jump);


///////////////////////////////////////////////////////////////////
// BUNNY HOP ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// By Holding A (Jump Button) it will Perform a Bunny Hop Effect
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))BunnyHop_OnOff=!BunnyHop_OnOff;

if(get_val(XB1_A)&& !combo_running(BunnyHop))combo_restart(BunnyHop);




}
combo Jump {
set_val(JUMP_BTN,100);
wait(80);
wait(117);
set_val(JUMP_BTN,100);
wait(100);
wait(550);
set_val(SPRINT_BTN,100);
wait(100);
}

//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}

//Bunny Hop while Holding JUMP Button
combo BunnyHop {
set_val(XB1_A, 100);
wait(100);
set_val(XB1_A, 0);
wait(620);


}






But with above code you have a problem - you can't double jump.
If you want Bunni hope - try this code - to activate BUNNI HOPE - hold Left Stick UP and press D-pad RIGHT ( you can change it ).
Until you hold Left stick UP you will perform Bunni hope.


// COD ADVANCED WARFARE Game-pad ver. 4.0 Date :12/09/14 Time: 9:09:34 AM
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE_BTN=18; // B/ CIRCLE
define JUMP_BTN=19; // JUMP button A/CROSS
define SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLe
define RELOAD_BTN=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RS_X_MOV=9;
define RS_Y_MOV=10;
define LS_Y_MOV= 12;
define LS_X_MOV=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 1;
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=20;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping
//VARIABLES - int
//--------------------------------------------------------------
int Sens=8;
int pvSens;
int SENS=0;
int pvInGameSens;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int time_to_DblClick_Sprint;

int RA;
int LA_L;
int LA_R;
int LA_F;
int LA_B;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=FALSE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=TRUE;
int BunnyHop_OnOff=FALSE;
int VerticalCorrect=FALSE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE; // On /Off Togle ADS
int b_ADS_Delay=TRUE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int AntiRec_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=200;// ADS delay value
int timer;

int ProneTime=800;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;


//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;



}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE_BTN
//if(event_press(btn_Swith5))combo_run(GoProne);

//#SwapButtons


// FIND the DIRECTION of LA
if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);
/*
// Look at Device monitor
set_val(TRACE_1,Sens);
set_val(TRACE_2,b_hold_ADS);
set_val(TRACE_3,dash_OnOff);
set_val(TRACE_4,dropshot_OnOff);
set_val(TRACE_5,rapid_onoff);
set_val(TRACE_6,fastReload_OnOff);
*/






///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RS_X_MOV, NOT_USE, 100 + Sens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;


///////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (btn_Swith2 )
if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button) && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnOff;

// if you hold LEFT will restart Jump when it finished
if(get_val(XB1_LEFT)&& !combo_running(Jump))combo_restart(Jump);


///////////////////////////////////////////////////////////////////
// BUNNY HOP ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// By Holding A (Jump Button) it will Perform a Bunny Hop Effect
//if(get_val(btn_Swith6)&& event_press(JUMP_BTN))BunnyHop_OnOff=!BunnyHop_OnOff;
//if(get_val(btn_Swith6)&& get_val(JUMP_BTN))set_val(JUMP_BTN,0);

if(get_val(LS_Y_MOV)<-90 && event_press(Right) )BunnyHop_OnOff=TRUE;

if(get_val(LS_Y_MOV)<-90 && BunnyHop_OnOff && !combo_running(BunnyHop))combo_restart(BunnyHop);

if(get_val(LS_Y_MOV)>-90)BunnyHop_OnOff=FALSE;

}
combo Jump {
set_val(JUMP_BTN,100);
wait(80);
wait(117);
set_val(JUMP_BTN,100);
wait(100);
wait(550);
set_val(SPRINT_BTN,100);
wait(100);
}

//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}

//Bunny Hop while Holding JUMP Button
combo BunnyHop {
set_val(XB1_A, 100);
wait(100);
set_val(XB1_A, 0);
wait(620);


}

j4tk1
13th December 14, 13:44
I turn everything off, (i.e. auto sprint, akimbo, auto dash, auto reload.) but it still happens in game. All i want is the rapid fire, nothing more, nothing less.

thepr0
14th December 14, 00:54
For what gun? Make sure on top of the script you have rapid fire enable. If its false change it to true. If that dont work paste the script here im sure Excaliber will help you out

Excalibur
14th December 14, 10:13
I turn everything off, (i.e. auto sprint, akimbo, auto dash, auto reload.) but it still happens in game. All i want is the rapid fire, nothing more, nothing less.

You must check all of them to be remove. When just OFF them that means you can still use them. And yes I will add options to just ON/OFF dashes.
Like in the screenshots:

http://s9.postimg.org/xfzg3psdn/Anti_Rec.jpg (http://postimg.org/image/xfzg3psdn/) http://s9.postimg.org/y6s69huqz/Dash1.jpg (http://postimg.org/image/y6s69huqz/)

Excalibur
14th December 14, 10:45
Updated..

SGI COD AW Game-pad ver.4.2

thepr0
14th December 14, 14:52
Hey i like the bunny hop code you fix for me only problem is it takes too long to activate by the time i react im dead lmao
i have tried changing the button combination numerous times but couldnt get it to work now im asking for your help
what i want is when i ads and hold A for jump to run bunny hop combo when i let go of XB1_LT and XB1_A to go back to normal so i can use double jump
also i want it to keep jumping while i ADS and hold jump but whenever i let go of A to stop at once..

basically same exact lay out you gave me but activte buttons different...thanks







///////////////////////////////////////////////////////////////////
// BUNNY HOP ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// By Holding A (Jump Button) it will Perform a Bunny Hop Effect
//if(get_val(btn_Swith6)&& event_press(JUMP_BTN))BunnyHop_OnOff=!BunnyHop_OnOff;
//if(get_val(btn_Swith6)&& get_val(JUMP_BTN))set_val(JUMP_BTN,0);

if(get_val(LS_Y_MOV)<-90 && event_press(Right) )BunnyHop_OnOff=TRUE;

if(get_val(LS_Y_MOV)<-90 && BunnyHop_OnOff && !combo_running(BunnyHop))combo_restart(BunnyHop);

if(get_val(LS_Y_MOV)>-90)BunnyHop_OnOff=FALSE;











also my auto dash is not working i switch the sprint button toggle to xb1_menu and View but when i jump and want to dash forward it doesnt and it makes it harder to dash instead of auto dash....

LEX LOST
14th December 14, 17:01
this is for BunnyHop:



main {
if (get_val(XB1_LT) && get_val(XB1_A)) {combo_run(BunnyHop);}
else if(combo_running(BunnyHop)) {combo_stop(BunnyHop);}
}
combo BunnyHop {

thepr0
14th December 14, 17:18
it works perfect thank you once again bro how can i ever repaid you lol

KittyDawn
14th December 14, 17:21
it works perfect thank you once again bro how can i ever repaid you lol

Buy a few CM's as gifts for friends this Christmas :p

Excalibur
17th December 14, 03:56
Updated ....

New version release :

SGI COD AW Game-pad ver.4.3

1.* Dash Directions
Move fast Left Stick to the Left, Right or Back to perform dash.
Fast flick LEFT, RIGHT or BACK = DASH

You can adjust timing for fast move.

Screenshot:

http://s4.postimg.org/h97y9f2ux/Dash2.jpg (http://postimg.org/image/h97y9f2ux/)

New Adjustments for Right Trigger / R2 dead zone.

http://s16.postimg.org/mdvjz1n2p/RT1.jpg (http://postimg.org/image/mdvjz1n2p/) http://s16.postimg.org/w9wmyosup/RT2.jpg (http://postimg.org/image/w9wmyosup/)

thepr0
18th December 14, 11:30
dash works way better than the last update no flaws on this one i think the dash shot is automatically activated even when disable in program but nice update

i was wondering is it possible to make the bal or any gun burst fire? i want to tap it once and shoot 5-6 bullets at regular speed..but if i hold the fire button it will burst the same 6 shots and a fast speed as holding regular fire button down
does that make sense? basically turn the Bal-27 into like an IMR but if i hold it down after 6 round burst it will continue to shoot the rest of the clip while holding down fire button at regular speed...or continue to shoot 6 shots at the same time
i did a combo but cant get it to work properly..if i tap tap it shoots 6 shots but its space out too much..and when i hold fire it just shoots regular after the first burst...

Excalibur
18th December 14, 14:50
dash works way better than the last update no flaws on this one i think the dash shot is automatically activated even when disable in program but nice update

i was wondering is it possible to make the bal or any gun burst fire? i want to tap it once and shoot 5-6 bullets at regular speed..but if i hold the fire button it will burst the same 6 shots and a fast speed as holding regular fire button down
does that make sense? basically turn the Bal-27 into like an IMR but if i hold it down after 6 round burst it will continue to shoot the rest of the clip while holding down fire button at regular speed...or continue to shoot 6 shots at the same time
i did a combo but cant get it to work properly..if i tap tap it shoots 6 shots but its space out too much..and when i hold fire it just shoots regular after the first burst...


Yes , every automatic weapon can be made to burst fire.

Try this script : this is for AK 12 ( I will check values for the BAL ).
If the BURST FIRE is ON and you just tap the fire button you will burst fire, if you hold fire button you will fire all the magazine.

ON / OFF BURST FIRE (SELECT + START ) if the BURST FIRE is active you will fill rumble notifier.

Select burst

hold Left Trigger / L2 and press :
Dpad-UP = 3 Round per Burst
Dpad-RIGHT = 4 Round per Burst
Dpad DOWN = 5 Round per Burst
Dpad LEFT = 6 Round per Burst



//Script was generated by * Script Manipulator * ver.6.7 /on date:18.12.2014 . time: 19:34:03
//--------------------------------------------------------------
// RAPID FIRE - BURST FIRE
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
//--------------------------------------------------------------
// BURST FIRE
// hold_burst / rest_burst
//100 / 100 - x 2 Round per Burst
//200 / 100 - x 3 Round per Burst
//300 / 100 - x 4 Round per Burst
//400 / 100 - x 5 Round per Burst
//500 / 100 - x 6 Round per Burst
//600 / 100 - x 7 Round per Burst
//--------------------------------------------------------------

//VARIABLES - int
//--------------------------------------------------------------

int burst_onoff = TRUE;
int hold_burst=300; // BURST FIRE
int rest_burst=100; //
int fire_button;
int scope_button;


//INITIALIZATION - init
//--------------------------------------------------------------
init {
if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}

}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// Select Burst number
if(get_val(7))
{//-------------------------------------------------------
if (event_press(13))hold_burst=200;// UP = 3 Round per Burst
else if(event_press(16))hold_burst=300;// RIGHT = 4 Round per Burst
else if(event_press(14))hold_burst=400;// DOWN = 5 Round per Burst
else if(event_press(15))hold_burst=500;// LEFT = 6 Round per Burst
}//-------------------------------------------------------

if(get_val(7))
{//-------------------------------------------------------
if (event_press(13))set_val(13,0);
else if(event_press(13))set_val(16,0);
else if(event_press(13))set_val(14,0);
else if(event_press(13))set_val(15,0);
}//-------------------------------------------------------

// ON / OFF BURST FIRE (SELECT + START )

if(get_val(1))
{//-----------------------------------------------------------
if(event_press(2))
{//----------------------------------------
burst_onoff =!burst_onoff;
if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------
}//-----------------------------------------------------------
if(get_val(1) && get_val(2))set_val(2,0);
// RAPID FIRE - BURST FIRE
if(get_val(fire_button) && burst_onoff) {
if(get_ptime(fire_button)>hold_burst){}
else combo_run(BURST_FIRE);
}
}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo RumbleNotifier {
set_rumble(RUMBLE_A,50);
wait(200);
reset_rumble();

}
// BURST FIRE
combo BURST_FIRE {//begin
set_val(fire_button, 100);
wait(hold_burst);// 250 - 3
set_val(fire_button, 0);
wait(rest_burst);
set_val(fire_button, 0);
}//end

Excalibur
18th December 14, 15:14
this is BURST FIRE for the BAL.

ON / OFF BURST FIRE (SELECT + START ) if the BURST FIRE is active you will fill rumble notifier.

Select burst

hold Left Trigger / L2 and press :
Dpad-UP = 3 Round per Burst
Dpad-RIGHT = 4 Round per Burst
Dpad DOWN = 5 Round per Burst
Dpad LEFT = 6 Round per Burst


//Script was generated by * Script Manipulator * ver.6.7 /on date:18.12.2014 . time: 21:05:08
//--------------------------------------------------------------
// BURST FIRE
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
//--------------------------------------------------------------
// BURST FIRE
// hold_burst / rest_burst
//100 / 100 - x 2 Round per Burst
//250 / 100 - x 3 Round per Burst
//350 / 100 - x 4 Round per Burst
//450 / 100 - x 5 Round per Burst
//550 / 100 - x 6 Round per Burst
//650 / 100 - x 7 Round per Burst
//--------------------------------------------------------------
//VARIABLES - int
//--------------------------------------------------------------
int autofire=1;
int burst_onoff = TRUE;
int hold_burst=350; // x 4 Round per Burst
int rest_burst=100; // time between burst
int fire_button;
int scope_button;
int hold_time;
int rest_time;
//INITIALIZATION - init
//--------------------------------------------------------------
init {
if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// Select Burst number
if(get_val(7))
{//-------------------------------------------------------
if (event_press(13))hold_burst=250;// UP = 3 Round per Burst
else if(event_press(16))hold_burst=350;// RIGHT = 4 Round per Burst
else if(event_press(14))hold_burst=450;// DOWN = 5 Round per Burst
else if(event_press(15))hold_burst=550;// LEFT = 6 Round per Burst
}//-------------------------------------------------------

if(get_val(7))
{//-------------------------------------------------------
if (event_press(13))set_val(13,0);
else if(event_press(13))set_val(16,0);
else if(event_press(13))set_val(14,0);
else if(event_press(13))set_val(15,0);
}//-------------------------------------------------------


// ON / OFF BURST FIRE (SELECT + START )
// VIEW +D-pad UP = RAPID_FIRE /\ VIEW + D-pad RIGHT = BURST_FIRE
if(get_val(1))
{//-----------------------------------------------------------
if(event_press(2))
{//----------------------------------------
burst_onoff =!burst_onoff;
if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------
}//-----------------------------------------------------------
if(get_val(1) && get_val(2))set_val(2,0);
// RAPID FIRE - BURST FIRE
if(get_val(fire_button) && burst_onoff)
{//--------------------------------------
if(get_ptime(fire_button)>hold_burst){}
else combo_run(BURST_FIRE);
}//-------------------------------------
}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo RumbleNotifier {
set_rumble(RUMBLE_A,50);
wait(200);
reset_rumble();
}
// BURST FIRE
combo BURST_FIRE {//begin
set_val(fire_button, 100);
wait(hold_burst);// 250 - 3
set_val(fire_button, 0);
wait(rest_burst);
set_val(fire_button, 0);
}//end

Excalibur
18th December 14, 15:45
Here are the values for all automatic weapons :
read the descriptions-instructions


//Script was generated by * Script Manipulator * ver.6.7 /on date:18.12.2014 . time: 21:05:08
//--------------------------------------------------------------
// BURST FIRE
//--------------------------------------------------------------
//*** DESCRIPTIONS - INSTRUCTIONS ***
//***********************************
//--------------------------------------------------------------
// BURST FIRE
// hold_burst / rest_burst

// HBRa3 / AK12 /
//100 / 100 - x 2 Round per Burst
//200 / 100 - x 3 Round per Burst
//300 / 100 - x 4 Round per Burst
//400 / 100 - x 5 Round per Burst
//500 / 100 - x 6 Round per Burst
//600 / 100 - x 7 Round per Burst
//--------------------------------------------------------------
/*
ASM1 / SN6 / MP11 /
200;// UP = 3 Round per Burst
250;// RIGHT = 4 Round per Burst
300;// DOWN = 5 Round per Burst
350;// LEFT = 6 Round per Burst

BAL / KF5 / Pytaek / Ameli

250;// UP = 3 Round per Burst
350;// RIGHT = 4 Round per Burst
450;// DOWN = 5 Round per Burst
550;// LEFT = 6 Round per Burst

*/
//VARIABLES - int
//--------------------------------------------------------------
int autofire=1;
int burst_onoff = TRUE;
int hold_burst=300; // x 4 Round per Burst
int rest_burst=100; // time between burst
int fire_button;
int scope_button;
int hold_time;
int rest_time;
//INITIALIZATION - init
//--------------------------------------------------------------
init {
if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;}
else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;}
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// Select Burst number
if(get_val(7))
{//-------------------------------------------------------
if (event_press(13))hold_burst=250;// UP = 3 Round per Burst
else if(event_press(16))hold_burst=350;// RIGHT = 4 Round per Burst
else if(event_press(14))hold_burst=450;// DOWN = 5 Round per Burst
else if(event_press(15))hold_burst=550;// LEFT = 6 Round per Burst
}//-------------------------------------------------------

if(get_val(7))
{//-------------------------------------------------------
if (event_press(13))set_val(13,0);
else if(event_press(13))set_val(16,0);
else if(event_press(13))set_val(14,0);
else if(event_press(13))set_val(15,0);
}//-------------------------------------------------------


// ON / OFF BURST FIRE (SELECT + START )
// VIEW +D-pad UP = RAPID_FIRE /\ VIEW + D-pad RIGHT = BURST_FIRE
if(get_val(1))
{//-----------------------------------------------------------
if(event_press(2))
{//----------------------------------------
burst_onoff =!burst_onoff;
if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------
}//-----------------------------------------------------------
if(get_val(1) && get_val(2))set_val(2,0);
// RAPID FIRE - BURST FIRE
if(get_val(fire_button) && burst_onoff)
{//--------------------------------------
if(get_ptime(fire_button)>hold_burst){}
else combo_run(BURST_FIRE);
}//-------------------------------------
}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo RumbleNotifier {
set_rumble(RUMBLE_A,50);
wait(200);
reset_rumble();
}
// BURST FIRE
combo BURST_FIRE {//begin
set_val(fire_button, 100);
wait(hold_burst);// 250 - 3
set_val(fire_button, 0);
wait(rest_burst);
set_val(fire_button, 0);
}//end

Excalibur
18th December 14, 15:51
dash works way better than the last update no flaws on this one i think the dash shot is automatically activated even when disable in program but nice update

i was wondering is it possible to make the bal or any gun burst fire? i want to tap it once and shoot 5-6 bullets at regular speed..but if i hold the fire button it will burst the same 6 shots and a fast speed as holding regular fire button down
does that make sense? basically turn the Bal-27 into like an IMR but if i hold it down after 6 round burst it will continue to shoot the rest of the clip while holding down fire button at regular speed...or continue to shoot 6 shots at the same time
i did a combo but cant get it to work properly..if i tap tap it shoots 6 shots but its space out too much..and when i hold fire it just shoots regular after the first burst...


If you like burst fire future I will add this to the S.G.I. application.

Let me know what you are thinking .

thepr0
18th December 14, 17:46
code is very nice its up to you i already added to my script and using it right now the rate of fire feels slower on bal but this script is nice man i need to learn how to do all this i have a bunch of ideas i will try that script manipulator program and mess with it

Excalibur
18th December 14, 18:24
code is very nice its up to you i already added to my script and using it right now the rate of fire feels slower on bal but this script is nice man i need to learn how to do all this i have a bunch of ideas i will try that script manipulator program and mess with it

Thank you for feedback!
The script doesn't change rate of fire it just interrupt fire.
If you need some help for SM - you know ho to ask. :p

Excalibur
20th December 14, 08:09
Updated...


SGI COD AW Game-pad ver.4.4

Added :

6. BURST FIRE NEW

BAL
AK 12
HBRa3
ASM1
SN6
MP11
KF5
Pytaek
Ameli

Screenshot:
http://s11.postimg.org/zbpo9ztan/Burst_Fire.jpg (http://postimg.org/image/zbpo9ztan/)

thepr0
20th December 14, 10:00
hey excaliber is there any way to convert a AHK script to GPC?

Excalibur
20th December 14, 14:08
hey excaliber is there any way to convert a AHK script to GPC?

What means this abbreviation -AHK ?

LEX LOST
20th December 14, 14:48
What means this abbreviation -AHK ?


Auto Hot Key
http://www.autohotkey.com/docs/Scripts.htm (http://www.autohotkey.com/docs/Scripts.htm)

and here some examples:
Using a Joystick as a Mouse (http://www.autohotkey.com/docs/scripts/JoystickMouse.htm): This script converts a joystick into a three-button mouse. It allows each button to drag just like a mouse button and it uses virtually no CPU time. Also, it will move the cursor faster depending on how far you push the joystick from center. You can personalize various settings at the top of the script.

Joystick Test Script (http://www.autohotkey.com/docs/scripts/JoystickTest.htm): This script helps determine the button numbers and other attributes of your joystick. It might also reveal if your joystick is in need of calibration; that is, whether the range of motion of each of its axes is from 0 to 100 percent as it should be. If calibration is needed, use the operating system's control panel or the software that came with your joystick.
On-Screen Keyboard (requires XP/2k/NT) -- by Jon (http://www.autohotkey.com/docs/scripts/KeyboardOnScreen.htm): This script creates a mock keyboard at the bottom of your screen that shows the keys you are pressing in real time. I made it to help me to learn to touch-type (to get used to not looking at the keyboard). The size of the on-screen keyboard can be customized at the top of the script. Also, you can double-click the tray icon to show or hide the keyboard.

thepr0
20th December 14, 17:42
yeah is another script program but mainly for computers i had this simple anti no recoil script that works better than the actuall gpc script

LEX LOST
20th December 14, 17:56
yeah is another script program but mainly for computers i had this simple anti no recoil script that works better than the actuall gpc script

post it, if we understand the mechanism, perhaps we can rewrite it in GPC

Excalibur
20th December 14, 18:17
I can not open any of these pages. :(

LEX LOST
20th December 14, 18:56
I can not open any of these pages. :(

http://www.autohotkey.com/

Excalibur
21st December 14, 11:18
GPC scripting language is very basic c like program language and don't have this functionality. We can't translate AHK to the GPC.

Excalibur
23rd December 14, 07:13
Updated ...

SGI COD AW Game-pad ver.4.5

1. DROP SHOT ( normal and press sensitivity )
NEW
Additional Options :
- Slide if you are running
- Instant Drop ( no slide )

thepr0
23rd December 14, 14:30
Great addition the only negative part about it is that its activated tru hip fire which i personally think is great the one bad part about it is when you double jump and you hip fire it slams you down instead of firing, other than that i like the feature..

Excalibur
24th December 14, 05:06
Great addition the only negative part about it is that its activated tru hip fire which i personally think is great the one bad part about it is when you double jump and you hip fire it slams you down instead of firing, other than that i like the feature..


Thanks for the feedback!

I will try to avoid this in the next update. :)

Colonelwheel
24th December 14, 05:27
You guys, this is amazing. Especially for my disability and dashing. I was wondering if you could cut the script down to only the dashing features, and make it so when I jump into the air the dashing forward works if I flick it forward? also I haven't tried it yet, but if you can make the "flick" take less speed/power to register as a flick that'd be really awesome. Great work, and happy holidays :)

Excalibur
24th December 14, 05:44
Updated ...

SGI COD AW Game-pad ver.4.6


​added check for double jump - if you are double jump and get hip fire and drop shot is active - do not affect jump.

thepr0
25th December 14, 16:33
thanks for the new update merry Christmas to you and the whole community thats active

Excalibur
30th December 14, 04:01
Updated....

SGI COD AW Game-pad ver.4.7


​Optimizing code for BURST FIRE.

thepr0
30th December 14, 10:24
ok just tested here's my results, still glitches when your in the air while you double jump and you hip fire with auto drop shot enable but its not too bad not something i use anyways
auto sprint is enable even when its disable on the program i dont use it so i deleted the section in the script

also would like to ask is it possible for the auto dash part ...can you have it cancel if your reloading while strafing/moving in any direction?
if your in the open and your reloading strafing for cover the auto dash cancels the reloads i have to sit still to reload sometimes..can it work the other way around do no dashing while reloading?

you mention this update had some burst optimization they all work very good sometimes for the ARs basically the 100% on the rest burst gets me kill due to that little slight pause while holding the trigger going fom burst to shooting auto..
seems like the burst shot is at a different speed in Shots per second than the actual speed in the game...

also wanted to ask is it possible to have a sensitivity for HIP? maybe decrease or increase..lower an X value or speed a Y value? if i take the ADS code and change it to look around HIP would it work?





Here's an Example of dash mode and Burst
https://www.youtube.com/watch?v=9Lx_mqlQ6LQ&index=1&list=UUk4mXmI6GwJlcTQpuyPR63w

Excalibur
30th December 14, 18:20
ok just tested here's my results, still glitches when your in the air while you double jump and you hip fire with auto drop shot enable but its not too bad not something i use anyways
auto sprint is enable even when its disable on the program i dont use it so i deleted the section in the script

also would like to ask is it possible for the auto dash part ...can you have it cancel if your reloading while strafing/moving in any direction?
if your in the open and your reloading strafing for cover the auto dash cancels the reloads i have to sit still to reload sometimes..can it work the other way around do no dashing while reloading?

you mention this update had some burst optimization they all work very good sometimes for the ARs basically the 100% on the rest burst gets me kill due to that little slight pause while holding the trigger going fom burst to shooting auto..
seems like the burst shot is at a different speed in Shots per second than the actual speed in the game...

also wanted to ask is it possible to have a sensitivity for HIP? maybe decrease or increase..lower an X value or speed a Y value? if i take the ADS code and change it to look around HIP would it work?





Here's an Example of dash mode and Burst
https://www.youtube.com/watch?v=9Lx_mqlQ6LQ&index=1&list=UUk4mXmI6GwJlcTQpuyPR63w

Thank you for this feedback!
It is very important to me.

1. Double jump and HIP Fire - we can increase the time for jump.

2. Auto sprint - I found what is the problem and now I think I fixed it.

3. Now there is a cancel of dashes if you are reloading.

4. Burst Fire - I fixed this problem - You can try it now and you can't see any delay , but you have burst fire if you just tap the Fire button. :)

5. Yes it is possible to have increased sensitivity for HIP FIRE. You can use this part of code :



int HipSens=30;

main {// start
sensitivity(RS_X_MOV, NOT_USE, 100 + HipSens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + HipSens);
}// main end


Now I will release the new version of SGI CoD AW - ver. 4.8

Excalibur
30th December 14, 18:29
Updated ...

SGI COD AW Game-pad ver.4.8

1. Fixed problem with HIP FIRE if you have Drop Shot Active and you perform double jump + HIP FIRE.

2. Auto sprint - On/Off in application now work correctly.

3. Added cancel dashes if you are reloading.

4. Improved BURST FIRE if you fire all magazine .

thepr0
31st December 14, 11:57
everything works great no issues at all, i tried the hip code you gave me but when i added it also affected my ADS sensitivity i couldnt separate both...the ADS sens is good i just want the code you gave me for HIP look around only so i can control the high sensitivity by lowering the Y value and keep it center from left to right...only if there was an option for centering aim on one button press or somehow have the aiming come back to middle with a simple click

Excalibur
31st December 14, 12:24
everything works great no issues at all, i tried the hip code you gave me but when i added it also affected my ADS sensitivity i couldnt separate both...the ADS sens is good i just want the code you gave me for HIP look around only so i can control the high sensitivity by lowering the Y value and keep it center from left to right...only if there was an option for centering aim on one button press or somehow have the aiming come back to middle with a simple click


Thank you for the fast responds
and
Happy New Year !

krict
1st January 15, 16:30
why does drobshot not work ? please help thanks in advance


// COD ADVANCED WARFARE Game-pad ver. 4.8 Date :01-01-15 Time: 21:19:33
//--------------------------------------------------------------
// BUTTONS definitions

define fire_button=4;
define scope_button=7;
define SPRINT_BTN = 8; // LS/L3

define PRONE_BTN=18; // B/ CIRCLE
define JUMP_BTN=19; // JUMP button A/CROSS
define SWITCH_WEAPON=17; // Switch Weapons Y/TRIANGLe
define RELOAD_BTN=20; // X/ SQUARE
define MELLE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RS_X_MOV=9;
define RS_Y_MOV=10;
define LS_Y_MOV= 12;
define LS_X_MOV=11;
define btn_Swith1= 1;
define btn_Swith2= 1;
define btn_Swith3= 2;
define btn_Swith4= 1;
define btn_Swith5= 19;
define btn_Swith6= 20;
define timelimitR=50;
define timelimitF=50;
define timelimitL=80;
define timelimitB=50;
//--------------------------------------------------------------
define dropDelay=600;
define RATE_OF_FIRE=22;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire =18.5;
define ONLY_WITH_SCOPE = FALSE;// Use Anti-recoil only when scoping

// 1 5 9
data(0,20,30,40,50,20,25,30,35,25,35,45,55);
//VARIABLES - int
//--------------------------------------------------------------
int Sens=20;
int hold_timeA;
int rest_timeA;
int hold_time;
int rest_time;
int dash_R;
int dash_L;
int dash_B;
int dash_F;
int fast_R:=FALSE;
int fast_L:=FALSE;
int fast_B:=FALSE;
int fast_F:=FALSE;
int burst_onoff=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int burstTipe=1;
int RoundPerBurst=0;
int hold_burst=300; // x 4 Round per Burst
int rest_burst=20; // time between burst
// hold_burst=dbyte(burstTipe+RoundPerBurst)*10;
int InstantDrop=TRUE;
int SlideOrDrop;
int RA;
int dash;
int LX;
int LY;
int dash_X;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = TRUE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=FALSE;// Scope with Drop Shot
int DoubleJump=TRUE;
int JumpShot_OnOff=FALSE;
int VerticalCorrect=FALSE;
int b_hold_ADS=FALSE;
int TogleADS=FALSE; // On /Off Togle ADS
int b_ADS_Delay=FALSE;// On/Off ADS Delay
int hold_breath_On_Off=FALSE;
int AntiRec_OnOff=TRUE;
int DASH_MODE=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ReloadingTime;
int NotReloading=TRUE;
int ProneTime=800;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0;
int ANTI_RECOIL_RIGHT = 0;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;


//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

//pvSens = get_pvar(SPVAR_1,0, 100, 20);
//Sens=pvSens;
// pvInGameSens = get_pvar(SPVAR_2,0, 100, 0);
// SENS=pvInGameSens;
// AKIMBO RAPID FIRE
hold_timeA = 500 / ROFire;
rest_timeA = hold_timeA - 20;
if(rest_timeA < 0) rest_timeA = 0;

// RAPID FIRE
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time=0;
// BURST FIRE
hold_burst=dbyte(burstTipe+RoundPerBurst)*10;

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
// Antirecoil
ANTI_RECOIL = get_pvar(PVAR_10,0,100,0);
ANTI_RECOIL_LEFT = get_pvar(PVAR_11,0,100,0);
ANTI_RECOIL_RIGHT = get_pvar(PVAR_12,0,100,0);
// FAST RELOAD

}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
// Go PRONE_BTN
//if(event_press(btn_Swith5))combo_run(GoProne);

//#SwapButtons


// FIND the DIRECTION of LA
if(get_val(LS_X_MOV)<-20 || get_val(LS_X_MOV)>20)LX=get_val(LS_X_MOV);

//--------------------------------------------------------------------------

// ADS Toggle
if(event_press(scope_button)&& TogleADS)b_hold_ADS=!b_hold_ADS;

if(b_hold_ADS)
{//---------------------------
if(get_val(SWITCH_WEAPON) || get_val(RELOAD_BTN)||get_val(JUMP_BTN))b_hold_ADS= FALSE;
}//---------------------------

if(b_hold_ADS)set_val(scope_button,100);

///////////////////////////////////////////////////////////////////////////
/////////// AUTO HOLD BREATH ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO HOLD BREATH
if(get_val(scope_button)&& hold_breath_On_Off)set_val(SPRINT_BTN,100);

///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

// SENSITIVITY
if(get_val(scope_button)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(RS_X_MOV, NOT_USE, 100 + Sens);
sensitivity(RS_Y_MOV, NOT_USE, 100 + Sens);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;


///////////////////////////////////////////////////////////////////
////// AKIMBO SWITCH ///////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// // // // // // // // // // // // // // // //#AKIMBO_START
// if(get_val(btn_Swith4)&& event_press(btn_Swith5)){akimbo_onoff=!akimbo_onof f;}
// if(akimbo_onoff)
// {//------------------------------------------------------
// if(get_val(fire_button) )combo_run(AKIMBO);
// else if(combo_running(AKIMBO)) combo_stop(AKIMBO);
// }//------------------------------------------------------
//#AKIMBO_END

//------------------------------------------------------------------------------------------
//#AUTO SPRINT START
if (get_val(LS_Y_MOV)<-95 ){ combo_run(AutoSprint); }
else if(get_val(LS_Y_MOV) > -95) { combo_stop(AutoSprint); }
//#AUTO SPRINT END

////////////////////////////////////////////////////////////////////////////////////
//////// ON/OFF DASH SHOT /////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
// DASH shot---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash shot
if(get_val(btn_Swith1) && event_press(SWITCH_WEAPON))dash_OnOff=!dash_OnOff;
if(get_val(btn_Swith1) && get_val(SWITCH_WEAPON))set_val(SWITCH_WEAPON,0);
// DASH SHOT --------------------------------------------------------------------
if(get_val(fire_button)>0 && dash_OnOff && !get_val(scope_button)){block(LS_Y_MOV,400);combo_ run(DashShot);}

////////////////////////////////////////////////////////////////////////////////////
//////// DASH Left, Right or Back /////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

//#DASHSTART

if(event_press(RELOAD_BTN)){NotReloading=FALSE;Rel oadingTime=1500;}

if(ReloadingTime>0)
{
ReloadingTime=ReloadingTime-get_rtime();
if(ReloadingTime<=0)NotReloading=TRUE;
}
// DASH MODS
if(DASH_MODE && !get_val(scope_button) && NotReloading)
{//--------------------------------------------------------------------------------------------
// Right dash
////////////////////////////////////////////////////////////////////////////
if((get_val(11)>30 && get_val(11)<50)&& dash_R==0) fast_R=1; //
//
if(fast_R) //
{ //
dash_R=dash_R+get_rtime(); //
if(dash_R>=timelimitR){dash_R=0;fast_R=0;} //
if(get_val(11)>90 && dash_R<timelimitR) {combo_run(Dash_Right);} //
} //
////////////////////////////////////////////////////////////////////////////

// Left dash
////////////////////////////////////////////////////////////////////////////
if((get_val(11)<-30 && get_val(11)>-50)&& dash_L==0) fast_L=1; //
//
if(fast_L) //
{ //
dash_L=dash_L+get_rtime(); //
if(dash_L>=timelimitL){dash_L=0;fast_L=0;} //
if(get_val(11)<-80 && dash_R<timelimitL) {combo_run(Dash_Left);} //
} //
////////////////////////////////////////////////////////////////////////////

// Back dash
////////////////////////////////////////////////////////////////////////////
if((get_val(12)>30 && get_val(12)>50)&& dash_B==0) fast_B=1; //
//
if(fast_B) //
{ //
dash_B=dash_B+get_rtime(); //
if(dash_B>=timelimitB){dash_B=0;fast_B=0;} //
if(get_val(12)>80 && dash_B<timelimitB) {combo_run(Dash_Back);} //
} //
////////////////////////////////////////////////////////////////////////////
}//--------------------------------------------------------------------------------------------

//#DASHEND
////////////////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off /////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}


// DROP SHOT On / Off = btn_Swith1 + B/CIRCLE
if(get_val(btn_Swith6) && event_press(PRONE_BTN))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){dash_OnOff=FALSE;JumpShot_OnOff =FALSE;}
}//-----------------------------------
// ------------------------------------------------------
if(get_val(btn_Swith1) && get_val(PRONE_BTN))set_val(PRONE_BTN,0);
// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
//#GoProne
///////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (btn_Swith2 )
if(get_val(btn_Swith2) && event_press(btn_Swith3 )) {rapid_onoff =!rapid_onoff;}
// RAPIDFIRE
if(get_val(fire_button)>0 && rapid_onoff) {combo_run(RAPID_FIRE);}
else if(combo_running(RAPID_FIRE)) {combo_stop(RAPID_FIRE);}

///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(btn_Swith6)&& event_press(JUMP_BTN))JumpShot_OnOff=!JumpShot_OnO ff;

if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button)>0 )combo_run(Jump);
}//-----------------------------------------


///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
//#BURST_START
// Select Burst Round
if(get_val(7))//#Switch
{//-------------------------------------------------------
if (event_press(13))hold_burst=dbyte(burstTipe+0)*10;// UP = 3 Round per Burst
else if(event_press(16))hold_burst=dbyte(burstTipe+1)*1 0;// RIGHT = 4 Round per Burst
else if(event_press(14))hold_burst=dbyte(burstTipe+2)*1 0;// DOWN = 5 Round per Burst
else if(event_press(15))hold_burst=dbyte(burstTipe+3)*1 0;// LEFT = 6 Round per Burst
}//-------------------------------------------------------

if(get_val(7))//#Switch
{//-------------------------------------------------------
if (event_press(13))set_val(13,0);
else if(event_press(13))set_val(16,0);
else if(event_press(13))set_val(14,0);
else if(event_press(13))set_val(15,0);
}//-------------------------------------------------------


// ON / OFF BURST FIRE (SELECT + START )
// VIEW +D-pad UP = RAPID_FIRE /\ VIEW + D-pad RIGHT = BURST_FIRE
if(get_val(1))
{//-----------------------------------------------------------
if(event_press(2))
{//----------------------------------------
burst_onoff =!burst_onoff;
if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------
}//-----------------------------------------------------------
if(get_val(1) && get_val(2))set_val(2,0);
// RAPID FIRE - BURST FIRE
if(get_val(fire_button) && burst_onoff && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------

//BURST_END

///////////////////////////////////////////////////////////////////
// ANTIRECOIL /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
//#ANTIRECOILCODEstart
if(get_val(scope_button) && event_press(Up)) {
ANTI_RECOIL = ANTI_RECOIL + 1;}
if(get_val(scope_button) && event_press(Up))set_val(Up,0);
if(get_val(scope_button) && event_press(Down)) {
ANTI_RECOIL = ANTI_RECOIL - 1;}
if(get_val(scope_button) && event_press(Down))set_val(Down,0);
if(get_val(scope_button) && event_press(Left)) {
ANTI_RECOIL_LEFT = ANTI_RECOIL_LEFT + 1;}
if(get_val(scope_button) && event_press(Left))set_val(Left,0);
if(get_val(scope_button) && event_press(Right)) {
ANTI_RECOIL_RIGHT = ANTI_RECOIL_RIGHT + 1;}
if(get_val(scope_button) && event_press(Right))set_val(Right,0);
if(get_val(scope_button) && event_press(SWITCH_WEAPON)){set_pvar(PVAR_10, ANTI_RECOIL);
set_pvar(PVAR_11, ANTI_RECOIL_LEFT);
set_pvar(PVAR_12, ANTI_RECOIL_RIGHT);}
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>300)AntiRec_OnOff=FALSE;
if(get_val(JUMP_BTN) && event_press(btn_Swith1))AntiRec_OnOff=TRUE;
if(AntiRec_OnOff)
{//--------------------------------------------
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);}
}//-------------------------------------------
//#ANTIRECOILCODEend


}// End of MAIN BLOCK

////////////////////////////////////////////////////////////////
//COMBO BLOCKS ///////////////////////////////////////////////
////////////////////////////////////////////////////////////////
combo RumbleNotifier {
set_rumble(RUMBLE_A,50);
wait(200);
reset_rumble();
}
// BURST FIRE
combo BURST_FIRE {//begin
set_val(fire_button, 100);
wait(hold_burst);// 250 - 3
set_val(fire_button, 0);
wait(rest_burst);
set_val(fire_button, 0);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
wait(270);
set_val(JUMP_BTN,100);
wait(100);
wait(700);
set_val(SPRINT_BTN,100);
wait(100);
}


combo DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(12,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(12,0);
set_val(LS_X_MOV,dash_X);
wait(300);
set_val(LS_X_MOV,dash_X);
set_val(fire_button,100);
wait(60);

}
combo Dash_Left {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LS_X_MOV,-100);
wait(100);


}
combo Dash_Right {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LS_X_MOV,100);
wait(100);


}
combo Dash_Back {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LS_Y_MOV,100);
wait(100);
}


// //#AKIMBOstart
// combo AKIMBO {
// set_val(fire_button, 100);
// set_val(scope_button, 100);
// wait(hold_timeA);
// set_val(fire_button, 0);
// set_val(scope_button, 0);
// wait(rest_timeA);
// set_val(fire_button, 0);
// set_val(scope_button, 0);
// }
//#AKIMBOend
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}

//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LS_Y_MOV,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
if(Scope_W_Drop){set_val(scope_button,100);}
set_val(fire_button,100);
wait(100);
if(Scope_W_Drop){DelayScope=ADS_Add_time;set_val(s cope_button,100);}
else DelayScope=20;
//if(VerticalCorrect){set_val(RS_Y_MOV,-100);}
wait(DelayScope);
}//end
//Rapidfire
combo RAPID_FIRE {//begin
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}//end

//#comboANTIRECOILstart
combo AntiRecoil { // This combo must be the last one
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}//end
//#comboANTIRECOILend

LEX LOST
1st January 15, 16:47
Did you remember to put ON on the button that activate this feature in Game Interface?

1012

krict
1st January 15, 16:56
yes

thepr0
1st January 15, 19:50
check your button layout on the game switch it to default or tactical and see if it works with one of them if it does then you can swap buttons on the app to work for your button layout

Exolisy
3rd January 15, 18:04
can some one do a script without dash setting leave dash as they are and just mod in auto reload auto sprint and anti recoil ? xbox one

sixone
3rd January 15, 18:20
Just bought the product, and love the script! Question: I want to do the following: I have a full auto that I want to burst X number of bullets (4 with one gun, 8 with another). The way "burst fire" currently works, if I press the trigger once it bursts, if I hold it it goes full auto. But what I want to do is for it to do is continuously burst while I hold the trigger down.

Is this possible to set up? If so, how? TIA!

Excalibur
3rd January 15, 20:51
Just bought the product, and love the script! Question: I want to do the following: I have a full auto that I want to burst X number of bullets (4 with one gun, 8 with another). The way "burst fire" currently works, if I press the trigger once it bursts, if I hold it it goes full auto. But what I want to do is for it to do is continuously burst while I hold the trigger down.

Is this possible to set up? If so, how? TIA!
Okay, you want script without dashes and :

1. Continued burst - yes its possible. ( please tel me for witch weapons ? )
2. auto reload - its working only for IMR - but we can't change the burst fire there.
3. auto sprint - Okay.
4. anti recoil - Okay ( but you don't need of them ) If you still want it you must adjust the values for UP, RIGHT and LEFT recoil.

Is that what you want ?

Exolisy
3rd January 15, 22:39
Well I seem to have a problem when I aim in with the script in using for some reason the frames go crazy and jitter like mad I think the script is broken because that shouldn't be happening and yes anti recoil NO auto run
Just auto reload with i love you baby weapons you can and change the burst fire in the imr yes but all I need is the aim to work without jitter auto reload and rapid fire and no recoil to the best it can be x

sixone
3rd January 15, 22:57
Okay, you want script without dashes and :

1. Continued burst - yes its possible. ( please tel me for witch weapons ? )


I'm not a coder but I can follow the logic to a certain extent, but I've been banging my head against the wall on this most of the day, so the help is appreciated!

ASM1 with an 8 round burst. It fires at 900 rpm (I'm on XBox 1).
HBRa3 with 4 round burst. A couple variants fire @ 900 rpm.
Is this possible with the MK14? A couple of the variants fire @ 720 rpm so maybe a 6 round burst would fit for it.



2. auto reload - its working only for IMR - but we can't change the burst fire there.
3. auto sprint - Okay.
4. anti recoil - Okay ( but you don't need of them ) If you still want it you must adjust the values for UP, RIGHT and LEFT recoil.

Is that what you want ?

I don't think these are needed, but I do understand how to set the sprint and recoil.

Excalibur
4th January 15, 03:23
Well I seem to have a problem when I aim in with the script in using for some reason the frames go crazy and jitter like mad I think the script is broken because that shouldn't be happening and yes anti recoil NO auto run
Just auto reload with i love you baby weapons you can and change the burst fire in the imr yes but all I need is the aim to work without jitter auto reload and rapid fire and no recoil to the best it can be x


About the frames - this is came not from script -this is the mouse settings problem.
Auto reload is possible only for IMR .
If you have Perk fore grip you don't need of anti recoil.
I already give you some example for how to set rapid fire ( look in application ).

Excalibur
4th January 15, 03:46
I'm not a coder but I can follow the logic to a certain extent, but I've been banging my head against the wall on this most of the day, so the help is appreciated!

ASM1 with an 8 round burst. It fires at 900 rpm (I'm on XBox 1).
HBRa3 with 4 round burst. A couple variants fire @ 900 rpm.
Is this possible with the MK14? A couple of the variants fire @ 720 rpm so maybe a 6 round burst would fit for it.



I don't think these are needed, but I do understand how to set the sprint and recoil.

ASM1 with 8 round per burst - Okay .
HBRa3 4 round per burst - Okay.
For MK14 - is questionable. I will try some variants and will inform you.

How you want to switch between ASM1 and HBRa3 ? - with Y ( weapons switch button ) or ?

sixone
4th January 15, 06:52
ASM1 with 8 round per burst - Okay .
HBRa3 4 round per burst - Okay.
For MK14 - is questionable. I will try some variants and will inform you.

How you want to switch between ASM1 and HBRa3 ? - with Y ( weapons switch button ) or ?

Not sure what you mean by switch? I won't be running Overkill if that's what you're asking? I'll have them in separate classes as Primaries.

If the MK14 can't work as I asked, the next best thing is full auto for it. The variant I have (Desecrator & Signature) shoots @ 720rpm but I've tried higher rapid fire settings but can't seem to get it right in game.

FYI, the way I test the rpm isn't anything fancy. I know the base variant rpm from the strategy guide. So for example the AK12 shoots at 720rpm, so I time it against the MK14 Desecrator in the firing range.

Excalibur
4th January 15, 12:02
Not sure what you mean by switch? I won't be running Overkill if that's what you're asking? I'll have them in separate classes as Primaries.

If the MK14 can't work as I asked, the next best thing is full auto for it. The variant I have (Desecrator & Signature) shoots @ 720rpm but I've tried higher rapid fire settings but can't seem to get it right in game.

FYI, the way I test the rpm isn't anything fancy. I know the base variant rpm from the strategy guide. So for example the AK12 shoots at 720rpm, so I time it against the MK14 Desecrator in the firing range.


I thought you would use them in the same class.

If you plan to use MK14 with Rapid Fire - my best try for ROF (Rate Of Fire ) was 12.

I already made the changes for burst fire and will updated application very soon.

Excalibur
4th January 15, 12:55
Updated ...


SGI COD AW Game-pad ver.5.0

Added new options for BURST FIRE mod.

Now you can select round per burst in range 3-8.

How to operate Burst when you hold the trigger down:
- goes full auto
-continuously burst


http://s27.postimg.org/r0zokd7tb/Burst_Fire_Options.jpg (http://postimg.org/image/r0zokd7tb/)

sixone
4th January 15, 13:48
Updated ...


SGI COD AW Game-pad ver.5.0

Added new options for BURST FIRE mod.

Now you can select round per burst in range 3-8.

How to operate Burst when you hold the trigger down:
- goes full auto
-continuously burst


Awesome, checking it out now!

Excalibur
4th January 15, 14:43
Updated ...


SGI COD AW Game-pad ver.5.1


​fixed bug in application for Burst Fire rounds.

And now you can combine RAPID FIRE + BURST FIRE

http://s14.postimg.org/bhs00en2l/Burst_Fire_Options2.jpg (http://postimg.org/image/bhs00en2l/)

NOTE: Fast reload for IMR is not ready yet.

sixone
4th January 15, 18:44
Cool man, working good!

dekor8tor
4th January 15, 19:03
hi excablber i cannot copy script into gtuner with the latest release when i clic right mouse on script page no menu comes up many thanks

Excalibur
4th January 15, 20:45
hi excablber i cannot copy script into gtuner with the latest release when i clic right mouse on script page no menu comes up many thanks


This is because you must use menu -> Copy Script -> Copy Script to Clipboard.
When using the menu program will make changes in the script, taking into account your preferences and then will copy script to the Clipboard.

I was thinking that it will be clear when you see the note.

http://s28.postimg.org/pxj0fj2sp/Copy.jpg (http://postimg.org/image/pxj0fj2sp/)

Excalibur
5th January 15, 00:03
Updated ...


SGI COD AW Game-pad ver.5.2


​Added FAST RELOAD for IMR

thepr0
5th January 15, 12:25
Excaliber the burst fire feature is the best i use it with all the guns...i know i ask for a lot i want to ask if you can add a feature to your program script
you have ads sensitivity with ads delay but also delay also counts of sprint and perk and also hip while you scanning left and right
is there a way you can add a separate feature that wont interfere with the ads value
but have it where you can either increase or decrease hip sensitivity or look around speed
so basically 2 options 1 for ads which you already have, then another for HIP that way people can edit the vertical or horizontal speed for better control
i hope thats not too much to understand. also a key feature you might want to add maybe while pressing ADS if you tap the reload it will
do the fast reload double tap button effect, a quick cheap way to have fast reload...

Excalibur
5th January 15, 15:35
Excaliber the burst fire feature is the best i use it with all the guns...i know i ask for a lot i want to ask if you can add a feature to your program script
you have ads sensitivity with ads delay but also delay also counts of sprint and perk and also hip while you scanning left and right
is there a way you can add a separate feature that wont interfere with the ads value
but have it where you can either increase or decrease hip sensitivity or look around speed
so basically 2 options 1 for ads which you already have, then another for HIP that way people can edit the vertical or horizontal speed for better control
i hope thats not too much to understand. also a key feature you might want to add maybe while pressing ADS if you tap the reload it will
do the fast reload double tap button effect, a quick cheap way to have fast reload...

Well, let's make a recapitulation:

1. ADS sensitivity .

2. HIP sensitivity.
- when will this be active ?
My suggestion is :
A. When you stay in place.
B. When you sprint.
C. When you walk.

3. FAST RELOAD when you in ADS if you press reload button.

Is that correct?

dekor8tor
5th January 15, 16:03
hi excalibur sorry for being a noob but when you copy to clipboard where does it copy to and how do i get it into gtuner many thanks for your help

LEX LOST
5th January 15, 16:31
hi excalibur sorry for being a noob but when you copy to clipboard where does it copy to and how do i get it into gtuner many thanks for your help

after the "copy to clipboard" open Cronus Pro, File>New>Empty file and paste there :tongue:

Excalibur
5th January 15, 17:05
after the "copy to clipboard" open Cronus Pro, File>New>Empty file and paste there :tongue:

Or just open Cronus Pro and press short cut Ctr+N (= File>New>Empty file ), then Ctr+v ( = Paste)

:tongue:

dekor8tor
5th January 15, 17:05
thanks lex i knew i had read it somewhere just couldnt remember i will try it out and let you know how i get on thanks for your help:rolleyes2:

thepr0
6th January 15, 00:55
Just hip sensitivity you already have Ads added but it would be nice if we can lower or increase hip or lower the axis thats if its possible if not is ok. The fast reload would be nice i dont know a good combination for buttons but ads and x reload button sounds fine i think its a good addition

Excalibur
6th January 15, 02:55
Just hip sensitivity you already have Ads added but it would be nice if we can lower or increase hip or lower the axis thats if its possible if not is ok. The fast reload would be nice i dont know a good combination for buttons but ads and x reload button sounds fine i think its a good addition

Okay, but you didn't answer to my question :

2. HIP sensitivity.
- when will this be active ?
My suggestion is :
A. When you stay in place.
B. When you sprint.
C. When you walk.

I already prepare to make changes :
http://s17.postimg.org/y33d2y16z/HIP_sens.jpg (http://postimg.org/image/y33d2y16z/)

sixone
6th January 15, 07:28
deleted post

Excalibur
6th January 15, 08:12
Not sure why but Auto Hold Breath not working for me... Scoping with the Atlas 20mm doesn't hold breath automatically.

I will check right now.

Updated ...

It is working. Did you enable it with application ?

http://s27.postimg.org/fyqc4y7db/Hold_Breath.jpg (http://postimg.org/image/fyqc4y7db/)

Excalibur
6th January 15, 08:28
Updated ...


SGI COD AW Game-pad ver.5.3

added new option :
When you ADS if you press reload button you will perform Fast Reload ( double tap reload button ).

- Picture for All Prestige.

http://s27.postimg.org/imy5y9txr/Fast_Reload.jpg (http://postimg.org/image/imy5y9txr/) http://s27.postimg.org/m5a5unutr/Prestige.jpg (http://postimg.org/image/m5a5unutr/)

sixone
6th January 15, 09:44
I will check right now.

Updated ...

It is working. Did you enable it with application ?

http://s27.postimg.org/fyqc4y7db/Hold_Breath.jpg (http://postimg.org/image/fyqc4y7db/)


Thanks for the response. Yes its working, I used the app but for some reason when I copied it the first time it didn't work. I restarted the app and now its working fine.

Excalibur
6th January 15, 11:36
If you guys like it please hit the green thumbs up for like :) enjoy!!!!!

http://s29.postimg.org/hez3395ir/Like_It2.jpg (http://postimg.org/image/hez3395ir/)

brebs
7th January 15, 05:30
Hey man,

Im new to Cronus Pro, and im looking for a script... im looking for ps4 keyboard and mouse, quick score, quick reload, and anti recoil (mainly for the asm1)
I have some with antirecoil but changing the vertical/horizontal numbers doesnt seem to do anything..

any chance you could give me a hand

Brebs

LEX LOST
7th January 15, 05:49
Hey man,

Im new to Cronus Pro, and im looking for a script... im looking for ps4 keyboard and mouse, quick score, quick reload, and anti recoil (mainly for the asm1)
I have some with antirecoil but changing the vertical/horizontal numbers doesnt seem to do anything..

any chance you could give me a hand

Brebs

post your script here, I will take a look

Excalibur
7th January 15, 05:59
Hey man,

Im new to Cronus Pro, and im looking for a script... im looking for ps4 keyboard and mouse, quick score, quick reload, and anti recoil (mainly for the asm1)
I have some with antirecoil but changing the vertical/horizontal numbers doesnt seem to do anything..

any chance you could give me a hand

Brebs

Hi Brebs,
you don't need anti recoil in this game ( just use fore grip -it is better ). Anti recoil doesn't work in this game, because the recoil is very little here ( This is just my guess ).
Fast reload glitch is patched and it is working now only for IMR.

Quick scope - yes I can add this to your script.
We can help you to build your one custom script.
Take a look at what I made already for M&Kb in other tread :
SCRIPT GAME INTERFACE (SGI) Call of Duty Advanced Warfare Mouse & Keyboard Edition (http://cronusmax.com/forums/showthread.php?t=145507)

thepr0
9th January 15, 10:39
any way to remap my keyboard buttons to sony nav? i much rather play with sony nav than a keyboard but i can find the right numbers for sony nav on the maxaim to map them...i search google and this whole forums but came up empty

Excalibur
9th January 15, 11:26
any way to remap my keyboard buttons to sony nav? i much rather play with sony nav than a keyboard but i can find the right numbers for sony nav on the maxaim to map them...i search google and this whole forums but came up empty

Can you connect it to CM ? If there is chance to see it with CM - look at device monitor and make map for all inputs .

Excalibur
15th January 15, 03:47
Updated ....


SGI COD AW Game-pad ver.5.4

added Quick Scope

New - now program will generate script counting your choices.

http://s8.postimg.org/ibirujslt/Auto_Sprint.jpg (http://postimg.org/image/ibirujslt/) http://s8.postimg.org/comex2q35/Btn_Layout2.jpg (http://postimg.org/image/comex2q35/) http://s8.postimg.org/6l4ud5ztd/Quick_Scope.jpg (http://postimg.org/image/6l4ud5ztd/)

dekor8tor
15th January 15, 17:31
hi excalibur im getting this with burst fire enable
> ERROR line 258: 'BURST_FIRE' is not defined.

and this with quick scope

> ERROR line 241: 'SnipermodeOnOff' is not defined.
hope you can help many thanks

Excalibur
15th January 15, 20:23
hi excalibur im getting this with burst fire enable
> ERROR line 258: 'BURST_FIRE' is not defined.

and this with quick scope

> ERROR line 241: 'SnipermodeOnOff' is not defined.
hope you can help many thanks

Yes of course. I found the problem with Quick Scope, but can't find where is the problem with Burst Fire.
Please show me how exactly you configure script with SGI application.

dekor8tor
16th January 15, 16:57
hi excaliber still getting error with burst fire
------ GPC: Build started ------
> 1: New* :
> ERROR line 258: 'BURST_FIRE' is not defined.
Build failed with 1 errors ...

ctrl +n then ctrl+v into the gtuner compiler press build and run and it comes up with the message above
many thanks for your help

Edit - it only happens when i have rapid fire and burst fire on together no errors when they are on seperate

Excalibur
16th January 15, 21:03
hi excaliber still getting error with burst fire
------ GPC: Build started ------
> 1: New* :
> ERROR line 258: 'BURST_FIRE' is not defined.
Build failed with 1 errors ...

ctrl +n then ctrl+v into the gtuner compiler press build and run and it comes up with the message above
many thanks for your help

Edit - it only happens when i have rapid fire and burst fire on together no errors when they are on seperate


I found the problem and now I try to solve it.

Excalibur
16th January 15, 22:52
Updated ....


SGI COD AW Game-pad ver.5.5

fixed problem when RAPID FIRE and BURST FIRE is ON

dekor8tor
18th January 15, 17:15
thanks Excalibur everything working great now many thanks for your help;)

thepr0
21st January 15, 11:57
new features work great thanks for the update hey i was thinking of mods you can add to compliment your script even more

side shot with hip fire or ads either or basically strafe while shooting back and forth and option to edit distance of travel left or right
another could be like the old cod mods jump shot but once..
a mod to diffused bomb in S&D i dont know if you have seen it you can diffused or plant faster by hitting the sprint analog in different directions its pretty cool


anyways these are just ideas that you might like not a request im very happy with the burst fire mod you've created

Excalibur
21st January 15, 12:14
new features work great thanks for the update hey i was thinking of mods you can add to compliment your script even more

side shot with hip fire or ads either or basically strafe while shooting back and forth and option to edit distance of travel left or right
another could be like the old cod mods jump shot but once..
a mod to diffused bomb in S&D i dont know if you have seen it you can diffused or plant faster by hitting the sprint analog in different directions its pretty cool


anyways these are just ideas that you might like not a request im very happy with the burst fire mod you've created

Thank you for your feedback!

Your comments inspire me and give me new ideas. Thank you !

I will think about all this stuff and after I finish my current task will try them.

Excalibur
23rd January 15, 20:58
Updated...


SGI COD AW Game-pad ver.5.7



added option to choose Forward Dash or AUTO SPRINT.

Themagic1986
24th January 15, 15:36
instrucciones sobre cómo usarlo please'm Español ?? ps4.

Excalibur
24th January 15, 17:02
Updated...

NEW MODE ADDED:

QUICK MELEE

At normal speed this animation takes about 1100 ms. With this mode you can do it 3-5 time faster than the opponent.

:)

Excalibur
24th January 15, 17:09
instrucciones sobre cómo usarlo please'm Español ?? ps4.

Sorry, I don't know Spanish . If somebody can translate I can add them.

Themagic1986
25th January 15, 13:48
send it in English, I translate as I update to body ground ???

thepr0
25th January 15, 14:37
he basically wants spanish instructions on how to use the script im not sure how to get that translated

Excalibur
25th January 15, 15:25
send it in English, I translate as I update to body ground ???

First you must translate this Guide:

Guide: How to use scripts from the forums (http://cronusmax.com/forums/showthread.php?t=143588)



- - - Updated - - -


he basically wants spanish instructions on how to use the script im not sure how to get that translated

Did you try the new mode - Quick Melee ?

thepr0
25th January 15, 15:48
First you must translate this Guide:

Guide: How to use scripts from the forums (http://cronusmax.com/forums/showthread.php?t=143588)



- - - Updated - - -



Did you try the new mode - Quick Melee ?


oh yeah i love it thats a crazy feature never seen something like that before keep it coming best mods i seen anywhere

driverguide
27th January 15, 12:07
the weapon most benefits from all this is EPM3 try it with burst fire and rapid fire it shoots like a bal 27 :D and there is some tweaks to make it even more powerfull thats the new best thing

REDCWB2
30th January 15, 17:43
as active all the ps4?

Excalibur
30th January 15, 18:40
as active all the ps4?
bro,


to use ese script in no need ps4 edit anything just save gtuner


// Cod_aw _-_ burst_fire_for_all_automatic_weapons.gpc


I shoot at R1


Download application from the link in first post.
Use it to set options in script.
If you use R1 to shot ( FIRE WEAPON ) - fallow this steps :

1. Go to tab Buttons Layout.
2. Select DS4 from the Select Controller.
3. Go to tab SWAP BUTTONS.
4. From the first drop dawn list select PS4_R2 and from second - PS4_R1.
5. Press button Add swap to the list.
6. Check check box - INCLUDE Swap Buttons to the script.

http://s29.postimg.org/ovlx96r0z/swap_R2_R1.jpg (http://postimg.org/image/ovlx96r0z/)

Excalibur
3rd March 15, 03:50
Updated ....


SGI COD AW Game-pad ver.5.9

Change Log:
- added new logo.


http://s22.postimg.org/jdfg5g5b1/New_CM_Plus_2.jpg (http://postimg.org/image/jdfg5g5b1/)

Big Bad Dom
4th March 15, 11:24
Hi excalibur. I was wondering if I download the full advanced warfare gamepack, would I be able to just use the sensitivity increase and decrease and disable the other mods in game? Also, I literally cannot wait for the new cronus upgrade, I am on the forums every 5 minutes waiting for the announcement! :)