PDA

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



Excalibur
6th November 14, 10:16
CALL of DUTY
ADVANCED WARFARE
http://s8.postimg.org/xzi3efz7l/COD_AW_M_Kb_ed1.jpg (http://postimg.org/image/xzi3efz7l/)

M & Kb 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 load it in X-AIM.


This is optimized version for Mouse & Keyboard .
------------------------------------------------------------------------------------------------------------------------------
Author : Excalibur & LEX LOST, WHITE 4ND N3RDY (http://cronusmax.com/forums/member.php?u=284113)
Console : XBOX ONE, XBOX 360, PS 3, PS 4
Game pads: All supported game pads.
-----------------------------------------------------------------------------------------------------------------------------

will be updated .

If you guys like it please hit the green thumbs up for like http://cronusmax.com/forums/images/smilies/smile.png enjoy!!!!!

Download :
S.G.I. COD Advanced Warfare M&Kb ver. 5.5 from HERE (https://www.dropbox.com/sh/vrqt2ofgtd7j19l/AACn8QfPDWInlVFSuF5bWPmCa?dl=0)

VIDEO TUTORIAL
Thank you GL0ZZ3N for this awesome video !


https://www.youtube.com/watch?v=w71lTV_v_tw


Main futures :
-----------------------------------------------------
NEW QUICK MELEE

NEW QUICK SCOPE - author WHITE 4ND N3RDY (http://cronusmax.com/forums/member.php?u=284113)

NEW MOD - BUNNY JUMP
Jump and Dash Forward in loop until hold Forward Button

Dash Directions

Double tap LEFT, RIGHT or BACK = DASH

- has a option to remove code for dash direction

SHOT MODS :

1. DROP SHOT
2. DASH SHOT
3. JUMP SHOT

SENSITIVITY :
1. ADS sensitivity
2- Toggle ADS
3- ADS delay


RAPID FIRE - you can change RATE OF FIRE for Raid Fire.

FAST RELOAD doesn't work anymore (this glitch is patched )
it working only for IMR

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

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


AKIMBO DUAL EASY( with rapid fire ).
- you can have different rate of fire for Akimbo mod ( different from Rapid Fire ).
-----------------------------------------------------------------------------------------
- Remap Option
- Remap Triggers
- Remap Bumpers
- Remap Triggers-Bumpers

-BUTTON LAYOUT


Auto Dash Direction - use double tap binding buttons ( in our example - A, D, S ).
http://s10.postimg.org/mvr5s9zhh/Auto_Dash.jpg (http://postimg.org/image/mvr5s9zhh/)

HOW TO USE THIS APPLICATION
Use application SGI COD_AW and adjust all settings then use menu and Copy to Clipboard. Go to CronusPro and select Menu -> File New ->Empty File.
Then paste in the new window . Start X-AIM and select Layout Options ->Load GPC Script.

Excalibur
8th November 14, 10:06
I'm working on S.G.I. (Script Game Interface) for the COD Advanced Warfare M&Kb version.

Here are some screenshots :

http://s18.postimg.org/r2bp54c91/Intro.jpg (http://postimg.org/image/r2bp54c91/)

http://s9.postimg.org/8e1d63x17/image.jpg (http://postimg.org/image/8e1d63x17/) http://s9.postimg.org/tc7j46wvv/image.jpg (http://postimg.org/image/tc7j46wvv/) http://s9.postimg.org/4y98wjzsr/image.jpg (http://postimg.org/image/4y98wjzsr/)


http://s9.postimg.org/lanw013i3/image.jpg (http://postimg.org/image/lanw013i3/) http://s9.postimg.org/jww94q48r/image.jpg (http://postimg.org/image/jww94q48r/) http://s9.postimg.org/emradfjzv/image.jpg (http://postimg.org/image/emradfjzv/)


http://s9.postimg.org/s7dgytaez/image.jpg (http://postimg.org/image/s7dgytaez/)



VIDEO TUTORIAL
This video will show you all process - how to start - how to use application -start CronusPro - X-AIM.

will be available soon.


DROP SHOT : EXTRA INPUT 1 + B / CIRCLE = On/ Off

DASH SHOT : EXTRA INPUT 1 + Y / TRIANGLE = On/ Off

JUMP SHOT : EXTRA INPUT 1 + A / CROSS = On/ Off

1014


http://www.youtube.com/watch?v=PAZa1yE6e8c

jmarryc
8th November 14, 15:02
AWESOME!!!!!!!! cant wait for it !!

Excalibur
8th November 14, 21:30
It is not finished yet, but for those how want to give me feedback please try the S.G.I. interface !

You can download S.G.I. COD Advanced Warfare from HERE (https://www.dropbox.com/sh/vrqt2ofgtd7j19l/AACn8QfPDWInlVFSuF5bWPmCa?dl=0)

alex921
8th November 14, 22:12
Does the gamepack work on 360?

Excalibur
9th November 14, 03:21
Does the gamepack work on 360?

The Game Packs works on every console and with every Game-pad.

alex921
9th November 14, 11:19
Ok looks nice the instruction program you made. May i ask why you choose for a delay when you use the decrease/increase in sensitivity when zoomed in?

and also......Is a decrease in sensitivty when left triggering useful for controllers?

LEX LOST
9th November 14, 13:24
Ok looks nice the instruction program you made. May i ask why you choose for a delay when you use the decrease/increase in sensitivity when zoomed in?

and also......Is a decrease in sensitivty when left triggering useful for controllers?

Yes.
There are 2 different adjustments for sensitivity:
one for the overall sensitivity (for each condition of the game), which is very useful especially when using mouse and keyboard;
and another that allows you to further alter the sensitivity, but only while scoping

Excalibur
9th November 14, 13:48
UPDATED - I finish and it is working now .

Please test it and give me feedback.

Fast Reload not finished yet.

Excalibur
9th November 14, 13:59
Ok looks nice the instruction program you made. May i ask why you choose for a delay when you use the decrease/increase in sensitivity when zoomed in?

and also......Is a decrease in sensitivty when left triggering useful for controllers?


Normally in game when you use ADS the game reduce your sensitivity. We change this and we can increase sensitivity, but because we switch from two different sensitivity we can miss the target . For this many players want to have delay in changing sensitivity ( in range 0 to 300 ms. ).

rockynakuz
9th November 14, 14:21
Did u modified the post? i saw a huge page of script before

but anyway, when i copied ur script and paste it on Cronus Pro, line 44 is not working

also dash jump not sure how to cancel that, everytime i shoot without aiming it jumps and dash automaticly. The description said this function can be canceled by button 1 + d pad down, which one is button 1??

thanks

Excalibur
9th November 14, 15:24
Did u modified the post? i saw a huge page of script before

but anyway, when i copied ur script and paste it on Cronus Pro, line 44 is not working

also dash jump not sure how to cancel that, everytime i shoot without aiming it jumps and dash automaticly. The description said this function can be canceled by button 1 + d pad down, which one is button 1??

thanks


Thanks for feedback!

I fix this error and upload new file.

When you want to switch in game use this :
// DROP SHOT : EXTRA INPUT 1 + B / CIRCLE = On/ Off
//
// DASH SHOT : EXTRA INPUT 1 + Y / TRIANGLE = On/ Off
//
// JUMP SHOT : EXTRA INPUT 1 + A / CROSS = On/ Off

rockynakuz
12th November 14, 06:11
I'm not able to download it, when I click "here" all it pops up is a blank screen. Please fix it thanks

jmarryc
12th November 14, 08:28
do i need to change any keys if im a ps4 user?

LEX LOST
12th November 14, 08:41
do i need to change any keys if im a ps4 user?

Absolutely not

LEX LOST
12th November 14, 08:48
I'm not able to download it, when I click "here" all it pops up is a blank screen. Please fix it thanks

yes, maybe a problem with dropbox, Excalibur will fix as soon as possible

Excalibur
12th November 14, 10:55
I'm not able to download it, when I click "here" all it pops up is a blank screen. Please fix it thanks


The link is working now. You can download it now.

And the screenshot was updated.

jmarryc
12th November 14, 11:55
um, i try a few times, but how the L3 dash active i try Left/Right a few times but seems it wont dash

Excalibur
12th November 14, 15:20
um, i try a few times, but how the L3 dash active i try Left/Right a few times but seems it wont dash


Give me more details - what is your set up and what you try to do with what combination of buttons?

krict
12th November 14, 16:42
anbody have a code fast reload for ASM1 thanks inadvance

Excalibur
12th November 14, 18:00
anbody have a code fast reload for ASM1 thanks inadvance


Right now I worked on this part - Fast Reload for All Assault Rifles and will check and for your ASM1

Updated second post with new video showing how the shot mods work :

Dash shot, Jump Shot, Drop Shot.

krict
12th November 14, 18:05
thank you Excalibur (http://cronusmax.com/forums/member.php?u=280729)

Excalibur
12th November 14, 21:34
thank you Excalibur (http://cronusmax.com/forums/member.php?u=280729)


You are welcome !

Updated ....

S.G.I. COD Advanced Warfare ver. 1.3

Main futures :
-----------------------------------------------------
SHOT MODS :

1. DROP SHOT
2. DASH SHOT
3. JUMP SHOT

SENSITIVITY :
1. ADS sensitivity
2. In Game sensitivity

- Toggle ADS
- ADS delay

EASY SPRINT

RAPID FIRE

FAST RELOAD

= for All ASSAULT RIFLES
= for All SUBMACHINE GUNS

AKIMBO DUAL EASY ( with rapid fire ).

jmarryc
13th November 14, 00:53
Give me more details - what is your set up and what you try to do with what combination of buttons?

I'm looking for Sprint (L3) to be activated when the Left Analog is moved in any direction twice.

With Advance Warfare you can quick dash but hold the direction of dash and pressing L3, I want to emulate this by pressing the direction button twice including backwards.


So tap the L3 stick left and it presses L3 and so on
Thank you

Excalibur
13th November 14, 10:17
I'm looking for Sprint (L3) to be activated when the Left Analog is moved in any direction twice.

With Advance Warfare you can quick dash but hold the direction of dash and pressing L3, I want to emulate this by pressing the direction button twice including backwards.


So tap the L3 stick left and it presses L3 and so on
Thank you


This is already implemented in script. Double press binding buttons for direction ( for M&Kb version) or double Flick Left Stick in LEFT, RIGHT or Back.

krict
13th November 14, 16:07
can you give me only the fast reload code i paste it on gtuner pleas ad controller on of option thanks in advance im ussing the first file via gtuner

Excalibur
13th November 14, 17:13
can you give me only the fast reload code i paste it on gtuner pleas ad controller on of option thanks in advance im ussing the first file via gtuner


Yes - here you go:



define RA_X=9;
define RA_Y=10;
define Left_Stick_Y= 12;
define Left_Stick_X=11;
define SPRINT_BTN = 8; // LS/L3
define MELLE=5; // RS/R3
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 Up=13;
define Right=16;
define Down=14;
define Left=15;






define dropDelay=600;
define RATE_OF_FIRE=14.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 14.6;
define btn_Swith1= CEMU_EXTRA1;
define btn_Swith2= CEMU_EXTRA2;
define btn_Swith3= CEMU_EXTRA3;
define btn_Swith4= CEMU_EXTRA4;
//VARIABLES - int
//--------------------------------------------------------------
int Sens=20;
int fire_button;
int scope_button;
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 DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int fastreload;
int fastReload_OnOff=TRUE;
int FR1=1400;
int FR2=1500;
int FR3=1500;
//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;
// 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;
// FAST RELOAD
fastreload=FR1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
///////////////////////////////////////////////////////////////////////////
/////////// 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);
}//end of MAIN BLOCK


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

krict
13th November 14, 18:06
i wanna combine anti recol with fast reload and rapid fire //Script was generated by * Script Manipulator * ver.6.4 /on date:16/09/2014 time: 11:12:52

//--------------------------------------------------------------
// ANTIRECOIL ADJUSTABLE / ADS SENS INCREASE / AUTORUN PRESS SENSITIVE
//--------------------------------------------------------------
// AUTHOR: LEX LOST
//--------------------------------------------------------------
//DECLARARATIONS - define
//--------------------------------------------------------------

define RECOIL_UP = 13; // Press: LT + UP for increase
define RECOIL_DOWN = 14; // Press: LT + DOWN for decrease
define ONLY_WITH_SCOPE=FALSE; //Use Anti-recoil only when scoping
define SENSITIVITY_INCREASE_BY=20; //This is the amount you want to add to your primary sens, while ADS.
//VARIABLES - int
//--------------------------------------------------------------
int ANTI_RECOIL=0;
int fire_button;
int scope_button;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
//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

//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);

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

// AUTORUN PRESS SENSITIVE
if(get_val(12) < -99) {set_val(8, 100)}
else if(get_val(12) > -99) { set_val(8, 0)}

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

//COMBO BLOCKS
//--------------------------------------------------------------
//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);}
//---------------------------------------------------------------
// Start of MAIN BLOCK
///////////////////////////////////////////////////////////////////////////
/////////// 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);
}//end of MAIN BLOCK


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

darrylhe
13th November 14, 18:40
Does this script need to CM devices for mse/kb?

If not can it be combine with the one i use to make mouse feel like mouse on PS4
Im using this by Rushyy
define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left trigger
define SENS_ZOOM_INCREASE = 30; // You can change this value as needed
define X_AXIS = PS4_RX; // Change this to your console
define Y_AXIS = PS4_RY; // Change this to your console
main {
if(get_val(ZOOM)) {
sensitivity( X_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
sensitivity( Y_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
}
}

Excalibur
13th November 14, 21:18
i wanna combine anti recol with fast reload and rapid fire //Script was generated by * Script Manipulator * ver.6.4 /on date:16/09/2014 time: 11:12:52


You can use again SM and combine all this mods how you wish ( this is the power of SM ).
Now I added new templates - COD Advanced Warfare - Fast Reload.

You can get the latest version of SM and Templates from here :
http://cronusmax.com/forums/showthread.php?t=142774&p=971732&viewfull=1#post971732

Excalibur
13th November 14, 21:38
Does this script need to CM devices for mse/kb?

If not can it be combine with the one i use to make mouse feel like mouse on PS4
Im using this by Rushyy
define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left trigger
define SENS_ZOOM_INCREASE = 30; // You can change this value as needed
define X_AXIS = PS4_RX; // Change this to your console
define Y_AXIS = PS4_RY; // Change this to your console
main {
if(get_val(ZOOM)) {
sensitivity( X_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
sensitivity( Y_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
}
}

Post your script and we will combine them.

darrylhe
14th November 14, 02:34
There is a typo in my post, Does your script in this thread need TWO CM devices or will it work with one. If so combine yours in this thread with the one i posted from Rushyy and include the prone addition you posted in my other thread.

Excalibur
14th November 14, 10:09
There is a typo in my post, Does your script in this thread need TWO CM devices or will it work with one. If so combine yours in this thread with the one i posted from Rushyy and include the prone addition you posted in my other thread.

No , there is no need of two CM to use this script.

Okay in the new version of SGI COD AW I will include -go Prone .

Excalibur
14th November 14, 16:24
Updated ...

New version of SGI COD Advanced Warfare - version 1.4

arsen89
14th November 14, 17:58
Hi, i get this error: > ERROR line 110: redefinition of 'b_hold_ADS'. How can i fix this? sorry i'm a noob.

Excalibur
14th November 14, 19:44
Hi, i get this error: > ERROR line 110: redefinition of 'b_hold_ADS'. How can i fix this? sorry i'm a noob.

I fixed this bug - use new version SGI COD AW ver. 1.5

Excalibur
14th November 14, 19:48
Fixed bug and released new version :

S.G.I. COD Advanced Warfare ver. 1.5

krict
14th November 14, 19:49
S.G.I. COD ADVANCED WARFAREthis app does not save it does nothing when i klik save as save as configuration

Excalibur
14th November 14, 20:27
S.G.I. COD ADVANCED WARFARE

this app does not save it does nothing when i klik save as save as configuration

Yes - I didn't finish this part.
There is no big needs to save this config - just use Copy to Clipboard and paste in Cronus Pro. Read the first post in the very end .

Excalibur
15th November 14, 20:47
Updated.

New version :

S.G.I. COD Advanced Warfare ver. 1.6

Excalibur
16th November 14, 01:50
Updated ...

I found some bugs in the application - now I fixed them.

S.G.I. COD Advanced Warfare ver. 1.7

added - EXTRA INPUT 5 = Go to Prone
there is timing that can be adjusted.

( look at tab- Buttons Layout ).

ryanbooton
16th November 14, 19:45
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

Excalibur
17th November 14, 04:00
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

Okay - read the first 2 posts. I will make video how to manage this script.

Excalibur
17th November 14, 17:53
New version -

S.G.I. COD Advanced Warfare ver. 2.0


info:
- fixed bug with double press Left, Right or Back = dash

virtugo
18th November 14, 12:50
Hello .-) do you have this script for controllers too? or can i use this too?
thank you
v.

LEX LOST
18th November 14, 12:56
Hello .-) do you have this script for controllers too? or can i use this too?
thank you
v.

yes, here but you have to wait a little because it's still not finished

http://cronusmax.com/forums/showthread.php?t=145483&page=3&p=987669#post987669

Excalibur
18th November 14, 14:00
Hello .-) do you have this script for controllers too? or can i use this too?
thank you
v.


Yes - it is working now - try it and give us feed back.

CALL of DUTY ADVANCED WARFARE - game-pad ver. (http://cronusmax.com/forums/showthread.php?t=145483)

LEX LOST
18th November 14, 14:10
Yes - it is working now - try it and give us feed back.

CALL of DUTY ADVANCED WARFARE - game-pad ver. (http://cronusmax.com/forums/showthread.php?t=145483)



Great work, Ivan :)
(as usual...)

virtugo
18th November 14, 16:13
ok, many thanks! will try it out tomorrow
Big Thanks again :-)

- - - Updated - - -

ok, many thanks! will try it out tomorrow
Big Thanks again :-)

Excalibur
19th November 14, 03:51
Updated - new version :

S.G.I. COD Advanced Warfare ver. 2.2


​- all variables was set to False.

Excalibur
20th November 14, 20:41
NEW-version of :

S.G.I. COD Advanced Warfare ver. 2.3

fixed bug and added :
NEW MOD - BUNNY JUMP
Jump and Dash Forward in loop until hold Forward Button

krict
26th November 14, 16:38
hello do you have this tool for cod black ops 2 thamks :)

Excalibur
26th November 14, 19:40
hello do you have this tool for cod black ops 2 thamks :)

No, I have this for COD Ghosts.

Excalibur
1st December 14, 10:30
Updated ...

S.G.I. COD Advanced Warfare ver. 2.4

Excalibur
1st December 14, 19:48
Updated ...new version of application

S.G.I. COD Advanced Warfare ver. 2.5

- Remap Option
- Remap Triggers
- Remap Bumpers
- Remap Triggers-Bumpers

- has a option to remove code for dash direction

anjolez
10th December 14, 15:41
Sorry for a newbie question but how can I turn your script into a layout? I would like to use this on MaxAIM plugin.

Excalibur
10th December 14, 16:37
Sorry for a newbie question but how can I turn your script into a layout? I would like to use this on MaxAIM plugin.

You can't turn it to Layout - you run MaxAim and from the its menu -select New Layout - Give it the name and then :

bind all buttons and in the end you must load script to the MaxAim-
select -> Layout Options -> Load GPC Script.

maybe it is time to read manuals:
http://cronusmax.com/manual/layout_configuration.htm

Excalibur
10th December 14, 16:44
Updated ...

S.G.I. COD Advanced Warfare ver. 2.6

added :

BUTTON LAYOUT


Screen shot :

http://www.imageupload.co.uk/images/2014/12/10/BtnLayout.jpg (http://www.imageupload.co.uk/5PsK)

LEX LOST
15th December 14, 05:45
I Ivan,
yesterday I've done a script that allow you to walk slowly while playing with M&K, maybe you can add to SGI.
I've also added to templates thread. Excalibur



define WALK_BTN = CEMU_EXTRA1;

main {

if ( get_val(WALK_BTN) ) {
sensitivity(11, NOT_USE, 100-(abs(get_val(11))/2));
sensitivity(12, NOT_USE, 100-(abs(get_val(12))/2));
}
}//end

Excalibur
15th December 14, 11:42
Thank you Giovanni,

but I will wait little bit to see that there is somebody ho want this future.

LEX LOST
15th December 14, 11:48
Thank you Giovanni,

but I will wait little bit to see that there is somebody ho want this future.

Certainly, also because the same result can be achieved by pressing the crouch button... ;)

shiftygriff
17th December 14, 05:13
Keep getting error on line 222 if i have the dash enabled. Great script otherwise.:biggrin:

Excalibur
17th December 14, 05:31
Keep getting error on line 222 if i have the dash enabled. Great script otherwise.:biggrin:

Thank you!

Do you mean Dash Shot enabled ?

Dashes are always enabled in M&Kb version.

Which version do you use?

Please help me to find this error!

Excalibur
17th December 14, 15:22
Updated ...


S.G.I. COD Advanced Warfare ver. 2.9

the BUG is fixed

shiftygriff
17th December 14, 16:37
Thanks works perfect .

Excalibur
21st December 14, 05:53
S.G.I. COD Advanced Warfare ver. 3.0

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

Excalibur
30th December 14, 04:03
Updated ...

S.G.I. COD Advanced Warfare ver. 3.1


​Optimizing code for BURST FIRE.

blank201
30th December 14, 07:42
hello, im having trouble getting the akimbo to work by pressing right mouse button, it doesnt seem to fire both weapons . unless i am doing something wrong lol

Excalibur
30th December 14, 18:52
hello, im having trouble getting the akimbo to work by pressing right mouse button, it doesnt seem to fire both weapons . unless i am doing something wrong lol

Did you try in game to switch it - use EXTRA INPUT 4 binding button?

But you are right there was bug in application - I fixed it now.

Use new version 3.2 and give me feed back is it working now or not.

Excalibur
30th December 14, 18:55
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 3.2

There was a bug in application for switching Akimbo On/Off - now it is fixed.

blank201
30th December 14, 18:55
ok thanks for that excalibur, i will check it now and get back to you :)

kabbra
1st January 15, 18:09
This is no doubt a great script and everything works except that I can not enable rapid fire when playing on XB1. What am I missing?. Good job and thanks

Excalibur
1st January 15, 19:09
This is no doubt a great script and everything works except that I can not enable rapid fire when playing on XB1. What am I missing?. Good job and thanks

Sorry!
I very quickly make the last changes and I made a mistake. Now will fix this and will update application.

Excalibur
1st January 15, 19:43
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 3.3

Fixed problem with RAPID FIRE in application.

Excalibur
6th January 15, 08:49
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 3.4

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://s12.postimg.org/5mjxf85ft/Burst_Fire.jpg (http://postimg.org/image/5mjxf85ft/)

Added picture for all Prestiges

http://s27.postimg.org/m5a5unutr/Prestige.jpg (http://postimg.org/image/m5a5unutr/)

Excalibur
6th January 15, 11:38
If you guys like it please hit the green thumbs up for like :smile: enjoy!!!!!

http://s23.postimg.org/rx1t9d74n/Like_It1.jpg (http://postimg.org/image/rx1t9d74n/)

Excalibur
8th January 15, 13:36
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 3.5

NEW QUICK SCOPE - author WHITE 4ND N3RDY (http://cronusmax.com/forums/member.php?u=284113)

Excalibur
11th January 15, 07:55
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 3.6
some fine tune in application.

http://s13.postimg.org/vr3v3oo6r/image.jpg (http://postimg.org/image/vr3v3oo6r/) http://s13.postimg.org/w5573a8ab/image.jpg (http://postimg.org/image/w5573a8ab/)


http://s13.postimg.org/5lcm157qr/image.jpg (http://postimg.org/image/5lcm157qr/) http://s13.postimg.org/q1nmjdi0j/image.jpg (http://postimg.org/image/q1nmjdi0j/)

Excalibur
22nd January 15, 16:33
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 3.7

​added copy rights notice.

LEX LOST
22nd January 15, 16:41
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 3.7

​added copy rights notice.

wonderful...
:D:D:D

Excalibur
22nd January 15, 17:20
wonderful...
:D:D:D

I'm dying with laughter

Don't laugh, explain to us not literate !:facepalm:

LEX LOST
22nd January 15, 17:40
Don't laugh, explain to us not literate !:facepalm:

Nothing to explain, Ivan, I misunderstood you!!!
I thought it was a joke after the debate on copyright (see more (http://cronusmax.com/forums/showthread.php?t=146478&p=992111#post992111))
Then, I opened SGI and found out that you have really added copyrights.. :)

Excalibur
22nd January 15, 18:47
Nothing to explain, Ivan, I misunderstood you!!!
I thought it was a joke after the debate on copyright (see more (http://cronusmax.com/forums/showthread.php?t=146478&p=992111#post992111))
Then, I opened SGI and found out that you have really added copyrights.. :)

If they speak that this is the way - okay in the future I will put this on all my scripts. :p

You have VERY COOL signature btw !

Excalibur
26th January 15, 18:20
Updated...


S.G.I. COD Advanced Warfare M&Kb ver. 3.8

added :

QUICK MELEE

If you choice DROP SHOT now there is additional options:

- Slide if you're running.
- Instant Drop ( no slide ).



http://s9.postimg.org/8e1d63x17/image.jpg (http://postimg.org/image/8e1d63x17/) http://s9.postimg.org/tc7j46wvv/image.jpg (http://postimg.org/image/tc7j46wvv/) http://s9.postimg.org/4y98wjzsr/image.jpg (http://postimg.org/image/4y98wjzsr/)


http://s9.postimg.org/lanw013i3/image.jpg (http://postimg.org/image/lanw013i3/) http://s9.postimg.org/jww94q48r/image.jpg (http://postimg.org/image/jww94q48r/) http://s9.postimg.org/emradfjzv/image.jpg (http://postimg.org/image/emradfjzv/)


http://s9.postimg.org/s7dgytaez/image.jpg (http://postimg.org/image/s7dgytaez/)

myd33
29th January 15, 07:58
Thank you very much, but Double tap LEFT not working and Quick scope on / off Extra input 7 button not working. Help me please I know little english (PS4)

Excalibur
29th January 15, 10:36
Thank you very much, but Double tap LEFT not working and Quick scope on / off Extra input 7 button not working. Help me please I know little english (PS4)


Updated...


S.G.I. COD Advanced Warfare M&Kb ver. 3.9

fixed bug in double tap dashes.

About Quick Scope On / Off - you probably didn't associate correctly the EXTRA INPUT 7 . This is button for switch On/ Off Quick Scope.
You can read more for the MaxAim Layout Configuration (http://cronusmax.com/manual/layout_configuration.htm)

1046

myd33
29th January 15, 11:07
wonderful Thank you

ommeds
31st January 15, 21:29
Is there a guide for this tool? The instruction video link in OP doesn't seem to be working.

Thanks

Brulenz1
1st February 15, 06:34
My Virusscanner says this is not save , i have norten 360+ . All other versions from SGI going ??? can you help my why my virusscanner says its not save . i am german soory for my bad english

myd33
1st February 15, 07:54
ver 3.9 BUTTONS definitions problem. I can not change the button PS4 . Buttons Layout menu dont working

Excalibur
1st February 15, 11:48
ver 3.9 BUTTONS definitions problem. I can not change the button PS4 . Buttons Layout menu dont working


Hi myd33,
it is working you just need to use Select Controller like in picture below :

http://s15.postimg.org/gffy78xtj/PS4.jpg (http://postimg.org/image/gffy78xtj/)


My Virusscanner says this is not save , i have norten 360+ . All other versions from SGI going ??? can you help my why my virusscanner says its not save . i am german soory for my bad english


It is save no viruses or any treads there. I put it in the my drop box. It is checked by Avast. Ignore this alert.


Is there a guide for this tool? The instruction video link in OP doesn't seem to be working.

Thanks

I will make another video ( the first one was flash animation and for some reason it disappeared).

But I already write how to use it :

HOW TO USE THIS APPLICATION
It is very simple - make active the modes that you want to use in game and then Copy script and go to Cronus Pro.
Use application SGI COD_AW and adjust all settings then use menu and Copy to Clipboard. Go to Cronus Pro and select Menu -> File New ->Empty File.
Then paste in the new window . Start MaxAim and select Layout Options ->Load GPC Script.

barga901
1st February 15, 13:26
I will make another video ( the first one was flash animation and for some reason it disappeared).

But I already write how to use it :

HOW TO USE THIS APPLICATION
It is very simple - make active the modes that you want to use in game and then Copy script and go to Cronus Pro.
Use application SGI COD_AW and adjust all settings then use menu and Copy to Clipboard. Go to Cronus Pro and select Menu -> File New ->Empty File.
Then paste in the new window . Start MaxAim and select Layout Options ->Load GPC Script.




Sorry man, ok i understand how to use but i don't understand which is the layout that i must use.....can i use my layout or i must use a particular layout?? (sorry for my english)

Excalibur
1st February 15, 13:52
Sorry man, ok i understand how to use but i don't understand which is the layout that i must use.....can i use my layout or i must use a particular layout?? (sorry for my english)


In the game you can choose different layouts:
- Default
- Tactical
- Lefty
- NOM4D
- NOM4D Tactical
If you use some of this layouts ( you choose them in game option menu ) you must choose the same layout in application. Because the script must use the same layout that you use in game. Is this clear enough ?

If you use default button layout in game you don't need to change anything in application, because it use by default this buttons layout.

barga901
1st February 15, 14:15
In the game you can choose different layouts:
- Default
- Tactical
- Lefty
- NOM4D
- NOM4D Tactical
If you use some of this layouts ( you choose them in game option menu ) you must choose the same layout in application. Because the script must use the same layout that you use in game. Is this clear enough ?

If you use default button layout in game you don't need to change anything in application, because it use by default this buttons layout.

this is important because i use tattical, but i would say: when i load gpc in maxaim, which one is the layout of maxaim that can i use? there is a specific layout? o can work it also with my personal buttons layout of maxaim?

Excalibur
1st February 15, 17:47
this is important because i use tattical, but i would say: when i load gpc in maxaim, which one is the layout of maxaim that can i use? there is a specific layout? o can work it also with my personal buttons layout of maxaim?

Yes . The layout is for buttons for game pad not to the keyboard. For Ex. if you shot with Right Trigger - RT / R2 ( normally this trigger is hook to the left mouse button ) the same must be in application - shot button in Buttons Layout must show RT / R2 ( according the Controller that you select ).

barga901
2nd February 15, 08:43
Yes . The layout is for buttons for game pad not to the keyboard. For Ex. if you shot with Right Trigger - RT / R2 ( normally this trigger is hook to the left mouse button ) the same must be in application - shot button in Buttons Layout must show RT / R2 ( according the Controller that you select ).
tank you man....
i try to load scrip with toggle aim, if i understand this feature give me the possibility to scope only with one click of right button of mouse without hold it....if this is right why don't work? and if this isn't right.....maybe you can add this feature :) i have already the Script but i'm not able to add in your....

Excalibur
2nd February 15, 10:24
tank you man....
i try to load scrip with toggle aim, if i understand this feature give me the possibility to scope only with one click of right button of mouse without hold it....if this is right why don't work? and if this isn't right.....maybe you can add this feature :) i have already the Script but i'm not able to add in your....


Thank you!
You are right, but it is a bug in application. I will fix this right now.
What do you mean here : i have already the Script but i'm not able to add in your...

Excalibur
2nd February 15, 10:47
Updated...


S.G.I. COD Advanced Warfare M&Kb ver. 4.0

fixed bug for Toggle ADS

barga901
2nd February 15, 11:37
Updated...


S.G.I. COD Advanced Warfare M&Kb ver. 4.0

fixed bug for Toggle ADS

great man, i would said that i have one script that was able to toogle ads...but ok, you have,already, adjust this.
i'sorry, i'm full of questions, i have also another problem, when i go in burst fire inside your application, to generate the script, after in assault rifles, if i click on round(3-4-5-6-7-8) this is valid for all rifles assault?? or i must select only one of rifles? and because i can select only one class of rifles? for example: burst fire work only with rifle assault or submachine guns or heavy weapons....why not with all?
moreover when i go in rapid fire and turn on it, then go in assault rifle and select for example mk14 and change rate of fire, when i select another rifles to change also this, mk14 return in previously rate of fire.
i hope to explain me.

Excalibur
2nd February 15, 12:19
great man, i would said that i have one script that was able to toogle ads...but ok, you have,already, adjust this.
i'sorry, i'm full of questions, i have also another problem, when i go in burst fire inside your application, to generate the script, after in assault rifles, if i click on round(3-4-5-6-7-8) this is valid for all rifles assault?? or i must select only one of rifles? and because i can select only one class of rifles? for example: burst fire work only with rifle assault or submachine guns or heavy weapons....why not with all?
moreover when i go in rapid fire and turn on it, then go in assault rifle and select for example mk14 and change rate of fire, when i select another rifles to change also this, mk14 return in previously rate of fire.
i hope to explain me.

There is no space to put all this weapons in one window - the another problem is that burst fire is different for different weapons ( it depends of the rate of fire ).
You can use burst fire to all automatic weapon , just they will not burst in the same rate .
Here is the table for the burst fire :

1. Group - HBRa3 / AK12 /

2. Group - ASM1 / SN6 / MP11 /

3. Group - BAL / KF5 / Pytaek / Ameli

Then if you turn Rapid Fire ON - this change everything. I recommend to not use Rapid Fire at all for automatic weapon.

When you select Rate of Fire you can have only one Rate of Fire . You can't change rate of Fire on the fly when in game to have different rate of fire for different weapons.
If you want to add this option to the application - this is the other story . Maybe I can add this, but this make the script more complicate to operate when you are in game.

redow
3rd February 15, 08:01
Updated...


S.G.I. COD Advanced Warfare M&Kb ver. 3.8

added :

QUICK MELEE

If you choice DROP SHOT now there is additional options:

- Slide if you're running.
- Instant Drop ( no slide ).



http://s9.postimg.org/8e1d63x17/image.jpg (http://postimg.org/image/8e1d63x17/) http://s9.postimg.org/tc7j46wvv/image.jpg (http://postimg.org/image/tc7j46wvv/) http://s9.postimg.org/4y98wjzsr/image.jpg (http://postimg.org/image/4y98wjzsr/)


http://s9.postimg.org/lanw013i3/image.jpg (http://postimg.org/image/lanw013i3/) http://s9.postimg.org/jww94q48r/image.jpg (http://postimg.org/image/jww94q48r/) http://s9.postimg.org/emradfjzv/image.jpg (http://postimg.org/image/emradfjzv/)


http://s9.postimg.org/s7dgytaez/image.jpg (http://postimg.org/image/s7dgytaez/)


Hello Excalibur,

Nice work you are doing here, thnaks a lot.

But i think there is still some problem with the double dash. I'am using the new version of your app and doing everything as it was before but in game using double a or d or s does not make the double tash.

I've checked the sensity-ads menü in your app to see maybe i have accidently marked the remove script for dash but its unmarked.

What could be the problem or am i doing something wrong without knowing what it is ? On 3.7 i do not have this problem its working very well.

Thanks in advance

myd33
3rd February 15, 08:34
I have same problem

Excalibur
3rd February 15, 08:56
Hello Excalibur,

Nice work you are doing here, thnaks a lot.

But i think there is still some problem with the double dash. I'am using the new version of your app and doing everything as it was before but in game using double a or d or s does not make the double tash.

I've checked the sensity-ads menü in your app to see maybe i have accidently marked the remove script for dash but its unmarked.

What could be the problem or am i doing something wrong without knowing what it is ? On 3.7 i do not have this problem its working very well.

Thanks in advance


Hi redow,
thank you for your kind words. I will check it but right now I'm at work.

Excalibur
3rd February 15, 14:59
Updated ....

S.G.I. COD Advanced Warfare M&Kb ver. 4.1

1. Fixed bug in Dash Direction moves.

2. Improved code for BUNNY JUMP mode
- If you Hold Forward Direction and EXTRA INPUT 5 - your character will start Sprinting and make 2 forward dashes ( after that script will count 4 seconds to next possible dash ).
- Just hold Forward and tap EXTRA INPUT 5 to make Forward dash.

myd33
3rd February 15, 18:13
Thanks Excalibur perfect

Excalibur
5th February 15, 21:27
Updated .... added video tutorial

VIDEO TUTORIAL
Thank you GL0ZZ3N for this awesome video !



https://www.youtube.com/watch?v=w71lTV_v_tw

aikonbr
17th February 15, 14:29
hi, good work.

how to change dash directions?

i used keyboard and mouse and i would like use Shift on keyboard to make a dash


thanks

Excalibur
17th February 15, 18:17
hi, good work.

how to change dash directions?

i used keyboard and mouse and i would like use Shift on keyboard to make a dash


thanks


I'm not sure that understood you correctly - Perhaps you mean the button SPRINT / Dodge ?

or you want to make with Shif some specific direction ?

elisiaelf
21st February 15, 19:22
Great job, Excalibur!

Thank you very much!

:)

kham3l3on
28th February 15, 12:39
I'm struggling to get my automatic weapons to continuously burst fire, they all just fire a 3 round burst and then it just goes back to fully auto. It doesn't work at all if I have rapid fire enabled. Am I doing something wrong?

Also is there a way to add ADS upon firing without the use of drop shot or anything else. I would like to point left click to shoot without having to right click for ADS.


/****************************************** * CronusMAX All Rights reserved © * ******************************************//************************************************************************************************* * This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, * * UNLESS premission is given by the creator and/or copywritee, * * All rights reserved. This material may not be reproduced, displayed, * * modified or distributed without the express prior written permission of the copyright holder. * * For permission, contact ControlerMax © * *************************************************************************************************////////////////////////////////////////////////////////////// //// COD ADVANCED WARFARE M&Kb ver.4.1 //// /////////////////////////////////////////////////////////////// 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 MELEE=5; // RS/R3 define Up=13; define Right=16; define Down=14; define Left=15; define RA_X=9; define RA_Y=10; define LA_X= 11; define LA_Y=12; 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 btn_Swith6= CEMU_EXTRA6;define btn_Swith7= CEMU_EXTRA7;//-------------------------------------------------------------- define dashDelay=500; define dropDelay=600; define RATE_OF_FIRE= 25;//Range: 1 to 25 RPS (Round/s) define timelimit=300; define ROFire = 18.5; // 1 7 13 data(0,20,30,40,50,60,70, 20,25,30,35,40,45, 25,35,45,55,65,75);//VARIABLES - int //--------------------------------------------------------------// burstTipe // 1 : HBRa3 / AK 12// 2 : ASM1 / SN6 / MP11 /// 3 : BAL / KF5 / Pytaek / Ameli int burstTipe=7 ; int RoundPerBurst=0;int hold_burst=300; // x 4 Round per Burst int rest_burst=100; // time between burst int burstTimer; int burstRun=FALSE;int continueBurst=TRUE;int JumpActive=FALSE;int DblClick_JUMP;int TimeToJump;int Sens=20;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_B;int DblClick_A;int RA; int LA_L;int LA_R;int LA_B;int sprint;int dash; int LX; int LY; int dash_X;int burst_onoff = TRUE;int SnipermodeOnOff=TRUE;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 Shotint Scope_W_Drop=FALSE;// Scope with Drop Shotint DoubleJump=FALSE; 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=TRUE; int BuniMod_OnOFF=FALSE; int BuniMove_OnOff=FALSE;int ADS_Add_time=1000; int DelayScope=20;int VertValue=60; int ADS_Delay=150;// ADS delay value int timer;int ProneTime=600;int SlideOrDrop=20;int InstantDrop=TRUE;int MeleeTime=300;//INITIALIZATION - init //-------------------------------------------------------------- init {//############################################# // RAPID FIRE hold_time = 500 / RATE_OF_FIRE; rest_time = hold_time - 20; if(rest_time < 0) rest_time=0; if(InstantDrop)SlideOrDrop=20; else SlideOrDrop=10; // BURST FIRE hold_burst=dbyte(burstTipe+RoundPerBurst)*10;}//##################################################//MAIN BLOCK RUTINES //--------------------------------------------------------------main { // Start of MAIN BLOCK ////////////////////////////////////////////////////////////////////////// Go PRONE ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // Go PRONE if(event_press(btn_Swith5))combo_run(GoProne); // FIND the DIRECTION of LA if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X); ////////////////////////////////////////////////////////////////////////// AUTO HOLD BREATH ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // AUTO HOLD BREATH if(get_val(scope_button)&& hold_breath_On_Off)combo_run(Snipermode);////////////////////////////////////////////////////////////////////////// SENSITIVITY ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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; ////////////////////////////////////////////////////////////////////////// DROP SHOT ON/OFF /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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); if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime(); //-------------------------------------------------------------- if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;} else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;} //-------------------------------------------------------------- if(JumpActive) { TimeToJump=TimeToJump-get_rtime(); if(TimeToJump<=0){JumpActive=FALSE;} } // DROP SHOT if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}///////////////////////////////////////////////////////////////////////// RAPID FIRE ON/OFF //////////////////////////////////////////////////////////////////////////////////////////////////////////// // ON / OFF RAPID FIRE (btn_Swith2 ) if(event_press(btn_Swith2 )) {rapid_onoff =!rapid_onoff;} // RAPIDFIRE if(get_val(fire_button) && rapid_onoff && !burst_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(JumpShot); }//----------------------------------------- ///////////////////////////////////////////////////////////////////// BURST FIRE //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(event_press(btn_Swith3)) {//---------------------------------------- burst_onoff =!burst_onoff; //if(burst_onoff)combo_run(RumbleNotifier); }//---------------------------------------- // BURST FIRE if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst) {//-------------------------------------- combo_run(BURST_FIRE); }//------------------------------------- // Sniper Mode Quick Scope //#QuickScopeSTART if(event_press(btn_Swith7))SnipermodeOnOff=!SnipermodeOnOff; if(SnipermodeOnOff) {// execute this code if Snipermode OnOff is TRUE-------------- if(get_val(scope_button) > 10) { combo_run(Snipermode); }else{ combo_stop(Snipermode); } if(event_release(scope_button)) combo_run(snipermode) }//---------------------------------------------------------------------//#QuickScopeEND ///////////////////////////////////////////////////////////////////// QUICK MELEE //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(event_press(MELEE)) { combo_restart(QUICK_MELEE); } //-----------------------------------------------------------------//-------------------------------------------------------------- //RAPID FIRE + BURST FIRE if(burst_onoff && rapid_onoff) {//--------------------------------------------------------- if(burstTimer>0){ burstRun=TRUE; burstTimer=burstTimer-get_rtime(); set_val(fire_button,100); if(!combo_running(RAPID_FIRE))combo_restart(RAPID_FIRE); if(burstTimer<=0)burstRun=FALSE; }else { //RAPID FIRE + BURST FIRE if(continueBurst){//------------- if( get_val(fire_button)) { if( !burstRun ){ burstTimer=hold_burst; burstRun=TRUE; } } }//----------------------------- if(!continueBurst) {//#--------------------------------------------------------- if( get_val(fire_button) && get_ptime(fire_button)<100) {//------------------------- // if( !burstRun ){//**** burstTimer=hold_burst; burstRun=TRUE; // }//********************* }else if(get_val(fire_button) && get_ptime(fire_button)>=100) {//****************** burstTimer=0; //burstRun=TRUE; combo_run(RAPID_FIRE); }//****************** }//#------------------------------------------------------------ }// else burstTimer=0 }//--------------------------------------------------------------------------------//--------------------------------------------------------------}// End of MAIN B LOCK //COMBO BLOCKS //-------------------------------------------------------------- //--------------------------------------------------------------combo QUICK_MELEE { set_val(MELEE, 100); wait(40); set_val(RA_X, -100); set_val(RA_Y, 0); wait(100); set_val(RA_X, 100); set_val(RA_Y, 0); wait(50); set_val(MELEE, 0); wait(MeleeTime); set_val(MELEE, 0); set_val(LA_X, 100); set_val(LA_Y, 0); set_val(SPRINT_BTN, 100); wait(40); } // 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 JumpShot { 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 DashShot { if(LX>0)dash_X=100; else dash_X=-100; set_val(LA_Y,0); set_val(SPRINT_BTN,0); wait(100); set_val(SPRINT_BTN,100); set_val(LA_Y,0); set_val(LA_X,dash_X); wait(300); set_val(LA_X,dash_X); set_val(fire_button,100); wait(60); } combo Dash_F { set_val(btn_JUMP,100); wait(40); set_val(LA_Y,-100); set_val(SPRINT_BTN,100); wait(800); } combo AutoSprint { set_val(SPRINT_BTN,100); wait(100); // hold Sprint btn.} //DROP SHOT combo DROPSHOT {//begin if(InstantDrop){set_val(LA_Y,0);} wait(SlideOrDrop); 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 combo RAPID_BURST { call(RAPID_FIRE); wait(hold_burst);// 250 - 3 set_val(fire_button, 0); wait(rest_burst); set_val(fire_button, 0);}//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 GoProne { set_val(PRONE,100); wait(ProneTime); } //#QuickScopeSTART combo Snipermode{ wait(200); set_val(SPRINT_BTN, 100); wait(4000); } combo snipermode{ set_val(fire_button, 100); set_val(scope_button, 100); set_val(SPRINT_BTN, 100); wait(30); set_val(fire_button, 0); set_val(scope_button, 0); set_val(SPRINT_BTN, 100); wait(30) set_val(SPRINT_BTN, 0); combo_stop(snipermode);}

Excalibur
28th February 15, 13:53
I'm struggling to get my automatic weapons to continuously burst fire, they all just fire a 3 round burst and then it just goes back to fully auto. It doesn't work at all if I have rapid fire enabled. Am I doing something wrong?

Also is there a way to add ADS upon firing without the use of drop shot or anything else. I would like to point left click to shoot without having to right click for ADS.




The ADS already added without any other things. By default the ADS is increasing with 20 % .
If you want to have continuously burst fire - do not use Rapid Fire. For more weapons you don't need of Rapid fire.

I'm not sure that I understood what you mean with this : . I would like to point left click to shoot without having to right click for ADS.

Excalibur
1st March 15, 04:57
Updated ....

S.G.I. COD Advanced Warfare M&Kb ver. 4.2

Added the new logo - CronusMAX PLUS.


http://s9.postimg.org/u0gac0wbf/New_CM_Plus.jpg (http://postimg.org/image/u0gac0wbf/)

elisiaelf
2nd March 15, 21:18
Now it is very cool ! ;)

Excalibur
4th March 15, 15:19
Updated ....

S.G.I. COD Advanced Warfare M&Kb ver. 4.3

Change log :

- added options to include forward dash with double tap forward button.

http://s21.postimg.org/xa2gujj43/Forward_Dash_new.jpg (http://postimg.org/image/xa2gujj43/)

myd33
18th March 15, 04:49
Hello Excalibur,

Are you planing to do such a nice script for the game Battlefield : Hardline too ?

Thanks in advance

Excalibur
19th March 15, 16:12
Hello Excalibur,

Are you planing to do such a nice script for the game Battlefield : Hardline too ?

Thanks in advance

Thank you !

I'm sorry, but no I don't play this game.

Excalibur
4th April 15, 10:49
Updated ....

S.G.I. COD Advanced Warfare M&Kb ver. 4.4

Change log :

- New code for Rapid Burst Fire
- new options in tab Burst Fire

- Added All Attachments with they're descriptions.

madsin
6th April 15, 08:04
This is great thank you :smile:261

Excalibur
8th April 15, 07:57
This is great thank you :smile:261


Thank you !
Because these words I worked many hours.

skyline9394
14th April 15, 16:02
(http://cronusmax.com/forums/member.php?u=280729)hi all i just buy cm today and trying use SGI for cod ps4 kb&m
i have watch the video and try setup it but i get error
can someone help me ?

------ GPC: Build started ------
> 1: test.gpc : C:\Users\SKY\Documents\test.gpc
> ERROR line 0: syntax error near unexpected token ''.
Build failed with 1 errors ...


/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.4.4 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;
//VARIABLES - int
//--------------------------------------------------------------
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=250; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=20;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=FALSE;
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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=FALSE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if (get_val(LA_X)<-95 && DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if (get_val(LA_X)>-20 && LA_L==1){LA_L=2;}
else if (get_val(LA_X)<-95 && 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(LA_X)>95 && DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if (get_val(LA_X)<20 && LA_R==1){LA_R=2;}
else if (get_val(LA_X)>95 && 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(LA_Y)>95 && DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if (get_val(LA_Y)<20 && LA_B==1){LA_B=2;}
else if (get_val(LA_Y)>95 && 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_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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}

MaxADMIN
14th April 15, 16:05
that code builds just fine for me (also in future when asking for help please create your own thread) ;)



> 1: New* :
> Bytecode size: 2712 bytes (66.2%)
> Stack memory: 90 words (80.4%)
Build succeeded with 0 warnings...

Excalibur
14th April 15, 17:12
hi all i just buy cm today and trying use SGI for cod ps4 kb&m
i have watch the video and try setup it but i get error
can someone help me ?

------ GPC: Build started ------
> 1: test.gpc : C:\Users\SKY\Documents\test.gpc
> ERROR line 0: syntax error near unexpected token ''.
Build failed with 1 errors ...


/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.4.4 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;
//VARIABLES - int
//--------------------------------------------------------------
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=250; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=20;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=FALSE;
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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=FALSE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if (get_val(LA_X)<-95 && DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if (get_val(LA_X)>-20 && LA_L==1){LA_L=2;}
else if (get_val(LA_X)<-95 && 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(LA_X)>95 && DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if (get_val(LA_X)<20 && LA_R==1){LA_R=2;}
else if (get_val(LA_X)>95 && 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(LA_Y)>95 && DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if (get_val(LA_Y)<20 && LA_B==1){LA_B=2;}
else if (get_val(LA_Y)>95 && 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_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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}



Just copy this text again and paste it in CronusPro.
I have no errors at all.


> 5: New* :
> Bytecode size: 2712 bytes (66.2%)
> Stack memory: 90 words (80.4%)
Build succeeded with 0 warnings...

skyline9394
14th April 15, 22:23
Just copy this text again and paste it in CronusPro.
I have no errors at all.


> 5: New* :
> Bytecode size: 2712 bytes (66.2%)
> Stack memory: 90 words (80.4%)
Build succeeded with 0 warnings...


i did again and again but still error

Excalibur
15th April 15, 01:33
i did again and again but still error


Remove from text this part :


/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/

and try again.

skyline9394
16th April 15, 08:59
hi Excalibur (http://cronusmax.com/forums/member.php?u=280729) i have set extra button 1.2.3.4 to on off burst fire but in game it dont work can u give me some tips to make it work?
1261

Excalibur
16th April 15, 10:30
hi all i just buy cm today and trying use SGI for cod ps4 kb&m
i have watch the video and try setup it but i get error
can someone help me ?

------ GPC: Build started ------
> 1: test.gpc : C:\Users\SKY\Documents\test.gpc
> ERROR line 0: syntax error near unexpected token ''.
Build failed with 1 errors ...



/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.4.4 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;
//VARIABLES - int
//--------------------------------------------------------------
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=250; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=20;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=FALSE;
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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=FALSE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if (get_val(LA_X)<-95 && DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if (get_val(LA_X)>-20 && LA_L==1){LA_L=2;}
else if (get_val(LA_X)<-95 && 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(LA_X)>95 && DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if (get_val(LA_X)<20 && LA_R==1){LA_R=2;}
else if (get_val(LA_X)>95 && 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(LA_Y)>95 && DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if (get_val(LA_Y)<20 && LA_B==1){LA_B=2;}
else if (get_val(LA_Y)>95 && 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_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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}



Just remove this part from text and try again.

/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/

Excalibur
16th April 15, 10:49
hi Excalibur (http://cronusmax.com/forums/member.php?u=280729) i have set extra button 1.2.3.4 to on off burst fire but in game it dont work can u give me some tips to make it work?
1261


Okay.
Only EXTRA INPUT 3 is for ON/OFF BURST FIRE.

How you config Burst fire ? Show me screenshots from application SGI.


http://s11.postimg.org/3m6j5rtov/Burst_Fire1.jpg (http://postimg.org/image/3m6j5rtov/) http://s11.postimg.org/r2ye4jf9r/Burst_Fire2.jpg (http://postimg.org/image/r2ye4jf9r/)

skyline9394
16th April 15, 13:14
Okay.
Only EXTRA INPUT 3 is for ON/OFF BURST FIRE.

How you config Burst fire ? Show me screenshots from application SGI.



here is my app screenshots setup 126212631264

Excalibur
16th April 15, 13:44
here is my app screenshots setup 126212631264


Post here the script that was generated by application.
With this option for Burst Fire - when you just tap fire button , your weapon will fire 3 bullets but if you hold fire button it will fire like automatic weapon.
If you want to continuously burst - select options continuously burst and maybe you must increase the value for : Time between burst ( by default it is set to 10 ).

skyline9394
16th April 15, 20:49
Post here the script that was generated by application.
With this option for Burst Fire - when you just tap fire button , your weapon will fire 3 bullets but if you hold fire button it will fire like automatic weapon.
If you want to continuously burst - select options continuously burst and maybe you must increase the value for : Time between burst ( by default it is set to 10 ).


thx u for fast reply here is the code
ok now i understand more
i will try continuously burst and edit the value see if it work



/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.4.4 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;
//VARIABLES - int
//--------------------------------------------------------------
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=200; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=20;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// 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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=FALSE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
////// DOUBLE JUMP WITH DASH FORWARD //////////////////////////////
////////////////////////////////////////////////////////////////////

//--------------------- Jump wit Dash -----------------------------------------------
// 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(btn_JUMP) && DblClick_A<=0 ) {DblClick_A =timelimit;}
else if (event_press(btn_JUMP)&& DblClick_A>0 ){combo_run(DblJump);}
}//-------------------------------------------------------------
//-------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if (get_val(LA_X)<-95 && DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if (get_val(LA_X)>-20 && LA_L==1){LA_L=2;}
else if (get_val(LA_X)<-95 && 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(LA_X)>95 && DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if (get_val(LA_X)<20 && LA_R==1){LA_R=2;}
else if (get_val(LA_X)>95 && 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(LA_Y)>95 && DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if (get_val(LA_Y)<20 && LA_B==1){LA_B=2;}
else if (get_val(LA_Y)>95 && 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_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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}

Excalibur
17th April 15, 02:51
thx u for fast reply here is the code
ok now i understand more
i will try continuously burst and edit the value see if it work



/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.4.4 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;
//VARIABLES - int
//--------------------------------------------------------------
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=200; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=20;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// 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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=FALSE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
////// DOUBLE JUMP WITH DASH FORWARD //////////////////////////////
////////////////////////////////////////////////////////////////////

//--------------------- Jump wit Dash -----------------------------------------------
// 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(btn_JUMP) && DblClick_A<=0 ) {DblClick_A =timelimit;}
else if (event_press(btn_JUMP)&& DblClick_A>0 ){combo_run(DblJump);}
}//-------------------------------------------------------------
//-------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
// Dash - LEFT
if (DblClick_L>0) DblClick_L=DblClick_L - get_rtime();
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
if (get_val(LA_X)<-95 && DblClick_L<=0 ) {DblClick_L =timelimit;LA_L=1;}
else if (get_val(LA_X)>-20 && LA_L==1){LA_L=2;}
else if (get_val(LA_X)<-95 && 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(LA_X)>95 && DblClick_R<=0 ) {DblClick_R =timelimit;LA_R=1;}
else if (get_val(LA_X)<20 && LA_R==1){LA_R=2;}
else if (get_val(LA_X)>95 && 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(LA_Y)>95 && DblClick_B<=0 ) {DblClick_B =timelimit;LA_B=1;}
else if (get_val(LA_Y)<20 && LA_B==1){LA_B=2;}
else if (get_val(LA_Y)>95 && 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_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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}


Yes, Burst Fire On/ Off is hook to the EXTRA INPUT 3

thepr0
23rd April 15, 13:06
is there an option for auto sprint? and the exact dash mode on the gamepad version? the m&kb dash is glitch like the old script on gamepad version when you ads sometimes is strafes a little or moves left or right by itself.. i have tried the auto sprint from gamepad but it didnt work correctly

Excalibur
23rd April 15, 14:09
is there an option for auto sprint? and the exact dash mode on the gamepad version? the m&kb dash is glitch like the old script on gamepad version when you ads sometimes is strafes a little or moves left or right by itself.. i have tried the auto sprint from gamepad but it didnt work correctly

Can you be more specific about Auto Sprint ?

And what do you mean with : exact dash mode on the gamepad version?

thepr0
23rd April 15, 14:30
I want auto sprint for keyboard there is none..i want to be able to sprint with out holding a key if i hold W it will sprint...or A(left) if i jump with auto sprint it should auto dash.. and the dash scripts are different from gamepad and keyboard i would like to use the gamepad version with the set time variables i have put with the keyboard

Excalibur
24th April 15, 03:29
I want auto sprint for keyboard there is none..i want to be able to sprint with out holding a key if i hold W it will sprint...or A(left) if i jump with auto sprint it should auto dash.. and the dash scripts are different from gamepad and keyboard i would like to use the gamepad version with the set time variables i have put with the keyboard

Okay, but when you use M&Kb it is different - the values for button press are just 0 or 100 - How script will know when you just want to move little bit or you want to sprint ?
The almost the same problem is for dashes - they can't work in the same way like in game pad version - the reason is the same - the values are only 0 or 100.

If you give my some idea how to do this I will try to make it for you.

Excalibur
24th April 15, 07:32
I want auto sprint for keyboard there is none..i want to be able to sprint with out holding a key if i hold W it will sprint...or A(left) if i jump with auto sprint it should auto dash.. and the dash scripts are different from gamepad and keyboard i would like to use the gamepad version with the set time variables i have put with the keyboard


Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 4.5


I changed dash code, but I can't test it right now ( I am currently on vacation ) so please test it and give my feedback.

About auto sprint - I'm out of ideas how to do it.

thepr0
24th April 15, 08:53
well 100% is the idea to always sprint but i think its more complicated like you said because for gamepad the (left stick) is one button really for keyboard is 4 different keys and direction...no worries i just used a small script part of your ghost auto sprint and change the butttons works ok.. as for dash i will test for you thank you like always and enjoy your vacation bro

Excalibur
24th April 15, 10:45
well 100% is the idea to always sprint but i think its more complicated like you said because for gamepad the (left stick) is one button really for keyboard is 4 different keys and direction...no worries i just used a small script part of your ghost auto sprint and change the butttons works ok.. as for dash i will test for you thank you like always and enjoy your vacation bro

It is easy to make it at 100% sprint always - but you can't walk anymore .

thepr0
24th April 15, 11:41
by the way the new dash did not work with WASD on keyboard like the old one did...it wouldnt dash at all. and yes i want auto sprint like basically a rapid fire sprint 100% always activated if i want to walk i can press ads or a XB1_lb button and it will walk with out sprint i can wait till you get back this keyboard transition is harder than i thought but i like it just frustrating holding sprint button to dash or sprint for anything i rather have it always on

Excalibur
24th April 15, 12:14
by the way the new dash did not work with WASD on keyboard like the old one did...it wouldnt dash at all. and yes i want auto sprint like basically a rapid fire sprint 100% always activated if i want to walk i can press ads or a XB1_lb button and it will walk with out sprint i can wait till you get back this keyboard transition is harder than i thought but i like it just frustrating holding sprint button to dash or sprint for anything i rather have it always on

Okay, thanks - I will check the code -

Excalibur
24th April 15, 13:18
Updated ...

S.G.I. COD Advanced Warfare M&Kb ver. 4.6

added :

​- Auto Sprint ( always ON )
- Walk if you hold btn. ( in your choose ) or btn ( in your choose )

1274

- edit dash code .

Please test it and give my feedback!

thepr0
25th April 15, 09:34
both dash and sprint did not work. i just went back to the old dash script you had the only problem with the old one was when your're in ADS strafing left and right sometimes it auto strafes due to the dash coding..sometimes when i strafe from right to the left it auto strafes to the right while im pressing left. the auto sprint is no big deal i just made my forward button my sprint button which worked pretty well.

Excalibur
25th April 15, 15:36
both dash and sprint did not work. i just went back to the old dash script you had the only problem with the old one was when your're in ADS strafing left and right sometimes it auto strafes due to the dash coding..sometimes when i strafe from right to the left it auto strafes to the right while im pressing left. the auto sprint is no big deal i just made my forward button my sprint button which worked pretty well.


Unfortunately I can't test - I will check the code when I back at home.

thepr0
25th April 15, 23:17
dont worry i fix it used the new combo code, replace the old one, change the values...and added some stuff from gamepad version problem fix works great only thing i cant change is the timer for how fast i can do it but is not needed thank you

skyline9394
8th May 15, 18:27
hi EXcalibur can u add the Anti-Recoil to ur programme plz? it will help me out i still have Recoil problem

Excalibur
9th May 15, 01:18
hi EXcalibur can u add the Anti-Recoil to ur programme plz? it will help me out i still have Recoil problem

Okay, I will add it again ( after 8 hours - I'm very busy today ).

skyline9394
9th May 15, 14:00
thx u very much EXcalibur

Excalibur
9th May 15, 18:22
hi EXcalibur can u add the Anti-Recoil to ur programme plz? it will help me out i still have Recoil problem


Updated ...

new SGI COD AW M&Kb ver. 4.8

- added Anti Recoil

- Dodge/Dashes option - to use them only when you Jump.


http://s10.postimg.org/49ahmj5fp/Intro.jpg (http://postimg.org/image/49ahmj5fp/)

Hamed360
10th May 15, 04:51
how should we use this !!!?

Hamed360
10th May 15, 05:45
I installed it . I have a problem now . when I click S to move backward it do it multiple times and auto dash back . How to fix this ?

Excalibur
10th May 15, 07:36
I installed it . I have a problem now . when I click S to move backward it do it multiple times and auto dash back . How to fix this ?


Try to decrease timing for double tap this buttons. Like in this picture:
The min value is 10 .

1291

thepr0
10th May 15, 08:27
This is awsome excaliber much much better only problem is the keyboard edition has a little glitch going from hip to ads and out of ads when straffin it makes player move automatically slightly left or right on its on but man the script is nice i like it cant wait for the gamepad version..the dashes are spot on...


also change the autodashF on the body script to match the combo Dash_F

Hamed360
11th May 15, 05:39
Hello again .
I have another question excalibur .
How can I enable Anti Recoil ?
when I turn it on what numbers should I enter ? the default number is 0 for left , right and up .
Thanks in advance

Excalibur
11th May 15, 07:38
Hello again .
I have another question excalibur .
How can I enable Anti Recoil ?
when I turn it on what numbers should I enter ? the default number is 0 for left , right and up .
Thanks in advance

Just Switch it to ON and put some value for Recoil UP - You will need to experiment with different values, I don't know the right values .

1296

skyline9394
14th May 15, 09:54
the values u need test by u self i have 15 on my asm1 speedeasy atm and it work and thx u again excalibur for adding this option to the programme

Excalibur
21st May 15, 09:51
Updated ...

new SGI COD AW M&Kb ver. 5.0

Change log.:

- added option to Button Layout
- Invert Y axis for Analogue

oapgramps
23rd May 15, 12:46
hi buddy


When you have time any chance you could do the same 3 user profile option in anti-recoil like you've added to your bf4 SGI please


thanks

Michael

Excalibur
23rd May 15, 15:55
hi buddy


When you have time any chance you could do the same 3 user profile option in anti-recoil like you've added to your bf4 SGI please


thanks

Michael


Updated ...

new SGI COD AW M&Kb ver. 5.1

Change log.:

to Class Anti Recoil added new 3 profiles with option to switch between them on the fly.

oapgramps
23rd May 15, 17:09
hi buddy

I've generated a aw script with three user anti-recoil profile each assigned to extra inputs f10 f11 f12 now I can turn each prolife on and change from each profile but you can never turn them fully off . I've done a work around by giving profile 3 all zero values so I switch to that to turn anti recoil fully off .


Michael

Excalibur
23rd May 15, 18:38
hi buddy

I've generated a aw script with three user anti-recoil profile each assigned to extra inputs f10 f11 f12 now I can turn each prolife on and change from each profile but you can never turn them fully off . I've done a work around by giving profile 3 all zero values so I switch to that to turn anti recoil fully off .


Michael


I release a new version SGI COD AW M&Kb ver. 5.2

There you can find what you requested .

oapgramps
23rd May 15, 18:42
ok thanks .

skyline9394
1st June 15, 22:35
hi EXcalibur after update to 5.2 i got this error can u help me
------ GPC: Build started ------
> 1: New* :
> ERROR line 130: 'bJumpWithDodge' stack full, is not possible create more variables or combos.
Build failed with 1 errors ...

full code

/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.5.2 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 25;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;

int antirecoil_OnOff = TRUE;
int ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
int ANTI_RECOIL = 0; //change "0" to compensate vertical recoil (0 - 100)
int ANTI_RECOIL_LEFT = 0; //change this value to compensate to the left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //change this value to compensate to the right (0 - 100)

// VARIABLES
// ---------------------------------------------------------
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=200; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=20;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=20;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int TapCount_R = 0;
int _2TapTimerR;
int timeToDblTapR=50;
int TapCount_L = 0;
int _2TapTimerL;
int timeToDblTapL=50;
int TapCount_B = 0;
int _2TapTimerB;
int timeToDblTapB=50;
int TapCount_F = 0;
int _2TapTimerF;
int timeToDblTapF=50;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=FALSE;
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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=TRUE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// ANTI RECOIL ON / OFF
if(get_val(CEMU_EXTRA6) && event_press(PS4_CROSS)){
antirecoil_OnOff=!antirecoil_OnOff
set_val(PS4_CROSS ,0);
}


// ANTI RECOIL - UserProfile 1:None Switch:CEMU_EXTRA7
if( event_press(CEMU_EXTRA7)){
ANTI_RECOIL = 10; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}


// ANTI RECOIL - UserProfile 2:None Switch:CEMU_EXTRA8
if( event_press(CEMU_EXTRA8)){
ANTI_RECOIL = 15; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}


// ANTI RECOIL - UserProfile 3:None Switch:CEMU_EXTRA9
if( event_press(CEMU_EXTRA9)){
ANTI_RECOIL = 20; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}

////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
////////////////////////////////////////////////////////////////////
// Dash - Right
////////////////////////////////////////////////////////////////////
if(TapCount_R == 0) {//-----------------------------------------
if(get_val(11)==100) TapCount_R = 1;
} else if(TapCount_R == 1) {
if(get_val(11)<100) { _2TapTimerR = 0; TapCount_R = 2; }
} else if(TapCount_R == 2) {
if(get_val(11)==100) { TapCount_R = 0; combo_run(AutoDash_R); }
_2TapTimerR = _2TapTimerR + get_rtime();
if(_2TapTimerR > timeToDblTapR) TapCount_R = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Dash - LEFT
////////////////////////////////////////////////////////////////////
if(TapCount_L == 0) {//-----------------------------------------
if(get_val(11)==-100) TapCount_L = 1;
} else if(TapCount_L == 1) {
if(get_val(11)>-100) { _2TapTimerL = 0; TapCount_L = 2; }
} else if(TapCount_L == 2) {
if(get_val(11)==-100) { TapCount_L = 0; combo_run(AutoDash_L); }
_2TapTimerL = _2TapTimerL + get_rtime();
if(_2TapTimerL > timeToDblTapL) TapCount_L = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
// Dash - Back
////////////////////////////////////////////////////////////////////
if(TapCount_B == 0) {//-----------------------------------------
if(get_val(12)==100) TapCount_B = 1;
} else if(TapCount_B == 1) {
if(get_val(12)<100) { _2TapTimerB = 0; TapCount_B = 2; }
} else if(TapCount_B == 2) {
if(get_val(12)==100) { TapCount_B = 0; combo_run(AutoDash_B); }
_2TapTimerB = _2TapTimerB + get_rtime();
if(_2TapTimerB > timeToDblTapB) TapCount_B = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
//#DASHEND
////////////////////////////////////////////////////////////////////
////// DROP SHOT ON/OFF ///////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
//-----------------------------------------------------------------
// ANTI RECOIL
if(antirecoil_OnOff){
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}

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);
}
}

Excalibur
2nd June 15, 02:37
hi EXcalibur after update to 5.2 i got this error can u help me
------ GPC: Build started ------
> 1: New* :
> ERROR line 130: 'bJumpWithDodge' stack full, is not possible create more variables or combos.
Build failed with 1 errors ...



Just remove some variables and here you go :




/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.5.2 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 25;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;

int antirecoil_OnOff = TRUE;
int ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
int ANTI_RECOIL = 0; //change "0" to compensate vertical recoil (0 - 100)
int ANTI_RECOIL_LEFT = 0; //change this value to compensate to the left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //change this value to compensate to the right (0 - 100)

// VARIABLES
// ---------------------------------------------------------
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=200; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=20;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=20;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int TapCount_R = 0;
int _2TapTimerR;
int timeToDblTapR=50;
int TapCount_L = 0;
int _2TapTimerL;
int timeToDblTapL=50;
int TapCount_B = 0;
int _2TapTimerB;
int timeToDblTapB=50;
int TapCount_F = 0;
int _2TapTimerF;
int timeToDblTapF=50;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire

int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=FALSE;
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 ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=TRUE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK

// ANTI RECOIL ON / OFF
if(get_val(CEMU_EXTRA6) && event_press(PS4_CROSS)){
antirecoil_OnOff=!antirecoil_OnOff
set_val(PS4_CROSS ,0);
}


// ANTI RECOIL - UserProfile 1:None Switch:CEMU_EXTRA7
if( event_press(CEMU_EXTRA7)){
ANTI_RECOIL = 10; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}


// ANTI RECOIL - UserProfile 2:None Switch:CEMU_EXTRA8
if( event_press(CEMU_EXTRA8)){
ANTI_RECOIL = 15; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}


// ANTI RECOIL - UserProfile 3:None Switch:CEMU_EXTRA9
if( event_press(CEMU_EXTRA9)){
ANTI_RECOIL = 20; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}

////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
////////////////////////////////////////////////////////////////////
// Dash - Right
////////////////////////////////////////////////////////////////////
if(TapCount_R == 0) {//-----------------------------------------
if(get_val(11)==100) TapCount_R = 1;
} else if(TapCount_R == 1) {
if(get_val(11)<100) { _2TapTimerR = 0; TapCount_R = 2; }
} else if(TapCount_R == 2) {
if(get_val(11)==100) { TapCount_R = 0; combo_run(AutoDash_R); }
_2TapTimerR = _2TapTimerR + get_rtime();
if(_2TapTimerR > timeToDblTapR) TapCount_R = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Dash - LEFT
////////////////////////////////////////////////////////////////////
if(TapCount_L == 0) {//-----------------------------------------
if(get_val(11)==-100) TapCount_L = 1;
} else if(TapCount_L == 1) {
if(get_val(11)>-100) { _2TapTimerL = 0; TapCount_L = 2; }
} else if(TapCount_L == 2) {
if(get_val(11)==-100) { TapCount_L = 0; combo_run(AutoDash_L); }
_2TapTimerL = _2TapTimerL + get_rtime();
if(_2TapTimerL > timeToDblTapL) TapCount_L = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
// Dash - Back
////////////////////////////////////////////////////////////////////
if(TapCount_B == 0) {//-----------------------------------------
if(get_val(12)==100) TapCount_B = 1;
} else if(TapCount_B == 1) {
if(get_val(12)<100) { _2TapTimerB = 0; TapCount_B = 2; }
} else if(TapCount_B == 2) {
if(get_val(12)==100) { TapCount_B = 0; combo_run(AutoDash_B); }
_2TapTimerB = _2TapTimerB + get_rtime();
if(_2TapTimerB > timeToDblTapB) TapCount_B = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
//#DASHEND
////////////////////////////////////////////////////////////////////
////// DROP SHOT ON/OFF ///////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
//-----------------------------------------------------------------
// ANTI RECOIL
if(antirecoil_OnOff){
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}

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);
}
}


And compiler :


> 8: New* :
> Bytecode size: 3106 bytes (75.8%)
> Stack memory: 110 words (98.2%)
Build succeeded with 0 warnings...

skyline9394
2nd June 15, 09:52
ok thx u very much

skyline9394
5th June 15, 01:45
Okay, just select the weapon and then chose how many bullets per burst and SGI will generate value, try with different count of bullets per burst and you will see how the program will change them.

I will release a new version where you can see this values .

hi Excalibur (http://cronusmax.com/forums/member.php?u=280729)
i think SGI have a bug i try with different count of bullets per burst 4-8 many time
but it fire 3 bullets only

here is the code i use


/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.5.2 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;
//VARIABLES - int
//--------------------------------------------------------------
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=200; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=TRUE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=15;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int TapCount_R = 0;
int _2TapTimerR;
int timeToDblTapR=50;
int TapCount_L = 0;
int _2TapTimerL;
int timeToDblTapL=50;
int TapCount_B = 0;
int _2TapTimerB;
int timeToDblTapB=50;
int TapCount_F = 0;
int _2TapTimerF;
int timeToDblTapF=50;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=FALSE;
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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=100;
int SlideOrDrop=20;
int InstantDrop=TRUE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
////////////////////////////////////////////////////////////////////
// Dash - Right
////////////////////////////////////////////////////////////////////
if(TapCount_R == 0) {//-----------------------------------------
if(get_val(11)==100) TapCount_R = 1;
} else if(TapCount_R == 1) {
if(get_val(11)<100) { _2TapTimerR = 0; TapCount_R = 2; }
} else if(TapCount_R == 2) {
if(get_val(11)==100) { TapCount_R = 0; combo_run(AutoDash_R); }
_2TapTimerR = _2TapTimerR + get_rtime();
if(_2TapTimerR > timeToDblTapR) TapCount_R = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Dash - LEFT
////////////////////////////////////////////////////////////////////
if(TapCount_L == 0) {//-----------------------------------------
if(get_val(11)==-100) TapCount_L = 1;
} else if(TapCount_L == 1) {
if(get_val(11)>-100) { _2TapTimerL = 0; TapCount_L = 2; }
} else if(TapCount_L == 2) {
if(get_val(11)==-100) { TapCount_L = 0; combo_run(AutoDash_L); }
_2TapTimerL = _2TapTimerL + get_rtime();
if(_2TapTimerL > timeToDblTapL) TapCount_L = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
// Dash - Back
////////////////////////////////////////////////////////////////////
if(TapCount_B == 0) {//-----------------------------------------
if(get_val(12)==100) TapCount_B = 1;
} else if(TapCount_B == 1) {
if(get_val(12)<100) { _2TapTimerB = 0; TapCount_B = 2; }
} else if(TapCount_B == 2) {
if(get_val(12)==100) { TapCount_B = 0; combo_run(AutoDash_B); }
_2TapTimerB = _2TapTimerB + get_rtime();
if(_2TapTimerB > timeToDblTapB) TapCount_B = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
//#DASHEND
////////////////////////////////////////////////////////////////////
////// DROP SHOT ON/OFF ///////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}

Excalibur
5th June 15, 04:00
hi Excalibur (http://cronusmax.com/forums/member.php?u=280729)
i think SGI have a bug i try with different count of bullets per burst 4-8 many time
but it fire 3 bullets only

here is the code i use


/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.5.2 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;
//VARIABLES - int
//--------------------------------------------------------------
// burstTipe
// 1 : HBRa3 / AK 12
// 2 : ASM1 / SN6 / MP11 /
// 3 : BAL / KF5 / Pytaek / Ameli
int hold_burst=200; // Hold burst
int rest_burst=10; // time between burst
int burstTimer;
int burstRun=FALSE;
int bRapidBurst=FALSE;
int bRapidBrst_On=FALSE;
int continueBurst=TRUE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int Sens=15;
int hold_timeA=30;
int rest_timeA=10;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_R;
int DblClick_L;
int DblClick_B;
int DblClick_A;
int TapCount_R = 0;
int _2TapTimerR;
int timeToDblTapR=50;
int TapCount_L = 0;
int _2TapTimerL;
int timeToDblTapL=50;
int TapCount_B = 0;
int _2TapTimerB;
int timeToDblTapB=50;
int TapCount_F = 0;
int _2TapTimerF;
int timeToDblTapF=50;
int RA;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = TRUE;
int SnipermodeOnOff=FALSE;
int dash_OnOff=FALSE;// Dash On/Off
int rapid_onoff = FALSE;// On/Off Rapid Fire
int akimbo_onoff = FALSE;
int dropshot_OnOff=TRUE;// On / Off Drop Shot
int Scope_W_Drop=TRUE;// Scope with Drop Shot
int DoubleJump=FALSE;
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 BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=100;
int SlideOrDrop=20;
int InstantDrop=TRUE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// SENSITIVITY /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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;
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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(LA_Y,400);combo_run(DashShot);}

////////////////////////////////////////////////////////////////////
/////////// DASH DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
////////////////////////////////////////////////////////////////////
// Dash - Right
////////////////////////////////////////////////////////////////////
if(TapCount_R == 0) {//-----------------------------------------
if(get_val(11)==100) TapCount_R = 1;
} else if(TapCount_R == 1) {
if(get_val(11)<100) { _2TapTimerR = 0; TapCount_R = 2; }
} else if(TapCount_R == 2) {
if(get_val(11)==100) { TapCount_R = 0; combo_run(AutoDash_R); }
_2TapTimerR = _2TapTimerR + get_rtime();
if(_2TapTimerR > timeToDblTapR) TapCount_R = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Dash - LEFT
////////////////////////////////////////////////////////////////////
if(TapCount_L == 0) {//-----------------------------------------
if(get_val(11)==-100) TapCount_L = 1;
} else if(TapCount_L == 1) {
if(get_val(11)>-100) { _2TapTimerL = 0; TapCount_L = 2; }
} else if(TapCount_L == 2) {
if(get_val(11)==-100) { TapCount_L = 0; combo_run(AutoDash_L); }
_2TapTimerL = _2TapTimerL + get_rtime();
if(_2TapTimerL > timeToDblTapL) TapCount_L = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
// Dash - Back
////////////////////////////////////////////////////////////////////
if(TapCount_B == 0) {//-----------------------------------------
if(get_val(12)==100) TapCount_B = 1;
} else if(TapCount_B == 1) {
if(get_val(12)<100) { _2TapTimerB = 0; TapCount_B = 2; }
} else if(TapCount_B == 2) {
if(get_val(12)==100) { TapCount_B = 0; combo_run(AutoDash_B); }
_2TapTimerB = _2TapTimerB + get_rtime();
if(_2TapTimerB > timeToDblTapB) TapCount_B = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
//#DASHEND
////////////////////////////////////////////////////////////////////
////// DROP SHOT ON/OFF ///////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// 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);

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(btn_JUMP) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(btn_JUMP)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT
if(get_val(fire_button)>0 && dropshot_OnOff && !get_val(scope_button) && !JumpActive){combo_run(DROPSHOT);}
///////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if (JumpShot_OnOff && !get_val(scope_button))
{//-----------------------------------------
if(get_val(fire_button))combo_run(JumpShot);

}//-----------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(event_press(btn_Swith3))
{//----------------------------------------
burst_onoff =!burst_onoff;
//if(burst_onoff)combo_run(RumbleNotifier);
}//----------------------------------------

// BURST FIRE
if(burst_onoff && !rapid_onoff && get_val(fire_button) && get_ptime(fire_button)<hold_burst)
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
///////////////////////////////////////////////////////////////////
// QUICK MELEE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(event_press(MELEE)) {
combo_restart(QUICK_MELEE);
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
//--------------------------------------------------------------
combo QUICK_MELEE {
set_val(MELEE, 100);
wait(40);
set_val(RA_X, -100);
set_val(RA_Y, 0);
wait(100);
set_val(RA_X, 100);
set_val(RA_Y, 0);
wait(50);
set_val(MELEE, 0);
wait(MeleeTime);
set_val(MELEE, 0);
set_val(LA_X, 100);
set_val(LA_Y, 0);
set_val(SPRINT_BTN, 100);
wait(40);
}
// 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 JumpShot {
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 DashShot {
if(LX>0)dash_X=100;
else dash_X=-100;
set_val(LA_Y,0);
set_val(SPRINT_BTN,0);
wait(100);
set_val(SPRINT_BTN,100);
set_val(LA_Y,0);
set_val(LA_X,dash_X);
wait(300);
set_val(LA_X,dash_X);
set_val(fire_button,100);
wait(60);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val(LA_Y,0);}
wait(SlideOrDrop);
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
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}



You're right. I will release new version very soon.

Excalibur
5th June 15, 07:56
Updated

released new SGI COD AW M&Kb ver. 5.4

skyline9394
14th June 15, 08:05
hi Excalibur (http://cronusmax.com/forums/member.php?u=280729) i have try quick scope and setup the extra input 7 but it cant turn off if i puch 7 on my kb

if u have time plz take a look thx


/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.5.4 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;

int antirecoil_OnOff = TRUE;
int ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
int ANTI_RECOIL = 12; //change "0" to compensate vertical recoil (0 - 100)
int ANTI_RECOIL_LEFT = 0; //change this value to compensate to the left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //change this value to compensate to the right (0 - 100)

// VARIABLES
// ---------------------------------------------------------
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_A;
int TapCount_R = 0;
int _2TapTimerR;
int timeToDblTapR=50;
int TapCount_L = 0;
int _2TapTimerL;
int timeToDblTapL=50;
int TapCount_B = 0;
int _2TapTimerB;
int timeToDblTapB=50;
int TapCount_F = 0;
int _2TapTimerF;
int timeToDblTapF=50;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = FALSE;
int SnipermodeOnOff=TRUE;
int dash_OnOff=FALSE;// Dash On/Off
int dropshot_OnOff=FALSE;// 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=TRUE;
int BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=FALSE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// AUTO HOLD BREATH /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

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

// 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 + 20);
sensitivity(RA_Y, NOT_USE, 100 + 20);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;
////////////////////////////////////////////////////////////////////
////// DOUBLE JUMP WITH DASH FORWARD //////////////////////////////
////////////////////////////////////////////////////////////////////

//--------------------- Jump wit Dash -----------------------------------------------
// 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(btn_JUMP) && DblClick_A<=0 ) {DblClick_A =timelimit;}
else if (event_press(btn_JUMP)&& DblClick_A>0 ){combo_run(DblJump);}
}//-------------------------------------------------------------
//-------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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 DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
////////////////////////////////////////////////////////////////////
// Dash - Right
////////////////////////////////////////////////////////////////////
if(TapCount_R == 0) {//-----------------------------------------
if(get_val(11)==100) TapCount_R = 1;
} else if(TapCount_R == 1) {
if(get_val(11)<100) { _2TapTimerR = 0; TapCount_R = 2; }
} else if(TapCount_R == 2) {
if(get_val(11)==100) { TapCount_R = 0; combo_run(AutoDash_R); }
_2TapTimerR = _2TapTimerR + get_rtime();
if(_2TapTimerR > timeToDblTapR) TapCount_R = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Dash - LEFT
////////////////////////////////////////////////////////////////////
if(TapCount_L == 0) {//-----------------------------------------
if(get_val(11)==-100) TapCount_L = 1;
} else if(TapCount_L == 1) {
if(get_val(11)>-100) { _2TapTimerL = 0; TapCount_L = 2; }
} else if(TapCount_L == 2) {
if(get_val(11)==-100) { TapCount_L = 0; combo_run(AutoDash_L); }
_2TapTimerL = _2TapTimerL + get_rtime();
if(_2TapTimerL > timeToDblTapL) TapCount_L = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
// Dash - Back
////////////////////////////////////////////////////////////////////
if(TapCount_B == 0) {//-----------------------------------------
if(get_val(12)==100) TapCount_B = 1;
} else if(TapCount_B == 1) {
if(get_val(12)<100) { _2TapTimerB = 0; TapCount_B = 2; }
} else if(TapCount_B == 2) {
if(get_val(12)==100) { TapCount_B = 0; combo_run(AutoDash_B); }
_2TapTimerB = _2TapTimerB + get_rtime();
if(_2TapTimerB > timeToDblTapB) TapCount_B = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
//#DASHEND
// Sniper Mode Quick Scope
//#QuickScopeSTART
if(event_press(btn_Swith7))SnipermodeOnOff=!SnipermodeOnOff;

if(SnipermodeOnOff)
{// execute this code if Snipermode OnOff is TRUE--------------
if(get_val(scope_button) > 10) {
combo_run(Snipermode);
}else{
combo_stop(Snipermode);
}
if(event_release(scope_button)) combo_run(snipermode)
}//---------------------------------------------------------------------
//#QuickScopeEND
//-----------------------------------------------------------------
// ANTI RECOIL
if(antirecoil_OnOff){
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo DblJump {
wait(150);
set_val(SPRINT_BTN,100);
wait(100);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}
//#QuickScopeSTART
combo Snipermode{
wait(200);
set_val(SPRINT_BTN, 100);
wait(4000);
}
combo snipermode{
set_val(fire_button, 100);
set_val(scope_button, 100);
set_val(SPRINT_BTN, 100);
wait(30);
set_val(fire_button, 0);
set_val(scope_button, 0);
set_val(SPRINT_BTN, 100);
wait(30)
set_val(SPRINT_BTN, 0);
combo_stop(snipermode);
}

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);
}
}

Excalibur
14th June 15, 11:50
hi Excalibur (http://cronusmax.com/forums/member.php?u=280729) i have try quick scope and setup the extra input 7 but it cant turn off if i puch 7 on my kb

if u have time plz take a look thx


/******************************************
* CronusMAX All Rights reserved © *
******************************************/
/*************************************************************************************************
* This Script was made and intended for www.CronusMAX.com & CronusMAX ONLY, *
* UNLESS premission is given by the creator and/or copywritee, *
* All rights reserved. This material may not be reproduced, displayed, *
* modified or distributed without the express prior written permission of the copyright holder. *
* For permission, contact ControlerMax © *
*************************************************************************************************/
///////////////////////////////////////////////////////////
// //
// COD ADVANCED WARFARE M&Kb ver.5.4 //
// //
///////////////////////////////////////////////////////////
// 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 MELEE=5; // RS/R3
define Up=13;
define Right=16;
define Down=14;
define Left=15;
define RA_X=9;
define RA_Y=10;
define LA_X= 11;
define LA_Y=12;
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 btn_Swith6= CEMU_EXTRA6;
define btn_Swith7= CEMU_EXTRA7;
//--------------------------------------------------------------
define dashDelay=500;
define dropDelay=600;
define RATE_OF_FIRE= 18.5;//Range: 1 to 25 RPS (Round/s)
define timelimit=300;
define ROFire = 18.5;

int antirecoil_OnOff = TRUE;
int ONLY_WITH_SCOPE = TRUE;// Use Anti-recoil only when scoping
int ANTI_RECOIL = 12; //change "0" to compensate vertical recoil (0 - 100)
int ANTI_RECOIL_LEFT = 0; //change this value to compensate to the left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //change this value to compensate to the right (0 - 100)

// VARIABLES
// ---------------------------------------------------------
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int bRapidBrst_On=FALSE;
int continueBurst=FALSE;
int JumpActive=FALSE;
int DblClick_JUMP;
int TimeToJump;
int hold_time=30;
int rest_time=10;
int time_to_DblClick_Sprint;
int DblClick_A;
int TapCount_R = 0;
int _2TapTimerR;
int timeToDblTapR=50;
int TapCount_L = 0;
int _2TapTimerL;
int timeToDblTapL=50;
int TapCount_B = 0;
int _2TapTimerB;
int timeToDblTapB=50;
int TapCount_F = 0;
int _2TapTimerF;
int timeToDblTapF=50;
int LA_L;
int LA_R;
int LA_B;
int sprint;
int dash;
int LX;
int LY;
int dash_X;
int burst_onoff = FALSE;
int SnipermodeOnOff=TRUE;
int dash_OnOff=FALSE;// Dash On/Off
int dropshot_OnOff=FALSE;// 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=TRUE;
int BuniMod_OnOFF=FALSE;
int BuniMove_OnOff=FALSE;
int ADS_Add_time=1000;
int DelayScope=20;
int VertValue=60;
int ADS_Delay=150;// ADS delay value
int timer;
int ProneTime=600;
int SlideOrDrop=20;
int InstantDrop=FALSE;
int MeleeTime=300;
int ReloadingTime;
int NotReloading=TRUE;
int bJumpWithDodge = FALSE;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
////////////////////////////////////////////////////////////////////
////// Go PRONE /////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Go PRONE
if(event_press(btn_Swith5))combo_run(GoProne);
// FIND the DIRECTION of LA
if(get_val(LA_X)<-20 || get_val(LA_X)>20)LX=get_val(LA_X);
////////////////////////////////////////////////////////////////////
////// AUTO HOLD BREATH /////////////////////////////////////////
////////////////////////////////////////////////////////////////////

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

// 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 + 20);
sensitivity(RA_Y, NOT_USE, 100 + 20);
}
}//------------------------------------

if(event_release(scope_button))timer=ADS_Delay;
////////////////////////////////////////////////////////////////////
////// DOUBLE JUMP WITH DASH FORWARD //////////////////////////////
////////////////////////////////////////////////////////////////////

//--------------------- Jump wit Dash -----------------------------------------------
// 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(btn_JUMP) && DblClick_A<=0 ) {DblClick_A =timelimit;}
else if (event_press(btn_JUMP)&& DblClick_A>0 ){combo_run(DblJump);}
}//-------------------------------------------------------------
//-------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////
///// DASHES ////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////

// DASHES ---------------------------------------------------------------------
// btn_Switch1 +Y = On/ Off Dash Shot
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 DIRECTIONS /////////////////////////////////////
////////////////////////////////////////////////////////////////////

//#DASHSTART
////////////////////////////////////////////////////////////////////
// Dash - Right
////////////////////////////////////////////////////////////////////
if(TapCount_R == 0) {//-----------------------------------------
if(get_val(11)==100) TapCount_R = 1;
} else if(TapCount_R == 1) {
if(get_val(11)<100) { _2TapTimerR = 0; TapCount_R = 2; }
} else if(TapCount_R == 2) {
if(get_val(11)==100) { TapCount_R = 0; combo_run(AutoDash_R); }
_2TapTimerR = _2TapTimerR + get_rtime();
if(_2TapTimerR > timeToDblTapR) TapCount_R = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Dash - LEFT
////////////////////////////////////////////////////////////////////
if(TapCount_L == 0) {//-----------------------------------------
if(get_val(11)==-100) TapCount_L = 1;
} else if(TapCount_L == 1) {
if(get_val(11)>-100) { _2TapTimerL = 0; TapCount_L = 2; }
} else if(TapCount_L == 2) {
if(get_val(11)==-100) { TapCount_L = 0; combo_run(AutoDash_L); }
_2TapTimerL = _2TapTimerL + get_rtime();
if(_2TapTimerL > timeToDblTapL) TapCount_L = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
// Dash - Back
////////////////////////////////////////////////////////////////////
if(TapCount_B == 0) {//-----------------------------------------
if(get_val(12)==100) TapCount_B = 1;
} else if(TapCount_B == 1) {
if(get_val(12)<100) { _2TapTimerB = 0; TapCount_B = 2; }
} else if(TapCount_B == 2) {
if(get_val(12)==100) { TapCount_B = 0; combo_run(AutoDash_B); }
_2TapTimerB = _2TapTimerB + get_rtime();
if(_2TapTimerB > timeToDblTapB) TapCount_B = 0;
}//-------------------------------------------------------------
////////////////////////////////////////////////////////////////////
//#DASHEND
// Sniper Mode Quick Scope
//#QuickScopeSTART
if(event_press(btn_Swith7))SnipermodeOnOff=!SnipermodeOnOff;

if(SnipermodeOnOff)
{// execute this code if Snipermode OnOff is TRUE--------------
if(get_val(scope_button) > 10) {
combo_run(Snipermode);
}else{
combo_stop(Snipermode);
}
if(event_release(scope_button)) combo_run(snipermode)
}//---------------------------------------------------------------------
//#QuickScopeEND
//-----------------------------------------------------------------
// ANTI RECOIL
if(antirecoil_OnOff){
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}
}
//-----------------------------------------------------------------
}// End of MAIN B LOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo DblJump {
wait(150);
set_val(SPRINT_BTN,100);
wait(100);
}
combo AutoDash_L {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,-100);
wait(500);
}
combo AutoDash_R {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_X,100);
wait(500);
}
combo AutoDash_B {
set_val(SPRINT_BTN,100);
wait(100);
set_val(LA_Y,100);
wait(500);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(100); // hold Sprint btn.
}
combo GoProne {
set_val(PRONE,100);
wait(ProneTime);
}
//#QuickScopeSTART
combo Snipermode{
wait(200);
set_val(SPRINT_BTN, 100);
wait(4000);
}
combo snipermode{
set_val(fire_button, 100);
set_val(scope_button, 100);
set_val(SPRINT_BTN, 100);
wait(30);
set_val(fire_button, 0);
set_val(scope_button, 0);
set_val(SPRINT_BTN, 100);
wait(30)
set_val(SPRINT_BTN, 0);
combo_stop(snipermode);
}

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);
}
}



Did you bind your keyboard button 7 to the EXTRA INPUT 7 in X-AIM ?

skyline9394
14th June 15, 12:33
yes i have bind to 7 on my kb

Excalibur
14th June 15, 14:07
yes i have bind to 7 on my kb


There is no reasons to not work - you have this code



if(event_press(btn_Swith7))SnipermodeOnOff=!SnipermodeOnOff;



btn_Switch7 is = CEMU_EXTRA7 which is the EXTRA_INPUT7 in X-AIM.

skyline9394
14th June 15, 16:05
OK i will try trm again

francogerb
14th June 15, 16:28
after i download this gamepack, how will i be able to install it on my cronusmax?
thanks

Excalibur
14th June 15, 17:04
after i download this gamepack, how will i be able to install it on my cronusmax?
thanks


Did you read everything in the first post ?

There you can find answers to yours questions.


https://www.youtube.com/watch?v=w71lTV_v_tw

Roberto85
6th October 15, 08:36
it is possible to use with Ghost?

Excalibur
6th October 15, 20:41
it is possible to use with Ghost?

Yes, just remove the code for dashes.

Roberto85
7th October 15, 03:51
thanks for the quick response

mouse_aim
7th October 15, 21:39
Oh yeah man .i love you.

kinetic
4th November 15, 15:21
Hi , just read throught the thread and it helped ALOT ! thanks for your efforts Excalibur (http://cronusmax.com/forums/member.php?u=280729) :)

I assume the basic functions like ADS sens on this will work fine for black ops 3 ? and will there be a BO3 SGI app ? :)

Excalibur
4th November 15, 15:39
Hi , just read throught the thread and it helped ALOT ! thanks for your efforts Excalibur (http://cronusmax.com/forums/member.php?u=280729) :)

I assume the basic functions like ADS sens on this will work fine for black ops 3 ? and will there be a BO3 SGI app ? :)

Thank you.
Yes of course :
BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE M&Kb (http://cronusmax.com/forums/showthread.php?t=150020)
Please leave comment - what mods do you want to have.

Cheers !
:D

kinetic
4th November 15, 15:48
yes i found the new SGI just after i posted lol, thank you :)

aikonbr
8th September 16, 20:43
its works in dualshock 4?

Eddie
8th September 16, 21:12
its works in dualshock 4?Yes it works.
but some mods need the m&kb

aikonbr
8th September 16, 21:15
Yes it works.
but some mods need the m&kb

Thanks =]