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Excalibur
2nd September 15, 11:33
1522


BLACK OPS III v. 9.1
Script Generator Interface M & Kb version.

http://i66.tinypic.com/2qly4a8.png (https://www.dropbox.com/sh/x9rb6liiddc22s8/AADSkX0397Wyli02kZWWzT0ba?dl=0)
If you guys like it please hit the green thumbs up for like http://cronusmax.com/forums/images/smilies/smile.png enjoy!!!!!

NEW DESIGN of application :

2370 2371 2372 2373 2374

2375 2376 2377


https://www.youtube.com/watch?v=p6xDpXtjK6g&feature=youtu.be

Thanks to Johan Chivallier (https://www.youtube.com/channel/UCdkdBaJGWCXQ7ceExWAqokg) , who made this video in French

https://www.youtube.com/watch?v=lOrNfU3fEts

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 mods 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), x22dot
Console : XBOX ONE, XBOX 360, PS 3, PS 4
Game pads: All supported game pads.
-----------------------------------------------------------------------------------------------------------------------------
IMPORTANT :
1. Go to the tab BUTTON LAYOUT.
You must ensure that the script buttons match the button layout that you are using in the game.

Script buttons ____________ In game Button Layout
2506 2507
How to use Rapid Fire Class?
-----------------------------------------------------------------------------------------------------
Black Ops 3 Recommended Adjustable Paremeters for Rapid Fire, Anti-Recoil and Q Scope (http://cronusmax.com/forums/showthread.php?t=152852)

The rapid fire mod is an automated sequence of FIRE - WAIT - FIRE - WAIT - FIRE. If you are using it on fully automatic weapons, it will make them fire slower. It is recommended that you do NOT use the rapid fire mod on fully automatic weapons.
Fully automatic weapons will fire much faster without the rapid fire mod.Rapid Fire works by running an automated sequence of FIRE - WAIT - FIRE - WAIT - FIRE...... There are two variables associated with this sequence - Hold Time and Rest Time.
Hold Time (aka FIRE) - This is the amount of time the shoot button is held and firing. Different weapons have different firing rates and timings. For example, the firing ("holdtime") for a single shot semi-automatic weapon would be different than a "3 round burst" or "4 round burst".
Rest Time (aka WAIT) - This is the amount of time it is needed to wait ("rest") before firing again. There is a minimum amount of time programmed for each weapon in the game. The timing will vary for each one.



It basically has three options and 4 variants :
1. Rapid Fire ALL WEAPONS - it will work with all weapons ( Primary and Secondary ).

2371

2. Primary Weapon - you have Rapid Fire only for the Primary Weapons.

2371

3. Secondary Weapon - you have Rapid Fire only for the Secondary Weapons.

2316

4. Primary and Secondary - you have different Rapid Fire for Primary and for Secondary Weapons.

1. Rapid Fire .
- it has additional options :


If you check : Include switch in game for Hold and Rest Time, you can have on the fly 32 different Rapid Fire.

The rapid fire mod is an automated sequence of FIRE - WAIT - FIRE - WAIT - FIRE. If you are using it on fully automatic weapons, it will make them fire slower. It is recommended that you do NOT use the rapid fire mod on fully automatic weapons. Fully automatic weapons will fire much faster without the rapid fire mod.
There are two variables associated with this sequence - Hold Time and Rest Time.
Hold Time (aka FIRE) - This is the amount of time the shoot button is held and firing. Different weapons have different firing rates and timings. For example, the firing ("holdtime") for a single shot semi-automatic weapon would be different than a "3 round burst" or "4 round burst".


Rest Time (aka WAIT) - This is the amount of time it is needed to wait ("rest") before firing again. There is a minimum amount of time programmed for each weapon in the game. The timing will vary for each one.

Rapid FIre Adjustable Parameters Explained (http://cronusmax.com/forums/showthread.php?t=152333)

------------------------------------------------------------------------------
How to work with Anti Recoil?

Black Ops 3 Recommended Adjustable Paremeters for Rapid Fire, Anti-Recoil and Q Scope (http://cronusmax.com/forums/showthread.php?t=152852)


1.Set values for the vertical recoil for all 3 Profiles.
In the example above I set them : 30 / 35 / 40

2. Choose CEMU_EXTRA button ( which is the EXTRA_INPUT buttons in X-AIM) . In the example it is CEMU_EXTRA4 witch is the EXTRA_INPUT4 in X-AIM plugin ).
In game you will use this button with combination of D pad buttons to switch to Profiles or to turn Anti Recoil OFF.
For example:
hold CEMU_EXTRA4 and press D pad RIGHT , will switch to Profile 2.

3. When you start script it will always start with values for the Profile 1 ( this is the default Profile ).

The benefits : you have 3 different values for the anti recoil and you can try them immediately in game.

---------------------------------------------------------------------------------------------------------
What is the CEMU EXTRA1..8 and EXTRA INPUT1..8 ?

Most of us have been so confused in the beginning. Let me read what it says in the manuals :
The extra inputs are available mainly to be used in conjunction with GPC scripts, where you can have, for example, a shortcut key to start a macro or set certain configurations in your script.
GPC identifiers for extra inputs:



CEMU_EXTRA1, CEMU_EXTRA2, CEMU_EXTRA3, CEMU_EXTRA4,
CEMU_EXTRA5, CEMU_EXTRA6, CEMU_EXTRA7, CEMU_EXTRA8, CEMU_EXTRA9



The first 4 extra inputs correspond to the motion sensors of Dualshock 3 controllers (Accelerometer X, Accelerometer Y, Accelerometer Z and Gyroscope respectively), any assignments to theses entries will be translated to the sensors when using CronusMAX PLUS on PS3 systems. The same is also true for Dualshock 4 and PS4 systems, but all extra inputs are used (Accelerometer X, Accelerometer Y, Accelerometer Z,Gyroscope X, Gyroscope Y, Gyroscope Z, Touch, Touch X, Touch Y). Very few games makes use of these sensors, so you are free to use them for other purposes.

Think of them as additional virtual buttons( because they don't have physical equivalent ). X-AIM called them EXTRA INPUTS but they was declared in GPC language like CEMU EXTRA -I know that this part is the most confusing.
I do not know the reason for this and I can not explain why they did so.But that's not important to us. What is important is that we can use these virtual buttons to activate combos ( macros) or set settings in ours scripts.
The only thing you have to understand is how to use them.

So if you have in script virtual button CEMU_EXTRA1 , you need to know that it is equal to EXTRA INPUT1 in X-AIM plug in.
So to be able to use it , you need to connect EXTRA INPUT1 button to the real button in your keyboard. This process is very simple.

If you want to read manuals, below is the link :
http://cronusmax.com/manual/images/layout_configuration.htm


http://s10.postimg.org/mvr5s9zhh/Auto_Dash.jpg (http://postimg.org/image/mvr5s9zhh/)

CEMU EXTRA1..8 are EXTRA INPUT1..8 in X-AIM plugin.

1746 1747 1748
NOTE: EXTRA INPUT1 is located in top left corner of the EXTRA INPUTS.
To assign keyboard button to EXTRA_INPUT1 ( for example) which is CEMU_EXTRA1 in scripts follow the next steps:
1. Put the mouse over the extra input 1 square and press right mouse button. From the pop up menu select keystroke.
2. Now Press button from your keyboard ( in our example we press F5 ).
That is.

-------------------------------------------------------------------------------------------------------------------------------------------------------------

14. BURST FIRE

1. Select how to operate Burst Fire.
2. Click on switch button ( connected to weapon) to make it ON.
3. Select Rounds per burst.
1812 2313
-------------------------------------------------------------------------------------------------------------------------------------------------------------


HOW TO USE THIS APPLICATION

1. IMPORTANT: Goto the tab "BUTTON LAYOUT" and select your in game button layout.

Script buttons ____________ In game Button Layout
2506 2507

2. Enable mods that you want to have. Attention some of the modes can not work together.

Use application BLACK OPS III and enable Mods and adjust all settings, then use menu -> Copy to Clipboard.
Now Go to CronusPro and select Menu -> File New ->Empty File.
In the new window - Use right mouse button and select "Paste" ( alternatively - use short cut Ctr+V ).
Start X-AIM plugin and select Layout Options ->Load GPC Script.

james37619
3rd September 15, 15:49
Thank you for this Excalibur.

LEX LOST
3rd September 15, 16:22
Great work Ivan!!!

elisiaelf
11th September 15, 03:55
It looks very professional. You become better and better.
;)

Excalibur
16th September 15, 04:42
Updated ...

new version 1.4 release.

RingzGunz
29th October 15, 18:55
quick male and a one click specialist ability activation.

Excalibur
30th October 15, 18:10
quick male and a one click specialist ability activation.


Thank you for the suggestions.

RingzGunz
30th October 15, 20:03
Auto sprint. Take a look at the walk walking and slide movements it could be made better too.

Excalibur
31st October 15, 12:02
Auto sprint. Take a look at the walk walking and slide movements it could be made better too.


Thank you . Please , explain in more details about walk walking and slide movements!



Updated....

BLACK OPS III varsion 1.5 released.

ps4182
1st November 15, 06:34
I haven't checked the gamerpack in weeks, but has there been dropshot added to this gamerpack ?

Excalibur
1st November 15, 11:07
I haven't checked the gamerpack in weeks, but has there been dropshot added to this gamerpack ?


Yes, check the Shot Mode

1719

ps4182
2nd November 15, 08:20
Can you please put the dropshot option in this gamerpack setup..






... Sorry its sideways.

ps4182
2nd November 15, 08:37
Yes, check the Shot Mode

1719

Hi Excalibur, can you please have a look at my post in the thread.....
thankyou

Excalibur
2nd November 15, 20:21
Hi Excalibur, can you please have a look at my post in the thread.....
thankyou


Don't worry about Game pack. There will be new or updated version of it, when the game released.

ps4182
3rd November 15, 05:25
Don't worry about Game pack. There will be new or updated version of it, when the game released.

Thankyou Excalibur, I'm in Australia... The game gets realeased on Friday the 6th, is the gamerpack going to ready for Thursday night US time,
i would love you be able to play BO3 with the gamerpack.

Excalibur
3rd November 15, 05:37
Thankyou Excalibur, I'm in Australia... The game gets realeased on Friday the 6th, is the gamerpack going to ready for Thursday night US time,
i would love you be able to play BO3 with the gamerpack.


Nope, to have a good game pack we need to know the game very well so we need to play the game and explore what we can exploit .

ps4182
3rd November 15, 06:25
Nope, to have a good game pack we need to know the game very well so we need to play the game and explore what we can exploit .

Can you please put dropshot into that gamerpack, and we can use it till it is revised.
Please, that would be great ....
Thankyou.

Excalibur
3rd November 15, 11:16
Can you please put dropshot into that gamerpack, and we can use it till it is revised.
Please, that would be great ....
Thankyou.

Okay, I will ask KittyDawn for that.

dirksmoove
3rd November 15, 18:20
Thanks for you're program fellerz.. .im having a problem tho.. its not generating a code... its only generating your "" disclaimer

ps4182
3rd November 15, 19:01
Okay, I will ask @KittyDawn (http://cronusmax.com/forums/member.php?u=285582) for that.

Thankyou Excalibur. :)
cronusmax is fantastic, and all you guys are doing a fantastic job.

Excalibur
3rd November 15, 19:20
Thanks for you're program fellerz.. .im having a problem tho.. its not generating a code... its only generating your "" disclaimer


Yes, you're right. I didn't finish it yet. Right now it is like a preview of the mods that it will have.

If you have any suggestion about mods or anything else, please leave comments .

dirksmoove
3rd November 15, 22:58
oh no doubt!!

Lukezzi
6th November 15, 04:24
Can you please add Always run for M&K

KittyDawn
6th November 15, 04:27
Can you please add Always run for M&K

That's Auto sprint and I believe Excalibur has already put it in there. Section 8 if memory recalls.

Excalibur
6th November 15, 07:02
UPDATED...

released a new BLACK OPS III v. 1.6

NOTE: Not all Classes are worked yet. Will be updated.

Unfortunately I can't test it in the game right now.
Let me know how it works, if you find any problems or having suggestion.

Lukezzi
6th November 15, 09:19
Can you please make tutorial how to configure Anti Recoil

kinetic
6th November 15, 10:43
Thanks for your work Excalibur (http://cronusmax.com/forums/member.php?u=280729)

two things, i noticed the display code button remains blanks once options have been chosen BUT if you click copy script it works and copies fine , that might help a few users :)

also could you add toggle ads plz ? i always use that options

thanks in advance :)

docwell
6th November 15, 11:28
Can you show your mouse settings please ??

Lukezzi
6th November 15, 12:02
These settings work very well for me1737 in game sensitivity 10

docwell
6th November 15, 12:08
thank's man ! :)

RingzGunz
6th November 15, 14:00
Still some things I don't understand.

Excalibur
6th November 15, 15:26
Can you please make tutorial how to configure Anti Recoil

I will but right now I have a little trip to the London and will back at 11.11.2015.


Thanks for your work Excalibur (http://cronusmax.com/forums/member.php?u=280729)

two things, i noticed the display code button remains blanks once options have been chosen BUT if you click copy script it works and copies fine , that might help a few users :)

also could you add toggle ads plz ? i always use that options

thanks in advance :)

Code display - It is not for the end users, I use it to generate code there.
Yes, I will add Toggle ADS in the next version.


Still some things I don't understand.

Can you make a list about what you need to explain ?

scoul
6th November 15, 15:41
how do i activate this script once in game???????

EDIT: i have chosen Scope mode which works perfect, i have also chosen Rapid fire for my secondary weapon but it does not work, do i need to activate it?

RingzGunz
6th November 15, 15:43
Rapid fire, even when I put it on 25 still seem the same.
Fire Mode: I don't understand what's the difference between Always on and Scope enable.
Can't get quick scope to work.
Can't find a good ADS sensitivity.
Can't get anti recoil to work no matter what value I use.

I'm sure the program works great but it just some terms I don't understand.



Can you make a list about what you need to explain ?[/QUOTE]

Excalibur
6th November 15, 18:09
how do i activate this script once in game???????

EDIT: i have chosen Scope mode which works perfect, i have also chosen Rapid fire for my secondary weapon but it does not work, do i need to activate it?


Rapid fire, even when I put it on 25 still seem the same.
Fire Mode: I don't understand what's the difference between Always on and Scope enable.
Can't get quick scope to work.
Can't find a good ADS sensitivity.
Can't get anti recoil to work no matter what value I use.

I'm sure the program works great but it just some terms I don't understand.



Can you make a list about what you need to explain ?[/QUOTE]

1. There was a bug with Rapid Fire.

Now I change it to RAPID FIRE and Secondary Weapon.
If you choose RAPID FIRE - it will work for the All weapons.
If you choose Secondary - it will work only for secondary weapon.

If you choose both - you can have different Rapid Fire for Primary and for Secondary Weapon.

2. I remove Fire Mode.

3. QUICK SCOPE was a bug - now fixed it.

4. ADS sensitivity - you need to experiment.

5. Recoil - was a bug . - fixed.

- - - Updated - - -


Updated

release BLACK OPS III v.1.8

scoul
6th November 15, 18:41
thank you excalibur :)

twobyfourlol
6th November 15, 19:17
hey there

thanks for everything you are doing for the community first of all, but i'm having a little trouble

when i try to use a script, i get the error:

> ERROR line 157: 'SCOPE_BTN' is not defined.
Build failed with 1 errors ...

Excalibur
6th November 15, 20:28
hey there

thanks for everything you are doing for the community first of all, but i'm having a little trouble

when i try to use a script, i get the error:

> ERROR line 157: 'SCOPE_BTN' is not defined.
Build failed with 1 errors ...

Yes, that was the next bug that I fixed. I release a new version BLACK OPS III v.1.9

kinetic
7th November 15, 06:45
A silly question but...... do you have to add values to the boxes in the anti recoil section ? i see theres 3 profiles , all have 0 value for left up right , do we have to enter values for AR to work ? if so which are the best to start with ?

Excalibur
7th November 15, 07:52
A silly question but...... do you have to add values to the boxes in the anti recoil section ? i see theres 3 profiles , all have 0 value for left up right , do we have to enter values for AR to work ? if so which are the best to start with ?

Yes, you need to put values at least for the vertical recoil. Unfortunately I can't test them in game ( I'm out of home ) so you need to experiment . Start with 25 / 30 / 35 for the Profile 1,2,3

Updated .....

release a new BLACK OPS III [ SGI ] M&Kb v.2.0

perfectdark
7th November 15, 10:43
whats the difference between using this and the regular black ops 3 and just adjust those options (sorry i'm new just got cronusmax plus)

Excalibur
7th November 15, 11:50
whats the difference between using this and the regular black ops 3 and just adjust those options (sorry i'm new just got cronusmax plus)


This is optimized version for Mouse & Keyboard.

whocares1195
7th November 15, 16:34
A couple things,

1. Is int Sens related to the ADS Sensitivity tab because when I enable it and Increase value to something other than 20, it stays at 20 and I can find no representation of my changed value when Copying and Pasting the script.

2. The int b_ADS_Delay and int ADS_Delay are not represented on the S.G.I. Are these values used when enabling ADS Sensitivity because they remain at FALSE and 0 when Copying and Pasting the script and I see that they are represented in the ADS Sensitivity block of code

I just want to know if the sensitivity is actually working. Thanks!

RingzGunz
7th November 15, 17:02
Double malee doesn't seem to be working.

Excalibur
7th November 15, 17:06
A couple things,

1. Is int Sens related to the ADS Sensitivity tab because when I enable it and Increase value to something other than 20, it stays at 20 and I can find no representation of my changed value when Copying and Pasting the script.

2. The int b_ADS_Delay and int ADS_Delay are not represented on the S.G.I. Are these values used when enabling ADS Sensitivity because they remain at FALSE and 0 when Copying and Pasting the script and I see that they are represented in the ADS Sensitivity block of code

I just want to know if the sensitivity is actually working. Thanks!


Thank you for the feedback.
You find the another bug. I fixed it now and will release a new version.


Updated ...

release a new BLACK OOPS III [ SGI ] M&Kb v. 2.1

RingzGunz
7th November 15, 17:15
I think everyone should start posting their scripts their using on the forum for everyone that still don't quite understand the different options, mods and variables.

RingzGunz
7th November 15, 17:23
Will someone make a script for me including these mods because I can't seem to get some of the ones I want to work for myself. Help would be greatly appreciated.

I want rapid fire to be as fast as possible. I'm currently going back and forth between HVK, KNG, VMP.
Shot mode on scope shot. timing should be set to 85.
Anti recoil. I want as little recoil as possible.
And double meele.

whocares1195
7th November 15, 18:02
On your Shot Mode tab you have D-Pad directions listed which I assume are to be used with the In Game Switch but in your code you have the face buttons used (A, B, Y)

// DROP SHOT On / Off = CEMU_EXTRA2 + B/CIRCLE
if(get_val(CEMU_EXTRA2) && event_press(PRONE_BTN))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------

For this particular block, how would I go about setting this to Toggle On/Off with only the CEMU_EXTRA# key assigned? For example I bind F2 to CEMU_EXTRA2 and I want to enable/disable Drop Shot by only pressing F2. You think you can modify the options a little to do this or just let me know what to change/add if you don't want to change your interface. Thanks! Your app is AWESOME!!!!

Excalibur
7th November 15, 18:20
On your Shot Mode tab you have D-Pad directions listed which I assume are to be used with the In Game Switch but in your code you have the face buttons used (A, B, Y)

// DROP SHOT On / Off = CEMU_EXTRA2
if(get_val(CEMU_EXTRA2) && event_press(PRONE_BTN))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------

For this particular block, how would I go about setting this to Toggle On/Off with only the CEMU_EXTRA# key assigned? For example I bind F2 to CEMU_EXTRA2 and I want to enable/disable Drop Shot by only pressing F2. You think you can modify the options a little to do this or just let me know what to change/add if you don't want to change your interface. Thanks! Your app is AWESOME!!!!


Thanks again, I was so hurry to finish the application and didn't have time to test it.

I will change the application to work with D pad buttons.

If you want to use only one button , here is the code :


// DROP SHOT On / Off = CEMU_EXTRA2
if(event_press(CEMU_EXTRA2))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------

Excalibur
7th November 15, 22:04
Will someone make a script for me including these mods because I can't seem to get some of the ones I want to work for myself. Help would be greatly appreciated.

I want rapid fire to be as fast as possible. I'm currently going back and forth between HVK, KNG, VMP.
Shot mode on scope shot. timing should be set to 85.
Anti recoil. I want as little recoil as possible.
And double meele.


Inside the script you can find INSTRUCTIONS.

You can try different values for the Rapid Fire on the Fly ;

1745

In rapid fire mode you hold fire button , but script will make it like a turbo button. The time that is important is the "hold time"- this is the time where fire button was pressed.
The rest time"" is the time where fire button is released.

hold CEMU_EXTRA1 + D pad buttons to change hold time.

hold CEMU_EXTRA2 + D pad buttons to change rest time.

Here is the script :

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III M&Kb ver. 2.3
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP


----------------------------------------------------------------
Change Hold Time - Rest Time on the Fly

Hold Time => hold : CEMU_EXTRA1+ Dpad

UP hold_time = 10
RIGHT hold_time = 15
DOWN hold_time = 20
LEFT hold_time = 25
--------------------------------------------

Rest Time => hold CEMU_EXTRA2+ Dpad

UP rest_time = 10
RIGHT rest_time = 15
DOWN rest_time = 20
LEFT rest_time = 25
--------------------------------------------

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => CEMU_EXTRA3 + D pad Down

//2. JUMP SHOT On / Off => CEMU_EXTRA3 + D pad Up

//3. SIDE SHOT On / Off => CEMU_EXTRA3 + D pad Right

//4. Scope Shot On / Off => CEMU_EXTRA3 + D pad Left

----------------------------------------------------------------
Class 8. SPECIAL ABILITY

// Activate it with => CEMU_EXTRA5

----------------------------------------------------------------
Class 9. ANTI RECOIL

//1. Profile 1 On => CEMU_EXTRA4 + D pad Up

//2. Profile 2 On => CEMU_EXTRA4 + D pad Right

//3. Profile 3 On => CEMU_EXTRA4 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA4 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_LB; // RB
define TACTICAL = XB1_RB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 40; // Primary Weapon
int rest_time = 20;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot = TRUE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 20; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
// ANTI RECOIL - UserProfile 1: Switch:CEMU_EXTRA4
if( get_val(CEMU_EXTRA4) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 20; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 25; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 30; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Scope Enabled
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) && get_val(ADS_BTN)){
combo_run(AntiRecoil);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = CEMU_EXTRA3 + D pad Down
if(get_val(CEMU_EXTRA3) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------


// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN)>0 ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// Jump Shot On / Off => CEMU_EXTRA3 + D pad Up
if(get_val(CEMU_EXTRA3)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
ScopeShot =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if (JumpShot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(Jump);
}//-----------------------------------------

//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Side Shot On / Off => CEMU_EXTRA3 + D pad Right
if(get_val(CEMU_EXTRA3)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}

}
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------


//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => CEMU_EXTRA3 + D pad Left
if(get_val(CEMU_EXTRA3)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// CEMU_EXTRA1+ Dpad change Hold Time
if(get_val(CEMU_EXTRA1)){

if(event_press(Up)) { hold_time = 10; }
if(event_press(Right)){ hold_time = 15; }
if(event_press(Down)) { hold_time = 20; }
if(event_press(Left)) { hold_time = 25; }
}

// CEMU_EXTRA2+ Dpad change Rest Time
if(get_val(CEMU_EXTRA2)){

if(event_press(Up)) { rest_time = 10; }
if(event_press(Right)){ rest_time = 15; }
if(event_press(Down)) { rest_time = 20; }
if(event_press(Left)) { rest_time = 25; }
}

// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(20);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// ANTI RECOIL - Class 9
combo AntiRecoil {
//---------------------------------
anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

Excalibur
7th November 15, 22:18
Updated ...

Hey guys make me happy :D : Please hit the green thumbs up for like enjoy!!!!!

release a new version of BLACK OPS III [SGI] M&Kb v.2.3


Now application will generate Instuctions for the most important mods.

deathrowghost
8th November 15, 04:51
can this be used with the xbox one controller?

Excalibur
8th November 15, 05:59
can this be used with the xbox one controller?

Yes, it can be used with all supported controllers.

dalery974
8th November 15, 08:27
Bonjour a tous je voudrais avoir un bon reglage de bo3 .Je joue avec manette xbox one merci

Lukezzi
8th November 15, 08:50
Hi Guys, I am getting en error:
"ERROR line 190: syntax error near unexpected token 'combo'. Build failed with 1 errors ..."

This is the 190 line: combo TAKE_SHOT {

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
////////////////////////
combo TAKE_SHOT {

Excalibur
8th November 15, 12:03
Hi Guys, I am getting en error:
"ERROR line 190: syntax error near unexpected token 'combo'. Build failed with 1 errors ..."

This is the 190 line: combo TAKE_SHOT {

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
////////////////////////
combo TAKE_SHOT {

This info is not enough to find what is the problem.
Tel me :
1. What version of app. do you use?
2. Show me the screenshot of the application.
3. How you take the script from application?

Lukezzi
8th November 15, 12:42
1. What version of app. do you use?
I use 2.3 but there is the same issue with 2.2

2. Show me the screenshot of the application.

1749 1751

3. How you take the script from application?

AS per screenshot and than I paste to new GPC script in Cronus Pro 1.0




// COPYRIGHT:
// CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III M&Kb ver. 2.3
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/***************************************************************
INSTRUCTIONS

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_LB; // RB
define TACTICAL = XB1_RB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon = TRUE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int Sens = 80;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// SENSITIVITY - if ADS Delay is ON
if(get_val(ADS_BTN)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(R_X, NOT_USE, 100 + Sens);
sensitivity(R_Y, NOT_USE, 100 + Sens);
}
}//------------------------------------
if(event_release(ADS_BTN))timer=ADS_Delay;
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


if(Prim_SecondWeapon){

if(event_press(CEMU_EXTRA4) || (get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=1000)) {
combo_run(RESET_WITH_SPAN);
}
if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon= !SecondaryWeapon;
}


////////////////////////////////////////////////////////////
// Rapid Fire Primary weapon
if(PrimaryWeapon){//----------------------------------------



if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE_Primary);
}else if(combo_running(RAPID_FIRE_Primary)){
combo_stop(RAPID_FIRE_Primary);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(20);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// end of script

Excalibur
8th November 15, 13:39
1. What version of app. do you use?
I use 2.3 but there is the same issue with 2.2

2. Show me the screenshot of the application.

1749 1751

3. How you take the script from application?

AS per screenshot and than I paste to new GPC script in Cronus Pro 1.0


Thank you.
This is a bug in application . I will release a new version.

Updated ...

release a new BLACK OPS III [SGI] M&Kb v.2.4

Lukezzi
8th November 15, 13:41
Thank You

WHITE 4ND N3RDY
8th November 15, 14:47
Man I'm a little disappointed with all the mod blocks in this game. When the beta was out I had a bunch of rad mods like my optic rapid fire glitch and xyy jitter hip shot for semi and burst weapons but they have all been patched since the beta. I had a little time to play yesterday as I'm in between moving but I manage to make some fast reloads. As far as assult figffles there's not much time shaved off but the light machine guns are VERY benifical. I've been using the 3rd machine gun the 2 shot kill and it's beast with the fast reload I save almost 2 seconds of reload time. I don't have much time but if no one post up fast reloads I'll post up what I got when I have access to do so.

Excalibur
8th November 15, 15:27
Man I'm a little disappointed with all the mod blocks in this game. When the beta was out I had a bunch of rad mods like my optic rapid fire glitch and xyy jitter hip shot for semi and burst weapons but they have all been patched since the beta. I had a little time to play yesterday as I'm in between moving but I manage to make some fast reloads. As far as assult figffles there's not much time shaved off but the light machine guns are VERY benifical. I've been using the 3rd machine gun the 2 shot kill and it's beast with the fast reload I save almost 2 seconds of reload time. I don't have much time but if no one post up fast reloads I'll post up what I got when I have access to do so.

Hi man,
You are a legend on those kind of mods so I will be very happy if you find time and post what you have.

Cheers mate.

Krakonos
8th November 15, 15:41
Excalibur:hi man
I understand you try it out but you never tried any of the scripts so why are you updating. When its all the same. No one needs fire riped all the guns works good on black ops 3 your scripts slow down fire riped. Dont try to make script and do mouse setting that's more important for people. Or leave that for professional people. Because every script like you said have bugs. You just make people angry. Thank you

Lukezzi
8th November 15, 15:43
Is the Rapid fire by default on or off after enabling it? I do not know If I should activate it by pressing ads and up.

Excalibur
8th November 15, 16:13
Excalibur:hi man
I understand you try it out but you never tried any of the scripts so why are you updating. When its all the same. No one needs fire riped all the guns works good on black ops 3 your scripts slow down fire riped. Dont try to make script and do mouse setting that's more important for people. Or leave that for professional people. Because every script like you said have bugs. You just make people angry. Thank you

1. I,m far a way from my house so I can't test script by myself, but I'm a big fan of the series, so when I back will use it.
2. This script has a lot of combination so I can't test them all by myself ( it will take my a month to test them).
3. If you find the right values for the rapid fire, you can free one perks slot ( foregrip for example).
and you can have 32 variants of rapid fire on the fly.
4. I don't understand of the mouse settings so I can't help there.
5. The application give the users easy way to set up different mods without of needs to know GPC scripting.
6. If you can do it better than me , go ahead and do it.
7. If you don't like it , just don't use it.
8. This script is optimized for the mouse & keyboard.
9. Not every script has a bug , the bug are in application that generated the script. Show my one application that is free of bugs.
10. I do this a Goodwill to help our members. I do not get paid for it.
11. I know very well the GPC scripting language.

Thank you.

Excalibur
8th November 15, 16:14
Is the Rapid fire by default on or off after enabling it? I do not know If I should activate it by pressing ads and up.


If you enabled it , it is by default ON.

Lukezzi
8th November 15, 16:25
thank you, I appreciate a lot your work

Krakonos
8th November 15, 16:27
Ok i got it as Lenin said Learn learn learn. Rapid fire don't script it because it slows it down.

Krakonos
8th November 15, 16:41
I just don't get it why people want scripts everything is in the game rapid fire ect. I tried your script twice and it were horrible in game im sorry sound like i try to make u down but it not like that i respect your work but i don't think we need script

Excalibur
8th November 15, 16:43
Ok i got it as Lenin said Learn learn learn. Rapid fire don't script it because it slows it down.


If you don't like it, don't use it. If you know how to use it properly you can have a benefits.

Много лет изучал теорию Ленина. :smile:


I just don't get it why people want scripts everything is in the game rapid fire ect. I tried your script twice and it were horrible in game im sorry sound like i try to make u down but it not like that i respect your work but i don't think we need script

Horrible lol, in what aspect it is horrible?
The weapons in game are fast enough and maybe there is no point to use rapid fire for the primary weapons, but it can be used for the secondary.
If you think you don't need a script , then don't use it. It is a simple. The script is not only about rapid fire, there are a lot of other mods.
But if you think don't need them , you are free to not used it.

Excalibur
8th November 15, 23:57
Is the Rapid fire by default on or off after enabling it? I do not know If I should activate it by pressing ads and up.


thank you, I appreciate a lot your work

Thank you.
If you enabled it you will start with Rapid Fire ON.

You can toggles between OFF /ON with : hold ADS + press D pad UP.

GoodGreen
9th November 15, 09:47
Excalibur:hi man
I understand you try it out but you never tried any of the scripts so why are you updating. When its all the same. No one needs fire riped all the guns works good on black ops 3 your scripts slow down fire riped. Dont try to make script and do mouse setting that's more important for people. Or leave that for professional people. Because every script like you said have bugs. You just make people angry. Thank you

I believe he is a professional, if he was avarage i doubt this would be possibly posted. Its more to mods than RF, btw the Shevia assult rifle as well as handguns will be fine with RF. He also has drop shot, sniper quick shots and other mods. If you play with the settings you can create a non recoil laser weapon of some sort. We should be positive and support this guy for the hard work that he is sharing with the community. Keep up the good work Excalibur

Excalibur
9th November 15, 18:36
I believe he is a professional, if he was avarage i doubt this would be possibly posted. Its more to mods than RF, btw the Shevia assult rifle as well as handguns will be fine with RF. He also has drop shot, sniper quick shots and other mods. If you play with the settings you can create a non recoil laser weapon of some sort. We should be positive and support this guy for the hard work that he is sharing with the community. Keep up the good work Excalibur


Thank you for the support. I do all that because of the good people like you.

Excalibur
10th November 15, 07:58
Yes that is what I don't understand


It is very simple.
Connect CM to PC and to console.

1. Copy script from here and put it to your Cronus Pro
- use "Select All" button and then Ctr+C
- bring up Cronus Pro and use Ctr+N and then Ctr+V .

- In console run the game.
- Run script with "Build and Run" ( short cut F5 ).

Your anti recoil is set to compensate with 20 / 25 / 30

1764

When you run the script it will use value 20 like default value.

Shot your favorite weapon to check how it work.
Now switch to Profile 2 - use : hold ADS button + press D pad Right.
Script will change value to 25 ( This is Profile 2 value).
Again shot weapon to check how it work.

Switch to Profile 3. use : hold ADS + D pad Down.

Depending on how your sight is moving ( Up or Down ) you need to change this values.

1765

NOTE : you don't need to program script at this moment. Use "Build and Run" and you can change values and try the script very fast. Just try the new values and if you need to change them, just close the Device monitor and make the changes in script then just press again "Build and Run".
When you are satisfier with result - program script to CM.








// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III M&Kb ver. 2.5
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked


=============================================================================
TOGGLES: (You MUST press and hold the "first" button first before pressing the other buttons)


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 9. ANTI RECOIL

//1. Profile 1 On => CEMU_EXTRA1 + D pad Up

//2. Profile 2 On => CEMU_EXTRA1 + D pad Right

//3. Profile 3 On => CEMU_EXTRA1 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA1 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 20; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
// ANTI RECOIL - UserProfile 1: Switch:ADS btn+D pad buttons
if( get_val(ADS_BTN) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 20; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 25; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 30; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Scope Enabled
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) && get_val(ADS_BTN)){
combo_run(AntiRecoil);
}
}//--------------------------------------
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// ANTI RECOIL - Class 9
combo AntiRecoil {
//---------------------------------
anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

websitter
10th November 15, 13:03
To LEX LOST possibile copiare il 3d anche nella sezione Italia?
Potremmo procedere alla traduzione del tutorial un pò alla volta.

LEX LOST
10th November 15, 13:12
To LEX LOST possibile copiare il 3d anche nella sezione Italia?
Potremmo procedere alla traduzione del tutorial un pò alla volta.

il 3d?

websitter
10th November 15, 14:39
il thread ( :

LEX LOST
10th November 15, 16:08
il thread ( :



non è una buona idea in quanto il programma subisce continui aggiornamenti (credo una ventina fin'ora).
In realtà il BO3 SGI ha un'interfaccia grafica molto " user friendly" ed è estremamente semplice da usare e configurare

D0UILLE
10th November 15, 16:27
akimbo mod ?

mikee
10th November 15, 17:27
Great work! I haven't tried it out yet. But coming form EX must be good. Since you added ADS settings this may work even better then xim4. I had a few question for this program.

1. Besides this working for Mouse and keyboard. Can I use a controller?
2. Is there a standalone anti recoil for Bo3 for ps4?
3, Can I pay you Ex for making a video on how to use your software for BO3? I'm a beginner and even know this may be easy for some. this is a bit overwhelming for me. I think a simple video would help many like me. .

Keep up the great work my friend.

Excalibur
10th November 15, 18:12
akimbo mod ?

What exactly?
- fire with only one button ( it will press both - fire and ADS buttons )
or anything else ?


Great work! I haven't tried it out yet. But coming form EX must be good. Since you added ADS settings this may work even better then xim4. I had a few question for this program.

1. Besides this working for Mouse and keyboard. Can I use a controller?
2. Is there a standalone anti recoil for Bo3 for ps4?
3, Can I pay you Ex for making a video on how to use your software for BO3? I'm a beginner and even know this may be easy for some. this is a bit overwhelming for me. I think a simple video would help many like me. .

Keep up the great work my friend.

Thank you !
1. A. Yes, you can use controller.
2. Nope, anti recoil is the same for all FPS. But the values are different.
3. Nope, we don't take money for our work here. I will make or better will ask @GL0ZZ3N (http://cronusmax.com/forums/member.php?u=281921) for that.

heo_123
11th November 15, 23:16
Can you show me how ADS sensitive work? I tried to set ADS sensitive to 100 but the aim sight down is still slow. How can I make it have the same sensitive with the hip shot?

Excalibur
12th November 15, 03:36
Can you show me how ADS sensitive work? I tried to set ADS sensitive to 100 but the aim sight down is still slow. How can I make it have the same sensitive with the hip shot?


Unfortunately you can't , I make tests now and seems that it doesn't work . It seems Treyarch patched it somehow .

I updated application and remove ADS sens.

Release BLACK OPS III v.2.6

Change log. :

1. Removed ADS Sensitivity
2. Updated weapons list


I'm thinking to add something like "Long Jump" mode . I was try it in the game and it works pretty well. If anybody want to try it let me know.
I will make more test to figure how to implement it to the script.

1. If you hold Jump button for more than 100 ms. and continue holding it , you character will perform Long Jump.

2. If you hold it just for more than 100 ms. and release it , you character will perform Long Jump.

D0UILLE
12th November 15, 09:37
For akimbo
Only one button for both (fire button)
;;;;;;
and If you know....,what is the rate of fire highest for semi-automatic weapon (shiva , m8a7 ...)

Thanks for all

Excalibur
12th November 15, 09:44
For akimbo
Only one button for both (fire button)
;;;;;;
and If you know....,what is the rate of fire highest for semi-automatic weapon (shiva , m8a7 ...)

Thanks for all

Okay, I will add Akimbo Mode.
About Sheiva and M8A7 , I didn't unlock them yet. I play a two days only. :(

stroghty
12th November 15, 22:02
Obviously lots of long hours and hard work going into this forum and help.. Thanks.. I have read until my eyes are crossed and very confused but thanks for all the help...

stroghty
13th November 15, 01:32
Please accept my apologies for the confusion on what I am sure is a simple thing for all of you guys . I have been reading for a day and half trying to figure this out. I have most things kinda working but am confused at the cemu_extra buttons. I am not sure what each is so i can activate them.. (example is cemu_extra1 the ads (left trigger button)? If so what is cemu_extra2 and so on... My buttons are default and I have not mapped them or etc as I wasnt sure how to

Simple put - I am using Xbox one with Xbox one controller. I want to switch between the anti recoil modes and also the scope shot modes. Where I am confused is what to set the button (drop down gives me options of cemu_extra1-8) to use with the d-pad and which button it is on my controller to active each mode.

For example if the anti recoil is set to cemu_extra1 + d pad (up,right, left, down) does that mean I hold the left trigger (ADS) and then select a d-pad direction for the desired mode? And same for scope shot.. What do I set the cemu_extra(1-8) to + d-pad... which button would I use in combination of the d-pad direction to activate the mode for scope shot?


Sorry If I have confused anyone ... I asked as simply as I know how..


Thanks in advance...

Excalibur
13th November 15, 05:44
Please accept my apologies for the confusion on what I am sure is a simple thing for all of you guys . I have been reading for a day and half trying to figure this out. I have most things kinda working but am confused at the cemu_extra buttons. I am not sure what each is so i can activate them.. (example is cemu_extra1 the ads (left trigger button)? If so what is cemu_extra2 and so on... My buttons are default and I have not mapped them or etc as I wasnt sure how to

Simple put - I am using Xbox one with Xbox one controller. I want to switch between the anti recoil modes and also the scope shot modes. Where I am confused is what to set the button (drop down gives me options of cemu_extra1-8) to use with the d-pad and which button it is on my controller to active each mode.

For example if the anti recoil is set to cemu_extra1 + d pad (up,right, left, down) does that mean I hold the left trigger (ADS) and then select a d-pad direction for the desired mode? And same for scope shot.. What do I set the cemu_extra(1-8) to + d-pad... which button would I use in combination of the d-pad direction to activate the mode for scope shot?


Sorry If I have confused anyone ... I asked as simply as I know how..


Thanks in advance...

Hi and welcome to our community.
Most of us have been so confused in the beginning. Let me read what it says in the manuals :

The extra inputs are available mainly to be used in conjunction with GPC scripts, where you can have, for example, a shortcut key to start a macro or set certain configurations in your script.
GPC identifiers for extra inputs:



CEMU_EXTRA1, CEMU_EXTRA2, CEMU_EXTRA3, CEMU_EXTRA4,
CEMU_EXTRA5, CEMU_EXTRA6, CEMU_EXTRA7, CEMU_EXTRA8, CEMU_EXTRA9



The first 4 extra inputs correspond to the motion sensors of Dualshock 3 controllers (Accelerometer X, Accelerometer Y, Accelerometer Z and Gyroscope respectively), any assignments to theses entries will be translated to the sensors when using CronusMAX PLUS on PS3 systems. The same is also true for Dualshock 4 and PS4 systems, but all extra inputs are used (Accelerometer X, Accelerometer Y, Accelerometer Z,Gyroscope X, Gyroscope Y, Gyroscope Z, Touch, Touch X, Touch Y). Very few games makes use of these sensors, so you are free to use them for other purposes.


Think of them as additional virtual buttons( because they don't have physical equivalent ). X-AIM called them EXTRA INPUTS but they was declared in GPC language like CEMU EXTRA -I know that this part is the most confusing.
I do not know the reason for this and I can not explain why they did so.But that's not important to us. What is important is that we can use these virtual buttons to activate combos ( macros) or set settings in ours scripts.
The only thing you have to understand is how to use them.

So if you have in script virtual button CEMU_EXTRA1 , you need to know that it is equal to EXTRA INPUT1 in X-AIM plug in.
So to be able to use it , you need to connect EXTRA INPUT1 button to the real button in your keyboard. This process is very simple.

http://cronusmax.com/forums/attachment.php?attachmentid=1746&d=1446999678&thumb=1 (http://cronusmax.com/forums/attachment.php?attachmentid=1746&d=1446999678)http://cronusmax.com/forums/attachment.php?attachmentid=1747&d=1436526842http://cronusmax.com/forums/attachment.php?attachmentid=1748&d=1446999957&thumb=1 (http://cronusmax.com/forums/attachment.php?attachmentid=1748&d=1446999957)

NOTE: EXTRA INPUT1 is located in top left corner of the EXTRA INPUTS.

To assign keyboard button to EXTRA_INPUT1 ( for example) which is CEMU_EXTRA1 in scripts follow the next steps:
1. Put the mouse over the extra input 1 square and press right mouse button. From the pop up menu select keystroke.
2. Now Press button from your keyboard ( in our example we press F5 ).
That is.

Excalibur
13th November 15, 06:14
After playing a few hours I found something interesting - we can reload the gun while doing slide. I made a new mode "Slide Reloading". How it work - if you are running , if you press reload button , your character will reload until do slide . If you are in standing still position - you character will just reload .

I will add this new mode to the BLACK OPS III application very soon .

Let me know what are thinking about this mode?

Excalibur
13th November 15, 23:24
Updated ...

Release a new BLACK OPS III [SGI] M&Kb application v.2.7

Added:
1. Reload and Slide
2. Long Jump ( like double jump in COD AW ).
3. Akimbo Dual Easy

Amuro
14th November 15, 00:10
Will it work if I use XIM4?

Excalibur
14th November 15, 05:13
Will it work if I use XIM4?


The answer is yes and no. Select which mods do you want to have and generate script then post it here and I will tweak it to work with XIM4.

Amuro
14th November 15, 05:39
The answer is yes and no. Select which mods do you want to have and generate script then post it here and I will tweak it to work with XIM4.
Thanks in advance! Not sure how to make in-game activation work though.

// COPYRIGHT: // CronusMAX GPC Script - 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 BLACK OPS III [S.G.I.] M&Kb ver. 2.7
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY

=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 5. SCOPE MODE

//2. SNIPER On / Off => CEMU_EXTRA5

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => CEMU_EXTRA2 + D pad Down

//2. JUMP SHOT On / Off => CEMU_EXTRA2 + D pad Up

//3. SIDE SHOT On / Off => CEMU_EXTRA2 + D pad Right

//4. Scope Shot On / Off => CEMU_EXTRA2 + D pad Left

----------------------------------------------------------------
Class 9. ANTI RECOIL

//1. Profile 1 On => CEMU_EXTRA6 + D pad Up

//2. Profile 2 On => CEMU_EXTRA6 + D pad Right

//3. Profile 3 On => CEMU_EXTRA6 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA6 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot = TRUE;
int QuickScope =FALSE;
int SniperOnOff = TRUE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 30; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
// ANTI RECOIL - UserProfile 1: Switch:CEMU_EXTRA6
if( get_val(CEMU_EXTRA6) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 30; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 35; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 40; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Alwayes On
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) ){
combo_run(AntiRecoil);
}
}//--------------------------------------
// Class 5 : SNIPER

// Class 5 :SCOPE - SNIPER MODE

if(SniperOnOff){//---------------------
if(get_val(ADS_BTN) ){
set_val(SPRINT_BTN,100);
}
if(event_release(ADS_BTN) && get_ptime(ADS_BTN)<4000){
combo_run(TAKE_SHOT);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = CEMU_EXTRA2 + D pad Down
if(get_val(CEMU_EXTRA2) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------


// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN)>0 ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// Jump Shot On / Off => CEMU_EXTRA2 + D pad Up
if(get_val(CEMU_EXTRA2)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
ScopeShot =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if (JumpShot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(Jump);
}//-----------------------------------------

//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Side Shot On / Off => CEMU_EXTRA2 + D pad Right
if(get_val(CEMU_EXTRA2)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}

}
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------


//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => CEMU_EXTRA2 + D pad Left
if(get_val(CEMU_EXTRA2)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(480);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// ANTI RECOIL - Class 9
combo AntiRecoil {
//---------------------------------
anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

Excalibur
14th November 15, 08:48
Thanks in advance! Not sure how to make in-game activation work though.

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III [S.G.I.] M&Kb ver. 2.7
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY

=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 5. SCOPE MODE

//2. SNIPER On / Off => CEMU_EXTRA5

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => CEMU_EXTRA2 + D pad Down

//2. JUMP SHOT On / Off => CEMU_EXTRA2 + D pad Up

//3. SIDE SHOT On / Off => CEMU_EXTRA2 + D pad Right

//4. Scope Shot On / Off => CEMU_EXTRA2 + D pad Left

----------------------------------------------------------------
Class 9. ANTI RECOIL

//1. Profile 1 On => CEMU_EXTRA6 + D pad Up

//2. Profile 2 On => CEMU_EXTRA6 + D pad Right

//3. Profile 3 On => CEMU_EXTRA6 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA6 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot = TRUE;
int QuickScope =FALSE;
int SniperOnOff = TRUE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 30; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
// ANTI RECOIL - UserProfile 1: Switch:CEMU_EXTRA6
if( get_val(CEMU_EXTRA6) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 30; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 35; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 40; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Alwayes On
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) ){
combo_run(AntiRecoil);
}
}//--------------------------------------
// Class 5 : SNIPER

// Class 5 :SCOPE - SNIPER MODE

if(SniperOnOff){//---------------------
if(get_val(ADS_BTN) ){
set_val(SPRINT_BTN,100);
}
if(event_release(ADS_BTN) && get_ptime(ADS_BTN)<4000){
combo_run(TAKE_SHOT);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = CEMU_EXTRA2 + D pad Down
if(get_val(CEMU_EXTRA2) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------


// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN)>0 ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// Jump Shot On / Off => CEMU_EXTRA2 + D pad Up
if(get_val(CEMU_EXTRA2)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
ScopeShot =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if (JumpShot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(Jump);
}//-----------------------------------------

//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Side Shot On / Off => CEMU_EXTRA2 + D pad Right
if(get_val(CEMU_EXTRA2)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}

}
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------


//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => CEMU_EXTRA2 + D pad Left
if(get_val(CEMU_EXTRA2)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(480);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// ANTI RECOIL - Class 9
combo AntiRecoil {
//---------------------------------
anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script


Tell me please, how you play ?

I gees you play with sniper?!

If you play with sniper the rapid fire and anti recoil are useless .

Amuro
14th November 15, 09:00
Tell me please, how you play ?

I gees you play with sniper?!

If you play with sniper the rapid fire and anti recoil are useless .
Actually I was just going to try sniper. I usually play using assault rifles. BTW, can you make it something like pressing circle and cross buttons together cycles through anti-recoil 30, 35, 40 and off; pressing square and triangle together toggles rapid fire (On by default).

Excalibur
14th November 15, 10:25
Actually I was just going to try sniper. I usually play using assault rifles. BTW, can you make it something like pressing circle and cross buttons together cycles through anti-recoil 30, 35, 40 and off; pressing square and triangle together toggles rapid fire (On by default).



Here you go :


INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE
pressing square and triangle together toggles rapid fire (On by default).

//1. RAPID FIRE turn On / Off => hold RELOAD button + press SWITCH WEAPON button

----------------------------------------------------------------
Class 5. SCOPE MODE


//2. SNIPER On / Off => hold ADS button + press Dpad UP

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => hold PRONE button + D pad Down

//2. JUMP SHOT On / Off => hold PRONE button + D pad Up

//3. SIDE SHOT On / Off => hold PRONE button + D pad Right

//4. Scope Shot On / Off => hold PRONE button + D pad Left

----------------------------------------------------------------
Class 9. ANTI RECOIL
Default Profil is number 1.


pressing circle and cross buttons together cycles through anti-recoil 30, 35, 40 and off;
hold circle + press cross.

//1. Profile 1 On => 1

//2. Profile 2 On => 2

//3. Profile 3 On => 3

//4. ANTI RECOIL Off => 4




// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for <a href="http://www.CronusMAX.com" target="_blank">www.CronusMAX.com</a> & 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 BLACK OPS III [S.G.I.] M&Kb ver. 2.7
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : <a href="http://cronusmax.com/manual/#compatibility_list_of_controllers.htm" target="_blank">http://cronusmax.com/manual/#compati...ontrollers.htm</a>
//--------------------------------------------------------------
//
/**************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY

==================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.

==================================================
**************************************************/
/*************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE
pressing square and triangle together toggles rapid fire (On by default).

//1. RAPID FIRE turn On / Off => hold RELOAD button + press SWITCH WEAPON button

----------------------------------------------------------------
Class 5. SCOPE MODE


//2. SNIPER On / Off => hold ADS button + press Dpad UP

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => hold PRONE button + D pad Down

//2. JUMP SHOT On / Off => hold PRONE button + D pad Up

//3. SIDE SHOT On / Off => hold PRONE button + D pad Right

//4. Scope Shot On / Off => hold PRONE button + D pad Left

----------------------------------------------------------------
Class 9. ANTI RECOIL
Default Profil is number 1.


pressing circle and cross buttons together cycles through anti-recoil 30, 35, 40 and off;
hold circle + press cross.

//1. Profile 1 On => 1

//2. Profile 2 On => 2

//3. Profile 3 On => 3

//4. ANTI RECOIL Off => 4

************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS4_R2; // default RT
define ADS_BTN = PS4_L2; // LT
define SPRINT_BTN = PS4_L3; // LS
define PRONE_BTN = PS4_CIRCLE; // B/
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_R3; // RS/R3
define LETHAL = PS4_R1; // RB
define TACTICAL = PS4_L1; // LB
define Up = PS4_UP;
define Right = PS4_RIGHT;
define Down = PS4_DOWN;
define Left = PS4_LEFT;
define R_X = PS4_RX;
define R_Y = PS4_RY;
define L_X = PS4_LX;
define L_Y = PS4_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot = TRUE;
int QuickScope =FALSE;
int SniperOnOff = TRUE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 30; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int cicle_count = 1;
//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
// ANTI RECOIL - UserProfile 1: Switch:PS4_R3 + Dpad buttons
if( get_val(PRONE_BTN) ){
cicle_count = cicle_count+1;
if(cicle_count>4) cicle_count=1;
// USER PROFILE 1 :None
if(cicle_count==1){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 30; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :
if(cicle_count==2){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 35; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :
if(cicle_count==3){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 40; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(cicle_count==4){
bAnti_Recoil=FALSE;
}

}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Alwayes On
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) ){
combo_run(AntiRecoil);
}
}//--------------------------------------
// Class 5 : SNIPER

// Class 5 :SCOPE - SNIPER MODE


//SNIPER On / Off => hold ADS button + press Dpad UP


if(get_val(ADS_BTN) && event_press(Up)){
SniperOnOff = !SniperOnOff;
}

if(SniperOnOff){//---------------------
if(get_val(ADS_BTN) ){
set_val(SPRINT_BTN,100);
}
if(event_release(ADS_BTN) && get_ptime(ADS_BTN)<4000){
combo_run(TAKE_SHOT);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = PRONE_BTN + D pad Down
if(get_val(PRONE_BTN) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------


// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN)>0 ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// Jump Shot On / Off => PRONE_BTN + D pad Up
if(get_val(PRONE_BTN)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
ScopeShot =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if (JumpShot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(Jump);
}//-----------------------------------------

//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Side Shot On / Off => PRONE_BTN + D pad Right
if(get_val(PRONE_BTN)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}

}
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------


//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => PRONE_BTN + D pad Left
if(get_val(PRONE_BTN)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (RELOAD button + SWITCH WEAPON button )
if(get_val(RELOAD_BTN) && event_press(SWITCH_WEAPON ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(480);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// ANTI RECOIL - Class 9
combo AntiRecoil {
//---------------------------------
anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

Amuro
14th November 15, 12:11
Thanks!

kinetic
14th November 15, 17:50
Hi Excalibur (http://cronusmax.com/forums/member.php?u=280729) , quick question , im now playing sw battlefront and im using your BF4 SGI to good effect however ive come across some thing i dont know how to fix , the specialist ability you have on this cod bo3 SGI to combine both triggers to one button,how could i add that to the BF4/SWBF gpc im using ? is there a line of code i can paste into the SWBF gpc ? if so could you tell me what it is plz

thank you :)

Excalibur
14th November 15, 20:12
Hi Excalibur (http://cronusmax.com/forums/member.php?u=280729) , quick question , im now playing sw battlefront and im using your BF4 SGI to good effect however ive come across some thing i dont know how to fix , the specialist ability you have on this cod bo3 SGI to combine both triggers to one button,how could i add that to the BF4/SWBF gpc im using ? is there a line of code i can paste into the SWBF gpc ? if so could you tell me what it is plz

thank you :)

Hi,
Just make your own thread with this request and post there the script you use . I will add to it this mode.
And please tell me how you want activate it?

kinetic
15th November 15, 08:05
Hi,
Just make your own thread with this request and post there the script you use . I will add to it this mode.
And please tell me how you want activate it?

done , thanks :)

namonaki
15th November 15, 17:03
There may be a simple answer to this, but is there a way to turn off "AutoSprint" in game? Apologies as this is my 2nd day working with this (fantastic work so far, thank you for this btw!). I want to mimic the same controls for PC where you are always sprinting, but if you hold down a button (ie. Shift) you will walk.

The reason I want to do this is for the times I'm crouching or prone (or trying to be quiet). I find that with AutoSprint on, i cannot crouch and move without my character standing up and running.

I attempted to modify some of the generated script however not having much luck:


define WALK_BTN = CEMU_EXTRA1;
var b_walk = FALSE;


main {
...
///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (event_press(WALK_BTN)) {
combo_stop(AutoSprint);
b_walk = TRUE;
} else {
b_walk = FALSE;
}


if (get_val(L_Y) > -95) {
combo_stop(AutoSprint);
}
else if (get_val(L_Y)<=-95 && !get_val(ADS_BTN) && !b_walk) {
combo_run(AutoSprint);
}
// AUTO SPRINT END
//--------------------------------------------------------------
...
}


Any tips or has someone done this already? Thanks!

LEX LOST
15th November 15, 17:52
There may be a simple answer to this, but is there a way to turn off "AutoSprint" in game? Apologies as this is my 2nd day working with this (fantastic work so far, thank you for this btw!). I want to mimic the same controls for PC where you are always sprinting, but if you hold down a button (ie. Shift) you will walk.

The reason I want to do this is for the times I'm crouching or prone (or trying to be quiet). I find that with AutoSprint on, i cannot crouch and move without my character standing up and running.

I attempted to modify some of the generated script however not having much luck:

Any tips or has someone done this already? Thanks!


add this script to yours (do you know how?)
if you hold CEMU_EXTRA1 you will walk even if you choose autorun in SGI app.



// WALK SLOWLY

define WALK_BTN = CEMU_EXTRA1; //insert this line in BUTTONS definitions

main {
if(get_val(WALK_BTN)) {//add this line and the 2 below, into Main section
sensitivity(11, NOT_USE, 100 -(abs(get_val(11))/2));
sensitivity(12, NOT_USE, 100 -(abs(get_val(12))/2));}

}//end

namonaki
16th November 15, 13:42
Yep I do. Thank you so much. I will try this tonight and confirm!

xkwizt
17th November 15, 00:06
How do I combine these 2 scripts?

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III [S.G.I.] M&Kb ver. 2.7
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY

=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => CEMU_EXTRA2 + D pad Down

//2. JUMP SHOT On / Off => CEMU_EXTRA2 + D pad Up

//3. SIDE SHOT On / Off => CEMU_EXTRA2 + D pad Right

//4. Scope Shot On / Off => CEMU_EXTRA2 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS4_R2; // default RT
define ADS_BTN = PS4_L2; // LT
define SPRINT_BTN = PS4_L3; // LS
define PRONE_BTN = PS4_CIRCLE; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_R3; // RS/R3
define LETHAL = PS4_R1; // RB
define TACTICAL = PS4_L1; // LB
define Up = PS4_UP;
define Right = PS4_RIGHT;
define Down = PS4_DOWN;
define Left = PS4_LEFT;
define R_X = PS4_RX;
define R_Y = PS4_RY;
define L_X = PS4_LX;
define L_Y = PS4_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = CEMU_EXTRA2 + D pad Down
if(get_val(CEMU_EXTRA2) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------


// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN)>0 ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// Jump Shot On / Off => CEMU_EXTRA2 + D pad Up
if(get_val(CEMU_EXTRA2)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
ScopeShot =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if (JumpShot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(Jump);
}//-----------------------------------------

//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Side Shot On / Off => CEMU_EXTRA2 + D pad Right
if(get_val(CEMU_EXTRA2)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}

}
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------


//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => CEMU_EXTRA2 + D pad Left
if(get_val(CEMU_EXTRA2)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(480);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// end of script

define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left triggerdefine SENS_ZOOM_INCREASE = 50; // 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 );

Also how do you add a 200ms delay to this script, so after i press L2, it waits 200ms before increasing the sensitivity.

Excalibur
17th November 15, 06:24
How do I combine these 2 scripts?

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III [S.G.I.] M&Kb ver. 2.7
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY

=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => CEMU_EXTRA2 + D pad Down

//2. JUMP SHOT On / Off => CEMU_EXTRA2 + D pad Up

//3. SIDE SHOT On / Off => CEMU_EXTRA2 + D pad Right

//4. Scope Shot On / Off => CEMU_EXTRA2 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS4_R2; // default RT
define ADS_BTN = PS4_L2; // LT
define SPRINT_BTN = PS4_L3; // LS
define PRONE_BTN = PS4_CIRCLE; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_R3; // RS/R3
define LETHAL = PS4_R1; // RB
define TACTICAL = PS4_L1; // LB
define Up = PS4_UP;
define Right = PS4_RIGHT;
define Down = PS4_DOWN;
define Left = PS4_LEFT;
define R_X = PS4_RX;
define R_Y = PS4_RY;
define L_X = PS4_LX;
define L_Y = PS4_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = CEMU_EXTRA2 + D pad Down
if(get_val(CEMU_EXTRA2) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------


// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN)>0 ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// Jump Shot On / Off => CEMU_EXTRA2 + D pad Up
if(get_val(CEMU_EXTRA2)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
ScopeShot =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if (JumpShot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(Jump);
}//-----------------------------------------

//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Side Shot On / Off => CEMU_EXTRA2 + D pad Right
if(get_val(CEMU_EXTRA2)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}

}
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------


//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => CEMU_EXTRA2 + D pad Left
if(get_val(CEMU_EXTRA2)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(480);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

// BURST FIRE

combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time_B);
set_val(FIRE_BTN,0);
wait(rest_time_B);

}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo RAPID_FIRE_Akimbo {
set_val(FIRE_BTN,100);
wait(hold_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo Jump {
set_val(JUMP_BTN,100);
wait(100);
set_val(FIRE_BTN, 100);
wait(100);
}
combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// end of script

define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left triggerdefine SENS_ZOOM_INCREASE = 50; // 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 );

Also how do you add a 200ms delay to this script, so after i press L2, it waits 200ms before increasing the sensitivity.

I tested that mode and it seems doesn't work in the same way like in the past. So I decide to remove it from application. Look on Change Log. - v.2.6. If you want to try it just download the lower version off 2.6 SGI application . Use v.2.4. There you can find ADS Sensitivity mode.

RealdealScorp
17th November 15, 06:39
Hi I just recently got my cronusmax, so my question may sound very stupid because this is all new to me. I love all the options of this mod and would love to utilize it and I understand this is catered towards the mouse and keyboard, but can this be catered towards using just a DualShock4 controller? My biggest question is how do you map/assign the CEMU_EXTRA buttons to physical buttons on the dualshock 4 or is that even possible? I'm so sorry if this sounds stupid but I'm a noob when it comes to this! Thanks for all you hard work!

LEX LOST
17th November 15, 07:57
Hi I just recently got my cronusmax, so my question may sound very stupid because this is all new to me. I love all the options of this mod and would love to utilize it and I understand this is catered towards the mouse and keyboard, but can this be catered towards using just a DualShock4 controller? My biggest question is how do you map/assign the CEMU_EXTRA buttons to physical buttons on the dualshock 4 or is that even possible? I'm so sorry if this sounds stupid but I'm a noob when it comes to this! Thanks for all you hard work!

CEMU_EXTRAs are extra input: buttons that a controller does not have but that can be used to execute commands if you assign them to the keyboard.
If you want to assign that command on a controller you must use a different action, e.g. a double tap, a ptime or a combination of buttons

RealdealScorp
17th November 15, 09:32
If I understand you correctly then it is possible, is this example what you mean, if I hold down CEMU_EXTRA (which would be mapped to left trigger) and press and hold down the square button at the same time it adjusts rapid fire, again I'm just using this as example. Also how would I map the CEMU-EXTRA, a computer program? I'm so sorry if this sounds stupid but I'm a noob when it comes to this! Thanks for all you hard work!

LEX LOST
17th November 15, 10:00
The biggest question is how do you map/assign the CEMU_EXTRA buttons to physical buttons on the DualShock 4 or is that even possible, if I understand you it is possible, here's a example if I hold down CEMU_EXTRA (which was mapped to left trigger) and press and hold down the square button it adjusts rapid fire I'm just using this as example. Also how would I map the CEMU-EXTRA, a computer program? I'm so sorry if this sounds stupid but I'm a noob when it comes to this! Thanks for all you hard work!

If you want to assign a CEMU_EXTRA button to physical buttons on the DualShock 4, just replace, into the script, CEMU_EXTRA with the controller entry that you want to use: e.g. PS4_L2 that is the left trigger.

What do you mean for: map the CEMU-EXTRA, a computer program?

RealdealScorp
17th November 15, 10:11
Yes what program would I use to map the CEMU_EXTRA to buttons on my controller? Also how would I specify while holding L2 and square together it will control the rapid fire. Also can the CEMU_EXTRA 1-8 be the same button ?

LEX LOST
17th November 15, 10:26
Yes what program would I use to map the CEMU_EXTRA to buttons on my controller? Also how would I specify while holding L2 and square together it will control the rapid fire. Also can the CEMU_EXTRA 1-8 be the same button ?

Just use CronusPro for all the changes.
But, as I have already said above, CEMU_EXTRA buttons are intended to be used with Mouse & Keyboard, and it's never a good idea to use a script written for K&M with a controller
There are tons of script that allows you to change the values of rapidfire and other stuff while in game:

try this one:
inside you will find instructions for Playstation users


//-------------------------------------------------------------------------------------------
// ANTIRECOIL (Vertical + Horizontal) and RAPIDFIRE, both adjustable on the fly, with ON/OFF and SAVE function
//-------------------------------------------------------------------------------------------
// Version: 4.50
// Platform: Multi
// Controller: Multi
// Game: All FPS games
// Author: LEX LOST
//-------------------------------------------------------------------------------------------
// XBOX INSTRUCTIONS:
// RAPIDFIRE (ON by default - Start value: 13)
// Hold LT and Press A to Enable or Disable Rapidfire (with rumble notify)
// Hold A and tap UP to increase Rate of Fire (+1 each tap on UP, while holding A)
// Hold A and tap DOWN to decrease Rate of Fire (-1 each tap on DOWN, while holding A)
// Save Rate of Fire: Hold LT and press MENU (or START, for XBOX360 users)

// ANTIRECOIL (ON by default - Start value: vertical = 30; Horizontal = 0;)
// Hold LT and Press X to Enable or Disable Antirecoil (with rumble notify)
// Hold LT and tap UP to increase Antirecoil (+1 each tap on UP, while holding LT)
// Hold LT and tap DOWN to decrease Antirecoil (-1 each tap on DOWN, while holding LT)
// Hold LT and tap RIGHT to compensate to the right (+1 each tap on RIGHT , while holding LT)
// Hold LT and tap LEFT to compensate to the left (-1 each tap on LEFT, while holding LT)
// Save Antirecoil: Hold LT and press Y


//-------------------------------------------------------------------------------------------
// PLAYSTATION INSTRUCTIONS:
// RAPIDFIRE (ON by default - Start value: 13)
// Hold L2 and Press CROSS to Enable or Disable Rapidfire (with rumble notify)
// Hold CROSS and tap UP to increase Rate of Fire (+1 each tap on UP, while holding CROSS)
// Hold CROSS and tap DOWN to decrease Rate of Fire (-1 each tap on DOWN, while holding CROSS)
// Save Rate of Fire: Hold L2 and press OPTIONS (or START, for PS3 users)

// ANTIRECOIL (ON by default - Start value: vertical = 30; Horizontal = 0;)
// Hold L2 and Press SQUARE to Enable or Disable Antirecoil (with rumble notify)
// Hold L2 and tap UP to increase Antirecoil (+1 each tap on UP, while holding L2)
// Hold L2 and tap DOWN to decrease Antirecoil (-1 each tap on DOWN, while holding L2)
// Hold L2 and tap RIGHT to compensate to the right(+1 each tap on RIGHT , while holding L2)
// Hold L2 and tap LEFT to compensate to the right (-1 each tap on LEFT, while holding L2)
// Save Antirecoil: Hold L2 and press TRIANGLE

//-------------------------------------------------------------------------------------------

//DECLARARATIONS - define

define RECOIL_UP = 13;
define RECOIL_DOWN = 14;
define RECOIL_LEFT = 15;
define RECOIL_RIGHT = 16;
define ONLY_WITH_SCOPE = TRUE; // if TRUE Antirecoil IS ON only when scoping

//-------------------------------------------------------------------------------------------

//VARIABLES - int

int fire_button;
int scope_button;
int hold_time;
int rest_time;
int recoil_onoff = TRUE; // if TRUE ANTIRECOIL is ON by default - if FALSE, OFF by default
int rapid_onoff = TRUE; // if TRUE RAPIDFIRE is ON by default - if FALSE, OFF by default
int RATE_OF_FIRE = 13; //Range: 1 to 25 RPS (Round/s)
int ANTI_RECOIL = 30;
int ANTI_RECOIL_H = 0;
int anti_recoil;
int anti_recoil_H;

//-------------------------------------------------------------------------------------------

//INITIALIZATION - init

init{

if(get_console() == PIO_PS3) {
fire_button = 3;
scope_button = 6;
}else {
fire_button = 4;
scope_button = 7;
}
RATE_OF_FIRE = get_pvar(SPVAR_1,0, 250, 13);
ANTI_RECOIL = get_pvar(SPVAR_2,0,100,30);
ANTI_RECOIL_H = get_pvar(SPVAR_3,0,100,0);
}

//-------------------------------------------------------------------------------------------

//MAIN BLOCK ROUTINES

main {
if(get_val(7) && event_press(20)) {
combo_run(vibrate); recoil_onoff=!recoil_onoff;
}
if(get_val(7)) {if(event_press(19)) {
combo_run(vibrate);rapid_onoff=!rapid_onoff;}
}
if(rapid_onoff) {if(get_val(4)) {combo_run(RAPID_FIRE);
}
}
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;

if(get_val(19)){
if(event_press(13)){
RATE_OF_FIRE = RATE_OF_FIRE +1;
}
if(event_press(14)){
RATE_OF_FIRE = RATE_OF_FIRE -1;
}
set_val(13,0);set_val(14,0);
}

if(get_val(scope_button) && event_press(2)){
set_pvar(SPVAR_1,RATE_OF_FIRE);
set_val(2,0);
}
if(get_val(7)){
if(event_press(RECOIL_UP)){
ANTI_RECOIL = ANTI_RECOIL + 1;
}
if(event_press(RECOIL_DOWN)) {
ANTI_RECOIL = ANTI_RECOIL - 1;
}
set_val(RECOIL_UP,0);
set_val(RECOIL_DOWN,0);

if(event_press(RECOIL_LEFT)){
ANTI_RECOIL_H = ANTI_RECOIL_H + 1;
}
if(event_press(RECOIL_RIGHT)) {
ANTI_RECOIL_H = ANTI_RECOIL_H - 1;
}
set_val(RECOIL_LEFT,0);
set_val(RECOIL_RIGHT,0);

if(event_press(17)){
set_pvar(SPVAR_2, ANTI_RECOIL);
set_pvar(SPVAR_3, ANTI_RECOIL_H);
}
}
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}
if (get_val(10) <-80) {
combo_stop (AntiRecoil);
}
if ((get_val(9) <-80) || (get_val(9) > 80)) {
combo_stop (AntiRecoil);
}
}
//-------------------------------------------------------------------------------------------

//COMBO BLOCKS

combo vibrate {
set_rumble(RUMBLE_A, 100);
wait(300);
reset_rumble();
}

combo RAPID_FIRE {
set_val(fire_button, 100);
wait(hold_time);
set_val(fire_button, 0);
wait(rest_time);
set_val(fire_button, 0);
}
combo AntiRecoil { // This combo must be the last one
if(get_val(fire_button)&&(recoil_onoff)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);

anti_recoil_H = get_val(9) +ANTI_RECOIL_H;
if(anti_recoil_H > 100) anti_recoil_H = 100;
set_val(9, anti_recoil_H);
}
} // End

RealdealScorp
17th November 15, 10:36
That's awesome, how would I be able to merge game packs i.e. Some one has an autotun and then some might have akimbo. How would I go about doing that?

- - - Updated - - -

That's awesome, how would I be able to merge game packs i.e. Some one has an autotun and then some might have akimbo. How would I go about doing that?

LEX LOST
17th November 15, 10:57
That's awesome, how would I be able to merge game packs i.e. Some one has an autotun and then some might have akimbo. How would I go about doing that?

- - - Updated - - -

That's awesome, how would I be able to merge game packs i.e. Some one has an autotun and then some might have akimbo. How would I go about doing that?

Sure, you can.
Just open a new thread in script request section, with the mods you want to add to the script.
This thread is for BLACK OPS III [ S.G.I.] SCRIPT GAME INTERFACE for mouse and keyboard

Excalibur
17th November 15, 11:01
If I understand you correctly then it is possible, is this example what you mean, if I hold down CEMU_EXTRA (which would be mapped to left trigger) and press and hold down the square button at the same time it adjusts rapid fire, again I'm just using this as example. Also how would I map the CEMU-EXTRA, a computer program? I'm so sorry if this sounds stupid but I'm a noob when it comes to this! Thanks for all you hard work!

It is little more complex. You need to read the manuals and to be very familiar with Cronus Pro app. and with plug ins , especially with X-AIM. Then we can try to explain again.

RealdealScorp
17th November 15, 11:22
I'm slightly fimilar with what's going and why it's needed, back in the day I would code in Visual Basic and I have a little php experience. I know this is for m&KB but the more I read into it and loved all the adjustable options, I was just hoping I could take that exact script and optimize it for a PS4 controller. Hey there's my request lol this script built around ps4 controller 😄. Also great job on this btw

LEX LOST
17th November 15, 12:01
Hey Ivan,
it's time to make a BLACK OPS III [ S.G.I.] for gamepad also! :tongue:

UAV-ONLINE
17th November 15, 12:09
Stupid question :) is this working for PS4 ? if so why drop shot is not working ? as I tried to fire but without auto prone ??

RealdealScorp
17th November 15, 12:13
I would love that if its at all possible it's my official request 😁Do you want me to put in a request for exactly this on the request forum?

Excalibur
17th November 15, 12:39
Hey Ivan,
it's time to make a BLACK OPS III [ S.G.I.] for gamepad also! :tongue:

No, no my friend, I need this time to play , there is so many great games coming now. :p


Stupid question :) is this working for PS4 ? if so why drop shot is not working ? as I tried to fire but without auto prone ??

Did you check Button Layout ? You need to change it if you have different button layout in game. Make sure you in game button layout is the same like this in SGI application.

1805

skyline9394
18th November 15, 04:48
Hi Excalibur can u add BURST FIRE mod to BLACK OPS III [ S.G.I.] like S.G.I. COD Advanced Warfare??

Excalibur
18th November 15, 06:42
Hi Excalibur can u add BURST FIRE mod to BLACK OPS III [ S.G.I.] like S.G.I. COD Advanced Warfare??


I will . Just tell me which weapon do you need burst fire?

krict
18th November 15, 16:17
when we will see jitter for this app thanks inadvance

Excalibur
18th November 15, 16:56
when we will see jitter for this app thanks inadvance

I can't add Jitters for this application, they are exclusive for Game pack. http://cronusmax.com/forums/images/styles/TheBeaconDark/buttons_red/edit_40b.png (http://cronusmax.com/forums/moderator.php?do=useroptions&u=284113)One of the best creators WHITE 4ND N3RDY made the best Jitters for BO3 and very soon you will see them in new Game pack.

oCuee
18th November 15, 17:01
I don't mean to be dumb or anything but how do I open the interface am new to all this so if you could help me out :)

krict
18th November 15, 17:45
is the gamepack for cronus

KittyDawn
18th November 15, 18:05
I don't mean to be dumb or anything but how do I open the interface am new to all this so if you could help me out :)

It's an app which you download and run. It creates a script which you put into Cronus PRO.


is the gamepack for cronus

Yes, it's for CronusMAX PLUS

krict
18th November 15, 18:10
i have the old one cronus wil it work for me i mean i buy it in 2014 from cronusshop

KittyDawn
18th November 15, 18:17
i have the old one cronus wil it work for me i mean i buy it in 2014 from cronusshop

Yes if you are on CronusMAX PLUS Firmware.

krict
18th November 15, 18:24
yes i'm on 1.20 firmware cronus pro software

Excalibur
18th November 15, 18:33
I don't mean to be dumb or anything but how do I open the interface am new to all this so if you could help me out :)

Read the first post , there is explanation for all steps.

oCuee
18th November 15, 18:33
where do I locate/ download this app?

Excalibur
18th November 15, 18:35
where do I locate/ download this app?

Look In the first post . :tongue:

skyline9394
18th November 15, 20:58
at a moment i use KN-44 (http://www.ign.com/wikis/call-of-duty-black-ops-3/KN-44)

Excalibur
18th November 15, 21:20
at a moment i use KN-44 (http://www.ign.com/wikis/call-of-duty-black-ops-3/KN-44)


Okay, I made test in game and now I know the exact values for Submachine Guns and Assault Riffles .
But I need some time to program all that in application.

skyline9394
19th November 15, 02:04
Okay, I made test in game and now I know the exact values for Submachine Guns and Assault Riffles .
But I need some time to program all that in application.

ok thx u Excalibur

UAV-ONLINE
19th November 15, 13:40
keep the good work up bro

WHITE 4ND N3RDY
19th November 15, 14:00
here is a pretty basic auto burst mod I just made. It works well on all full auto weapons in BO3. Each burst is different but almost on every weapon it times out perfect to the amount of burst being equal to the amount the clip holds. I have the spacing's between burst pretty tight for sub machine guns but I take in consideration that u may need to unload a lot of round as fast as possible plus u can control the rate between burst by just tapping R2 or RT. Each single burst should drop an opponent if all rounds connect. As I stated its a pretty basic script and I personally never have been a burst fan but ive heard others wanting burst mods for weapons that are full auto for better recoil purposes. I find that if u can find a rapid fire that can compensate the recoil and not sacrifice the rate of fire where its basically useless, that that is the best way to go about as a recoil commentator. Ok enough jabber here is the basic auto-burst script!

//posted by WHITE 4ND N3RDY; Auto burst script.\\

main {

if(get_val(4)) combo_run(autoburst);
}


combo autoburst{
set_val(4, 100);
wait(500);
set_val(4, 0);
wait(150);}

eldonwebb
19th November 15, 23:42
could i please get anti recoil for the xr-2. Thank you

Excalibur
20th November 15, 08:24
could i please get anti recoil for the xr-2. Thank you


You can't , the XR-2 is a burst fire weapon .


Updated ....

BLACK OPS III [SGI] M&Kb v. 2.8 released

Change log. :
Added BURST FIRE for All automatic weapons ( Submachine Guns/ Assault Riffles/ Light Machine Guns ).

1812 1813

skyline9394
20th November 15, 13:46
You can't , the XR-2 is a burst fire weapon .


Updated ....

BLACK OPS III [SGI] M&Kb v. 2.8 released

Change log. :
Added BURST FIRE for All automatic weapons ( Submachine Guns/ Assault Riffles/ Light Machine Guns ).


OMG thx u Excalibur for the hard work

Migulin
21st November 15, 11:22
Program wont launch for me, I'm using Win 10 x64.

LEX LOST
21st November 15, 11:30
Program wont launch for me, I'm using Win 10 x64.

I've the same OS and yes, it works.
You must choose more info and run anyway

Migulin
21st November 15, 11:36
I've the same OS and yes, it works.
You must choose more info and run anyway
I did that, but nothing happens still. Mouse turns into loading icon but no processes are never started. Does the program need some kind of .NET framework installed?

EDIT: Nevermind, it was virusscanner that caused it. :P

Migulin
21st November 15, 12:18
Okay, next issue, I cant get rapid fire to work with akimbo pistols. left pistol only fires once while right one works as it should.

Excalibur
21st November 15, 13:42
Okay, next issue, I cant get rapid fire to work with akimbo pistols. left pistol only fires once while right one works as it should.

Post here the script that was generated from SGI app. and I will check it.

Updated. Ah yes, there is no rapid fire for akimbo. Again post script and I will edit it for you.

Migulin
21st November 15, 15:05
Post here the script that was generated from SGI app. and I will check it.

Updated. Ah yes, there is no rapid fire for akimbo. Again post script and I will edit it for you.
// COPYRIGHT: // CronusMAX GPC Script - 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 BLACK OPS III [S.G.I.] M&Kb ver. 2.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /

=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 38; // Primary Weapon
int rest_time = 18;
int hold_timeP = 38; // Primary Weapon
int rest_timeP = 18;
int hold_timeS = 38; // secondary
int rest_timeS = 18; // secondary
int hold_time_B = 38;
int rest_time_B = 18;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff = TRUE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(akimbo_onoff) {
if(get_val(FIRE_BTN)) {
set_val(ADS_BTN ,100);
}
}
//////////////////////////////////////////////////////////////////////////
// AKIMBO DUAL EASY ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//1. Dual Easy with Scope Disable feature.

if(akimbo_onoff) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
set_val(ADS_BTN,100);
}
}
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// end of script

Excalibur
21st November 15, 16:11
// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III [S.G.I.] M&Kb ver. 2.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /

=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 38; // Primary Weapon
int rest_time = 18;
int hold_timeP = 38; // Primary Weapon
int rest_timeP = 18;
int hold_timeS = 38; // secondary
int rest_timeS = 18; // secondary
int hold_time_B = 38;
int rest_time_B = 18;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff = TRUE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(akimbo_onoff) {
if(get_val(FIRE_BTN)) {
set_val(ADS_BTN ,100);
}
}
//////////////////////////////////////////////////////////////////////////
// AKIMBO DUAL EASY ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//1. Dual Easy with Scope Disable feature.

if(akimbo_onoff) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
set_val(ADS_BTN,100);
}
}
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// end of script

Give it a shot and let me know how it works.

//Posted by Migulin, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums
//Posted : Saturday 21st of November, 2015 19:09 UTC

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/************************************************** *********************************************
This Script was made and intended for <a href="http://www.CronusMAX.com" target="_blank">www.CronusMAX.com</a> & 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 BLACK OPS III [S.G.I.] M&Kb ver. 2.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : <a href="http://cronusmax.com/manual/#compatibility_list_of_controllers.htm" target="_blank">http://cronusmax.com/manual/#compati...ontrollers.htm</a>
//--------------------------------------------------------------
//
/************************************************** **************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /

================================================== ===========================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


================================================== ===========================
************************************************** ***************************/
/************************************************** *************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 38; // Primary Weapon
int rest_time = 18;
int hold_timeP = 38; // Primary Weapon
int rest_timeP = 18;
int hold_timeS = 38; // secondary
int rest_timeS = 18; // secondary
int hold_time_B = 38;
int rest_time_B = 18;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff = TRUE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
// AKIMBO DUAL EASY ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//1. Dual Easy with Scope Disable feature.
if(rapid_onoff && akimbo_onoff && !get_val(ADS_BTN)){
combo_run(RAPID_AKIMBO);
}
else if(akimbo_onoff) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
set_val(ADS_BTN,100);
}
}

///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}


}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

combo RAPID_AKIMBO {
set_val(FIRE_BTN,100);
set_val( ADS_BTN,100);
wait(hold_time);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_time);


}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// end of script

Migulin
21st November 15, 16:25
Give it a shot and let me know how it works.


Yeah, both guns are firing... but they are now firing constantly even without pressing any button.

Excalibur
21st November 15, 17:35
Yeah, both guns are firing... but they are now firing constantly even without pressing any button.


Yes, my mistake. Here is the new version:

//Posted by Migulin, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums
//Posted : Saturday 21st of November, 2015 19:09 UTC

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/************************************************** *********************************************
This Script was made and intended for <a href="http://www.CronusMAX.com" target="_blank">www.CronusMAX.com</a> & 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 BLACK OPS III [S.G.I.] M&Kb ver. 2.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : <a href="http://cronusmax.com/manual/#compatibility_list_of_controllers.htm" target="_blank">http://cronusmax.com/manual/#compati...ontrollers.htm</a>
//--------------------------------------------------------------
//
/************************************************** **************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /

================================================== ===========================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


================================================== ===========================
************************************************** ***************************/
/************************************************** *************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_timeA; // Akimbo Mode
int rest_timeA;
int hold_time = 38; // Primary Weapon
int rest_time = 18;
int hold_timeP = 38; // Primary Weapon
int rest_timeP = 18;
int hold_timeS = 38; // secondary
int rest_timeS = 18; // secondary
int hold_time_B = 38;
int rest_time_B = 18;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff = TRUE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
// AKIMBO DUAL EASY ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//1. Dual Easy with Scope Disable feature.
if(rapid_onoff && akimbo_onoff && !get_val(ADS_BTN)){
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) combo_run(RAPID_AKIMBO);
}
else if(akimbo_onoff) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
set_val(ADS_BTN,100);
}
}

///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}


}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

combo RAPID_AKIMBO {
set_val(FIRE_BTN,100);
set_val( ADS_BTN,100);
wait(hold_time);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_time);


}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// end of script

Migulin
21st November 15, 17:48
Script works now, left gun seems to fire slightly faster than right one but thats not really issue. Great work!

midloo
21st November 15, 21:58
Thanks much for this! This is the first script I have used with CronusMax. I'm learning a lot from it. Thank you.

krict
22nd November 15, 16:31
anyone know antirecoil number VMP gun please thanks inadvance

renover
22nd November 15, 20:14
hi, thanks for your amazing work, I'm having problems making CM Plus working for PS4 BO3, cant get rapid fire w/primary weapon so searching in the forum I found your thread so my question is if this app can also work for PS4 ?

krict
22nd November 15, 20:37
yes it works for all consoles

Excalibur
22nd November 15, 21:04
hi, thanks for your amazing work, I'm having problems making CM Plus working for PS4 BO3, cant get rapid fire w/primary weapon so searching in the forum I found your thread so my question is if this app can also work for PS4 ?


Yes it works.In the first post I wrote a note about it.

Updated ....

BLACK OPS III v. 2.9

Change log.: Added Akimbo Rapid Fire mode .
and app. will save your choice for Controller and values for anti recoil.

renover
22nd November 15, 22:33
hi I just finish using your program and then copy and paste in Cronus PRO/file/new/empty and then click in Compile or program device but an error is detected and it says:

------ GPC: Build started ------
> 1: New* :
> ERROR line 285: 'wait_sec_tap' is not defined.
Build failed with 1 errors ...


my complete script is:



// COPYRIGHT:
// CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III [S.G.I.] M&Kb ver. 2.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /

=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 9. ANTI RECOIL

//1. Profile 1 On => CEMU_EXTRA6 + D pad Up

//2. Profile 2 On => CEMU_EXTRA6 + D pad Right

//3. Profile 3 On => CEMU_EXTRA6 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA6 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_B; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_RS; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 23; // Primary Weapon
int rest_time = 3;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele = TRUE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil =FALSE;
int ANTI_RECOIL = 0; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;

//////////////////////////////////////////////////////////
//
int timer;
int ReloadingTime=1200;
int SlideOrDrop = 20;
int DelayScope = 20;
int w_reloading =1200;// stop sprint to reload
int w_shoting = 300;// stop sprint and shot
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

/////////////////////////////////////////////////
// DOUBLE MEELE
if(DoubleMeele) {
if(get_val(MELEE) ) { combo_run(DOUBLE_MEELE); }
}
// ANTI RECOIL - UserProfile 1:None Switch:CEMU_EXTRA6
if( get_val(CEMU_EXTRA6) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 0; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :None
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 0; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :None
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 0; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Alwayes On
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) ){
combo_run(AntiRecoil);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// LONG JUMP /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////////////////////
// LONG JUMP
if(get_val(Up)){
if(event_press(JUMP_BTN)) {
LongJump =!LongJump;// ON / OFF Long Jump
}
set_val(Up, 0):

}

/////////////////////////////////////////////
// timer for second tap
if(timerLJump>0) {//---------------------
timerLJump= timerLJump -get_rtime();
if(timerLJump <= 0) b_tap=FALSE;
}//--------------------------------------




if(LongJump ){
//----------------------------------------------------------- Long Jump ------------
/////////////////////////////////////////////////
// First tap
if (event_press(JUMP_BTN) && !b_tap) {
b_tap=TRUE;
timerLJump = wait_sec_tap;
// Second tap
}else if (event_press(JUMP_BTN) && b_tap ){
TimeToJump=1500;
JumpActive=TRUE;
b_tap=FALSE;
combo_run (LONG_JUMP_HIMSELF);
}
/////////////////////////////////////////////////
//-----------------------------------------------------------
}
///////////////////////////////////////////////////---- Long Jump ------------

}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LONG_JUMP_HIMSELF {
set_val(JUMP_BTN,100);//1
wait(100);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//2
wait(100);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//3
wait(100);
set_val(JUMP_BTN, 0);
wait(100);
set_val(JUMP_BTN,100);//4
wait(50);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//5
wait(100);
set_val(JUMP_BTN, 0);
wait( 80);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo DOUBLE_MEELE {
set_val(MELEE,100);
wait(50);
set_val(MELEE,0);
wait(480);
set_val(MELEE,100);
wait(80);
}

combo SPICIAL_ABILITY {
set_val(LETHAL,100);
set_val(TACTICAL,100);
wait(100);
}

combo RESET_WITH_SPAN{
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
TogleADS= FALSE;
set_val(RELOAD_BTN,100);
wait(100);

}

//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
set_val(FIRE_BTN,100);
wait(100);
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(600); // -----------------
set_val(FIRE_BTN, 100);
wait(80);
}

// ANTI RECOIL - Class 9
combo AntiRecoil {
//---------------------------------
anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script


Im really a newbie, if theres something wrong can you please help me? I just want to get the best settings possible for an a Assault player, rapid fire with weapons like Razorback, HVK and anti recoil, thank you very much

Migulin
23rd November 15, 05:26
Antirecoil dosent seem to get turned on in script even if its turned on in app. int bAnti_Recoil is always FALSE no matter what option in the app.

Excalibur
23rd November 15, 09:30
Antirecoil dosent seem to get turned on in script even if its turned on in app. int bAnti_Recoil is always FALSE no matter what option in the app.


Thank you!
You are right, I fixed that bug and released a new version.


BLACK OPS III [SGI] M&Kb v. 3.0

krict
23rd November 15, 11:35
anyone know antirecoil number for VMP and RAZORBACK gun please man thanks inadvance

Excalibur
23rd November 15, 11:54
anyone know antirecoil number for VMP and RAZORBACK gun please man thanks inadvance

Yesterday I was trying to find these values, but without of success . The recoil is random and there is no script that can counteract to that.

krict
23rd November 15, 11:58
thank you Excalibur for your anser i will try my self :) (http://cronusmax.com/forums/member.php?u=280729)

renover
23rd November 15, 12:34
Excalibur what's the weapon you use and what Scrip?

Excalibur
23rd November 15, 13:52
Excalibur what's the weapon you use and what Scrip?

The mods that I use are :

1. Drop Shot with slide

2. Reload and slide

3. Long Jump

and sometimes - rapid fire for the pistol.

But right now I use :

1. KN-44 with Grip , FMJ / this is for the maps with middle distance.

2. Vesper with Grip, FMJ / for the rush playing stile.

Migulin
24th November 15, 04:31
Btw... Reload and slide is enable by default in the app, I think it would be better if everything is disabled because now I have to disable it every time I make new script. Also for some reason, in TOGGLE ADS part of app, the background is some ugley green color, making it hard to read the text.

Excalibur
24th November 15, 06:50
Btw... Reload and slide is enable by default in the app, I think it would be better if everything is disabled because now I have to disable it every time I make new script. Also for some reason, in TOGGLE ADS part of app, the background is some ugley green color, making it hard to read the text.

Okay, in new v. 3.1 I added save function for all radio groups and changed color for TOGGLE ADS to default white.
Now app. will " remembered " you choice.



Updated...

release new BLACK OPS III [SGI] M&Kb v. 3.1

lizzkid89
24th November 15, 17:56
hi is there way someone could make script that just has 3 modes with best rapid fire rates and anti recoil. i tried to use program and don't know how to add additional modes. i would def appreciate it

Excalibur
24th November 15, 18:21
hi is there way someone could make script that just has 3 modes with best rapid fire rates and anti recoil. i tried to use program and don't know how to add additional modes. i would def appreciate it

The normal Rapid Fire slow the fire Rate of the automatic weapons. The game has very strict wait times for that . On the other side - the recoil is very random so there is no script that can counteract to that. The rapid Fire is good for some pistols in my opinion.
The only way is Jitters , again in my opinion.

Excalibur
24th November 15, 21:00
I would like to say thanks to everyone who supported me!
All these likes mean a lot to me, so thank you people.

1822

kboogie
25th November 15, 10:56
is there a way to adjust the ADS sensitivity without affecting the hip fire sensitivity? in general?

Excalibur
25th November 15, 13:35
is there a way to adjust the ADS sensitivity without affecting the hip fire sensitivity? in general?

In general - yes, I use this code more than 2 years .
In the previous COD games that was possible, but in BO3 it seems they are patched it somehow. I needs time to experiment little more.

GL0ZZ3N
25th November 15, 16:07
is there a way to adjust the ADS sensitivity without affecting the hip fire sensitivity? in general?


Set your ADS sens to 120, you won't feel any difference when going from hip-fire to ADS :)

Migulin
26th November 15, 02:01
When using drop shot, script gives this error: ERROR line 260: 'Jump' is not defined.

Excalibur
26th November 15, 06:00
When using drop shot, script gives this error: ERROR line 260: 'Jump' is not defined.

Thank you.
It seems I incidentally delete this combo.

release new BLACK OPS III v 3.2

szuosky
27th November 15, 01:45
When using long jump, script gives this error: ERROR line 178: 'wait_sec_tap' is not defined.

Excalibur
27th November 15, 06:15
When using long jump, script gives this error: ERROR line 178: 'wait_sec_tap' is not defined.


Thank you.

I fixed that bug and released a new version.

Updated.... BLACK OPS III [SGI] M&Kb v. 3.3

Excalibur
27th November 15, 08:27
Updated......


Updated.... BLACK OPS III [SGI] M&Kb v. 3.4


Change log:
Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run

Excalibur
28th November 15, 14:32
The member of community ask me to add 1 and 2 rounds per burst to the application.

I release a new version of BLACK OPS III [SGI] M&Kb v. 3.5

Change log. : Added 1 to 8 rounds per burst for Burst Fire mode.

prydee
28th November 15, 15:37
Is this a problem on my end? After enabling the Toggle ADS option on the SGI interface, I go in-game and I tried "toggle ADSing' while moving forward (not sprinting), but it cancels the ADS. I thought I had to hold the forward button "AND" press the sprint button to cancel the ADS, but just holding the forward button still cancels it. I can toggle ADS while moving backward and sideways, but not forward. I want to toggle ADS and move forward simultaneously if you get what I mean.

Excalibur
28th November 15, 19:47
Is this a problem on my end? After enabling the Toggle ADS option on the SGI interface, I go in-game and I tried "toggle ADSing' while moving forward (not sprinting), but it cancels the ADS. I thought I had to hold the forward button "AND" press the sprint button to cancel the ADS, but just holding the forward button still cancels it. I can toggle ADS while moving backward and sideways, but not forward. I want to toggle ADS and move forward simultaneously if you get what I mean.


I check the code and it works for me like should . Post here the script that was generated from SGI app.

eSpocks
28th November 15, 22:05
I really like your black ops 3 v. 3.4.
I am just wondering if you could posibly add the 1 bullet and 2 bullet burst so
that the weapons have even less recoil.

The standard bo3 gamepack has the 1 and 2 burst but you need to tap the fire button to fire it.
If it was possible to hold it that would be insane. But they don´t have that in the gamepack.

Grtz eSpocks

prydee
28th November 15, 22:57
I check the code and it works for me like should . Post here the script that was generated from SGI app.

Never mind. It's working now. :smile:

just looking
29th November 15, 08:47
hi buddy

I've noticed that on your earlier releases of your bop3 SGI you had ADS sensitivity tab and I've noticed now its not in the sgi . I believe somewhere I read that you said it wasn't working ? any chance you could update the sgi to include a ADS sensitivity ?

thanks

kboogie
29th November 15, 10:53
Set your ADS sens to 120, you won't feel any difference when going from hip-fire to ADS :)
it may sound dumb but where do i adjust the ads

just looking
29th November 15, 11:06
the ads tab is not there anymore its been removed from the SGI it was in earlier versions

Excalibur
29th November 15, 11:32
hi buddy

I've noticed that on your earlier releases of your bop3 SGI you had ADS sensitivity tab and I've noticed now its not in the sgi . I believe somewhere I read that you said it wasn't working ? any chance you could update the sgi to include a ADS sensitivity ?

thanks

Hi mate,
you are right. I has this tab , but when I trying it in the game it seems doesn't work. If you want post here the script that you use and I will add to it ADS Sensitivity .

just looking
29th November 15, 17:05
OK I'll upload my gpc script later in the week

thanks

Excalibur
1st December 15, 10:32
OK I'll upload my gpc script later in the week

thanks

I added this tab again to the app. Look on Class 16.

BLACK OPS III v. 3.6

just looking
1st December 15, 11:30
OK great work I'll try it this weekend. Did you get a chance to test it's working after you added it ?

Excalibur
1st December 15, 12:16
OK great work I'll try it this weekend. Did you get a chance to test it's working after you added it ?


Unfortunately no. I play with XIM4 + CM v3 so I don't use it in my personal script. Maybe this evening after work I will try it.

xNIGHTMAREx
3rd December 15, 11:17
1522


BLACK OPS III v. 3.5
Script Game Interface M & Kb version.

DOWNLOAD LINK (https://www.dropbox.com/sh/x9rb6liiddc22s8/AADSkX0397Wyli02kZWWzT0ba?dl=0)

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

Please suggest which mods to include and what will be useful !


How to use Rapid Fire Class?
-----------------------------------------------------------------------------------------------------
It basically has three options and 4 variants :
1. Rapid Fire - it will work with all weapons ( Primary and Secondary ).
2. Primary Weapon - you have Rapid Fire only for the Primary Weapons.
3. Secondary Weapon - you have Rapid Fire only for the Secondary Weapons.
4. Primary and Secondary - you have different Rapid Fire for Primary and for Secondary Weapons.

1. Rapid Fire .
- it has additional options :
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If you check : Include switch in game for Hold and Rest Time, you can have on the fly 32 different Rapid Fire.

------------------------------------------------------------------------------
How to work with Anti Recoil?

1743
1.Set values for the vertical recoil for all 3 Profiles.
In the example above I set them : 30 / 35 / 40

2. Choose CEMU_EXTRA button ( which is the EXTRA_INPUT buttons in X-AIM) . In the example it is CEMU_EXTRA4 witch is the EXTRA_INPUT4 in X-AIM plugin ).
In game you will use this button with combination of D pad buttons to switch to Profiles or to turn Anti Recoil OFF.
For example:
hold CEMU_EXTRA4 and press D pad RIGHT , will switch to Profile 2.

3. When you start script it will always start with values for the Profile 1 ( this is the default Profile ).

The benefits : you have 3 different values for the anti recoil and you can try them immediately in game.

---------------------------------------------------------------------------------------------------------
What is the CEMU EXTRA1..8 and EXTRA INPUT1..8 ?

Most of us have been so confused in the beginning. Let me read what it says in the manuals :
The extra inputs are available mainly to be used in conjunction with GPC scripts, where you can have, for example, a shortcut key to start a macro or set certain configurations in your script.
GPC identifiers for extra inputs:



CEMU_EXTRA1, CEMU_EXTRA2, CEMU_EXTRA3, CEMU_EXTRA4,
CEMU_EXTRA5, CEMU_EXTRA6, CEMU_EXTRA7, CEMU_EXTRA8, CEMU_EXTRA9



The first 4 extra inputs correspond to the motion sensors of Dualshock 3 controllers (Accelerometer X, Accelerometer Y, Accelerometer Z and Gyroscope respectively), any assignments to theses entries will be translated to the sensors when using CronusMAX PLUS on PS3 systems. The same is also true for Dualshock 4 and PS4 systems, but all extra inputs are used (Accelerometer X, Accelerometer Y, Accelerometer Z,Gyroscope X, Gyroscope Y, Gyroscope Z, Touch, Touch X, Touch Y). Very few games makes use of these sensors, so you are free to use them for other purposes.

Think of them as additional virtual buttons( because they don't have physical equivalent ). X-AIM called them EXTRA INPUTS but they was declared in GPC language like CEMU EXTRA -I know that this part is the most confusing.
I do not know the reason for this and I can not explain why they did so.But that's not important to us. What is important is that we can use these virtual buttons to activate combos ( macros) or set settings in ours scripts.
The only thing you have to understand is how to use them.

So if you have in script virtual button CEMU_EXTRA1 , you need to know that it is equal to EXTRA INPUT1 in X-AIM plug in.
So to be able to use it , you need to connect EXTRA INPUT1 button to the real button in your keyboard. This process is very simple.

If you want to read manuals, below is the link :
http://cronusmax.com/manual/Content/layout_configuration.htm


http://s10.postimg.org/mvr5s9zhh/Auto_Dash.jpg (http://postimg.org/image/mvr5s9zhh/)

CEMU EXTRA1..8 are EXTRA INPUT1..8 in X-AIM plugin.

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NOTE: EXTRA INPUT1 is located in top left corner of the EXTRA INPUTS.
To assign keyboard button to EXTRA_INPUT1 ( for example) which is CEMU_EXTRA1 in scripts follow the next steps:
1. Put the mouse over the extra input 1 square and press right mouse button. From the pop up menu select keystroke.
2. Now Press button from your keyboard ( in our example we press F5 ).
That is.

-------------------------------------------------------------------------------------------------------------------------------------------------------------

14. BURST FIRE

1. Select how to operate Burst Fire.
2. Click on Red button ( connected to weapon) to make it Green.
3. Select Rounds per burst.
1812 1813-------------------------------------------------------------------------------------------------------------------------------------------------------------
HOW TO USE THIS APPLICATION

Use application BLACK OPS III and choose Mods and adjust all settings, then use menu -> Copy to Clipboard.
Now Go to CronusPro and select Menu -> File New ->Empty File.
In the new window - Use right mouse button and select "Paste" ( alternatively - use short cut Ctr+V ).
Start X-AIM plugin and select Layout Options ->Load GPC Script.



any recommendations for no recoil values ?

Excalibur
3rd December 15, 11:21
any recommendations for no recoil values ?


For what weapon ?

xNIGHTMAREx
3rd December 15, 11:43
For what weapon ?

smgs

Excalibur
3rd December 15, 12:05
smgs

Oh, sorry but they produce very random recoil so there is no script that can counteract to it. My recommendation is - don't try to use anti recoil with them.

just looking
3rd December 15, 12:58
I totally agree there's so many fast moving targets going all directions that in this game it's better not to use the anti-recoil feature

Excalibur
3rd December 15, 17:53
UPDATED ...

new BLACK OPS III [SGI] M&Kb v. 3.7

Change log : Added new mode - G - SLIDE MODE



https://www.youtube.com/watch?v=65GkHACXPUY&amp;feature=youtu.be

Excalibur
3rd December 15, 20:31
UPDATED ..

new BLACK OPS III v. 3.8

Change log : It is almost impossible to activate G - Slide with combination of 3 buttons ( if you play with M&Kb ). So I found the best way to activate it : double tap Sprint button.

Updated...I just trying it in game and wow this mode is a beast.

Zexualthunder
4th December 15, 10:39
Hey i was just wondering with the the scope shot mode I was seeing if there is a way to increase the time it scopes before shooting I'm finding that with shot guns the scope doesn't go in far enough before shooting thus not giving that deadly one shot kill

Excalibur
4th December 15, 15:02
Hey i was just wondering with the the scope shot mode I was seeing if there is a way to increase the time it scopes before shooting I'm finding that with shot guns the scope doesn't go in far enough before shooting thus not giving that deadly one shot kill



Updated...

You mean scope shot ( not Quick Scope ) - no, there is no time . If you press fire button the script immediately start pressing ADS button.

If you want time - you can use Sniper mode -.

If you mean -Quick Scope , yes you can change time and make it perfect to your weapon.

1841

just looking
4th December 15, 17:47
ads sensitivity works

thanks

Excalibur
4th December 15, 18:02
ads sensitivity works

thanks

Big thank you for that feedback.

just looking
4th December 15, 18:31
I've also tried the new g-slide feature I'm not sure its working as it should when I double press the sprint which I'm on tactical sticks I do power slide but it doesn't do the boost slide jump as It should do ?

buttons I've tried default / tactical sticks. tactical in bop settings in game


thanks

Excalibur
4th December 15, 21:43
I've also tried the new g-slide feature I'm not sure its working as it should when I double press the sprint which I'm on tactical sticks I do power slide but it doesn't do the boost slide jump as It should do ?

buttons I've tried default / tactical sticks. tactical in bop settings in game


thanks


You need to hold forward button all the time to be able to perform G - Slide. Hold forward button and start sprint , then double tap SPRINT button ( default = LS/ L3 ).

UPDATED .....


new BLACK OPS III v. 3.9

Change log.: Added SUPER G - SLIDE ( or we can call it infinite G - Slide ).

Here is an example how SUPER G - SLIDE looks in game:

https://www.youtube.com/watch?v=EUhfSfBCXzA&amp;feature=youtu.be

weepwomp
4th December 15, 22:02
I saw the reply excalibur. If you could compile a script with rapid fire, slide reload, easy run, and g slide I would appreciate it.

I will do more digging around to learn the language and format. Hopefully I can contribute in the coming months. But for now this would be sick

Excalibur
4th December 15, 22:18
I saw the reply excalibur. If you could compile a script with rapid fire, slide reload, easy run, and g slide I would appreciate it.

I will do more digging around to learn the language and format. Hopefully I can contribute in the coming months. But for now this would be sick


Here you go :

NOTE : You must ensure that the script buttons match the button layout that you are using in the game.

To perform G- Slide : hold Left Stick Up and hold LS/L3 pressed and then tap Jump button.

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III [S.G.I.] M&Kb ver. 3.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 17. G - SLIDE MODE

//To perform G - Slide : when you sprinting, double tap ( click ) SPRINT button.

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS3_R2; // default RT
define ADS_BTN = PS3_L2; // LT
define SPRINT_BTN = PS3_L3; // LS
define PRONE_BTN = PS3_CIRCLE; // B
define JUMP_BTN = PS3_CROSS; // A
define SWITCH_WEAPON = PS3_TRIANGLE; // Y
define RELOAD_BTN = PS3_SQUARE; // X
define MELEE = PS3_R3; // RS/R3
define LETHAL = PS3_R1; // RB
define TACTICAL = PS3_L1; // LB
define Up = PS3_UP;
define Right = PS3_RIGHT;
define Down = PS3_DOWN;
define Left = PS3_LEFT;
define R_X = PS3_RX;
define R_Y = PS3_RY;
define L_X = PS3_LX;
define L_Y = PS3_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 10; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int ANTI_RECOIL = 20; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// G - SLIDE MODE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if(get_val(12)<= -80 && get_val(SPRINT_BTN)){

/////////////////////////////////////////////////
if (event_press(JUMP_BTN) ){
combo_run (G_SLIDE);
}
/////////////////////////////////////////////////
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo G_SLIDE {
set_val(JUMP_BTN,100);
wait(100);
set_val(PRONE_BTN,100);
wait(250);
wait(650);
set_val(JUMP_BTN,100);
wait(150);
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(100);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(200); // -----------------
set_val(L_X,-100);
wait(200); // -----------------
}

// end of script

weepwomp
4th December 15, 22:27
Here you go :

NOTE : You must ensure that the script buttons match the button layout that you are using in the game.

To perform G- Slide : hold Left Stick Up and hold LS/L3 pressed and then tap Jump button.

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/***********************************************************************************************
This Script was made and intended for www.CronusMAX.com (http://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 BLACK OPS III [S.G.I.] M&Kb ver. 3.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : http://cronusmax.com/manual/#compatibility_list_of_controllers.htm
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


=============================================================================
*****************************************************************************/
/***************************************************************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 17. G - SLIDE MODE

//To perform G - Slide : when you sprinting, double tap ( click ) SPRINT button.

********************************************************/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS3_R2; // default RT
define ADS_BTN = PS3_L2; // LT
define SPRINT_BTN = PS3_L3; // LS
define PRONE_BTN = PS3_CIRCLE; // B
define JUMP_BTN = PS3_CROSS; // A
define SWITCH_WEAPON = PS3_TRIANGLE; // Y
define RELOAD_BTN = PS3_SQUARE; // X
define MELEE = PS3_R3; // RS/R3
define LETHAL = PS3_R1; // RB
define TACTICAL = PS3_L1; // LB
define Up = PS3_UP;
define Right = PS3_RIGHT;
define Down = PS3_DOWN;
define Left = PS3_LEFT;
define R_X = PS3_RX;
define R_Y = PS3_RY;
define L_X = PS3_LX;
define L_Y = PS3_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 10; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int ANTI_RECOIL = 20; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// G - SLIDE MODE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if(get_val(12)<= -80 && get_val(SPRINT_BTN)){

/////////////////////////////////////////////////
if (event_press(JUMP_BTN) ){
combo_run (G_SLIDE);
}
/////////////////////////////////////////////////
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo G_SLIDE {
set_val(JUMP_BTN,100);
wait(100);
set_val(PRONE_BTN,100);
wait(250);
wait(650);
set_val(JUMP_BTN,100);
wait(150);
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(100);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(200); // -----------------
set_val(L_X,-100);
wait(200); // -----------------
}

// end of script




Perfect. I'm on xbox one with xb1 controller and using bumper jumper tactical. what exactly needs to be changed?

EDIT: Oh ok so in the define area I need to swap a few things around, I see now. thanks man

weepwomp
4th December 15, 22:40
//Posted by Excalibur, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums

//Posted : Saturday 5th of December, 2015 2:22 UTC

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/************************************************** *********************************************
This Script was made and intended for <a href="http://www.CronusMAX.com" target="_blank">www.CronusMAX.com</a> & 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 BLACK OPS III [S.G.I.] M&Kb ver. 3.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : <a href="http://cronusmax.com/manual/#compatibility_list_of_controllers.htm" target="_blank">http://cronusmax.com/manual/#compati...ontrollers.htm</a>
//--------------------------------------------------------------
//
/************************************************** **************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
================================================== ===========================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


================================================== ===========================
************************************************** ***************************/
/************************************************** *************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 17. G - SLIDE MODE

//To perform G - Slide : when you sprinting, double tap ( click ) SPRINT button.

************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS3_R2; // default RT
define ADS_BTN = PS3_L2; // LT
define SPRINT_BTN = PS3_L3; // LS
define PRONE_BTN = PS3_CIRCLE; // RS/R3
define JUMP_BTN = PS3_CROSS; // LB
define SWITCH_WEAPON = PS3_TRIANGLE; // Y
define RELOAD_BTN = PS3_SQUARE; // X
define MELEE = PS3_R3; // B
define LETHAL = PS3_R1; // RB
define TACTICAL = PS3_L1; // A
define Up = PS3_UP;
define Right = PS3_RIGHT;
define Down = PS3_DOWN;
define Left = PS3_LEFT;
define R_X = PS3_RX;
define R_Y = PS3_RY;
define L_X = PS3_LX;
define L_Y = PS3_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 10; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int ANTI_RECOIL = 20; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// G - SLIDE MODE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if(get_val(12)<= -80 && get_val(SPRINT_BTN)){

/////////////////////////////////////////////////
if (event_press(JUMP_BTN) ){
combo_run (G_SLIDE);
}
/////////////////////////////////////////////////
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo G_SLIDE {
set_val(JUMP_BTN,100);
wait(100);
set_val(PRONE_BTN,100);
wait(250);
wait(650);
set_val(JUMP_BTN,100);
wait(150);
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(100);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(200); // -----------------
set_val(L_X,-100);
wait(200); // -----------------
}

// end of script

I swapped the melee with prone & swapped tactical with jump because I'm using bumper jumper tactical. When I'm running and hit X to reload he just melees

what did I miss?

Excalibur
4th December 15, 23:16
//Posted by Excalibur, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums

//Posted : Saturday 5th of December, 2015 2:22 UTC

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/************************************************** *********************************************
This Script was made and intended for <a href="http://www.CronusMAX.com" target="_blank">www.CronusMAX.com</a> & 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 BLACK OPS III [S.G.I.] M&Kb ver. 3.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : <a href="http://cronusmax.com/manual/#compatibility_list_of_controllers.htm" target="_blank">http://cronusmax.com/manual/#compati...ontrollers.htm</a>
//--------------------------------------------------------------
//
/************************************************** **************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
================================================== ===========================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


================================================== ===========================
************************************************** ***************************/
/************************************************** *************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 17. G - SLIDE MODE

//To perform G - Slide : when you sprinting, double tap ( click ) SPRINT button.

************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS3_R2; // default RT
define ADS_BTN = PS3_L2; // LT
define SPRINT_BTN = PS3_L3; // LS
define PRONE_BTN = PS3_CIRCLE; // RS/R3
define JUMP_BTN = PS3_CROSS; // LB
define SWITCH_WEAPON = PS3_TRIANGLE; // Y
define RELOAD_BTN = PS3_SQUARE; // X
define MELEE = PS3_R3; // B
define LETHAL = PS3_R1; // RB
define TACTICAL = PS3_L1; // A
define Up = PS3_UP;
define Right = PS3_RIGHT;
define Down = PS3_DOWN;
define Left = PS3_LEFT;
define R_X = PS3_RX;
define R_Y = PS3_RY;
define L_X = PS3_LX;
define L_Y = PS3_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 10; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int ANTI_RECOIL = 20; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// G - SLIDE MODE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if(get_val(12)<= -80 && get_val(SPRINT_BTN)){

/////////////////////////////////////////////////
if (event_press(JUMP_BTN) ){
combo_run (G_SLIDE);
}
/////////////////////////////////////////////////
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo G_SLIDE {
set_val(JUMP_BTN,100);
wait(100);
set_val(PRONE_BTN,100);
wait(250);
wait(650);
set_val(JUMP_BTN,100);
wait(150);
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(100);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(200); // -----------------
set_val(L_X,-100);
wait(200); // -----------------
}

// end of script

I swapped the melee with prone & swapped tactical with jump because I'm using bumper jumper tactical. When I'm running and hit X to reload he just melees

what did I miss?

I need some time to found what happens here. I didn't see any changes in script. You should edit defines to match your button layout in game.

Please use app. and make your button layout in tab Button Layout., then post here the script that was generated by app.

weepwomp
4th December 15, 23:33
I need some time to found what happens here. I didn't see any changes in script. You should edit defines to match your button layout in game.

Please use app. and make your button layout in tab Button Layout., then post here the script that was generated by app.

My layout in game matches the defined buttons posted in the script

Are you asking me to load the gamepack through cronus pro and change the button settings?

Excalibur
4th December 15, 23:56
My layout in game matches the defined buttons posted in the script

Are you asking me to load the gamepack through cronus pro and change the button settings?

Are you asking me to load the gamepack through cronus pro and change the button settings? - Nope,


My layout in game matches the defined buttons posted in the script - You told me that you use Bumper Jumper Tactical - is this correct?


I made changes in defines according Bumper Jumper Tactical Layout in game.

Give it a shot and let me know how it works.

//Posted by Excalibur, a member of the community in the CronusMAX Forums - http://www.cronusmax.com/forums
//Posted : Saturday 5th of December, 2015 3:17 UTC

//Posted by Excalibur, a member of the community in the CronusMAX Forums - <a href="http://www.cronusmax.com/forums" target="_blank">http://www.cronusmax.com/forums</a>

//Posted : Saturday 5th of December, 2015 2:22 UTC

// COPYRIGHT: // CronusMAX GPC Script - All rights reserved!
/************************************************** *********************************************
This Script was made and intended for <a href="http://www.CronusMAX.com" target="_blank">www.CronusMAX.com</a> & 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 BLACK OPS III [S.G.I.] M&Kb ver. 3.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : <a href="http://cronusmax.com/manual/#compatibility_list_of_controllers.htm" target="_blank">http://cronusmax.com/manual/#compati...ontrollers.htm</a>
//--------------------------------------------------------------
//
/************************************************** **************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
================================================== ===========================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


================================================== ===========================
************************************************** ***************************/
/************************************************** *************
INSTRUCTIONS

----------------------------------------------------------------
Class 1. RAPID FIRE

//1. RAPID FIRE turn On / Off => ADS button + D pad UP

----------------------------------------------------------------
Class 17. G - SLIDE MODE

//To perform G - Slide : when you sprinting, double tap ( click ) SPRINT button.

************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_RS; // B
define JUMP_BTN = XB1_LB; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_B; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_A; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 10; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int ANTI_RECOIL = 20; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

//////////////////////////////////////////////////////////////////////////
// RELOAD WITH SLIDE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Reload with Slide
if(b_running){//-----------------------
if(event_press(RELOAD_BTN)) {
combo_run(DROPSHOT);
}
}//------------------------------------

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// ON / OFF RAPID FIRE (ADS button + Dpad UP )
if(get_val(ADS_BTN) && event_press(Up ))
{
rapid_onoff =!rapid_onoff;

}
// RAPIDFIRE
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN)>0 && !burst_onoff ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// G - SLIDE MODE ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
if(get_val(12)<= -80 && get_val(SPRINT_BTN)){

/////////////////////////////////////////////////
if (event_press(JUMP_BTN) ){
combo_run (G_SLIDE);
}
/////////////////////////////////////////////////
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo G_SLIDE {
set_val(JUMP_BTN,100);
wait(100);
set_val(PRONE_BTN,100);
wait(250);
wait(650);
set_val(JUMP_BTN,100);
wait(150);
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(100);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
//RAPID FIRE
combo RAPID_FIRE {
set_val(FIRE_BTN,100);
wait(hold_time);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_time);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(200); // -----------------
set_val(L_X,-100);
wait(200); // -----------------
}

// end of script

tonegzup
5th December 15, 02:32
So if Im reading this right I would just have to change the 'define' variables to their corresponding buttons that I am using right now?

I am using ps4 with ps4 controller. So I would just replace XB1_RT with PS4_RT ?

Excalibur
5th December 15, 05:46
So if Im reading this right I would just have to change the 'define' variables to their corresponding buttons that I am using right now?

I am using ps4 with ps4 controller. So I would just replace XB1_RT with PS4_RT ?


No man, these is not needed . XB1_RT is equal to PS4_R2 and you don't need to change them.
What is important :

You must ensure that the script buttons match the button layout that you are using in the game.

Here is the script buttons:
1845

And they must math the in game Button Layout :
1846

just looking
5th December 15, 07:29
morning

I'm looking at the sheiva semi -auto and trying the rapid fire I don't seem to be able adjust the rate it fires in the script I cant slow the rate down ? what setting would you recommend for this gun ? I've tried the default 18.5 I've tried 2 and 25 but it doesn't changed the rate the gun fires ? also when I set it to rapid fire I seem to loose some of the control of the gun in ads its hard to aim ?

thanks

Excalibur
5th December 15, 08:18
morning

I'm looking at the sheiva semi -auto and trying the rapid fire I don't seem to be able adjust the rate it fires in the script I cant slow the rate down ? what setting would you recommend for this gun ? I've tried the default 18.5 I've tried 2 and 25 but it doesn't changed the rate the gun fires ? also when I set it to rapid fire I seem to loose some of the control of the gun in ads its hard to aim ?

thanks

The game have very strong code this year and no matter what value you will use , you can't make it fire faster. The only one way to do that is jitter. But there you will face another problem - with ADS.

Try hold time = 20; / rest time = 10; ( You can write this value directly on the edit field )

Or maybe : hold time = 40 / rest time = 40;

just looking
5th December 15, 09:53
ok thanks just so you understand I want to SLOW the fire rate down at the moment it feels like I'm oversampling the gun and its prone to jamming as its spamming the trigger too fast !!! so I don't have to keep generating a new script are these the values I change in the script ? I know I have to reload the edited script in x-aim for the changers to work

93 int hold_time = 30; // Primary Weapon
94 int rest_time = 10;

Excalibur
5th December 15, 10:06
ok thanks just so you understand I want to SLOW the fire rate down at the moment it feels like I'm oversampling the gun and its prone to jamming as its spamming the trigger too fast !!! so I don't have to keep generating a new script are these the values I change in the script ? I know I have to reload the edited script in x-aim for the changers to work

93 int hold_time = 30; // Primary Weapon
94 int rest_time = 10;


Yes, exactly. You need to just edit this values. That is.

Excalibur
5th December 15, 11:14
I try to compare normal slide vs infinite slide and just running :

We can use Super G-Slide mode to do all kind of slides : G-slide, infinite slide, normal slide.




https://www.youtube.com/watch?v=xDRG23LCrF4&amp;feature=youtu.be

tonegzup
5th December 15, 14:02
Im trying to figure out how you pulled up the screen in your first screenshot

Excalibur
5th December 15, 15:21
Im trying to figure out how you pulled up the screen in your first screenshot


I cut it not very precise.

tonegzup
5th December 15, 16:40
Im trying to understand how to configure the script. Am I supposed to use some tool to configure the script? or Do I load the script in Cronus Pro then manually work on the code? I don't know how you got CronusMAX software to configure the script. Is that the software that im supposed to use? and not Cronus Pro?

LEX LOST
5th December 15, 17:19
not sure if this is the right place but I made a script and now it has error on line 186 could you show me as well what you do to sort it out?

> 1: New* :
> ERROR line 186: 'ANTI_RECOIL' is not defined.
Build failed with 1 errors ...





here you go:


// COPYRIGHT:
// CronusMAX GPC Script - All rights reserved!
/************************************************** *********************************************
This Script was made and intended for <a href="http://www.CronusMAX.com" target="_blank">www.CronusMAX.com</a> & 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 BLACK OPS III [S.G.I.] M&Kb ver. 3.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY
// Game : CoD BLACK OPS III
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads
// for more info look at : <a href="http://cronusmax.com/manual/#compatibility_list_of_controllers.htm" target="_blank">http://cronusmax.com/manual/#compati...ontrollers.htm</a>
//--------------------------------------------------------------
//
/************************************************** **************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
================================================== ===========================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


================================================== ===========================
************************************************** ***************************/
/************************************************** *************
INSTRUCTIONS

----------------------------------------------------------------
Class 4. SHOT MODE

//1. DROP SHOT On / Off => CEMU_EXTRA1 + D pad Down

//2. JUMP SHOT On / Off => CEMU_EXTRA1 + D pad Up

//3. SIDE SHOT On / Off => CEMU_EXTRA1 + D pad Right

//4. Scope Shot On / Off => CEMU_EXTRA1 + D pad Left

----------------------------------------------------------------
Class 9. ANTI RECOIL

//1. Profile 1 On => CEMU_EXTRA1 + D pad Up

//2. Profile 2 On => CEMU_EXTRA1 + D pad Right

//3. Profile 3 On => CEMU_EXTRA1 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA1 + D pad Left

************************************************** ******/
////////////////////////////////////////////////////////
// BUTTONS definitions
define FIRE_BTN = PS4_R2; // default RT
define ADS_BTN = PS4_L2; // LT
define SPRINT_BTN = PS4_L3; // LS
define PRONE_BTN = PS4_CIRCLE; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_R3; // RS/R3
define LETHAL = PS4_R1; // RB
define TACTICAL = PS4_L1; // LB
define Up = PS4_UP;
define Right = PS4_RIGHT;
define Down = PS4_DOWN;
define Left = PS4_LEFT;
define R_X = PS4_RX;
define R_Y = PS4_RY;
define L_X = PS4_LX;
define L_Y = PS4_LY;
////////////////////////////////////////////////////////
//
define dropDelay =600;
define timelimit =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
int hold_time = 30; // Primary Weapon
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
int akimbo_onoff =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int DoubleMeele =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop = TRUE; // Slide or instant drop
int bAnti_Recoil = TRUE;
int ANTI_RECOIL = 0;
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int NotReloading = TRUE;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
// ANTI RECOIL - UserProfile 1:None Switch:CEMU_EXTRA1
if( get_val(CEMU_EXTRA1) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = -20; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :None
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 0; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :None
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 0; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Scope Enabled
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) && get_val(ADS_BTN)){
combo_run(AntiRecoil);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

if (DblClick_JUMP>0)DblClick_JUMP=DblClick_JUMP- get_rtime();
//--------------------------------------------------------------
if (event_press(JUMP_BTN) && DblClick_JUMP<=0 ) {DblClick_JUMP=timelimit;}
else if (event_press(JUMP_BTN)&& DblClick_JUMP>0 ){TimeToJump=1500;JumpActive=TRUE;}
//--------------------------------------------------------------
if(JumpActive) {
TimeToJump=TimeToJump-get_rtime();
if(TimeToJump<=0){JumpActive=FALSE;}
}
// DROP SHOT On / Off = CEMU_EXTRA1 + D pad Down
if(get_val(CEMU_EXTRA1) && event_press(Down))
{//-----------------------------------
dropshot_OnOff=!dropshot_OnOff;
if(dropshot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
}

}//-----------------------------------
// ------------------------------------------------------


// DROP SHOT
//press fire btn without ADS for Drop Shot JumpActive
if( dropshot_OnOff && !get_val( ADS_BTN) && !JumpActive){
if(get_val(FIRE_BTN)>0 ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// JUMP SHOT ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// Jump Shot On / Off => CEMU_EXTRA1 + D pad Up
if(get_val(CEMU_EXTRA1)&& event_press(Up))
{
JumpShot_OnOff=!JumpShot_OnOff;
if(JumpShot_OnOff){
ScopeShot =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if (JumpShot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(Jump);
}//-----------------------------------------

//////////////////////////////////////////////////////////////////////////
// SIDE SHOT //////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// Side Shot On / Off => CEMU_EXTRA1 + D pad Right
if(get_val(CEMU_EXTRA1)&& event_press(Right))
{
side_shot_OnOff=!side_shot_OnOff;
if(side_shot_OnOff){
ScopeShot =FALSE;
JumpShot_OnOff =FALSE;
dropshot_OnOff =FALSE;
}

}
if (side_shot_OnOff && !get_val(ADS_BTN))
{//-----------------------------------------
if(event_press(FIRE_BTN) )combo_run(SIDE_SHOT);
}//-----------------------------------------


//////////////////////////////////////////////////////////////////////////
// SCOPE SHOT /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Scope Shot On / Off => CEMU_EXTRA1 + D pad Left
if(get_val(CEMU_EXTRA1)&& event_press(Left))
{
ScopeShot=!ScopeShot;
if(ScopeShot){
JumpShot_OnOff =FALSE;
side_shot_OnOff=FALSE;
dropshot_OnOff =FALSE;
}

}
if(ScopeShot) {
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
set_val(ADS_BTN,100);
}
}
}// End of MAIN BLOCK
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo Jump {
set_val(JUMP_BTN,100);//1
wait(100);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}
//DROP SHOT
combo DROPSHOT {//begin
if(InstantDrop){set_val( L_Y,0);}
wait(SlideOrDrop);
set_val(PRONE_BTN, 100);
wait(dropDelay); //Time To Go Prone
}//end

combo SIDE_SHOT {
set_val(L_X, 100);
wait(200); // -----------------
set_val(L_X,-100);
wait(200); // -----------------
}

// ANTI RECOIL - Class 9
combo AntiRecoil {
//---------------------------------
anti_recoil = get_val(R_Y) + (ANTI_RECOIL*Invert);
if(anti_recoil > 100) anti_recoil = 100;
set_val(R_Y, anti_recoil);
anti_recoil_left = get_val(R_X) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(R_X, anti_recoil_left);
anti_recoil_right = get_val(R_X) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(R_X, anti_recoil_right);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

Excalibur
5th December 15, 17:48
Updated...

BLACK OPS III v. 4.0

Change log : Fixed bug with anti recoil.

sharedmadness
7th December 15, 11:17
"New User" Does double jump/long jump have a specific CEMU_EXTRA key attached to it? Also for (TIME) to hit (JUMPx2) its default 300.. is that sufficient? Thank You!!

Excalibur
7th December 15, 12:20
"New User" Does double jump/long jump have a specific CEMU_EXTRA key attached to it? Also for (TIME) to hit (JUMPx2) its default 300.. is that sufficient? Thank You!!

Hi and welcome to our community.

The double jump( long jump) - there is no specific EXTRA button. In game you don't have time to find the specific button. We use the regular JUMP button, but with fast double click , the second tap ( click ) must be within this 300 ms. Go in private match and try it . This is the best way to learn how to perform it and how to avoid it . About timing ( is 300 ms sufficient ) - it depends of you, try it and you will find is that enough.

But if you prefer to perform it with specific EXTRA button - no problems, just generate you script and post it here - I will add this future for you.

sharedmadness
7th December 15, 12:27
Hi and welcome to our community.

The double jump( long jump) - there is no specific EXTRA button. In game you don't have time to find the specific button. We use the regular JUMP button, but with fast double click , the second tap ( click ) must be within this 300 ms. Go in private match and try it . This is the best way to learn how to perform it and how to avoid it . About timing ( is 300 ms sufficient ) - it depends of you, try it and you will find is that enough.

But if you prefer to perform it with specific EXTRA button - no problems, just generate you script and post it here - I will add this future for you.

Understood, thank you very much!

Migulin
12th December 15, 12:11
Sorry to say this but the Jitter on this is utter shit. :P

WHITE 4ND N3RDY
12th December 15, 12:41
Heres a jitter i did not publish due to instability reasons. Disclaimer aside i dont like throwing out garbage mods with my name under them but i feel this one is good enough to where people can enjoy it and not rant about how it may switch to secondary weapons from time to time. So if u use this please dont bitch about it being garbage as theres a reason why its not in the gamepack. This Jitter is actually the fastest jitter out for this game, faster than the gamepacks jitter. It may switch to secondary weapons randomly but for the most part is pretty stable. It also works great with the M8A1 as ads jitter. Its main uses are for the brecci & haymaker shotguns. I thought u could add it to your S.G.I and M&KB setup. I know the M&KB people will most likely appreciate it. so here is the barebones gpc!

post statement: This is also a beast jitter for MW2. Its basically the same as manymods jitter. So for all you MW2 buffs out there this should get your gears turning!

main{

if(get_val(4)) combo_run(Bo3Jitter);}


combo Bo3Jitter{
set_val(20, 100);
set_val(17, 100);
wait(11);
set_val(20, 0);
set_val(17, 0);
wait(11);
set_val(17, 100);
wait(11);
set_val(17, 0);
wait(10);
}

Migulin
12th December 15, 13:07
If u all want I'll throw down one of my jitter codes I did not publish. This is due to stability reasons (seldomly switches to secondary weapon) but is the fastest possible shotgun jitter. Its actually the fastest jitter, faster than the game packs jitter. It also doubles as ads accuracy for the m8a1 assault riffle.

Let me know if your interested and I'll post it for everyone. Its not perfect so don't critize as I already know and that's why it's not in the gamepack! I don't like throwing down half ass stuff but if there is a demand for it I'll publish it but won't respond or listen to any flak about it lol.
That would be greatly appreciated, the current jitter in this app is changing to second weapon 90% of the time and there seems to be some choking up in rate of fire too. So pretty much anything is better than this. :P

WHITE 4ND N3RDY
12th December 15, 13:32
Well this one has its bugs as well but is very fun to play with and is very fast. Its great with the m8a1 as well. This weapon is a pain as even the game packs jitters don't work very well with this weapon so this code by itself is great for this specific weapon. If this code is too fast (depending on internet connection) and ceases up just round up all the values by 1 and that should solve it.

Excalibur
12th December 15, 17:52
Well this one has its bugs as well but is very fun to play with and is very fast. Its great with the m8a1 as well. This weapon is a pain as even the game packs jitters don't work very well with this weapon so this code by itself is great for this specific weapon. If this code is too fast (depending on internet connection) and ceases up just round up all the values by 1 and that should solve it.

Thank you bro! Can you write description or instruction for it , so I can put it in app.

WHITE 4ND N3RDY
12th December 15, 18:12
Works with brecci, haymaker & M8A1 (ads) accuracy with the m8a1. Grounded weapons can cause jitter to cease up or switch to secondary weapon. Sometimes jitter will switch to secondary when using this jitter. This jitter will not work when last magazine is spent with shotguns. Using this jitter with certain specialist abilities can make the specialist cancle out. Code is not 100% but thought I'd share it with everyone specifically m&kb people who can't use game packs.

Excalibur
12th December 15, 18:18
Well this one has its bugs as well but is very fun to play with and is very fast. Its great with the m8a1 as well. This weapon is a pain as even the game packs jitters don't work very well with this weapon so this code by itself is great for this specific weapon. If this code is too fast (depending on internet connection) and ceases up just round up all the values by 1 and that should solve it.

Thank you bro! Can you write description or instruction for it , so I can put it in app.


Updated ... release new BLACK OPS III [SGI] M&Kb v. 4.2


Change log:Added new JITTER from the best creator of jitters = WHITE 4ND N3RDY

Migulin
13th December 15, 09:50
I'm giving the new jitter a try now :P

WHITE 4ND N3RDY
13th December 15, 12:28
Hopfully it's better than what was. I did say this code is not 100% and does switch weapons from time to time but I felt u all needed something to play with.

Migulin
13th December 15, 21:32
It sure works better than the previous one, I just had to raise timings with 4 so the change to second weapon happens very rarely. Might be good idea to put the timings change on the app too since it seems to be dependent on connection quality so its not same for everybody.

Excalibur
13th December 15, 21:40
It sure works better than the previous one, I just had to raise timings with 4 so the change to second weapon happens very rarely. Might be good idea to put the timings change on the app too since it seems to be dependent on connection quality so its not same for everybody.

I will , I was thinking about the same .

Thank you for the feedback.

Updated....

release new BLACK OPS III v. 4.3

WHITE 4ND N3RDY
13th December 15, 21:40
Good deal. How about just post up the gpc of what u got and see if others like it as well. That way it can be updated eaiser.

Dr Getbooty
14th December 15, 19:18
what works best for the XR-2 for jetter?

Excalibur
15th December 15, 17:30
Updated ....

Now you can use the real G - Slide - it is in BLACK OPS III [SGI] M&Kb version 4.4

NOTE : It's inconsistent for now.

https://www.youtube.com/watch?v=g2uNcshruUc



https://www.youtube.com/watch?v=C4JxZH82Mjk

cmorecake
15th December 15, 20:19
im sorry for being such a noob but im using the new pack and im doing the g-slide which is great my question is how do i turn on the other features like jitter auto sprint etc...

Excalibur
15th December 15, 21:22
im sorry for being such a noob but im using the new pack and im doing the g-slide which is great my question is how do i turn on the other features like jitter auto sprint etc...

Who game pack exactly do you use?

cmorecake
15th December 15, 21:24
Who game pack exactly do you use?

[SGI] M&Kb version 4.4

Excalibur
15th December 15, 21:52
[SGI] M&Kb version 4.4

It is very simple - enable the mode you want . Beware with aways run - you can't walk . To be able to walk you will need to hold extra button - tick the check box "Walk if you hold this button" and in X-AIM connect EXTRA_INPUT with button of your keyboard.

Excalibur
16th December 15, 08:36
Updated....

About G- Slide : you know that it is inconsistent so I'm trying to find the best timing for it . I was able to achieve an improvement, but it still not perfect.
I will continue searching and experiment.

thepr0
16th December 15, 12:41
great app and scripting like always i have one question on the rapid fire settings it has primary and secondary rapid fire. is it possible for me to have rapid on my primary only once i switch to secondary it shoots normal?

x22DOT
16th December 15, 13:58
How can I bind G Slide to LB? (XB1)

Excalibur
16th December 15, 17:10
great app and scripting like always i have one question on the rapid fire settings it has primary and secondary rapid fire. is it possible for me to have rapid on my primary only once i switch to secondary it shoots normal?

Hi mate,
that was the idea of all these . If you enable only Primary rapid fire , you will have it only for the primary weapon. But beware if you die when you are using secondary weapon you will re spawn with rapid fire OFF. So to reset variables you need to use EXTRA button for re spawn.



How can I bind G Slide to LB? (XB1)

Simply post here the script that was generated from app. and I will edit it .

cmorecake
17th December 15, 04:42
I have the BLACK OPS III [S.G.I.] M&Kb script (from the gpc library) how do i enable rapidfire so it shoots like it does on the zombies mod also whats the difference between rapidfire and jitter? thank you for your help.

Excalibur
17th December 15, 07:05
I have the BLACK OPS III [S.G.I.] M&Kb script (from the gpc library) how do i enable rapidfire so it shoots like it does on the zombies mod also whats the difference between rapidfire and jitter? thank you for your help.

The purpose of this script was to inform you that there is a application that generates the code. So download app. ( look for link in the first post ) and use it to enable the mods you want to have.
1871

The rapid fire mod is an automated sequence of FIRE - WAIT - FIRE - WAIT - FIRE. If you are using it on fully automatic weapons, it will make them fire slower. It is recommended that you do NOT use the rapid fire mod on fully automatic weapons. Fully automatic weapons will fire much faster without the rapid fire mod.
There are two variables associated with this sequence - Hold Time and Rest Time.
Hold Time (aka FIRE) - This is the amount of time the shoot button is held and firing. Different weapons have different firing rates and timings. For example, the firing ("holdtime") for a single shot semi-automatic weapon would be different than a "3 round burst" or "4 round burst".


Rest Time (aka WAIT) - This is the amount of time it is needed to wait ("rest") before firing again. There is a minimum amount of time programmed for each weapon in the game. The timing will vary for each one.

But this year the game have very strong code - for example : you can't change the delay between burst , no matter what rapid fire you use.
The only one way to cut this delay is if you use JITTER .
The jitter works in the same way like rapid fire , but the big difference is instead of turbo fire button it turbo switching weapons.

cmorecake
17th December 15, 15:50
thank you very helpful :] is there a recommended hold reset time for the pistol? i love the way it shoots with the zombies mod

weepwomp
17th December 15, 16:33
Exacalibur, could I get you to make 3 scripts for me?

I play on the xbox one with bumper jumper tactical

First one: easy run, reload slide, the newest g slide, & rapid fire that turns on and off with LT+dpad up

Second one: easy run, reload slide, the newest g slide, & Argus Jitter

Third: easy run, reload slide, the newest g slide, & alternative jitter

I would really appreciate it

Excalibur
17th December 15, 16:45
thank you very helpful :] is there a recommended hold reset time for the pistol? i love the way it shoots with the zombies mod


For the MR6 you can try : hold time = 30/ rest time = 10

or
hold time = 40
rest time = 20



Exacalibur, could I get you to make 3 scripts for me?

I play on the xbox one with bumper jumper tactical

First one: easy run, reload slide, the newest g slide, & rapid fire that turns on and off with LT+dpad up

Second one: easy run, reload slide, the newest g slide, & Argus Jitter

Third: easy run, reload slide, the newest g slide, & alternative jitter

I would really appreciate it

I can make all other staff but without Jitters. They are exclusive for the game pack.


Updated ...

I prepare the new thread - BO3 G-SLIDE in deep . I made tests these days and found interesting things about it. Don't miss it. :p