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View Full Version : COD MODERN WARFARE REMASTERED [S.G.I] Script Generator Interface Tool



Excalibur
23rd August 16, 06:51
http://i65.tinypic.com/15yjeyr.jpg

COD MWR ver. 2.0
http://i65.tinypic.com/nwngv7.png (https://www.dropbox.com/sh/9ywwfxir6whmjrr/AADG7ZG5O10YNWJjA81x-ktCa?dl=0)

Screen shots :

3138 3139 3143 3144 3145


Change log:
ver. 1.8 added switch OFF/ON for Jitter.
ver. 1.6 added Rapid Fire Custom author: x22dot.
ver. 1.5 added Jitter mode ( Credits : WHITE 4ND N3RDY , Raptor ).
ver. 1.4 : Aim Assist with last update from x22dot. Added Christmas decoration :)
ver. 1.3 fixed bug with Aim Assist script.


This is stand alone application that can generate script for you. Just download it and save it somewhere on your PC hard drive, then run it like any other app ( it doesn't require instalation ).

1. FIRST - Select your in game button layout - in this why the script will "know" what is your config in game.
2. Enable mods that you want to use.
Beware that some mods are not compatible with other mods.
3. Hit button "copy"
3156

then run CronusPro ( or open it if it is running ) and press Ctrl + N , then press left mouse button inside the new window and press Ctrl + V to paste the script.

4. If you don't know how to proggram script to your device - read this thread :
How to program scripts from the forums to your CronusMAX PLUS (http://cronusmax.com/forums/showthread.php/148935-How-to-program-scripts-from-the-forums-to-your-CronusMAX-PLUS)




3157

Eddie
2nd September 16, 21:37
It was beautiful design!
I was watching the trailer for the multiplayer which was released today, I believe that the mods will be equal to the BO3.


https://youtu.be/MLiHcEfZG54




Special, slide, ads sense, aim assist, jitter (to work), maybe akimbo dual.


The beta of cod for ps4 will be on 14 October, it will be possible to better see what the most useful mods.

xNIGHTMAREx
8th September 16, 12:07
wouldnt it be better to leave jitter until the actual game gets released that way they have the best jitter possible on the day of release instead of it getting patched by the beta

iTunez
8th September 16, 12:22
wouldnt it be better to leave jitter until the actual game gets released that way they have the best jitter possible on the day of release instead of it getting patched by the beta
You've got a point, lol. But for me to say.. I have no idea :redface:! would be nice to see Jitters, RF.. on the remastered version without anything getting patched straight up. That would suck aha. But whatever goes.. goes.. ;)

JullyGanny
14th November 16, 10:32
Each person almost daily faces need to use modern technologies. Without them human life, the Internet, online television is already impossible, Internet radio is even in the deafest corners of the planet. Technologies change our life. Progress uncontrollably pushes mankind forward to the bright and cozy future. http://bigessaywriter.com/blog/how-modern-technologies-can-transform-the-way-we-live In this essay you will look back in the near past to understand how the world has changed.

gprso
14th December 16, 11:27
please add x22dot aim assist

Excalibur
17th December 16, 10:58
Released application.




http://cronusmax.com/forums/attachment.php?attachmentid=3137&d=1481983308&thumb=1 (http://cronusmax.com/forums/attachment.php?attachmentid=3137&d=1481983399)

COD4 MWR ver. 1.2
Script Game Interface

silentliam
17th December 16, 11:42
Made the script using your software but when i try to drag it into cronus memory slots on cronus programmer i just hear a noise and it does not work

Excalibur
17th December 16, 15:12
Made the script using your software but when i try to drag it into cronus memory slots on cronus programmer i just hear a noise and it does not work

Please post here the script , so I can see what is the problem.

If you don't know how to post script - please read this thread:

HOW to post Script using GPC wrappers (http://cronusmax.com/forums/showthread.php/147357-HOW-to-post-Script-using-GPC-wrappers)


I release a new version :


COD4 MWR ver. 1.3

changelog: - fixed bug with aim assist script.

silentliam
17th December 16, 15:27
/*********************************************************************************************** This Script was made and intended for www.cronusmax.com & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// Modern Warfare Remastered [S.G.I.] ver. 1.2
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads

// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
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 =300;
define time_to_dblclick =300;
define NotUse = 0;

define RT = XB1_RT; // default RT
define LT = XB1_LT; // LT
define RX = XB1_RX;
define RY = XB1_RY;
define LX = XB1_LX;
define LY = XB1_LY;
////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable




define DR = XB1_RIGHT;
define DL = XB1_LEFT;
define RT = XB1_RT;
define LT = XB1_LT;
define LB = XB1_LB;
define RB = XB1_RB;
define RS = XB1_RS;
define LS = XB1_LS;

define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
////////////////////////////////////////////////////////
//

int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int RF_ALL_weapons = TRUE;
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 SecondaryWeapon =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 InstantDrop = TRUE; // Slide or instant drop
int aim_assist_switch = TRUE;
int bAnti_Recoil = TRUE;
int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value

int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;

int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;

int delay = 11;
int value = 0;
int value2 = 0;

int hipcheck = FALSE;

int hold;
int rest;
int stop1;
int stop2;
int stop3;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
// CONTROLLER
value = 26;
value2 = -26;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;

// SENS LOW
negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:XB1_XBOX
if( get_val(XB1_XBOX) ){
// 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);
}
}//--------------------------------------

if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
combo_stop (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 ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// DROP SHOT
//press fire btn with ADS for Drop Shot
if( dropshot_OnOff && get_val( ADS_BTN)){
if(event_press(FIRE_BTN) ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
rapid_onoff = FALSE;
b_switch=TRUE;
}

if( get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
rapid_onoff = RF_ALL_weapons;
}


/////////////////////////////////////////////////////////
//RF Always ON
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN) ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}

else {
hipcheck = FALSE;
}

if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}


}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}

// 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}

return 0;
}

// end of script

- - - Updated - - -

When i try to save it i get line errors i edit or delete the line and get another error, not sure whats wrong with it

Excalibur
17th December 16, 16:03
/*********************************************************************************************** This Script was made and intended for www.cronusmax.com (http://www.cronusmax.com) & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// Modern Warfare Remastered [S.G.I.] ver. 1.2
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads

// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
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 =300;
define time_to_dblclick =300;
define NotUse = 0;

define RT = XB1_RT; // default RT
define LT = XB1_LT; // LT
define RX = XB1_RX;
define RY = XB1_RY;
define LX = XB1_LX;
define LY = XB1_LY;
////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable




define DR = XB1_RIGHT;
define DL = XB1_LEFT;
define RT = XB1_RT;
define LT = XB1_LT;
define LB = XB1_LB;
define RB = XB1_RB;
define RS = XB1_RS;
define LS = XB1_LS;

define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
////////////////////////////////////////////////////////
//

int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int RF_ALL_weapons = TRUE;
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 SecondaryWeapon =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 InstantDrop = TRUE; // Slide or instant drop
int aim_assist_switch = TRUE;
int bAnti_Recoil = TRUE;
int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value

int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;

int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;

int delay = 11;
int value = 0;
int value2 = 0;

int hipcheck = FALSE;

int hold;
int rest;
int stop1;
int stop2;
int stop3;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
// CONTROLLER
value = 26;
value2 = -26;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;

// SENS LOW
negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:XB1_XBOX
if( get_val(XB1_XBOX) ){
// 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);
}
}//--------------------------------------

if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
combo_stop (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 ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

// DROP SHOT
//press fire btn with ADS for Drop Shot
if( dropshot_OnOff && get_val( ADS_BTN)){
if(event_press(FIRE_BTN) ) { combo_run(DROPSHOT);}
}

///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
rapid_onoff = FALSE;
b_switch=TRUE;
}

if( get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
rapid_onoff = RF_ALL_weapons;
}


/////////////////////////////////////////////////////////
//RF Always ON
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN) ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}

else {
hipcheck = FALSE;
}

if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}


}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}

// 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}

return 0;
}

// end of script

- - - Updated - - -

When i try to save it i get line errors i edit or delete the line and get another error, not sure whats wrong with it

The problem was in Aim Assist part .
Why you use antirecoil with zero values for vertical recoil?
And you set drop shot to work when you ADS - is that you whant?
Rapid fire in new cod series will slow your automatic weapons.

Excalibur
19th December 16, 04:52
Relese a new version.

http://cronusmax.com/forums/attachment.php?attachmentid=3137&d=1481983308&thumb=1 (http://cronusmax.com/forums/attachment.php?attachmentid=3137&d=1481983399)

COD4 MWR ver. 1.4
Script Game Interface

Change log:

ver. 1.4 : Aim Assist with last update from x22dot. Added Christmas decoration :)

andbear413
19th December 16, 10:47
Are u going to add Jitter for the shotguns would be apperciated

Excalibur
19th December 16, 13:57
Are u going to add Jitter for the shotguns would be apperciated

Can you point me to some of the jitters for MWR.

andbear413
19th December 16, 16:16
https://www.youtube.com/watch?v=68UtNjvB3vw
There is a jitter in the gpc library but it all switches I want it to were it doesnt switch I havent unlocked the other one yet I just have the W1200

Excalibur
19th December 16, 19:02
https://www.youtube.com/watch?v=68UtNjvB3vw
There is a jitter in the gpc library but it all switches I want it to were it doesnt switch I havent unlocked the other one yet I just have the W1200

Please, point me to the script !!!
I was looking in the library without ssucces.

andbear413
19th December 16, 19:29
http://cronusmax.com/gpclib/?s=3153

Excalibur
19th December 16, 20:23
http://cronusmax.com/gpclib/?s=3153


Thanks, I will add it to the SGI app.

andbear413
19th December 16, 20:54
Thanks so much but can U try it out and tweak it please

Excalibur
20th December 16, 22:31
3137

COD4 MWR ver. 1.5
Script Game Interface

Change log:
ver. 1.5 added Jitter mode ( Credits : WHITE 4ND N3RDY , Raptor ).

Crumbledbiscuit
21st December 16, 04:54
Can someone share the recommended weapon values for rapid fire and anti-recoil for the AK-74U?
Can't seem to find the right values

x22DOT
21st December 16, 23:31
Can someone share the recommended weapon values for rapid fire and anti-recoil for the AK-74U?
Can't seem to find the right values

Rapidfire dont work on fullautos.
Anti Recoil value changes for every sensitivity.

Destroy
22nd December 16, 19:55
How do I actually install this on my ps4? Any help would be appreciated.

Gizmost
22nd December 16, 20:48
Hey i have problem with aim assist, when i aim my crosshair is go down, i search in other thread - > https://www.youtube.com/watch?v=d4pLmGSzdhE, and i have same problem . I use ps4, someone can fix this script for ps4 ? I use m+kb with 3200 dpi.

Excalibur
22nd December 16, 21:41
How do I actually install this on my ps4? Any help would be appreciated.

You just save the app on your PC hard drive and then run it like any other application. Generate script, copy it and then paste it on CronusPro app.
Give it the name and save it. Then program it to some of the free slot of the device.


Hey i have problem with aim assist, when i aim my crosshair is go down, i search in other thread - > https://www.youtube.com/watch?v=d4pLmGSzdhE, and i have same problem . I use ps4, someone can fix this script for ps4 ? I use m+kb with 3200 dpi.
x22dot is the author.

Excalibur
25th December 16, 01:06
https://s30.postimg.org/9a561uioh/79653_OGDCZY_511.png

terp outmypores
29th December 16, 03:30
How can I make my M1014 jitter with this mod?

Excalibur
29th December 16, 04:09
How can I make my M1014 jitter with this mod?


Simply enable Jitter mode.

terp outmypores
29th December 16, 04:16
Simply enable Jitter mode.

None of the IW jitters work for the MWR m1014. I am getting it to work using the BO3 master jitter game pack but I would like to use this scripts other features simultaneously. The BO3 jitter uses only weapon swap and reload, while all of the IW jitters use tactical or lethal equipment. Is there anywhere I can find the source code for the jitter master game pack? Also I am having issues with dropshot...it just toggles between crouch and stand while I shoot.

Excalibur
29th December 16, 07:19
None of the IW jitters work for the MWR m1014. I am getting it to work using the BO3 master jitter game pack but I would like to use this scripts other features simultaneously. The BO3 jitter uses only weapon swap and reload, while all of the IW jitters use tactical or lethal equipment. Is there anywhere I can find the source code for the jitter master game pack? Also I am having issues with dropshot...it just toggles between crouch and stand while I shoot.

Did you try the jitter from COD4 MWR app ?

The sorce code for gamepacks is secret.

terp outmypores
29th December 16, 12:26
Did you try the jitter from COD4 MWR app ?

The sorce code for gamepacks is secret.

Oops. I'm not sure what happened but I managed to download the COD 4 IW SGI without realizing there was two seperate threads. The title is perhaps misleading considering it says COD4 in it. I actually thought I was commenting on the other thread.

Any idea why dropshot mode isn't making me go prone but instead crouch and standing up on a loop (spamming B button)? I'm changing some things but I'm not touching the dropshot script so I'm confused.

Excalibur
29th December 16, 13:58
Oops. I'm not sure what happened but I managed to download the COD 4 IW SGI without realizing there was two seperate threads. The title is perhaps misleading considering it says COD4 in it. I actually thought I was commenting on the other thread.

Any idea why dropshot mode isn't making me go prone but instead crouch and standing up on a loop (spamming B button)? I'm changing some things but I'm not touching the dropshot script so I'm confused.

About drop shot -for wich own do you speak - that from gamepack or from SGI app?

terp outmypores
29th December 16, 14:02
About drop shot -for wich own do you speak - that from gamepack or from SGI app?

SGI

Excalibur
29th December 16, 16:22
SGI

You have option - increrease value , try with 500 ms.

Look on the screenshot:

3186

terp outmypores
29th December 16, 18:23
Do you have skype or other means of chat? I can send you my code so you can have a look. I would not like to make my code public until it is finished.

I made a quick reload mod, just figuring out the millisecond values of each guns reload cancel time... if you anyone knows any sources on MWR gun reload times please point me towards them

I'm currently working on a weapon kit mod that allows you to map hotkeys to different weapons. This way you can change settings like antirecoil, reload cancel time on the go. I've already got the perfect method for using seamless hotkeys mid game that do not interrupt gameplay whatsoever.



Also, whenever I try to change HIP_ASSIST to TRUE in the script, it says can't find HIP_ASSIST even though it is defined properly.

Excalibur
29th December 16, 21:07
Do you have skype or other means of chat? I can send you my code so you can have a look. I would not like to make my code public until it is finished.

I made a quick reload mod, just figuring out the millisecond values of each guns reload cancel time... if you anyone knows any sources on MWR gun reload times please point me towards them

I'm currently working on a weapon kit mod that allows you to map hotkeys to different weapons. This way you can change settings like antirecoil, reload cancel time on the go. I've already got the perfect method for using seamless hotkeys mid game that do not interrupt gameplay whatsoever.



Also, whenever I try to change HIP_ASSIST to TRUE in the script, it says can't find HIP_ASSIST even though it is defined properly.


I will send you PM.

jajok
7th January 17, 21:19
Hey. can someone explain to me why it works only "Always Run" and nothing else? I use on the PS4 cronusmax key and Aimon PS Elite (mouse and half pad). I set up button layout is a PS4 or for ps3. No change. It only works "Always Run". Just like that at all the keys are not assigned in the script. In the SGI, the button layout icon is red. The generated code below. Thx for reply.
/*********************************************************************************************** This Script was made and intended for www.cronusmax.com (http://www.cronusmax.com) & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// Modern Warfare Remastered [S.G.I.] ver. 1.5
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads

// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
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 =500;
define time_to_dblclick =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable




define RT = PS4_R2; // default RT
define LT = PS4_L2; // LT
define RX = PS4_RX;
define RY = PS4_RY;
define LX = PS4_LX;
define LY = PS4_LY;
define DR = PS4_RIGHT;
define DL = PS4_LEFT;
define LB = PS4_L1;
define RB = PS4_R1;
define RS = PS4_R3;
define LS = PS4_L3;

define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
define CONTROLLER = FALSE; //CONTROLLER
define MOUSE = TRUE; // MOUSE / KEYBOARD
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = TRUE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int RF_ALL_weapons = TRUE;
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 SecondaryWeapon =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 InstantDrop = TRUE; // Slide or instant drop
int aim_assist_switch = TRUE;
int bAnti_Recoil = TRUE;
int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 2; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 2; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 2; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

int val = 11;
int b_jitter = TRUE;
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int AIM_ASSIST = TRUE;
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;

int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;

int delay = 11;
int value = 0;
int value2 = 0;

int hipcheck = FALSE;

int hold;
int rest;
int stop1;
int stop2;
int stop3;
int stop4;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------

////////////////////////////////////////////////
// Jitter with Scope Disable
if(b_jitter) {//-------------------------------

if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run (Jitter);
}else{
combo_stop(Jitter);
}
}//----------------------------------------------

/////////////////////////////////////////////////
// Jitter - change speed on the fly
if(get_val(PS4_PS)) {//---------------------------------
if(event_press(13)) val = 11; // default value
if(event_press(16)) val = 20;
if(event_press(14)) val = 30;
if(event_press(15)) val = 40;
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}//--------------------------------------------------------

/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:pierwszy Switch:PS4_OPTIONS
if( get_val(PS4_OPTIONS) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 2; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 2; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 2; // Right (0 - 100)
}
// USER PROFILE 2 :dee
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 1; // 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);
}
}//--------------------------------------

if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
combo_stop (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);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////
// change ADS on the fly
if(get_val(PS4_PS)) {
if(event_press(PS4_RIGHT)) Sens = Sens + 5 ;

if(event_press(PS4_LEFT)) Sens = Sens - 5 ;

}

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


///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

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


// ON / OFF RAPID FIRE (PS4_PS + PS4_UP )
if(get_val(PS4_PS) && event_press(PS4_UP ))
{
rapid_onoff =!rapid_onoff;
RF_ALL_weapons=!RF_ALL_weapons;
}

///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
rapid_onoff = FALSE;
b_switch=TRUE;
}

if( get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
rapid_onoff = RF_ALL_weapons;
}


/////////////////////////////////////////////////////////
//RF Always ON
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN) ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

if(CONTROLLER == TRUE && MOUSE == FALSE) {

value = 37;
value2 = -37;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {

value = 30;
value2 = -30;
stop1 = 19;
stop2 = 15;
stop3 = 23;
stop4 = -18;
}

if(SENSE_MOUSE == TRUE) {
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_lt_first = -22;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_HIGH == TRUE) {

negative_value_lt_first = -23;
positive_value_lt_first = 23;
positive_value_lt_second = 23;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -24;
positive_value_lt_first = 24;
positive_value_lt_second = 24;

negative_value_rt_first = -33;
positive_value_rt_first = 33;
positive_value_rt_second = 22;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
}




/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(PS4_PS)) {
if(event_press(PS4_DOWN)) aim_assist_switch = ! aim_assist_switch;
}


if(aim_assist_switch) {//=======================================================

if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}

else {
hipcheck = FALSE;
}

if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}

}//===================== aim assist end ======================================
}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
combo Jitter {
set_val(FIRE_BTN,100);
set_val(RELOAD_BTN,100);
wait(val);
set_val(FIRE_BTN,100);
set_val(RELOAD_BTN,0);
wait(50);
set_val(FIRE_BTN,0);
set_val(SWITCH_WEAPON,100);
wait(val);
set_val(SWITCH_WEAPON,0);
wait(val);
set_val(SWITCH_WEAPON,100);
wait(val);
set_val(SWITCH_WEAPON,0);
}
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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}

// 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}

return 0;
}

// end of script

Excalibur
8th January 17, 05:45
Hey. can someone explain to me why it works only "Always Run" and nothing else? I use on the PS4 cronusmax key and Aimon PS Elite (mouse and half pad). I set up button layout is a PS4 or for ps3. No change. It only works "Always Run". Just like that at all the keys are not assigned in the script. In the SGI, the button layout icon is red. The generated code below. Thx for reply.
/*********************************************************************************************** This Script was made and intended for www.cronusmax.com (http://www.cronusmax.com) & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// Modern Warfare Remastered [S.G.I.] ver. 1.5
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads

// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
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 =500;
define time_to_dblclick =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable




define RT = PS4_R2; // default RT
define LT = PS4_L2; // LT
define RX = PS4_RX;
define RY = PS4_RY;
define LX = PS4_LX;
define LY = PS4_LY;
define DR = PS4_RIGHT;
define DL = PS4_LEFT;
define LB = PS4_L1;
define RB = PS4_R1;
define RS = PS4_R3;
define LS = PS4_L3;

define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
define CONTROLLER = FALSE; //CONTROLLER
define MOUSE = TRUE; // MOUSE / KEYBOARD
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = TRUE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int RF_ALL_weapons = TRUE;
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 SecondaryWeapon =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 InstantDrop = TRUE; // Slide or instant drop
int aim_assist_switch = TRUE;
int bAnti_Recoil = TRUE;
int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 2; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 2; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 2; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

int val = 11;
int b_jitter = TRUE;
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int AIM_ASSIST = TRUE;
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;

int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;

int delay = 11;
int value = 0;
int value2 = 0;

int hipcheck = FALSE;

int hold;
int rest;
int stop1;
int stop2;
int stop3;
int stop4;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------

////////////////////////////////////////////////
// Jitter with Scope Disable
if(b_jitter) {//-------------------------------

if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run (Jitter);
}else{
combo_stop(Jitter);
}
}//----------------------------------------------

/////////////////////////////////////////////////
// Jitter - change speed on the fly
if(get_val(PS4_PS)) {//---------------------------------
if(event_press(13)) val = 11; // default value
if(event_press(16)) val = 20;
if(event_press(14)) val = 30;
if(event_press(15)) val = 40;
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}//--------------------------------------------------------

/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:pierwszy Switch:PS4_OPTIONS
if( get_val(PS4_OPTIONS) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 2; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 2; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 2; // Right (0 - 100)
}
// USER PROFILE 2 :dee
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 1; // 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);
}
}//--------------------------------------

if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
combo_stop (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);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////
// change ADS on the fly
if(get_val(PS4_PS)) {
if(event_press(PS4_RIGHT)) Sens = Sens + 5 ;

if(event_press(PS4_LEFT)) Sens = Sens - 5 ;

}

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


///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

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


// ON / OFF RAPID FIRE (PS4_PS + PS4_UP )
if(get_val(PS4_PS) && event_press(PS4_UP ))
{
rapid_onoff =!rapid_onoff;
RF_ALL_weapons=!RF_ALL_weapons;
}

///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
rapid_onoff = FALSE;
b_switch=TRUE;
}

if( get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
rapid_onoff = RF_ALL_weapons;
}


/////////////////////////////////////////////////////////
//RF Always ON
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN) ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

if(CONTROLLER == TRUE && MOUSE == FALSE) {

value = 37;
value2 = -37;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {

value = 30;
value2 = -30;
stop1 = 19;
stop2 = 15;
stop3 = 23;
stop4 = -18;
}

if(SENSE_MOUSE == TRUE) {
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_lt_first = -22;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_HIGH == TRUE) {

negative_value_lt_first = -23;
positive_value_lt_first = 23;
positive_value_lt_second = 23;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -24;
positive_value_lt_first = 24;
positive_value_lt_second = 24;

negative_value_rt_first = -33;
positive_value_rt_first = 33;
positive_value_rt_second = 22;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
}




/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(PS4_PS)) {
if(event_press(PS4_DOWN)) aim_assist_switch = ! aim_assist_switch;
}


if(aim_assist_switch) {//=======================================================

if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}

else {
hipcheck = FALSE;
}

if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}

}//===================== aim assist end ======================================
}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
combo Jitter {
set_val(FIRE_BTN,100);
set_val(RELOAD_BTN,100);
wait(val);
set_val(FIRE_BTN,100);
set_val(RELOAD_BTN,0);
wait(50);
set_val(FIRE_BTN,0);
set_val(SWITCH_WEAPON,100);
wait(val);
set_val(SWITCH_WEAPON,0);
wait(val);
set_val(SWITCH_WEAPON,100);
wait(val);
set_val(SWITCH_WEAPON,0);
}
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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}

// 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}

return 0;
}

// end of script

What button layout do you use in game ?

jajok
8th January 17, 07:08
Thank you for reply. I'm use default layout button ps3.3221

Excalibur
8th January 17, 07:26
Thank you for reply. I'm use default layout button ps3.3221


The problem maybe came from that you enable to many mods. Rapid fire is not compatible with jitter mode.
Also "shot mode" and "scope mode" . In this way you make a big mess in script.
Which weapons do you use more often?

jajok
8th January 17, 07:39
Oh, I understand. I use such weapons as: M249SAW, M40A3, M16A4.G36C. Maybe you could send me a COD4 MWR.ini file with the correct configuration, in your opinion, the best?

Excalibur
8th January 17, 08:28
Oh, I understand. I use such weapons as: M249SAW, M40A3, M16A4.G36C. Maybe you could send me a COD4 MWR.ini file with the correct configuration, in your opinion, the best?

It will be better if you send me your .ini file and I will start from there. I will send you PM.

Excalibur
8th January 17, 16:00
3137

COD MWR ver. 1.6

Script Game Interface

change log: added Rapid Fire Custom author : x22dot

Excalibur
9th January 17, 04:54
3137

COD MWR ver. 1.7

Script Game Interface


Change log: Improvements in design.

3225 3226 3227 3228

inkedup22
9th January 17, 18:19
How come when i go to add the jitter there is no option to choose how to turn it on and off?

Excalibur
9th January 17, 20:35
How come when i go to add the jitter there is no option to choose how to turn it on and off?

Okay, will add this to the app. Just few minutes and I will release a new version.

Updated :

3137

COD MWR ver. 1.8

Script Game Interface


Change log: added switch OFF/ON for Jitter.

MattRkd
10th January 17, 10:50
Ive tried the jitter it empties the whole mag for the pump shotgun. Also with the dropshot my character only crouches...

Excalibur
10th January 17, 17:14
Ive tried the jitter it empties the whole mag for the pump shotgun. Also with the dropshot my character only crouches...


Increase value for dropshot - something like 600 or 800.

odellrm
10th January 17, 19:00
Something is causing me not to be able to deploy kill streaks when using this script. Anyone else having this problem?

Excalibur
10th January 17, 19:34
Something is causing me not to be able to deploy kill streaks when using this script. Anyone else having this problem?

Post here the script that you use and tell me what button you need to press for deploy kill streaks.

odellrm
10th January 17, 19:48
I cleared out the CM and restarted the SGI and it cured the problem. Sorry, I deleted the script. I didn't have too many mods selected so I don't know what happened.

warpedsoul
13th January 17, 10:32
I am very new to CronusMAX and want this script. The description says to download the exe, but I cannot find this. Can someone instruct me on how to use this?

Excalibur
13th January 17, 10:37
I am very new to CronusMAX and want this script. The description says to download the exe, but I cannot find this. Can someone instruct me on how to use this?


In first post you will see the download link ( it is so big ).
Read instructions in the first post.

If you still have questions - ask I will try to help.

warpedsoul
13th January 17, 10:57
In first post you will see the download link ( it is so big ).
Read instructions in the first post.

If you still have questions - ask I will try to help.

Dear God I feel like an idiot. Thanks for pointing that out. I somehow over looked it.

Confidence01
13th January 17, 13:37
Works great, i am just having a little problem, When ADS it goes slightly down, i have Anti Recoil (set as always on) and RF Custom on, both are at the default values and i didnt change anything, was wondering if their is a fix for this?
Also having a slight problem with the d pad, it is extra sensitive, i have to contious click on d pad to get a claymore or kill streak. When i press start and use the down button, i can tell it is double clicking or something as it skips to the next thing. Im using ps4 controller.

Excalibur
13th January 17, 15:40
Works great, i am just having a little problem, When ADS it goes slightly down, i have Anti Recoil (set as always on) and RF Custom on, both are at the default values and i didnt change anything, was wondering if their is a fix for this?
Also having a slight problem with the d pad, it is extra sensitive, i have to contious click on d pad to get a claymore or kill streak. When i press start and use the down button, i can tell it is double clicking or something as it skips to the next thing. Im using ps4 controller.


Post here the script that you use and I will take a look on it.

Confidence01
13th January 17, 16:10
Never mind i ended up fixing it, for the rapid fire, i switched it from always on to scope enabled and that seemed to fix the d pad problem and as for the screen going down when ever ADS was held, i ended up shutting off the Aim Assist and it seemed to work fine. Would like to use aim assist and sensitivity if i can, but if not than theres not problem it works just fine.


/***********************************************************************************************
This Script was made and intended for www.cronusmax.com (http://www.cronusmax.com) & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// Modern Warfare Remastered [S.G.I.] ver. 1.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads

// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
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 =300;
define time_to_dblclick =300;
define NotUse = 0;

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

int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff = TRUE;
int RF_ALL_weapons = TRUE;
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 SecondaryWeapon =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 InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil = TRUE;
int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

//////////////////////////////////////////////////////////
//
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;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:PS4_PS
if( get_val(PS4_PS) ){
// 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 Scope Enabled
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) && get_val(ADS_BTN)){
combo_run(AntiRecoil);
}
}//--------------------------------------

if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
combo_stop (AntiRecoil);
}

///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

if(get_val(TACTICAL) && get_val(LETHAL) && !b_switch){
rapid_onoff = FALSE;
b_switch=TRUE;
}

if( get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
rapid_onoff = RF_ALL_weapons;
}


/////////////////////////////////////////////////////////
//RF Always ON
if(rapid_onoff){//----------------------------------------

if(get_val(FIRE_BTN) ) {
combo_run(RAPID_FIRE);
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);
}
}//--------------------------------------------------------

}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
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);
}
//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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}

// 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}

return 0;
}

// end of script

CronusReD
19th January 17, 05:16
do you have any specific anti recoil values for the ak74u or mp5? Would be greatly appreciated :). Been trying 20 vertical and 10/10left-right for the AK and I can't really tell if it's helping or not.

Excalibur
19th January 17, 14:51
do you have any specific anti recoil values for the ak74u or mp5? Would be greatly appreciated :). Been trying 20 vertical and 10/10left-right for the AK and I can't really tell if it's helping or not.


Use only left or right , but not both for antirecoil.

yupyup101
19th January 17, 17:43
yeah can you recommend what numbers to put in the left right and up for the mp5 and ak47u for the anti recoil

Excalibur
19th January 17, 22:20
yeah can you recommend what numbers to put in the left right and up for the mp5 and ak47u for the anti recoil


I don't know - I currently don't play this game ( I play COD4 IW most of the time).
Do not put values for the left and right , start private match and run script with device connected to the PC ( use "Build and Run" command from menu) . In this way you can stop script at any time and change value - then run the script and try it again and change again if you fill need.

yupyup101
20th January 17, 03:02
ok i pretty new to this cronusmax thing so i dont know where the build and run thing is

LEX LOST
20th January 17, 04:19
ok i pretty new to this cronusmax thing so i dont know where the build and run thing is






open CronusPro, you will find "Build and Run" run button http://cronusmax.com/manual/images/drex_compiler_control_6.png up in the toollbar
The command "Build and Run" (shortcut key F5) compiles the active GPC source code and loads it directly into the CronusMAX RAM. The GPC VM will automatically run the loaded code, so you can test your script on-the-fly and check all the inputs and outputs using the Device Monitor. You can set a configuration to automatically open the Device Monitor in the Cronus PRO Options (http://cronusmax.com/manual/general.htm#id_7).

Egotus
23rd January 17, 05:39
What are best settings for P90 antirecoil?

LEX LOST
23rd January 17, 05:54
No one can really tell you the best settings for a weapon you use, they can change from perks you use and from in game sensitivity

Egotus
23rd January 17, 07:20
Well, is there anything that can give you the way to go? I play on sensitivity 3 rapid fire perk p90 silenced.

odellrm
6th February 17, 12:37
Can someone please explain how the anti-recoil tab works in this application? Especially the input at the bottom of the tab?

Thanks.

LEX LOST
6th February 17, 13:59
you can set 3 different antirecoil profiles that you can switch on or off by holding the ingame switch and pressing UP (for the 1 profile) RIGHT (for 2 profile, etc.)
the last input is the antirecoil release and must be set at least 10 units higher than your highest antirecoil value

odellrm
6th February 17, 14:46
What does the anti-recoil release do? The reason I am asking is that no matter what I do the gun just goes straight into the ground. Thanks.

Excalibur
6th February 17, 15:21
What does the anti-recoil release do? The reason I am asking is that no matter what I do the gun just goes straight into the ground. Thanks.

It will stop antirecoil if the value of compensation go greater that this value.
Simly post here the script and please tell us for what gun do you use it.

odellrm
6th February 17, 16:41
I will try again this evening and see what happens because I didn't realize... the last input is the antirecoil release and must be set at least 10 units higher than your highest antirecoil value

LEX LOST
6th February 17, 17:25
I will try again this evening and see what happens because I didn't realize... the last input is the antirecoil release and must be set at least 10 units higher than your highest antirecoil value

so, if your antirecoil is set to 45, you must leave Antirecoil release (the last tab) to the default value which is 60;
but if your antirecoil is set to 54 you must increase it at least to 64 (or higher value)

Anyway, about your problem, if your gun goes down while firing you must lower the antirecoil value

pitchwise666
7th February 17, 12:46
Thanks Excalibur (http://cronusmax.com/forums/member.php/280729-Excalibur) really good app as always easy and fun to use .

Phanta
11th February 17, 11:55
can u help me please ? all the scripts didn't working with me what should I do

Excalibur
11th February 17, 12:24
can u help me please ? all the scripts didn't working with me what should I do


1. What is your in game Button ( Bumpers/ Triggers ) layout ?
2. Which mods did you enable ?

Please post here the script and explain what exactly didn't work .

Phanta
11th February 17, 18:51
button layout : tactical
bumper and trigger : fliped
Mods :
rapid fire
antirecoil
aim assist

x22DOT
11th February 17, 18:56
We also need the .GPC to look into it.

Excalibur
11th February 17, 19:40
button layout : tactical
bumper and trigger : fliped
Mods :
rapid fire
antirecoil
aim assist


Open app and first select you button layout , then - bumpers/triggers.

Then go to tab "Rapid Fire " and enable it .
Adjust values for 'hold time', 'rest time'.
Then go to tab "Antirecoil " and enable it - modify values for vertical recoil .

Then Aim Assist" and enable it - choose options - about your sensitivity , controller or mouse .

Hit Copy from the menu button and go to CronusPro app.

websitter
12th February 17, 14:00
precedent version no more available?

Excalibur
12th February 17, 14:39
precedent version no more available?

If you mean - previous version ? Nope, I don't save them.

websitter
12th February 17, 14:47
Hello Excalibur, im using version 1.8

Excalibur
12th February 17, 15:18
Hello Excalibur, im using version 1.8

This is the latest version.

websitter
12th February 17, 16:45
what is the difference between "button swap" and "button remap" ?


33713372

And why COD Modern Warfare Remastered [SGI ] stand alone application. (http://cronusmax.com/forums/showthread.php/157316-COD-Modern-Warfare-Remastered-SGI-stand-alone-application) and COD Modern Warfare Remastered PRO [S.G.I.] (http://cronusmax.com/forums/showthread.php/161430-COD-Modern-Warfare-Remastered-PRO-S-G-I)

i'm confused...

LEX LOST
12th February 17, 17:27
you must use remap if you need to change one or more buttons to any other

// REMAP

remap XB1_X -> XB1_Y;
remap XB1_Y -> XB1_A;
remap XB1_A -> XB1_X;

main{
}//END

and swap, if you want to change (swap) 2 buttons each other

// SWAP

main {

swap(XB1_LS, XB1_A); // swap XB1_LS and XB1_A

}

websitter
12th February 17, 17:38
Ciao Lex can help me to undestand why two application?

COD Modern Warfare Remastered [SGI ] stand alone application. (http://cronusmax.com/forums/showthread.php/157316-COD-Modern-Warfare-Remastered-SGI-stand-alone-application) and COD Modern Warfare Remastered PRO [S.G.I.] (http://cronusmax.com/forums/showthread.php/161430-COD-Modern-Warfare-Remastered-PRO-S-G-I)

LEX LOST
13th February 17, 05:39
Ciao Lex can help me to undestand why two application?

COD Modern Warfare Remastered [SGI ] stand alone application. (http://cronusmax.com/forums/showthread.php/157316-COD-Modern-Warfare-Remastered-SGI-stand-alone-application) and COD Modern Warfare Remastered PRO [S.G.I.] (http://cronusmax.com/forums/showthread.php/161430-COD-Modern-Warfare-Remastered-PRO-S-G-I)


see more (http://cronusmax.com/forums/showthread.php/161694-Advanced-Warfare-Comandi?p=1054568#post1054568)

yupyup101
14th February 17, 17:19
https://www.youtube.com/watch?v=RX73wAk4I4A&list=WL&index=63

is there a way to make the m16 shoot as fast as this

x22DOT
14th February 17, 18:03
Its a jittermod you can find it in the gpc library, but on M16 its useless.

yupyup101
14th February 17, 20:25
why do you think its useless seems like it would melt

x22DOT
14th February 17, 21:00
You cant ADS while doing that mod. This is also possible with every other cod, only usefull with shotguns.

LEX LOST
15th February 17, 04:20
why do you think its useless seems like it would melt

becouse, as you can see in that video, while using this jitter, you hit everything but the target...

Flumix
8th March 17, 08:55
What is the best value for anti recoil in MWR ?

LEX LOST
8th March 17, 10:29
What is the best value for anti recoil in MWR ?

every weapon in game (and there are tons) has a different recoil value; this value can further change from perks and sensitivity

Flumix
8th March 17, 11:56
Thank you for responding, so the best thing to do is just mess around with the values till i'll find a value that suits me the best ?

LEX LOST
8th March 17, 12:00
Thank you for responding, so the best thing to do is just mess around with the values till i'll find a value that suits me the best ?

yes, you must do some attempts

Cinocal
10th March 17, 23:39
Anyone have any class ideas? Im getting a little bored just using jitter with w12 and m16 and looking for something new and fun and that same time. If you guys have any class setups along with the mod setup please send them here. Im down to use anything fun at this point, thanks.

owca6666
22nd March 17, 18:16
Can you run aim assist script together with anti recoil ?
Im tempted to buy cronusmax or strike pack once it releases here in uk

Excalibur
22nd March 17, 18:43
Can you run aim assist script together with anti recoil ?
Im tempted to buy cronusmax or strike pack once it releases here in uk


Aim Assist script has anti recoil integrated - so don't use anti recoil script with aim assist script.

owca6666
22nd March 17, 18:53
ok thats good to know, but the anti recoil values vary for each weapon im assuming i will be able to fine tune it myself ?

Excalibur
23rd March 17, 21:29
ok thats good to know, but the anti recoil values vary for each weapon im assuming i will be able to fine tune it myself ?


Yes, you can edit values for anti recoil.

owca6666
24th March 17, 13:00
I have a little problem with aim assist script, i dont know wich portion of it i have to remove to get rid of anti recoil.

for example i would want to use it with m4 and m16, and these guns dont need anti recoil.

/*********************************************************************************************** This Script was made and intended for www.cronusmax.com & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// Modern Warfare Remastered [S.G.I.] ver. 1.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads

// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : FLIPED
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
define FIRE_BTN = PS4_R1; // default RT
define ADS_BTN = PS4_L1; // 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_R2; // RB
define TACTICAL = PS4_L2; // 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 =300;
define time_to_dblclick =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable
define RAPIDFIREC = TRUE; // Rapid Fire Custom




define RT = PS4_R1; // default RT
define LT = PS4_L1; // LT
define RX = PS4_RX;
define RY = PS4_RY;
define LX = PS4_LX;
define LY = PS4_LY;
define DR = PS4_RIGHT;
define DL = PS4_LEFT;
define LB = PS4_L2;
define RB = PS4_R2;
define RS = PS4_R3;
define LS = PS4_L3;

define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
define CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4
define SENSE_MID = TRUE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
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 SecondaryWeapon =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 InstantDrop =FALSE; // Slide or instant drop
int aim_assist_switch = TRUE;
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int AIM_ASSIST = TRUE;
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;

int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;

int delay = 11;
int value = 0;
int value2 = 0;

int hipcheck = FALSE;

int hold;
int rest;
int stop1;
int stop2;
int stop3;
int stop4;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
if(CONTROLLER == TRUE && MOUSE == FALSE) {

value = 37;
value2 = -37;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {

value = 30;
value2 = -30;
stop1 = 19;
stop2 = 15;
stop3 = 23;
stop4 = -18;
}

if(SENSE_MOUSE == TRUE) {
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_lt_first = -22;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_HIGH == TRUE) {

negative_value_lt_first = -23;
positive_value_lt_first = 23;
positive_value_lt_second = 23;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -24;
positive_value_lt_first = 24;
positive_value_lt_second = 24;

negative_value_rt_first = -33;
positive_value_rt_first = 33;
positive_value_rt_second = 22;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
}




/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=======================================================

if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}

else {
hipcheck = FALSE;
}

if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}

}//===================== aim assist end ======================================
}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}

///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}

return 0;
}

// end of script

Excalibur
24th March 17, 13:43
I have a little problem with aim assist script, i dont know wich portion of it i have to remove to get rid of anti recoil.

for example i would want to use it with m4 and m16, and these guns dont need anti recoil.

/*********************************************************************************************** This Script was made and intended for www.cronusmax.com (http://www.cronusmax.com) & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// Modern Warfare Remastered [S.G.I.] ver. 1.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads

// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : FLIPED
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
define FIRE_BTN = PS4_R1; // default RT
define ADS_BTN = PS4_L1; // 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_R2; // RB
define TACTICAL = PS4_L2; // 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 =300;
define time_to_dblclick =300;
define NotUse = 0;

////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable
define RAPIDFIREC = TRUE; // Rapid Fire Custom




define RT = PS4_R1; // default RT
define LT = PS4_L1; // LT
define RX = PS4_RX;
define RY = PS4_RY;
define LX = PS4_LX;
define LY = PS4_LY;
define DR = PS4_RIGHT;
define DL = PS4_LEFT;
define LB = PS4_L2;
define RB = PS4_R2;
define RS = PS4_R3;
define LS = PS4_L3;

define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
define CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4
define SENSE_MID = TRUE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
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 SecondaryWeapon =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 InstantDrop =FALSE; // Slide or instant drop
int aim_assist_switch = TRUE;
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int AIM_ASSIST = TRUE;
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;

int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;

int delay = 11;
int value = 0;
int value2 = 0;

int hipcheck = FALSE;

int hold;
int rest;
int stop1;
int stop2;
int stop3;
int stop4;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
if(CONTROLLER == TRUE && MOUSE == FALSE) {

value = 37;
value2 = -37;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {

value = 30;
value2 = -30;
stop1 = 19;
stop2 = 15;
stop3 = 23;
stop4 = -18;
}

if(SENSE_MOUSE == TRUE) {
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_lt_first = -22;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_HIGH == TRUE) {

negative_value_lt_first = -23;
positive_value_lt_first = 23;
positive_value_lt_second = 23;

negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -24;
positive_value_lt_first = 24;
positive_value_lt_second = 24;

negative_value_rt_first = -33;
positive_value_rt_first = 33;
positive_value_rt_second = 22;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
}




/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=======================================================

if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}

else {
hipcheck = FALSE;
}

if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}

}//===================== aim assist end ======================================
}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}

///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}

return 0;
}

// end of script

The Aim Assist in my app doesn't have anti recoil integrated ( x22dot script has antirecoil integrated ) so you can use it as is now.

owca6666
24th March 17, 13:47
But in your app there is only x22dot's aim assist, i cant see your version. Im using app version 1.8

Excalibur
24th March 17, 14:26
But in your app there is only x22dot's aim assist, i cant see your version. Im using app version 1.8

Exactly, in my app the x22dot Aim Assist doesn't have anti recoil integrated.

owca6666
24th March 17, 14:32
Exactly, in my app the x22dot Aim Assist doesn't have anti recoil integrated.
This is really strange then i have only added aim assist + auto run to one slot and when i ADS my gun gets pulled down and screen is shaking lol

Excalibur
24th March 17, 14:35
This is really strange then i have only added aim assist + auto run to one slot and when i ADS my gun gets pulled down and screen is shaking lol

This came from Aim Assist part of script.

owca6666
24th March 17, 14:42
This came from Aim Assist part of script.

Oh so im guessing theres no way for aim assist to work without this then ?

Excalibur
24th March 17, 17:03
Oh so im guessing theres no way for aim assist to work without this then ?


Check the x22dot script in this thread :

Call of Duty: MWR - Aim Assist and more [Multiplatform][GPC] (http://cronusmax.com/forums/showthread.php/160649-Call-of-Duty-MWR-Aim-Assist-and-more-Multiplatform-GPC)

bw3bb
26th April 17, 04:56
Has anyone found good numbers for anti recoil for the ak47u

Mason13
25th May 17, 11:13
Hi everyone I'm confused with a certain section of this app. For example under the rapid fire tab where it says turn rapid fire on/off. It says "hold button + press button" and in the drop down it says "PS4_PS". Am I suppose to change that? I'm not sure what that means. Same thing for the antirecoil section of the app. I don't understand the in game switch in that section either. It says "CEMU_EXTRA1" with a green X and "PS4_PS" with a red X. Also all the antirecoil numbers for "Up Left & Right" are all 0. Am I suppose to change them?

Excalibur
25th May 17, 11:28
Hi everyone I'm confused with a certain section of this app. For example under the rapid fire tab where it says turn rapid fire on/off. It says "hold button + press button" and in the drop down it says "PS4_PS". Am I suppose to change that? I'm not sure what that means. Same thing for the antirecoil section of the app. I don't understand the in game switch in that section either. It says "CEMU_EXTRA1" with a green X and "PS4_PS" with a red X. Also all the antirecoil numbers for "Up Left & Right" are all 0. Am I suppose to change them?

"hold button + press button" - that means you need first to hold button ( you can chose that button from drop down menu) and then ( you still held "hold button") you press the other button "press button"( again you can chose that button from drop down menu).

"CEMU_EXTRA1 - is used for X-AIM users , if you play with controller thaen you need to press "X" to be green - that way you told to application you will use that function.
And the numbers are all zero - that is because you start app for the first time . If you edit this values - the app will automatically save them and next time when you start it , you will see this values.
Almost everything that you change in the app will be saved automatically .

Mason13
25th May 17, 11:54
"hold button + press button" - that means you need first to hold button ( you can chose that button from drop down menu) and then ( you still held "hold button") you press the other button "press button"( again you can chose that button from drop down menu).

"CEMU_EXTRA1 - is used for X-AIM users , if you play with controller thaen you need to press "X" to be green - that way you told to application you will use that function.
And the numbers are all zero - that is because you start app for the first time . If you edit this values - the app will automatically save them and next time when you start it , you will see this values.
Almost everything that you change in the app will be saved automatically .

Okay cool thanks for the response. So I should leave the anti recoil numbers to 0? Then tweak them after I see how I would like? Or are you saying 0 is the best antirecoil value? Also I used your app while I was waiting for a response. I hit copy in the program, opened cronus pro, hit CTRL N, CTRL V, to open a new file then paste. Then I saved it and headed over to programmer. I see it in the "Compiler Scripts" section but it does not let me drag and drop to the memory slot. It allows me to pick it up and drag it but when I drop it in the memory slot it is not there. I don't understand why.

Excalibur
25th May 17, 12:16
Okay cool thanks for the response. So I should leave the anti recoil numbers to 0? Then tweak them after I see how I would like? Or are you saying 0 is the best antirecoil value? Also I used your app while I was waiting for a response. I hit copy in the program, opened cronus pro, hit CTRL N, CTRL V, to open a new file then paste. Then I saved it and headed over to programmer. I see it in the "Compiler Scripts" section but it does not let me drag and drop to the memory slot. It allows me to pick it up and drag it but when I drop it in the memory slot it is not there. I don't understand why.


Abaout anti recoil values - if you leve them to zero , that means no anti recoil at all. The values depend of the weapons and attachments , so you will need to experiment with them .
When you paste script in CronusPro - first thing to do is check for errors . Go to menu -->Compilier . If there is errors you can't put this script on the memory slots.

Post here the script ( please use GPC tags when you post it ) so I can check it.

Mason13
25th May 17, 12:35
Abaout anti recoil values - if you leve them to zero , that means no anti recoil at all. The values depend of the weapons and attachments , so you will need to experiment with them .
When you paste script in CronusPro - first thing to do is check for errors . Go to menu -->Compilier . If there is errors you can't put this script on the memory slots.

Post here the script ( please use GPC tags when you post it ) so I can check it.
Okay I did that and there was an error. It has to do with the CEMU we talked about earlier. It does not let me change "CEMU_EXTRA1" under antirecoil in your MWR App. Could you give me a hand? I highlighted the error in red.

//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// 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 = 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);

Excalibur
25th May 17, 13:32
Okay I did that and there was an error. It has to do with the CEMU we talked about earlier. It does not let me change "CEMU_EXTRA1" under antirecoil in your MWR App. Could you give me a hand? I highlighted the error in red.

//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// 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 = 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);

It is very simle - I already told you that "CEMU_EXTRA" we used for X-AIM plugin ( X-AIM plugin is for mouse & keyboard play ) . In case you use controller , you need to tick the right hand "X" and make it green tick - that means you will use controller button with adition of directional buttons ( and choose the biutton from drop down menu - in my case I choose PS4_L2 ).Look on this screenshot :
So now when in the game I can switch to 3 different anti recoil values - I will hold L2 and then will press some of the directional buttons. L2 + Left = anti recoil OFF.
3662

Mason13
25th May 17, 13:59
It is very simle - I already told you that "CEMU_EXTRA" we used for X-AIM plugin ( X-AIM plugin is for mouse & keyboard play ) . In case you use controller , you need to tick the right hand "X" and make it green tick - that means you will use controller button with adition of directional buttons ( and choose the biutton from drop down menu - in my case I choose PS4_L2 ).Look on this screenshot :
So now when in the game I can switch to 3 different anti recoil values - I will hold L2 and then will press some of the directional buttons. L2 + Left = anti recoil OFF.
3662

Awesome explanation. I really appreciate it. As you obviously know I am new to this. Is there anywhere I can read up on and learn how to adjust scripts myself? For example at some point I would like to be able to have my rapid fire on at all times but have it adjusted per gun in my script so that it does not change the rate of fire for fully automatic weapons. Also I would like to have my antirecoil adjusted the same way per weapon. If there is a link or forum for best numbers for antirecoil for MWR weapons someone please let me know. Basically have my script set so I don't have to adjust it anymore. Sorry for the lengthy questions and all just trying to get familiar. Thank you.

Also Excalibur under your antirecoil tab in your program what is the "Up, Right, & Down" Tab with up right and down options under it? Are you able to change through those 3 profiles? I understand the meaning of the Up Left & Right option, but do not understand the profile part of it. Like why are you able to adjust all 3 options under the Right option? Sorry if that makes no sense.

Excalibur
26th May 17, 01:38
Awesome explanation. I really appreciate it. As you obviously know I am new to this. Is there anywhere I can read up on and learn how to adjust scripts myself? For example at some point I would like to be able to have my rapid fire on at all times but have it adjusted per gun in my script so that it does not change the rate of fire for fully automatic weapons. Also I would like to have my antirecoil adjusted the same way per weapon. If there is a link or forum for best numbers for antirecoil for MWR weapons someone please let me know. Basically have my script set so I don't have to adjust it anymore. Sorry for the lengthy questions and all just trying to get familiar. Thank you.

Also Excalibur under your antirecoil tab in your program what is the "Up, Right, & Down" Tab with up right and down options under it? Are you able to change through those 3 profiles? I understand the meaning of the Up Left & Right option, but do not understand the profile part of it. Like why are you able to adjust all 3 options under the Right option? Sorry if that makes no sense.

To adjust script by yourself - you need to learn how to do it . The best place to start is the manuals - in part GPC Guide.

http://cronusmax.com/manual/gpc_guide.htm

Rapid Fire now is best for the semi - automatic weapons . For fully automatic weapons it will slow a little bit the rate of fire.

"Up, Right, & Down" - UP is for vertical recoil , LEFT/RIGHT is for the "LEFT/TIGHT" recoil. The profile part is just for convenience, when you try to read script - this will be part of comments in script.

Dson7514
26th May 17, 01:55
Can someone fix this please?ERROR: A variable with the name 'CEMU_EXTRA1' was not found! This error occured on line 219 column 17


/***********************************************************************************************
This Script was made and intended for www.cronusmax.com & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/


// Modern Warfare Remastered [S.G.I.] ver. 1.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads


// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot




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




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


********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
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 =300;
define time_to_dblclick =300;
define NotUse = 0;


////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable
define RAPIDFIREC = TRUE; // Rapid Fire Custom








define RT = XB1_RT; // default RT
define LT = XB1_LT; // LT
define RX = XB1_RX;
define RY = XB1_RY;
define LX = XB1_LX;
define LY = XB1_LY;
define DR = XB1_RIGHT;
define DL = XB1_LEFT;
define LB = XB1_LB;
define RB = XB1_RB;
define RS = XB1_RS;
define LS = XB1_LS;


define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
define CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4
define SENSE_MID = TRUE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//


int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary


////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope = TRUE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int SecondaryWeapon =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 InstantDrop =FALSE; // Slide or instant drop
int aim_assist_switch = TRUE;
int bAnti_Recoil = TRUE;
int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;


//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int AIM_ASSIST = TRUE;
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;


int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;


int delay = 11;
int value = 0;
int value2 = 0;


int hipcheck = FALSE;


int hold;
int rest;
int stop1;
int stop2;
int stop3;
int stop4;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------


/////////////////////////////////////////////
// Rapid Fire Custom author: x22dot
if(RAPIDFIREC){//-------------------------------------
if(get_val(FIRE_BTN)) {
combo_run(C_RF_C1);
combo_run(C_RF_C2);
}
else {
combo_stop(C_RF_C1);
combo_stop(C_RF_C2);
}
}//--------------------------------------------------
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////


// 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 = 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);
}
}//--------------------------------------


if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
combo_stop (AntiRecoil);
}


// Class 5 : SCOPE


// Class 5 : SCOPE - QUICK SCOPE MODE


if(QuickScope){//---------------------
if(event_release(ADS_BTN) && get_ptime(ADS_BTN)<=150){
combo_run(QUICK_SCOPE);
}
}//--------------------------------------
if(CONTROLLER == TRUE && MOUSE == FALSE) {


value = 37;
value2 = -37;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;
}


if(MOUSE == TRUE && CONTROLLER == FALSE) {


value = 30;
value2 = -30;
stop1 = 19;
stop2 = 15;
stop3 = 23;
stop4 = -18;
}


if(SENSE_MOUSE == TRUE) {
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_lt_first = -22;


negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}


if(SENSE_HIGH == TRUE) {


negative_value_lt_first = -23;
positive_value_lt_first = 23;
positive_value_lt_second = 23;


negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}


if(SENSE_MID == TRUE) {


negative_value_lt_first = -24;
positive_value_lt_first = 24;
positive_value_lt_second = 24;


negative_value_rt_first = -33;
positive_value_rt_first = 33;
positive_value_rt_second = 22;
}


if(SENSE_LOW == TRUE) {


negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;


negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
}








/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=======================================================


if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}


if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}


if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}


else {
hipcheck = FALSE;
}


if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}


}//===================== aim assist end ======================================
}// End of MAIN BLOCK
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}


combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}


combo C_RF_C1 {
wait(TWNT);
set_val(FIRE_BTN, HUN);
wait(HUN);
set_val(FIRE_BTN, ZERO);
wait(FTY);
set_val(FIRE_BTN, HUN);
wait(NTY);
set_val(FIRE_BTN, ZERO);
wait(FTY);
set_val(FIRE_BTN, HUN);
wait(ETY);
set_val(FIRE_BTN, HUN);
wait(STY);
set_val(FIRE_BTN, HUN);
wait(ETY);
set_val(FIRE_BTN, ZERO);
wait(STY);
set_val(FIRE_BTN, HUN);
wait(HUN);
set_val(FIRE_BTN, ZERO);
wait(SXT);
}




combo C_RF_C2 {
set_val(FIRE_BTN, HUN);
wait(STY);
set_val(FIRE_BTN, ZERO);
wait(FTY);
set_val(FIRE_BTN, HUN);
wait(SXT);
set_val(FIRE_BTN, ZERO);
wait(SXT);
set_val(FIRE_BTN, HUN);
wait(STY);
set_val(FIRE_BTN, ZERO);
wait(FTY);
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
// Quick Scope - Class 5
combo QUICK_SCOPE {
set_val(FIRE_BTN,0);
set_val(SPRINT_BTN,100);
set_val(ADS_BTN,100);
wait(400);
set_val(SPRINT_BTN,100);
set_val(ADS_BTN,100);
set_val(FIRE_BTN, 100);
wait(50);
}


//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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}


// 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
function f_ColorLed (a,b,c,d){
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);
}
///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}


return 0;
}


// end of script

Excalibur
26th May 17, 03:55
Can someone fix this please?ERROR: A variable with the name 'CEMU_EXTRA1' was not found! This error occured on line 219 column 17


/***********************************************************************************************
This Script was made and intended for www.cronusmax.com (http://www.cronusmax.com) & CronusMAX ONLY. *
UNLESS permission 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 CronusMax. *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/


// Modern Warfare Remastered [S.G.I.] ver. 1.8
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST , x22dot
// Game : CoD Modern Warfare Remastered
// Device : CronusMAX PLUS
// Console : XBOX ONE, XBOX 360, PS 4, PS 3
// Game pads: All supported Game pads


// IMPORTANT : All mods are available only in application : MW Remastered
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot




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




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


********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : DEFAULT
// BUMPERS/TRIGGERS : DEFAULT
// STICK LAYOUT : DEFAULT
//------------------------------------------------------
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 =300;
define time_to_dblclick =300;
define NotUse = 0;


////////////////////////////////////////////////////////
//
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable
define RAPIDFIREC = TRUE; // Rapid Fire Custom








define RT = XB1_RT; // default RT
define LT = XB1_LT; // LT
define RX = XB1_RX;
define RY = XB1_RY;
define LX = XB1_LX;
define LY = XB1_LY;
define DR = XB1_RIGHT;
define DL = XB1_LEFT;
define LB = XB1_LB;
define RB = XB1_RB;
define RS = XB1_RS;
define LS = XB1_LS;


define FIH = 500;
define HUN = 100;
define NTY = 90;
define ETY = 80;
define STY = 70;
define SXT = 60;
define FTY = 50;
define TWNT = 20;
define ZERO = 0;
define CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4
define SENSE_MID = TRUE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//


int b_dblclick;
int dblclick_msecs;
int dblclick_count;
int hold_time = 30; // All Weapons
int rest_time = 10;
int hold_timeP = 30; // Primary Weapon
int rest_timeP = 10;
int hold_timeS = 30; // secondary
int rest_timeS = 10; // secondary


////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope = TRUE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int SecondaryWeapon =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 InstantDrop =FALSE; // Slide or instant drop
int aim_assist_switch = TRUE;
int bAnti_Recoil = TRUE;
int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;


//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int AIM_ASSIST = TRUE;
int negative_value_rt_first = 0;
int positive_value_rt_first = 0;
int positive_value_rt_second = 0;


int negative_value_lt_first = 0;
int positive_value_lt_first = 0;
int positive_value_lt_second = 0;


int delay = 11;
int value = 0;
int value2 = 0;


int hipcheck = FALSE;


int hold;
int rest;
int stop1;
int stop2;
int stop3;
int stop4;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------


/////////////////////////////////////////////
// Rapid Fire Custom author: x22dot
if(RAPIDFIREC){//-------------------------------------
if(get_val(FIRE_BTN)) {
combo_run(C_RF_C1);
combo_run(C_RF_C2);
}
else {
combo_stop(C_RF_C1);
combo_stop(C_RF_C2);
}
}//--------------------------------------------------
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////


// 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 = 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);
}
}//--------------------------------------


if( abs(get_val(10)) > AR_Release || abs(get_val(9)) > AR_Release) {
combo_stop (AntiRecoil);
}


// Class 5 : SCOPE


// Class 5 : SCOPE - QUICK SCOPE MODE


if(QuickScope){//---------------------
if(event_release(ADS_BTN) && get_ptime(ADS_BTN)<=150){
combo_run(QUICK_SCOPE);
}
}//--------------------------------------
if(CONTROLLER == TRUE && MOUSE == FALSE) {


value = 37;
value2 = -37;
stop1 = 24;
stop2 = 20;
stop3 = 27;
stop4 = -22;
}


if(MOUSE == TRUE && CONTROLLER == FALSE) {


value = 30;
value2 = -30;
stop1 = 19;
stop2 = 15;
stop3 = 23;
stop4 = -18;
}


if(SENSE_MOUSE == TRUE) {
positive_value_lt_first = 22;
positive_value_lt_second = 22;
negative_value_lt_first = -22;


negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}


if(SENSE_HIGH == TRUE) {


negative_value_lt_first = -23;
positive_value_lt_first = 23;
positive_value_lt_second = 23;


negative_value_rt_first = -32;
positive_value_rt_first = 32;
positive_value_rt_second = 22;
}


if(SENSE_MID == TRUE) {


negative_value_lt_first = -24;
positive_value_lt_first = 24;
positive_value_lt_second = 24;


negative_value_rt_first = -33;
positive_value_rt_first = 33;
positive_value_rt_second = 22;
}


if(SENSE_LOW == TRUE) {


negative_value_lt_first = -26;
positive_value_lt_first = 26;
positive_value_lt_second = 26;


negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 24;
}








/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=======================================================


if(get_val(LT) && AIM_ASSIST == TRUE) {
combo_run(LT_C);
}


if(get_val(LT) && get_val(RT) && AIM_ASSIST == TRUE) {
combo_stop(LT_C);
combo_run(RT_C);
}


if(get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value
|| get_val(RX) < value2 || get_val(RX) > value || get_val(RY) < value2 || get_val(RY) > value){
combo_stop(LT_C);
combo_stop(RT_C);
hipcheck = TRUE;
}


else {
hipcheck = FALSE;
}


if(HIP_ASSIST == TRUE && hipcheck == FALSE) {
combo_run(LT_C);
}


}//===================== aim assist end ======================================
}// End of MAIN BLOCK
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo LT_C {
set_val(RY, negative_value_lt_first);
wait(delay)
set_val(RX, positive_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RY, positive_value_lt_second);
wait(delay)
set_val(RX, negative_value_lt_first);
set_val(RY, positive_value_lt_second);
wait(delay)
}


combo RT_C {
set_val(RY, negative_value_rt_first);
wait(delay)
set_val(RX, positive_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RY, positive_value_rt_second);
wait(delay)
set_val(RX, negative_value_rt_first);
set_val(RY, positive_value_rt_second);
wait(delay)
}


combo C_RF_C1 {
wait(TWNT);
set_val(FIRE_BTN, HUN);
wait(HUN);
set_val(FIRE_BTN, ZERO);
wait(FTY);
set_val(FIRE_BTN, HUN);
wait(NTY);
set_val(FIRE_BTN, ZERO);
wait(FTY);
set_val(FIRE_BTN, HUN);
wait(ETY);
set_val(FIRE_BTN, HUN);
wait(STY);
set_val(FIRE_BTN, HUN);
wait(ETY);
set_val(FIRE_BTN, ZERO);
wait(STY);
set_val(FIRE_BTN, HUN);
wait(HUN);
set_val(FIRE_BTN, ZERO);
wait(SXT);
}




combo C_RF_C2 {
set_val(FIRE_BTN, HUN);
wait(STY);
set_val(FIRE_BTN, ZERO);
wait(FTY);
set_val(FIRE_BTN, HUN);
wait(SXT);
set_val(FIRE_BTN, ZERO);
wait(SXT);
set_val(FIRE_BTN, HUN);
wait(STY);
set_val(FIRE_BTN, ZERO);
wait(FTY);
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
combo TAKE_SHOT {
set_val(FIRE_BTN,100);
set_val(ADS_BTN, 100);
set_val(SPRINT_BTN,100);
wait(100);
}
// Quick Scope - Class 5
combo QUICK_SCOPE {
set_val(FIRE_BTN,0);
set_val(SPRINT_BTN,100);
set_val(ADS_BTN,100);
wait(400);
set_val(SPRINT_BTN,100);
set_val(ADS_BTN,100);
set_val(FIRE_BTN, 100);
wait(50);
}


//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(400); // -----------------
set_val(L_X,-100);
wait(400); // -----------------
}


// 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
function f_ColorLed (a,b,c,d){
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);
}
///////////////////////////////////////
// function double click
function double_click (button) {
if (b_dblclick) {
dblclick_msecs = dblclick_msecs + get_rtime();
if ( dblclick_msecs > time_to_dblclick ) {
dblclick_count = 0;
dblclick_msecs = 0;
b_dblclick = FALSE;
}
}
if (event_release(button) && get_ptime(button) < 150) {
if (dblclick_count == 0) {
b_dblclick = TRUE;
} else if (dblclick_count == 1) {
dblclick_count = 0;
return 1;
}
dblclick_count = dblclick_count + 1;
}


return 0;
}


// end of script


I already explain that problem in the few post above :

http://cronusmax.com/forums/showthread.php/157316-COD-Modern-Warfare-Remastered-SGI-stand-alone-application?p=1071838&viewfull=1#post1071838

And I release a new version of app :

COD MWR v. 1.9
Change log : added hint ( tooltips) for those buttons in application.

Mason13
26th May 17, 06:20
To adjust script by yourself - you need to learn how to do it . The best place to start is the manuals - in part GPC Guide.

http://cronusmax.com/manual/gpc_guide.htm

Rapid Fire now is best for the semi - automatic weapons . For fully automatic weapons it will slow a little bit the rate of fire.

"Up, Right, & Down" - UP is for vertical recoil , LEFT/RIGHT is for the "LEFT/TIGHT" recoil. The profile part is just for convenience, when you try to read script - this will be part of comments in script.

I have had one problem with the program though when i try to enable the aim assist. When i get into the actual game the screen shakes pretty bad when aimed in. Also i have had a problem with it looking down on its own whenever i aim in although i do not know exactly which mod that is from. And very rarely when I will sprint and then crouch right after it will make me stand back up making me need to crouch again. As i said numerous times thanks for you help. I understand much more now.

x22DOT
26th May 17, 08:23
Just turn of "Aim Assist".

Aydean
30th May 17, 13:13
When I use the aim asssist feature, it pulls my a down heavily when I Ads, any fixes?

Excalibur
30th May 17, 19:04
When I use the aim asssist feature, it pulls my a down heavily when I Ads, any fixes?


I will fix that but I'm still very busy with hte new gamepacks for the COD IW.

Aydean
30th May 17, 23:31
Thank You, could you give me an approximate time of the fix? No rush

Excalibur
31st May 17, 18:04
Thank You, could you give me an approximate time of the fix? No rush


Here is - I release a new version :

COD MWR v. 2.0

Aim Assist will still pull down but now it is very slow.

Aydean
31st May 17, 23:59
Where can I find that?

Excalibur
1st June 17, 02:17
Where can I find that?

The downlod link is on the first post.

malakide
9th June 17, 18:58
jitter doesnt work online it spazes out. works jut fine via ofline/lan mode

- - - Updated - - -

also how do you get anti recoil to work with look inversion on?

Excalibur
9th June 17, 19:25
jitter doesnt work online it spazes out. works jut fine via ofline/lan mode

- - - Updated - - -

also how do you get anti recoil to work with look inversion on?

You should enable the look inverted :

3742

malakide
9th June 17, 21:01
didnt see the options at the top thanks for that but what about the jitter for the gun not working via Online Match?

Excalibur
15th June 17, 15:56
didnt see the options at the top thanks for that but what about the jitter for the gun not working via Online Match?


The Jitter was patched I guess.

L.z2k
14th March 19, 08:53
becouse, as you can see in that video, while using this jitter, you hit everything but the target...

I want script just aim assist for MWR (PS4)

Batts
14th March 19, 16:27
I want script just aim assist for MWR (PS4)



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