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Excalibur
5th December 16, 06:45
CALL OF DUTY: INFINITE WARFARE SCRIPT GENERATOR INTERFACE v. 4.1

http://cronusmax.com/manual/images/drex_call_of_duty_infinite_warfare_custom.png



CronusMAX scripting legend Excalibur has created a brand new S.G.I. Tool (Script Generator Interface) for Call of Duty: Infinite Warfare - and it is the most explosive set of Mod tools ever created for this game and there's simply way too many to fit into a single GamePack.

S.G.I. is a new system of creating scripts which makes it a lot more flexible and easier to manage than GamePacks giving you complete control over which Mods you'd like to include with full control over the mapping and tuning of each Mod, complete with the full source code so you can share your scripts with the community and fine tune so that they are as accurate to your own personal experience as possible.

A selection of Mods available include Custom Button Layouts, Rapid Fire (Primary & Secondary), Drop Shot, Jump Shot, Side Shot, Scope Shot, Hold Breath, Toggle ADS, Anti-Recoil, Tact Jitter, Alt Jitter, Quick Scope, Sniper Scope, Slide Reload, Akimbo with Dual Easy, Always Run, Aim Assist, Long Jump, Special Ability & More.

A very special thanks to the very popular CronusMAX Community Staff Member, Excalibur.

MaxADMIN

The latest version is always here:
http://i65.tinypic.com/2yvmjv8.png (https://www.dropbox.com/sh/f8jc7h6pjb2httn/AAApuTqclDSsuESBORlqXF8Ta?dl=0)

Screenshots :
3293 3294 3295 3296 3298 3299 3317



Change log:
ver. 4.1 Added Automatic Update for application.
ver. 4.0 Added M'2187 Akimbo Jitter for shot gun M.2187.
ver. 3.9 added credits to Raptor for DCM/ Reaver, X-Eon Jitter.
ver. 3.8 - edit the way how the drop shot mode works.
ver 3.7 - added new mod : Hair Trigger ( for both triggers LT/l2 and RT/R2 ).
ver. 3.6 - Only Reaver, E-eon, DCM8 ECM Jitter is working now.
ver. 3.4 fixed bug in Long Jump mode when you use hold button to run double jump.
ver. 3.3 added new option to Long Jump mode - now you can use hold button.
ver. 3.2 Added new options for Tactical Jitters ( now you can directly change the code for jitters ). Added aditional option for Easy Slide mode.
ver. 3.1 added warnings for Aim Assist and Antirecoil, they are not compatible.
ver. 3.0 added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)
ver. 2.9 - added IMPORTANT NOTE for Tact. Jitters - you must use shotgun for Primary weapon otherwise Jitter will not work.
ver. 2.8
- added new Tact. Jitters after patch 1.08.
Alt Jitters doesn't work anymore.
added new options for Tact Jitter - auto slide witch shot.
The new Jitters used switch weapon and some time will switch to your secondary/primary weapon.
ver. 2.7 fixed bug in "Antirecoil" - "Only Primary" mode
ver. 2.6 Added Infinite Slide mode - and tab "Infinite Slide".
ver. 2.5 Fixed bug with combination of Akimbo mode with Reaver Jitter mode.
ver. 2.4 Several design improvements.
ver. 2.3 added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
ver. 2.1 renamed tab "JITTER MODS" to the "TACT JITTER".
ver. 2.0 changed design for most of the mods.
ver. 1.7 : some changes about design.
ver. 1.6 : added Alternate Jitter.
ver. 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
ver. 1.4 fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
ver. 1.3 - added Long Jump mode.
ver. 1.2 - added Aim Assist script. Author : x22dot



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 ).

It doesn't have automatic update - simply deleate it and download the new version from the link in first post.
IMPORTANT : do not delete COD4 IW.ini file.

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




About - Rapid Fire

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


About Jitters :
---------------------------------------------------------------------
What shotgun do you use?


VERY IMPORTANT for - ALTERNATE JITTER :
- Do not change the first gesture if you use Alt Jitter.

VERY IMPORTANT for - Tactical JITTER :
- you must have Tactical equiped ( any exept - personal radar ).
- Dexterity ( PERK 1 )
3173

Use Alt Jitter - I personaly used it.
I'm playing with Primary weapon - NV and Secondary - Banshee

The Alt Jitter is set by default and the options - "Scope Disable" - in this way when I use AR and aim it will disable Jitter . The problem with that is if I try to hip firing with AR it will use jitter and will not shot proparly , but I know for that problem and I will switch to secondary weapon in these cases.
For Banshee it is important to use Athachments - "Speaker Amp", "Fusion Mag" ,

I used Combat Rig - Merc with trait - Man-at-Arms - " Start with maximum capacity and weapons no longer slow default movement.

Here is my config in the application and in the game :
The app:
3171

In game :
The important option for me is the "Scope Disable" - so I can use Assalt Rifles when I aim.
This is my config in game - Primary weapon -NV4 and Secondary weapon - Banshee.
I use LT + D pad buttons to switch Jitter if I will use Reaver.
Reaver work with value 20 , the Banshe and Rack ( S-Ravage) works with value - 200
3172

andbear413
5th December 16, 08:29
I have a request please can u make when u press rt u slide forward i made a script with the current ones works pretty good. It totally confuses them when i have the jitter u destroy can u please add it please here is a example i thank everyone that made a jitter and made the game so much fun I apperciate everyone that made the cronusmax.

// GPC Online Library
// ***unjusts***infinite_warfare_{new/}_{_jitter_}_{no_tactical}_{for_rack-9/s-ravage}_easymelee/autosprint/antirecoil/autoslide.gpc


// GPC Online Library
// infinite_warfare_{jitter_for_Rack_9/S-Ravage}_{AutoMelee/autosprint/antirecoil/AutoSlide/aimassits/jitter}_.gpc


define ONLY_WITH_SCOPE = FALSE;
define FIRE_BUTTON=4;
define ANTI_RECOIL = 25;
define RATE_OF_FIRE1 = 18; // Range: 1 to 25 RPS (Round/s)
define FIRE_BTN = XB1_RB; // 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_RT; // 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;
// VARIABLES
// ---------------------------------------------------------
int hold_time1, rest_time1;
int fire_button, scope_button;
int anti_recoil;
int autospot = FALSE;
int rapid1_onoff = TRUE;

int NotReloading = TRUE;
int b_switch = TRUE;
// INITIALIZATION
// ---------------------------------------------------------
init {
if(get_console() == PIO_PS3) { // PS3 Trigger & Bumper
fire_button = 3;
scope_button = 6;
} else { // Natural Trigger & Bumper
fire_button = 4;
scope_button = 7;
}
hold_time1 = 500 / RATE_OF_FIRE1;
rest_time1 = hold_time1 - 20;
if(rest_time1 < 0) rest_time1 = 0;
}

main {
if (get_val(PS4_R3)) {
combo_run(EasyMelee);
}

if((get_val(PS4_LY)) < -1) {
combo_run(Turbo_1);
}
if(!ONLY_WITH_SCOPE || get_val(scope_button)) {
combo_run(AntiRecoil);
}


if (get_val (PS4_R2)) {
combo_run(AutoSlide);
}

if(rapid1_onoff){//----------------------------------------

if (get_val(FIRE_BUTTON)){
combo_run(Auto_Aimm);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm);

}
if (get_val(FIRE_BUTTON)){
combo_run(Auto_Aimm);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm);

}
if (get_val(R_X)){
combo_run(Auto_Aimm1);
}else if(combo_running(Auto_Aimm)){
combo_stop (Auto_Aimm1);
}
if (get_val(FIRE_BUTTON)&& get_val(R_X)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(FIRE_BUTTON)&& get_val(R_X)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(FIRE_BUTTON)&& get_val(R_Y)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(FIRE_BUTTON)&& get_val(R_Y)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(FIRE_BUTTON)&& get_val(R_X)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(FIRE_BUTTON)&& get_val(R_X)> +45){
combo_stop(Auto_Aimm)
}
if (get_val(FIRE_BUTTON)&& get_val(R_Y)< -45){
combo_stop(Auto_Aimm)
}
if (get_val(FIRE_BUTTON)&& get_val(R_Y)> +45){
combo_stop(Auto_Aimm)
}
if ( get_val(R_X)< -45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_X)> +45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)< -45){
combo_stop(Auto_Aimm1)
}
if ( get_val(R_Y)> +45){
combo_stop(Auto_Aimm1)
}



}


if (get_val(PS4_R2)) {
combo_run(jitter);
}
}
combo jitter {
set_val (PS4_LEFT, 50);
wait (40);
set_val(PS4_SQUARE, 50);
set_val (PS4_R1, 50);
set_val (PS4_L1, 50);
wait (20);
set_val (PS4_L1, 50);
set_val (PS4_R1, 50);
set_val(PS4_SQUARE, 50);
set_val (PS4_R1, 50);
set_val (PS4_L1, 50);
wait (81);
}


combo AutoSlide {
wait(20);
set_val(PS4_CIRCLE, 100);
wait(450);
set_val (PS4_CIRCLE, 0);
}
combo EasyMelee {
set_val(PS4_R2, 100);
wait(160);
set_val(PS4_R2, 0);
wait(100);
set_val(PS4_R3, 100);
wait(100);
set_val(PS4_R3, 0);
}




combo Auto_Aimm {
set_val(R_Y,-20);//1
wait(20)
set_val(R_X,+20);//1
wait(20)
set_val(R_Y,+20);//1
wait(20)
set_val(R_X,-20);//1
wait(20)


}
combo Auto_Aimm1 {
set_val(R_Y,-15);//1
wait(20)
set_val(R_X,+15);//1
wait(20)
set_val(R_Y,+15);//1
wait(20)
set_val(R_X,-15);//1
wait(20)





}

combo Turbo_1 {
set_val(PS4_L3, 100);
wait(100);
set_val(PS4_L3, 0);
wait(100);
set_val(PS4_L3, 0);

}//end
combo AntiRecoil { // This combo must be the last one
if(get_val(fire_button)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
}
}

- - - Updated - - -

Maybe u can make when u press rt and slide more smooth i dont know thankyou I think it will benefit everybody

Excalibur
5th December 16, 08:47
Sorry mate, but I do't understand what you want.
Can you explain litle more.

x22DOT
5th December 16, 09:12
@Excalibur (http://cronusmax.com/forums/member.php?u=280729) im working at the moment on a MWR Script also Aim Assist, I also have a suprise for the Community, a special custom Rapid Fire script for the Community that allows to shoot faster than a normal Rapid Fire allows.
When im finished Ill release the Script and you can of course take any piece of Code you want and put it in your SGI Tool.

andbear413
5th December 16, 10:09
I want when u press RT u slide forward like your doing the slide with O twice Just firing when sliding with the rack 9 if that makes any sense

Crescens
6th December 16, 13:17
Let me know what do you think

It looks very complete.

Maybe you want to add:

- hair triggers
- another option to use the long jump, E.g. press and hold jump button as alternative option to operate the long jump mod (releasing the jump button also stops the long jump).
- toggles for all mods (so the possibility to switch ALL mods on/off)
- the bunny hop
- easy slide (somehow the standard slide option in COD does not run smooth, what can lead to some pretty unpleasant mishaps. So I have a solution for that in my script and I really use a lot:

define PRONE_BTN = XB1_RS

main{


if(get_val(PRONE_BTN)) {
combo_run(EasySlide);
}
}


combo EasySlide {
set_val(PRONE_BTN, 100);
wait(100);
}

- - - Updated - - -


I also have a suprise for the Community, a special custom Rapid Fire script for the Community that allows to shoot faster than a normal Rapid Fire allows.



.....:cool: this sounds very cool indeed!

GoodGreen
6th December 16, 15:45
I agree with adding on and off switch for rapidfire, that would be a great if possible. looks good so far!

deno78
7th December 16, 06:22
COD4 INFINITE WARFARE Script Game Interface [S.G.I.]

I'm working on the new application - COD4 IW

It will be available very soon. Here is some screenshots :

3097 3098 309931003101 3102

Let me know what do you think.
@x22dot (http://cronusmax.com/forums/member.php?u=306749) are you ready with aim assist version for IW ?

Gread job frend can you tel the options for this tool?

Excalibur
7th December 16, 08:03
Gread job frend can you tel the options for this tool?

All the options are in the application.
I updated the screenshots.

Carl Robo
7th December 16, 09:22
Very nice
looks a nice little tool can not wait to get hold of this :)

x22DOT
7th December 16, 12:32
So the AA is read aswell

Excalibur
7th December 16, 16:11
Released the application. Now you can download it from the link in first post.


COD4 IW application v.1.0
Script Game Interface

Carl Robo
7th December 16, 18:35
THANK YOU SO MUCH

Hollidayone
7th December 16, 21:28
Im assuming the jitter in this one requires a tactical?

Excalibur
8th December 16, 03:40
Im assuming the jitter in this one requires a tactical?


Yes.

Excalibur
8th December 16, 15:25
Relesed new COD4 IW app v. 1.2

Change log:

Added Aim Assist - Author : x22dot

Unjust_Zengetsu
9th December 16, 22:11
Sweet

Unjust_Zengetsu
9th December 16, 22:41
Nice bro

Crescens
10th December 16, 05:31
a special custom Rapid Fire script for the Community that allows to shoot faster than a normal Rapid Fire allows.

Did you already post this special script?

x22DOT
10th December 16, 08:23
Did you already post this special script?

Yes its in my MWR Script.

GoodGreen
10th December 16, 10:23
The ability to turn off and on RF is the greatest feature in the world! Thank you for all your hard work and its very much appreciated.

Excalibur
10th December 16, 15:51
Released new version

COD4 IW application v.1.3
Script Game Interface

change log: added Long Jump mode.

empoze
10th December 16, 18:37
Waht do I add to code if I use PS4 controller on PS4 and play tactical flipped.

Excalibur
10th December 16, 19:18
Waht do I add to code if I use PS4 controller on PS4 and play tactical flipped.


Go to tab "Button Layout" and select your in game button layout. Select "PS 4" , then use arows and select "Tactical" and "Fliped".

3121

GoodGreen
11th December 16, 01:05
The Reaver Jitter gets stuck... i have tactical equipped as well as Dexterity. Also salute as gesture, am i missing something in my class set up for this to work properly?

Excalibur
11th December 16, 01:50
The Reaver Jitter gets stuck... i have tactical equipped as well as Dexterity. Also salute as gesture, am i missing something in my class set up for this to work properly?


What you have in Tactical equipment equiped? All of this jitters require tactical ( not the personal radar) equipemnt . I use crio mine.

Crescens
11th December 16, 11:07
What you have in Tactical equipment equiped? All of this jitters require tactical ( not the personal radar) equipemnt . I use crio mine.

Hi,

I tried jitter RACK 9...when I tested it in a custom game, it worked about 70% flawless...but 30% of the time it threw out the tactical. IN game, so ONLINE it works 20%: the image of the shotgun being fired keeps flickering, but no bullets are registered/fired.

I use trophy system as a tactical.

Crescens
11th December 16, 11:17
@x22dot (http://cronusmax.com/forums/member.php/306749-x22dot)...your AA works very, very nice indeed.

creza123
11th December 16, 11:40
Apologies if this is a silly question, but with the aim assist are you able to adjust how much aim assist you get? Or is it something else?

Thanks.

Crescens
11th December 16, 11:54
Apologies if this is a silly question, but with the aim assist are you able to adjust how much aim assist you get? Or is it something else?

Thanks.

You want to know what it does?
Or do you want to adjust the amount of aim assist ?

deno78
11th December 16, 12:21
Hello i habe one Problem with the Aim Asisst.
wen i press L2 the red dot go down and i musst evretime with L3 Stick push up
Can anibudy help or say how it is be you ?

I play on PS4 with Scuf Controller

Crescens
11th December 16, 12:22
A little error in the button definition section:

define Up = XB1_XBOX; define Right = XB1_XBOX;
define Down = XB1_XBOX;
define Left = XB1_XBOX;

creza123
11th December 16, 14:41
You want to know what it does?
Or do you want to adjust the amount of aim assist ?
What it does will answer my question too

x22DOT
11th December 16, 14:46
It exploites the ingame assist to be always on.

The pulldown is part of the aim assist.

The strength of the aim assist (which also affects the pulling down) will be adjustable soon.

deno78
11th December 16, 15:40
Ok thx soo mutch

weepwomp
11th December 16, 16:44
Anyone having trouble with the reload slide?

Excalibur
11th December 16, 16:52
Anyone having trouble with the reload slide?

Yes, there is a bug in application. Will fix it and will release new version soon.

Crescens
11th December 16, 20:36
Hi Excalibur,


Just to give you a summary of bugs/errors that require your attention for the next update:

- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
- jitter, tested with dexterity, trophy & rack throws out tactical sometimes (but seems to work better on a second test run: 90% flawless)

pic 1
3124
pic 2
3125
pic 3
3126

GoodGreen
11th December 16, 20:53
What you have in Tactical equipment equiped? All of this jitters require tactical ( not the personal radar) equipemnt . I use crio mine.

I also use crio mine, basically i tried all the tactical equipt.

Crescens
12th December 16, 02:16
I also use crio mine, basically i tried all the tactical equipt.

Did you copy paste the jitter from this script into another? If so, mind "Jitter Speeds" in the define section, I overlooked it as well.

Excalibur
12th December 16, 11:27
Released new version

COD4 IW application v.1.4
Script Game Interface

change log:

fixed all problems from the list below

- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)

xXkillerstormXx
12th December 16, 23:07
Is there any reason why I can't open the SGI at all lol, like it makes my cursor do the little spiny circle thing like it's loading but nothing happens.

Excalibur
13th December 16, 05:10
Is there any reason why I can't open the SGI at all lol, like it makes my cursor do the little spiny circle thing like it's loading but nothing happens.


What windows do you use ? Try to run it as administrator ( right mouse button on it and choose "run as administrator" ).

xXkillerstormXx
13th December 16, 15:33
What windows do you use ? Try to run it as administrator ( right mouse button on it and choose "run as administrator" ).

I already tried to run it as Administrator and the same thing happens, and I am using Windows 10. Do you have any idea what could be wrong?

xXkillerstormXx
13th December 16, 15:41
I already tried to run it as Administrator and the same thing happens, and I am using Windows 10. Do you have any idea what could be wrong?

Oh, wait nvm I figured it out. My computer was blocking it from running automatically because it was detecting it as possibly harmful. I just had to go to properties and unblock it. Thanks for the help though. I can't wait to use it and also I can't wait to see what you guys add to this in the future. :D

GoodGreen
13th December 16, 15:59
Did you copy paste the jitter from this script into another? If so, mind "Jitter Speeds" in the define section, I overlooked it as well.


Am I suppose to set the jitter speed? i use the script that I copy from the SGI interface. what do you have your speed set to for the reaver?

Excalibur
14th December 16, 09:18
Released new version

COD4 IW application v.1.5
Script Game Interface

change log: added Special Ability mode and finish Button Remap / Button Swap tabs.

Excalibur
14th December 16, 22:22
Released new version

COD4 IW application v.1.6
Script Game Interface

change log: added Alternate Jitter


3130

andbear413
15th December 16, 03:56
What does the alternate jitter do?

Excalibur
15th December 16, 05:33
What does the alternate jitter do?


No tactical equipment needed.

Excalibur
15th December 16, 17:44
Released new version

COD4 IW application v.1.7
Script Game Interface

change log: some changes about design.

3133 3134

gprso
15th December 16, 20:34
Thank u for ur consistent help for the cmax community. It will be awesome if u add x22dot mwr aim assist + ultra rapid fire to ur app

Excalibur
15th December 16, 20:56
Thank u for ur consistent help for the cmax community. It will be awesome if u add x22dot mwr aim assist + ultra rapid fire to ur app


Next week I will work on it.

Crumbledbiscuit
16th December 16, 07:31
I see COD 4 in the title so i'm wondering if this works with MWR?

x22DOT
16th December 16, 07:57
Actually this is ment to be MWR.

Denitorious
16th December 16, 13:38
Actually this is ment to be MWR.


Activating your aim assist in this SGI makes my crosshair pull down when ADS.. any fix? :/

x22DOT
16th December 16, 14:14
Activating your aim assist in this SGI makes my crosshair pull down when ADS.. any fix? :/

Soon

Denitorious
16th December 16, 14:28
Soon

Ive now tried your standalone script and it is good there, no issues. Just this one. I only need yours + toggle ads and maybe anti recoil. :)

Excalibur
16th December 16, 14:56
I see COD 4 in the title so i'm wondering if this works with MWR?


I'm working on separate application about MWR. I will release it very soon.

- - - Updated - - -


Activating your aim assist in this SGI makes my crosshair pull down when ADS.. any fix? :/


For what game do you use it?

1headshotdeluxe
16th December 16, 16:23
can we have some instructions with regards to using jitter and what weapons it will work with alt,and the other 3 also you can turn on all 3 at once? also, does rapid fire work with jitter at the same times, could someone lay out some class setups they have, 1. perks 2. tac,lethal 3. weapons 4. secondary's, it would be great if they were some examples of class setups along with what mods to run there is a lot here. just some pointers IE: what are some NO,NO's causing glitches or things that don't work.

Excalibur
16th December 16, 18:22
can we have some instructions with regards to using jitter and what weapons it will work with alt,and the other 3 also you can turn on all 3 at once? also, does rapid fire work with jitter at the same times, could someone lay out some class setups they have, 1. perks 2. tac,lethal 3. weapons 4. secondary's, it would be great if they were some examples of class setups along with what mods to run there is a lot here. just some pointers IE: what are some NO,NO's causing glitches or things that don't work.

Okay, I will try to do that, when I found some spare time.

Fullback42
17th December 16, 03:07
Everything looks great my only issue is I cant see the entire screen in the application. The bottom to all the menus are cut off.

Denitorious
17th December 16, 10:25
For what game do you use it?


IW.

Tested it in BO3 as well and same thing there.

https://www.youtube.com/watch?v=d4pLmGSzdhE

There is a clip showing it.

I've since tried the standalone version (v3) of dot and there it doesn't happen at all / works flawlessly. So I'm not sure what the issue is here.

(My mouse settings etc are correct)

x22DOT
17th December 16, 10:38
If its not happening in my Script its a bug in this app.

Excalibur
17th December 16, 11:39
IW.

Tested it in BO3 as well and same thing there.

https://www.youtube.com/watch?v=d4pLmGSzdhE

There is a clip showing it.

I've since tried the standalone version (v3) of dot and there it doesn't happen at all / works flawlessly. So I'm not sure what the issue is here.

(My mouse settings etc are correct)


I will check it again. I didn't change the x22dot script.

Denitorious
17th December 16, 13:00
If its not happening in my Script its a bug in this app.

This one works for both IW and BO3 for me.

Can you just add ADS Toggle to this, and Secondary Rapid fire? That would be awesome.
:redface:

Excalibur
17th December 16, 15:10
This one works for both IW and BO3 for me.

Can you just add ADS Toggle to this, and Secondary Rapid fire? That would be awesome.
:redface:

I release a new version of SGI . Please try it now and let me know how it work for you.

COD4 IW application v.1.8
Script Game Interface

change log: added the original Aim Assist script from x22dot.

Denitorious
17th December 16, 17:16
I release a new version of SGI . Please try it now and let me know how it work for you.

COD4 IW application v.1.8
Script Game Interface

change log: added the original Aim Assist script from x22dot.

PM Sent. :/

Excalibur
17th December 16, 22:14
PM Sent. :/

Here is your script :



//Posted by x22dot, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Saturday 17th of December, 2016 16:58 UTC

//##########################################################################################################################################
//################################################ Aim Assist V3 ###########################################################################
// ___ ___ ____ _____ ______ ########################################
// /'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
// __ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
// /\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
// \/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
// /\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
// \//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
// ########################################
//##########################################################################################################################################
//########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - STARTS HERE #########################################################################
//##########################################################################################################################################
//############## WEAPON TYPE ###############################################################################################################
// ########################################
define SEMI = FALSE; //SEMI AUTOMATIC GUNS ex. SHEIVA ########################################
define SMG = FALSE; //SUB MACHINE GUNS ex. VMP ########################################
define AR = FALSE; //AUSSAULT RIFLES ex. MAN O WAR ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 14 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## DEADZONE ##################################################################################################################
// ########################################
define RECOMMENDED = FALSE; //Recommended Settings ########################################
define STRONGER = FALSE; //Stronger than Recommended ########################################
define INSANE = FALSE; //Strongest Assist possible ########################################
// ########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - ENDS HERE ###########################################################################
//##########################################################################################################################################
//##########################################################################################################################################
//################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ##########################################################################
//##########################################################################################################################################
// ##
define RT = XB1_RT;
define LT = XB1_LT;
define RX = XB1_RX;
define RY = XB1_RY;
// ##
//##########################################################################################################################################
// ##
int delay = 11;
int value = 0;
int value2 = 0;
// ##
//##########################################################################################################################################
// ##
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 aim_assist_switch = TRUE;// Aim Assist ON/OFF

main {

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 14;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -14;
positive_value_lt_first = 14;
positive_value_lt_second = 14;

negative_value_rt_first = -16;
positive_value_rt_first = 16;
positive_value_rt_second = 6;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 12;

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

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 22;

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

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -20;
positive_value_lt_first = 20;
positive_value_lt_second = 20;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 13;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -30;
positive_value_lt_first = 30;
positive_value_lt_second = 20;

negative_value_rt_first = -40;
positive_value_rt_first = 40;
positive_value_rt_second = 30;
}

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -17;
positive_value_lt_first = 17;
positive_value_lt_second = 17;

negative_value_rt_first = -27;
positive_value_rt_first = 27;
positive_value_rt_second = 17;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -19;
positive_value_rt_first = 19;
positive_value_rt_second = 10;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 15;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 25;
}
// ##
//##########################################################################################################################################
// ##
if(INSANE == TRUE && STRONGER == FALSE && RECOMMENDED == FALSE) {
value = 45;
value2 = -45;
}

if(INSANE == FALSE && STRONGER == TRUE && RECOMMENDED == FALSE) {
value = 39;
value2 = -39;
}
// ##
//##########################################################################################################################################
// ##
if(SENSE_LOW == FALSE && SENSE_MID == TRUE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == TRUE && SENSE_MID == FALSE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == FALSE && SENSE_MID == FALSE && SENSE_MOUSE == TRUE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 20;
value2 = -20;
}
// ##
//##########################################################################################################################################
// ##

/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(XB1_LT)) {
if(event_press(XB1_Y)) aim_assist_switch = ! aim_assist_switch;
}



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

if(get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_run(LT_C);
}

if(get_val(RT) && get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == 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);
}

}//=================================================================================================

}// main block end
// ##
//##########################################################################################################################################
// ##

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)
}
// ##
//##########################################################################################################################################
//##########################################################################################################################################

Excalibur
18th December 16, 11:09
This one works for both IW and BO3 for me.

Can you just add ADS Toggle to this, and Secondary Rapid fire? That would be awesome.
:redface:

Sorry I have not understood you correctly.
Here is the ads toggle.


//Posted by Excalibur, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Sunday 18th of December, 2016 2:16 UTC


//Posted by x22dot, a member of the community in the CronusMAX Forums - <a href="http://cronusmax.com/forums" target="_blank">http://cronusmax.com/forums</a>

//Posted : Saturday 17th of December, 2016 16:58 UTC

//##########################################################################################################################################
//################################################ Aim Assist V3 ###########################################################################
// ___ ___ ____ _____ ______ ########################################
// /'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
// __ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
// /\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
// \/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
// /\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
// \//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
// ########################################
//##########################################################################################################################################
//########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - STARTS HERE #########################################################################
//##########################################################################################################################################
//############## WEAPON TYPE ###############################################################################################################
// ########################################
define SEMI = FALSE; //SEMI AUTOMATIC GUNS ex. SHEIVA ########################################
define SMG = FALSE; //SUB MACHINE GUNS ex. VMP ########################################
define AR = FALSE; //AUSSAULT RIFLES ex. MAN O WAR ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 14 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## DEADZONE ##################################################################################################################
// ########################################
define RECOMMENDED = FALSE; //Recommended Settings ########################################
define STRONGER = FALSE; //Stronger than Recommended ########################################
define INSANE = FALSE; //Strongest Assist possible ########################################
// ########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - ENDS HERE ###########################################################################
//##########################################################################################################################################
//##########################################################################################################################################
//################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ##########################################################################
//##########################################################################################################################################
// ##
define RT = XB1_RT;
define LT = XB1_LT;
define RX = XB1_RX;
define RY = XB1_RY;
// ##
//##########################################################################################################################################
// ##
int delay = 11;
int value = 0;
int value2 = 0;
// ##
//##########################################################################################################################################
// ##
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 aim_assist_switch = TRUE;// Aim Assist ON/OFF
int ads_toggle;
main {


//////////////////////////////////////////////////////////////
// ADS TOGGLE
if(event_press(LT)) ads_toggle = !ads_toggle;


if(ads_toggle) set_val(LT,100);




if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 14;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -14;
positive_value_lt_first = 14;
positive_value_lt_second = 14;

negative_value_rt_first = -16;
positive_value_rt_first = 16;
positive_value_rt_second = 6;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 12;

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

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 22;

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

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -20;
positive_value_lt_first = 20;
positive_value_lt_second = 20;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 13;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -30;
positive_value_lt_first = 30;
positive_value_lt_second = 20;

negative_value_rt_first = -40;
positive_value_rt_first = 40;
positive_value_rt_second = 30;
}

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -17;
positive_value_lt_first = 17;
positive_value_lt_second = 17;

negative_value_rt_first = -27;
positive_value_rt_first = 27;
positive_value_rt_second = 17;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -19;
positive_value_rt_first = 19;
positive_value_rt_second = 10;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 15;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 25;
}
// ##
//##########################################################################################################################################
// ##
if(INSANE == TRUE && STRONGER == FALSE && RECOMMENDED == FALSE) {
value = 45;
value2 = -45;
}

if(INSANE == FALSE && STRONGER == TRUE && RECOMMENDED == FALSE) {
value = 39;
value2 = -39;
}
// ##
//##########################################################################################################################################
// ##
if(SENSE_LOW == FALSE && SENSE_MID == TRUE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == TRUE && SENSE_MID == FALSE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == FALSE && SENSE_MID == FALSE && SENSE_MOUSE == TRUE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 20;
value2 = -20;
}
// ##
//##########################################################################################################################################
// ##

/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(XB1_LT)) {
if(event_press(XB1_Y)) aim_assist_switch = ! aim_assist_switch;
}



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

if(get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_run(LT_C);
}

if(get_val(RT) && get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == 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);
}

}//=================================================================================================

}// main block end
// ##
//##########################################################################################################################################
// ##

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)
}
// ##
//##########################################################################################################################################
//##########################################################################################################################################

Denitorious
19th December 16, 19:02
Sorry I have not understood you correctly.
Here is the ads toggle.


//Posted by Excalibur, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Sunday 18th of December, 2016 2:16 UTC


//Posted by x22dot, a member of the community in the CronusMAX Forums - <a href="http://cronusmax.com/forums" target="_blank">http://cronusmax.com/forums</a>

//Posted : Saturday 17th of December, 2016 16:58 UTC

//##########################################################################################################################################
//################################################ Aim Assist V3 ###########################################################################
// ___ ___ ____ _____ ______ ########################################
// /'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
// __ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
// /\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
// \/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
// /\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
// \//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
// ########################################
//##########################################################################################################################################
//########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - STARTS HERE #########################################################################
//##########################################################################################################################################
//############## WEAPON TYPE ###############################################################################################################
// ########################################
define SEMI = FALSE; //SEMI AUTOMATIC GUNS ex. SHEIVA ########################################
define SMG = FALSE; //SUB MACHINE GUNS ex. VMP ########################################
define AR = FALSE; //AUSSAULT RIFLES ex. MAN O WAR ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 14 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## DEADZONE ##################################################################################################################
// ########################################
define RECOMMENDED = FALSE; //Recommended Settings ########################################
define STRONGER = FALSE; //Stronger than Recommended ########################################
define INSANE = FALSE; //Strongest Assist possible ########################################
// ########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - ENDS HERE ###########################################################################
//##########################################################################################################################################
//##########################################################################################################################################
//################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ##########################################################################
//##########################################################################################################################################
// ##
define RT = XB1_RT;
define LT = XB1_LT;
define RX = XB1_RX;
define RY = XB1_RY;
// ##
//##########################################################################################################################################
// ##
int delay = 11;
int value = 0;
int value2 = 0;
// ##
//##########################################################################################################################################
// ##
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 aim_assist_switch = TRUE;// Aim Assist ON/OFF
int ads_toggle;
main {


//////////////////////////////////////////////////////////////
// ADS TOGGLE
if(event_press(LT)) ads_toggle = !ads_toggle;


if(ads_toggle) set_val(LT,100);




if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 14;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -14;
positive_value_lt_first = 14;
positive_value_lt_second = 14;

negative_value_rt_first = -16;
positive_value_rt_first = 16;
positive_value_rt_second = 6;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 12;

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

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 22;

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

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -20;
positive_value_lt_first = 20;
positive_value_lt_second = 20;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 13;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -30;
positive_value_lt_first = 30;
positive_value_lt_second = 20;

negative_value_rt_first = -40;
positive_value_rt_first = 40;
positive_value_rt_second = 30;
}

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -17;
positive_value_lt_first = 17;
positive_value_lt_second = 17;

negative_value_rt_first = -27;
positive_value_rt_first = 27;
positive_value_rt_second = 17;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -19;
positive_value_rt_first = 19;
positive_value_rt_second = 10;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 15;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 25;
}
// ##
//##########################################################################################################################################
// ##
if(INSANE == TRUE && STRONGER == FALSE && RECOMMENDED == FALSE) {
value = 45;
value2 = -45;
}

if(INSANE == FALSE && STRONGER == TRUE && RECOMMENDED == FALSE) {
value = 39;
value2 = -39;
}
// ##
//##########################################################################################################################################
// ##
if(SENSE_LOW == FALSE && SENSE_MID == TRUE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == TRUE && SENSE_MID == FALSE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == FALSE && SENSE_MID == FALSE && SENSE_MOUSE == TRUE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 20;
value2 = -20;
}
// ##
//##########################################################################################################################################
// ##

/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(XB1_LT)) {
if(event_press(XB1_Y)) aim_assist_switch = ! aim_assist_switch;
}



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

if(get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_run(LT_C);
}

if(get_val(RT) && get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == 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);
}

}//=================================================================================================

}// main block end
// ##
//##########################################################################################################################################
// ##

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)
}
// ##
//##########################################################################################################################################
//##########################################################################################################################################


Hey man, thanks! Works great.. :)

A small change though.. can you make it so Reloading removes aim down sights? Because getting killed while aiming down sights and then respawning makes your crosshair shake because Aim assist thinks you're ADS already. So just make it that pressing SQUARE stops ADS. Thanks a lot :)

Excalibur
20th December 16, 00:12
Hey man, thanks! Works great.. :)

A small change though.. can you make it so Reloading removes aim down sights? Because getting killed while aiming down sights and then respawning makes your crosshair shake because Aim assist thinks you're ADS already. So just make it that pressing SQUARE stops ADS. Thanks a lot :)

Yes, here you go:


//Posted by Denitorious, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Monday 19th of December, 2016 23:08 UTC


//Posted by Excalibur, a member of the community in the CronusMAX Forums - <a href="http://cronusmax.com/forums" target="_blank">http://cronusmax.com/forums</a>

//Posted : Sunday 18th of December, 2016 2:16 UTC


//Posted by x22dot, a member of the community in the CronusMAX Forums - <a href="http://cronusmax.com/forums" target="_blank">http://cronusmax.com/forums</a>

//Posted : Saturday 17th of December, 2016 16:58 UTC

//##########################################################################################################################################
//################################################ Aim Assist V3 ###########################################################################
// ___ ___ ____ _____ ______ ########################################
// /'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
// __ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
// /\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
// \/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
// /\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
// \//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
// ########################################
//##########################################################################################################################################
//########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - STARTS HERE #########################################################################
//##########################################################################################################################################
//############## WEAPON TYPE ###############################################################################################################
// ########################################
define SEMI = FALSE; //SEMI AUTOMATIC GUNS ex. SHEIVA ########################################
define SMG = FALSE; //SUB MACHINE GUNS ex. VMP ########################################
define AR = FALSE; //AUSSAULT RIFLES ex. MAN O WAR ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = FALSE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 14 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## DEADZONE ##################################################################################################################
// ########################################
define RECOMMENDED = FALSE; //Recommended Settings ########################################
define STRONGER = FALSE; //Stronger than Recommended ########################################
define INSANE = FALSE; //Strongest Assist possible ########################################
// ########################################
//##########################################################################################################################################
//######################## C O N F I G U R A T I O N - ENDS HERE ###########################################################################
//##########################################################################################################################################
//##########################################################################################################################################
//################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ##########################################################################
//##########################################################################################################################################
// ##
define RT = XB1_RT;
define LT = XB1_LT;
define RX = XB1_RX;
define RY = XB1_RY;
// ##
//##########################################################################################################################################
// ##
int delay = 11;
int value = 0;
int value2 = 0;
// ##
//##########################################################################################################################################
// ##
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 aim_assist_switch = TRUE;// Aim Assist ON/OFF
int ads_toggle;
main {


//////////////////////////////////////////////////////////////
// ADS TOGGLE
if(event_press(LT)) ads_toggle = !ads_toggle;


if(ads_toggle) set_val(LT,100);

//////////////////////////////////////////////////////////////
// reset ADS toggle
if(event_press(20) && ads_toggle){

ads_toggle = FALSE;
}//----------------------------------------------------------


if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 14;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -14;
positive_value_lt_first = 14;
positive_value_lt_second = 14;

negative_value_rt_first = -16;
positive_value_rt_first = 16;
positive_value_rt_second = 6;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == TRUE && SENSE_MID == FALSE && SENSE_LOW == FALSE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 12;

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

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -22;
positive_value_lt_first = 22;
positive_value_lt_second = 22;

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

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -20;
positive_value_lt_first = 20;
positive_value_lt_second = 20;

negative_value_rt_first = -24;
positive_value_rt_first = 24;
positive_value_rt_second = 13;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == FALSE && SENSE_LOW == TRUE) {

negative_value_lt_first = -30;
positive_value_lt_first = 30;
positive_value_lt_second = 20;

negative_value_rt_first = -40;
positive_value_rt_first = 40;
positive_value_rt_second = 30;
}

// ##
//##########################################################################################################################################
// ##

if(SEMI == FALSE && SMG == FALSE && AR == TRUE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -17;
positive_value_lt_first = 17;
positive_value_lt_second = 17;

negative_value_rt_first = -27;
positive_value_rt_first = 27;
positive_value_rt_second = 17;
}

if(SEMI == TRUE && SMG == FALSE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -16;
positive_value_lt_first = 16;
positive_value_lt_second = 16;

negative_value_rt_first = -19;
positive_value_rt_first = 19;
positive_value_rt_second = 10;
}

if(SEMI == FALSE && SMG == TRUE && AR == FALSE && SENSE_MOUSE == FALSE && SENSE_MID == TRUE && SENSE_LOW == FALSE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 15;

negative_value_rt_first = -35;
positive_value_rt_first = 35;
positive_value_rt_second = 25;
}
// ##
//##########################################################################################################################################
// ##
if(INSANE == TRUE && STRONGER == FALSE && RECOMMENDED == FALSE) {
value = 45;
value2 = -45;
}

if(INSANE == FALSE && STRONGER == TRUE && RECOMMENDED == FALSE) {
value = 39;
value2 = -39;
}
// ##
//##########################################################################################################################################
// ##
if(SENSE_LOW == FALSE && SENSE_MID == TRUE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == TRUE && SENSE_MID == FALSE && SENSE_MOUSE == FALSE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 33;
value2 = -33;
}

if(SENSE_LOW == FALSE && SENSE_MID == FALSE && SENSE_MOUSE == TRUE && RECOMMENDED == TRUE && STRONGER == FALSE && INSANE == FALSE) {

value = 20;
value2 = -20;
}
// ##
//##########################################################################################################################################
// ##

/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(XB1_LT)) {
if(event_press(XB1_Y)) aim_assist_switch = ! aim_assist_switch;
}



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

if(get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == TRUE)) {
combo_run(LT_C);
}

if(get_val(RT) && get_val(LT) && (SEMI == TRUE || AR == TRUE || SMG == 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);
}

}//=================================================================================================

}// main block end
// ##
//##########################################################################################################################################
// ##

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)
}
// ##
//##########################################################################################################################################
//##########################################################################################################################################

weepwomp
20th December 16, 01:22
Is slide reload functioning now?

pain2u2
20th December 16, 06:51
I cant get my Aim assist working..... i choose it in the program, and i can see that something has happening with the sight when im ADS...(It shakes) but it wont help me to follow the other players!
Do i somthing wrong? Or what is it supposed to do?

Excalibur
20th December 16, 08:37
Is slide reload functioning now?

Yes, it is working now. :D


I cant get my Aim assist working..... i choose it in the program, and i can see that something has happening with the sight when im ADS...(It shakes) but it wont help me to follow the other players!
Do i somthing wrong? Or what is it supposed to do?

Did you select correct options for it?
It will do a little help - this is not an aim bot.

pain2u2
20th December 16, 12:57
Yea i think so anyway..... but i can not notis any big differens :crazy:I thought it would be more helpful.....
But thanks anyway:ok::)

x22DOT
20th December 16, 13:25
Ingame Aim Assist is weak on IW.
On BO3 it was a huge advantage.

If your aiming is very good this will improve your aim even more.
If a person aims bad (under 25% acuraccy) this wont be noticable anyway.
Nothing against you, just a info.

Im working on something different now, next time Ill upload some demos aswell.

weepwomp
20th December 16, 14:51
Is one of the jitters on here a no tactical setup? if not could we get one?

Awesome work by the way guys

x22DOT
20th December 16, 16:00
Is one of the jitters on here a no tactical setup? if not could we get one?

Awesome work by the way guys

Have a look at Post #50

Excalibur
20th December 16, 16:02
Is one of the jitters on here a no tactical setup? if not could we get one?

Awesome work by the way guys

Yes, look on "Alt Jitter" ( Alternate Jitter ) it doesn't need of tactical equipment.

I used it a lot and it works very good.

Excalibur
20th December 16, 17:54
Release a new version :

3119
COD4 IW application v.1.9
Script Game Interface

Change log: little change in Alt Jitter tab.


3147

pain2u2
22nd December 16, 08:47
Okej😃
Please let me know when its out, so i can test it aswell👍🏼😃




Ingame Aim Assist is weak on IW.
On BO3 it was a huge advantage.

If your aiming is very good this will improve your aim even more.
If a person aims bad (under 25% acuraccy) this wont be noticable anyway.
Nothing against you, just a info.

Im working on something different now, next time Ill upload some demos aswell.

asaintwithsins
23rd December 16, 14:36
Hey, as someone very new to this, as in first time with anything like this I am as you know, having trouble. I have copied the script, saved, and moved from compiler scripts to memory slots but still nothing in game. I am using it basically to use my elite controller on my ps4. I am wondering is there somewhere someone can point me or help to figure out what I am doing wrong? I have been looking all over to figure it out and I am either not seeing it or just missed it, any thing would be great. Thanks!!!

Excalibur
23rd December 16, 18:30
Hey, as someone very new to this, as in first time with anything like this I am as you know, having trouble. I have copied the script, saved, and moved from compiler scripts to memory slots but still nothing in game. I am using it basically to use my elite controller on my ps4. I am wondering is there somewhere someone can point me or help to figure out what I am doing wrong? I have been looking all over to figure it out and I am either not seeing it or just missed it, any thing would be great. Thanks!!!


If you want to use paddles to start combos ( mods ) , you must first unmap all paddles using the Microsoft XBOX Accessories app ( for PC ).


If you want to customize the Xbox Elite Wireless Controller on a Windows 10 PC, you'll need the Xbox Accessories app. To get the free app, go to the Windows Store and search for Xbox Accessories.


Then post here the script that you try to use and I will customise it how you want it .

and please 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)

asaintwithsins
23rd December 16, 19:57
/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 1.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_RS; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_B; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define 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 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 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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int SecondaryWeapon =FALSE;
int InvertYaxis = TRUE;
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 value = 0;
int value2 = 0;
int delay = 11;
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;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:XB1_RB
if( get_val(XB1_RB) ){
// 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);
}

if(CONTROLLER == TRUE && MOUSE == FALSE) {//
// CONTROLLER
value = 28;
value2 = -28;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {
// MOUSE
value = 22;
value2 = -22;
}

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 = -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 = 23;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 25;

negative_value_rt_first = -34;
positive_value_rt_first = 34;
positive_value_rt_second = 23;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -27;
positive_value_lt_first = 27;
positive_value_lt_second = 27;

negative_value_rt_first = -36;
positive_value_rt_first = 36;
positive_value_rt_second = 25;
}



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=========================================
if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT)) {
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);
}
}//=============================================================
}// 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); // -----------------
}

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

// end of script



Like I said, I am very new to all this and really appreciate the help learning. I will go read that thread now. I have copied this and saved it on the CronusMax. I am using an xbox one elite controller on my ps4, I know I have already said that but I want to make sure I give you guys all the information that I can think of so that you don't have to ask a million questions of me and that I learn as much as I can in a short period.

Excalibur
23rd December 16, 21:13
/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 1.9
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_RS; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_B; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define 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 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 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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int SecondaryWeapon =FALSE;
int InvertYaxis = TRUE;
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 value = 0;
int value2 = 0;
int delay = 11;
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;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:XB1_RB
if( get_val(XB1_RB) ){
// 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);
}

if(CONTROLLER == TRUE && MOUSE == FALSE) {//
// CONTROLLER
value = 28;
value2 = -28;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {
// MOUSE
value = 22;
value2 = -22;
}

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 = -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 = 23;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 25;

negative_value_rt_first = -34;
positive_value_rt_first = 34;
positive_value_rt_second = 23;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -27;
positive_value_lt_first = 27;
positive_value_lt_second = 27;

negative_value_rt_first = -36;
positive_value_rt_first = 36;
positive_value_rt_second = 25;
}



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=========================================
if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT)) {
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);
}
}//=============================================================
}// 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); // -----------------
}

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

// end of script



Like I said, I am very new to all this and really appreciate the help learning. I will go read that thread now. I have copied this and saved it on the CronusMax. I am using an xbox one elite controller on my ps4, I know I have already said that but I want to make sure I give you guys all the information that I can think of so that you don't have to ask a million questions of me and that I learn as much as I can in a short period.


Hi again ,
What mods do you want to use and for what weapons ?
You choose :
- Aim Assist
- Antirecoil ( but without any values - it will not working).
- Invert Y axis

Is that what you want?

asaintwithsins
24th December 16, 03:45
Yes please, I would like those. Thank you again so much for your help

Excalibur
24th December 16, 04:07
Yes please, I would like those. Thank you again so much for your help


Please, tel me what weapons do you use ?

asaintwithsins
24th December 16, 13:24
I use the HVR, FHR-40, Volk, Raw, NV-4. There, isn't much I don't use. However these are my favorite ones. Also I don't remember if I set it up on the script now and second guessing but I had those set up to turn on and off in game correct? I believe I did but not sure, I think that I had it set for Aim assist on/off with Xbox LT and the hit RB and then for anti recoil I set it up for Xbox RB and then hit one of the D-pad direction. Does it matter which direction I use? I couldn't figure out how to pick one on the app

Excalibur
24th December 16, 15:17
I use the HVR, FHR-40, Volk, Raw, NV-4. There, isn't much I don't use. However these are my favorite ones. Also I don't remember if I set it up on the script now and second guessing but I had those set up to turn on and off in game correct? I believe I did but not sure, I think that I had it set for Aim assist on/off with Xbox LT and the hit RB and then for anti recoil I set it up for Xbox RB and then hit one of the D-pad direction. Does it matter which direction I use? I couldn't figure out how to pick one on the app


Just open app and look on it - it saved your last config , so if you run it again it will show you those button combinations.

asaintwithsins
24th December 16, 15:55
Ok, so because the only real one I was/am trying to use that needs input is Anti recoil, I'm going to go and see what people are using for a value so I know what to put in there and I will try again

Excalibur
25th December 16, 01:07
https://s30.postimg.org/9a561uioh/79653_OGDCZY_511.png

cron4life
25th December 16, 12:57
New to call of duty and interested in jitters. Can anyone explain to me how they work? Do you have to have a certain weapon or perk? Or do you just put the jitter in the script and play? I uses KBar. Also, is this rapid fire a good one for the m1?

Excalibur
25th December 16, 19:58
New to call of duty and interested in jitters. Can anyone explain to me how they work? Do you have to have a certain weapon or perk? Or do you just put the jitter in the script and play? I uses KBar. Also, is this rapid fire a good one for the m1?

They used a glitch in code and make shotguns fire like automatic weapons :D

They are for shotguns and are 2 type -
1. You will need to have prek Dexterity, and tactical equiped ( any tactical exept personal radar ).
2. Alternate Jitter - no need tactical equiped.

Open Youtube and search for COD4 Infinite Warfare Jitters :

https://www.youtube.com/results?search_query=cod4+infinite+warfare+jitters

cron4life
26th December 16, 20:35
okay thanks for letting me know. So jitter does not apply to any weapons other than shotguns? I use the KBar

Excalibur
27th December 16, 01:02
okay thanks for letting me know. So jitter does not apply to any weapons other than shotguns? I use the KBar

Yes, Jitters are only for shotguns in COD4 IW.

Excalibur
27th December 16, 01:45
Released new version.


3119
COD4 IW application v.2.0
Script Game Interface

Change log: changed design for most of the mods.

3161 3162 3163

greenorangebear
27th December 16, 13:00
is this only for IW or is MWR also in there as well?

Edit: nvm I found the cod4 post btw thank you for doing this man happy holidays :)

Excalibur
27th December 16, 14:17
Hi, im trying to get the jitter funtion to work proper. ive tried the first jitter option but couldtn get that to work on banshee. so i used alt jitter opt.
it Works to some degree, but for some reason while i shoot or right after i salute or uknow when u push left on the dpad the caracter do a handsign...
super annoing because this leaves me wounerable. a other issue is that the gun often jams, i can get off one shot that it hangs i see it moves but no sound and shot comes out, maybe it tries to reload or something.
And is it possible to use only jitter on one gun say primery and sec normal, say u rock a shotty and a Assault r.
Can you please give me some pointers?
And you doing a hell of a job for the community here...

What shotgun do you use?

Use Alt Jitter - I personaly used it.
I'm playing with Primary weapon - NV and Secondary - Banshee

The Alt Jitter is set by default and the options - "Scope Disable" - in this way when I use AR and aim it will disable Jitter . The problem with that is if I try to hip firing with AR it will use jitter and will not shot proparly , but I know for that problem and I will switch to secondary weapn in this cases.
For Banshee it is important to use Athachments - "Speaker Amp", "Fusion Mag" ,

I used Combat Rig - Merc with trait - Man-at-Arms - " Start with maximum capacity and weapons no longer slow default movement.

Here is my config of the application and in game :
The app:
3171

In game :
The important option for me is the "Scope Disable" - so I can use Assalt Rifles when I aim.
This is my config in game - Primary weapon -NV4 and Secondary weapon - Banshee.
I use LT + D pad buttons to switch Jitter if I will use Reaver.
Reaver work with value 20 , the Banshe and Rack ( S-Ravage) works with value - 200
3172

III VeNuM III
27th December 16, 17:52
I have seen this mod working on the NV4 & KBar

slow302stang
27th December 16, 18:32
You should update the ALT jitter. tac jitters are no longer used. other than that this is awesome for noobs like me.

Excalibur
27th December 16, 20:32
You should update the ALT jitter. tac jitters are no longer used. other than that this is awesome for noobs like me.


What do you mean with "You should updated the Alt Jitter" ?

slow302stang
28th December 16, 00:36
What do you mean with "You should updated the Alt Jitter" ?
correct me if im wrong but doesnt the alt jitter in that program use unjust old tactical jitter and not his new ones? i tried using them and the only way theyd work is with the trophy system

III VeNuM III
28th December 16, 08:48
Any update on your speeded up version of Rapid Fire?

Excalibur
28th December 16, 08:52
correct me if im wrong but doesnt the alt jitter in that program use unjust old tactical jitter and not his new ones? i tried using them and the only way theyd work is with the trophy system

The Alt Jitter is the "Alternate Jitter" and it doesn't need of Tactical at all.

https://s23.postimg.org/j6n4c3nav/Alt_Jitter_3.png (https://postimg.org/image/j6n4c3nav/)

The Tactical Jitter is the old Tactical Jitter - if you point me to the new own , I will update it in app.

Excalibur
28th December 16, 09:48
Any update on your speeded up version of Rapid Fire?

Sorry mate, I don't understand what you mean. Can you expain a little further.

III VeNuM III
28th December 16, 10:00
Sorry I just realised it was x22dot that mentioned about the faster rapid fire.

Excalibur
28th December 16, 12:20
Sorry I just realised it was x22dot that mentioned about the faster rapid fire.

Hi Excalibur,

Could you add the Xbox One Touchpad remap for the PS4 please, or is there a script I can just copy in to make the scoreboard come up on the Infinite Warfare SGI you created.

FYI The script if fantastic, thank you very much:thumbsup:


I already have this in application . Go to the Long Jump tab and then you will see on the right hand side the tab"BUTTON SWAP", "BUTTON REMAP"

3175 3176

Excalibur
28th December 16, 12:57
Release a new version :

3119
COD4 IW application v.2.1
Script Game Interface

Change log: renamed tab "JITTER MODS' to the "TACT JITTER"

3178

III VeNuM III
28th December 16, 13:58
Hi Mate, I found the update with the script you mentioned but I somehow must be missing something or it does not work?

Excalibur
29th December 16, 04:10
Hi Mate, I found the update with the script you mentioned but I somehow must be missing something or it does not work?

Can you point me to it?

asaintwithsins
29th December 16, 11:51
So maybe someone on here can help answer a question for me. Excalibur has been amazing in helping me so far and I want to take a second to thank him for that. I have been using the osa and the only mod that I use is the anti recoil. I played with a guy yesterday using the osa and he had absolutely no recoil. I watched his replays a bunch and asked him but he wouldn't tell me how he did it. I have spent about 3 hours or more just playing with the setting on the anti recoil for the osa and can't even get it close to it. I got it ok at best but it seems like it wont get there. I want to get it the same as the NV4 but I can't. I play inverted with a sensitivity of 5 with a foregrip, quickdraw and silencer. The value that I can get that seems to be best is 35 but even that walks up still, I have tried everything from 15-50 and anything over 40 seems to pull down to much and anything less the 30 doesn't pull down enough. Where am I going wrong here? How and what can I do to make this better?

wen3028
29th December 16, 19:54
// GPC Online Library
// cod_infinite_warfare_easy_sprint_rapid_melee_rapidfire_akimbo_jitter_double_jump_insane_aim_assist.gpc

// GPC Online Library
// cod_infinite_warfare_easy_run_rapidfire_amkibo_jitter_double_jump_insane_aim_assist.gpc


/************************************************** *************
INSTRUCTIONS

NOTE: equip TWO weapons in StandardSetUp, AkimboSetUP & RapidFireSetUp: a primary and secondary weapon!!

HOLD ADS + UP: StandardSetUp
- primary weapon: normal fire
- secondary weapon: rapid fire (for pistol)
- hold reload button to reset (when you die)

HOLD ADS + DOWN AkimboSetUP)
- primary weapon: normal fire
- secondary weapon: easy akimbo with rapid fire (for pistols, to fire press either LT or RT(
- hold reload button to reset (when you die)

HOLD ADS + RIGHT RapidFireSetUp
- primary weapon: rapid fire optimised for burst weapon (E.g. R3K)
- secondary weapon: rapid fire (for hand gun)
- hold reload button to reset (when you die)

HOLD ADS + LEFT JitterOn_SetUp
- Jitter for all shot guns (does not require a tactical)
- dexterity is required
- hold reload button to reset (when you die)

SUPER AIM ASSIST !!!
- standard on, to switch off: press & hold Y-button & press VIEW

EASY DOUBLE JUMP
- Tap jump button twice for a double jump (ideal for jump shot)
- If you hold the jump button it will also do a long jump until you release the jump button again
- To SWITCH ON/OFF in game: Hold jump_btn + tap D-pad up

EASY SPRINT PRESS SENSITIVE (95%)
- Press left stick in any direction to sprint, to walk slowly release pressure on the left stick
- TO SWITCH ON/OFF in game: Hold D-pad Down + tap jump-btn

FLAWLESS SLIDE
- tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)

HAIR TRIGGERS
- both your ads and fire button have hair triggers for ultra-fast firing and aiming

EASY AKIMBO PRIMARY WEAPON (TYPE-2 & HVR - Gemini)
- hold VIEW + tap LETHAL to switch on/off easy akimbo (standard: off)
- Easy akimbo - press either LT or RT and the oposite trigger will be pressed automatically.

RAPID MELEE
- because you sprint automatically (EASY SPRINT) I have programmed melee under LS. It takes a few games to get used to it, but once you are: you will love it!
- if you want to remove this from the script, then delete this line (193) in the main block: if (get_val(XB1_LS)) set_val(XB1_B, 100)

SPECIAL ABILITY
- to activate special ability simply press UP on your D-pad.

***********DO NOT FORGET TO CHANGE YOU BUTTON LAYOUT TO THE ONE YOU USE IN THE GAME (if you don`t the script will not work properly).
************************************************** ******/
////////////////////////////////////////////////////////
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_RS; // B
define JUMP_BTN = XB1_RB; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_B; // RS/R3
define LETHAL = XB1_LB; // RB
define TACTICAL = XB1_A; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;



define R_T = XB1_RT; // default RT
define L_T = XB1_LT; // LT
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;



////HAIR TRIGGERS
define INSTA_FIRE = 100; // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM = 95; // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%


define ADS_SPEED = 20; // The % at which it boosts your aiming speed when using ADS


define time_to_dblclick =300;
define dropDelay =600;
define timelimit =300;
define NotUse = 0;


int RA;
int LX;
int LY;
// AKIMBO RF
int hold_timeA = 30; // Akimbo Rapid Fire
int rest_timeA = 30; // ----- || --------
//-------------------------------------------
// PRIMARY pulse
int hold_timeP = 40; // Primary Weapon
int rest_timeP = 100;
//-------------------------------------------
// SECONDARY
int hold_timeS = 30; // secondary
int rest_timeS = 30; // secondary
//-------------------------------------------
// PRIMARY adjustable
int hold_time = 40;
int rest_time = 20;

////////////////////////////////////////////////////////
// Boolean Variables
int b_dblclick;
int dblclick_msecs;
int dblclick_count;

int rapid_onoff = FALSE;
int akimbo_onoff = FALSE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon = TRUE;
int SecondaryWeapon = FALSE;
int ADS_sens = FALSE;

int LongJumpisON = TRUE
int NotReloading = TRUE;
int AutoSprint_on_off = TRUE;
int akimbo_Primary = FALSE;
int val = 200
int JitterOn_SetUp = FALSE;
int StandardSetUp = TRUE;
int AkimboSetUP = FALSE;
int RapidFireSetUp = FALSE;
int aim_assist_on = TRUE; // On by default latest version from x22dot optimised for assault riffles and sensitivity 5 -14
int JumpActive = FALSE;
int b_switch;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 150;
int InvertYaxis =FALSE;
int Invert = 1;
int InstantDrop =FALSE;
int SlideOrDrop =FALSE;

int Jitter_on = FALSE;
int value = 22;
int value2 = -22;
int negative_value_lt_first = 22;
int positive_value_lt_first = 22;
int positive_value_lt_second = -22;
int negative_value_rt_first = -32;
int positive_value_rt_first = 32;
int positive_value_rt_second = -22;


int timer;


int delay = 11;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}
main { // Start of MAIN BLOCK


set_val(TRACE_1,StandardSetUp);
set_val(TRACE_2,AkimboSetUP);
set_val(TRACE_3,RapidFireSetUp);
set_val(TRACE_4,JitterOn_SetUp);


if(get_val(ADS_BTN)){sensitivity(ADS_BTN, 10, 100 + INSTA_AIM);}
if(get_val(FIRE_BTN)){sensitivity(FIRE_BTN, 10, 100 + INSTA_FIRE);}




if(get_val(XB1_UP)) {
set_val(TACTICAL,100);
set_val(LETHAL,100);
}





//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////
/// MENU SYSTEM
//------------------------------------------
if(get_val(ADS_BTN)){// hold ADS button + D pad buttons
////////////////////////////////
// STANDARD SET UP
if(event_press(Up)){// D pad UP
StandardSetUp = TRUE;
AkimboSetUP = FALSE;
RapidFireSetUp = FALSE;
JitterOn_SetUp = FALSE;

PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
akimbo_onoff = FALSE;
Jitter_on = FALSE;



}
////////////////////////////////
// AKIMBO SET UP
if(event_press(Down)) {// D pad DOWN


StandardSetUp = FALSE;
AkimboSetUP = TRUE;
RapidFireSetUp = FALSE;
JitterOn_SetUp = FALSE;

akimbo_onoff = FALSE;
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
Jitter_on = FALSE;



}
////////////////////////////////
// RAPID FIRE SET UP
if(event_press(Right)) {// D pad RIGHT
StandardSetUp = FALSE;
AkimboSetUP = FALSE;
RapidFireSetUp = TRUE;
JitterOn_SetUp = FALSE;

PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
akimbo_onoff = FALSE;
Jitter_on = FALSE;


}
///////////////////////////////
// Jitter set up
if(event_press(Left)) {// D pad LEFT
StandardSetUp = FALSE;
AkimboSetUP = FALSE;
RapidFireSetUp = FALSE;
JitterOn_SetUp = TRUE;

PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
akimbo_onoff = FALSE;
Jitter_on = TRUE;

}


}
if(JitterOn_SetUp){//##########################################


if(Jitter_on) f_ColorLed(0,0,0,2); // PINK



//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
Jitter_on = TRUE;
SecondaryWeapon = FALSE;
combo_run(NOTIFY_RESET);
}



if(event_press(SWITCH_WEAPON)) {
Jitter_on = !Jitter_on;
SecondaryWeapon = !SecondaryWeapon;
}


////////////////////////////////////////////////////////////
//
if(Jitter_on){//----------------------------------------

if(get_val(FIRE_BTN)>0 ) {
combo_run(JITTER);
}else if(combo_running(JITTER)){
combo_stop(JITTER);
}
}
}




//////////////////////////////////////////////////////////////////////////
// AKIMBO SET UP
//////////////////////////////////////////////////////////////////////////

//2. AKIMBO SET UP


//- Primary Weapon - normal fire
//- Secondary - Akimbo dual easy with rapid fire.
//-------------------------------------------------

if(AkimboSetUP){//**********************************


if(PrimaryWeapon) f_ColorLed(2,0,0,0); // BLUE
else if(akimbo_onoff) f_ColorLed(2,2,2,2); // WHITE
else if( !PrimaryWeapon && !akimbo_onoff)
f_ColorLed(0,2,0,0); // RED

//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {
PrimaryWeapon = TRUE;
akimbo_onoff = FALSE;
b_switch=FALSE;
combo_run(NOTIFY_RESET);
}



if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
akimbo_onoff = !akimbo_onoff;
}



//////////////////////////////////////
else if(akimbo_onoff){
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
combo_run (RAPID_AKIMBO);}
if(get_val(ADS_BTN) && !get_val(FIRE_BTN)){
combo_run (RAPID_AKIMBO);}

}

}//**************************************************
// AKIMBO SET UP end

///////////////////////////////////////////////////////////////////////
/// RAPID FIRE SET UP
///////////////////////////////////////////////////////////////////////

//3. RAPID FIRE SET UP


//- Primary - pulse rapid fire
//- Secondary - adjustable rapid fire


if(RapidFireSetUp){//##########################################


if(PrimaryWeapon) f_ColorLed(0,0,2,0); // LIME/GREEN
else if(SecondaryWeapon) f_ColorLed(0,2,2,0); // Yellow
else if( !PrimaryWeapon && !SecondaryWeapon)
f_ColorLed(0,2,0,0); // RED


//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {
PrimaryWeapon = TRUE;
SecondaryWeapon = FALSE;
combo_run(NOTIFY_RESET);
}



if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon = !SecondaryWeapon;
}


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

if(get_val(FIRE_BTN)>0 ) {
combo_run(RAPID_FIRE_Primary);
}else if(combo_running(RAPID_FIRE_Primary)){
combo_stop(RAPID_FIRE_Primary);
}
}//--------------------------------------------------------
////////////////////////////////////////////////////////////
// Rapid Fire Secondary weapon
if(SecondaryWeapon) {//----------------------------------------

if(get_val(FIRE_BTN)>0 ) {
combo_run(RAPID_FIRE_Secondary);
}else if(combo_running(RAPID_FIRE_Secondary)){
combo_stop(RAPID_FIRE_Secondary);
}
}//----------------------------------------------------


}
if(StandardSetUp){//=======================================


if(PrimaryWeapon) f_ColorLed(2,0,0,0); // BLUE
else if(SecondaryWeapon) f_ColorLed(0,2,2,0); // Yellow
else if( !PrimaryWeapon && !SecondaryWeapon)
f_ColorLed(0,2,0,0); // RED



//------------------------------------------------------
//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {
PrimaryWeapon = TRUE;
SecondaryWeapon = FALSE;
akimbo_onoff = FALSE;
b_switch=FALSE; //////////////////////////////////
combo_run(NOTIFY_RESET);


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



//---------------------------------------
if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon = !SecondaryWeapon;

akimbo_onoff = FALSE;

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


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


/////////////////////////////////////// Rapid Fire Secondary weapon
if(SecondaryWeapon){//----------------------------------------


if(get_val(FIRE_BTN)>0 ) {
combo_run(RAPID_FIRE_Secondary);
}else if(combo_running(RAPID_FIRE_Secondary)){
combo_stop(RAPID_FIRE_Secondary);
}
}
}

if(get_val(PRONE_BTN)) {
combo_run(ExtendedCrouch);
}


if(get_val(Down)){
if(event_press(JUMP_BTN)) {
AutoSprint_on_off = !AutoSprint_on_off;
}
set_val(Down, 0):

}

if(AutoSprint_on_off ){

if(get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
}

if(get_val(XB1_VIEW)) {
if(event_press(LETHAL)) akimbo_Primary = !akimbo_Primary;
}
if(akimbo_Primary) {
if(get_val(FIRE_BTN))
set_val(ADS_BTN ,100);


if (get_val (ADS_BTN))
set_val (FIRE_BTN, 100);
}


if(get_val(JUMP_BTN) && LongJumpisON) {combo_run(Jump);}
else if(combo_running(Jump)) {combo_stop(Jump);}

if(LongJump ){
if(double_click(JUMP_BTN)) combo_run (LONG_JUMP_HIMSELF);
}






if(get_val(XB1_Y)) {
if(event_press(XB1_VIEW)) aim_assist_on = !aim_assist_on;
if(aim_assist_on) combo_run(NOTIFY_RESET);

}


if(aim_assist_on){//---------------------------------------------

if(get_val(L_T)) {
combo_run(LT_C);
}

if(get_val(L_T) && get_val(R_T)) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value
|| get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value){
combo_stop(LT_C);
combo_stop(RT_C);
}
}//--------------------------------------------------------------


}// End of MAIN BLOCK


combo LT_C {
set_val(R_Y, negative_value_lt_first);
wait(delay)
set_val(R_X, positive_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_X, negative_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(R_Y, negative_value_rt_first);
wait(delay)
set_val(R_X, positive_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_X, negative_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
}


combo Jump {
set_val(JUMP_BTN,100);//1
wait(80);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//2
wait(80);
set_val(JUMP_BTN, 0);
wait(100);


}
combo LONG_JUMP_HIMSELF {
set_val(JUMP_BTN,100);//1
wait(60);
set_val(JUMP_BTN, 0);
wait(60);
set_val(JUMP_BTN,100);//2
wait(60);
set_val(JUMP_BTN,100);
wait(60);
wait(100);
set_val(JUMP_BTN,100);
wait(1000);
wait(60);

}


combo NOTIFY_RESET {
set_rumble(RUMBLE_A,100):
wait(400);
reset_rumble();
wait(200);

}


combo JITTER {

set_val (XB1_LEFT, 100);
wait(48);
set_val (LETHAL, 100);
set_val (TACTICAL, 100);
wait(20);
set_val (TACTICAL, 100);
set_val (LETHAL, 100);
set_val(RELOAD_BTN, 100);
wait(val);
}

combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}

combo RAPID_AKIMBO {
set_val(FIRE_BTN,100);
set_val( ADS_BTN,100);
wait(hold_timeA);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}

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

}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_timeP);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo ExtendedCrouch {
set_val(PRONE_BTN, 100);
wait(100);
}

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 (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




this is not my script. i just need anti recoil added to it. thanks

Excalibur
29th December 16, 21:04
this is not my script. i just need anti recoil added to it. thanks

here you go :


//Posted by wen3028, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Friday 30th of December, 2016 0:53 UTC


// GPC Online Library
// cod_infinite_warfare_easy_sprint_rapid_melee_rapidfire_akimbo_jitter_double_jump_insane_aim_assist.gpc

// GPC Online Library
// cod_infinite_warfare_easy_run_rapidfire_amkibo_jitter_double_jump_insane_aim_assist.gpc


/************************************************** *************
INSTRUCTIONS

NOTE: equip TWO weapons in StandardSetUp, AkimboSetUP & RapidFireSetUp: a primary and secondary weapon!!

HOLD ADS + UP: StandardSetUp
- primary weapon: normal fire
- secondary weapon: rapid fire (for pistol)
- hold reload button to reset (when you die)

HOLD ADS + DOWN AkimboSetUP)
- primary weapon: normal fire
- secondary weapon: easy akimbo with rapid fire (for pistols, to fire press either LT or RT(
- hold reload button to reset (when you die)

HOLD ADS + RIGHT RapidFireSetUp
- primary weapon: rapid fire optimised for burst weapon (E.g. R3K)
- secondary weapon: rapid fire (for hand gun)
- hold reload button to reset (when you die)

HOLD ADS + LEFT JitterOn_SetUp
- Jitter for all shot guns (does not require a tactical)
- dexterity is required
- hold reload button to reset (when you die)

SUPER AIM ASSIST !!!
- standard on, to switch off: press & hold Y-button & press VIEW

EASY DOUBLE JUMP
- Tap jump button twice for a double jump (ideal for jump shot)
- If you hold the jump button it will also do a long jump until you release the jump button again
- To SWITCH ON/OFF in game: Hold jump_btn + tap D-pad up

EASY SPRINT PRESS SENSITIVE (95%)
- Press left stick in any direction to sprint, to walk slowly release pressure on the left stick
- TO SWITCH ON/OFF in game: Hold D-pad Down + tap jump-btn

FLAWLESS SLIDE
- tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)

HAIR TRIGGERS
- both your ads and fire button have hair triggers for ultra-fast firing and aiming

EASY AKIMBO PRIMARY WEAPON (TYPE-2 & HVR - Gemini)
- hold VIEW + tap LETHAL to switch on/off easy akimbo (standard: off)
- Easy akimbo - press either LT or RT and the oposite trigger will be pressed automatically.

RAPID MELEE
- because you sprint automatically (EASY SPRINT) I have programmed melee under LS. It takes a few games to get used to it, but once you are: you will love it!
- if you want to remove this from the script, then delete this line (193) in the main block: if (get_val(XB1_LS)) set_val(XB1_B, 100)

SPECIAL ABILITY
- to activate special ability simply press UP on your D-pad.

***********DO NOT FORGET TO CHANGE YOU BUTTON LAYOUT TO THE ONE YOU USE IN THE GAME (if you don`t the script will not work properly).
************************************************** ******/
////////////////////////////////////////////////////////
define FIRE_BTN = XB1_RT; // default RT
define ADS_BTN = XB1_LT; // LT
define SPRINT_BTN = XB1_LS; // LS
define PRONE_BTN = XB1_RS; // B
define JUMP_BTN = XB1_RB; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_B; // RS/R3
define LETHAL = XB1_LB; // RB
define TACTICAL = XB1_A; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;



define R_T = XB1_RT; // default RT
define L_T = XB1_LT; // LT
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;



////HAIR TRIGGERS
define INSTA_FIRE = 100; // The % at which it boosts the SHOOT button when pressed - i.e. 95% means when pressed 5%
define INSTA_AIM = 95; // The % at which it boosts the ADS button when pressed - i.e. 95% means when pressed 5%


define ADS_SPEED = 20; // The % at which it boosts your aiming speed when using ADS


define time_to_dblclick =300;
define dropDelay =600;
define timelimit =300;
define NotUse = 0;


int RA;
int LX;
int LY;
// AKIMBO RF
int hold_timeA = 30; // Akimbo Rapid Fire
int rest_timeA = 30; // ----- || --------
//-------------------------------------------
// PRIMARY pulse
int hold_timeP = 40; // Primary Weapon
int rest_timeP = 100;
//-------------------------------------------
// SECONDARY
int hold_timeS = 30; // secondary
int rest_timeS = 30; // secondary
//-------------------------------------------
// PRIMARY adjustable
int hold_time = 40;
int rest_time = 20;

////////////////////////////////////////////////////////
// Boolean Variables
int b_dblclick;
int dblclick_msecs;
int dblclick_count;

int rapid_onoff = FALSE;
int akimbo_onoff = FALSE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon = TRUE;
int SecondaryWeapon = FALSE;
int ADS_sens = FALSE;

int LongJumpisON = TRUE
int NotReloading = TRUE;
int AutoSprint_on_off = TRUE;
int akimbo_Primary = FALSE;
int val = 200
int JitterOn_SetUp = FALSE;
int StandardSetUp = TRUE;
int AkimboSetUP = FALSE;
int RapidFireSetUp = FALSE;
int aim_assist_on = TRUE; // On by default latest version from x22dot optimised for assault riffles and sensitivity 5 -14
int JumpActive = FALSE;
int b_switch;
int DblClick_JUMP;
int TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 150;
int InvertYaxis =FALSE;
int Invert = 1;
int InstantDrop =FALSE;
int SlideOrDrop =FALSE;

int Jitter_on = FALSE;
int value = 22;
int value2 = -22;
int negative_value_lt_first = 22;
int positive_value_lt_first = 22;
int positive_value_lt_second = -22;
int negative_value_rt_first = -32;
int positive_value_rt_first = 32;
int positive_value_rt_second = -22;

int AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 30; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int timer;
int bAnti_Recoil =TRUE;

int delay = 11;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################

if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}
main { // Start of MAIN BLOCK

// 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);
}






if(get_val(ADS_BTN)){sensitivity(ADS_BTN, 10, 100 + INSTA_AIM);}
if(get_val(FIRE_BTN)){sensitivity(FIRE_BTN, 10, 100 + INSTA_FIRE);}




if(get_val(XB1_UP)) {
set_val(TACTICAL,100);
set_val(LETHAL,100);
}








///////////////////////////////////////////////////////////////
/// MENU SYSTEM
//------------------------------------------
if(get_val(ADS_BTN)){// hold ADS button + D pad buttons
////////////////////////////////
// STANDARD SET UP
if(event_press(Up)){// D pad UP
StandardSetUp = TRUE;
AkimboSetUP = FALSE;
RapidFireSetUp = FALSE;
JitterOn_SetUp = FALSE;

PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
akimbo_onoff = FALSE;
Jitter_on = FALSE;



}
////////////////////////////////
// AKIMBO SET UP
if(event_press(Down)) {// D pad DOWN


StandardSetUp = FALSE;
AkimboSetUP = TRUE;
RapidFireSetUp = FALSE;
JitterOn_SetUp = FALSE;

akimbo_onoff = FALSE;
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
Jitter_on = FALSE;



}
////////////////////////////////
// RAPID FIRE SET UP
if(event_press(Right)) {// D pad RIGHT
StandardSetUp = FALSE;
AkimboSetUP = FALSE;
RapidFireSetUp = TRUE;
JitterOn_SetUp = FALSE;

PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
akimbo_onoff = FALSE;
Jitter_on = FALSE;


}
///////////////////////////////
// Jitter set up
if(event_press(Left)) {// D pad LEFT
StandardSetUp = FALSE;
AkimboSetUP = FALSE;
RapidFireSetUp = FALSE;
JitterOn_SetUp = TRUE;

PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
akimbo_onoff = FALSE;
Jitter_on = TRUE;

}


}
if(JitterOn_SetUp){//##########################################


if(Jitter_on) f_ColorLed(0,0,0,2); // PINK



//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
Jitter_on = TRUE;
SecondaryWeapon = FALSE;
combo_run(NOTIFY_RESET);
}



if(event_press(SWITCH_WEAPON)) {
Jitter_on = !Jitter_on;
SecondaryWeapon = !SecondaryWeapon;
}


////////////////////////////////////////////////////////////
//
if(Jitter_on){//----------------------------------------

if(get_val(FIRE_BTN)>0 ) {
combo_run(JITTER);
}else if(combo_running(JITTER)){
combo_stop(JITTER);
}
}
}




//////////////////////////////////////////////////////////////////////////
// AKIMBO SET UP
//////////////////////////////////////////////////////////////////////////

//2. AKIMBO SET UP


//- Primary Weapon - normal fire
//- Secondary - Akimbo dual easy with rapid fire.
//-------------------------------------------------

if(AkimboSetUP){//**********************************


if(PrimaryWeapon) f_ColorLed(2,0,0,0); // BLUE
else if(akimbo_onoff) f_ColorLed(2,2,2,2); // WHITE
else if( !PrimaryWeapon && !akimbo_onoff)
f_ColorLed(0,2,0,0); // RED

//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {
PrimaryWeapon = TRUE;
akimbo_onoff = FALSE;
b_switch=FALSE;
combo_run(NOTIFY_RESET);
}



if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
akimbo_onoff = !akimbo_onoff;
}



//////////////////////////////////////
else if(akimbo_onoff){
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)){
combo_run (RAPID_AKIMBO);}
if(get_val(ADS_BTN) && !get_val(FIRE_BTN)){
combo_run (RAPID_AKIMBO);}

}

}//**************************************************
// AKIMBO SET UP end

///////////////////////////////////////////////////////////////////////
/// RAPID FIRE SET UP
///////////////////////////////////////////////////////////////////////

//3. RAPID FIRE SET UP


//- Primary - pulse rapid fire
//- Secondary - adjustable rapid fire


if(RapidFireSetUp){//##########################################


if(PrimaryWeapon) f_ColorLed(0,0,2,0); // LIME/GREEN
else if(SecondaryWeapon) f_ColorLed(0,2,2,0); // Yellow
else if( !PrimaryWeapon && !SecondaryWeapon)
f_ColorLed(0,2,0,0); // RED


//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {
PrimaryWeapon = TRUE;
SecondaryWeapon = FALSE;
combo_run(NOTIFY_RESET);
}



if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon = !SecondaryWeapon;
}


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

if(get_val(FIRE_BTN)>0 ) {
combo_run(RAPID_FIRE_Primary);
}else if(combo_running(RAPID_FIRE_Primary)){
combo_stop(RAPID_FIRE_Primary);
}
}//--------------------------------------------------------
////////////////////////////////////////////////////////////
// Rapid Fire Secondary weapon
if(SecondaryWeapon) {//----------------------------------------

if(get_val(FIRE_BTN)>0 ) {
combo_run(RAPID_FIRE_Secondary);
}else if(combo_running(RAPID_FIRE_Secondary)){
combo_stop(RAPID_FIRE_Secondary);
}
}//----------------------------------------------------


}
if(StandardSetUp){//=======================================


if(PrimaryWeapon) f_ColorLed(2,0,0,0); // BLUE
else if(SecondaryWeapon) f_ColorLed(0,2,2,0); // Yellow
else if( !PrimaryWeapon && !SecondaryWeapon)
f_ColorLed(0,2,0,0); // RED



//------------------------------------------------------
//////////////////////////////////
// RESET VARIABLES
if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=200) {
PrimaryWeapon = TRUE;
SecondaryWeapon = FALSE;
akimbo_onoff = FALSE;
b_switch=FALSE; //////////////////////////////////
combo_run(NOTIFY_RESET);


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



//---------------------------------------
if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon = !SecondaryWeapon;

akimbo_onoff = FALSE;

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


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


/////////////////////////////////////// Rapid Fire Secondary weapon
if(SecondaryWeapon){//----------------------------------------


if(get_val(FIRE_BTN)>0 ) {
combo_run(RAPID_FIRE_Secondary);
}else if(combo_running(RAPID_FIRE_Secondary)){
combo_stop(RAPID_FIRE_Secondary);
}
}
}

if(get_val(PRONE_BTN)) {
combo_run(ExtendedCrouch);
}


if(get_val(Down)){
if(event_press(JUMP_BTN)) {
AutoSprint_on_off = !AutoSprint_on_off;
}
set_val(Down, 0):

}

if(AutoSprint_on_off ){

if(get_val(L_Y)<=-95 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -95) { combo_stop( AutoSprint); }
}

if(get_val(XB1_VIEW)) {
if(event_press(LETHAL)) akimbo_Primary = !akimbo_Primary;
}
if(akimbo_Primary) {
if(get_val(FIRE_BTN))
set_val(ADS_BTN ,100);


if (get_val (ADS_BTN))
set_val (FIRE_BTN, 100);
}


if(get_val(JUMP_BTN) && LongJumpisON) {combo_run(Jump);}
else if(combo_running(Jump)) {combo_stop(Jump);}

if(LongJump ){
if(double_click(JUMP_BTN)) combo_run (LONG_JUMP_HIMSELF);
}






if(get_val(XB1_Y)) {
if(event_press(XB1_VIEW)) aim_assist_on = !aim_assist_on;
if(aim_assist_on) combo_run(NOTIFY_RESET);

}


if(aim_assist_on){//---------------------------------------------

if(get_val(L_T)) {
combo_run(LT_C);
}

if(get_val(L_T) && get_val(R_T)) {
combo_stop(LT_C);
combo_run(RT_C);
}

if(get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value
|| get_val(R_X) < value2 || get_val(R_X) > value || get_val(R_Y) < value2 || get_val(R_Y) > value){
combo_stop(LT_C);
combo_stop(RT_C);
}
}//--------------------------------------------------------------


}// End of MAIN BLOCK


combo LT_C {
set_val(R_Y, negative_value_lt_first);
wait(delay)
set_val(R_X, positive_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_Y, positive_value_lt_second);
wait(delay)
set_val(R_X, negative_value_lt_first);
set_val(R_Y, positive_value_lt_second);
wait(delay)
}

combo RT_C {
set_val(R_Y, negative_value_rt_first);
wait(delay)
set_val(R_X, positive_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_Y, positive_value_rt_second);
wait(delay)
set_val(R_X, negative_value_rt_first);
set_val(R_Y, positive_value_rt_second);
wait(delay)
}


combo Jump {
set_val(JUMP_BTN,100);//1
wait(80);
set_val(JUMP_BTN, 0);
wait(80);
set_val(JUMP_BTN,100);//2
wait(80);
set_val(JUMP_BTN, 0);
wait(100);


}
combo LONG_JUMP_HIMSELF {
set_val(JUMP_BTN,100);//1
wait(60);
set_val(JUMP_BTN, 0);
wait(60);
set_val(JUMP_BTN,100);//2
wait(60);
set_val(JUMP_BTN,100);
wait(60);
wait(100);
set_val(JUMP_BTN,100);
wait(1000);
wait(60);

}


combo NOTIFY_RESET {
set_rumble(RUMBLE_A,100):
wait(400);
reset_rumble();
wait(200);

}


combo JITTER {

set_val (XB1_LEFT, 100);
wait(48);
set_val (LETHAL, 100);
set_val (TACTICAL, 100);
wait(20);
set_val (TACTICAL, 100);
set_val (LETHAL, 100);
set_val(RELOAD_BTN, 100);
wait(val);
}

combo AutoSprint {
set_val(SPRINT_BTN,100);
wait(10); // hold Sprint btn.
set_val(SPRINT_BTN,100);
}

combo RAPID_AKIMBO {
set_val(FIRE_BTN,100);
set_val( ADS_BTN,100);
wait(hold_timeA);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_timeA);
set_val( ADS_BTN,0);
set_val(FIRE_BTN,0);
wait(rest_timeA);
}

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

}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_timeP);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
combo ExtendedCrouch {
set_val(PRONE_BTN, 100);
wait(100);
}


// 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);

}
//-----------------------------------
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 (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
1st January 17, 14:14
3119
COD4 IW application v.2.2
Script Game Interface

Change log : added Prestige emblems

https://s23.postimg.org/tncetdn2v/Prestige_emblems.png (https://postimg.org/image/tncetdn2v/)

Born_L3G1T
1st January 17, 18:36
Hey guys please subscribe to my Youtube channel. It's not good but I have good gameplay and upload whenever I am off work. Thanks. https://www.youtube.com/channel/UCTtgcay2jrDIGYqZ5810TXA

pain2u2
2nd January 17, 08:27
Hi....

How to download version 2.2??
I cant find any link?:eek:

slow302stang
2nd January 17, 08:44
Out of curiosity i downloaded that again and tried the ALT jitter and it doesnt work. That jitter just simply doesnt work any more maybe that or im doing something wrong . i can send you the updated jitters if youd like.

Excalibur
2nd January 17, 09:38
Hi....

How to download version 2.2??
I cant find any link?:eek:

The link is and always was on the first post. :D


Out of curiosity i downloaded that again and tried the ALT jitter and it doesnt work. That jitter just simply doesnt work any more maybe that or im doing something wrong . i can send you the updated jitters if youd like.
Alt jitter works great , I still used it every dey.
For what shotguns do you try to use it and how you switch jitters?
Post here the script and post here the update or just point me to it.

andbear413
2nd January 17, 09:52
How do i switch Jitters it says in game switch i just set the button to switch either the S-ravage, or banshee

Gizmost
2nd January 17, 10:07
Hey, i have this script from x22 - > //Posted by x22dot, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums
//Posted : Sunday 18th of December, 2016 3:44 UTC

/*########################################################################################################################################## ################################################ COD MWR SCRIPT ############################################################################
___ ___ ____ _____ ______ ########################################
/'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
__ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
/\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
\/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
/\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
\//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
########################################
############################################################################################################################################
# CRONUSMAX.COM" || Cronusmax.com/forums/member.php/306749-x22dot ########################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - STARTS HERE ###########################################################################
############################################################################################################################################
############## YOUR INPUT DEVICE #########################################################################################################*/
// ########################################
define CONTROLLER = FALSE; //CONTROLLER ########################################
define MOUSE = TRUE; // MOUSE / KEYBOARD ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
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 ########################################
// ########################################
//##########################################################################################################################################
//############## AIM ASSIST ################################################################################################################
// ########################################
define AIM_ASSIST = TRUE; //Aim Assist Enable or Disable ########################################
// ########################################
//############## HIP FIRE AIM ASSIST (SHOTGUNS) ############################################################################################
// ########################################
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable ########################################
// ########################################
//############## RAPIDFIRE #################################################################################################################
// ########################################
define RAPIDFIRE = FALSE; //Rapidfire Enable or Disable ########################################
define ROF = 14; //Rounds per Second ########################################
// ########################################
//##########################################################################################################################################
//############## CUSTOM RAPIDFIRE ##########################################################################################################
// ########################################
define RAPIDFIREC = FALSE; //Custom Rapidfire Enable or Disable ########################################
// ########################################
//##########################################################################################################################################
//############## AUTO RUN ##################################################################################################################
// ########################################
define AUTO_SPRINT = FALSE; //Auto Sprint Enable or Disable ########################################
int SPRINT_SENS = -80; //Auto Sprint Press Sensitive Value ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define RECOIL = TRUE; //Recoil Control Enable or Disable ########################################
define RECOIL_POWER = 20; // Higher Value = Stronger compensation ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define HOLD_BREATH = TRUE; //Hold Breath Enable or Disable ########################################
// ########################################
/*##########################################################################################################################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - ENDS HERE #############################################################################
############################################################################################################################################
############################################################################################################################################
################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ############################################################################
############################################################################################################################################
##########################################################################################################################################*/


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;


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;


init {
hold = FIH / ROF;
rest = hold - TWNT;
if(rest < ZERO) rest = ZERO;
}


main {


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;
}






if(RECOIL == TRUE && get_val(RT) && get_val(LT) && abs(get_val(RX)) < stop3 && get_val(RY) > stop4 && get_val(RY) < stop3) {
combo_run(RC_C);
}


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;
}


if(abs(get_val(RX)) < 8 || abs(get_val(RY)) < 8){
combo_stop(LT_C);
combo_stop(RT_C);
}

else {
hipcheck = FALSE;
}

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


if(get_val(RT) && RAPIDFIRE == TRUE) {
combo_run(RF_C);
}


if(event_release(RT) && RAPIDFIRE == TRUE) {
combo_stop(RF_C);
}


if(get_val(RT) && RAPIDFIREC == TRUE) {
combo_run(C_RF_C1);
combo_run(C_RF_C2);
}


if(event_release(RT) && RAPIDFIREC == TRUE) {
combo_stop(C_RF_C1);
combo_stop(C_RF_C2);
}


if(get_val(LY) < SPRINT_SENS && AUTO_SPRINT == TRUE) {
combo_run(ASPRINT_C);
}


if(get_val(LT) >= NTY && HOLD_BREATH == TRUE) {
combo_run(HBREATH_C);
}


}


combo ASPRINT_C {
set_val(LS, HUN);
}


combo HBREATH_C {
set_val(LS, HUN);
}


combo RC_C {
set_val(RY, RECOIL_POWER);
}


combo RF_C {
set_val(RT, HUN);
wait(hold);
set_val(RT, ZERO);
wait(rest);
set_val(RT, HUN);
}


combo C_RF_C1 {
wait(TWNT);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(NTY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, ZERO);
wait(STY);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(SXT);
}


combo C_RF_C2 {
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(SXT);
set_val(XB1_RT, ZERO);
wait(SXT);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
}


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)
}

Can you add to this script when i zooming increase the sensivity ?

Excalibur
2nd January 17, 11:02
How do i switch Jitters it says in game switch i just set the button to switch either the S-ravage, or banshee

Post here the script so I can tel you how you config the switch.
I use LT/L2 ( for hold button ) and then
- D pad up = Reaver jitter
- D pad right = Banshee
-D pad down = Rack 9/ S-Ravage

Excalibur
2nd January 17, 15:42
Hey, i have this script from x22 - >
Can you add to this script when i zooming increase the sensivity ?

Yes, here you go :


//Posted by Gizmost, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Monday 2nd of January, 2017 14:08 UTC

//Posted by x22dot, a member of the community in the CronusMAX Forums - <a href="http://cronusmax.com/forums" target="_blank">http://cronusmax.com/forums</a>
//Posted : Sunday 18th of December, 2016 3:44 UTC

/*##########################################################################################################################################
################################################ COD MWR SCRIPT ############################################################################
___ ___ ____ _____ ______ ########################################
/'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
__ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
/\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
\/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
/\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
\//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
########################################
############################################################################################################################################
# CRONUSMAX.COM" || Cronusmax.com/forums/member.php/306749-x22dot ########################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - STARTS HERE ###########################################################################
############################################################################################################################################
############## YOUR INPUT DEVICE #########################################################################################################*/
// ########################################
define CONTROLLER = FALSE; //CONTROLLER ########################################
define MOUSE = TRUE; // MOUSE / KEYBOARD ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
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 ########################################
// ########################################
//##########################################################################################################################################
//############## AIM ASSIST ################################################################################################################
// ########################################
define AIM_ASSIST = TRUE; //Aim Assist Enable or Disable ########################################
// ########################################
//############## HIP FIRE AIM ASSIST (SHOTGUNS) ############################################################################################
// ########################################
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable ########################################
// ########################################
//############## RAPIDFIRE #################################################################################################################
// ########################################
define RAPIDFIRE = FALSE; //Rapidfire Enable or Disable ########################################
define ROF = 14; //Rounds per Second ########################################
// ########################################
//##########################################################################################################################################
//############## CUSTOM RAPIDFIRE ##########################################################################################################
// ########################################
define RAPIDFIREC = FALSE; //Custom Rapidfire Enable or Disable ########################################
// ########################################
//##########################################################################################################################################
//############## AUTO RUN ##################################################################################################################
// ########################################
define AUTO_SPRINT = FALSE; //Auto Sprint Enable or Disable ########################################
int SPRINT_SENS = -80; //Auto Sprint Press Sensitive Value ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define RECOIL = TRUE; //Recoil Control Enable or Disable ########################################
define RECOIL_POWER = 20; // Higher Value = Stronger compensation ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define HOLD_BREATH = TRUE; //Hold Breath Enable or Disable ########################################
// ########################################
/*##########################################################################################################################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - ENDS HERE #############################################################################
############################################################################################################################################
############################################################################################################################################
################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ############################################################################
############################################################################################################################################
##########################################################################################################################################*/


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;


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;

int Sens = 20;// sensitivity

init {
hold = FIH / ROF;
rest = hold - TWNT;
if(rest < ZERO) rest = ZERO;
}


main {

///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// SENSITIVITY - if ADS Delay is ON
if(get_val(LT))
{//------------------------------------

sensitivity(RX, NOT_USE, 100 + Sens);
sensitivity(RY, NOT_USE, 100 + Sens);

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

//--------------------------------------------------------------
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;
}






if(RECOIL == TRUE && get_val(RT) && get_val(LT) && abs(get_val(RX)) < stop3 && get_val(RY) > stop4 && get_val(RY) < stop3) {
combo_run(RC_C);
}


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;
}


if(abs(get_val(RX)) < 8 || abs(get_val(RY)) < 8){
combo_stop(LT_C);
combo_stop(RT_C);
}

else {
hipcheck = FALSE;
}

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


if(get_val(RT) && RAPIDFIRE == TRUE) {
combo_run(RF_C);
}


if(event_release(RT) && RAPIDFIRE == TRUE) {
combo_stop(RF_C);
}


if(get_val(RT) && RAPIDFIREC == TRUE) {
combo_run(C_RF_C1);
combo_run(C_RF_C2);
}


if(event_release(RT) && RAPIDFIREC == TRUE) {
combo_stop(C_RF_C1);
combo_stop(C_RF_C2);
}


if(get_val(LY) < SPRINT_SENS && AUTO_SPRINT == TRUE) {
combo_run(ASPRINT_C);
}


if(get_val(LT) >= NTY && HOLD_BREATH == TRUE) {
combo_run(HBREATH_C);
}


}


combo ASPRINT_C {
set_val(LS, HUN);
}


combo HBREATH_C {
set_val(LS, HUN);
}


combo RC_C {
set_val(RY, RECOIL_POWER);
}


combo RF_C {
set_val(RT, HUN);
wait(hold);
set_val(RT, ZERO);
wait(rest);
set_val(RT, HUN);
}


combo C_RF_C1 {
wait(TWNT);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(NTY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, ZERO);
wait(STY);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(SXT);
}


combo C_RF_C2 {
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(SXT);
set_val(XB1_RT, ZERO);
wait(SXT);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
}


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)
}

Excalibur
2nd January 17, 16:13
3119
COD4 IW application v.2.3
Script Game Interface

change log: added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.

3201

andbear413
2nd January 17, 17:24
Im using another jitter script someone else mentioned it just doesnt work right im using the Alt jitter. I gave up on it I always use another Jitter script that works perfect it jitters just not the way its suppose to though

andbear413
2nd January 17, 17:28
/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.


=============================================================================
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 = XB360_RT; // default RT
define ADS_BTN = XB360_LT; // LT
define SPRINT_BTN = XB360_LS; // LS
define PRONE_BTN = XB360_B; // B
define JUMP_BTN = XB360_A; // A
define SWITCH_WEAPON = XB360_Y; // Y
define RELOAD_BTN = XB360_X; // X
define MELEE = XB360_RS; // RS/R3
define LETHAL = XB360_RB; // RB
define TACTICAL = XB360_LB; // LB
define Up = XB360_UP;
define Right = XB360_RIGHT;
define Down = XB360_DOWN;
define Left = XB360_LEFT;
define R_X = XB360_RX;
define R_Y = XB360_RY;
define L_X = XB360_LX;
define L_Y = XB360_LY;
////////////////////////////////////////////////////////
//
define dropDelay =300;
define time_to_dblclick =300;
define NotUse = 0;

define RT = XB360_RT; // default RT
define LT = XB360_LT; // LT
define RX = XB360_RX;
define RY = XB360_RY;
define LX = XB360_LX;
define LY = XB360_LY;
define CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

int val = 200; // default value for Alternative Jitter
int AltJitter_ON = TRUE; // Alternative Jitter ON
int Slide_Reload = TRUE; // mode Slide and Reload
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
////////////////////////////////////////////////////////////////
// turn ON/OFF Alt Jitter
if(get_val(XB360_XBOX)) {

if(event_press(XB360_BACK )) AltJitter_ON = !AltJitter_ON;
}


////////////////////////////////////////////
// Always ON
if(AltJitter_ON) {
if(get_val(FIRE_BTN)) combo_run(ALT_JITTER);
else combo_stop(ALT_JITTER);
}


///////////////////////////////////////////
// SLIDE and RELOAD
if(Slide_Reload){
if(get_val(12) < -70){
if(event_press(RELOAD_BTN)) combo_run(DROPSHOT);
}
}

///////////////////////////////////////////////////////////////////
// SPECIAL ABILITY /////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(get_val(XB360_RB)) {
set_val(TACTICAL,100);
set_val(LETHAL,100);
}

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-100 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -100) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


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

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

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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo ALT_JITTER {
set_val (PS4_LEFT, 100);
wait(48);
set_val (LETHAL, 100);
set_val (TACTICAL, 100);
wait(20);
set_val (TACTICAL, 100);
set_val (LETHAL, 100);
set_val(RELOAD_BTN, 100);
wait(val);
}
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);
}
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); // -----------------
}


// end of script

marhag
2nd January 17, 17:38
Ok, so I am trying to use both anti recoil AND rapid fire on the burst weapon R3K in IW.

Is there anywhere I can input the ms burst delay the gun has so it doesn't constantly pull downwards, but only when it actually fires? And make it so it resets every time I stop firing? I know the gun (R3K Spearhead) has a burst delay of 250 ms.

Excalibur
2nd January 17, 18:33
/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.


=============================================================================
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 = XB360_RT; // default RT
define ADS_BTN = XB360_LT; // LT
define SPRINT_BTN = XB360_LS; // LS
define PRONE_BTN = XB360_B; // B
define JUMP_BTN = XB360_A; // A
define SWITCH_WEAPON = XB360_Y; // Y
define RELOAD_BTN = XB360_X; // X
define MELEE = XB360_RS; // RS/R3
define LETHAL = XB360_RB; // RB
define TACTICAL = XB360_LB; // LB
define Up = XB360_UP;
define Right = XB360_RIGHT;
define Down = XB360_DOWN;
define Left = XB360_LEFT;
define R_X = XB360_RX;
define R_Y = XB360_RY;
define L_X = XB360_LX;
define L_Y = XB360_LY;
////////////////////////////////////////////////////////
//
define dropDelay =300;
define time_to_dblclick =300;
define NotUse = 0;

define RT = XB360_RT; // default RT
define LT = XB360_LT; // LT
define RX = XB360_RX;
define RY = XB360_RY;
define LX = XB360_LX;
define LY = XB360_LY;
define CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

int val = 200; // default value for Alternative Jitter
int AltJitter_ON = TRUE; // Alternative Jitter ON
int Slide_Reload = TRUE; // mode Slide and Reload
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
////////////////////////////////////////////////////////////////
// turn ON/OFF Alt Jitter
if(get_val(XB360_XBOX)) {

if(event_press(XB360_BACK )) AltJitter_ON = !AltJitter_ON;
}


////////////////////////////////////////////
// Always ON
if(AltJitter_ON) {
if(get_val(FIRE_BTN)) combo_run(ALT_JITTER);
else combo_stop(ALT_JITTER);
}


///////////////////////////////////////////
// SLIDE and RELOAD
if(Slide_Reload){
if(get_val(12) < -70){
if(event_press(RELOAD_BTN)) combo_run(DROPSHOT);
}
}

///////////////////////////////////////////////////////////////////
// SPECIAL ABILITY /////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(get_val(XB360_RB)) {
set_val(TACTICAL,100);
set_val(LETHAL,100);
}

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-100 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -100) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


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

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

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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo ALT_JITTER {
set_val (PS4_LEFT, 100);
wait(48);
set_val (LETHAL, 100);
set_val (TACTICAL, 100);
wait(20);
set_val (TACTICAL, 100);
set_val (LETHAL, 100);
set_val(RELOAD_BTN, 100);
wait(val);
}
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);
}
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); // -----------------
}


// end of script



How do i switch Jitters it says in game switch i just set the button to switch either the S-ravage, or banshee


You probably didn't tick the check box for in game switch, because in your script you don't have switch.
Simly start app again and tick it .

3202

- - - Updated - - -


Ok, so I am trying to use both anti recoil AND rapid fire on the burst weapon R3K in IW.

Is there anywhere I can input the ms burst delay the gun has so it doesn't constantly pull downwards, but only when it actually fires? And make it so it resets every time I stop firing? I know the gun (R3K Spearhead) has a burst delay of 250 ms.


Post here the script that you use and I will try to help.

andbear413
2nd January 17, 21:19
Thankyou

III VeNuM III
3rd January 17, 08:26
@Excalibur (http://cronusmax.com/forums/member.php?u=280729) im working at the moment on a MWR Script also Aim Assist, I also have a suprise for the Community, a special custom Rapid Fire script for the Community that allows to shoot faster than a normal Rapid Fire allows.
When im finished Ill release the Script and you can of course take any piece of Code you want and put it in your SGI Tool.


Hi X22Dot, is there any update to this?

Excalibur
3rd January 17, 09:30
Hi X22Dot, is there any update to this?

He already posted it , but maybe you looking for it in the wrong thread.

III VeNuM III
3rd January 17, 11:02
Hi Excalibur,

Happy New Year, I just wanted to clarify something, the latest download on the forum page says version 2.3 but when I download it is says version 2.1.1.3? is this the right version or is there a later one and the link isn't right? Also can you point in the right direction of where to find no scope set ups for the snipers please, I have never used it but I would like to try it out as I am trying to complete all the classes and get them all to Max, so far I have done all the Assualt, smg and shotgun classes with Cronus help lol.

Also I need some help on how to set up the aim assist as I have never used it either but would like to give it a try?

Thanks and thanks to everyone involved in making these scripts ;-)

slow302stang
3rd January 17, 11:50
The link is and always was on the first post. :D


Alt jitter works great , I still used it every dey.
For what shotguns do you try to use it and how you switch jitters?
Post here the script and post here the update or just point me to it.

Hey buddy this is the script i use. its someone elses script that i use that i went in and changed wait times and deleted some scripts. Some things in this script doesnt work but all the jitters do indeed work.






// Turns ON/OFF BANSHEEjitter.
// Hold LT Then Press RIGHT ON D-PAD.
// Holding ADS/LT Turns OFF BANSHEEjitter.
// Works Better With Dextarity.
if((event_press(XB1_LT) && get_val(XB1_RIGHT)) || (event_press( XB1_RIGHT) && get_val(XB1_LT))) {
jitter_onoff = !jitter_onoff;
if(jitter_onoff) combo_run(RumbleNotifier);
rapid_onoff = FALSE;
BANSHEEjitter_onoff = FALSE;
rapidPjitter_onoff = FALSE; }
if(jitter_onoff && get_val(XB1_RT)) {combo_run(BANSHEEjitter); }
if(get_val(XB1_LT)) { combo_stop(BANSHEEjitter); }


// Turns ON/OFF Pumpjitter.
// Hold LT Then Press DOWN ON D-PAD.
// Holding ADS/LT Turns OFF Pumpjitter.
// Works Better With Dextarity.
if((event_press(XB1_LT) && get_val(XB1_UP)) || (event_press( XB1_UP) && get_val(XB1_LT))) {
rapidPjitter_onoff = !rapidPjitter_onoff;
if(rapidPjitter_onoff) combo_run(RumbleNotifier);
rapid_onoff = FALSE;
AkimboRapidfire_onoff = FALSE;
jitter_onoff = FALSE; }
if(rapidPjitter_onoff && get_val(XB1_RT)) {
if(get_val(XB1_LT)) { combo_stop(RapidFire); }
else { combo_run(Pumpjitter) } }


// Turns ON/OFF REAVER_DCM8jitter.
// Hold LT Then Press UP ON D-PAD.
// Holding ADS/LT Turns OFF REAVER_DCM8jitter.
// Works Better With Dextarity.
if((event_press(XB1_LT) && get_val(XB1_LEFT)) || (event_press(XB1_LEFT) && get_val(XB1_LT))){
REAVER_DCM8jitter_onoff = !REAVER_DCM8jitter_onoff;
if(REAVER_DCM8jitter_onoff) combo_run(RumbleNotifier);
rapid_onoff = FALSE;
jitter_onoff = FALSE;
rapidPjitter_onoff = FALSE; }
if(REAVER_DCM8jitter_onoff && get_val(XB1_RT)) {combo_run(REAVER_DCM8jitter);}
if(get_val(XB1_LT)) { combo_stop(REAVER_DCM8jitter); }




// Turns ON/OFF Quickscope.
// Hold RB Then Press RIGHT ON The D-PAD.
// Set First Wait Time To 395 With Quickdraw.
// Set First Wait Time To 415 For TF-141 With No Quickdraw.
// Set First Wait Time To 435 For KBS Longbow With No Quickdraw.
if((event_press(XB1_RB) && get_val(XB1_RIGHT)) || (event_press(XB1_RIGHT) && get_val(XB1_RB))) {
QuickscopeON = !QuickscopeON;
if(QuickscopeON) {
combo_run(RumbleNotifier); } }
if(QuickscopeON && event_release(XB1_RB) && get_ptime(XB1_RB) < 140) {
combo_run(Quickscope);}





// Turns ON/OFF Anti-Recoil.
// Hold DOWN ON D-PAD Then Press RS.
// Change Recoil Sensitivity in define section.
if(get_val(XB1_VIEW) && event_press(XB1_UP)) {
AntiRecoilON = !AntiRecoilON;
if(AntiRecoilON) combo_run(RumbleNotifier); }
if(AntiRecoilON && (ONLY_WITH_SCOPE || get_val(XB1_LT))) {
combo_run(AntiRecoil); }




// AutoSprint is Always ON.
if((get_val(XB1_LY)) < -99) {
combo_run(AutoSprint); }


// Turns ON/OFF BurstMelee.
// Hold RIGHT ON D-PAD Then Press RS.
// Fires Before You Melee.
if((event_press(XB1_RIGHT) && get_val(XB1_RS)) || (event_press(XB1_RS) && get_val(XB1_RIGHT))) {
BurstMeleeON = !BurstMeleeON;
if(BurstMeleeON) {
combo_run(RumbleNotifier); } }
if(BurstMeleeON && get_val(XB1_RS))
combo_run(BurstMelee); }




//Combos.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

combo RapidFire {
set_val(XB1_RT, 100);
wait(1);
set_val(XB1_RT,0);
wait(1);
}





combo BANSHEEjitter {
set_val(XB1_LEFT, 100);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
set_val(XB1_X, 100);
wait(11);
set_val(XB1_RB, 0);
set_val(XB1_A, 0);
wait(11);
set_val(XB1_A, 100);
set_val(XB1_RB, 100);
set_val(XB1_X, 100);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
wait(181); ////////BANSHEE LT+right


}


combo Pumpjitter {
set_val(XB1_LEFT, 50);
wait(40);
set_val(XB1_X, 50);
set_val(XB1_RB, 50);
set_val(XB1_A, 50);
wait(20);
set_val(XB1_A, 50);
set_val(XB1_RB, 50);
set_val(XB1_X, 50);
set_val(XB1_RB, 50);
set_val(XB1_A, 50);
wait(81); /////<---rack9 ravage RT+up


}


combo REAVER_DCM8jitter {

set_val(XB1_LEFT,100);
wait(48);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
wait(20);
set_val(XB1_A, 100);
set_val(XB1_RB, 100);
set_val(XB1_X, 100);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
wait(20); //////<---REAVER RT+DOWN
}








combo Quickscope {
set_val(4, 0);
set_val(7, 100);
set_val(8, 100);
wait(395);// <<<Change Quickscope Time Here.
set_val(4, 100);
set_val(7, 100);
set_val(8, 100);
wait(60);
}






combo AutoSprint {
set_val(XB1_LS, 100);
wait(1);
set_val(XB1_LS, 0);
wait(1);
}


combo BurstMelee {
set_val(5, 0);
set_val(4, 100);
wait(60);
wait(240);
set_val(5, 100);
wait(100);
wait(500);
}












combo Stand {
set_val(DROP_BUTTON, 100);
wait(380);
prone_flag = FALSE;
}


combo Hold {
set_val(PS4_L2, 100);
wait(780);
}


combo RumbleNotifier {
set_rumble(RUMBLE_B, 100);
wait(300);
reset_rumble();
}


combo AntiRecoil {
if(get_val(XB1_RT)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}

}

slow302stang
3rd January 17, 12:31
Okay. so i downloaded it again. can anyone maybe redo the script that the app gave me and do a few adjustments for me? for one id like to be able to change the jitters on the D pad. such as pump shotguns LT+up banshee LT+RIGHT DCM8 / reaver LT+DOWN ect ect. the app doesnt work properly for me :( id like a script that has all the jitters on D pad. plus anti recoil ( RT + right and auto run always on

slow302stang
3rd January 17, 13:04
Also just noticed i cant turn off jitters nor can i switch between jitter modes.

marhag
3rd January 17, 15:48
Ok, so I am trying to use both anti recoil AND rapid fire on the burst weapon R3K in IW.

Is there anywhere I can input the ms burst delay the gun has so it doesn't constantly pull downwards, but only when it actually fires? And make it so it resets every time I stop firing? I know the gun (R3K Spearhead) has a burst delay of 250 ms.


Post here the script that you use and I will try to help.

/*********************************************************************************************** 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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.


=============================================================================
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;

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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon = TRUE;
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 = 50; // 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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:PS4_SHARE
if( get_val(PS4_SHARE) ){
// 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 = 40; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 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);
}


// ON / OFF RAPID FIRE (PS4_SHARE + PS4_OPTIONS )
if(get_val(PS4_SHARE) && event_press(PS4_OPTIONS ))
{
Prim_SecondWeapon =!Prim_SecondWeapon;

}

if(Prim_SecondWeapon){

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
PrimaryWeapon = TRUE;
TogleADS= FALSE;
}
if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
}


if(PrimaryWeapon ) f_ColorLed(0,0,2,0); // clLime
else if(SecondaryWeapon ) f_ColorLed(2,0,0,0); // clBlue
else f_ColorLed(0,2,0,0); // clRed
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

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

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



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

}// Prim_SecondWeapon
//--------------------------------------------------------------
}// 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);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
//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);
}

// end of script

Excalibur
3rd January 17, 19:07
Hi Excalibur,

Happy New Year, I just wanted to clarify something, the latest download on the forum page says version 2.3 but when I download it is says version 2.1.1.3? is this the right version or is there a later one and the link isn't right? Also can you point in the right direction of where to find no scope set ups for the snipers please, I have never used it but I would like to try it out as I am trying to complete all the classes and get them all to Max, so far I have done all the Assualt, smg and shotgun classes with Cronus help lol.

Also I need some help on how to set up the aim assist as I have never used it either but would like to give it a try?

Thanks and thanks to everyone involved in making these scripts ;-)

Happy New Year you too,
Try to download again, I just check it again and upload the latest version. If you want to try snipers - check in tab "Scope Mode". There you will find two mods - "Quick Scope" and "Sniper". The description is on the right hand to every mode.



Okay. so i downloaded it again. can anyone maybe redo the script that the app gave me and do a few adjustments for me? for one id like to be able to change the jitters on the D pad. such as pump shotguns LT+up banshee LT+RIGHT DCM8 / reaver LT+DOWN ect ect. the app doesnt work properly for me :( id like a script that has all the jitters on D pad. plus anti recoil ( RT + right and auto run always on

Just make your script and then post it here and I will edit it like you wish. I made it in this way, becuase the Rever is the first on the list ( so it is = D pad UP) , the Banshee is the second on the list ( so it is = D pad RIGHT ) and so on.


Also just noticed i cant turn off jitters nor can i switch between jitter modes.

Did you tick the checks for switch it ON/OFF and "In game switch"?

Excalibur
3rd January 17, 19:09
Hey buddy this is the script i use. its someone elses script that i use that i went in and changed wait times and deleted some scripts. Some things in this script doesnt work but all the jitters do indeed work.






// Turns ON/OFF BANSHEEjitter.
// Hold LT Then Press RIGHT ON D-PAD.
// Holding ADS/LT Turns OFF BANSHEEjitter.
// Works Better With Dextarity.
if((event_press(XB1_LT) && get_val(XB1_RIGHT)) || (event_press( XB1_RIGHT) && get_val(XB1_LT))) {
jitter_onoff = !jitter_onoff;
if(jitter_onoff) combo_run(RumbleNotifier);
rapid_onoff = FALSE;
BANSHEEjitter_onoff = FALSE;
rapidPjitter_onoff = FALSE; }
if(jitter_onoff && get_val(XB1_RT)) {combo_run(BANSHEEjitter); }
if(get_val(XB1_LT)) { combo_stop(BANSHEEjitter); }


// Turns ON/OFF Pumpjitter.
// Hold LT Then Press DOWN ON D-PAD.
// Holding ADS/LT Turns OFF Pumpjitter.
// Works Better With Dextarity.
if((event_press(XB1_LT) && get_val(XB1_UP)) || (event_press( XB1_UP) && get_val(XB1_LT))) {
rapidPjitter_onoff = !rapidPjitter_onoff;
if(rapidPjitter_onoff) combo_run(RumbleNotifier);
rapid_onoff = FALSE;
AkimboRapidfire_onoff = FALSE;
jitter_onoff = FALSE; }
if(rapidPjitter_onoff && get_val(XB1_RT)) {
if(get_val(XB1_LT)) { combo_stop(RapidFire); }
else { combo_run(Pumpjitter) } }


// Turns ON/OFF REAVER_DCM8jitter.
// Hold LT Then Press UP ON D-PAD.
// Holding ADS/LT Turns OFF REAVER_DCM8jitter.
// Works Better With Dextarity.
if((event_press(XB1_LT) && get_val(XB1_LEFT)) || (event_press(XB1_LEFT) && get_val(XB1_LT))){
REAVER_DCM8jitter_onoff = !REAVER_DCM8jitter_onoff;
if(REAVER_DCM8jitter_onoff) combo_run(RumbleNotifier);
rapid_onoff = FALSE;
jitter_onoff = FALSE;
rapidPjitter_onoff = FALSE; }
if(REAVER_DCM8jitter_onoff && get_val(XB1_RT)) {combo_run(REAVER_DCM8jitter);}
if(get_val(XB1_LT)) { combo_stop(REAVER_DCM8jitter); }




// Turns ON/OFF Quickscope.
// Hold RB Then Press RIGHT ON The D-PAD.
// Set First Wait Time To 395 With Quickdraw.
// Set First Wait Time To 415 For TF-141 With No Quickdraw.
// Set First Wait Time To 435 For KBS Longbow With No Quickdraw.
if((event_press(XB1_RB) && get_val(XB1_RIGHT)) || (event_press(XB1_RIGHT) && get_val(XB1_RB))) {
QuickscopeON = !QuickscopeON;
if(QuickscopeON) {
combo_run(RumbleNotifier); } }
if(QuickscopeON && event_release(XB1_RB) && get_ptime(XB1_RB) < 140) {
combo_run(Quickscope);}





// Turns ON/OFF Anti-Recoil.
// Hold DOWN ON D-PAD Then Press RS.
// Change Recoil Sensitivity in define section.
if(get_val(XB1_VIEW) && event_press(XB1_UP)) {
AntiRecoilON = !AntiRecoilON;
if(AntiRecoilON) combo_run(RumbleNotifier); }
if(AntiRecoilON && (ONLY_WITH_SCOPE || get_val(XB1_LT))) {
combo_run(AntiRecoil); }




// AutoSprint is Always ON.
if((get_val(XB1_LY)) < -99) {
combo_run(AutoSprint); }


// Turns ON/OFF BurstMelee.
// Hold RIGHT ON D-PAD Then Press RS.
// Fires Before You Melee.
if((event_press(XB1_RIGHT) && get_val(XB1_RS)) || (event_press(XB1_RS) && get_val(XB1_RIGHT))) {
BurstMeleeON = !BurstMeleeON;
if(BurstMeleeON) {
combo_run(RumbleNotifier); } }
if(BurstMeleeON && get_val(XB1_RS))
combo_run(BurstMelee); }




//Combos.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

combo RapidFire {
set_val(XB1_RT, 100);
wait(1);
set_val(XB1_RT,0);
wait(1);
}





combo BANSHEEjitter {
set_val(XB1_LEFT, 100);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
set_val(XB1_X, 100);
wait(11);
set_val(XB1_RB, 0);
set_val(XB1_A, 0);
wait(11);
set_val(XB1_A, 100);
set_val(XB1_RB, 100);
set_val(XB1_X, 100);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
wait(181); ////////BANSHEE LT+right


}


combo Pumpjitter {
set_val(XB1_LEFT, 50);
wait(40);
set_val(XB1_X, 50);
set_val(XB1_RB, 50);
set_val(XB1_A, 50);
wait(20);
set_val(XB1_A, 50);
set_val(XB1_RB, 50);
set_val(XB1_X, 50);
set_val(XB1_RB, 50);
set_val(XB1_A, 50);
wait(81); /////<---rack9 ravage RT+up


}


combo REAVER_DCM8jitter {

set_val(XB1_LEFT,100);
wait(48);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
wait(20);
set_val(XB1_A, 100);
set_val(XB1_RB, 100);
set_val(XB1_X, 100);
set_val(XB1_RB, 100);
set_val(XB1_A, 100);
wait(20); //////<---REAVER RT+DOWN
}








combo Quickscope {
set_val(4, 0);
set_val(7, 100);
set_val(8, 100);
wait(395);// <<<Change Quickscope Time Here.
set_val(4, 100);
set_val(7, 100);
set_val(8, 100);
wait(60);
}






combo AutoSprint {
set_val(XB1_LS, 100);
wait(1);
set_val(XB1_LS, 0);
wait(1);
}


combo BurstMelee {
set_val(5, 0);
set_val(4, 100);
wait(60);
wait(240);
set_val(5, 100);
wait(100);
wait(500);
}












combo Stand {
set_val(DROP_BUTTON, 100);
wait(380);
prone_flag = FALSE;
}


combo Hold {
set_val(PS4_L2, 100);
wait(780);
}


combo RumbleNotifier {
set_rumble(RUMBLE_B, 100);
wait(300);
reset_rumble();
}


combo AntiRecoil {
if(get_val(XB1_RT)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}

}



Hi,
I already check all this jitters and most of them doesn't work very well for me. Very offen they stop firing and do the gesture in betwen fire.

Excalibur
3rd January 17, 19:46
Ok, so I am trying to use both anti recoil AND rapid fire on the burst weapon R3K in IW.

Is there anywhere I can input the ms burst delay the gun has so it doesn't constantly pull downwards, but only when it actually fires? And make it so it resets every time I stop firing? I know the gun (R3K Spearhead) has a burst delay of 250 ms.


Okay, I made it like you wish. When you hold FIRE button it will run antirecoil for 100 ms and then will stop it for 250 ms. and then will repeat.


//Posted by marhag, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Tuesday 3rd of January, 2017 19:57 UTC

/*********************************************************************************************** This Script was made and intended for <a href="http://www.cronusmax.com" target="_blank">www.cronusmax.com</a> & 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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.


=============================================================================
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;

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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon = TRUE;
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 = 50; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 30; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

//////////////////////////////////////////////////////////
//
int timer;
int val = 100;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:PS4_SHARE
if( get_val(PS4_SHARE) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 30; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :None
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 35; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :None
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 40; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Scope Enabled
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) && get_val(ADS_BTN)){
timer = timer +get_rtime();
if(timer >= val) {
val = val + 250;

}
if(timer < val) combo_run(AntiRecoil);
else combo_stop(AntiRecoil);
}
}//--------------------------------------
else {
val = 100;
timer = 0;
}

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


// ON / OFF RAPID FIRE (PS4_SHARE + PS4_OPTIONS )
if(get_val(PS4_SHARE) && event_press(PS4_OPTIONS ))
{
Prim_SecondWeapon =!Prim_SecondWeapon;

}

if(Prim_SecondWeapon){

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
PrimaryWeapon = TRUE;
TogleADS= FALSE;
}
if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
}


if(PrimaryWeapon ) f_ColorLed(0,0,2,0); // clLime
else if(SecondaryWeapon ) f_ColorLed(2,0,0,0); // clBlue
else f_ColorLed(0,2,0,0); // clRed
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

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

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



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

}// Prim_SecondWeapon
//--------------------------------------------------------------
}// 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);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
//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);
}

// end of script

slow302stang
4th January 17, 08:07
Hi,
I already check all this jitters and most of them doesn't work very well for me. Very offen they stop firing and do the gesture in betwen fire.
huh. thats weird. they all work perfectly for me. did you try it with bumper jumper? because i have it setup so its on bumper jumper.

slow302stang
4th January 17, 08:15
This is what i have set in the app. does this look right?

marhag
4th January 17, 10:12
Okay, I made it like you wish. When you hold FIRE button it will run antirecoil for 100 ms and then will stop it for 250 ms. and then will repeat.


//Posted by marhag, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Tuesday 3rd of January, 2017 19:57 UTC

/*********************************************************************************************** This Script was made and intended for <a href="http://www.cronusmax.com" target="_blank">www.cronusmax.com</a> & 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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.


=============================================================================
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;

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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon = TRUE;
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 = 50; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 30; //Set this value to compensate for the recoil vertical (0 - 100)
int ANTI_RECOIL_LEFT = 0; //Set this value to compensate for the recoil left (0 - 100)
int ANTI_RECOIL_RIGHT = 0; //Set this value to compensate for the recoil right (0 - 100)
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

//////////////////////////////////////////////////////////
//
int timer;
int val = 100;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:PS4_SHARE
if( get_val(PS4_SHARE) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 30; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :None
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 35; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :None
if(event_press(14)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 40; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 4 : Turn OFF Anti Recoil
if(event_press(15)){
bAnti_Recoil=FALSE;
}
set_val(13,0);
set_val(14,0);
set_val(15,0);
set_val(16,0);
}

// ANTI RECOIL

// ANTI RECOIL - Class 9 Scope Enabled
if(bAnti_Recoil){//---------------------
if(get_val(FIRE_BTN) && get_val(ADS_BTN)){
timer = timer +get_rtime();
if(timer >= val) {
val = val + 250;

}
if(timer < val) combo_run(AntiRecoil);
else combo_stop(AntiRecoil);
}
}//--------------------------------------
else {
val = 100;
timer = 0;
}

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


// ON / OFF RAPID FIRE (PS4_SHARE + PS4_OPTIONS )
if(get_val(PS4_SHARE) && event_press(PS4_OPTIONS ))
{
Prim_SecondWeapon =!Prim_SecondWeapon;

}

if(Prim_SecondWeapon){

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
PrimaryWeapon = TRUE;
TogleADS= FALSE;
}
if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
}


if(PrimaryWeapon ) f_ColorLed(0,0,2,0); // clLime
else if(SecondaryWeapon ) f_ColorLed(2,0,0,0); // clBlue
else f_ColorLed(0,2,0,0); // clRed
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

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

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



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

}// Prim_SecondWeapon
//--------------------------------------------------------------
}// 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);
}
combo RAPID_FIRE_Primary {
set_val(FIRE_BTN,100);
wait(hold_timeP);
set_val(FIRE_BTN,0);
wait(rest_time);
set_val(FIRE_BTN,0);
wait(rest_timeP);
}
//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);
}

// end of script


Thanks man, I really appreciate it.

But the RF is always on atm it seems, and hold Share + press Option (which is what I set in your exe to activate/deactivate it) doesn't turn it off.

It seems as if the anti-recoil is off by default and by holding Share and pressing downwards (which is what I set in your exe to activate/deactivate it) doesn't activate it.

Excalibur
4th January 17, 10:30
Thanks man, I really appreciate it.

But the RF is always on atm it seems, and hold Share + press Option (which is what I set in your exe to activate/deactivate it) doesn't turn it off.

It seems as if the anti-recoil is off by default and by holding Share and pressing downwards (which is what I set in your exe to activate/deactivate it) doesn't activate it.

Hi,
The RF is on if you was choose Primary or Secondary RF. And "and hold Share + press Option" is working and turn it OFF/ON , I just check the script .

The Antirecoil is ON by default - with SHARE + D pad buttons you can change profiles and turn it OFF if you hold SHARE + press D pad LEFT.
If you turn it OFF - to turn it ON - choose some of the profiles ( SHARE + UP/ RIGHT/ DOWN).
Post here the screenshot of the RF tab and Antirecoil.

Excalibur
4th January 17, 10:35
Okay. so i downloaded it again. can anyone maybe redo the script that the app gave me and do a few adjustments for me? for one id like to be able to change the jitters on the D pad. such as pump shotguns LT+up banshee LT+RIGHT DCM8 / reaver LT+DOWN ect ect. the app doesnt work properly for me http://cronusmax.com/forums/images/smilies/frown.png id like a script that has all the jitters on D pad. plus anti recoil ( RT + right and auto run always on

This is what i have set in the app. does this look right?

Nope, you have enable both Jitters - the Tctical and the Alternate - this is wrong. You can have only one jitter - Tactical or Alternate.
About Alt Jitter - it is look okay - exept the value for Rack 9/ S-Ravage - the default value is 101 ( you set it to 81).

marhag
4th January 17, 13:57
Hi,
The RF is on if you was choose Primary or Secondary RF. And "and hold Share + press Option" is working and turn it OFF/ON , I just check the script .

The Antirecoil is ON by default - with SHARE + D pad buttons you can change profiles and turn it OFF if you hold SHARE + press D pad LEFT.
If you turn it OFF - to turn it ON - choose some of the profiles ( SHARE + UP/ RIGHT/ DOWN).
Post here the screenshot of the RF tab and Antirecoil.

I edited out the stuff that was at the top of the code and now it works, didn't catch that at once.

I've sent you a PM, as you can see it still drags the aim downwards.

Excalibur
4th January 17, 15:13
I edited out the stuff that was at the top of the code and now it works, didn't catch that at once.

I've sent you a PM, as you can see it still drags the aim downwards.


And I answer to you - the value for vartical antirecoil is to big - decrease it .

1 Profile = 25
2 Profile = 24
3 Profile = 23

Try all this values to see how they will work. I just try the value 25 and it look good for me.

Dgskin21
4th January 17, 17:14
I seem to have version 2.1 how do I update the application to get 2.2 . Download link please? Oh and this application is awesome. Thanks to everyone who has helped build and adjust it.

Excalibur
5th January 17, 01:32
I seem to have version 2.1 how do I update the application to get 2.2 . Download link please? Oh and this application is awesome. Thanks to everyone who has helped build and adjust it.

It doesn't have automatic update - simply deleate it and download the new version from the link in first post.
IMPORTANT : do not delate COD4 IW.ini file.

asaintwithsins
10th January 17, 12:04
Ok, question, I really just like using the Anti Recoil but I have RF set up and it works just fine on my secondary and I got that part figured out OK. I still don't have the Anti Recoil dialed in like I think that it can but I can live with what I have for that. My question is, why doesn't the aim assist do anything? With it turned on all I noticed is that the aim just jitter back and fourth but when an enemy walks by or near it doesn't actually help at all. I'd like to know if maybe I am doing something wrong. I will post the script and hopefully someone can help me figure this out



/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.4
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_RS; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_B; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define 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 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 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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope = TRUE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon =FALSE;
int SecondaryWeapon =FALSE;
int InvertYaxis = TRUE;
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 = 25; //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 Slide_Reload = TRUE; // mode Slide and Reload
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 30;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int value = 0;
int value2 = 0;
int delay = 11;
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;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
///////////////////////////////////////////
// SLIDE and RELOAD
if(Slide_Reload){
if(get_val(12) < -70){
if(event_press(RELOAD_BTN)) combo_run(DROPSHOT);
}
}

/////////////////////////////////////////////////
// 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 = 25; // 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);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// SENSITIVITY - if ADS Delay is ON
if(get_val(ADS_BTN)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(R_X, NOT_USE, 100 + Sens);
sensitivity(R_Y, NOT_USE, 100 + Sens);
}
}//------------------------------------
if(event_release(ADS_BTN))timer=ADS_Delay;
//--------------------------------------------------------------
if(Prim_SecondWeapon){

if(event_press(SWITCH_WEAPON)) {
SecondaryWeapon= !SecondaryWeapon;
}

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
SecondaryWeapon= FALSE;
b_switch=FALSE;
}
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

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


// Rapid Fire Secondary weapon
if(SecondaryWeapon){//----------------------------------------

if(get_val(FIRE_BTN) ) {
combo_run(RAPID_FIRE_Secondary);
}else if(combo_running(RAPID_FIRE_Secondary)){
combo_stop(RAPID_FIRE_Secondary);
}
}//--------------------------------------------------------
}// Prim_SecondWeapon
//--------------------------------------------------------------
if(CONTROLLER == TRUE && MOUSE == FALSE) {//
// CONTROLLER
value = 28;
value2 = -28;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {
// MOUSE
value = 22;
value2 = -22;
}

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 = -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 = 23;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 25;

negative_value_rt_first = -34;
positive_value_rt_first = 34;
positive_value_rt_second = 23;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -27;
positive_value_lt_first = 27;
positive_value_lt_second = 27;

negative_value_rt_first = -36;
positive_value_rt_first = 36;
positive_value_rt_second = 25;
}



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=========================================
if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT)) {
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);
}
}//=============================================================
}// 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);
}
// 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);
}

combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
//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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------

// end of script

Excalibur
10th January 17, 14:28
Ok, question, I really just like using the Anti Recoil but I have RF set up and it works just fine on my secondary and I got that part figured out OK. I still don't have the Anti Recoil dialed in like I think that it can but I can live with what I have for that. My question is, why doesn't the aim assist do anything? With it turned on all I noticed is that the aim just jitter back and fourth but when an enemy walks by or near it doesn't actually help at all. I'd like to know if maybe I am doing something wrong. I will post the script and hopefully someone can help me figure this out



/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.4
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_RS; // B
define JUMP_BTN = XB1_A; // A
define SWITCH_WEAPON = XB1_Y; // Y
define RELOAD_BTN = XB1_X; // X
define MELEE = XB1_B; // RS/R3
define LETHAL = XB1_RB; // RB
define TACTICAL = XB1_LB; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define 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 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 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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope = TRUE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon = TRUE;
int PrimaryWeapon =FALSE;
int SecondaryWeapon =FALSE;
int InvertYaxis = TRUE;
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 = 25; //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 Slide_Reload = TRUE; // mode Slide and Reload
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 30;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int value = 0;
int value2 = 0;
int delay = 11;
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;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
///////////////////////////////////////////
// SLIDE and RELOAD
if(Slide_Reload){
if(get_val(12) < -70){
if(event_press(RELOAD_BTN)) combo_run(DROPSHOT);
}
}

/////////////////////////////////////////////////
// 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 = 25; // 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);
}
}//--------------------------------------
///////////////////////////////////////////////////////////////////////////
/////////// ADS SENSITIVITY ////////////////////////
///////////////////////////////////////////////////////////////////////////
// SENSITIVITY - if ADS Delay is ON
if(get_val(ADS_BTN)|| b_hold_ADS)
{//------------------------------------
if(timer>0 && b_ADS_Delay)timer=timer-get_rtime();
else {//-----------------------------------
sensitivity(R_X, NOT_USE, 100 + Sens);
sensitivity(R_Y, NOT_USE, 100 + Sens);
}
}//------------------------------------
if(event_release(ADS_BTN))timer=ADS_Delay;
//--------------------------------------------------------------
if(Prim_SecondWeapon){

if(event_press(SWITCH_WEAPON)) {
SecondaryWeapon= !SecondaryWeapon;
}

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
SecondaryWeapon= FALSE;
b_switch=FALSE;
}
///////////////////////////////////////////////////////////////////////
// turn RF OFF if switch to special weapon/ Ability

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


// Rapid Fire Secondary weapon
if(SecondaryWeapon){//----------------------------------------

if(get_val(FIRE_BTN) ) {
combo_run(RAPID_FIRE_Secondary);
}else if(combo_running(RAPID_FIRE_Secondary)){
combo_stop(RAPID_FIRE_Secondary);
}
}//--------------------------------------------------------
}// Prim_SecondWeapon
//--------------------------------------------------------------
if(CONTROLLER == TRUE && MOUSE == FALSE) {//
// CONTROLLER
value = 28;
value2 = -28;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {
// MOUSE
value = 22;
value2 = -22;
}

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 = -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 = 23;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 25;

negative_value_rt_first = -34;
positive_value_rt_first = 34;
positive_value_rt_second = 23;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -27;
positive_value_lt_first = 27;
positive_value_lt_second = 27;

negative_value_rt_first = -36;
positive_value_rt_first = 36;
positive_value_rt_second = 25;
}



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(aim_assist_switch) {//=========================================
if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT)) {
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);
}
}//=============================================================
}// 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);
}
// 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);
}

combo RAPID_FIRE_Secondary {
set_val(FIRE_BTN,100);
wait(hold_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
set_val(FIRE_BTN,0);
wait(rest_timeS);
}
//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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------

// end of script



It just try to exploid the "Aim Assist" from the game . It can't falow the target by it self. If you have bad aiming it can't help.
I can make so - antirecoil to work only on Secodary weapon, if you wish.

asaintwithsins
10th January 17, 15:06
No, its not a problem, my aiming is OK, I mainly was confused as to why it jitters back and fourth. I actually do worse when it is on, it is like it over compensates or something. I am not the greatest, I average about 15 and 10 or so for a match sometimes way better if I am having an on day and some times less if I am having an off day but when I turn it on I can't seem to do any better then about 10 and 13 or so. It is really odd that is why I asked. Last night actually is a good example, my first match I went 21 and 3 and then decided to try the aim assist and went 13 and 17, then turned if off and went 15 and 6. So that is why I was asking hoping that maybe it was just me and it is...lol

marijo
12th January 17, 18:55
Hi,

I don't know how to make a script myself but I know how to put it on my CronusMax.
I play on a PS4 with a Xbox1 Elite controller with 2 bumpers.
I don't know what jitters are and I don't want to be forced to use a certain ingame setup
to play with the script.
1. I just want my player to jump to the max height after i press once on jump.
2. Auto running i would love, too.
3. Anything else that is great.

I don't want to cheat like make the m1 automatic or something that requires me to use a specific combat rig or a certain trait..
I suck at jumping and get killed a lot by people jumping like crazy all the time :-(

Thanks in advance

Excalibur
12th January 17, 19:09
Hi,

I don't know how to make a script myself but I know how to put it on my CronusMax.
I play on a PS4 with a Xbox1 Elite controller with 2 bumpers.
I don't know what jitters are and I don't want to be forced to use a certain ingame setup
to play with the script.
1. I just want my player to jump to the max height after i press once on jump.
2. Auto running i would love, too.
3. Anything else that is great.

I don't want to cheat like make the m1 automatic or something that requires me to use a specific combat rig or a certain trait..
I suck at jumping and get killed a lot by people jumping like crazy all the time :-(

Thanks in advance


Just use app and first select your in game button layout.

Then you can enable mods :
- Always Run
- Long Jump
- Reload and Slide

3237 3238

marijo
12th January 17, 19:14
It worked all on the 1st try. There are two things tho..
1. Is it actually possible to reload while sliding without cronusmax? I don't wanna be banned, after i kill someone i usually reload and then they see it in my killcam.
2. I don't know what it is but since today, before I installed this script, when I press select on my xbox1 elite controller, I get to the
menu on my ps4 where I can save the video of my gameplay, before today it showed me always the leaderboard.
I have not changed my elite controller setup nor the button layout at all. Nor did I use it with my x1.
I am confused where that comes from.
Thanks, you made a great program.

Excalibur
13th January 17, 10:14
It worked all on the 1st try. There are two things tho..
1. Is it actually possible to reload while sliding without cronusmax? I don't wanna be banned, after i kill someone i usually reload and then they see it in my killcam.
2. I don't know what it is but since today, before I installed this script, when I press select on my xbox1 elite controller, I get to the
menu on my ps4 where I can save the video of my gameplay, before today it showed me always the leaderboard.
I have not changed my elite controller setup nor the button layout at all. Nor did I use it with my x1.
I am confused where that comes from.
Thanks, you made a great program.

1. Yes, you can reload and slide in game - this is not something that you can get bann .
2. Post here the script so I can check it .

Crescens
15th January 17, 18:05
It worked all on the 1st try. There are two things tho..
1. Is it actually possible to reload while sliding without cronusmax?

You have to ask this? Why dont you just try it? I mean, that would be my first choice to find out. That way you are actually sure how it looks like on the kill cam and not waste your time waiting for the answer.

anyway: don`t worry, it is of course a possible feature and no one will notice, only those who are using the cronus max them selfs (simply because if you not use CM you probably do not think about reloading and sliding at the same time)

Excalibur
17th January 17, 18:48
Great COD app, love it.

I have been trying every combo I can think of in the app to get Akimbo mode with Reaver Jitter to work on the Kendall and every other pistol in game + Akimbo attachment with no luck.

When I pull the R trigger the jitter works great for the R side gun but no bullets firing on L gun. If I attempt to pull the L trigger then the Akimbo + jitter mode will stop on the R side gun.

Is there any way to get Akimbo to work with the Reaver jitter on the pistols (only pulling R trigger for Akimbo/jitter to work on both L and R guns like its supposed to)?

If not, is it because the jitter script is somehow interfering with the Akimbo to work?

Thanks for any help you can offer.:cool:

Use vers. 2.5 and

enable Akimbo Dual Easy
- Options - Always ON

enable Reaver Jitter ( Tactical )
or enable Alternate Jitter
-Options -Always ON


Released new version :

COD4 IW ver. 2.5

Change log. :
- fixed bug with combination of Akimbo mode with Reaver Jiter ( Tactical or Alternate ).

Syndicate HD
18th January 17, 09:11
Works awesome. Thanks Excalibur for updating your COD app to include this Akimbo/jitter feature. Great work.

Nice to have an alternative to using my shotguns and still have the quick stopping power.

Again, thanks for helping make this happen. :thumbsup::D

vinss83
19th January 17, 06:06
Hello, I hope for it to be in the good section...
I would want to have a script for the KBAR, without handle(handful) (handle)((handful)) front, XBOX ONE
-Antirecoil
- sensibility
-Aim Assist (Controller / Sense_Mid)

And if I can allow myself a bag for the NV4


Thanks to all for your work :thumbsup:


Sorry I use a translator :facepalm:

Excalibur
19th January 17, 14:48
Hello, I hope for it to be in the good section...
I would want to have a script for the KBAR, without handle(handful) (handle)((handful)) front, XBOX ONE
-Antirecoil
- sensibility
-Aim Assist (Controller / Sense_Mid)

And if I can allow myself a bag for the NV4


Thanks to all for your work :thumbsup:


Sorry I use a translator :facepalm:


Read the first post - there you will find instructions .

vinss83
20th January 17, 05:13
Read the first post - there you will find instructions .


Hello @excalibur,

Thank you for your answer.
I downloaded and read the instructions, I also have évidement tried to create my own script but, for me I found it complicated because I cannot translate and thus understand all the software.
I allowed to ask for a script because I believed that on the forum we could.



Sorry to have posted, I am going to try to do the best

See you soon (http://context.reverso.net/traduction/anglais-francais/See+you+soon) ;)

asaintwithsins
20th January 17, 13:08
I have looked and haven't yet found the answer I was looking for so I will ask here. I was wondering if someone can please explain what the jitters mod does? I noticed Excalibur saying her uses Alt Jitters with Banshee and attachments Speaker amp and fusion mag but is that needed or is it just what works best? Maybe some people can reply with what set ups they use so I can learn more. Thanks

Excalibur
20th January 17, 14:50
Hello @excalibur,

Thank you for your answer.
I downloaded and read the instructions, I also have évidement tried to create my own script but, for me I found it complicated because I cannot translate and thus understand all the software.
I allowed to ask for a script because I believed that on the forum we could.



Sorry to have posted, I am going to try to do the best

See you soon (http://context.reverso.net/traduction/anglais-francais/See+you+soon) ;)

Sorry mate, but I don't know other languages - I know English, Russian and Bulgarian.


I have looked and haven't yet found the answer I was looking for so I will ask her. I was wondering if someone can please explain what the jitters mod does? I noticed Excalibur saying her uses Alt Jitters with Banshee and attachments Speaker amp and fusion mag but is that needed or is it just what works best? Maybe some people can reply with what set ups they use so I can learn more. Thanks


The Jitter mods - it makes your pump shotguns shot like automatic weapon.

The problem with shotguns is that they has to little ammo and has efective in close range - so we need to increase range ( Speaker amp for Banshee ) and and more ammo. Scavenger perk is good tho.

asaintwithsins
20th January 17, 15:29
Oh, so then what about rapid fire on them? I assume it wouldn't work because from the sounds of it that is basically what jitters does? Am I understanding that correctly? What is the big difference then between alt jitters and tactical jitters?

Excalibur
20th January 17, 18:47
Oh, so then what about rapid fire on them? I assume it wouldn't work because from the sounds of it that is basically what jitters does? Am I understanding that correctly? What is the big difference then between alt jitters and tactical jitters?

If you try rapid fire on shotgun - it will fire normal , because in code they has a delay, with jitters you can break this delay and shot faster than normal speed. You can't achive this with rapid fire.

"What is the big difference then between alt jitters and tactical jitters?"

Tactical requires tactical equipment

Alternate - does not require any tactical equipment at all.

Excalibur
22nd January 17, 10:34
Released new version of app.

COD4 IW v. 2.6

Change log:
ver. 2.6 Added Infinite Slide mode - and tab "Infinite Slide".

3284

RedWildWind
23rd January 17, 22:43
3292

Is this correct for using the L1 to change the recoil?

Because every time I press and hold L1 and press Dpad. it doesnt change the value.

I also use flipped ADS. Could that be conflicting with it?

/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.6
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.5 : add *Infinite Slide* tab


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : STICK AND MOVE
// 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_R3; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_CROSS; // 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 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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int 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 = 80; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 25; //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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:PS4_L1
if( get_val(PS4_L1) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 25; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :None
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 23; // 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 = 20; // 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);
}

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
b_switch=FALSE;
}

if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon= !SecondaryWeapon;
}


if(PrimaryWeapon){//----------------------------------------

// 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);
}

}//end Antirecoil Primary ------------------------------------

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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
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); // -----------------
}

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

// end of script

Excalibur
24th January 17, 00:00
3292

Is this correct for using the L1 to change the recoil?

Because every time I press and hold L1 and press Dpad. it doesnt change the value.

I also use flipped ADS. Could that be conflicting with it?




Yes, it is correct but there is a little bug in app - I will release a new version after few minutes.

For now use this script :


//Posted by RedWildWind, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Tuesday 24th of January, 2017 2:55 UTC

/***********************************************************************************************
This Script was made and intended for <a href="http://www.cronusmax.com" target="_blank">www.cronusmax.com</a> & 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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.6
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.5 : add *Infinite Slide* tab


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : STICK AND MOVE
// 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_R3; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_CROSS; // 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 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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon = TRUE;
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 = 80; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 25; //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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:PS4_L1
if( get_val(PS4_L1) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 25; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :None
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 23; // 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 = 20; // 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);
}



set_val(TRACE_1,ANTI_RECOIL);

set_val(TRACE_3,PrimaryWeapon);

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
b_switch=FALSE;
}

if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon= !SecondaryWeapon;
}


if(PrimaryWeapon){//----------------------------------------

// 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);
}

}//end Antirecoil Primary ------------------------------------

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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
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); // -----------------
}

// 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);
//-------------------------------------------------------
set_val(TRACE_2,anti_recoil);
}
//------------------------------------------------------------------------------------

// end of script

Excalibur
24th January 17, 00:31
Released new version :

COD4 IW v. 2.7

Change log :
- fixed bug in "Antirecoil" - "Only Primary" mode.

deno78
24th January 17, 04:06
Hi there, I am looking for the tool of Excalibur great hat. A question and please would it be if you could write the AimAssistent so
I need to constantly correct that would be really great if you could manage that games on PS4 with scuf controller
:thumbsup:

GoodGreen
24th January 17, 05:54
Released new version :

COD4 IW v. 2.7

Change log :
- fixed bug in "Antirecoil" - "Only Primary" mode.

Its still v2.6 on the download page, Also there is a bug where rapidfire cuts on and off by itself with out me doing the 2 button switch.

Excalibur
24th January 17, 08:40
Hi there, I am looking for the tool of Excalibur great hat. A question and please would it be if you could write the AimAssistent so
I need to constantly correct that would be really great if you could manage that games on PS4 with scuf controller
:thumbsup:

Sorry mate, but I don't understand what youre talking about.

Its still v2.6 on the download page, Also there is a bug where rapidfire cuts on and off by itself with out me doing the 2 button switch.

Sorry mate, I'm geting old - forgot to upload the new version ( was early morning ).

Now I upload it. Can you explain in more details the bug with rapid fire please.

deno78
24th January 17, 09:51
@excalibur
When i hold L2 the red dot going slow down

Excalibur
24th January 17, 10:32
@excalibur
When i hold L2 the red dot going slow down

Please post here the script that you use and it do that.
This is Aim Assist - what is your settings for AimAssist ?

deno78
24th January 17, 12:18
Please post here the script that you use and it do that.
This is Aim Assist - what is your settings for AimAssist ?


/*##########################################################################################################################################
################################################ COD MWR SCRIPT ############################################################################
___ ___ ____ _____ ______ ########################################
/'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
__ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
/\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
\/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
/\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
\//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
########################################
############################################################################################################################################
# CRONUSMAX.COM" || Cronusmax.com/forums/member.php/306749-x22dot ########################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - STARTS HERE ###########################################################################
############################################################################################################################################
############## YOUR INPUT DEVICE #########################################################################################################*/
// ########################################
define CONTROLLER = TRUE; //CONTROLLER ########################################
define MOUSE = FALSE; // MOUSE / KEYBOARD ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14 ########################################
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## AIM ASSIST ################################################################################################################
// ########################################
define AIM_ASSIST = TRUE; //Aim Assist Enable or Disable ########################################
// ########################################
//############## HIP FIRE AIM ASSIST (SHOTGUNS) ############################################################################################
// ########################################
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable ########################################
// ########################################
//############## RAPIDFIRE #################################################################################################################
// ########################################
define RAPIDFIRE = FALSE; //Rapidfire Enable or Disable ########################################
define ROF = 14; //Rounds per Second ########################################
// ########################################
//##########################################################################################################################################
//############## CUSTOM RAPIDFIRE ##########################################################################################################
// ########################################
define RAPIDFIREC = FALSE; //Custom Rapidfire Enable or Disable ########################################
// ########################################
//##########################################################################################################################################
//############## AUTO RUN ##################################################################################################################
// ########################################
define AUTO_SPRINT = FALSE; //Auto Sprint Enable or Disable ########################################
int SPRINT_SENS = -80; //Auto Sprint Press Sensitive Value ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define RECOIL = FALSE; //Recoil Control Enable or Disable ########################################
define RECOIL_POWER = 20; // Higher Value = Stronger compensation ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define HOLD_BREATH = FALSE; //Hold Breath Enable or Disable ########################################
// ########################################
/*##########################################################################################################################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - ENDS HERE #############################################################################
############################################################################################################################################
############################################################################################################################################
################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ############################################################################
############################################################################################################################################
##########################################################################################################################################*/

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 RX = XB1_RX;
define RY = XB1_RY;
define LX = XB1_LX;
define LY = XB1_LY;
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 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;

init {
hold = FIH / ROF;
rest = hold - TWNT;
if(rest < ZERO) rest = ZERO;
}

main {

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

value = 36;
value2 = -36;
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;
}



if(RECOIL == TRUE && get_val(RT) && get_val(LT) && abs(get_val(RX)) < stop3 && get_val(RY) > stop4 && get_val(RY) < stop3) {
combo_run(RC_C);
}

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);
}

if(get_val(RT) && RAPIDFIRE == TRUE) {
combo_run(RF_C);
}

if(event_release(RT) && RAPIDFIRE == TRUE) {
combo_stop(RF_C);
}

if(get_val(RT) && RAPIDFIREC == TRUE) {
combo_run(C_RF_C1);
combo_run(C_RF_C2);
}

if(event_release(RT) && RAPIDFIREC == TRUE) {
combo_stop(C_RF_C1);
combo_stop(C_RF_C2);
}

if(get_val(LY) < SPRINT_SENS && AUTO_SPRINT == TRUE) {
combo_run(ASPRINT_C);
}

if(get_val(LT) >= NTY && HOLD_BREATH == TRUE) {
combo_run(HBREATH_C);
}

}

combo ASPRINT_C {
set_val(LS, HUN);
}

combo HBREATH_C {
set_val(LS, HUN);
}

combo RC_C {
set_val(RY, RECOIL_POWER);
}

combo RF_C {
set_val(RT, HUN);
wait(hold);
set_val(RT, ZERO);
wait(rest);
set_val(RT, HUN);
}

combo C_RF_C1 {
wait(TWNT);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(NTY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, ZERO);
wait(STY);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(SXT);
}

combo C_RF_C2 {
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(SXT);
set_val(XB1_RT, ZERO);
wait(SXT);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
}

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)
}

Excalibur
24th January 17, 13:40
/*##########################################################################################################################################
################################################ COD MWR SCRIPT ############################################################################
___ ___ ____ _____ ______ ########################################
/'___`\ /'___`\ /\ _`\ /\ __`\/\__ _\ ########################################
__ _/\_\ /\ \ /\_\ /\ \\ \ \/\ \ \ \/\ \/_/\ \/ ########################################
/\ \/'\/_/// /__\/_/// /__\ \ \ \ \ \ \ \ \ \ \ \ ########################################
\/> </ // /_\ \ // /_\ \\ \ \_\ \ \ \_\ \ \ \ \ ########################################
/\_/\_\/\______/ /\______/ \ \____/\ \_____\ \ \_\ ########################################
\//\/_/\/_____/ \/_____/ \/___/ \/_____/ \/_/ ########################################
########################################
############################################################################################################################################
# CRONUSMAX.COM" || Cronusmax.com/forums/member.php/306749-x22dot ########################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - STARTS HERE ###########################################################################
############################################################################################################################################
############## YOUR INPUT DEVICE #########################################################################################################*/
// ########################################
define CONTROLLER = TRUE; //CONTROLLER ########################################
define MOUSE = FALSE; // MOUSE / KEYBOARD ########################################
// ########################################
//##########################################################################################################################################
//############## SENSITIVITY ###############################################################################################################
// ########################################
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4 ########################################
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14 ########################################
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20 ########################################
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE ########################################
// ########################################
//##########################################################################################################################################
//############## AIM ASSIST ################################################################################################################
// ########################################
define AIM_ASSIST = TRUE; //Aim Assist Enable or Disable ########################################
// ########################################
//############## HIP FIRE AIM ASSIST (SHOTGUNS) ############################################################################################
// ########################################
define HIP_ASSIST = FALSE; //Shotgun Aim Assist Enable or Disable ########################################
// ########################################
//############## RAPIDFIRE #################################################################################################################
// ########################################
define RAPIDFIRE = FALSE; //Rapidfire Enable or Disable ########################################
define ROF = 14; //Rounds per Second ########################################
// ########################################
//##########################################################################################################################################
//############## CUSTOM RAPIDFIRE ##########################################################################################################
// ########################################
define RAPIDFIREC = FALSE; //Custom Rapidfire Enable or Disable ########################################
// ########################################
//##########################################################################################################################################
//############## AUTO RUN ##################################################################################################################
// ########################################
define AUTO_SPRINT = FALSE; //Auto Sprint Enable or Disable ########################################
int SPRINT_SENS = -80; //Auto Sprint Press Sensitive Value ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define RECOIL = FALSE; //Recoil Control Enable or Disable ########################################
define RECOIL_POWER = 20; // Higher Value = Stronger compensation ########################################
// ########################################
//##########################################################################################################################################
//############## RECOIL CONTROL#############################################################################################################
// ########################################
define HOLD_BREATH = FALSE; //Hold Breath Enable or Disable ########################################
// ########################################
/*##########################################################################################################################################
############################################################################################################################################
######################## C O N F I G U R A T I O N - ENDS HERE #############################################################################
############################################################################################################################################
############################################################################################################################################
################# !!! ## GPC CODE DO NOT CHANGE ANYTHING ## !!! ############################################################################
############################################################################################################################################
##########################################################################################################################################*/

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 RX = XB1_RX;
define RY = XB1_RY;
define LX = XB1_LX;
define LY = XB1_LY;
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 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;

init {
hold = FIH / ROF;
rest = hold - TWNT;
if(rest < ZERO) rest = ZERO;
}

main {

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

value = 36;
value2 = -36;
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;
}



if(RECOIL == TRUE && get_val(RT) && get_val(LT) && abs(get_val(RX)) < stop3 && get_val(RY) > stop4 && get_val(RY) < stop3) {
combo_run(RC_C);
}

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);
}

if(get_val(RT) && RAPIDFIRE == TRUE) {
combo_run(RF_C);
}

if(event_release(RT) && RAPIDFIRE == TRUE) {
combo_stop(RF_C);
}

if(get_val(RT) && RAPIDFIREC == TRUE) {
combo_run(C_RF_C1);
combo_run(C_RF_C2);
}

if(event_release(RT) && RAPIDFIREC == TRUE) {
combo_stop(C_RF_C1);
combo_stop(C_RF_C2);
}

if(get_val(LY) < SPRINT_SENS && AUTO_SPRINT == TRUE) {
combo_run(ASPRINT_C);
}

if(get_val(LT) >= NTY && HOLD_BREATH == TRUE) {
combo_run(HBREATH_C);
}

}

combo ASPRINT_C {
set_val(LS, HUN);
}

combo HBREATH_C {
set_val(LS, HUN);
}

combo RC_C {
set_val(RY, RECOIL_POWER);
}

combo RF_C {
set_val(RT, HUN);
wait(hold);
set_val(RT, ZERO);
wait(rest);
set_val(RT, HUN);
}

combo C_RF_C1 {
wait(TWNT);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(NTY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, HUN);
wait(ETY);
set_val(XB1_RT, ZERO);
wait(STY);
set_val(XB1_RT, HUN);
wait(HUN);
set_val(XB1_RT, ZERO);
wait(SXT);
}

combo C_RF_C2 {
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
set_val(XB1_RT, HUN);
wait(SXT);
set_val(XB1_RT, ZERO);
wait(SXT);
set_val(XB1_RT, HUN);
wait(STY);
set_val(XB1_RT, ZERO);
wait(FTY);
}

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)
}


Hi ,
this script is created for the Modern Warfare Remastered not for Infinite Warfare.

look on this thread for MWR aim assist

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)
or use COD4 MWR.exe

COD Modern Warfare Remastered [SGI ] stand alone application. (http://cronusmax.com/forums/showthread.php/157316-COD-Modern-Warfare-Remastered-SGI-stand-alone-application)

deno78
24th January 17, 14:04
sorry Excalibur have you one for IW so with AutoAimAssis and no Recoil? Please

Excalibur
24th January 17, 14:30
sorry Excalibur have you one for IW so with AutoAimAssis and no Recoil? Please


In COD4 IW app we have Aim Assist too ( author : x22dot ).

3299
About antirecoil - it depends for what weapon do you need it - so what weapon do you use ?

GoodGreen
24th January 17, 17:11
Sorry mate, but I don't understand what youre talking about.


Sorry mate, I'm geting old - forgot to upload the new version ( was early morning ).

Now I upload it. Can you explain in more details the bug with rapid fire please.

In my script I made when holding X+dpad up its made to cut rapidfire on/off.. Well sometimes it cuts off and on by itself. i also added red for off and green for on. But it seems as it had a mind of its own. Here is a copy of the script. And thanks for a wonderful SGI

/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.6
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.5 : add *Infinite Slide* tab


=============================================================================
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 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 hold_time = 10; // All Weapons
int rest_time = 0;
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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =FALSE;
int Prim_SecondWeapon =FALSE;
int PrimaryWeapon =FALSE;
int 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 = 6; //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 LongJump = TRUE; // mode Long Jump
int b_running;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
int value = 0;
int value2 = 0;
int delay = 11;
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;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
if(LongJump){
if(event_press(XB1_A)) combo_run(DOUBLE_JUMP);
}
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:None Switch:XB1_Y
if( get_val(XB1_Y) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 6; // 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 = 8; // 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 = 12; // 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);
}

if(get_val(RELOAD_BTN) && get_ptime(RELOAD_BTN)>=150) {
PrimaryWeapon = TRUE;
SecondaryWeapon= FALSE;
b_switch=FALSE;
}

if(event_press(SWITCH_WEAPON)) {
PrimaryWeapon = !PrimaryWeapon;
SecondaryWeapon= !SecondaryWeapon;
}


if(PrimaryWeapon){//----------------------------------------

// ANTI RECOIL

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

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

}//end Antirecoil Primary ------------------------------------

///////////////////////////////////////////////////////////////////////////
/////////// AUTO SPRINT ////////////////////////
///////////////////////////////////////////////////////////////////////////
// AUTO SPRINT START
if (get_val(L_Y)<=-75 && NotReloading && !get_val(ADS_BTN)){ combo_run( AutoSprint); }
else if(get_val(L_Y) > -75) { combo_stop( AutoSprint); }
// AUTO SPRINT END
//--------------------------------------------------------------


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


if(rapid_onoff) f_ColorLed(0,0,2,0); // clLime
else f_ColorLed(0,2,0,0); // clRed
///////////////////////////////////////////////////////////////////////
// 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) {//
// CONTROLLER
value = 28;
value2 = -28;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {
// MOUSE
value = 22;
value2 = -22;
}

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 = -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 = 23;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 25;

negative_value_rt_first = -34;
positive_value_rt_first = 34;
positive_value_rt_second = 23;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -27;
positive_value_lt_first = 27;
positive_value_lt_second = 27;

negative_value_rt_first = -36;
positive_value_rt_first = 36;
positive_value_rt_second = 25;
}



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(XB1_LT)) {
if(event_press(XB1_DOWN)) aim_assist_switch = ! aim_assist_switch;
}


if(aim_assist_switch) {//=========================================
if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT)) {
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);
}
}//=============================================================
}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
combo DOUBLE_JUMP {
set_val(JUMP_BTN,100);
wait(60);
wait(100);
set_val(JUMP_BTN,100);
wait(1000);
wait(60);
}
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 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);
}

// end of script

Excalibur
24th January 17, 21:14
In my script I made when holding X+dpad up its made to cut rapidfire on/off.. Well sometimes it cuts off and on by itself. i also added red for off and green for on. But it seems as it had a mind of its own. Here is a copy of the script. And thanks for a wonderful SGI




Hi mate and thank you for the good words.
In the script above you don't have future to turn RF ON/OFF - maybe you forgot to tick the check box - look on the screenshot below :

3300

MentoOriento808
25th January 17, 04:19
Aloha, First of all thank you very much for taking the time to do this! I'm only using Anti=Recoil "Up- Profile 1" however I cant call in score streak! How can I change that please LMK ASAP
Mahalo Nui Loa,

Myan

Excalibur
25th January 17, 04:28
Aloha, First of all thank you very much for taking the time to do this! What would be the Ideal AntiRecoil settings? good for all guns so you dont worry at all w/ the recoil? And why do I experience fast movements left and right when playing? My sens is 4-4 but when looking left and right it moves like a 5-horizontal?


Hi,
Unfortunately there is no such things like ideal Anti recoil settings. It depends of the weapon, attachments . Some weapans has random recoil - it is inpossible to counteract to it.
For what weapons do you look for anti recoil?

and if you like the app - hit the green thumb up on the online library - so more people know it is good.

3306

MentoOriento808
25th January 17, 05:26
Thanks for the reply....How can I use my ScoreStreaks? I cant use the right D-Pad... Any reason why? and I figured out the setting that best fits me...It's 25

Excalibur
25th January 17, 06:24
Thanks for the reply....How can I use my ScoreStreaks? I cant use the right D-Pad... Any reason why? and I figured out the setting that best fits me...It's 25


What is your CronusPro version ?
- Firmware version?

And please post here the script that you use .

MentoOriento808
25th January 17, 06:52
My Cronus Software is the Most Current: 1.12 (2016-08-25)
My Cronus Firmware is the most current: 1.23 (2016-09-20)

My Current Script:


/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.6
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.5 : add *Infinite Slide* tab


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_R3; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_CIRCLE; // 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 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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =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 = 23; //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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//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:CEMU_EXTRA1
if( get_val(CEMU_EXTRA1) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 23; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :OFF
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 :OFF
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);
}

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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
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); // -----------------
}

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

// end of script

- - - Updated - - -

Also, Thank you very much for taking the time to help me out!

Excalibur
25th January 17, 07:12
My Cronus Software is the Most Current: 1.12 (2016-08-25)
My Cronus Firmware is the most current: 1.23 (2016-09-20)

My Current Script:


/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 2.6
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.5 : add *Infinite Slide* tab


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_R3; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_CIRCLE; // 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 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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =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 = 23; //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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//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:CEMU_EXTRA1
if( get_val(CEMU_EXTRA1) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 23; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :OFF
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 :OFF
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);
}

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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
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); // -----------------
}

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

// end of script

- - - Updated - - -

Also, Thank you very much for taking the time to help me out!

There is no reason for D pad right to not work - I just check it the script and I can hit D pad right and it works normal.
About anti recoil - you maybe make misstake of using EXTRA INPUT button ( this is only for X-AIM users ).

https://s29.postimg.org/agoqu03x3/Rapid_Fire.png

Connect CM to the PC and run script ( use "Build and Run" command from menu - short cut F5 )
and look on device monitor when you press D pad right - you should see it registered in both panels ( left and right ).

3308

GoodGreen
25th January 17, 10:31
Hi mate and thank you for the good words.
In the script above you don't have future to turn RF ON/OFF - maybe you forgot to tick the check box - look on the screenshot below :

3300

I cant see screenshot. I can sure you that i have everything checked when using SGI. Its not coping on/off correctly


EDIT: I wasnt hitting save when overwriting script. Sorry. Everything works fine now!

Fleshlight
25th January 17, 15:35
Anyone have suggestions on what values to use for anti-recoil while using the OSA?

Sorry-kind of new to this any advice would be helpful.

GoodGreen
25th January 17, 17:19
Anyone have suggestions on what values to use for anti-recoil while using the OSA?

Sorry-kind of new to this any advice would be helpful.

Thats like the hardest gun to figure a anti recoil value for lol. I did a match with bots and found that 14 on up recoil gave me a bit of relief but that gun has so much recoil. I tried to use 20 but it was too much and my shots went down too far. Its a hit and miss with the OSA and its gonna come down to what makes you feel confortable with. I tries the highest recoil then worked backwards til I was satisfied. You also can save 3 recoil profiles so you can switch in game while you see whats best. Good luck and I hope you post your results. Testing is key with the OSA.*

Goku1233
26th January 17, 03:09
Hi, is there a bumper jumper script where I can shoot players while my controller auto jumps for me?

I asked because im seeing people use Synaptic with propulsion and never touch the ground in gun fights and its impossible to beat them. I need a script or directions on one I can make.

Viperz
26th January 17, 05:39
Thanks

Excalibur
26th January 17, 06:53
Hi, is there a bumper jumper script where I can shoot players while my controller auto jumps for me?

I asked because im seeing people use Synaptic with propulsion and never touch the ground in gun fights and its impossible to beat them. I need a script or directions on one I can make.


Did you try it ?
I can add new mode - Auto Jumps , but will need some test .

tingv
27th January 17, 16:01
New update seems to have broken rack 9 jitter

Syndicate HD
27th January 17, 16:38
Confirmed, but jitter still works with semi-pistols in akimbo mode which is odd. I'm guessing they flagged all shotgun weapons only and modified code for them anytime a shotgun weapon is being used.

Excalibur
27th January 17, 17:09
New update seems to have broken rack 9 jitter

Rack - 9 still work but only with Tactical.


Confirmed, but jitter still works with semi-pistols in akimbo mode which is odd. I'm guessing they flagged all shotgun weapons only and modified code for them anytime a shotgun weapon is being used.

Syndicate HD
27th January 17, 17:16
I have always used tactical with Rack 9 and jitter is not working for me since patch earlier today

Excalibur
27th January 17, 17:56
I have always used tactical with Rack 9 and jitter is not working for me since patch earlier today


How big is the patch ? - I played before 2 hours and it still work ( XB1 ).

Updated...
Unfortunately you are right - it doesn't work.

Syndicate HD
27th January 17, 17:58
I think it was like 1.92G's

Syndicate HD
27th January 17, 18:02
The patch came out about 2-3hrs ago. I turned off xbx then turned back on and it forced an update

Hollidayone
27th January 17, 18:28
Reaver still working but Damn I was melting with the Rack 9 precision strike. Help us White and Nerdy!!!! Or Unjest or Raptor.

Goku1233
27th January 17, 19:11
Our babies been patched. So i guess we must use reaver for now?

III VeNuM III
27th January 17, 19:57
Any update on this?

Hollidayone
27th January 17, 21:16
FAAAAAACK!!!!

unkoolitz
28th January 17, 01:16
dcm8 and Reaver still working..they patched other shotguns not working here(PS4).

III VeNuM III
28th January 17, 07:48
Hi All

I am looking for a little help with using the S.G.I I have never used the ADS, AIM Assist but I have noticed player who can jump through the air and shoot players easily? I want to be able to have a go myself but have no clue on what sort of set up I need or how it works properly. If someone wouldnt mind giving me a hand on a set up for the NV4, then I should be able to figure it out on the LMG's and Snipers etc (i hope lol) or if someone can add me on the PS4 and explain I would appreciate it.

Also when I use rapid fire, it seems to go slower and with aim assist the sight drops so I know I am not using it right

FYI I am using an XBOX1 Controller on the PS4

Many Thanks

Excalibur
30th January 17, 00:46
I released new version of COD4 IW app

COD4 IW v. 2.8

Change log :
- added new Tact. Jitters after patch 1.08.
Alt Jitters doesn't work anymore.
added new options for Tact Jitter - auto slide witch shot.

3316

unkoolitz
30th January 17, 05:37
Will try this. Thanks

Excalibur
30th January 17, 14:02
I released new version of COD4 IW app

COD4 IW v. 2.9

Change log :
- added IMPORTANT NOTE for Tact. Jitters - you must use shotgun for Primary weapon otherwise Jitter will not work.

III VeNuM III
31st January 17, 19:26
Thank you, will try it out once this new map pack has finished downloading lol

websitter
3rd February 17, 05:24
Hello can u post an example of correct setup?
i'm using Banshee.

Excalibur
3rd February 17, 09:37
Hello can u post an example of correct setup?
i'm using Banshee.


It seems they are patched jitters again - the last night I try using jitter and it doesn't work.

Crescens
3rd February 17, 10:49
Hi All

I am looking for a little help with using the S.G.I I have never used the ADS, AIM Assist but I have noticed player who can jump through the air and shoot players easily? I want to be able to have a go myself but have no clue on what sort of set up I need or how it works properly. If someone wouldnt mind giving me a hand on a set up for the NV4, then I should be able to figure it out on the LMG's and Snipers etc (i hope lol) or if someone can add me on the PS4 and explain I would appreciate it.

Also when I use rapid fire, it seems to go slower and with aim assist the sight drops so I know I am not using it right

FYI I am using an XBOX1 Controller on the PS4

Many Thanks

If you use a normal Xbox controller you may want to remap your jump button to RB (right bumper). That way you can jump and aim at the same time.

Yesterday I started using the Elite controller again. I still not like it. The peddels are way to sensitive. So I am going to order a new skuff controller. The skuff controller I can recomend to every COD gamer, and the peddels on the skuff will also be helpfull for jump shots.

- - - Updated - - -


Hi All

I am looking for a little help with using the S.G.I I have never used the ADS, AIM Assist but I have noticed player who can jump through the air and shoot players easily? I want to be able to have a go myself but have no clue on what sort of set up I need or how it works properly. If someone wouldnt mind giving me a hand on a set up for the NV4, then I should be able to figure it out on the LMG's and Snipers etc (i hope lol) or if someone can add me on the PS4 and explain I would appreciate it.

Also when I use rapid fire, it seems to go slower and with aim assist the sight drops so I know I am not using it right

FYI I am using an XBOX1 Controller on the PS4

Many Thanks

If you use a normal Xbox controller you may want to remap your jump button to RB (right bumper). That way you can jump and aim at the same time.

Yesterday I started using the Elite controller again. I still not like it. The peddels are way to sensitive. So I am going to order a new skuff controller. The skuff controller I can recomend to every COD gamer, and the peddels on the skuff will also be helpfull for jump shots.

BTW: aim assist has nothing to do with those players killing you while jumping - they just master their art. ;)

AIM ASSIST EXPLAINED in this topic. (http://cronusmax.com/forums/showthread.php/161182-Infinite-warfare-aim-assist)

Excalibur
4th February 17, 12:52
Help please
How do I do dual akimbo jitter for semi auto pistols?

Enable "Dual Easy with Rapid Fire" in Akimbo tab.


3329

Excalibur
4th February 17, 19:15
Released new version of app.

COD4 IW v. 3.0

Changelog :
ver. 3.0 added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth).

3332

III VeNuM III
5th February 17, 06:07
I have noticed on infinite warfare there isnt half the amount of no scope sniper shots as there was on Black Ops? Anyone know why?

Crescens
5th February 17, 06:46
Released new version of app.

COD4 IW v. 3.0

Changelog :
ver. 3.0 added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth).

3332 How cool!! :)

Excalibur
5th February 17, 07:57
How cool!! :)


You're earned it. :applause:

Excalibur
6th February 17, 15:24
I release new version of COD4 IW v. 3.1

Change log:
added warnings for Aim Assist and Antirecoil, they are not compatible.

III VeNuM III
8th February 17, 17:54
Absolute Legend, nice oneExcaliur

Reeboyfresh
9th February 17, 13:32
Anyone have good banshee jitter?

Excalibur
11th February 17, 09:19
I release new version of the app.

CALL OF DUTY: INFINITE WARFARE SCRIPT GAME INTERFACE v.3.2

Change log:
ver. 3.2 Added new options for Tactical Jitters ( now you can directly change the code for jitters ). Added aditional option for Easy Slide mode.

3365

chriistoos
12th February 17, 12:30
Work with dual shock 4 ?*

LEX LOST
12th February 17, 12:41
Work with dual shock 4 ?*

it works with any controller on any console

Excalibur
12th February 17, 12:44
Work with dual shock 4 ?*


On the first tab you can see clear that there is PS4 (DS4) :

3370

That mean - it is working with DS4 and with all supported controllers.

DynexTheSergal
14th February 17, 15:07
I think new update patched Rack-9 and S-Ravage jitter again :P

Guccifighter
20th February 17, 10:37
Great!!

Cinocal
20th February 17, 18:29
I having trouble with transferring the code from the SGI onto my cronusmax. When I put on "toggle between all jitters" and any jitter for that matter, im unable to put it in a slot on my cronusmax. I create what i want in the SGI which includes jitter, copy it into a new file on cronuspro then try to drag it to a slot but it wont drop in the slot. I turned off jitter and it worked. I mainly want jitter for this game as i used jitter in bo3 and had lots of fun but it's not working here. all the other jitters out the in the gpc library and on youtube dont work. Any help is apreciated.

Excalibur
21st February 17, 10:50
I having trouble with transferring the code from the SGI onto my cronusmax. When I put on "toggle between all jitters" and any jitter for that matter, im unable to put it in a slot on my cronusmax. I create what i want in the SGI which includes jitter, copy it into a new file on cronuspro then try to drag it to a slot but it wont drop in the slot. I turned off jitter and it worked. I mainly want jitter for this game as i used jitter in bo3 and had lots of fun but it's not working here. all the other jitters out the in the gpc library and on youtube dont work. Any help is apreciated.

Hi,
It is a bug in app. But I can't fix that right now because my hard drive give me bad sectors and the PC is on the service.

Just post the script here and I will make it working. But the jitters doesn't work because they patch them regular with every update.

Cinocal
21st February 17, 19:42
/***********************************************************************************************
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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 3.2
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.6 : add *Infinite Slide* tab
version 2.7 : fixed bug in "Antirecoil" - "Only Primary" mode
version 2.8 : added new Tactical Jitters . Alt Jitters Does not wrok anymore.
version 2.9 : added IMPORTANT NOTE for Tact. Jitters - you must use shotgun for Primary weapon otherwise Jitter will not work.
version 3.0 : added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)
version 3.1 : added picture explanation for rapid fire
version 3.2 : added new Advanced Edit options for Tactical Jitters
: added aditional option for Easy Slide


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : BUMPER JUMPER
// 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_LB; // 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_A; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =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 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 state = 1;
int JitterON = TRUE;
int hold_time = .0001; // All Weapons
int rest_time = .0001;
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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =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 value = 0;
int value2 = 0;
int delay = 11;
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;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//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); }
}
// JITTERS
//--------------------------------------------------------------
//////////////////////////////////////////////////
// Switch Jitters
if(get_val(XB1_VIEW)) {//------------------------
if(event_press(XB1_UP)) { JitterON = TRUE; state = 1;} // Jitter (Banshee)
if(event_press(XB1_DOWN)) { JitterON = TRUE; state = 2;} // Jitter (DCM-8 / Reaver)
if(event_press(XB1_LEFT)) { JitterON = TRUE; state = 3;} // Jitter (Rack-9 / S-Ravage)
if(event_press(XB1_MENU)) JitterON = FALSE; // OFF jitter

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

//////////////////////////////////////////////////
// Scope Disable
if(JitterON){//----------------
if(state == 1){//--- Banshee------
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(Banshee_JITTER);
}
}//-------------------------------
if(state == 2){//--- Reaver------
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(Reaver_JITTER);
}
}//-------------------------------
if(state == 3){//--- Rack 9------
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(Rack_JITTER);
}
}//-------------------------------
}//----------------------------
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////


// ON / OFF RAPID FIRE (XB1_XBOX + XB1_RT )
if(get_val(XB1_XBOX) && event_press(XB1_RT ))
{
rapid_onoff =!rapid_onoff;
RF_ALL_weapons=!RF_ALL_weapons;
}

if(rapid_onoff) f_ColorLed(0,0,2,0); // clLime
else f_ColorLed(0,2,0,0); // clRed
///////////////////////////////////////////////////////////////////////
// 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) {//
// CONTROLLER
value = 28;
value2 = -28;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {
// MOUSE
value = 22;
value2 = -22;
}

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 = -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 = 23;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 25;

negative_value_rt_first = -34;
positive_value_rt_first = 34;
positive_value_rt_second = 23;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -27;
positive_value_lt_first = 27;
positive_value_lt_second = 27;

negative_value_rt_first = -36;
positive_value_rt_first = 36;
positive_value_rt_second = 25;
}



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(XB1_XBOX)) {
if(event_press(XB1_LT)) aim_assist_switch = ! aim_assist_switch;
}


if(aim_assist_switch) {//=========================================
if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT)) {
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);
}
}//=============================================================
}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
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 AUTO_SLIDE {
wait(40);
set_val(PRONE_BTN,100);
wait(400);
}
//////////////////////////////////////
// Banshee Jitter
combo Banshee_JITTER {

set_val(SWITCH_WEAPON,100);
wait(47);
set_val (TACTICAL, 100);
wait(20); ');
set_val (TACTICAL, 100);
set_val (LETHAL, 100);
set_val (RELOAD_BTN, 100);
wait(200);
}

//////////////////////////////////////
// DCM-8 / Reaver
combo Reaver_JITTER {

set_val(SWITCH_WEAPON,100);
wait(47);
set_val(TACTICAL, 100);
wait(20); ');
set_val(TACTICAL, 100);
set_val(LETHAL, 100);
set_val(RELOAD_BTN, 100);
wait(20);
}

//////////////////////////////////////
// Rack-9 / S-Ravage
combo Rack_JITTER {

wait(23);
set_val(RELOAD_BTN, 50);
wait(31);
set_val (LETHAL, 50);
wait(11);
set_val (TACTICAL, 100);
set_val (LETHAL, 50);
set_val(RELOAD_BTN, 50);
wait(71);
}

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

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);
}

// end of script

this is what i wanted, i has rapid fire, hold breath, aim assist and jitter for all weapons. If you cant get the jitter to work no worries its fine. Thank you

Excalibur
21st February 17, 22:01
Jitter is not for all weapons - it works only for the shot guns.

Why you need rapid fire for all weapons - it doesn't work well with automatic weapons. It is good for semi automatic pistols . And scripts doesn't support values like this 0.0001
Hold breath is good only for the snipers - it is useless with other weapons.

I added the last jitters - Banshee and Rack -9 / S Ravage

http://cronusmax.com/gpclib/?s=3831

here is the script


//Posted by Cinocal, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Wednesday 22nd of February, 2017 1:24 UTC


/***********************************************************************************************
This Script was made and intended for <a href="http://www.cronusmax.com" target="_blank">www.cronusmax.com</a> & 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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 3.2
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.6 : add *Infinite Slide* tab
version 2.7 : fixed bug in "Antirecoil" - "Only Primary" mode
version 2.8 : added new Tactical Jitters . Alt Jitters Does not wrok anymore.
version 2.9 : added IMPORTANT NOTE for Tact. Jitters - you must use shotgun for Primary weapon otherwise Jitter will not work.
version 3.0 : added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)
version 3.1 : added picture explanation for rapid fire
version 3.2 : added new Advanced Edit options for Tactical Jitters
: added aditional option for Easy Slide


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : BUMPER JUMPER
// 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_LB; // 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_A; // LB
define Up = XB1_UP;
define Right = XB1_RIGHT;
define Down = XB1_DOWN;
define Left = XB1_LEFT;
define R_X = XB1_RX;
define R_Y = XB1_RY;
define L_X = XB1_LX;
define L_Y = XB1_LY;
////////////////////////////////////////////////////////
//
define dropDelay =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 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 state = 1;
int JitterON = TRUE;
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 akimbo_onoff =FALSE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff =FALSE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off = TRUE;
int Prim_SecondWeapon =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 value = 0;
int value2 = 0;
int delay = 11;
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;

//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------


if(event_release(FIRE_BTN)) {
combo_run(Reload);
}

if(get_val(PS4_LY)<-20)
combo_run(AutoSprint);

if(get_val(PS4_LY)<-20 && (get_val(FIRE_BTN))) combo_stop(AutoSprint);
else if(get_val(PS4_LY)<-20)
combo_run(AutoSprint);
//--------------------------------------------------------------
/////////////////////////////////////////////////
// HOLD BREATH
if(hold_breath_On_Off) {
if(get_val(ADS_BTN) || b_hold_ADS) { set_val(SPRINT_BTN,100); }
}
// JITTERS
//--------------------------------------------------------------
//////////////////////////////////////////////////
// Switch Jitters
if(get_val(XB1_VIEW)) {//------------------------
if(event_press(XB1_UP)) { JitterON = TRUE; state = 1;} // Jitter (Banshee)
if(event_press(XB1_DOWN)) { JitterON = TRUE; state = 2;} // Jitter (DCM-8 / Reaver)
if(event_press(XB1_LEFT)) { JitterON = TRUE; state = 3;} // Jitter (Rack-9 / S-Ravage)
if(event_press(XB1_MENU)) JitterON = FALSE; // OFF jitter

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

//////////////////////////////////////////////////
// Scope Disable
if(JitterON){//----------------
if(state == 1){//--- Banshee------
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(Banshee_JITTER);
}
}//-------------------------------
if(state == 2){//--- Reaver------
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(Reaver_JITTER);
}
}//-------------------------------
if(state == 3){//--- Rack 9------
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(Rack_JITTER);
}
}//-------------------------------
}//----------------------------
///////////////////////////////////////////////////////////////////////////
// RAPID FIRE On-Off ////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////


// ON / OFF RAPID FIRE (XB1_XBOX + XB1_RT )
if(get_val(XB1_XBOX) && event_press(XB1_RT ))
{
rapid_onoff =!rapid_onoff;
RF_ALL_weapons=!RF_ALL_weapons;
}

if(rapid_onoff) f_ColorLed(0,0,2,0); // clLime
else f_ColorLed(0,2,0,0); // clRed
///////////////////////////////////////////////////////////////////////
// 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) {//
// CONTROLLER
value = 28;
value2 = -28;
}

if(MOUSE == TRUE && CONTROLLER == FALSE) {
// MOUSE
value = 22;
value2 = -22;
}

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 = -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 = 23;
}

if(SENSE_MID == TRUE) {

negative_value_lt_first = -25;
positive_value_lt_first = 25;
positive_value_lt_second = 25;

negative_value_rt_first = -34;
positive_value_rt_first = 34;
positive_value_rt_second = 23;
}

if(SENSE_LOW == TRUE) {

negative_value_lt_first = -27;
positive_value_lt_first = 27;
positive_value_lt_second = 27;

negative_value_rt_first = -36;
positive_value_rt_first = 36;
positive_value_rt_second = 25;
}



/////////////////////////////////////////////////////////////
// AIM ASSIST
if(get_val(XB1_XBOX)) {
if(event_press(XB1_LT)) aim_assist_switch = ! aim_assist_switch;
}


if(aim_assist_switch) {//=========================================
if(get_val(LT)) {
combo_run(LT_C);
}

if(get_val(LT) && get_val(RT)) {
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);
}
}//=============================================================
}// End of MAIN BLOCK
//--------------------------------------------------------------

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
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 AUTO_SLIDE {
wait(40);
set_val(PRONE_BTN,100);
wait(400);
}


combo Reload {
set_val(RELOAD_BTN,100);
wait(100);


}


combo AutoSprint {
set_val(SPRINT_BTN,100);


}
//////////////////////////////////////
// Banshee Jitter
combo Banshee_JITTER {
set_val(JUMP_BTN,100);
set_val(RELOAD_BTN,100);
set_val(SPRINT_BTN,100);
wait(100);
set_val(JUMP_BTN,0);
set_val(RELOAD_BTN,0);
set_val(SPRINT_BTN,0);
wait(100);
}

//////////////////////////////////////
// DCM-8 / Reaver
combo Reaver_JITTER {

set_val(SWITCH_WEAPON,100);
wait(47);
set_val(TACTICAL, 100);
wait(20);
set_val(TACTICAL, 100);
set_val(LETHAL, 100);
set_val(RELOAD_BTN, 100);
wait(20);
}

//////////////////////////////////////
// Rack-9 / S-Ravage
combo Rack_JITTER {
set_val(JUMP_BTN,100);
set_val(RELOAD_BTN,100);
set_val(SPRINT_BTN,100);
wait(70);
set_val(JUMP_BTN,0);
set_val(RELOAD_BTN,0);
set_val(SPRINT_BTN,0);
wait(60);


}

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

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);
}

// end of script

Cinocal
21st February 17, 22:33
Alright perfect, thank you.

III VeNuM III
22nd February 17, 04:03
Hi All,

Looking for some help, I am trying to slide and shoot and cant seem to get it to work properly. I either do not slide when running or I drop to the ground? Any ideas please or settings I can use that people have found work for them?

I have used the drop shot slide mode but it doesnt seem to work for me?

Any help will be appreciated.

Thanks

VeNuM

Excalibur
22nd February 17, 05:11
Hi All,

Looking for some help, I am trying to slide and shoot and cant seem to get it to work properly. I either do not slide when running or I drop to the ground? Any ideas please or settings I can use that people have found work for them?

I have used the drop shot slide mode but it doesnt seem to work for me?

Any help will be appreciated.

Thanks

VeNuM

Post here what do you use ( script ) .

III VeNuM III
22nd February 17, 10:11
How do i put the script in without taking up the whole page?

III VeNuM III
22nd February 17, 20:48
Post here what do you use ( script ) .

/*********************************************************************************************** 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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 3.2
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.6 : add *Infinite Slide* tab
version 2.7 : fixed bug in "Antirecoil" - "Only Primary" mode
version 2.8 : added new Tactical Jitters . Alt Jitters Does not wrok anymore.
version 2.9 : added IMPORTANT NOTE for Tact. Jitters - you must use shotgun for Primary weapon otherwise Jitter will not work.
version 3.0 : added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)
version 3.1 : added picture explanation for rapid fire
version 3.2 : added new Advanced Edit options for Tactical Jitters
: added aditional option for Easy Slide


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_R3; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_CIRCLE; // 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 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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff = TRUE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int LongJump = TRUE; // mode Long 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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
// SWAP BUTTONS
swap(1,27);

if(LongJump){
if(event_press(PS4_DOWN)) combo_run(DOUBLE_JUMP);
}
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON/OFF AKIMBO hold : PS4_PS and press :PS4_PS
if(get_val(PS4_PS)) {
if( event_press(PS4_PS)) akimbo_onoff = !akimbo_onoff;
}
if(akimbo_onoff) {
if(get_val(FIRE_BTN) ) {
set_val(ADS_BTN ,100);
}
}
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

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

/////////////////////////////////////////////////////////////////
// EASY SLIDE mode
if(event_press(PRONE_BTN)) combo_run(EASY_SLIDE);
//---------------------------------------------------------------



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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo EASY_SLIDE {
set_val(PRONE_BTN,100);
wait(300);
}
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
combo DOUBLE_JUMP {
set_val(JUMP_BTN,100);
wait(60);
wait(100);
set_val(JUMP_BTN,100);
wait(1000);
wait(60);
}
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); // -----------------
}


// end of script

III VeNuM III
22nd February 17, 20:52
Hi Excalibur,

I posted the script, but in short I use Drop Shot with Slide if you are running and I have easy slide enabled. I set the "Time to go Prone to 500" but is still doesnt slide and if I go to 600 it drops to the floor even if I am running?

Thanks

Excalibur
22nd February 17, 21:53
Hi Excalibur,

I posted the script, but in short I use Drop Shot with Slide if you are running and I have easy slide enabled. I set the "Time to go Prone to 500" but is still doesnt slide and if I go to 600 it drops to the floor even if I am running?

Thanks

I disabled for the moment easy slide.

Try this own :


//Posted by III VeNuM III, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Thursday 23rd of February, 2017 0:49 UTC

/*********************************************************************************************** This Script was made and intended for <a href="http://www.cronusmax.com" target="_blank">www.cronusmax.com</a> & 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 || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 3.2
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.6 : add *Infinite Slide* tab
version 2.7 : fixed bug in "Antirecoil" - "Only Primary" mode
version 2.8 : added new Tactical Jitters . Alt Jitters Does not wrok anymore.
version 2.9 : added IMPORTANT NOTE for Tact. Jitters - you must use shotgun for Primary weapon otherwise Jitter will not work.
version 3.0 : added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)
version 3.1 : added picture explanation for rapid fire
version 3.2 : added new Advanced Edit options for Tactical Jitters
: added aditional option for Easy Slide


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_R3; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_CIRCLE; // 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;

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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff = TRUE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int LongJump = TRUE; // mode Long 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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
// SWAP BUTTONS
swap(1,27);

if(LongJump){
if(event_press(PS4_DOWN)) combo_run(DOUBLE_JUMP);
}
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON/OFF AKIMBO hold : PS4_CROSS and press :PS4_DOWN
if(get_val(PS4_CROSS)) {
if( event_press(PS4_DOWN)) akimbo_onoff = !akimbo_onoff;

set_val(PS4_DOWN,0);
}
if(akimbo_onoff) {
if(get_val(FIRE_BTN) ) {
set_val(ADS_BTN ,100);
}
}
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

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

/////////////////////////////////////////////////////////////////
// EASY SLIDE mode
//if(event_press(PRONE_BTN)) combo_run(EASY_SLIDE);
//---------------------------------------------------------------



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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo EASY_SLIDE {
set_val(PRONE_BTN,100);
wait(300);
}
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
combo DOUBLE_JUMP {
set_val(JUMP_BTN,100);
wait(60);
wait(100);
set_val(JUMP_BTN,100);
wait(1000);
wait(60);
}
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); // -----------------
}


// end of script

III VeNuM III
23rd February 17, 09:53
I disabled for the moment easy slide.

Try this own :


//Posted by III VeNuM III, a member of the community in the CronusMAX Forums - http://cronusmax.com/forums

//Posted : Thursday 23rd of February, 2017 0:49 UTC

/*********************************************************************************************** This Script was made and intended for <a href="http://www.cronusmax.com" target="_blank">www.cronusmax.com</a> & 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 *
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// COD4 Infinite Warfare [S.G.I.] Mouse and Keyboard ver. 3.2
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , x22dot
// Game : CoD4 Infinite Warfare
// 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 : COD4 IW
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.1 : Initial build up off the application
Version 1.2 : Added Aim Assist - Author : x22dot
Version 1.3 : Added Long Jump mode
version 1.4 : fixed all problems from the below list
- turn on/off rapid fire does not show in script
- the d-pad buttons are not defined correct in define section(pic 1)
- turn on/off aim assist does not show in script(pic 2)
- turn on/off for akimbo only has the CEMU_EXTRA option (pic 3)
version 1.5 : added Special Ability mode and finish Button Remap / Button Swap tabs.
version 1.6 : added Alternate Jitter.
version 1.7 : some changes about design.
version 2.0 : changed design for most of the mods.
version 2.1 : renamed tab "JITTER MODS" to the "TACT JITTER".
version 2.3 : added aditional options for Alt Jitter. Now you can choose wich Jitter to be default, when the script is run for the first time.
version 2.4 : Several design improvements
version 2.6 : add *Infinite Slide* tab
version 2.7 : fixed bug in "Antirecoil" - "Only Primary" mode
version 2.8 : added new Tactical Jitters . Alt Jitters Does not wrok anymore.
version 2.9 : added IMPORTANT NOTE for Tact. Jitters - you must use shotgun for Primary weapon otherwise Jitter will not work.
version 3.0 : added new mode - "Easy SLide" Credits : CronusMax_User - tap prone button once whilst running/sprinting and you will perform a perfect slide (reliable & smooth)
version 3.1 : added picture explanation for rapid fire
version 3.2 : added new Advanced Edit options for Tactical Jitters
: added aditional option for Easy Slide


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


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

********************************************************/
////////////////////////////////////////////////////////
//
// BUTTON LAYOUT : TACTICAL
// 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_R3; // B
define JUMP_BTN = PS4_CROSS; // A
define SWITCH_WEAPON = PS4_TRIANGLE; // Y
define RELOAD_BTN = PS4_SQUARE; // X
define MELEE = PS4_CIRCLE; // 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;

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 CONTROLLER = TRUE; //CONTROLLER
define MOUSE = FALSE; // MOUSE / KEYBOARD
define SENSE_LOW = TRUE; //SENSITIVITY 1 - 4
define SENSE_MID = FALSE; //SENSITIVITY 5 - 14
define SENSE_HIGH = FALSE; //SENSITIVITY 15 - 20
define SENSE_MOUSE = FALSE; //SENSITIVITY 20 MOUSE
////////////////////////////////////////////////////////
//

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 akimbo_onoff = TRUE; // On/Off Akimbo mode
int Akimbo_Secondary =FALSE; // On/Off Akimbo mode
int dropshot_OnOff = TRUE; // On/Off Drop Shot
int side_shot_OnOff =FALSE;
int JumpShot_OnOff =FALSE;
int ScopeShot =FALSE;
int QuickScope =FALSE;
int SniperOnOff =FALSE;
int hold_breath_On_Off =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 b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int LongJump = TRUE; // mode Long 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;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
// SWAP BUTTONS
swap(1,27);

if(LongJump){
if(event_press(PS4_DOWN)) combo_run(DOUBLE_JUMP);
}
///////////////////////////////////////////////////////////////////
// AKIMBO /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
// ON/OFF AKIMBO hold : PS4_CROSS and press :PS4_DOWN
if(get_val(PS4_CROSS)) {
if( event_press(PS4_DOWN)) akimbo_onoff = !akimbo_onoff;

set_val(PS4_DOWN,0);
}
if(akimbo_onoff) {
if(get_val(FIRE_BTN) ) {
set_val(ADS_BTN ,100);
}
}
///////////////////////////////////////////////////////////////////////////
//////// DROP SHOT On / Off ////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////

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

/////////////////////////////////////////////////////////////////
// EASY SLIDE mode
//if(event_press(PRONE_BTN)) combo_run(EASY_SLIDE);
//---------------------------------------------------------------



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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
combo EASY_SLIDE {
set_val(PRONE_BTN,100);
wait(300);
}
// Infinite SLide
combo INFINITE_SLIDE {
set_val(JUMP_BTN,100);
wait(50);
wait(80);
set_val(JUMP_BTN,100);
wait(200);
wait(500);
set_val(PRONE_BTN,100);
wait(200);
wait(500);
}
combo DOUBLE_JUMP {
set_val(JUMP_BTN,100);
wait(60);
wait(100);
set_val(JUMP_BTN,100);
wait(1000);
wait(60);
}
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); // -----------------
}


// end of script

Hi Excalibur

The slide is a little better but it does not slide when I fire without ADS? also somehow it fixed the fire rate of the Akimbo, so now it fires better?

I need to do one with slide shot on normal also. any ideas?

Thanks

VeNuM

Excalibur
23rd February 17, 16:50
Hi Excalibur

The slide is a little better but it does not slide when I fire without ADS? also somehow it fixed the fire rate of the Akimbo, so now it fires better?

I need to do one with slide shot on normal also. any ideas?

Thanks

VeNuM

Yeah, I found what case the problem - it is akimbo mode - because when you press fire button without ADS this part of script will press automatically the ADS button .

There is no way to solve this problem if you have akimbo mode ON.

III VeNuM III
23rd February 17, 19:48
Yeah, I found what case the problem - it is akimbo mode - because when you press fire button without ADS this part of script will press automatically the ADS button .

There is no way to solve this problem if you have akimbo mode ON.

I have tried it without Akimbo on just to slide and still it just drops? Any ideas on what to try next?

Thanks

Excalibur
23rd February 17, 22:43
I have tried it without Akimbo on just to slide and still it just drops? Any ideas on what to try next?

Thanks

Are you sure about button layout .
You ADS button is L2
FIRE button = R2

PRONE button = R3

I just checked the script in game and I have nice slide .

III VeNuM III
24th February 17, 04:53
Are you sure about button layout .
You ADS button is L2
FIRE button = R2

PRONE button = R3

I just checked the script in game and I have nice slide .

Hi Excalibur

Can you post the script you used that is working or tell me the settings as maybe I am missing something but mine is definitely dropping not sliding when I run. its like it does it in 2 stages, it crouches then is lying on the floor? Could lag play a part in this?

Thanks

Excalibur
24th February 17, 12:23
Hi Excalibur

Can you post the script you used that is working or tell me the settings as maybe I am missing something but mine is definitely dropping not sliding when I run. its like it does it in 2 stages, it crouches then is lying on the floor? Could lag play a part in this?

Thanks

Hi,
you forgot to tell me about button layout !

And I used the same script that you posted here.

berto
25th February 17, 04:15
JITTER DOES NOT WORK SMH

berto
25th February 17, 04:17
JITTER DOES NOT WORK

III VeNuM III
25th February 17, 06:09
Hi,
you forgot to tell me about button layout !

And I used the same script that you posted here.

Hi Excalibur

I am using Tactical layout

Thanks

III VeNuM III
25th February 17, 06:14
JITTER DOES NOT WORK

Hi Berto

Are you referring to tactical jitter? If so you are correct that does not work after the latest patch if you use it as a secondary weapon, but it does work if you use it as a primary weapon, but do not forget to use a tactical and dexterity otherwise it wont.

Excalibur
25th February 17, 18:23
Hi Excalibur

I am using Tactical layout

Thanks

When I use the same script - it is work just fine.

Can you make a video and show me how that issue looks ?

III VeNuM III
27th February 17, 20:14
Hi Excalibur,

I just used your script you posted and took off akimbo, it works ok I altered the slide on the drop shot mode but it worked better if I initiated the slide instead of firing to use the drop shot. I got the achievement I was struggling with on the SMG's but thanks all the same ;-)

Tha-G
6th March 17, 10:18
HI THERE I AM NEW TO CRONUS CAN SOMEONE PLEAS HELP ME WITH THE ANTI RECOIL FUNCTION I CANT GET IT TO WORK