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View Full Version : Infinite Warfare Alternative Jitter



Excalibur
14th December 16, 18:04
Eto tova ti e skripta :


/***********************************************************************************************
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. 1.5
//--------------------------------------------------------------
// 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.




=============================================================================
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 =600;
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;
////////////////////////////////////////////////////////
//

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 =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 = TRUE; // On /Off ADS Delay
int InstantDrop =FALSE; // Slide or instant drop
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 val = 200;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// SPECIAL ABILITY /////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(get_val(CEMU_EXTRA2)) {
set_val(TACTICAL,100);
set_val(LETHAL,100);
}
///////////////////////////////////////////////////////////////
//
if(get_val(CEMU_EXTRA4)) {
if(event_press(XB1_UP)) val = 50;
if(event_press(XB1_RIGHT)) val = 200;
if(event_press(XB1_DOWN)) val = 220;
if(event_press(XB1_LEFT)) val = 250;
}
//////////////////////////////////////////////////
// Scope Disable

if(get_val(CEMU_EXTRA3)) JitterON = !JitterON;

if(JitterON){//----------------

if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(jitter);
}

}
}// 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(1000);
}
//////////////////////////////////////
// Alt Jitter
combo 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 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

Excalibur
14th December 16, 19:24
Sega e s 20 za sensitivity



/***********************************************************************************************
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. 1.5
//--------------------------------------------------------------
// 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.




=============================================================================
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 =600;
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;
////////////////////////////////////////////////////////
//

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 =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 = TRUE; // On /Off ADS Delay
int InstantDrop =FALSE; // Slide or instant drop
int b_switch;
int NotReloading = TRUE;
int DblClick_JUMP;
int b_running;

int Slide_Reload = TRUE; // mode Slide and Reload
//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20; // SENSITIVITY <<<<<<<<<<<<<<<-------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<
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
//--------------------------------------------------------------




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

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

if(get_val(CEMU_EXTRA2)) {
set_val(TACTICAL,100);
set_val(LETHAL,100);
}

//////////////////////////////////////////////////
// Scope Disable
if(JitterON){//----------------
if(state == 1){
if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(Banshee_JITTER);
}
}
}
}// 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(1000);
}
//////////////////////////////////////
// Banshee Jitter
combo Banshee_JITTER
{
wait(10);
set_val(TACTICAL, 100);
wait(20);
set_val(TACTICAL, 100);
set_val(LETHAL, 100);
set_val(RELOAD_BTN, 100);
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

Excalibur
14th December 16, 19:42
Sega triabva da e pravilnia :


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

//Posted : Wednesday 14th of December, 2016 22:04 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. 1.5
//--------------------------------------------------------------
// 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.




=============================================================================
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 =600;
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;
////////////////////////////////////////////////////////
//

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 =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 = TRUE; // On /Off ADS Delay
int InstantDrop =FALSE; // Slide or instant drop
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 val = 200;
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////
/////////// 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;
//--------------------------------------------------------------


//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// SPECIAL ABILITY /////////////////////////////////////////
///////////////////////////////////////////////////////////////////

if(get_val(CEMU_EXTRA2)) {
set_val(TACTICAL,100);
set_val(LETHAL,100);
}
///////////////////////////////////////////////////////////////
//
if(get_val(CEMU_EXTRA4)) {
if(event_press(XB1_UP)) val = 50;
if(event_press(XB1_RIGHT)) val = 200;
if(event_press(XB1_DOWN)) val = 220;
if(event_press(XB1_LEFT)) val = 250;
}
//////////////////////////////////////////////////
// Scope Disable

if(get_val(CEMU_EXTRA3)) JitterON = !JitterON;

if(JitterON){//----------------

if(get_val(FIRE_BTN) && !get_val(ADS_BTN)) {
combo_run(jitter);
}

}
}// 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(1000);
}
//////////////////////////////////////
// Alt Jitter
combo 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 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