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ncebgohum
1st July 18, 06:35
hello all can someone help me with script for blackops3 ps4 defualt button layout for anti recoil rapid fire and aim assist i downloaded alot but nothing working properly i want all the features to be ajustable with the LT and d pad and be able to togle on and off all the 3 features ty :)

Excalibur
1st July 18, 08:42
hello all can someone help me with script for blackops3 ps4 defualt button layout for anti recoil rapid fire and aim assist i downloaded alot but nothing working properly i want all the features to be ajustable with the LT and d pad and be able to togle on and off all the 3 features ty :)

То няма кой друг освен мен или LEX LOST да ти помогне, затова преместих темата тук.
По лесно ще е да се разберем на Български.

Анти рекойл ( откат ) - повечето оръжия имат рандом ( случаен) откат и е невъзможно да противодействаш със скрипт . Аз например използвам анти рекойл със стойност 10 за вертикалния откат - това помага за повечето оръжия , но ти трябва да участваш също - т.е. да дърпаш надолу когато стреляш.

Рапид Фире ( бърза стрелба ) - е безполезен за автоматичните оръжия - има смисъл само за полу автоматичните и за пистолети които нямат автоматична стрелба. Например - първият пистолет има голям демидж и с рапид фире е много добър. Т.е трябва да имаш рапид фире за второто оръжие, но не и за първото.

Аим Ассист - всъщност мести прицелването ти в кръг опитвайки се да задейства вградения в играта аим асист. Много зависи от скороста на връзката ти ( ping ) - аз не го използвам


Drop Shot - това го използвам и много пъти ми е помагал да спечеля 1 : 1 битка - когато стреляш без да се прицелваш , задействаш този режим и твоя човек автоматично заляга , като продължава да стреля. Така ставаш по-малка цел а в тази игра няма значение къде ще уцелиш противника - 3 - 4 патрона в малкия пръст на крака и той е мъртъв.

ncebgohum
1st July 18, 09:17
da :) ami davaite scriptove da testvam az za rapid fire imam 1 karabina shieva i pompi ot 8 sutrinta testvam razni raboti no nishto ne stava zvalqh posledno edin auto aim v 3 neznam si kvo 9 stranici izpisano ama kato natisna l2 da se pricelq i pochva da swapva urajiqta mnogo burzo tui che i toi ne raboti :(

Excalibur
1st July 18, 12:14
da :) ami davaite scriptove da testvam az za rapid fire imam 1 karabina shieva i pompi ot 8 sutrinta testvam razni raboti no nishto ne stava zvalqh posledno edin auto aim v 3 neznam si kvo 9 stranici izpisano ama kato natisna l2 da se pricelq i pochva da swapva urajiqta mnogo burzo tui che i toi ne raboti :(


Ти изтегли ли си моята програма за Black Ops 3 ?

BLACK OPS III [ S.G.I ] Script Generator Interface Tool (http://cronusmax.com/forums/showthread.php/150020-BLACK-OPS-III-S-G-I-Script-Generator-Interface-Tool)

ncebgohum
1st July 18, 12:23
da ama nishto ne napravih a i tam stoinosti razni trqbva da zadavam

Excalibur
1st July 18, 12:35
da ama nishto ne napravih a i tam stoinosti razni trqbva da zadavam

Трябва да експериментираш с различни стойности. Аз в момента не играя играта и затова не мога да ти помогна с точни стойности.

ncebgohum
2nd July 18, 02:36
http://cronusmax.com/forums/showthread.php/173052-Aim-Assist-Call-of-Duty-V5-BETA-2-Aim-Movement-Exploits-GamePack-DISCONTINUED toi game ack ashto ne go vijdam uj upgreidnah na g tuner ro i imam 6 7 game packa

ncebgohum
2nd July 18, 03:06
dolniq post che se opletoh :)

ncebgohum
2nd July 18, 10:09
trqbva mi pomosht zascript kombinaciqta eslednata kato natisna R2 da go natisne vednaj posle da otpusne za 1 sekunda posle da natisne i durji kvadrat i r2 natisnati i da pompa triugalnik prez polovin sekunda

ncebgohum
14th July 18, 04:56
znchi iskam da subera nqkolko scripta v 1 i da se poopravqt malko otkam funkcionalnost :D no ne mi se poluchava bo 3 igraq sgi toola go probvah ootam sa mi izvadkite i ot drugi scriptove iz foruma

//Posted by , a member of the community in the CronusMAX Forums - http://cronusmax.com/forums
//Posted : Wednesday 11th of July, 2018 11:07 UTC


define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left trigger
define SENS_ZOOM_INCREASE = 70; // You can change this value as needed
define X_AXIS = PS4_RX; // Change this to your console
define Y_AXIS = PS4_RY; // Change this to your console
int EXTRA_INPUT1 = PS4_ACCX;


main {
if(get_val(ZOOM)) {
sensitivity( X_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
sensitivity( Y_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
}

if(get_val(EXTRA_INPUT1)) {
set_val(XB1_LB,100);
set_val(XB1_RB,100);
}
}

gorniq polzvam standartno no mi se shte da dobqva i aim asist rabotesht za bo3 pri visoko ads sensitivity tui kato tozi ot sgi programata raboti no slabo i to pri minimalen ADS sensitivity a az sum s mishka i klaviatura i visoko sensitivity usileno ot x- aima i ot igrata
i da se dobavi opciq za no recoil kato stoinostite shte gi mucha v posledstvie poslednite kato aim asista i no recoila da mogat da se vkluchvat i izkluchvat blagodarq predvaritelno :D vreme bol za testove tui kato sum sus schupena raka :D

Excalibur
18th July 18, 10:55
Aim Assist - pri teb shte e slab zashtoto igraesh s goliama chuvstvitelnost i niama kak da e po-dobar.
Namali si chuvstvitelnostta na mishkata na 3500 |DPI i izpolzvai sashtata i v X-AIM - sled tova triabva da si nastroish Acceleration - savsem malki promeni se praviat tam i se testva neprekasnato.


/***********************************************************************************************
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 ControlerMax *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD BLACK OPS III [S.G.I.] Mouse and Keyboard ver. 9.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , k4rL01 , x22dot
// Game : CoD BLACK OPS III
// 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 : BLACK OPS III
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
Version 4.1 : Changed name of: SUPER - G - SLIDE to INFINITE SLIDE
Version 4.2 : Added new JITTER from the best creator of jitters = WHITE 4ND N3RDY
Version 4.3 : Added option to shange wait time for JITTER mode.
Version 4.4 : Added the new real G-Slide
Version 4.5 : Added new options to G-Slide Mode
Version 4.6 : Make improvements in G-Slide Mode, now it will work better.
Version 4.7 : Changed the reset for Rapid Fire and turn it OFF if you switch to Special weapon / Ability
Added Infinite Slide
Version 4.8 : Added Fast Reload for all LMG.
Version 4.9 : Added reset for Rapid Fire All weapons
Version 5.0 : Changed Class 7 -Double Melee to Burst Melee
Version 5.4 : Added new options for Class Long Jump
Version 5.5 : Added Color Indication for Rapid Fire
Version 5.8 : Fixed bug in Class Quick Scope
Version 5.9 : Added New G-Slide after patched the Old G-Slide
Version 6.2 : Added New G-Slide after patch for PS4 & XB1 - ALL CREDITS GO TO : k4rL01
Version 8.1 : Added the latest update for antirecoil made by LEX LOST.
Version 8.2 : Added Strongest Aim Assist by x22dot
Version 8.3 : Added new G-Slide v 2.0
Version 8.4 : Fixed one minor bug - Jitters mode , color indication did not show the fields for color choose
Version 8.5-8.7 : Added new Brecci Jitter after 1.09 patch. All credits for : bonefisher
Version 8.8 : Added new options for SHOT MODE - Scope Disable / Scope Enable
Version 8.9 : Added new options for Brecci Jitter - now you can choose what equipment to have - Tactical or Lethal
=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


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

//----------------------------------------------------------------
// Class 17. AIM ASSIST
// hold PS4_CROSS + press PS4_SQUARE

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

//1. Profile 1 On => CEMU_EXTRA2 + D pad Up

//2. Profile 2 On => CEMU_EXTRA2 + D pad Right

//3. Profile 3 On => CEMU_EXTRA2 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA2 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
//
// 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 timelimit =300;
define NotUse = 0;


define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left trigger
define SENS_ZOOM_INCREASE = 70; // You can change this value as needed
define X_AXIS = PS4_RX; // Change this to your console
define Y_AXIS = PS4_RY; // Change this to your console
int EXTRA_INPUT1 = PS4_ACCX;


int value = 20;
int value2 = -20;
int delay = 11;
int aim_assist_on = TRUE;
////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
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
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
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 BurstMelee =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil = TRUE;
define AR_Release = 21; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 10; //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 TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK




if(get_val(ZOOM)) {
sensitivity( X_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
sensitivity( Y_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
}

if(get_val(EXTRA_INPUT1)) {
set_val(XB1_LB,100);
set_val(XB1_RB,100);
}


//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}

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

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

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

// ANTI RECOIL - UserProfile 1:10 Switch:CEMU_EXTRA2
if( get_val(PS4_ACCY) ){
// USER PROFILE 1 :10
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 10; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :15
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 15; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :20
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);
}

// 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);
}

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


/////////////////////////////////////////////////////////
// AIM ASSIST all credits go to the author : x22dot
/////////////////////////////////////////////////////////

if(get_val(PS4_CROSS)) {
if(event_press(PS4_SQUARE)) aim_assist_on = !aim_assist_on;
}


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

if(get_val(ADS_BTN) || b_hold_ADS) {
combo_run(LT_C);
}

if(get_val(FIRE_BTN) && (get_val(ADS_BTN)||b_hold_ADS)) {
combo_stop(LT_C);
combo_run(RT_C);
}

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

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

///////////////////////////////////////////////////////////////////////////
//COMBO BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Sensitivity M&Kb
combo LT_C {
set_val(R_Y,-24);
wait(delay)
set_val(R_X, 24);
set_val(R_Y, 14);
wait(delay)
set_val(R_Y, 14);
wait(delay)
set_val(R_X,-24);
set_val(R_Y, 14);
wait(delay)
}

combo RT_C {
set_val(R_Y,-32);
wait(delay)
set_val(R_X, 32);
set_val(R_Y, 22);
wait(delay)
set_val(R_Y, 22);
wait(delay)
set_val(R_X,-32);
set_val(R_Y, 22);
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);
}
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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

Excalibur
21st July 18, 04:13
Mahnah Aim Assista i Slide reload


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

//Posted : Wednesday 18th of July, 2018 15:20 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 ControlerMax *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD BLACK OPS III [S.G.I.] Mouse and Keyboard ver. 9.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , k4rL01 , x22dot
// Game : CoD BLACK OPS III
// 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 : BLACK OPS III
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
Version 4.1 : Changed name of: SUPER - G - SLIDE to INFINITE SLIDE
Version 4.2 : Added new JITTER from the best creator of jitters = WHITE 4ND N3RDY
Version 4.3 : Added option to shange wait time for JITTER mode.
Version 4.4 : Added the new real G-Slide
Version 4.5 : Added new options to G-Slide Mode
Version 4.6 : Make improvements in G-Slide Mode, now it will work better.
Version 4.7 : Changed the reset for Rapid Fire and turn it OFF if you switch to Special weapon / Ability
Added Infinite Slide
Version 4.8 : Added Fast Reload for all LMG.
Version 4.9 : Added reset for Rapid Fire All weapons
Version 5.0 : Changed Class 7 -Double Melee to Burst Melee
Version 5.4 : Added new options for Class Long Jump
Version 5.5 : Added Color Indication for Rapid Fire
Version 5.8 : Fixed bug in Class Quick Scope
Version 5.9 : Added New G-Slide after patched the Old G-Slide
Version 6.2 : Added New G-Slide after patch for PS4 & XB1 - ALL CREDITS GO TO : k4rL01
Version 8.1 : Added the latest update for antirecoil made by LEX LOST.
Version 8.2 : Added Strongest Aim Assist by x22dot
Version 8.3 : Added new G-Slide v 2.0
Version 8.4 : Fixed one minor bug - Jitters mode , color indication did not show the fields for color choose
Version 8.5-8.7 : Added new Brecci Jitter after 1.09 patch. All credits for : bonefisher
Version 8.8 : Added new options for SHOT MODE - Scope Disable / Scope Enable
Version 8.9 : Added new options for Brecci Jitter - now you can choose what equipment to have - Tactical or Lethal
=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


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

//----------------------------------------------------------------
// Class 17. AIM ASSIST
// hold PS4_CROSS + press PS4_SQUARE

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

//1. Profile 1 On => CEMU_EXTRA2 + D pad Up

//2. Profile 2 On => CEMU_EXTRA2 + D pad Right

//3. Profile 3 On => CEMU_EXTRA2 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA2 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
//
// 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 timelimit =300;
define NotUse = 0;


define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left trigger
define SENS_ZOOM_INCREASE = 70; // You can change this value as needed
define X_AXIS = PS4_RX; // Change this to your console
define Y_AXIS = PS4_RY; // Change this to your console
int EXTRA_INPUT1 = PS4_ACCX;


int value = 20;
int value2 = -20;
int delay = 11;
int aim_assist_on = TRUE;
////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
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
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
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 BurstMelee =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil = TRUE;
define AR_Release = 21; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 10; //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 TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK




if(get_val(ZOOM)) {
sensitivity( X_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
sensitivity( Y_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
}

if(get_val(EXTRA_INPUT1)) {
set_val(XB1_LB,100);
set_val(XB1_RB,100);
}


//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}



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


// Darjish EXTRA INPUT 2 i natiskash UP (Anti Recoil = 10 )
// ANTI RECOIL - UserProfile 1:10 Switch:CEMU_EXTRA2
if( get_val(PS4_ACCY) ){
// USER PROFILE 1 :10
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 10; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// Darjish EXTRA INPUT 2 i natiskash RIGHT (Anti Recoil = 15 )
// USER PROFILE 2 :15
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 15; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// Darjish EXTRA INPUT 2 i natiskash DOWN (Anti Recoil = 20 )
// USER PROFILE 3 :20
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);
}

// 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);
}

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




}// 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 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

ncebgohum
22nd July 18, 02:55
a burst fire kak se puska
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire

parvoto i 3-toto gi pravq TRUE ama pak neshte

Excalibur
22nd July 18, 17:07
a burst fire kak se puska
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire

parvoto i 3-toto gi pravq TRUE ama pak neshte

V tozi skript otgore niama Burst Fire - tam si stoiat samo promenlivite.

Eto ti s Burst , no toi e specifichen za razlichnite orajia.
ako natishnesh butona za strelba za po-malko ot 150 ms shte napravi edin otkos , ako go zadarjish shte strelia normalno.

/***********************************************************************************************
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 ControlerMax *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD BLACK OPS III [S.G.I.] Mouse and Keyboard ver. 9.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , k4rL01 , x22dot
// Game : CoD BLACK OPS III
// 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 : BLACK OPS III
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
Version 4.1 : Changed name of: SUPER - G - SLIDE to INFINITE SLIDE
Version 4.2 : Added new JITTER from the best creator of jitters = WHITE 4ND N3RDY
Version 4.3 : Added option to shange wait time for JITTER mode.
Version 4.4 : Added the new real G-Slide
Version 4.5 : Added new options to G-Slide Mode
Version 4.6 : Make improvements in G-Slide Mode, now it will work better.
Version 4.7 : Changed the reset for Rapid Fire and turn it OFF if you switch to Special weapon / Ability
Added Infinite Slide
Version 4.8 : Added Fast Reload for all LMG.
Version 4.9 : Added reset for Rapid Fire All weapons
Version 5.0 : Changed Class 7 -Double Melee to Burst Melee
Version 5.4 : Added new options for Class Long Jump
Version 5.5 : Added Color Indication for Rapid Fire
Version 5.8 : Fixed bug in Class Quick Scope
Version 5.9 : Added New G-Slide after patched the Old G-Slide
Version 6.2 : Added New G-Slide after patch for PS4 & XB1 - ALL CREDITS GO TO : k4rL01
Version 8.1 : Added the latest update for antirecoil made by LEX LOST.
Version 8.2 : Added Strongest Aim Assist by x22dot
Version 8.3 : Added new G-Slide v 2.0
Version 8.4 : Fixed one minor bug - Jitters mode , color indication did not show the fields for color choose
Version 8.5-8.7 : Added new Brecci Jitter after 1.09 patch. All credits for : bonefisher
Version 8.8 : Added new options for SHOT MODE - Scope Disable / Scope Enable
Version 8.9 : Added new options for Brecci Jitter - now you can choose what equipment to have - Tactical or Lethal
=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


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

//----------------------------------------------------------------
// Class 17. AIM ASSIST
// hold PS4_CROSS + press PS4_SQUARE

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

//1. Profile 1 On => CEMU_EXTRA2 + D pad Up

//2. Profile 2 On => CEMU_EXTRA2 + D pad Right

//3. Profile 3 On => CEMU_EXTRA2 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA2 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
//
// 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 timelimit =300;
define NotUse = 0;

//----------------------------------------
// BURST FIRE
int ind; // data index
int weapon_ind = 9; // weapon index for :Man-O-War
int Rounds = 3;
int hold_burst = 450; // Burst hold
int rest_burst = 150; // Burst Rest
int value = 20;
int value2 = -20;
int delay = 11;
int aim_assist_on = TRUE;
////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
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
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int burst_onoff = TRUE; // On/Off Burst Fire
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 BurstMelee =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil = TRUE;
define AR_Release = 60; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 10; //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 TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK
//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////////////////////////
// BURST FIRE /////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
if(get_val(ADS_BTN)){
if(event_press(2))
{//----------------------------------------
burst_onoff =!burst_onoff;
}//----------------------------------------
set_val(2,0);
}

// BURST FIRE < When hold the trigger down : Goes full auto >
if(burst_onoff && get_val(FIRE_BTN) && get_ptime(FIRE_BTN)<150 )
{//--------------------------------------
combo_run(BURST_FIRE);
}//-------------------------------------
//////////////////////////////////////////////////////////////////////////
// ANTI RECOIL PROFILES ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////

// ANTI RECOIL - UserProfile 1:10 Switch:CEMU_EXTRA2
if( get_val(CEMU_EXTRA2) ){
// USER PROFILE 1 :None
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 10; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 2 :15
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 15; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// USER PROFILE 3 :20
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);
}

// 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);
}

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


/////////////////////////////////////////////////////////
// AIM ASSIST all credits go to the author : x22dot
/////////////////////////////////////////////////////////

if(get_val(PS4_CROSS)) {
if(event_press(PS4_SQUARE)) aim_assist_on = !aim_assist_on;
}


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

if(get_val(ADS_BTN) || b_hold_ADS) {
combo_run(LT_C);
}

if(get_val(FIRE_BTN) && (get_val(ADS_BTN)||b_hold_ADS)) {
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 BLOCKS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Sensitivity M&Kb
combo LT_C {
set_val(R_Y,-22);
wait(delay)
set_val(R_X, 22);
set_val(R_Y, 12);
wait(delay)
set_val(R_Y, 12);
wait(delay)
set_val(R_X,-22);
set_val(R_Y, 12);
wait(delay)
}

combo RT_C {
set_val(R_Y,-32);
wait(delay)
set_val(R_X, 32);
set_val(R_Y, 22);
wait(delay)
set_val(R_Y, 22);
wait(delay)
set_val(R_X,-32);
set_val(R_Y, 22);
wait(delay)
}
combo Jump {
set_val(JUMP_BTN,100);//1
wait(60);
wait(80);
set_val(JUMP_BTN,100);//1
wait(200);
}
combo BURST_FIRE {
set_val(FIRE_BTN,100);
wait(hold_burst);
set_val(FIRE_BTN,0);
wait(rest_burst);
}
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); // -----------------
}

// 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_Burst_Hold (Rounds){
ind = ((weapon_ind * 8)-7) +Rounds;
hold_burst= dbyte(ind) * 10 ;
}
// end of script

chimerajr
24th July 18, 08:38
when i use this script my gun automaticly fires on its own how to i this
Mahnah Aim Assista i Slide reload


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

//Posted : Wednesday 18th of July, 2018 15:20 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 ControlerMax *
__ ____ ___ ____ __ __ _____ ___ ___ ____ __ __ *
/ ]| \ / \ | \ | | |/ ___/| | | / || | | *
/ / | D ) || _ || | ( \_ | _ _ || o || | | *
/ / | /| O || | || | |\__ || \_/ || ||_ _| *
/ \_ | \| || | || : |/ \ || | || _ || | *
\ || . \ || | || |\ || | || | || | | *
\____||__|\_|\___/ |__|__| \__,_| \___||___|___||__|__||__|__| *
*
************************************************************************************************/

// COD BLACK OPS III [S.G.I.] Mouse and Keyboard ver. 9.1
//--------------------------------------------------------------
// Authors : Excalibur, LEX LOST, WHITE 4ND N3RDY , k4rL01 , x22dot
// Game : CoD BLACK OPS III
// 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 : BLACK OPS III
//--------------------------------------------------------------
//
/****************************************************************************
CHANGELOG:
Version 1.0 to 1.5 : Initial build up off the application
Version 1.6 to 1.9 : Setup most of the code and fixed some bugs ( QUICK SCOPE, remove FIRE MODE, ANTI RECOIL ).
Version 2.0 to 2.2 : Fixed some bugs in application.
Version 2.3 : Added more option to the Rapid Fire and generate Instructions inside the script.
Version 2.4 : Fixed bug in Rapid Fire Class : Primary/Secondary weapon. Now swap buttons and remap buttons are worked
Version 2.6 : Removed ADS Sensitivity. Updated weapons list.
Version 2.7 : Added : LONG JUMP / RELOAD and SLIDE / AKIMBO DUAL EASY
Version 2.8 : Added : BURST FIRE for All automatic weapons /
Version 2.9 : Added : Rapid Fire for Akimbo mode /
Version 3.0 : Fixed bug for Anti Recoil( app. does not turn it ON) /
app. will save all CEMU EXTRA
Version 3.1 : Added save function for All Radio Groups and changed color for Toggle Ads to default /
Version 3.2 : Fixed bug in jump shot /
Version 3.4 : Added Jitter Mode published by Zoobzy/ Added option to Walk for mode Aways Run
Version 3.5 : Added new range from 1 to 8 Rounds per Burst for Burst Fire mode.
Version 3.6 : Added ADS Sensitivity
Version 3.7 : Added new mode : G - Slide Mode
Version 3.8 : found better way to activate G - Slide Mode
Version 3.9 : Added new mode : SUPER - G - SLIDE
Version 4.1 : Changed name of: SUPER - G - SLIDE to INFINITE SLIDE
Version 4.2 : Added new JITTER from the best creator of jitters = WHITE 4ND N3RDY
Version 4.3 : Added option to shange wait time for JITTER mode.
Version 4.4 : Added the new real G-Slide
Version 4.5 : Added new options to G-Slide Mode
Version 4.6 : Make improvements in G-Slide Mode, now it will work better.
Version 4.7 : Changed the reset for Rapid Fire and turn it OFF if you switch to Special weapon / Ability
Added Infinite Slide
Version 4.8 : Added Fast Reload for all LMG.
Version 4.9 : Added reset for Rapid Fire All weapons
Version 5.0 : Changed Class 7 -Double Melee to Burst Melee
Version 5.4 : Added new options for Class Long Jump
Version 5.5 : Added Color Indication for Rapid Fire
Version 5.8 : Fixed bug in Class Quick Scope
Version 5.9 : Added New G-Slide after patched the Old G-Slide
Version 6.2 : Added New G-Slide after patch for PS4 & XB1 - ALL CREDITS GO TO : k4rL01
Version 8.1 : Added the latest update for antirecoil made by LEX LOST.
Version 8.2 : Added Strongest Aim Assist by x22dot
Version 8.3 : Added new G-Slide v 2.0
Version 8.4 : Fixed one minor bug - Jitters mode , color indication did not show the fields for color choose
Version 8.5-8.7 : Added new Brecci Jitter after 1.09 patch. All credits for : bonefisher
Version 8.8 : Added new options for SHOT MODE - Scope Disable / Scope Enable
Version 8.9 : Added new options for Brecci Jitter - now you can choose what equipment to have - Tactical or Lethal
=============================================================================
TOGGLES: You MUST press and hold the "first" button first before pressing the other button.


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

//----------------------------------------------------------------
// Class 17. AIM ASSIST
// hold PS4_CROSS + press PS4_SQUARE

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

//1. Profile 1 On => CEMU_EXTRA2 + D pad Up

//2. Profile 2 On => CEMU_EXTRA2 + D pad Right

//3. Profile 3 On => CEMU_EXTRA2 + D pad Down

//4. ANTI RECOIL Off => CEMU_EXTRA2 + D pad Left

********************************************************/
////////////////////////////////////////////////////////
//
// 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 timelimit =300;
define NotUse = 0;


define ZOOM = PS4_L2; // Change this to your console, usually looking for the Left trigger
define SENS_ZOOM_INCREASE = 70; // You can change this value as needed
define X_AXIS = PS4_RX; // Change this to your console
define Y_AXIS = PS4_RY; // Change this to your console
int EXTRA_INPUT1 = PS4_ACCX;


int value = 20;
int value2 = -20;
int delay = 11;
int aim_assist_on = TRUE;
////////////////////////////////////////////////////////
//

int RA;
int LX;
int LY;
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
int hold_time_B = 30;
int rest_time_B = 10;

////////////////////////////////////////////////////////
// Boolean Variables
int rapid_onoff =FALSE;
int RF_ALL_weapons =FALSE;
int burst_onoff =FALSE; // On/Off Burst Fire
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 BurstMelee =FALSE;
int SecondaryWeapon =FALSE;
int SpecialAbility_OnOff =FALSE;
int InvertYaxis =FALSE;
int TogleADS =FALSE; // On /Off Togle ADS

int Invert = 1;
int b_hold_ADS =FALSE; // if Toggle ADS in use * / need to be reset
int b_ADS_Delay =FALSE; // On /Off ADS Delay
int JumpActive =FALSE;
int InstantDrop =FALSE; // Slide or instant drop
int bAnti_Recoil = TRUE;
define AR_Release = 21; // change this value to determine when antirecoil stops working (min: antirecoil value + 10)
int ANTI_RECOIL = 10; //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 TimeToJump;
int LongJump = TRUE;
int b_running;
int b_tap ; // boolean variable
int timerLJump;
int wait_sec_tap = 300;

//////////////////////////////////////////////////////////
//
int timer;
int Sens = 20;
int SlideOrDrop = 20;
int DelayScope = 20;
int ADS_Delay = 150;// ADS delay value
//INITIALIZATION - init
//--------------------------------------------------------------
init {//#############################################
if(InvertYaxis) Invert = -1;
if(InstantDrop)SlideOrDrop=20;
else SlideOrDrop=10;
}//##################################################
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main { // Start of MAIN BLOCK




if(get_val(ZOOM)) {
sensitivity( X_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
sensitivity( Y_AXIS, NOT_USE, 100 + SENS_ZOOM_INCREASE );
}

if(get_val(EXTRA_INPUT1)) {
set_val(XB1_LB,100);
set_val(XB1_RB,100);
}


//--------------------------------------------------------------
// FIND DIRECTION of Left Analogue
if(get_val(L_X)<-20 || get_val(L_X)>20)LX=get_val(L_X);
//--------------------------------------------------------------
///////////////////////////////////////////////
// RUNNING OR STANDING STILL
if(abs(get_val(11))>60 || abs(get_val(12))>80){
b_running= TRUE;
}else{
b_running=FALSE;
}



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


// Darjish EXTRA INPUT 2 i natiskash UP (Anti Recoil = 10 )
// ANTI RECOIL - UserProfile 1:10 Switch:CEMU_EXTRA2
if( get_val(PS4_ACCY) ){
// USER PROFILE 1 :10
if(event_press(13)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 10; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// Darjish EXTRA INPUT 2 i natiskash RIGHT (Anti Recoil = 15 )
// USER PROFILE 2 :15
if(event_press(16)){
bAnti_Recoil=TRUE;
ANTI_RECOIL = 15; // vertical (0 - 100)
ANTI_RECOIL_LEFT = 0; // Left (0 - 100)
ANTI_RECOIL_RIGHT = 0; // Right (0 - 100)
}
// Darjish EXTRA INPUT 2 i natiskash DOWN (Anti Recoil = 20 )
// USER PROFILE 3 :20
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);
}

// 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);
}

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




}// 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 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);
//-------------------------------------------------------
}
//------------------------------------------------------------------------------------
// end of script

Excalibur
24th July 18, 18:36
when i use this script my gun automaticly fires on its own how to i this

You should provide me more info :

Show me screenshot of X-AIM plugin .

chimerajr
25th July 18, 07:59
not using x-aim just ps4 disregard my mistake, can you make this script for the ps4

You should provide me more info :

Show me screenshot of X-AIM plugin .

Excalibur
26th July 18, 06:02
not using x-aim just ps4 disregard my mistake, can you make this script for the ps4
You can do your self - just use this tool :

BLACK OPS III [ S.G.I ] Script Generator Interface Tool (http://cronusmax.com/forums/showthread.php/150020-BLACK-OPS-III-S-G-I-Script-Generator-Interface-Tool)