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Topic: Modern Warfare Ultimate Support

  1. #631
    GOLD NOVA III

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Quote Originally Posted by ItzSnack View Post
    Yes.
    hello, could you tell me where i find this script? I'm not finding it to use it

  2. #632
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Hello guys,

    I recently bought the cronusmax plus. But i dont really understand the programming that goes into the cronus. Can someone who is experienced with programming make a anti recoil program for the M4A1? I only need the anti recoil function on the cronusmax. I play default flipped btw.

    if someone could make program for me, I would really appreciate that.

  3. #633
    Cronus Zen User

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Quote Originally Posted by Alan13 View Post
    hello, could you tell me where i find this script? I'm not finding it to use it
    In the GPC library https://cronusmax.com/gpclib/?s=11001

  4. #634
    Cronus Zen User

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Quote Originally Posted by Juice WRLD View Post
    I wish to go to prone, but I've tried all modes and they all just crouch me, none prone. Not sure if my in game settings are wrong, they are all default. Thanks for your time.
    If you use anything other than default button layout this may be why.

  5. #635
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Hi,

    I just got my cronusmax zen today which I'm using with PS4. I've tried several gamepacks but havent been able to get anything that works quite right for me.

    My setup is:

    Primary weapon: GRAU

    Second Primary: HDX (Sniper)

    I would like a good aim assist on my GRAU with some anti recoil.

    I found the aim assist on the HDX Sniper completely unusable before, so I guess aim assist isn't good on snipers?

    If anyone can help that would be great!


    Thanks
    Steve

  6. #636
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Guys I will ask the most stupid question ever, Every time I need to active the anti recoil or aim assist I have to activate the toggle or that’s always on??

  7. #637
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Hi guys.

    I recently bought a cronusmaxplus that came with a script for the COD. However, I use the standard inverted button scheme, shooting R1 and targeting L1.
    Would anyone know how to make this adjustment in my script?

    Thanks and Brazilian greetings.

    (Sorry for my English, I'm using translator )

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    */
    int Quick_Shot_ON = FALSE;
    int Crouch_Shot_ON = FALSE;
    int Strafe_Shot_ON = FALSE;
    int STICKY__AIM = TRUE; // AIM ASSIST
    int release=25;
    int _v= 23;
    define AIM_H=XB1_RX;//AIM HORIZONTAL
    define AIM_V=XB1_RY;//AIM VERTICAL
    define STRAFE=XB1_LX;


    // PRIMARY WEAPON:
    int AR_Primary = 22; // Antirecoil Vertical
    int ARH_Primary = 0; // AntiRecoil Horizontal
    int RF_Primary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Primary else set FALSE
    int RoF_Primary = 8; // Range: 1 to 25 RPS (Round/s)

    // SECONDARY WEAPON:
    int AR_Secondary = 24; // Antirecoil Vertical
    int ARH_Secondary = 0; // AntiRecoil Horizontal
    int RF_Secondary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Secondary else set FALSE
    int RoF_Secondary = 10; // Range: 1 to 25 RPS (Round/s)



    ////////// Do not modify //////////


    define Off = 0;
    define Blue = 1;
    define Red = 2;
    define Green = 3;
    define Pink = 4;
    define SkyBlue = 5;
    define Yellow = 6;
    define White = 7;

    data(
    0,0,0,0, //0. Off
    2,0,0,0, //1. Blue
    0,2,0,0, //2. Red
    0,0,2,0, //3. Lime/Green
    0,0,0,2, //4. Fuchsia/Pink
    2,0,2,0, //5. SkyBlue
    0,2,2,0, //6. Yellow
    2,2,2,2 //7. White
    );


    int double_tap;
    int weapon;
    int handgun;

    int ARV;
    int ARH;
    int arv;
    int arh;

    int idx;

    int RATE_OF_FIRE;
    int hold_time;
    int rest_time;

    init {
    AR_Primary = get_pvar(SPVAR_1, -100, 100, 0); ARH_Primary = get_pvar(SPVAR_4, -100, 100, 0); RoF_Primary = get_pvar(SPVAR_7, 0, 25, 0);
    AR_Secondary = get_pvar(SPVAR_2, -100, 100, 0); ARH_Secondary = get_pvar(SPVAR_5, -100, 100, 0); RoF_Secondary = get_pvar(SPVAR_8, 0, 25, 0);


    }


    define FIRE_SENS = 97.5; // Sensitivity while shothing - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens

    define GEN_SENS = 92.1; // General sensitivity - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens


    define ADS_SENS = 105.5; // Sensitivity while aiming - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens

    define RUN_SENS = 86.1; // Sensitivity while running - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens

    define MIDPOINT = 51.5; /** MIDPOINT - Default: 50 - Range [0 ~ 100] Carefully read below:
    If you set a number below 50 you are defining a zone of high sensitivity range when close to rest position
    (fast movements) and a low sensitivity range when far from rest position (better accuracy).
    if you set a number above 50 you are defining a zone of low sensitivity when close to the rest position
    (better accuracy), and a zone of high sensitivity when far from rest position (fast movements).**/



    main {
    if(get_val(XB1_LT))
    sensitivity(PS4_RX, 54, 98);
    sensitivity(PS4_RY, 58, 115);

    if(get_val(XB1_RT))
    sensitivity(PS4_RX, NOT_USE, 95);
    sensitivity(PS4_RY, NOT_USE, 112);

    if((get_val(PS4_RX)) && (get_val(PS4_RY) && (get_val(PS4_LY) && (get_val(PS4_LX)&& (!get_val(XB1_LT) && (!get_val(XB1_RT))))))) {
    sensitivity(PS4_RX, NOT_USE, 99);
    sensitivity(PS4_RY, NOT_USE, 104);}


    // FIRE SENS
    if(get_val(XB1_LT) && get_val(XB1_RT)) {
    sensitivity( 9, MIDPOINT, FIRE_SENS);
    sensitivity(10, MIDPOINT, FIRE_SENS);
    }
    // ADS SENS
    else if (get_val(XB1_LT)) {
    sensitivity( 9, MIDPOINT, ADS_SENS);
    sensitivity(10, MIDPOINT, ADS_SENS);
    } else {
    // GENERAL SENS
    sensitivity( 9, MIDPOINT, GEN_SENS);
    sensitivity(10, MIDPOINT, GEN_SENS);
    }
    // RUNNING SENS
    if(get_val(XB1_LS)) {
    sensitivity( 9, MIDPOINT, RUN_SENS);
    sensitivity(10, MIDPOINT, RUN_SENS);
    }
    if((get_val(7)) >= 100) {
    set_val(XB1_LS, 100);

    }

    if(event_press(PS4_TRIANGLE))
    combo_run(Vibrate1);

    deadzone(PS4_L2,PS4_R2,99,99);



    if(get_val(PS4_LY) <=-85 && !get_val(XB1_LT) && !get_val(XB1_RT))
    combo_run(Auto_Run);
    else
    combo_stop(Auto_Run);

    if (get_val(XB1_LT) && (!get_val(XB1_RS)))
    combo_run(Auto_RS);
    else
    combo_stop(Auto_RS);


    if(!get_val(PS4_L2))
    {
    if(event_press(XB1_X))
    combo_run(Reload);
    }
    }
    main{
    if(abs(get_val(XB1_RY)) <=5 && abs(get_val(XB1_RX)) <=5)
    {
    set_val(XB1_RY,0);
    set_val(XB1_RX,0);


    }
    if(abs(get_val(XB1_LY)) <=5 && abs(get_val(XB1_LX)) <=5 )
    {
    set_val(XB1_LY,0);
    set_val(XB1_LX,0);
    }


    //QUICK SHOT
    if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_SQUARE))
    {
    Quick_Shot_ON = !Quick_Shot_ON;
    if (Quick_Shot_ON) combo_run (Vibrate);
    if (!Quick_Shot_ON) combo_run (Vibrate1);
    }

    if(Quick_Shot_ON)
    {


    if(get_val(XB1_LT))
    set_val(XB1_RT, 100);
    }

    if(Quick_Shot_ON)
    combo_run(Flash3);




    //STRAFE SHOT
    if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CROSS))
    {
    Strafe_Shot_ON = !Strafe_Shot_ON;
    if (Strafe_Shot_ON) combo_run (Vibrate);
    if (!Strafe_Shot_ON) combo_run (Vibrate1);
    }

    if(Strafe_Shot_ON)
    {
    if(get_val(XB1_LT) && (get_val(XB1_RT)))
    combo_run(Strafe_Shot);
    else
    combo_stop(Strafe_Shot);


    }


    //CROUCH SHOT
    if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CIRCLE))
    {
    Crouch_Shot_ON = !Crouch_Shot_ON;
    if (Crouch_Shot_ON) combo_run (Vibrate);
    if (!Crouch_Shot_ON) combo_run (Vibrate1);
    }

    if(Crouch_Shot_ON)
    {
    if(get_val(XB1_LT) && (get_val(XB1_RT)))
    combo_run(Crouch_Shot);
    else
    combo_stop(Crouch_Shot);


    }
    if(STICKY__AIM){
    if(get_val(XB1_LT))
    combo_run(AA_XY);
    else
    combo_stop(AA_XY);
    }
    set_val(TRACE_1, ARV);
    set_val(TRACE_2, ARH);
    set_val(TRACE_3, RATE_OF_FIRE);
    set_val(TRACE_5, weapon);




    if(double_tap)
    double_tap -= get_rtime();


    if(event_press(PS4_TRIANGLE) || (event_press(PS4_DOWN) && !get_val(PS4_L2)))
    {
    weapon=!weapon;
    handgun = FALSE;

    if(double_tap)
    {
    handgun = FALSE ;
    weapon = !weapon;
    }

    }


    if(get_val(PS4_L2) && get_val(PS4_OPTIONS))
    {
    set_pvar(SPVAR_1, AR_Primary); set_pvar(SPVAR_4, ARH_Primary); set_pvar(SPVAR_7, RoF_Primary);
    set_pvar(SPVAR_2, AR_Secondary); set_pvar(SPVAR_5, ARH_Secondary); set_pvar(SPVAR_8, RoF_Secondary);
    combo_run(Vibrate); combo_run(Flash); set_val(PS4_OPTIONS, 0)
    }

    if(get_val(PS4_L2) && get_val(PS4_R2))
    combo_run(AntiRecoil);
    else
    combo_stop(AntiRecoil);

    hold_time = 500 / RATE_OF_FIRE;
    rest_time = hold_time - 20;
    if(rest_time < 0) rest_time = 0;


    {
    if(!weapon)
    {
    AR_Primary = edit_val (0, PS4_L2, PS4_CROSS, AR_Primary, PS4_UP, PS4_DOWN, 0, 100);
    ARH_Primary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Primary, PS4_RIGHT, PS4_LEFT, -100, 100);


    if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
    RF_Primary_onoff = !RF_Primary_onoff;


    if(RF_Primary_onoff)
    {
    RoF_Primary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Primary, PS4_UP, PS4_DOWN, 0, 25);
    RF ();
    }
    }

    if(weapon)
    {
    AR_Secondary = edit_val (0, PS4_L2, PS4_CROSS, AR_Secondary, PS4_UP, PS4_DOWN, 0, 100);
    ARH_Secondary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Secondary, PS4_RIGHT, PS4_LEFT, -100, 100);


    if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
    RF_Secondary_onoff = !RF_Secondary_onoff;


    if(RF_Secondary_onoff)
    {
    RoF_Secondary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Secondary, PS4_UP, PS4_DOWN, 0, 25);
    RF ();
    }
    }
    }


    if(!weapon) LED(Blue);
    else LED(Green);
    }






    combo AA_XY {
    set_val(AIM_V,xy_val(AIM_V, _v));
    wait(20);
    set_val(AIM_H,xy_val(AIM_H, _v));
    set_val(STRAFE,xy_val(STRAFE, _v));
    wait(20);
    set_val(AIM_V,xy_val(AIM_V, _v * -1));
    wait(20);
    set_val(AIM_H,xy_val(AIM_H, _v * -1));
    set_val(STRAFE,xy_val(STRAFE, _v * -1));
    wait(20);
    }
    combo RAPID_FIRE {
    wait(hold_time);
    set_val(PS4_R2, 0);
    wait(rest_time);


    }
    combo Vibrate1 {
    set_rumble(RUMBLE_B, 100);
    wait(150);
    set_rumble(RUMBLE_B, 0);
    wait (150);
    set_rumble(RUMBLE_B, 100);
    wait(150);
    reset_rumble();


    }
    combo Vibrate {
    set_rumble(RUMBLE_A, 50);
    wait(300);
    reset_rumble();
    }

    combo Flash {
    wait(400);
    LED(Off);
    wait(400);
    }

    combo AntiRecoil {
    arv = get_val(10) + ARV;
    if(arv > 100) arv = 100;
    set_val(10, arv);
    arh = get_val(9) + ARH;
    if(arh > 100) arh = 100;
    set_val(9, arh);
    }
    combo Turbo_1 {
    set_val(XB1_X, 100);
    wait(550);
    set_val(XB1_X, 0);


    }
    combo Strafe_Shot{
    set_val(XB1_LX,100);
    wait(400);
    set_val(XB1_LX, -100);
    wait(400);


    }
    combo Crouch_Shot {
    set_val(XB1_B,100);
    }
    combo Flash3 {
    wait(600);
    LED(4);
    wait(700);
    }
    combo Auto_Run{
    set_val(XB1_LS, 100);
    wait(50);
    set_val(XB1_LS, 0);
    wait(100);
    }
    combo Auto_RS {
    set_val(XB1_RS, 100);
    wait(50);
    set_val(XB1_RS, 0);
    wait(32767);
    }
    combo Reload {
    set_val(XB1_LS, 0);
    wait(2200);
    set_val(XB1_LS, 100);
    }
    function edit_val (f_idx, f_btn1, f_btn2, f_var, f_inc, f_dec, f_min, f_max) {
    idx = f_idx;

    if(idx == 0)
    ARV = f_var;
    if(idx == 1)
    ARH = f_var;
    if(idx == 2)
    RATE_OF_FIRE = f_var;

    if(get_val(f_btn1) && get_lval(f_btn2))
    {
    if(event_press(f_inc))
    f_var += 1;
    if(event_press(f_dec))
    f_var -= 1;
    set_val(f_inc, 0); set_val(f_dec, 0);


    if(f_var < f_min)
    {
    f_var = f_min;
    combo_run(Vibrate);
    }
    if(f_var > f_max)
    {
    f_var = f_max;
    combo_run(Vibrate);
    }
    set_val(f_btn2, 0);
    }
    return f_var;
    }



    function RF_toggle (f_hbtn1, f_hbtn2, f_pbtn) {
    if((get_val(f_hbtn1) && get_val(f_hbtn2)) && event_press(f_pbtn))
    {
    combo_run(Vibrate);
    return TRUE;
    }
    return FALSE;
    }

    //#################################################################################################
    //
    // State machine variable
    //


    int Current_State = 0;
    int Aim_Abuse_State = 2;


    define Get_Last_Value = 0;
    define Get_Current_Value = 1;
    define Aim_Correction = 2;
    define Aim_Boost = 3;


    define Aim_Perfection_Limit = 95;


    //
    //#################################################################################################
    //######################################### Script variable #######################################
    //#################################################################################################
    //
    // Dont't change!
    //
    int X_Last_Value = 0;
    int Y_Last_Value = 0;
    int X_Current_Value = 0;
    int Y_Current_Value = 0;

    int mvt = 0;
    int Aim_Boost_Val = 0;
    int Aim_Correction_Val = 0;


    //
    //#################################################################################################
    //############################################# MAIN ##############################################
    //#################################################################################################
    //
    main
    {
    //update main every 8ms --> only for XB1
    // vm_tctrl(-2);

    //--LT pulled

    if(get_val(XB1_LT))
    {
    if (Current_State == Get_Last_Value)
    {
    X_Last_Value = get_lval(XB1_RX);
    Y_Last_Value = get_lval(XB1_RY);

    Current_State = Get_Current_Value;

    }
    else if (Current_State == Get_Current_Value)
    {
    X_Current_Value = get_val(XB1_RX);
    Y_Current_Value = get_val(XB1_RY);

    if(Aim_Abuse_State == Aim_Correction)
    {
    Current_State = Aim_Boost;
    }
    else
    {
    Current_State = Aim_Correction;
    }
    }
    if (Current_State == Aim_Boost)
    {
    //Applying BOOST
    //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
    Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
    Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );

    Current_State = Get_Last_Value;
    Aim_Abuse_State = Aim_Boost;
    }
    else if (Current_State == Aim_Correction)
    {
    //Applying CORRECTION
    //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
    Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
    Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );

    Current_State = Get_Last_Value;
    Aim_Abuse_State = Aim_Correction;
    }
    }
    else //--LT not pulled
    {
    Current_State = Get_Last_Value;
    Aim_Abuse_State = Aim_Correction;
    }
    }
    //
    //#################################################################################################
    //############################################# FUNC ##############################################
    //#################################################################################################
    //

    function
    Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS)
    {
    mvt = abs(Last_Value) + abs(Current_Value);
    Aim_Boost_Val = ( mvt + 1 )/2; //Rounding integer division (instead of truncating)
    Aim_Correction_Val = Aim_Boost_Val + 4;

    if(Aim_Boost_Val >= 10)
    {
    Aim_Boost_Val = 10;
    Aim_Correction_Val = 14;
    }
    else if(Aim_Boost_Val == 0)
    {
    Aim_Boost_Val = 2
    Aim_Correction_Val = 4;
    }


    if(mvt < Aim_Perfection_Limit)
    {
    //--moving right
    if(Last_Value < Current_Value)
    {
    if (Boost)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value + Aim_Boost_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value + Aim_Boost_Val));
    }
    else if(Correction)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value - Aim_Correction_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value - Aim_Correction_Val));
    }
    }
    else //--moving left
    {
    if (Boost)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value - Aim_Boost_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value - Aim_Boost_Val));
    }
    else if(Correction)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value + Aim_Correction_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value + Aim_Correction_Val));
    }
    }
    }
    }


    function RF () {
    combo_run(Flash);

    if(get_val(PS4_R2))
    combo_run(RAPID_FIRE);
    else
    combo_stop(RAPID_FIRE);
    }


    function LED(Colour) {
    set_led(LED_1,dbyte(Colour*4));
    set_led(LED_2,dbyte((Colour*4) + 1));
    set_led(LED_3,dbyte((Colour*4) + 2));
    set_led(LED_4,dbyte((Colour*4) + 3));
    }

    function xy_val(f_axis,f_val) {
    if(abs(get_val(f_axis)) < release)
    return f_val;
    return get_val(f_axis);
    }

  8. #638
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support


  9. #639
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Can anyone comment about if the aim assit in this script is stronger/better than the regular game aim assist?

  10. #640
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Hi, guys.


    I recently purchased a cronusmaxplus and it came with a script for the COD Warzone.
    However, I'm in trouble, because I use the invented pattern of buttons, shooting at R1 and aiming at L1.
    Would anyone know how to help me?


    Greetings from Brazil.


    (Sorry for my English, I'm using a translator)

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    */
    int Quick_Shot_ON = FALSE;
    int Crouch_Shot_ON = FALSE;
    int Strafe_Shot_ON = FALSE;
    int STICKY__AIM = TRUE; // AIM ASSIST
    int release=25;
    int _v= 23;
    define AIM_H=XB1_RX;//AIM HORIZONTAL
    define AIM_V=XB1_RY;//AIM VERTICAL
    define STRAFE=XB1_LX;


    // PRIMARY WEAPON:
    int AR_Primary = 22; // Antirecoil Vertical
    int ARH_Primary = 0; // AntiRecoil Horizontal
    int RF_Primary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Primary else set FALSE
    int RoF_Primary = 8; // Range: 1 to 25 RPS (Round/s)

    // SECONDARY WEAPON:
    int AR_Secondary = 24; // Antirecoil Vertical
    int ARH_Secondary = 0; // AntiRecoil Horizontal
    int RF_Secondary_onoff = FALSE; // Set TRUE to enable RapidFire by default on Secondary else set FALSE
    int RoF_Secondary = 10; // Range: 1 to 25 RPS (Round/s)



    ////////// Do not modify //////////


    define Off = 0;
    define Blue = 1;
    define Red = 2;
    define Green = 3;
    define Pink = 4;
    define SkyBlue = 5;
    define Yellow = 6;
    define White = 7;

    data(
    0,0,0,0, //0. Off
    2,0,0,0, //1. Blue
    0,2,0,0, //2. Red
    0,0,2,0, //3. Lime/Green
    0,0,0,2, //4. Fuchsia/Pink
    2,0,2,0, //5. SkyBlue
    0,2,2,0, //6. Yellow
    2,2,2,2 //7. White
    );


    int double_tap;
    int weapon;
    int handgun;

    int ARV;
    int ARH;
    int arv;
    int arh;

    int idx;

    int RATE_OF_FIRE;
    int hold_time;
    int rest_time;

    init {
    AR_Primary = get_pvar(SPVAR_1, -100, 100, 0); ARH_Primary = get_pvar(SPVAR_4, -100, 100, 0); RoF_Primary = get_pvar(SPVAR_7, 0, 25, 0);
    AR_Secondary = get_pvar(SPVAR_2, -100, 100, 0); ARH_Secondary = get_pvar(SPVAR_5, -100, 100, 0); RoF_Secondary = get_pvar(SPVAR_8, 0, 25, 0);


    }


    define FIRE_SENS = 97.5; // Sensitivity while shothing - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens

    define GEN_SENS = 92.1; // General sensitivity - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens


    define ADS_SENS = 105.5; // Sensitivity while aiming - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens

    define RUN_SENS = 86.1; // Sensitivity while running - Default: 100 - Range [0 ~ 327]
    // set a number below 100 for less sens - above 100 for more sens

    define MIDPOINT = 51.5; /** MIDPOINT - Default: 50 - Range [0 ~ 100] Carefully read below:
    If you set a number below 50 you are defining a zone of high sensitivity range when close to rest position
    (fast movements) and a low sensitivity range when far from rest position (better accuracy).
    if you set a number above 50 you are defining a zone of low sensitivity when close to the rest position
    (better accuracy), and a zone of high sensitivity when far from rest position (fast movements).**/



    main {
    if(get_val(XB1_LT))
    sensitivity(PS4_RX, 54, 98);
    sensitivity(PS4_RY, 58, 115);

    if(get_val(XB1_RT))
    sensitivity(PS4_RX, NOT_USE, 95);
    sensitivity(PS4_RY, NOT_USE, 112);

    if((get_val(PS4_RX)) && (get_val(PS4_RY) && (get_val(PS4_LY) && (get_val(PS4_LX)&& (!get_val(XB1_LT) && (!get_val(XB1_RT))))))) {
    sensitivity(PS4_RX, NOT_USE, 99);
    sensitivity(PS4_RY, NOT_USE, 104);}


    // FIRE SENS
    if(get_val(XB1_LT) && get_val(XB1_RT)) {
    sensitivity( 9, MIDPOINT, FIRE_SENS);
    sensitivity(10, MIDPOINT, FIRE_SENS);
    }
    // ADS SENS
    else if (get_val(XB1_LT)) {
    sensitivity( 9, MIDPOINT, ADS_SENS);
    sensitivity(10, MIDPOINT, ADS_SENS);
    } else {
    // GENERAL SENS
    sensitivity( 9, MIDPOINT, GEN_SENS);
    sensitivity(10, MIDPOINT, GEN_SENS);
    }
    // RUNNING SENS
    if(get_val(XB1_LS)) {
    sensitivity( 9, MIDPOINT, RUN_SENS);
    sensitivity(10, MIDPOINT, RUN_SENS);
    }
    if((get_val(7)) >= 100) {
    set_val(XB1_LS, 100);

    }

    if(event_press(PS4_TRIANGLE))
    combo_run(Vibrate1);

    deadzone(PS4_L2,PS4_R2,99,99);



    if(get_val(PS4_LY) <=-85 && !get_val(XB1_LT) && !get_val(XB1_RT))
    combo_run(Auto_Run);
    else
    combo_stop(Auto_Run);

    if (get_val(XB1_LT) && (!get_val(XB1_RS)))
    combo_run(Auto_RS);
    else
    combo_stop(Auto_RS);


    if(!get_val(PS4_L2))
    {
    if(event_press(XB1_X))
    combo_run(Reload);
    }
    }
    main{
    if(abs(get_val(XB1_RY)) <=5 && abs(get_val(XB1_RX)) <=5)
    {
    set_val(XB1_RY,0);
    set_val(XB1_RX,0);


    }
    if(abs(get_val(XB1_LY)) <=5 && abs(get_val(XB1_LX)) <=5 )
    {
    set_val(XB1_LY,0);
    set_val(XB1_LX,0);
    }


    //QUICK SHOT
    if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_SQUARE))
    {
    Quick_Shot_ON = !Quick_Shot_ON;
    if (Quick_Shot_ON) combo_run (Vibrate);
    if (!Quick_Shot_ON) combo_run (Vibrate1);
    }

    if(Quick_Shot_ON)
    {


    if(get_val(XB1_LT))
    set_val(XB1_RT, 100);
    }

    if(Quick_Shot_ON)
    combo_run(Flash3);




    //STRAFE SHOT
    if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CROSS))
    {
    Strafe_Shot_ON = !Strafe_Shot_ON;
    if (Strafe_Shot_ON) combo_run (Vibrate);
    if (!Strafe_Shot_ON) combo_run (Vibrate1);
    }

    if(Strafe_Shot_ON)
    {
    if(get_val(XB1_LT) && (get_val(XB1_RT)))
    combo_run(Strafe_Shot);
    else
    combo_stop(Strafe_Shot);


    }


    //CROUCH SHOT
    if((get_val(PS4_UP) && get_val(PS4_UP)) && event_press(PS4_CIRCLE))
    {
    Crouch_Shot_ON = !Crouch_Shot_ON;
    if (Crouch_Shot_ON) combo_run (Vibrate);
    if (!Crouch_Shot_ON) combo_run (Vibrate1);
    }

    if(Crouch_Shot_ON)
    {
    if(get_val(XB1_LT) && (get_val(XB1_RT)))
    combo_run(Crouch_Shot);
    else
    combo_stop(Crouch_Shot);


    }
    if(STICKY__AIM){
    if(get_val(XB1_LT))
    combo_run(AA_XY);
    else
    combo_stop(AA_XY);
    }
    set_val(TRACE_1, ARV);
    set_val(TRACE_2, ARH);
    set_val(TRACE_3, RATE_OF_FIRE);
    set_val(TRACE_5, weapon);




    if(double_tap)
    double_tap -= get_rtime();


    if(event_press(PS4_TRIANGLE) || (event_press(PS4_DOWN) && !get_val(PS4_L2)))
    {
    weapon=!weapon;
    handgun = FALSE;

    if(double_tap)
    {
    handgun = FALSE ;
    weapon = !weapon;
    }

    }


    if(get_val(PS4_L2) && get_val(PS4_OPTIONS))
    {
    set_pvar(SPVAR_1, AR_Primary); set_pvar(SPVAR_4, ARH_Primary); set_pvar(SPVAR_7, RoF_Primary);
    set_pvar(SPVAR_2, AR_Secondary); set_pvar(SPVAR_5, ARH_Secondary); set_pvar(SPVAR_8, RoF_Secondary);
    combo_run(Vibrate); combo_run(Flash); set_val(PS4_OPTIONS, 0)
    }

    if(get_val(PS4_L2) && get_val(PS4_R2))
    combo_run(AntiRecoil);
    else
    combo_stop(AntiRecoil);

    hold_time = 500 / RATE_OF_FIRE;
    rest_time = hold_time - 20;
    if(rest_time < 0) rest_time = 0;


    {
    if(!weapon)
    {
    AR_Primary = edit_val (0, PS4_L2, PS4_CROSS, AR_Primary, PS4_UP, PS4_DOWN, 0, 100);
    ARH_Primary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Primary, PS4_RIGHT, PS4_LEFT, -100, 100);


    if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
    RF_Primary_onoff = !RF_Primary_onoff;


    if(RF_Primary_onoff)
    {
    RoF_Primary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Primary, PS4_UP, PS4_DOWN, 0, 25);
    RF ();
    }
    }

    if(weapon)
    {
    AR_Secondary = edit_val (0, PS4_L2, PS4_CROSS, AR_Secondary, PS4_UP, PS4_DOWN, 0, 100);
    ARH_Secondary = edit_val (1, PS4_L2, PS4_CROSS, ARH_Secondary, PS4_RIGHT, PS4_LEFT, -100, 100);


    if(RF_toggle (PS4_L2, PS4_RIGHT, PS4_RIGHT))
    RF_Secondary_onoff = !RF_Secondary_onoff;


    if(RF_Secondary_onoff)
    {
    RoF_Secondary = edit_val (2, PS4_L2, PS4_CIRCLE, RoF_Secondary, PS4_UP, PS4_DOWN, 0, 25);
    RF ();
    }
    }
    }


    if(!weapon) LED(Blue);
    else LED(Green);
    }






    combo AA_XY {
    set_val(AIM_V,xy_val(AIM_V, _v));
    wait(20);
    set_val(AIM_H,xy_val(AIM_H, _v));
    set_val(STRAFE,xy_val(STRAFE, _v));
    wait(20);
    set_val(AIM_V,xy_val(AIM_V, _v * -1));
    wait(20);
    set_val(AIM_H,xy_val(AIM_H, _v * -1));
    set_val(STRAFE,xy_val(STRAFE, _v * -1));
    wait(20);
    }
    combo RAPID_FIRE {
    wait(hold_time);
    set_val(PS4_R2, 0);
    wait(rest_time);


    }
    combo Vibrate1 {
    set_rumble(RUMBLE_B, 100);
    wait(150);
    set_rumble(RUMBLE_B, 0);
    wait (150);
    set_rumble(RUMBLE_B, 100);
    wait(150);
    reset_rumble();


    }
    combo Vibrate {
    set_rumble(RUMBLE_A, 50);
    wait(300);
    reset_rumble();
    }

    combo Flash {
    wait(400);
    LED(Off);
    wait(400);
    }

    combo AntiRecoil {
    arv = get_val(10) + ARV;
    if(arv > 100) arv = 100;
    set_val(10, arv);
    arh = get_val(9) + ARH;
    if(arh > 100) arh = 100;
    set_val(9, arh);
    }
    combo Turbo_1 {
    set_val(XB1_X, 100);
    wait(550);
    set_val(XB1_X, 0);


    }
    combo Strafe_Shot{
    set_val(XB1_LX,100);
    wait(400);
    set_val(XB1_LX, -100);
    wait(400);


    }
    combo Crouch_Shot {
    set_val(XB1_B,100);
    }
    combo Flash3 {
    wait(600);
    LED(4);
    wait(700);
    }
    combo Auto_Run{
    set_val(XB1_LS, 100);
    wait(50);
    set_val(XB1_LS, 0);
    wait(100);
    }
    combo Auto_RS {
    set_val(XB1_RS, 100);
    wait(50);
    set_val(XB1_RS, 0);
    wait(32767);
    }
    combo Reload {
    set_val(XB1_LS, 0);
    wait(2200);
    set_val(XB1_LS, 100);
    }
    function edit_val (f_idx, f_btn1, f_btn2, f_var, f_inc, f_dec, f_min, f_max) {
    idx = f_idx;

    if(idx == 0)
    ARV = f_var;
    if(idx == 1)
    ARH = f_var;
    if(idx == 2)
    RATE_OF_FIRE = f_var;

    if(get_val(f_btn1) && get_lval(f_btn2))
    {
    if(event_press(f_inc))
    f_var += 1;
    if(event_press(f_dec))
    f_var -= 1;
    set_val(f_inc, 0); set_val(f_dec, 0);


    if(f_var < f_min)
    {
    f_var = f_min;
    combo_run(Vibrate);
    }
    if(f_var > f_max)
    {
    f_var = f_max;
    combo_run(Vibrate);
    }
    set_val(f_btn2, 0);
    }
    return f_var;
    }



    function RF_toggle (f_hbtn1, f_hbtn2, f_pbtn) {
    if((get_val(f_hbtn1) && get_val(f_hbtn2)) && event_press(f_pbtn))
    {
    combo_run(Vibrate);
    return TRUE;
    }
    return FALSE;
    }

    //#################################################################################################
    //
    // State machine variable
    //


    int Current_State = 0;
    int Aim_Abuse_State = 2;


    define Get_Last_Value = 0;
    define Get_Current_Value = 1;
    define Aim_Correction = 2;
    define Aim_Boost = 3;


    define Aim_Perfection_Limit = 95;


    //
    //#################################################################################################
    //######################################### Script variable #######################################
    //#################################################################################################
    //
    // Dont't change!
    //
    int X_Last_Value = 0;
    int Y_Last_Value = 0;
    int X_Current_Value = 0;
    int Y_Current_Value = 0;

    int mvt = 0;
    int Aim_Boost_Val = 0;
    int Aim_Correction_Val = 0;


    //
    //#################################################################################################
    //############################################# MAIN ##############################################
    //#################################################################################################
    //
    main
    {
    //update main every 8ms --> only for XB1
    // vm_tctrl(-2);

    //--LT pulled

    if(get_val(XB1_LT))
    {
    if (Current_State == Get_Last_Value)
    {
    X_Last_Value = get_lval(XB1_RX);
    Y_Last_Value = get_lval(XB1_RY);

    Current_State = Get_Current_Value;

    }
    else if (Current_State == Get_Current_Value)
    {
    X_Current_Value = get_val(XB1_RX);
    Y_Current_Value = get_val(XB1_RY);

    if(Aim_Abuse_State == Aim_Correction)
    {
    Current_State = Aim_Boost;
    }
    else
    {
    Current_State = Aim_Correction;
    }
    }
    if (Current_State == Aim_Boost)
    {
    //Applying BOOST
    //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
    Aim_Perfection(X_Last_Value, X_Current_Value, 1, 0, 1, 0 );
    Aim_Perfection(Y_Last_Value, Y_Current_Value, 1, 0, 0, 1 );

    Current_State = Get_Last_Value;
    Aim_Abuse_State = Aim_Boost;
    }
    else if (Current_State == Aim_Correction)
    {
    //Applying CORRECTION
    //Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS )
    Aim_Perfection(X_Last_Value, X_Current_Value, 0, 1, 1, 0 );
    Aim_Perfection(Y_Last_Value, Y_Current_Value, 0, 1, 0, 1 );

    Current_State = Get_Last_Value;
    Aim_Abuse_State = Aim_Correction;
    }
    }
    else //--LT not pulled
    {
    Current_State = Get_Last_Value;
    Aim_Abuse_State = Aim_Correction;
    }
    }
    //
    //#################################################################################################
    //############################################# FUNC ##############################################
    //#################################################################################################
    //

    function
    Aim_Perfection(Last_Value, Current_Value, Boost, Correction, X_AXIS, Y_AXIS)
    {
    mvt = abs(Last_Value) + abs(Current_Value);
    Aim_Boost_Val = ( mvt + 1 )/2; //Rounding integer division (instead of truncating)
    Aim_Correction_Val = Aim_Boost_Val + 4;

    if(Aim_Boost_Val >= 10)
    {
    Aim_Boost_Val = 10;
    Aim_Correction_Val = 14;
    }
    else if(Aim_Boost_Val == 0)
    {
    Aim_Boost_Val = 2
    Aim_Correction_Val = 4;
    }


    if(mvt < Aim_Perfection_Limit)
    {
    //--moving right
    if(Last_Value < Current_Value)
    {
    if (Boost)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value + Aim_Boost_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value + Aim_Boost_Val));
    }
    else if(Correction)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value - Aim_Correction_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value - Aim_Correction_Val));
    }
    }
    else //--moving left
    {
    if (Boost)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value - Aim_Boost_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value - Aim_Boost_Val));
    }
    else if(Correction)
    {
    if (X_AXIS)
    set_val(XB1_RX, (Current_Value + Aim_Correction_Val));

    if (Y_AXIS)
    set_val(XB1_RY, (Current_Value + Aim_Correction_Val));
    }
    }
    }
    }


    function RF () {
    combo_run(Flash);

    if(get_val(PS4_R2))
    combo_run(RAPID_FIRE);
    else
    combo_stop(RAPID_FIRE);
    }


    function LED(Colour) {
    set_led(LED_1,dbyte(Colour*4));
    set_led(LED_2,dbyte((Colour*4) + 1));
    set_led(LED_3,dbyte((Colour*4) + 2));
    set_led(LED_4,dbyte((Colour*4) + 3));
    }

    function xy_val(f_axis,f_val) {
    if(abs(get_val(f_axis)) < release)
    return f_val;
    return get_val(f_axis);
    }

  11. #641
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    hi guys who is really good at editing scripts? i can pay. pls let me know as i want a really good script

  12. #642
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Hi can someone please make me a warzone ps4 script with reciol control and aim assit with tactical layout
    primary grau (monolithic.tempus arc.commando.50 rounds)
    2nd mp5 (subsonic. merc foregrip.45 rounds. tac laser . ftac collapsible

  13. #643
    SILVER II

    User Info Menu

    Re: Modern Warfare Ultimate Support

    1. //Posted by Batts, a member of the Cronus Community - https://cronusmax.com/forums

    2. //Posted : Monday 22nd of June, 2020 17:22 CST6CDT



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

    4. //Posted : Saturday 23rd of March, 2019 11:43 UTC




    5. //WHEN YOU RUN THE SCRIPT FOR THE FIRST TIME HOLD LB/L1 THEN MENU/OPTIONS


    6. // HOLD LB/L1 THEN MENU/OPTIONS TO RESET TO DEFAULTS AT ANY TIME(2 rumbles)


    7. // When adjusting Anti-Recoil Values the device monitor will only show currently selected XY's


    8. /**************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************
    9. /**************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************
    10. --- NOOZBAR'S ULTIMATE ANTI-RECOIL SCRIPT --- v1.33


    11. DISPLAY CURRENT STATE OF TOGGLES ~ Hold A to view. 1 = On / 0 = Off

    12. *Device Monitor
    13. - Trace_1 = Rapid_Fire
    14. - Trace_2 = Auto_Ads
    15. - Trace_3 = Inverted
    16. - Trace_4 = Rate_of_Fire

    17. ADJUST ANTI-RECOIL VALUES IN-GAME

    18. ~ Hold LT/L2 then tap A/Cross. Controller will rumble once. Increase/Decrease 1st
    19. X/Y values by holding LT/L2 and using D-PAD. Weapon will only fire for 700ms. Hold
    20. LT/L2 and tap A/Cross to move to next X/Y. Controller will rumble twice. LT/L2 +
    21. D-PAD to adjust values. Weapon will only fire for 1200ms. Hold LT/L2 and tap A/Cross
    22. to move to next X/Y. Controller will rumble three times. LT/L2 + D-PAD to adjust
    23. values. LT/L2 + A/Cross to return to normal game mode (no rumble). Hold B then tap
    24. Menu/Options to save.

    25. * Anti_Recoil Adjust Mode LEDs
    26. - Blinking Blue = 1st X/Y
    27. - Blinking Pink = 2nd X/Y
    28. - Blinking Red = 3rd X/Y
    29. - Green = Normal Game Mode

    30. * Device Monitor
    31. - Trace_1 = 1st Y value
    32. - Trace_2 = 1st X value
    33. - Trace_3 = 2nd Y value
    34. - Trace_4 = 2nd X value
    35. - Trace_5 = 3rd Y value
    36. - Trace_6 = 3rd X value

    37. **display Device Monitor in Cronus Pro to view values
    38. **values will only be display in Adjust mode

    39. ADS SENSITIVITY (default 85) - Change ADS_SENS = 85; in Definations section. Higher value, faster movement. Lower value, slower movement.

    40. RAPID_FIRE (default off) - Hold A/Cross then tap RT/R2 to toggle on/off. One rumble = ON. Two rumbles = OFF.

    41. ADJUSTABLE RATE_of_FIRE IN-GAME (0-50)
    42. - Hold A/Cross then tap UP on d-pad to increase rate_of_fire. A/Cross then DOWN to
    43. decrease rate_of_fire

    44. AUTO ADS (default off) - Hold A/Cross then tap LT/L2 to toggle on/off. One rumble = ON. Two rumbles = OFF.

    45. INVERTED (default off) - Hold A/Cross then tap Left on d-pad. One rumble = On. Two rumbles = OFF.

    46. ANTI-RECOIL TIMES - Change AR_1_TIME, AR_2_TIME, AR_3_TIME in Definitions section

    47. SAVE Hold B then press Menu/Options to "SAVE". Controller rumbles twice.


    48. ***************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************
    49. *****************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************IT'S RECOMMENDED THAT YOU TURN DEVICE MONITOR OFF AFTER SET-UP*******************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************
    50. **********************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************DEVICE MONITOR CAN FREEZE AFTER EXTENDED GAME PLAY.**************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************
    51. ***************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************************

    52. *///-----------------------------------------------------------------------------------------------

    53. //--DEFINATIONS




    54. //--Sensitivity
    55. ////////////////////////////////////////////////////////////////////////////////////////////////////
    56. //////////////////////////////////// CHANGE THESE VALUES FOR SENSITIVITY ///////////////////////////
    57. //////////////////////////////////// GEN_SENS - WHEN NOT AIMING ///////////////////////////
    58. //////////////////////////////////// ADS_SENS - WHEN AIMING DOWN SIGHTS ///////////////////////////
    59. define GEN_SENS = 100;
    60. define ADS_SENS = 90;
    61. define midpoint = NOT_USE;
    62. ////////////////////////////////////////////////////////////////////////////////////////////////////
    63. ////////////////////////////////////////////////////////////////////////////////////////////////////
    64. ////////////////////////////////////////////////////////////////////////////////////////////////////
    65. ////////////////////////////////////////////////////////////////////////////////////////////////////
    66. //--Controls
    67. define VIEW = 1;
    68. define MENU = 2;
    69. define RB = 3;
    70. define RT = 4;
    71. define RS = 5;
    72. define LB = 6;
    73. define LT = 7;
    74. define LS = 8;
    75. define RX = 9;
    76. define RY = 10;
    77. define LX = 11;
    78. define LY = 12;
    79. define UP = 13;
    80. define DOWN = 14;
    81. define LEFT = 15;
    82. define RIGHT = 16;
    83. define Y = 17;
    84. define B = 18;
    85. define A = 19;
    86. define X = 20;
    87. define URP = 24;
    88. define LRP = 25;
    89. define ULP = 26;
    90. define LLP = 27;

    91. //--Anti-Recoil

    92. define AR_1_TIME = 100;
    93. define AR_2_TIME = 700;
    94. define AR_3_TIME = 1200;

    95. // -- LEDs
    96. define Off = 0;
    97. define Green = 1;
    98. define Blue = 2;
    99. define Pink = 3;
    100. define Red = 4;
    101. define SkyBlue = 5;
    102. define Yellow = 6;
    103. define White = 7;

    104. //--DATA
    105. data(
    106. 0,0,0,0, // Off
    107. 0,0,2,0, // Green
    108. 2,0,0,0, // Blue
    109. 0,0,0,2, // Pink
    110. 0,2,0,0, // Red
    111. 2,0,2,0, // SkyBlue
    112. 0,2,2,0, // Yellow
    113. 2,2,2,2 // White
    114. );

    115. //--VARIABLES

    116. //--Toggles
    117. int inverted;
    118. int rapid_fire;
    119. int auto_ads;

    120. //--CMP Colors
    121. int led_color;

    122. //--Anti-Recoil
    123. int ANTI_RECOIL_Y[4];
    124. int ANTI_RECOIL_X[4];
    125. int anti_recoil_y;
    126. int anti_recoil_x;
    127. int ar_idx;
    128. int btn_time;

    129. //--Rapid Fire
    130. int rf_hold;
    131. int rf_wait;
    132. int rof;

    133. //--Misc
    134. int rumble_num;
    135. int delay;

    136. //--INITIALIZATION
    137. init {

    138. //--Load Saved Values
    139. //--Anti_Recoil
    140. ANTI_RECOIL_Y[1] = get_pvar(SPVAR_1,-100,100, 20);
    141. ANTI_RECOIL_X[1] = get_pvar(SPVAR_2,-100,100, -5);
    142. ANTI_RECOIL_Y[2] = get_pvar(SPVAR_3,-100,100, 25);
    143. ANTI_RECOIL_X[2] = get_pvar(SPVAR_4,-100,100, -8);
    144. ANTI_RECOIL_Y[3] = get_pvar(SPVAR_5,-100,100, 28);
    145. ANTI_RECOIL_X[3] = get_pvar(SPVAR_6,-100,100,-10);
    146. //Toggles
    147. rapid_fire = get_pvar(SPVAR_7, 0,1,0);
    148. auto_ads = get_pvar(SPVAR_8, 0,1,0);
    149. inverted = get_pvar(SPVAR_9,0,1,0);
    150. rof = get_pvar(SPVAR_10,0,25,13);

    151. //--CMP Color
    152. led_color = Green;
    153. color_led(led_color);
    154. }//--end of init


    155. //--MAIN BLOCK
    156. main {

    157. // Toggles
    158. //--hold a to display toggles
    159. if(get_val(A)) {
    160. btn_time = get_ptime(A);
    161. //--device monitor
    162. if (btn_time > 400) {
    163. display(rapid_fire,auto_ads,inverted,rof,0,0);
    164. led_color = SkyBlue;
    165. color_led(led_color); }
    166. //--rate of fire
    167. if (event_press(UP)) {
    168. rof = rof + 1
    169. if (rof > 50) rof = 50; }
    170. if(event_press(DOWN)) {
    171. rof = rof - 1
    172. if (rof < 0) rof = 0; }
    173. //--rapid_fire
    174. if(event_press(RT)) {
    175. rapid_fire = !rapid_fire;
    176. notify(rapid_fire); }
    177. //--auto_ads
    178. if(event_press(LT)) {
    179. auto_ads = !auto_ads
    180. notify(auto_ads); }
    181. //--inverted
    182. if(event_press(LEFT)) {
    183. inverted = !inverted
    184. notify(inverted); }
    185. }//--exit
    186. if(event_release(A) && !get_val(LT)) combo_run(GAME_MODE);

    187. //--Adjust Anti_Recoil Values
    188. if (get_val(LT)) {
    189. combo_run(SENS_ADS);
    190. //--array pointer
    191. if (event_press(A)) {
    192. ar_idx = ar_idx + 1;
    193. //--exit & reset
    194. if (ar_idx > 3) {
    195. combo_run(GAME_MODE);
    196. ar_idx = 0; }
    197. //--cmp colors
    198. if (ar_idx) {
    199. led_color = ar_idx + 1;
    200. color_led(led_color);
    201. //--rumble
    202. notify(ar_idx); }
    203. }
    204. //--dpad up
    205. if (event_press(UP) && ar_idx) {
    206. if (inverted) ANTI_RECOIL_Y[ar_idx] = ANTI_RECOIL_Y[ar_idx] + 1;
    207. else ANTI_RECOIL_Y[ar_idx] = ANTI_RECOIL_Y[ar_idx] - 1; }
    208. //--dpad down
    209. if (event_press(DOWN) && ar_idx) {
    210. if (inverted) ANTI_RECOIL_Y[ar_idx] = ANTI_RECOIL_Y[ar_idx] - 1;
    211. else ANTI_RECOIL_Y[ar_idx] = ANTI_RECOIL_Y[ar_idx] + 1; }
    212. //--dpad left
    213. if (event_press(LEFT) && ar_idx)
    214. ANTI_RECOIL_X[ar_idx] = ANTI_RECOIL_X[ar_idx] - 1;
    215. //--dpad right
    216. if (event_press(RIGHT) && ar_idx)
    217. ANTI_RECOIL_X[ar_idx] = ANTI_RECOIL_X[ar_idx] + 1;
    218. //--device monitor
    219. if (get_ptime(LT) > 300) {
    220. if(led_color == Blue) display(ANTI_RECOIL_Y[1],ANTI_RECOIL_X[1],0,0,0,0);
    221. if(led_color == Pink) display(0,0,ANTI_RECOIL_Y[2],ANTI_RECOIL_X[2],0,0);
    222. if(led_color == Red) display(0,0,0,0,ANTI_RECOIL_Y[3],ANTI_RECOIL_X[3]);
    223. if(led_color == Green)display(ANTI_RECOIL_Y[1],ANTI_RECOIL_X[1],ANTI_RECOIL_Y[2],
    224. ANTI_RECOIL_X[2],ANTI_RECOIL_Y[3],ANTI_RECOIL_X[3]);
    225. }
    226. }
    227. //--clear device monitor
    228. if (event_release(LT) && TRACE_1) display(0,0,0,0,0,0);


    229. //--Right Trigger
    230. if(get_val(RT)) {
    231. combo_run(SENS_ADS);
    232. //--timer for trigger held
    233. btn_time = get_ptime(RT);
    234. //--run time
    235. if(!ar_idx || ar_idx == 3 || (ar_idx == 1 && btn_time <= AR_2_TIME) ||
    236. (ar_idx == 2 && btn_time <= AR_3_TIME)) {
    237. //--100 - 700ms
    238. if(btn_time >= AR_1_TIME) {
    239. ANTI_RECOIL_Y[0] = ANTI_RECOIL_Y[1];
    240. ANTI_RECOIL_X[0] = ANTI_RECOIL_X[1]; }
    241. //--0 - 99ms
    242. else {
    243. ANTI_RECOIL_Y[0] = 0;
    244. ANTI_RECOIL_X[0] = 0; }
    245. //--700 - 1200ms
    246. if(btn_time >= AR_2_TIME) {
    247. ANTI_RECOIL_Y[0] = ANTI_RECOIL_Y[2];
    248. ANTI_RECOIL_X[0] = ANTI_RECOIL_X[2]; }
    249. //--1200 - release
    250. if(btn_time >= AR_3_TIME) {
    251. ANTI_RECOIL_Y[0] = ANTI_RECOIL_Y[3];
    252. ANTI_RECOIL_X[0] = ANTI_RECOIL_X[3]; }
    253. //--auto ads
    254. if (auto_ads && !get_val(LT))
    255. set_val(LT,100);
    256. //--hair trigger
    257. set_val(RT,100);
    258. //--rapid fire
    259. if(rapid_fire){
    260. rf_hold = 500 / rof;
    261. rf_wait = rf_hold - 20;
    262. if(rf_wait < 0) rf_wait = 0;
    263. combo_run(RAPID_FIRE); }
    264. //--anti-recoil
    265. combo_run(ANTI_RECOIL);
    266. //--stop firing sequence
    267. } else {
    268. set_val(RT,0);
    269. block(RT,100);
    270. combo_stop(ANTI_RECOIL);}
    271. }
    272. //--anti-recoil release
    273. if(abs(get_val(RY)) > ANTI_RECOIL_Y[0] + 5 || abs(get_val(RX)) > ANTI_RECOIL_Y[0] + 5 ||
    274. abs(get_val(LX)) > ANTI_RECOIL_Y[0] + 5 || abs(get_val(LY)) > ANTI_RECOIL_Y[0] + 5)
    275. combo_stop(ANTI_RECOIL);
    276. //--blink leds
    277. if (led_color != Green) combo_run(BLINK);
    278. //reset
    279. if(get_val(LB) && event_press(MENU)) combo_run(RESET_XY);
    280. //--save
    281. if (get_val(B) && event_press(MENU))combo_run(SAVE_ALL);

    282. if (event_release(RT) || event_release(LT)) combo_run(SENS_GEN);

    283. }//--end of main

    284. //--COMBOs

    285. combo RAPID_FIRE {
    286. set_val(RT,100);
    287. wait(rf_hold);
    288. set_val(RT,0);
    289. wait(rf_wait);
    290. set_val(RT,0);
    291. }
    292. combo ANTI_RECOIL {
    293. anti_recoil_y = get_val(RY) + ANTI_RECOIL_Y[0];
    294. if(anti_recoil_y > 100) anti_recoil_y = 100;
    295. set_val(RY, anti_recoil_y);
    296. anti_recoil_x = get_val(RX) + ANTI_RECOIL_X[0];
    297. if(anti_recoil_x > 100) anti_recoil_x = 100;
    298. set_val(RX, anti_recoil_x);
    299. }
    300. combo SENS_GEN {
    301. sensitivity(RX, midpoint, GEN_SENS);
    302. sensitivity(RY, midpoint, GEN_SENS);
    303. }


    304. // ADS SENSITIVITY
    305. combo SENS_ADS {
    306. sensitivity(RX, midpoint, ADS_SENS);
    307. sensitivity(RY, midpoint, ADS_SENS);
    308. }
    309. combo BLINK {
    310. wait(500);
    311. color_led(Off);
    312. wait(50);
    313. color_led(led_color);
    314. }
    315. combo GAME_MODE {
    316. led_color = Green;
    317. color_led(led_color);
    318. display(0,0,0,0,0,0);
    319. }
    320. combo SAVE_ALL {
    321. set_pvar(SPVAR_1 , ANTI_RECOIL_Y[1]);
    322. set_pvar(SPVAR_2 , ANTI_RECOIL_X[1]);
    323. set_pvar(SPVAR_3 , ANTI_RECOIL_Y[2]);
    324. set_pvar(SPVAR_4 , ANTI_RECOIL_X[2]);
    325. set_pvar(SPVAR_5 , ANTI_RECOIL_Y[3]);
    326. set_pvar(SPVAR_6 , ANTI_RECOIL_X[3]);
    327. set_pvar(SPVAR_7 , rapid_fire);
    328. set_pvar(SPVAR_8 , auto_ads);
    329. set_pvar(SPVAR_9, inverted);
    330. set_pvar(SPVAR_10, rof);
    331. notify(2);
    332. }
    333. combo RESET_XY {
    334. ANTI_RECOIL_Y[1] = 20;
    335. ANTI_RECOIL_X[1] = -5;
    336. ANTI_RECOIL_Y[2] = 25;
    337. ANTI_RECOIL_X[2] = -8;
    338. ANTI_RECOIL_Y[3] = 28;
    339. ANTI_RECOIL_X[3] = -10;
    340. rapid_fire = FALSE;
    341. auto_ads = FALSE;
    342. inverted = FALSE;
    343. rof = 13;
    344. combo_run(SAVE_ALL);


    345. }
    346. //--Loop to Rumble Controller
    347. combo NOTIFY {
    348. delay = rumble_num * 400;
    349. rumble();
    350. wait(5);
    351. wait(delay);
    352. }
    353. combo RUMBLE {
    354. set_rumble(RUMBLE_A,100);
    355. wait(300);
    356. reset_rumble();
    357. wait(100);
    358. rumble_num = rumble_num - 1;
    359. rumble_2();
    360. }
    361. combo RUMBLE_2 {
    362. set_rumble(RUMBLE_A,100);
    363. wait(300);
    364. reset_rumble();
    365. wait(100);
    366. rumble_num = rumble_num - 1;
    367. rumble();
    368. }
    369. function notify(rum_num) {
    370. if (ar_idx) rumble_num = ar_idx;
    371. else if (!rum_num) rumble_num = 2;
    372. else if (rum_num) rumble_num = rum_num;
    373. combo_run(NOTIFY);
    374. }
    375. function rumble() {
    376. if (rumble_num) combo_run(RUMBLE); }
    377. function rumble_2() {
    378. if (rumble_num) combo_run(RUMBLE_2); }
    379. //-----------------------------------------------
    380. function display(var1,var2,var3,var4,var5,var6) {
    381. set_val(TRACE_1, var1);
    382. set_val(TRACE_2, var2);
    383. set_val(TRACE_3, var3);
    384. set_val(TRACE_4, var4);
    385. set_val(TRACE_5, var5);
    386. set_val(TRACE_6, var6);
    387. }
    388. function color_led(colour) {
    389. set_led(LED_1, dbyte(colour * 4));
    390. set_led(LED_2, dbyte((colour * 4) + 1));
    391. set_led(LED_3, dbyte((colour * 4) + 2));
    392. set_led(LED_4, dbyte((colour * 4) + 3));
    393. }

      can I get this script without the rapid fire and the RoF in it? All I want is the ADS & anti-recoil.

  14. #644
    SILVER I

    User Info Menu

    Question NEWBIE need help..

    With every modpack I load, i can't get the mods to accually work. The cronusmax flashes the appropriate colors and the controller vibrates appropriately as I do my quick toggle inputs. Everything works as it is described by the mod creator but when I test the mod (rapid fire, anti recoil, ect) it doesn't work in game..... anyone know when I'm doing wrong here?

  15. #645
    SILVER II

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Hello guys I love the warzone pro pack the anti recoil is amazing it is all already set! layout and how to select stuff is brilliant I think it just lacks in the aim assist part is anyone on here able to put in like polar aim assist into the warzone pro pack for zen? That would be sick and no doubt the best pack in my eyes!

  16. #646
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Alright, i managed to finally hook up the cronusmax while the game is playing. I was in multiplayer. I tried to reset the toggle, then turn it on with the OPTIONS/D PAD UP .

    but im getting nothing, no rainbow colors. i pressed the cronus max button to Slot 1. and repeated. still no success..


    what am i doing wrong

  17. #647
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    can someone add easy plates and quick revive to this script and it will be perfect


    //Posted by glitchh, a member of the Cronus Community - https://cronusmax.com/forums

    //Posted : Sunday 28th of June, 2020 14:32 CST6CDT



    /*
    = = = = = = = = = = = = = = = = = = =
    = /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ =
    = /\/\/\ Made By ItzSnack /\/\/\ =
    = /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ =
    = = = = = = = = = = = = = = = = = = =


    ===================
    === Version 2.4 ===
    ===================

    ================
    === FEATURES ===
    ================
    Aim Assist
    Anti Recoil
    Auto Run
    Rapid Fire
    Burst Fire
    Drop Shot
    Jump On Shot
    Drop On Shot
    Prone On Shot
    Super Sprint
    Strafe
    Hold Breath
    Hair Trigger
    Custom Sensitivity


    =================
    === Important ===
    ========================================================================
    === Recommended you read all the text below to understand everything ===
    ========================================================================

    =====================
    === Reset Toggles ===
    ==================================================
    === OPTIONS/MENU + SHARE/VIEW To Reset Toggles ===
    ==================================================

    ===================
    === Toggle Menu ===
    =============================================================================================================
    === Before being able to turn ON/OFF toggles you will have to open the toggle menu by doing the following ===
    === OPTIONS/MENU + D-PAD UP ===
    === When ON your LED will flash Rainbow now you able to turn on any features you want ===
    === After you done make sure to disable the toggle menu ===
    === Your LED will be Black when your out of the toggle menu ===
    =============================================================================================================

    ===============================================================================
    === TOGGLES YOU CAN ACTIVATE ===
    ===============================================================================
    === Hold L2/LT And Press R3/RS For Rapid Fire ===
    === 1 Rumble = ON 2 = OFF ===
    ===============================================================================
    === Hold L2/LT And Press L1/LB For Burst Fire ===
    === 1 Rumble = ON 2 = OFF ===
    ===============================================================================
    === Hold L2/LT And Press UP For Jump On Shot ===
    === 1 Rumble = ON 2 = OFF ===
    ===============================================================================
    === Hold L2/LT And Press DOWN For Drop Shot ===
    === 1 Rumble = ON 2 = OFF ===
    ===============================================================================
    === Hold L2/LT And Press LEFT For Strafe ===
    === 1 Rumble = ON 2 = OFF ===
    ===============================================================================
    === Hold L2/LT And Press RIGHT For Drop On Shot ===
    === 1 Rumble = ON 2 = OFF ===
    ===============================================================================
    === Hold L2/LT And Press TRIANGLE/Y For Prone On Shot ===
    === 1 Rumble = ON 2 = OFF ===
    ===============================================================================
    === Hold L2/LT And Press R1/RB For Anti Recoil ===
    === 1 Rumble = ON 2 = OFF ===
    === Hold CROSS/A And Press UP For +1 to Anti Recoil and DOWN For -1 ===
    === Hold CROSS/A And Press RIGHT For +1 to Horizontal and LEFT For -1 ===
    === Heavy Rumble = Increase Light Rumble = Decrease ===
    ===============================================================================
    */


    //Layout
    define PS = 0;
    define SHARE = 1;
    define OPTIONS = 2;
    define R1 = 3;
    define R2 = 4;
    define R3 = 5;
    define L1 = 6;
    define L2 = 7;
    define L3 = 8;
    define RX = 9;
    define RY = 10;
    define LX = 11;
    define LY = 12;
    define UP = 13;
    define DOWN = 14;
    define LEFT = 15;
    define RIGHT = 16;
    define TRIANGLE = 17;
    define CIRCLE = 18;
    define CROSS = 19;
    define SQUARE = 20
    define TOUCHPAD = 27;

    //Customize
    int Flipped = OFF; //Change OFF TO ON If you play with Flipped Triggers
    int AS = ON; //Change ON TO OFF If you don't want Aim Assist
    int RUN = ON; //Change ON TO OFF If you don't want Auto Run
    int HT = ON; //Change ON TO OFF If you don't want Hair Trigger
    int CS = ON; //Change ON TO OFF If you don't want Custom Sensitivity
    int HB = ON; //Change ON TO OFF If you don't want Hold Breath
    int SS = ON; //Change OFF TO ON If you want Super Sprint
    int CR = ON; //Change OFF TO ON If you want Auto Run Cancel when Reloading

    //Customize Toggles
    int AR_Toggle = ON; //Change OFF TO ON If you want Anti Recoil ON By Default
    int RF_Toggle = OFF; //Change OFF TO ON If you want Rapid Fire ON By Defualt
    int BF_Toggle = OFF; //Change OFF TO ON If you want Burst Fire ON By Defualt
    int DS_Toggle = OFF; //Change OFF TO ON If you want Drop Shot ON By Defualt
    int Strafe_Toggle = OFF; //Change OFF TO ON If you want Strafe ON By Defualt
    int JOS_Toggle = OFF; //Change OFF TO ON If you want Jump On Shot ON By Defualt
    int COS_Toggle = OFF; //Change OFF TO ON If you want Crouch On Shot ON By Defualt
    int PS_Toggle = OFF; //Change OFF TO ON If you want Prone On Shot ON By Defualt

    //Custom Buttons
    int Crouch_Button = CIRCLE; //Your crouch button

    //Speed Of Features
    int RF_Speed = 40; //Rapid Fire Speed
    int BF_Speed = 340; //Burst Fire Speed
    int DS_Speed = 60; //Drop Shot Speed
    int Prone_Speed = 80; //How long until you prone when shooting
    /*NOTE:
    Higher values = Slower
    Lower values = Faster*/

    //Custom Sensitivity
    int GEN_SENS = 100;
    int ADS_SENS = 100;
    int FIRE_SENS = 100;
    int ADS_FIRE_SENS = 100;
    int GRENADE_SENS = 100;
    /*NOTE:
    Default = 100
    Ranges from 0 to 327*/

    //Anti Recoil
    int AR = 20; //Anti Recoil
    int AR_I = 1; //Change 1 to -1 If you play with Inverted Anti Recoil

    //Aim Assist
    int AP = 18;
    int AM = -18;
    int Delay = 20
    int Release = 19;
    /*NOTE:
    Increase AP & AM For more Assist but it can cause shake
    Decrease AP & AM If you feel shake and don't like it
    Release Is recommended to be 1 higher than AP & AM*/

    //Strafe
    int RIGHT_Speed = 200; //How long to go RIGHT
    int LEFT_Speed = 200; //How long to go LEFT

    //Toggles
    int ARS;
    int AR_HZ;
    int SP = ON;
    int USE_SENS;
    int Remove_Block;
    int Toggle_Menu;
    int Toggle_Rumble;


    main {

    if(get_val(OPTIONS) && event_press(SHARE)) {
    RF_Toggle = OFF;
    BF_Toggle = OFF;
    JOS_Toggle = OFF;
    DS_Toggle = OFF;
    COS_Toggle = OFF;
    Strafe_Toggle = OFF;
    PS_Toggle = OFF;
    AR_Toggle = OFF;
    Toggle_Menu = OFF;
    combo_run(Menu_Rumble);}

    if(CS)
    if(!get_val(L2) && !get_val(R2)) {
    USE_SENS=GEN_SENS;}
    else if(get_val(L2) && !get_val(R2)) {
    USE_SENS=ADS_SENS;}
    else if(!get_val(L2) && get_val(R2)) {
    USE_SENS=FIRE_SENS;}
    else if(get_val(L2) && get_val(R2)) {
    USE_SENS=ADS_FIRE_SENS;}
    else if(get_val(R1)) {
    USE_SENS=GRENADE_SENS;}
    sensitivity(RY,NOT_USE,USE_SENS);
    sensitivity(RX,NOT_USE,USE_SENS);

    LED(0,0,0,0);

    if(Flipped) {
    swap(R1,R2);
    swap(L1,L2);}

    if(HT)
    deadzone(L2,R2,100,100);
    if(HB)
    if(get_val(L2)) set_val(L3,100);
    if(HB)
    if(get_val(LY) <-90 && get_val(L2) && get_ptime(L2) > 200) combo_stop(CH);
    if(HB)
    if(event_press(L2)) combo_run(CH);
    if(HB)
    if(get_val(L2) && get_lval(L3)) set_val(L3,0);
    if(RUN)
    if(get_val(LY)<-90 && !get_val(L2)) set_val(L3,100);
    if(SS == ON && get_val(L2)) combo_stop(SS);
    if(SS)
    if(SP && get_val(LY)<-90) combo_run(SS);
    if(get_val(LY)>-90) SP = ON;

    if(AS)
    if(get_val(L2)) combo_run(AS);

    if(AR_Toggle)
    if(get_val(L2) && get_val(R2))
    combo_run(AR);

    if(RF_Toggle && get_val(R2))
    combo_run(RF);

    if(BF_Toggle && get_val(R2))
    combo_run(BF);

    if(COS_Toggle && event_press(R2))
    combo_run(COS);

    if(JOS_Toggle && event_press(R2))
    combo_run(JOS);

    if(DS_Toggle && get_val(R2))
    combo_run(DS);

    if(Strafe_Toggle && get_val(L2) && get_val(R2))
    combo_run(Strafe);else combo_stop(Strafe);

    if(PS_Toggle && get_val(R2) && get_ptime(R2) > Prone_Speed)
    set_val(CIRCLE,100);

    if(get_val(OPTIONS) && event_press(UP)) {
    Toggle_Menu=!Toggle_Menu;
    Toggle_Rumble=!Toggle_Rumble;}
    if(Toggle_Rumble)
    combo_run(Menu_Rumble);

    if(Toggle_Menu) {
    combo_run(Rainbow_Flash);

    if(get_val(L2) && event_press(R3)) {
    RF_Toggle=!RF_Toggle;
    if(RF_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}

    if(get_val(L2) && event_press(L1)) {
    BF_Toggle=!BF_Toggle;
    if(BF_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}


    if(get_val(L2) && event_press(UP)) {
    JOS_Toggle=!JOS_Toggle;
    if(JOS_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}

    if(get_val(L2) && event_press(DOWN)) {
    DS_Toggle=!DS_Toggle;
    if(DS_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}

    if(get_val(L2) && event_press(RIGHT)) {
    COS_Toggle=!COS_Toggle;
    if(COS_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}

    if(get_val(L2) && event_press(LEFT)) {
    Strafe_Toggle=!Strafe_Toggle;
    if(Strafe_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}

    if(get_val(L2) && event_press(TRIANGLE)) {
    PS_Toggle=!PS_Toggle;
    if(PS_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}

    if(get_val(L2) && event_press(R1)) {
    AR_Toggle=!AR_Toggle;
    if(AR_Toggle) combo_run(Flash_ON);
    else combo_run(Flash_OFF);}

    if(get_val(CROSS)) {
    if(event_press(UP)) {
    AR = AR + 1;
    combo_run(Increase);}
    if(event_press(DOWN)) {
    AR = AR - 1;
    combo_run(Decrease);}
    if(event_press(RIGHT)) {
    AR_HZ = AR_HZ + 1;
    combo_run(Increase);}
    if(event_press(LEFT)) {
    AR_HZ = AR_HZ - 1;
    combo_run(Decrease);}
    set_val(UP,0);set_val(DOWN,0);set_val(RIGHT,0);set_val(LEFT,0);}

    if(get_val(L2)) {
    if(event_press(UP)) {
    Remove_Block=!Remove_Block;}
    if(event_press(RIGHT)) {
    Remove_Block=!Remove_Block;}
    if(event_press(DOWN)) {
    Remove_Block=!Remove_Block;}
    if(event_press(LEFT)) {
    Remove_Block=!Remove_Block;}
    if(event_press(R3)) {
    Remove_Block=!Remove_Block;}
    if(event_press(TRIANGLE)) {
    Remove_Block=!Remove_Block;}
    if(event_press(R1)) {
    Remove_Block=!Remove_Block;}
    if(event_press(L1)) {
    Remove_Block=!Remove_Block;}
    set_val(UP,0);set_val(RIGHT,0);set_val(DOWN,0);set_val(LEFT,0);set_val(R3,0);set_val(TRIANGLE,0);set_val(R1,0);set_val(L1,0);}}
    if(get_val(OPTIONS)) {
    if(event_press(SHARE)) {
    Remove_Block=!Remove_Block;}
    set_val(SHARE,0);}


    if(abs(get_val(RY)) > AR + 2 || abs(get_val(RX)) > AR + 2) {
    combo_stop(AR);}}

    combo AR {
    ARS = get_val(RY) + AR;
    if(ARS > 100) ARS = 100;
    set_val(RY,ARS * AR_I);
    ARS = get_val(RX) + AR_HZ;
    if(ARS > 100) ARS = 100;
    set_val(RX,ARS);}

    combo AS {
    set_val(RY,a_f(RY,AP));
    wait(Delay)
    set_val(RX,a_f(RX,AP));
    wait(Delay)
    set_val(RY,a_f(RY,AM));
    wait(Delay)
    set_val(RX,a_f(RX,AM));
    wait(Delay)}


    function a_f(p,m) {
    if(abs(get_val(p)) < Release)
    return m;
    return get_val(p);}

    combo DS {
    set_val(Crouch_Button,100);
    wait(40);
    set_val(Crouch_Button,0);
    wait(DS_Speed);}

    combo CH {
    set_val(L3,0);
    wait(60);
    set_val(L3,100);
    wait(110);
    set_val(L3,0);
    wait(110);}

    combo COS {
    set_val(Crouch_Button,100);
    wait(100);}

    combo JOS {
    set_val(CROSS,100);
    wait(100);}

    combo SS {
    set_val(L3,100);
    wait(40);
    set_val(L3,0);
    wait(40);
    SP = OFF;}


    combo Strafe {
    set_val(11,100);
    wait(RIGHT_Speed);
    set_val(11,-100);
    wait(LEFT_Speed);}

    combo RF {
    set_val(R2,100);
    wait(40);
    set_val(R2,0);
    wait(RF_Speed);}

    combo BF {
    set_val(R2,100);
    wait(40);
    set_val(R2,0);
    wait(100);
    set_val(R2,100);
    wait(40);
    set_val(R2,0);
    wait(100);
    set_val(R2,100);
    wait(40);
    set_val(R2,0);
    wait(BF_Speed);}

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

    combo Decrease {
    set_rumble(RUMBLE_B,100);
    wait(50);
    reset_rumble();}

    combo Menu_Rumble {
    set_rumble(RUMBLE_B,100);
    wait(200);
    reset_rumble();
    Toggle_Rumble = OFF;}

    combo Rainbow_Flash {
    LED(2,0,2,0);
    wait(100);
    LED(0,0,0,0);
    wait(100);
    LED(0,0,0,2);
    wait(100);
    LED(0,0,0,0);
    wait(100);
    LED(0,2,2,0);
    wait(100);
    LED(0,0,0,0);
    wait(100);}

    combo Flash_ON {
    LED(0,0,2,0);
    set_rumble(RUMBLE_A,100);
    wait(400);
    reset_rumble();
    reset_leds();}

    combo Flash_OFF {
    LED(0,2,0,0);
    set_rumble(RUMBLE_B,100);
    wait(200);
    reset_rumble();
    LED(0,0,0,0);
    wait(100);
    set_rumble(RUMBLE_B,100);
    LED(0,2,0,0);
    wait(200);
    reset_rumble();
    reset_leds();}

    function LED(a,b,c,d) {
    set_led(LED_1,a);
    set_led(LED_2,b);
    set_led(LED_3,c);
    set_led(LED_4,d);}

    define ON = TRUE;
    define OFF = FALSE;

  18. #648
    SILVER I

    User Info Menu

    Re: Modern Warfare Ultimate Support

    Bonjour à tous

    Je poste ce message parce que j'ai du mal à ajuster la sensibilité de mes armes dans cod Warzone, par exemple, je joue beaucoup au Bruen mk9 et je ne sais pas comment le régler pour ne plus avoir de recul sur cette arme et je ne sais pas également comment activer l'aide à la visée, j'ai acheté le cronus zen, Pouvez-vous m'aider? Merci beaucoup. Bonne journée à vous.

    Salutations Dougdoug

    Good morning all

    I post this message because I find it difficult to adjust the sensitivity of my weapons in cod Warzone, for example, I play a lot with Bruen mk9 and I don't know how to adjust it so as not to have more recoil on this weapon and I also do not know how to activate the aiming aid, I bought the Zen cronus, Can you help me? Thank you so much. Good day to you.

    Greetings Dougdoug

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