//Posted by ItzSnack, a member of the Cronus Community - https://cronusmax.com/forums //Posted : Wednesday 15th of July, 2020 14:22 CST6CDT /* = = = = = = = = = = = = = = = = = = = = /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ = = /\/\/\ Made By ItzSnack /\/\/\ = = /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ = = = = = = = = = = = = = = = = = = = = =============================== === Modern Warfare Ultimate === =============================== =================== === Version 3.0 === =================== ================ === FEATURES === ================ Aim Assist Anti Recoil Akimbo Rapid Fire Rapid Fire Burst Fire Drop Shot Jump On Shot Drop On Shot Prone On Shot Hold Breath Hair Trigger Custom Sensitivity ================= === Important === ======================================================================== === Recommended you read all the text below to understand everything === ======================================================================== ====================== === In-Game Layout === =========================================== === Tactical - Can be adjusted in Layout === =========================================== ===================== === 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 SQUARE/X For Akimbo Rapid Fire === === 1 Rumble = ON 2 = OFF === =============================================================================== === 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 RIGHT For Drop On Shot === === 1 Rumble = ON 2 = OFF === =============================================================================== === Hold L2/LT And Press LEFT 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 === =============================================================================== */ define ON = TRUE; define OFF = FALSE; //Layout define PS = PS4_PS; //XBOX define SHARE = PS4_SHARE; //VIEW define OPTIONS = PS4_OPTIONS; //MENU define R1 = PS4_R1; //RB define R2 = PS4_R2; //RT define R3 = PS4_R3; //RS define L1 = PS4_L1; //LB define L2 = PS4_L2; //LT define L3 = PS4_L3; //LS define RX = PS4_RX; define RY = PS4_RY; define LX = PS4_LX; define LY = PS4_LY; define UP = PS4_UP; define DOWN = PS4_DOWN; define LEFT = PS4_LEFT; define RIGHT = PS4_RIGHT; define TRIANGLE = PS4_TRIANGLE; //Y define CIRCLE = PS4_CIRCLE; //B define CROSS = PS4_CROSS; //A define SQUARE = PS4_SQUARE; //X define TOUCHPAD = PS4_TOUCH; //Customize Non Toggles 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 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 //Customize Toggles int AR_Toggle = ON; //Change OFF TO ON If you want Anti Recoil ON By Default int ARF_Toggle = OFF; //Change OFF TO ON If you want Akimbo Rapid Fire ON By Default int RF_Toggle = ON; //Change OFF TO ON If you want Rapid Fire ON By Default int BF_Toggle = OFF; //Change OFF TO ON If you want Burst Fire ON By Default int DS_Toggle = OFF; //Change OFF TO ON If you want Drop Shot ON By Default int JOS_Toggle = OFF; //Change OFF TO ON If you want Jump On Shot ON By Default int COS_Toggle = OFF; //Change OFF TO ON If you want Crouch On Shot ON By Default int PS_Toggle = OFF; //Change OFF TO ON If you want Prone On Shot ON By Default //Speed Of Features int ARF_Speed = 40; //Akimbo Rapid Fire int RF_Speed = 80; //Rapid Fire int BF_Speed = 340; //Burst Fire int DS_Speed = 5; //Drop Shot int Prone_Speed = 5; //Prone On Shot - How long before you prone /*NOTE: Higher values = Slower Lower values = Faster*/ //Custom Sensitivity int GEN_SENS = 90; int ADS_SENS = 90; int FIRE_SENS = 90; int ADS_FIRE_SENS = 90; int GRENADE_SENS = 90; /*NOTE: Default = 100 Ranges from 0 to 327*/ //Anti Recoil int AR = 21; //Vertical Recoil int AR_H = -21; //Horizontal Recoil int AR_I = 1; //Change 1 to -1 If you play with Inverted //Aim Assist int AP = 23.23; //Decrease if shake int AM = -23.23; //Decrease if shake int Release = 24.24; //Recommended to be 1 higher than AP & AM //Toggles int ARS; int USE_SENS; int Remove_Block; int Toggle_Menu; int Toggle_Rumble; main { if(get_val(OPTIONS) && event_press(SHARE)) { ARF_Toggle = OFF; RF_Toggle = OFF; BF_Toggle = OFF; JOS_Toggle = OFF; DS_Toggle = OFF; COS_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(get_val(TRIANGLE) && get_ptime(TRIANGLE) > 500) combo_run(cPLATE); 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(cCH); if(HB) if(event_press(L2)) combo_run(cCH); if(HB) if(get_val(L2) && get_lval(L3)) set_val(L3,0); if(AS) if(get_val(L2)) combo_run(cAS); if(AR_Toggle) if(get_val(L2) && get_val(R2)) combo_run(cAR); if(RF_Toggle && get_val(R2)) combo_run(cRF); if(ARF_Toggle && get_val(R2)) combo_run(cARF); if(BF_Toggle && get_val(R2)) combo_run(cBF); if(COS_Toggle && event_press(R2)) combo_run(cCOS); if(JOS_Toggle && event_press(R2)) combo_run(cJOS); if(DS_Toggle && get_val(R2)) combo_run(cDS); 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(SQUARE)) { ARF_Toggle=!ARF_Toggle; if(RF_Toggle) combo_run(Flash_ON); else combo_run(Flash_OFF);} 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)) { 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(cIncrease);} if(event_press(DOWN)) { AR = AR - 1; combo_run(cDecrease);} if(event_press(RIGHT)) { AR_H = AR_H + 1; combo_run(cIncrease);} if(event_press(LEFT)) { AR_H = AR_H - 1; combo_run(cDecrease);} 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(SQUARE)) { 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(SQUARE,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(cAR);}} combo cAR { ARS = get_val(RY) + AR; if(ARS > 100) ARS = 100; set_val(RY,ARS * AR_I); ARS = get_val(RX) + AR_H; if(ARS > 100) ARS = 100; set_val(RX,ARS);} combo cPLATE { set_val(TRIANGLE,100); wait(4000);} combo cAS { set_val(RY,a_f(RY,AP)); wait(20) set_val(RX,a_f(RX,AP)); wait(20) set_val(RY,a_f(RY,AM)); wait(20) set_val(RX,a_f(RX,AM)); wait(20)} combo cDS { set_val(CIRCLE,100); wait(40); set_val(CIRCLE,0); wait(DS_Speed);} combo cCH { set_val(L3,0); wait(60); set_val(L3,100); wait(110); set_val(L3,0); wait(110);} combo cCOS { set_val(CIRCLE,100); wait(100);} combo cJOS { set_val(CROSS,100); wait(100);} combo cRF { set_val(R2,100); wait(40); set_val(R2,0); wait(RF_Speed);} combo cARF { set_val(R2,100); set_val(L2,100); wait(40); set_val(R2,0); set_val(L2,0); wait(ARF_Speed);} combo cBF { 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 cIncrease { set_rumble(RUMBLE_A,100); wait(100); reset_rumble();} combo cDecrease { 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 a_f(p,m) { if(abs(get_val(p)) < Release) return m; return get_val(p);} 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);}