aimxploit for modernwarfare!! enjoyy
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aimxploit for modernwarfare!! enjoyy
- Code: Select all
//▁ ▂ ▄ ▅ ▆ ▇ █ XX_PoLiGoNeRa_XX █ ▇ ▆ ▅ ▄ ▂ ▁██████████████████████
//█████████████████████████████████████████████████████████████████████████████████████████████
//████ ████ █████
//████ PERSONAL SCRIPT BEST AIM 100% MW V5 ████
//█████████████████████████████████████████████████████████████████████████████████████████████
//█████████████████████████████████████████████████████████████████████████████████████████████
//████ ░▒▓█ ������������������������������������������������ █▓▒░ ████
//
// MOD - DESCRIPTION: Full Version
// * MODERN WARFARE V5 FULL VERSION *
//`- HairTrigger: sets your Triggers to 100% if you press less then 100%
// - New Best AntiRecoil: reduces recoil of each weapon
// - Incremental Aim Assist - Always Active - UPDATE V5
// - EasyRun - UPDATE V5
// - Rapid Fire
// - Best Aim Correction+ Aim Assist Booster - UPDATE V5
// - New Aim Abuse - Default/Staring Values - UPDATE V5
// - New Aim Assist - Default/Starting - UPDATE V5
// - RightStickDeadZone - UPDATE V5
// - SENSI Settings - UPDATE V5
// - New Easy_slide - UPDATE V5
// - Hold Breath
// - Custom Sensitivity - UPDATE V5
// - Super Sprint - UPDATE V5
// - Aim Correction - UPDATE V5
// - New LED
// - New ReloadCancel
// - New Fast reload
// - Easy Crouch - UPDATE V5
// - Easy Jump - UPDATE V5
// - Easy Melee - UPDATE V5
// - AKIMBO Mode - UPDATE V5
//////////////////////////////////////////////////////////////////////////////////////////
/*
FIRE MODES:
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD DOWN/ABAJO = ALL FIRE MODS OFF & ANTI RECOIL OFF
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD RIGHT/DERECHA = RAPID FIRE (RF) ON
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD LEFT/IZQUIERDA = RF SECONDARY WEAPON = ON / ANTI RECOIL = OFF)
HOLD AIM (XB1_LT/PS4_L2) + HOLD D-PAD LEFT/IZQUIERDA = ANTI RECOIL PRIMARY WEAPON = ON / RF SECONDARY WEAPON = ON
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD UP/ARRIBA = ALL FIRE MODS OFF & ANTI RECOIL ON
HOLD AIM (XB1_LT/PS4_L2) + TAP START = AKIMBO / AUTO AIM ON / OFF (start button = PS4_OPTIONS / XB1_MENU)
//-- STICKS */
define WALK=PS4_LY;
define STRAFE=WII_LX;
define AIM_H=XB360_RX;//AIM HORIZONTAL
define AIM_V=PS3_RY;//AIM VERTICAL
//--BUTTONS
define FIRE=XB1_RT;
define ADS=XB1_LT;
define SPRINT=XB1_LS;
define TACTICAL=PS4_L1;
define LETHAL=PS4_R1;
define PRONE=XB1_RS;
define MELEE=XB1_B;
define JUMP=XB1_A;
/*
PS4_CIRCLE XB1_B STICKS:
PS4_R1 XB1_RB
PS4_R2 XB1_RT PS4_LY XB1_LY
PS4_R3 XB1_RS PS4_LX XB1_LX
PS4_L1 XB1_LB PS4_RX XB1_RX
PS4_L2 XB1_LT PS4_RY XB1_RY
PS4_L3 XB1_LS
/*
/*
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! CONFIGURE TO YOUR TASTE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
define MW_X = 4;// Fill out the first slot (OR 0, if only one slot is used)
define MW_B = 5;// Fill out the second slot(OR 0, if only one slot is used)
define MW_A = 6;// Fill out the third slot(OR 0, if only one slot is used)
define invert= 1; //If you play with inverted set to -1*/
int in_game_menu_sens= 7; //fill out your in game sensitivity
int AIM__CORRECT= 1; //[0 = OFF / 1 = ON]
define AIM_ASSIST= 1; //[0 = OFF / 1 = ON] strongest aim assist for COD BO 4 multiplayer
int _v= 24; //If your screen shakes whilst using aim assist - lower this value (on the fly instructions below)
define CNL_RELOAD= 1; //[0 = OFF / 1 = ON] cancel reload with fire or ads
define Easy_Thumbs= 4; //see below
define walk_tresh= -75; //Easy sprint stick treshhold (-75 = pressed more than 75%)
int EASY__SPRINT= 2; // 0 = off 1 = supersprint with double tap stick forward + hold. 2 = always super sprint
define drop_slide_opt= 3; //[0 = EASY DROP OFF / 1 = DROP ONLY When firing, 2 = DROP ALSO when aiming, 3 = SLIDE ALSO when sprinting]
int s= 1; //[0 = OFF / 1 = ON] HOLD ADS + TAP MENU/OPTIONS: AUTO DEAD SILENCE ON / OFF
/*
Easy_Thumbs:
0 = not activated - do not activate without activating easy sprint
1 = Auto Sprint activated = on your Left Thumb (just push stick more than 75% forward to run)
2 = Auto Sprint activated + Easy Jump under Left Stick Click
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
_______________________________AIM ASSIST ANTI RECOIL: ON THE FLY INSTRUTCTIONS _______
If you experience screen shake, lower the aim assist value. To tweak the aim assit value on the fly:
- hold CIRCLE / B + hold TRIANGLE / Y and:
- tap D-pad left (-1)
- tap D-pad right (+1)
The new value is auto saved.
TO SET ANTI RECOIL VALUES:
- ACTIVATE ANTI RECOIL (LED TURNS GREEN)
- ACTIVATE EDIT MENU (HOLD B/CIRCLE AND HOLD TRIANGLE + TAP UP) (LED FLASHES ALL COLORS (RAINBOW FLASH/Or Black Color)
- AIM STRAIGHT AHEAD (SO HOLD ADS) AND FIRE YOUR WEAPON
- WHILST FIRING, CORRECT THE VERTICAL RECOIL MANUALLY USING THE AIM STICK
- WHEN THE RECOIL IS REDUCED TO A MINIMUM EXIT EDIT MENU (HOLD B / CIRCLE AND HOLD TRIANGLE / Y + TAP UP)
- VALUEAS ARE AUTO SAVED ON EXIT
|L|E|D|S|
*/
function __(c) {
for(_=0;_<3;_++) {
set_led(_,test_bit(c,_));
}
}
int _;
//---other variables used by the script*/
int d_click;
int record, rumble;
int GUN_BELT=FALSE, WPN_1;
int RELOAD__TIME, b_reload=FALSE;
int RF=FALSE;
int first_time;
int default_v;
int T_Button;
int time_UP;
int tap_UP;
int timelimit = 150;
int walker;
int RY, RX;
//---anti recoil, aim assist variables
int a_r__c;
int c___y, c___x;
int x_y__max = 10;
int inY[25];
int token, ry__par;
int Y_val;
int edit = FALSE;
int A__R;
int aa_max;
//---(Zoom) sens variables
int ADS_SENS, ADS_FIRE_SENS, Sens;
int ZOOM_SENS;
int Zoom=FALSE;
int ROF;
int hold_time;
define buffer=500;
init {
a_r__c = get_pvar(SPVAR_10,-100,100, 15);
_v = get_pvar(SPVAR_8, 10, 40, 24);
RELOAD__TIME= get_pvar(SPVAR_3, 0, 4000, 800);
in_game_menu_sens = get_pvar(SPVAR_15, 3, 20, 12);
default_v = get_pvar(SPVAR_14, 3, 20, 12);
first_time = get_pvar(SPVAR_16, 0, 1, 1);
aa_max = _v + 1
}/*
|M|A|I|N| |B|L|O|C|K| |S|T|A|R|T|S| |H|E|R|E|
*/
main {
//--TRACE 1 , 2 , 3 , 4 , 5 , 6
set_val (30, a_r__c); set_val (31, c___x);set_val (32, s);set_val (TRACE_5, default_v);
set_val (TRACE_6, in_game_menu_sens);
//set_val (36, ZOOM_SENS);
//--EPROM STACK MEMORY FIX
if (first_time == 1){default_v=in_game_menu_sens; RESET_Defaults();}
c___y = d___z(AIM_V,0);
c___x = d___z(AIM_H,0);
//---double click timer
if(d_click) {d_click -= get_rtime();}/*
|M|E|N|U| |A|D|S|
*/
if(get_val(ADS))
{
//--FIRE MODS OFF
if(event_press(WII_DOWN))
{//D-pad DOWN
WPN_1=TRUE
RF=FALSE;
rumble (RF);
GUN_BELT=FALSE;
A__R=FALSE;
}
//--FIRE MODS OFF / anti recoil on
if(event_press(WII_UP))
{//D-pad UP
WPN_1=TRUE
RF=FALSE;
rumble (RF);
GUN_BELT=FALSE;
A__R=TRUE;
}
//--RAPID FIRE ON
if(event_press(WII_RIGHT))
{//D-pad RIGHT
WPN_1=TRUE
RF=TRUE;
rumble (RF);
GUN_BELT=FALSE;
A__R=FALSE;
}
//--RF SECONDANRY
if(event_press(WII_LEFT))
{//D-pad LEFT
WPN_1 = TRUE
RF=TRUE;
GUN_BELT=TRUE;
rumble (GUN_BELT);
A__R=FALSE;
}
if (get_val (WII_LEFT) &&get_ptime(WII_LEFT)>900) {A__R=TRUE;rumble (A__R);}
if(event_press (WII_PLUS))
{
s = !s; rumble (s);
}
if(get_val(WII_MINUS) && get_ptime (WII_MINUS) > 800)
{
RESET_Defaults();
}
btn (PS4_SHARE);btn (PS4_LEFT);btn (PS4_RIGHT);btn (PS4_UP);btn (PS4_DOWN);btn (WII_HOME); btn (WII_PLUS);
}//--END
if(get_val(WII_DOWN))
{
if (event_press (WII_ONE))
{
AIM__CORRECT = AIM__CORRECT++
if (AIM__CORRECT > 2) AIM__CORRECT = 1;
rumble (AIM__CORRECT==1);
}
btn (WII_ONE);
}
if(drop_slide_opt==1)
{
if(get_val(FIRE))
{
if(event_press (PRONE))
{
combo_run(DROP);
}
}
}
if (get_val (ADS)||get_val(FIRE))
{
if (drop_slide_opt ==2)
{
if(event_press (PRONE))
{
combo_run(DROP);
}
}
}
if (get_val (ADS)||get_val(FIRE)||combo_running (EASY_SPRINT))
{
if (drop_slide_opt ==3 )
{
if(event_press (PRONE))
{
combo_run(DROP);
}
}
}
/*
|R|E|C|O|R|D| |T|I|M|E|
*/
if(!edit && get_val(XB1_DOWN) && get_val (XB1_X) && get_ptime (XB1_X)>500 && !record)
{
record = TRUE; rumble (record);
}
if (record)
{
RELOAD__TIME = get_ptime(XB1_X);
if (event_release (XB1_X))
{
record = FALSE; save_pvars (); rumble (record);
}
}//--END
/*
|R|E|S|E|T|S|
*/
if(event_release(XB1_X))
{
b_reload=TRUE;
}
if(b_reload)
{
b_reload = b_reload + get_rtime();
}
if(b_reload >= RELOAD__TIME)
{
b_reload = 0;
b_reload = FALSE;
}
/*
|C|A|N|C|E|L| |R|E|L|O|A|D|
*/
if (CNL_RELOAD==1)
{
if (b_reload && (event_press(FIRE)||event_press(ADS)))
{
combo_run(CANCEL_RLD);
}
}
/*
|W|E|A|P|O|N| |F|I|R|E| |M|O|D|S|
*/
if(event_release(XB1_Y) && get_ptime(XB1_Y) < 300 && GUN_BELT)
{
WPN_1 = !WPN_1; rumble (WPN_1);
}
if (record==FALSE &&GUN_BELT && get_val (XB1_X)&& WPN_1==FALSE && get_ptime(XB1_X) > 180)
{//--RESET
WPN_1 = TRUE; rumble (WPN_1);
}
//-- Rapid fire
if (RF)
{
ROF =(get_val(FIRE))/4;
if (ROF >= 20) ROF=20;
if (ROF <= 2) ROF=2;
hold_time = buffer / ROF;
if(hold_time >=125) hold_time=125;
if(hold_time <35) hold_time=35;
{
if (!WPN_1 && GUN_BELT || WPN_1 &&!GUN_BELT)
{
if (get_val (FIRE) && RF )
{
combo_run (RAPID_FIRE);
}
}else if(combo_running(RAPID_FIRE)){
combo_stop(RAPID_FIRE);}
}
}
/*
|A|I|M| | |C|O|R|R|E|C|T|I|O|N|S|
_ _
*/
if(AIM__CORRECT==1)
{
ADS_SENS=111-(in_game_menu_sens*2); ADS_FIRE_SENS=106-(in_game_menu_sens*2); ZOOM_SENS=95-(in_game_menu_sens*2);
if (get_val (ADS))
if (get_val (LETHAL)) block(LETHAL,150);
if (event_release(LETHAL))
{
if(get_ptime(LETHAL) < 150&&get_val(ADS))
{
Zoom = TRUE; rumble(Zoom);
}
else Zoom = FALSE;
}
if (!Zoom)
{
if(get_val(FIRE) && get_val(ADS))
{
Sens = ADS_FIRE_SENS;
}
if(!get_val(FIRE) && !get_val(ADS) || get_val (FIRE) &&!get_val(ADS))
{
Sens = 100;
}
if(!get_val(FIRE) && get_val(ADS) || get_val (LETHAL) && !get_val (ADS))
{
Sens = ADS_SENS; //-- sets both ADS & grenade sens
}
}
if(Zoom)
{
if(get_val(ADS))
{ //--Zoom
Sens = ZOOM_SENS;
}
else
{
Sens = 100;
Zoom = FALSE;
rumble(Zoom);
}
}
if(Sens > 100) Sens = 100;
sensitivity(AIM_H, NOT_USE, Sens);
sensitivity(AIM_V, NOT_USE, Sens);
}//----------------------------end AIM_CORRECTIONS
if (get_val(XB1_B) &&get_val(XB1_Y))
{
if (event_press(XB1_UP))
{
if (A__R && WPN_1)
{
edit = !edit; rumble(edit);
}
}
if (event_press(XB1_LEFT))
{
_v = _v - 1;save_pvars ();
}
if (event_press(XB1_RIGHT))
{
_v = _v + 1;save_pvars ();
}
if (event_press(XB1_VIEW))
{
in_game_menu_sens --; save_pvars ();
}
if (event_press(XB1_MENU))
{
in_game_menu_sens ++; save_pvars ();
}
btn (XB1_B); btn(XB1_Y); btn (XB1_UP);
btn (XB1_LEFT); btn (XB1_RIGHT);
btn (XB1_MENU); btn (XB1_VIEW);
btn (TACTICAL); btn (LETHAL);
}
/*
|E|A|S|Y| |R|U|N|
*/
if (Easy_Thumbs == 2) T_Button = JUMP;
if (Easy_Thumbs == 3) T_Button = PRONE;
if (Easy_Thumbs == 4) T_Button = MELEE;
if (Easy_Thumbs > 1 && Easy_Thumbs <5 && get_val(XB1_LS)){set_val(T_Button, 100);}
if (EASY__SPRINT==1)
{
if(get_val(WALK)==-100 && time_UP==0) tap_UP=1;
else if(get_val(WALK)>-20 && tap_UP==1) tap_UP = 2;
if(tap_UP ==2)
{
time_UP=time_UP+get_rtime();
if(time_UP>=timelimit){time_UP=0;tap_UP=0;}
if(get_val(WALK)==-100 ){
tap_UP = 0;
time_UP=0;
walker=1;
}
}
if (get_val (WALK) < walk_tresh && walker==1 && !b_reload && !get_val(ADS)) {combo_run (EASY_RUN);
if (s) {combo_run (silent);}
}
if (get_val (WALK) < walk_tresh && walker==0 && !b_reload && !get_val(ADS)){ combo_run (EASY_SPRINT);
if (s) {combo_run (silent);}
}
else if (get_val (WALK) > walk_tresh && walker==1) {walker=0;}
}
if (EASY__SPRINT==2){if (get_val (WALK) < walk_tresh && !b_reload && !get_val(ADS)){ combo_run (EASY_RUN);}}
if(get_val(XB1_DOWN) && !get_val(ADS))
{
if(event_release(XB1_X) && get_ptime (XB1_X)<500)
{load_slot(MW_X);}
if(event_press(XB1_A))
{load_slot(MW_A);}
if(event_press(XB1_B))
{load_slot(MW_B);}
btn(XB1_B);btn (XB1_A);btn (XB1_Y); btn (XB1_LB); btn (XB1_RB); btn (XB1_RS);
}
/*
|A|I|M| |A|S|S|I|S|T|
*/
if (AIM_ASSIST==1)
{
if(get_val(ADS)) combo_run(AA_XY);
else combo_stop(AA_XY);
}/*
|A|N|T|I| |R|E|C|O|I|L|
*/
if (A__R && WPN_1)
{
if (get_val (FIRE)&& get_val (ADS))
{
Y_val = a_r__c;
AntiRecoil(AIM_V,Y_val)
if (edit){
a__r ();
}
}
}/*
|T|U|R|B|O|H|A|I|R| |T|R|I|G|G|E|R|S|
*/
deadzone(FIRE,ADS,99,99);
/*
L|E|D|S| |R|U|M|B|L|E
*/
if (!get_ledx()){
if (ADS_SENS >100 || ADS_FIRE_SENS >100 )__(2);
else if (GUN_BELT && !WPN_1||!GUN_BELT && RF && WPN_1) __(7);
else if (!edit && A__R)__(4);
else if (edit || record) __(0);
else __(1);} if(rumble) combo_run(RUMBLE);
}/*
|C|O|M|B|O| |S|E|C|T|I|O|N|
*/
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 {
set_val(FIRE,100);
wait(hold_time);
set_val(FIRE, 0);
wait(hold_time);
}
combo CANCEL_RLD {
rumble (1);
set_val(XB1_Y, 100);
wait(30);
wait(20);
set_val(XB1_Y, 100);
wait(30);
wait(20);
b_reload=FALSE;
}
combo RUMBLE{
wait(150);
if(get_controller () == PIO_XB1){
set_rumble(2,5);
set_rumble(3,5);
}else
set_rumble(1,100);
wait(150);
reset_rumble();
rumble--;
}
combo EASY_SPRINT{
set_val(SPRINT,100);
}
combo EASY_RUN{
set_val(SPRINT,100);
wait (30);
wait (100);
}
combo silent{
set_val (TACTICAL, 100); set_val(LETHAL,100);
wait (30);
wait (30000);
}
combo DROP {
set_val(PRONE,100);
wait(1200);
wait(800);
}
function d___z(f_axis,f_val) {
f_val = get_val(f_axis);
if(abs(f_val) < 10) {
set_val(f_axis,0);
return 0;
}
return f_val;
}
function rumble(pos) {
if(pos)
rumble = 1;
else
rumble = 2;
}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < aa_max)
return f_val;
return get_val(f_axis);
}
function a__r (){
if(abs(c___y) >= x_y__max){
inY[token] = c___y;
token += 1;
if(token == 25)
{
for(token = 0;token <= 24;token++)
{
ry__par += inY[token];
}
ry__par /= 25;
a_r__c += ry__par / 10;
ry__par = 0;
token = 0;
}
}
}
function RESET_Defaults () {
a_r__c =15;
Y_val = 15;
in_game_menu_sens=default_v;
first_time=0;
_v=24;
RELOAD__TIME=800;
save_pvars ();
}
function save_pvars (){
set_pvar(SPVAR_10, a_r__c);
set_pvar(SPVAR_15, in_game_menu_sens);
set_pvar(SPVAR_16, first_time);
set_pvar(SPVAR_8, _v);
set_pvar(SPVAR_3, RELOAD__TIME);
set_pvar(SPVAR_14, default_v);
rumble (1);
}
function btn(f__btn) {
if (!get_val(f__btn)) return;
set_val(f__btn, 0);
}
function AntiRecoil (axis, recoil){
RY = get_val(XB1_RY);
RX = get_val(XB1_RX);
if (get_val(XB1_RT) && (isqrt(RX*RX + RY*RY)) <= abs(recoil))
{
if(abs(RY) <= abs(recoil))
{
set_val(axis,(recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
}
}
-
qonclusion - Sergeant First Class
- Posts: 16
- Joined: Fri Feb 21, 2020 12:30 am
Re: aimxploit for modernwarfare!! enjoyy
Converted the Script, for use with the Titan One.
- Code: Select all
/*
XX_PoLiGoNeRa_XX
PERSONAL SCRIPT BEST AIM 100% MW V5
*/
/*
// * MODERN WARFARE V5 FULL VERSION *
//`- HairTrigger: sets your Triggers to 100% if you press less then 100%
// - New Best AntiRecoil: reduces recoil of each weapon
// - Incremental Aim Assist - Always Active - UPDATE V5
// - EasyRun - UPDATE V5
// - Rapid Fire
// - Best Aim Correction+ Aim Assist Booster - UPDATE V5
// - New Aim Abuse - Default/Staring Values - UPDATE V5
// - New Aim Assist - Default/Starting - UPDATE V5
// - RightStickDeadZone - UPDATE V5
// - SENSI Settings - UPDATE V5
// - New Easy_slide - UPDATE V5
// - Hold Breath
// - Custom Sensitivity - UPDATE V5
// - Super Sprint - UPDATE V5
// - Aim Correction - UPDATE V5
// - New LED
// - New ReloadCancel
// - New Fast reload
// - Easy Crouch - UPDATE V5
// - Easy Jump - UPDATE V5
// - Easy Melee - UPDATE V5
// - AKIMBO Mode - UPDATE V5
//////////////////////////////////////////////////////////////////////////////////////////
FIRE MODES:
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD DOWN/ABAJO = ALL FIRE MODS OFF & ANTI RECOIL OFF
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD RIGHT/DERECHA = RAPID FIRE (RF) ON
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD LEFT/IZQUIERDA = RF SECONDARY WEAPON = ON / ANTI RECOIL = OFF)
HOLD AIM (XB1_LT/PS4_L2) + HOLD D-PAD LEFT/IZQUIERDA = ANTI RECOIL PRIMARY WEAPON = ON / RF SECONDARY WEAPON = ON
HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD UP/ARRIBA = ALL FIRE MODS OFF & ANTI RECOIL ON
HOLD AIM (XB1_LT/PS4_L2) + TAP START = AKIMBO / AUTO AIM ON / OFF (start button = PS4_OPTIONS / XB1_MENU)
//--BUTTONS
PS4_CIRCLE XB1_B STICKS:
PS4_R1 XB1_RB
PS4_R2 XB1_RT PS4_LY XB1_LY
PS4_R3 XB1_RS PS4_LX XB1_LX
PS4_L1 XB1_LB PS4_RX XB1_RX
PS4_L2 XB1_LT PS4_RY XB1_RY
PS4_L3 XB1_LS
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! CONFIGURE TO YOUR TASTE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
**/// Fill out the first slot (OR 0, if only one slot is used)
// Fill out the second slot(OR 0, if only one slot is used)
// Fill out the third slot(OR 0, if only one slot is used)
//If you play with inverted set to -1*/
//fill out your in game sensitivity
//[0 = OFF / 1 = ON]
//[0 = OFF / 1 = ON] strongest aim assist for COD BO 4 multiplayer
//If your screen shakes whilst using aim assist - lower this value (on the fly instructions below)
//[0 = OFF / 1 = ON] cancel reload with fire or ads
//see below
//Easy sprint stick treshhold (-75 = pressed more than 75%)
// 0 = off 1 = supersprint with double tap stick forward + hold. 2 = always super sprint
//[0 = EASY DROP OFF / 1 = DROP ONLY When firing, 2 = DROP ALSO when aiming, 3 = SLIDE ALSO when sprinting]
//[0 = OFF / 1 = ON] HOLD ADS + TAP MENU/OPTIONS: AUTO DEAD SILENCE ON / OFF
/*
Easy_Thumbs:
0 = not activated - do not activate without activating easy sprint
1 = Auto Sprint activated = on your Left Thumb (just push stick more than 75% forward to run)
2 = Auto Sprint activated + Easy Jump under Left Stick Click
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
_______________________________AIM ASSIST ANTI RECOIL: ON THE FLY INSTRUTCTIONS _______
If you experience screen shake, lower the aim assist value. To tweak the aim assit value on the fly:
- hold CIRCLE / B + hold TRIANGLE / Y and:
- tap D-pad left (-1)
- tap D-pad right (+1)
The new value is auto saved.
TO SET ANTI RECOIL VALUES:
- ACTIVATE ANTI RECOIL (LED TURNS GREEN)
- ACTIVATE EDIT MENU (HOLD B/CIRCLE AND HOLD TRIANGLE + TAP UP) (LED FLASHES ALL COLORS (RAINBOW FLASH/Or Black Color)
- AIM STRAIGHT AHEAD (SO HOLD ADS) AND FIRE YOUR WEAPON
- WHILST FIRING, CORRECT THE VERTICAL RECOIL MANUALLY USING THE AIM STICK
- WHEN THE RECOIL IS REDUCED TO A MINIMUM EXIT EDIT MENU (HOLD B / CIRCLE AND HOLD TRIANGLE / Y + TAP UP)
- VALUEAS ARE AUTO SAVED ON EXIT
*/
define WALK = PS4_LY;
define STRAFE = WII_LX;
define AIM_H = XB360_RX;
define AIM_V = PS3_RY;
define FIRE = XB1_RT;
define ADS = XB1_LT;
define SPRINT = XB1_LS;
define TACTICAL = PS4_L1;
define LETHAL = PS4_R1;
define PRONE = XB1_RS;
define MELEE = XB1_B;
define JUMP = XB1_A;
define MW_X = 4;
define MW_B = 5;
define MW_A = 6;
define invert = 1;
define AIM_ASSIST = 1;
define CNL_RELOAD = 1;
define Easy_Thumbs = 4;
define drop_slide_opt = 3;
define buffer = 500;
int in_game_menu_sens = 7;
int AIM__CORRECT = 1;
int _v = 24;
int walk_tresh =- 75;
int EASY__SPRINT = 2;
int s = 1;
int _;
int d_click;
int record, rumble;
int GUN_BELT = FALSE, WPN_1;
int RELOAD__TIME, b_reload = FALSE;
int RF = FALSE;
int first_time;
int default_v;
int T_Button;
int time_UP;
int tap_UP;
int timelimit = 150;
int walker;
int RY, RX;
int a_r__c;
int c___y, c___x;
int x_y__max = 10;
int inY[25];
int token, ry__par;
int Y_val;
int edit = FALSE;
int A__R;
int aa_max;
int ADS_SENS, ADS_FIRE_SENS, Sens;
int ZOOM_SENS;
int Zoom = FALSE;
int ROF;
int hold_time;
init {
a_r__c = get_pvar(SPVAR_10, - 100, 100, 15);
_v = get_pvar(SPVAR_8, 10, 40, 24);
RELOAD__TIME = get_pvar(SPVAR_3, 0, 4000, 800);
in_game_menu_sens = get_pvar(SPVAR_15, 3, 20, 12);
default_v = get_pvar(SPVAR_14, 3, 20, 12);
first_time = get_pvar(SPVAR_16, 0, 1, 1);
aa_max = _v + 1;
}
main {
set_val(30, a_r__c);
set_val(31, c___x);
set_val(32, s);
set_val(TRACE_5, default_v);
set_val(TRACE_6, in_game_menu_sens);
if (first_time == 1) {
default_v = in_game_menu_sens;
f_RESET_Defaults();
}
c___y = f_d___z(AIM_V, 0);
c___x = f_d___z(AIM_H, 0);
if (d_click) {
d_click = d_click - get_rtime();
}
if (get_val(ADS)) {
if (event_press(WII_DOWN)) {
WPN_1 = TRUE;
RF = FALSE;
f_rumble(RF);
GUN_BELT = FALSE;
A__R = FALSE;
}
if (event_press(WII_UP)) {
WPN_1 = TRUE;
RF = FALSE;
f_rumble(RF);
GUN_BELT = FALSE;
A__R = TRUE;
}
if (event_press(WII_RIGHT)) {
WPN_1 = TRUE;
RF = TRUE;
f_rumble(RF);
GUN_BELT = FALSE;
A__R = FALSE;
}
if (event_press(WII_LEFT)) {
WPN_1 = TRUE;
RF = TRUE;
GUN_BELT = TRUE;
f_rumble(GUN_BELT);
A__R = FALSE;
}
if (get_val(WII_LEFT) && get_ptime(WII_LEFT) > 900) {
A__R = TRUE;
f_rumble(A__R);
}
if (event_press(WII_PLUS)) {
s =! s;
f_rumble(s);
}
if (get_val(WII_MINUS) && get_ptime(WII_MINUS) > 800) {
f_RESET_Defaults();
}
f_btn(PS4_SHARE);
f_btn(PS4_LEFT);
f_btn(PS4_RIGHT);
f_btn(PS4_UP);
f_btn(PS4_DOWN);
f_btn(WII_HOME);
f_btn(WII_PLUS);
}
if (get_val(WII_DOWN)) {
if (event_press(WII_ONE)) {
AIM__CORRECT++;
if (AIM__CORRECT > 2) AIM__CORRECT = 1;
f_rumble(AIM__CORRECT);
}
f_btn(WII_ONE);
}
if (drop_slide_opt == 1) {
if (get_val(FIRE)) {
if (event_press(PRONE)) {
combo_run(c_DROP);
}
}
}
if (get_val(ADS) || get_val(FIRE)) {
if (drop_slide_opt == 2) {
if (event_press(PRONE)) {
combo_run(c_DROP);
}
}
}
if (get_val(ADS) || get_val(FIRE) || combo_running(c_EASY_SPRINT)) {
if (drop_slide_opt == 3) {
if (event_press(PRONE)) {
combo_run(c_DROP);
}
}
}
if (!edit && get_val(XB1_DOWN) && get_val(XB1_X) && get_ptime(XB1_X) > 500 && !record) {
record = TRUE;
f_rumble(record);
}
if (record) {
RELOAD__TIME = get_ptime(XB1_X);
if (event_release(XB1_X)) {
record = FALSE;
f_save_pvars();
f_rumble(record);
}
}
if (event_release(XB1_X)) {
b_reload = TRUE;
}
if (b_reload) {
b_reload = b_reload + get_rtime();
}
if (b_reload >= RELOAD__TIME) {
b_reload = 0;
b_reload = FALSE;
}
if (CNL_RELOAD == 1) {
if (b_reload && (event_press(FIRE) || event_press(ADS))) {
combo_run(c_CANCEL_RLD);
}
}
if (event_release(XB1_Y) && get_ptime(XB1_Y) < 300 && GUN_BELT) {
WPN_1 =! WPN_1;
f_rumble(WPN_1);
}
if (record == FALSE && GUN_BELT && get_val(XB1_X) && WPN_1 == FALSE && get_ptime(XB1_X) > 180) {
WPN_1 = TRUE;
f_rumble(WPN_1);
}
if (RF) {
ROF = (get_val(FIRE)) / 4;
if (ROF >= 20) ROF = 20;
if (ROF <= 2) ROF = 2;
hold_time = buffer / ROF;
if (hold_time >= 125) hold_time = 125;
if (hold_time < 35) hold_time = 35;
if (!WPN_1 && GUN_BELT || WPN_1 && !GUN_BELT) {
if (get_val(FIRE) && RF) {
combo_run(c_RAPID_FIRE);
}
}
else if (combo_running(c_RAPID_FIRE)) {
combo_stop(c_RAPID_FIRE);
}
}
if (AIM__CORRECT == 1) {
ADS_SENS = 111 - (in_game_menu_sens * 2);
ADS_FIRE_SENS = 106 - (in_game_menu_sens * 2);
ZOOM_SENS = 95 - (in_game_menu_sens * 2);
if (get_val(ADS)) if (get_val(LETHAL)) block(LETHAL, 150);
if (event_release(LETHAL)) {
if (get_ptime(LETHAL) < 150 && get_val(ADS)) {
Zoom = TRUE;
f_rumble(Zoom);
}
else Zoom = FALSE;
}
if (!Zoom) {
if (get_val(FIRE) && get_val(ADS)) {
Sens = ADS_FIRE_SENS;
}
if (!get_val(FIRE) && !get_val(ADS) || get_val(FIRE) && !get_val(ADS)) {
Sens = 100;
}
if (!get_val(FIRE) && get_val(ADS) || get_val(LETHAL) && !get_val(ADS)) {
Sens = ADS_SENS;
}
}
if (Zoom) {
if (get_val(ADS)) {
Sens = ZOOM_SENS;
}
else {
Sens = 100;
Zoom = FALSE;
f_rumble(Zoom);
}
}
if (Sens > 100) Sens = 100;
sensitivity(AIM_H, NOT_USE, Sens);
sensitivity(AIM_V, NOT_USE, Sens);
}
if (get_val(XB1_B) && get_val(XB1_Y)) {
if (event_press(XB1_UP)) {
if (A__R && WPN_1) {
edit =! edit;
f_rumble(edit);
}
}
if (event_press(XB1_LEFT)) {
_v = _v - 1;
f_save_pvars();
}
if (event_press(XB1_RIGHT)) {
_v = _v + 1;
f_save_pvars();
}
if (event_press(XB1_VIEW)) {
in_game_menu_sens -- ;
f_save_pvars();
}
if (event_press(XB1_MENU)) {
in_game_menu_sens ++ ;
f_save_pvars();
}
f_btn(XB1_B);
f_btn(XB1_Y);
f_btn(XB1_UP);
f_btn(XB1_LEFT);
f_btn(XB1_RIGHT);
f_btn(XB1_MENU);
f_btn(XB1_VIEW);
f_btn(TACTICAL);
f_btn(LETHAL);
}
if (Easy_Thumbs == 2) T_Button = JUMP;
if (Easy_Thumbs == 3) T_Button = PRONE;
if (Easy_Thumbs == 4) T_Button = MELEE;
if (Easy_Thumbs > 1 && Easy_Thumbs < 5 && get_val(XB1_LS)) {
set_val(T_Button, 100);
}
if (EASY__SPRINT == 1) {
if (get_val(WALK) == - 100 && time_UP == 0) tap_UP = 1;
else if (get_val(WALK) >- 20 && tap_UP == 1) tap_UP = 2;
if (tap_UP == 2) {
time_UP = time_UP + get_rtime();
if (time_UP >= timelimit) {
time_UP = 0;
tap_UP = 0;
}
if (get_val(WALK) == - 100) {
tap_UP = 0;
time_UP = 0;
walker = 1;
}
}
if (get_val(WALK) < walk_tresh && walker == 1 && !b_reload && !get_val(ADS)) {
combo_run(c_EASY_RUN);
if (s) {
combo_run(c_silent);
}
}
if (get_val(WALK) < walk_tresh && walker == 0 && !b_reload && !get_val(ADS)) {
combo_run(c_EASY_SPRINT);
if (s) {
combo_run(c_silent);
}
}
else if (get_val(WALK) > walk_tresh && walker == 1) {
walker = 0;
}
}
if (EASY__SPRINT == 2) {
if (get_val(WALK) < walk_tresh && !b_reload && !get_val(ADS)) {
combo_run(c_EASY_RUN);
}
}
if (get_val(XB1_DOWN) && !get_val(ADS)) {
if (event_release(XB1_X) && get_ptime(XB1_X) < 500) {
load_slot(MW_X);
}
if (event_press(XB1_A)) {
load_slot(MW_A);
}
if (event_press(XB1_B)) {
load_slot(MW_B);
}
f_btn(XB1_B);
f_btn(XB1_A);
f_btn(XB1_Y);
f_btn(XB1_LB);
f_btn(XB1_RB);
f_btn(XB1_RS);
}
if (AIM_ASSIST == 1) {
if (get_val(ADS)) combo_run(c_AA_XY);
else combo_stop(c_AA_XY);
}
if (A__R && WPN_1) {
if (get_val(FIRE) && get_val(ADS)) {
Y_val = a_r__c;
f_AntiRecoil(AIM_V, Y_val);
if (edit) {
f_edit(0);
}
}
}
deadzone(FIRE, ADS, 99, 99);
if (!get_ledx()) {
if (ADS_SENS > 100 || ADS_FIRE_SENS > 100) f___(2);
else if (GUN_BELT && !WPN_1 || !GUN_BELT && RF && WPN_1) f___(7);
else if (!edit && A__R) f___(4);
else if (edit || record) f___(0);
else f___(1);
}
if (rumble) combo_run(c_RUMBLE);
}
combo c_AA_XY {
set_val(AIM_V, f_xy_val(AIM_V, _v));
wait(20);
set_val(AIM_H, f_xy_val(AIM_H, _v));
set_val(STRAFE, f_xy_val(STRAFE, _v));
wait(20);
set_val(AIM_V, f_xy_val(AIM_V, _v *- 1));
wait(20);
set_val(AIM_H, f_xy_val(AIM_H, _v *- 1));
set_val(STRAFE, f_xy_val(STRAFE, _v *- 1));
wait(20);
}
combo c_RAPID_FIRE {
set_val(FIRE, 100);
wait(hold_time);
set_val(FIRE, 0);
wait(hold_time);
}
combo c_CANCEL_RLD {
f_rumble(1);
set_val(XB1_Y, 100);
wait(30);
wait(20);
set_val(XB1_Y, 100);
wait(30);
wait(20);
b_reload = FALSE;
}
combo c_RUMBLE {
wait(150);
if (get_controller() == PIO_XB1) {
set_rumble(2, 5);
set_rumble(3, 5);
}
else set_rumble(1, 100);
wait(150);
reset_rumble();
rumble -- ;
}
combo c_EASY_SPRINT {
set_val(SPRINT, 100);
}
combo c_EASY_RUN {
set_val(SPRINT, 100);
wait(30);
wait(100);
}
combo c_silent {
set_val(TACTICAL, 100);
set_val(LETHAL, 100);
wait(30);
wait(30000);
}
combo c_DROP {
set_val(PRONE, 100);
wait(1200);
wait(800);
}
function f_d___z(f_axis, f_val) {
f_val = get_val(f_axis);
if (abs(f_val) < 10) {
set_val(f_axis, 0);
return 0;
}
return f_val;
}
function f_rumble(pos) {
if (pos) rumble = 1;
else rumble = 2;
}
function f_xy_val(f_axis, f_val) {
if (abs(get_val(f_axis)) < aa_max)
return f_val;
return get_val(f_axis);
}
function f_RESET_Defaults() {
a_r__c = 15;
Y_val = 15;
in_game_menu_sens = default_v;
first_time = 0;
_v = 24;
RELOAD__TIME = 800;
f_save_pvars();
}
function f_save_pvars() {
set_pvar(SPVAR_10, a_r__c);
set_pvar(SPVAR_15, in_game_menu_sens);
set_pvar(SPVAR_16, first_time);
set_pvar(SPVAR_8, _v);
set_pvar(SPVAR_3, RELOAD__TIME);
set_pvar(SPVAR_14, default_v);
f_rumble(1);
}
function f_btn(f__btn) {
if (!get_val(f__btn))
return ;
set_val(f__btn, 0);
}
function f_AntiRecoil(axis, recoil) {
RY = get_val(XB1_RY);
RX = get_val(XB1_RX);
if (get_val(XB1_RT) && (isqrt(RX * RX + RY * RY)) <= abs(recoil)) {
if (abs(RY) <= abs(recoil)) {
set_val(axis, (recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
}
}
}
function f___(c) {
while (_ < 3) {
set_led(_, test_bit(c, _));
_++;
}
}
function f_edit(o) {
if (abs(c___y) >= x_y__max) {
inY[token] = c___y;
token++;
if (token == 25) {
token = 0;
while(token <= 24) {
ry__par = ry__par + inY[token];
token++;
}
ry__par = ry__par / 25;
a_r__c = a_r__c + (ry__par / 10);
ry__par = 0;
token = 0;
}
}
}
-
DontAtMe - Captain
- Posts: 502
- Joined: Tue Oct 02, 2018 4:49 am
Re: aimxploit for modernwarfare!! enjoyy
Hi, thanks for the converted script. When compiling I get the following error:
> WARNING line 522: value '30000' is out of range [10 ~ 4000].
> Bytecode size: 3926 bytes (95.8%)
> Stack memory: 90 words (80.4%)
Build succeeded with 1 warnings...
can you help me, please?
if I change the 30000 into 4000 I get a "0" in the display and it is not possible to select the memory slot :(
> WARNING line 522: value '30000' is out of range [10 ~ 4000].
> Bytecode size: 3926 bytes (95.8%)
> Stack memory: 90 words (80.4%)
Build succeeded with 1 warnings...
can you help me, please?
if I change the 30000 into 4000 I get a "0" in the display and it is not possible to select the memory slot :(
-
chris0815 - Sergeant
- Posts: 8
- Joined: Thu Apr 30, 2020 10:22 am
Re: aimxploit for modernwarfare!! enjoyy
You can ignore the warning.
ConsoleTuner Support Team || ConsoleTuner Discord || InputSense Discord (2K / FPS)
- Mad
- Major General
- Posts: 4533
- Joined: Wed May 22, 2019 5:39 am
Re: aimxploit for modernwarfare!! enjoyy
Unfortunately the script does not work for me. After "program device" I cannot select the memory slot - the display shows a 0.
-
chris0815 - Sergeant
- Posts: 8
- Joined: Thu Apr 30, 2020 10:22 am
Re: aimxploit for modernwarfare!! enjoyy
I cAnt get the recoil assist to work
-
travisperry681 - Private First Class
- Posts: 2
- Joined: Wed Jul 01, 2020 11:34 pm
6 posts
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