Black Ops III (Xbone)

Designed for Elite Controller! ADS Jitter needs tactical equipment to run, great with 205 Brecci. Has a rapid fire on ADS along with XYY Jitter for hip firing. Then couple by itself rapid fires to adjust you favorite sps speed. Reload Slide, Sniper Breath and a Burst Melee along with paddle functions. Enjoy!
Version1.0
Authorbonefisher
Publish DateWed, 20 Jan 2016 - 01:27
Last UpdateWed, 20 Jan 2016 - 01:27
Downloads415
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define FIRE_BUTTON               = XB1_RT;
define DROP_BUTTON               = XB1_B;
 
define RATE_OF_FIRE              = 20;      // Range: 1 to 25 SPS. Rapid Fire
define RATE_OF_FIRE2             = 21.4;    // Range: 1 to 25 SPS. Rapid Fire 2
define RATE_OF_FIRE3             = 18.4;    // Range: 1 to 25 SPS. Rapid Fire 3
 
define ANTI_RECOIL               = 38;    // change this value to compensate to the vertical recoil
define ANTI_RECOIL_LEFT          = 2;     // change this value to compensate to the left
define ANTI_RECOIL_RIGHT         = 2;     // change this value to compensate to the right
define ONLY_WITH_SCOPE           = TRUE;
 
 
int rapid_onoff                  = FALSE;
int rapid2_onoff                 = FALSE;
int jitter_onoff                 = FALSE;
int rapidPjitter_onoff           = FALSE;
int hold_time, rest_time;
int hold_time2, rest_time2;
int hold_time3, rest_time3;
int dropshot_toggle              = FALSE;
int HoldBreathON                 = FALSE;
int AntiRecoilON                 = FALSE;
 
int prone_flag;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
 
init {
    hold_time = 500 / RATE_OF_FIRE;
    rest_time = hold_time;
    if(rest_time < 0) rest_time = 0;
 
    hold_time2 = 500 / RATE_OF_FIRE2;
    rest_time2 = hold_time2;
    if(rest_time2 < 0) rest_time2 = 0;
 
    hold_time3 = 500 / RATE_OF_FIRE3;
    rest_time3 = hold_time3;
    if(rest_time3 < 0) rest_time3 = 0;
}
 
main {
    vm_tctrl(-8);
 
    if((event_press(XB1_LT) && get_val(XB1_LEFT)) || (event_press(XB1_LEFT) && get_val(XB1_LT))){       // TURN ON/OFF Rapid Fire.
        rapid_onoff = !rapid_onoff;                                                                     // Change Rate of Fire in define section.
        if(rapid_onoff) combo_run(RumbleNotifier);
           rapid2_onoff = FALSE;
           jitter_onoff = FALSE;
           rapidPjitter_onoff = FALSE; }
 
     if(get_val(XB1_RT) && rapid_onoff) {combo_run(RapidFire); }
 
    if((event_press(XB1_LT) && get_val(XB1_UP)) || (event_press(XB1_UP) && get_val(XB1_LT))){           // Turns ON/OFF Rapid Fire 2
         rapid2_onoff = !rapid2_onoff;                                                                  // Change Rate of Fire in define section.
         if(rapid2_onoff) combo_run(RumbleNotifier);
            rapid_onoff = FALSE;
            jitter_onoff = FALSE;
            rapidPjitter_onoff = FALSE; }
 
    if(rapid2_onoff && get_val(XB1_RT)) {combo_run(RapidFire2);}
 
    if((event_press(XB1_LT) && get_val(XB1_RIGHT)) || (event_press( XB1_RIGHT) && get_val(XB1_LT))) {   // Turns ON/OFF ADS JITTER need tactical to use.
        jitter_onoff = !jitter_onoff;
        if(jitter_onoff) combo_run(RumbleNotifier);
        rapid_onoff = FALSE;
        rapid2_onoff = FALSE;
        rapidPjitter_onoff = FALSE; }
 
    if(jitter_onoff && get_val(XB1_RT)) {combo_run(ADSjitter); }
 
        if((event_press(XB1_LT) && get_val(XB1_DOWN)) || (event_press( XB1_DOWN) && get_val(XB1_LT))) { // Turns ON/OFF XYY JITTER hip fire only.
        rapidPjitter_onoff = !rapidPjitter_onoff;                                                       // While in ADS it fires Rate of Fire3
        if(rapidPjitter_onoff) combo_run(RumbleNotifier);                                               // Change Rate of Fire in define section.
        rapid_onoff = FALSE;
        rapid2_onoff = FALSE;
        jitter_onoff = FALSE; }
 
    if(rapidPjitter_onoff && get_val(XB1_RT)) {
        if(get_val(XB1_LT)) { combo_run(RapidFire3); }
        else { combo_run(XYYjitter) }
    }
    if(get_val(XB1_LEFT) && event_press(XB1_B)) {                                                       // This turns on/off dropshot.
        dropshot_toggle = !dropshot_toggle;
        if(dropshot_toggle) combo_run(RumbleNotifier);
    }
    if(dropshot_toggle) {
        if((!get_val(XB1_LT) && event_press(FIRE_BUTTON)) || (event_release(XB1_LT) && get_val(FIRE_BUTTON))) {
            combo_run(Prone);
            combo_stop(AutoSprint);
        } else if(event_release(FIRE_BUTTON)) {
            if(prone_flag) combo_run(Stand);
               combo_stop(AutoSprint);
        }
    }
    if(get_val(XB1_LEFT) && event_press(XB1_RS)) {                                                      // This turns on/off Anti-Recoil.
        AntiRecoilON = !AntiRecoilON;
        if(AntiRecoilON) combo_run(RumbleNotifier);
    }
    if(AntiRecoilON && (ONLY_WITH_SCOPE || get_val(XB1_LT))) {
        combo_run(AntiRecoil);
    }
    if((event_press(XB1_LEFT) && get_val(XB1_LS)) || (event_press(XB1_LS) && get_val(XB1_LEFT))) {      // This turns on/off Holdbreath.
        HoldBreathON = !HoldBreathON;
        if(HoldBreathON) {
        combo_run(RumbleNotifier);
        }
    }
    if(HoldBreathON && get_val(XB1_LT)) {combo_run(HoldBreath);}
 
    if((get_val(XB1_LY)) < -99) {             // Always ON
        combo_run(AutoSprint);
    }
    if(get_val(XB1_P4)) {                     // easier to hit on paddle
        combo_run(Specialists);
    }
    if(get_val(XB1_P3)) {                     // Tap to jump/ Hold to different levels of height
        combo_run(DoubleJump);
    }
    if(event_press(XB1_P2)) {                 // Tap to slide and reload same time.
        combo_run(ReloadSlide)
    }
    if(event_press(XB1_P1)) {                 // If walking you drop and if running you slide.
        combo_run(DropSlide);
    }
    if(get_val(5)) combo_run(burstmelee);     // Fires before you melee.
}
 
combo RapidFire {
    set_val(XB1_RT, 100);
    wait(hold_time);
    set_val(XB1_RT, 0);
    wait(rest_time);
    set_val(XB1_RT, 0);
 
}
 
combo RapidFire2 {
    set_val(XB1_RT, 100);
    wait(hold_time2);
    set_val(XB1_RT,0);
    wait(rest_time2);
    set_val(XB1_RT,0);
}
 
combo RapidFire3 {
    set_val(XB1_RT, 100);
    wait(hold_time3);
    set_val(XB1_RT,0);
    wait(rest_time3);
    set_val(XB1_RT,0);
}
 
combo ADSjitter {
    wait(60);
    set_val(XB1_LB, 100);
    wait(90);
    set_val(XB1_LB, 100);
    set_val(XB1_RB, 100);
    wait(30);
    set_val(XB1_LB, 0);
    set_val(XB1_RB, 0);
}
 
combo XYYjitter {
    set_val(XB1_X, 100);
    set_val(XB1_Y, 100);
    wait(20);
    set_val(XB1_Y, 0);
    wait(20);
    set_val(XB1_Y, 100);
    wait(20);
    set_val(XB1_Y, 0);
    wait(20);
}
 
combo AutoSprint {
    set_val(XB1_LS, 100);
    wait(40);
    set_val(XB1_LS, 0);
    wait(60);
}
 
combo Specialists {
    set_val(XB1_LB, 100);
    set_val(XB1_RB, 100);
    wait(500);
    set_val(XB1_LB, 0);
    set_val(XB1_RB, 0);
}
 
combo ReloadSlide {
    set_val(XB1_B, 100);
    wait(190);
    set_val(XB1_B, 0);
    wait(10);
    set_val(XB1_X, 100);
    wait(50);
    set_val(XB1_X, 0);
}
 
combo Prone {
    set_val(XB1_LX, 0);
    set_val(XB1_LY, 0);
    wait(50);
    set_val(XB1_LX, 0);
    set_val(XB1_LY, 0);
    set_val(DROP_BUTTON, 100);
    wait(380);
    prone_flag = TRUE;
}
 
combo Stand {
    set_val(DROP_BUTTON, 100);
    wait(380);
    prone_flag = FALSE;
}
 
combo RumbleNotifier {
    set_rumble(RUMBLE_A, 100);
    wait(200);
    reset_rumble();
}
 
combo HoldBreath {
    set_val(XB1_LS, 100);
    wait(10);
    set_val(XB1_LS, 100);
}
 
 combo DoubleJump {
    set_val(XB1_A, 0);
    wait(50);
    set_val(XB1_A, 100);
    wait(200);
}
 
 combo DropSlide {
    set_val(XB1_B, 100);
    wait(380);
    set_val(XB1_B, 0);
}
 
combo burstmelee {
set_val(5, 0);
set_val(4, 100);
wait(60);
wait(240);
set_val(5, 100);
wait(100);
wait(500);
}
 
combo AntiRecoil {
    if(get_val(XB1_RT)) {
    anti_recoil = get_val(10) + ANTI_RECOIL;
    if(anti_recoil > 100) anti_recoil = 100;
    set_val(10, anti_recoil);
    anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
    if(anti_recoil_left > 100) anti_recoil_left = 100;
    set_val(9, anti_recoil_left);
    anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
    if(anti_recoil_right > 100) anti_recoil_right = 100;
    set_val(9, anti_recoil_right);}
 
    }