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NEW MENU: RECOIL AND AIM ASSIST VALUES ON THE FLY

REGARDLESS OF WHICH ANTI RECOIL OR AIM ASSIST YOU ARE USING, BOTH OPTIONS BELOW
ALOW YOU TO CHANGE THE VALUES ON THE FLY.
OPTION 1:

OPTION 2 :

You can set 4 different Anti Recoil Profiles on the fly. To change the values for each profile:
activate the profile you want to change first.

Bonus: the Crescens Polar Aim Assist also comes with 4 profiles. Those profiles are linked to the
recoil profiles and activated when you choose profile number 1, 2, 3 or 4.
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Oh my sexy bumper:

All options below are activated with the right bumper. The idea is to have a competitive advantage over your opponent. Different from other fire mods, the
sexy bumper lets you use the fire mod when you need it (and not every time you pull the trigger). So to activate the sexy bumper, just use the lethal
grenade trigger whilst you are aiming. Flipped bumpers / triggers are supported, but probably not ideal.

What sexy bumpers are available?

The sexy bumper is a nifty mod from which you will benefit greatly; I am sure you will find out for yourself, just give it a try. The options are explained
below.

Core players probably benefit most from (option 1) Skub`s PRONE Dance. It makes you difficult to kill when being shot at. The sexy bumper will spam
PRONE whilst you are firing back at your enemy).

Hardcore players will love the (option 2) Pang! Single Kill Shot. The accuracy is brutal -even over great distance is your enemy head-glitching? haha! he
did not see YOU coming...100% satisfaction guaranteed. Works with automatic weapons only!

Option 3= drop-shooter: this will make you drop to the floor whilst firing your wpn.

Option 4 = Strafe-shooter: makes you difficult to target, because you will be strafing left and right.

Option 5 is Jump-shooter.

And 6 Burst Fire.

7 = Aim Abuse (Aimbot for Zombies)

8 = GHOSTPEEK (NEW!!!).

PRO-TIP: you can change the sexy bumper on the fly, so that you can find your preferred sexy bumper: HOLD ADS + TAP HOME.

IMPROVED CROSS OVER SUPPORT FOR XBOX CONTROLLERS ON PS4 (automatically detected)
a) - SCORE BOARD: PRESS VIEW
b) - SNAP SHOT / SCREEN SHOT: CLICK AND HOLD RS/R3 AND PRESS VIEW TO TAKE A SCREENSHOT
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MENU ADS

WITH ADS AND ONE OF THE FOUR D-PAD DIRECTION BUTTONS (UP, DOWN, RIGHT, LEFT) YOU CAN EASILY SELECT DIFFERENT LOADOUTS
TO MATCH WITH YOUR CLASSES IN THE GAME. SO, JUST TO GIVE YOU AN IDEA OF HOW TO USE THE LOADOUT AND COMBINE THEM TO
YOUR CLASSES, HERE SOME EXAMPLES:

LOAD OUT 1(ADS + TAP LEFT) OR ADS + DOUBLE TAP LEFT FOR AUTO SWAP
- 1ST AUTOMATIC WPN (FOR EXAMPLE SMG, ASSAULT)
- 2ND PISTOL (WITH RAPID FIRE)

LOAD OUT 2 (ADS + HOLD LEFT)* OR ADS + DOUBLE TAP AND HOLD LEFT FOR AUTO
SWAP
- 1ST AUTOMATIC WPN FOR WHICH YOU WANT TO USE ANTI RECOIL
- 2ND PISTOL (WITH RAPID FIRE)

LOAD OUT 3: (ADS + TAP UP)


- 1ST AUTOMATIC WPN FOR WHICH YOU WANT TO USE ANTI RECOIL
- 2ND LAUNCHER OR ANYTHING OF CHOICE (BUT WITHOUT ANY MODS)

LOAD OUT 4 (ADS + TAP RIGHT)


- 1ST SEMI-AUTO WPN WITH RAPID FIRE
- 2ND empty OR ANY OTHER WPN THAT YOU USE WITH RAPID FIRE

LOAD OUT 6 (ADS + HOLD RIGHT)*


- 1ST SEMI-AUTO WPN WITH RAPID FIRE AND ANTI RECOIL
- 2ND empty OR ANY OTHER WPN THAT YOU USE WITH RAPID FIRE

LOAD OUT 7: SNIPER (ADS + TAP DOWN)


- 1ST SNIPER WITH AUTO BREATH

LOAD OUT 8: SNIPER (ADS + HOLD DOWN)*


- 1ST SNIPER WITH AUTO BREATH
- 2nd: PISTOLS WITH RF
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SO, TO RECAP THE LOADS OUT ABOVE, THE D-PAD BUTTONS ARE ORGANISED LIKE THIS:

HOLD ADS

+ TAP UP = PRIMARY ANTI RECOIL ON - (LED:


SKYBLUE; PINK; ORANGE OR YELLOW )
+ TAP RIGHT = PRIMARY RAPID FIRE ON - (LED: RED)
+ HOLD RIGHT = PRIMARY RAPID FIRE ON /PRIMARY ANTI
RECOIL ON (LED: COLOR OF SELECTED
RECOIL PROFILE)
+ TAP LEFT = RAPID FIRE SECONDARY ON (LED RED) /
PRIMARY ANTI RECOIL OFF (LED BLUE)
+ HOLD LEFT = RAPID FIRE SECONDARY ON (LED RED) /
PRIMARY ANTI RECOIL ON (LED RECOIL
PR COLOR)
HOLD VIEW/SHARE = AKIMBO (available with Secondary rapid fire
load out (ADS+LEFT) or RF load out
(ADS+RIGHT) (Led: Pinkish).
+ TAP DOWN = SNIPER ON (Led: Emerald)
+ HOLD DOWN = SNIPER ON / SECONDARY RAPID
FIRE ON (Led Emerald and red when
secondary wpn is active)
+ DOUBLE TAP LEFT = AUTO SWAP ON* with RAPID FIRE
SECONDARY ON / PRIMARY ANTI
RECOIL OFF
+ DOUBLE TAP & HOLD LEFT = AUTO SWAP ON* with RAPID FIRE
SECONDARY ON + PRIMARY
ANTI RECOIL ON
* see info about Auto Swap on page 8

DOUBLE TAP & HOLD ADS

+ TAP DOWN = ALL FIRE MODS OFF

HOLD XB1_A / PS4_CROSS

+ TAP MENU/OPTIONS 1 X = AUTO DEAD SILENCE OFF


+ TAP MENU/OPTIONS 2 X = AUTO DEAD SILENCE ON
(VANGUARD ONLY - IN COMBINATION WITH FIELD UPGRADE “DEAD SILENCE”)
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THREE RANDOM EXAMPLES HOW TO USE THE ADS LOAD-OUT MENU


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AUTO CANCEL RELOAD IS ALWAYS ON BY DEFAULT: PRESS FIRE OR ADS TO CANCEL OUT OF A RELOAD.

To calibrate reload times (x2-> primary & secondary wpn have separate reload times stored):
● DOUBLE TAP + Hold d-Pad DOWN + reload whilst holding the RELOAD button.
● Release the reload button at the end of the reload animation. Now you can also release the d-pad down button.
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AIM CORRECTIONS (DON'T SKIP THIS STEP FOR THE BEST AIM ASSIST EXPERIENCE ON CALL OF DUTY)

FOLLOW THE STEPS BELOW.

1) HIGHER YOUR IN-GAME-STICK SENSITIVITY.


RECOMMENDED: 3 CLICK HIGHER (IN THE GAME
MENU SETTINGS)
2) START PLAYING AND TWEAK THE VALUES ON THE
FLY

TO
TWEAK
AIM

CORRECTIONS ON THE FLY

SWEETSPOT: HIGHER MOVEMENT SPEEDS (TO LOOK


AND TURN AROUND) BUT YOUR ADS SENSITIVITY
SHOULD FEEL LIKE NORMAL.

NOTE: DO NOT USE THE ADS SENS & SCOPE SENS


FROM THE GAME MENU, SO LEAVE THOSE ON THEIR
DEFAULT VALUES. LET THE SCRIPT CONTROL YOUR
SENSITIVITY.
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DYNAMIC RAPID FIRE

DYNAMIC RAPID FIRE: FIRE RATE INCREASES WITH THE AMOUNT OF PRESSURE APPLIED TO THE TRIGGER

CANCEL SLIDE

RELEASE PRONE TO CANCEL SLIDE

KILL SWITCH

HOLD D-PAD DOWN + CLICK RS/R3 TO SWITCH ON/ OFF THE SCRIPT
HINT: THE SCRIPT WILL ALSO COME-BACK ON AFTER 1 MINUTE AUTOMATICALLY

What you should know about auto swap (a.k.a. auto rapid fire detection).
AUTO RAPID FIRE / AUTO SWAP WORKS WITH MODERN WARFARE, COLD WAR & VANGUARD.
It uses rumble identification. The game will always have a certain amount of rumbles that are not caused by your weapon, and this can sometimes
interfere with the detection of your weapon.

And, on some Call Of Duties Auto Swap will have little delay between the two first bullets. Like WZ/MW: you probably experience this “hick-up.”
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That said, the auto swap is truly a remarkable accurate and reliable option for Cold War MultiPlayer - for those players that use pistols or a shotgun (with
high fire rate) as their secondary weapon next to a primary automatic weapon
this auto swap will be your next true love in the world of modding and gaming.

That much I can promise. However on some maps more than others the external
rumbles will mess with detection, for example on Nuketown you want to switch
AUTO SWAP OFF...and swap manually.

!! NOTE !! -> auto rapid fire / auto swap is not supported when your weapons
are equipped with silencers.

Add Headings (Format > Paragraph styles) and they will be displayed in your table
of contents.

IF YOU USE 2NDARY RF (WITHOUT AUTO SWAP, SO YOU SWAP MANUALLY):

- Tap reload shortly to reload.


- Tap switch weapon shortly to switch between primary
without RF & secondary with RF

Leds are out of Sync?


● Read led sync instructions in the script: look for "rapid_fire_led_sync_btn"

Modern Warfare players:


● To avoid that the sync button triggers syncing unwanted (for example whilst looting in WarZone) activate sync_with_double_tap. Set to value 2 to
activate double tap.

SET RAPID FIRE RATE ON THE FLY.


- Select RF
- Press and hold D-Pad UP
- + TAP LT/L1 = -1 + TAP LB/L2 = -10
- + TAP RT/R1 = +1 + TAP RB/R2 = +10
- Hint: depending on the weapon you hold (primary or secondary) the script will auto save the fire rate separately for each weapon
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RUMBLES OFF - USING RUMBLE DRIVEN MODS

If you are not a fan of rumbles during game play, but still want to use the mods that require rumbles/vibration from the game menu? No problem, leave
BlockRumble on ON.
If you want to experience rumbles during gameplay, set to OFF.

What is the difference between the Classic and the Polar Aim Assist?

The Classic Aim Assist uses rectangular (Cartesian) coordinates, whereas Polar is always measured
counterclockwise from the positive X axis. Okay, still sounds a bit difficult? Let's give two examples. Let's start
with the classical Aim Assist.

While you are playing, the position of an object/enemy is given by X and Y where X is
the horizontal position in the screen and Y is the vertical position. To aim we use the
thumbsticks on our controller, whereas RX & RY represent the X & Y axis both positive
and negative.

If I draw this in a simple graph:

Now, the other way to locate an object/enemy uses Polar Coordinates. Polar pinpoints objects related to a circular distribution.
How? Polar coordinates are in function of a given radius and an angle (also called theta).

Again, let's put this in a simple graph:

When we are writing our code in GPC for our scripts, using Polar coordinates we need to describe a radius (distance, the number of circles counted from
the centre) and an angle measured from the positive X axis. A full circle is 360 degrees. For example, in the graph on the right the red dot is at an
angle of 45 degrees (each quadrant equals 90 degrees). And the Radius is one (the first circle counted from the centre). So, the red dot is located at
(1r,45n).

Now, although this all may sound a bit difficult, the most important point to take away from this little tutorial is that Aim Assist in our scripts and game packs
is NOT AIMBOT. So, the GPC code does

not pinpoint an enemy.


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No, the GPC code tricks the console/game to believe that we are moving our character. Using Polar we can describe this movement in much
smoother, rounder movements, whereas the Classic Aim Assist is using the rectangular values. Because the game is tricked to believe that WE are
moving, the in-game Aim Assist is triggered. Normally, when we are not moving our character, the Aim Assist is not activated by the game.

Oh, and before forgetting to mention those who are using device monitor. For you to see the Polar Aim Assist at work, you need to connect your ZEN to
both your console and computer / laptop. This is because your controller is giving rectangular outputs and your console calculates the trigonometric
functions to receive the arguments in radians (your controller doesn't).

Is Polar Aim Assist better than the Classic Aim Assist? Well, in the end they achieve the same, so they both tend to stick your aim onto the enemy,
but because Polar is using much rounder movements it tends to “preserve” the aim assist bubble better, so it sticks better than the Classic Aim Assist.
The Classic Aim Assist patterns using X/Y are usually sharp (angular, e.g. pattern shapes like diamonds, squares, triangles, etc.). These sharper
movements in those patterns tend to "break" the aim bubble.

Therefore, the Classic Aim Assist drags more AFTER your enemy whereas the Polar Aim Assist sticks better ON your enemy. It is not recommended to
use both Aim Assists at the same time, because the Classical Aim Assist will disturb the Polar Aim Bumble - thus you are compromising the otherwise
stronger, better and stickier Aim Bubble. You might think that running both Aim Assists at the same time is giving you more tracking, but that is an
optical delusion because in reality you are only dragging slightly heavier after your enemy, not able to get/stay on target as you would normally
with only the Polar Aim Assist activated.

How do you lock on target with Polar Aim Assist: just aim at your target. If you miss or did not lock on, release ADS briefly and aim again at your target
until it locks. Watch this video: https://youtu.be/nHeZr6avSaY.

Conclusion (moment of truth): if you are not very good at aiming and are hoping that Aim Assist will “cure” your lack of skills: sorry, but this is not what
this mod is about. The GPC code from the scripts tricks the game to believe that your in-game character is moving even if you are standing still. The
applied aim assist is controlled by the game mechanics, the amount of stickiness is calculated by the game using a number of algorithms. Meaning, the
aim assist triggered by ZEN is only a fragment stronger than the actual aim assist that is applied by the game. Realistically, the total strength of the aim
assist, so actual + artificial added together, is only stronger where it actually can stack with each other.

I used to believe that it always stacks, but over time I realised that this is not true, because Aim Assist is controlled by the game and merely only
triggered by us (scriptwriters/game pack developers). In simple words: there is only so much we can do, and hacking is not one of them. We modify your
controller outputs. That's it.

Breaking it all down to a realistic point of view: the aim assist we trigger with the ZEN is actually only noticeable when we are not moving or only slightly
moving our character, because normally you would get no aim assist from the game if you are standing still. When you are moving yourself, the aim assist
from the game will not stack with the artificial aim assist. This, simply because the game can only receive controller outputs from one device per player.
This is also why we have to stop the Aim Assist code in the scripts after a certain threshold. If we would not stop this, so without a threshold, the script
would stay in control of your movements, which will of course mostly contradict with the movements you desire based on what is happening on your
screen. In other words, we cut off the aim assist code to avoid that you are not able to aim and move accurately.

What about the various movement patterns? Which one should I choose? Between them there is not much difference, unless you opt for a pattern
with less rounder movements. As a rule, the rounder the movement the better it sticks. Also, combining patterns does not make a difference. So the Spiral
and Oval combined will remain the same strength of Aim Assist at best, or, if the two of them combined result in sharper movements where they cross
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over, it will likely break the Aim Assist Bubble. Under all circumstances the two of them combined will not stack with each other, that much is certain. So it
will not result in a stronger aim assist.

What makes my Aim Assist stronger than the Aim Assist with other scripts and game packs? First of, my script (and its various versions)
is in the making since 2015. Most of the other script writers lack the amount of experience and, are in fact, using parts of my code and that from other
experienced script writers. So, the majority of them are mixing code together and ultimately fucking thinghs up because they have no clue what they are
doing. Mixing code from the actual experienced script writers is bad overall: each of us experienced writers uses their own methodology and we have
developed our own style over the years. Most importantly, when we are writing a script we architect it. Of course we only architect it from our point of view,
so how it all fits together in the script WE are writing and not what OTHERS are writing. This is why it is not a good idea to combine code from two or more
scripters together. If you look at the historical numbers, my script (and its various versions) has been downloaded more than 5 million times. That speaks
for itself. But why is my Aim Assist better? Well, it is not the code to describe the mod itself. I can only use the same code that is available from the ZEN
technical library. It is the combination of my scripting skills and my experience what makes the difference. I like to keep the exact tricks that I have installed
in my scripts to myself, just so that I remain to have the competitive advantage. Only the experienced script writers are able to figure it out. And they have,
and many followed my example or developed their own technique to make things better. But for the vast majority of Script Kiddies out there it remains a
mystery. And as long as they are copy pasting my work (and that of my peers) they will never figure it out.

CHOOSE FROM TWO OPTIONS:

POLAR AIM ASSIST BY CRESCENS

Option one. You already know this one, does not need further introduction. It is the best aim assist on COD. Period.

STEALTH POLAR AIM ASSIST

Option two. I have added the Aim Assist as first seen in the Fortnite Gamepack and later in the Fortnite S.G.I. The Stealth Polar in my script is different in
the sense that it meets the requirements to work well together with my Aim Corrections. It is optimized so to say for the use with my script and Call of Duty.
The values are explained as follows:

Polar Radius: The distance/radius/reach of the Aim Assist pattern from the center point. The larger the circle, the more strength over larger distances.
Once you are locked on to an enemy, increasing this value will therefore add more strength. This is what we achieve with the RadiusBoost. The amount
we add is the value behind PolaRBoost.

Polar Angle: The amount that the angle is changed in each pattern cycle. The angle starts at 0 and ends at 359 (360 degrees). Setting the Polar Angle to
10 means that the angle is increased by 10 degrees each cycle until reaching 359. A larger value means that the aim assist pattern is completed faster
then with a lower value. By adding to this value once we are locked on to an enemy using the AngleBoost we increase the stickiness because it
preserves the Aim Bubble better. The amount we add is set under PolarABoost.
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DROPPING LOOT (WarZone)

To drop your inventory/loot hold “ADS” + long press “SWAP.”

OLED SUPPORT AND CHANGING VALUES ON THE FLY

When you change values on the fly you can watch your OLED screen to see the values and monitor the changes you make. All values are auto saved.

ZOOM ZENS ON THE FLY(FOR AIMING FURTHER AWAY, TAKING LONG SHOTS) RETURNED TO PAE!

Many users have asked for the return of ZOOM Sens since I removed it some years ago. I removed it because there was no space left on the
CronusMax. Well for those who missed it: good news! You can activate ZOOM Sens again. Whenever you anticipate a long distance shot/kill
you double tap lethal shortly. Next time you aim, zoom sens is active. When you release ADS the aim sens will go back to normal.
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EASY THUMB (= AUTO RUN + EASY MELEE OR ANY OTHER OPTION LIKE EASY JUMP OR EASY DROP USING YOUR LEFT
STICK).

Loved by many, hated by just as many: the easy thumb (or Easy Melee
as I named it in my earlier scripts).

What does it do? It places (depending on your button lay out) melee,
drop or jump under your left thumbstick click. And, pressing forward
activates auto run.

Depending on what you prefer, fill out 1 to only activate Auto Run, fill out 2 if you want Auto
Run and want Easy Melee, -drop or jump under your left thumbstick (and fill out the
corresponding button under l_stick_click), fill out 3 if you only want Easy Melee, -drop or -
jump (without Auto Run) or fill out OFF to switch all of these options off.

EASY DEPLOY / EASY FIELD EQUIPMENT OR BUMPER PING


PING WITH THE BUMPER (WORKS WITH ALL BTN CONFIGURATIONS) OR
DEPLOY YOUR FIELD GEAR WITH THE TAP OF ONE BUTTON (SEE SCRIPT USER CONFIG)
OR SEE USER CONFIG. int bumper_ping_OR_easy_deploy = OFF;

AUTO ENEMY PING


Auto Ping is activated with enemy_ping, and comes with four options under ping type (option 0, 1, 2 , and 3).

BATTLE ROYAL MODE


OPERATIONS:
You pick up a weapon - you can assign it to any color. If it is a weapon for which you have pre-defined anti recoil values, assign it to THAT color. You pick
up a weapon that needs rapid fire? Simply assign it to the RED LED by holding down the ADS button AND HOLDING DOWN THE D-PAD DOWN
BUTTON FOLLOWED BY tapping the options/menu button. Everytime you switch to that weapon: rapid fire will be activated. Switching to your other
weapon will switch it off (unless you have assigned rapid fire to both).
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If you pick up a sniper rifle, assign to the EMERALD LED by holding down ADS + HOLD DOWN and tapping the SHARE/VIEW button. In sniper mode,
Anti Recoil will be switched off automatically. Switching weapons will switch between sniper mode and the mode you activated for the other weapon. To
assign to the BLUE LED (neutral, no recoil, no RF and no sniper mode) HOLD ADS + HOLD DOWN + CLICK RS/R3

TRY TO REMEMBER THAT THE FIRST TIME YOU ASSIGN A SECOND WEAPON (WHEN YOU START A NEW GAME) YOU HAVE TO SWITCH TO
YOUR EMPTY HANDS FIRST, BEFORE PICKING UP THE SECOND WEAPON. OR ELSE YOU WILL OVERWRITE YOUR FIRST WEAPON. SO
REMEMBER: STARTED A NEW GAME, SWITCH WEAPONS BEFORE PICKING UP YOUR SECOND WEAPON. AFTER THIS: EACH TIME YOU PICK
UP AND ASSIGN A NEW WEAPON, THE SCRIPT WILL ALWAYS OVERWRITE WHAT YOU ARE
HOLDING IN YOUR HANDS.

There is not much harm done if you forget, but you will have to assign your first weapon again if you forgot.

To assign to a color: HOLD ADS + HOLD DOWN + TAP ONE OF THE


COLOR BUTTONS

In Battle Royal mode there is no ADS menu.


In case your leds go out of sync or your need to resync for other reasons: sync instructions on page 8 apply.
Also: weapon swap: tap weapon swap button shortly. To reload: tap reload shortly. You can calibrate also
the reload times for both weapons (double tap down, hold down on second tap and reload (holding down the
reload button until the end of the reload animation).

When providing feedback think about:

- Button combination that you should have free/available, to avoid simple things like dropping loot, dropping money, ping etc etc
- Are current button combo`s easy to access (so is assigning easy & quick)
- Mods that should be on by default for Warzone
- Mods that you miss
- Etc
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Below here is still in the script, but the


EASY OLED MENU
for on the FLY settings is the
recommended method. So
you can stop reading from here on.

ANTI RECOIL ON RUMBLE DETECTION AR_method_used = 1


In user config in the script:

● Set AR_method_used to value 1.

You can also toggle it on and off during the game:

● HOLD ADS +DOUBLE TAP UP TO TO CYCLE THROUGH AUTO, LEGACY & LEGACY ADVANCED

To manage the ANTI RECOIL STRENGTH of the AUTO AR ON RUMBLES on the fly:

● step 1: activate anti recoil and make sure that AUTO AR is switched on (led: neon)
● step 2: change the value (using set-up for AR method 1)
➔ HOLD DOWN B/CIRCLE AND
◆ tap DOWN (-1) (blinks once when changed)
◆ tap UP (+1) (blinks once when changed)
◆ tap LEFT (-10) (blinks twice when changed)
◆ tap RIGHT (+10) (blinks twice when changed)
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ANTI RECOIL LEGACY AR_method_used = 3 (available from version 32.04)

In user config in the script:

● Set AR_method_used to value 3.

To edit values on the fly:


✓ Select the recoil profile (and make sure AR is switched on)
✓ Change values (using the set-up for AR method 3)

VERTICAL:
✓ HOLD DOWN D-PAD DOWN + XB1_X / PS4_SQUARE AND
➢ tap LB / L1 (-1)
➢ tap RB / R1 (+1)
➢ tap LT / L2 (-10)
➢ tap RT / R2 (+10)
HORIZONTAL
✓ HOLD DOWN D-PAD DOWN + XB1_B / PS4_CIRCLE AND
➢ tap LB / L1 (-1)
➢ tap RB / R1 (+1)
➢ tap LT / L2 (-10)
➢ tap RT / R2 (+10)
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TRADITIONAL SET-UP FOR THE LEGACY ADVANCED ANTI RECOIL AR_method_used = 2


➢ Next to the easy set-up of values for the legacy Anti Recoil there is also another method you can use.


Start a custom game
and place your
character in front of a
wall so that you can aim
at a single point during
the set-up. Then follow
the instructions below.
Make sure that you
change the recoil time

value FIRST before you


change the other
values. I recommend a
time value of 3000. Or,
you can calibrate the
time value as explained
in the easy set-up
paragraph and then set
the vertical and
horizontal values using
the table below. To
open the edit menu double tap D-pad DOWN and hold DOWN on the second tap until the LED turns off. To exit: tap D-pad UP.

➢ EASY RECOIL SET-UP ANTI RECOIL ADVANCED LEGACY AR_method_used = 2


➢ ---> start a custom game with your weapon (and attachments) of choice
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➢ Step 1: Activate the recoil profile you want to edit (using the set-up for AR method 2)
➢ Step 2: Double D-pad down and hold down on the second tap. Hold until the led switches off.
➢ Step 3: Set up recoil values:
➢ 3.i) FIRST CALIBRATE RECOIL TIME: HOLD ADS AND HOLD FIRE UNTIL YOUR FIRST CLIP IS EMPTY.
➢ 3:ii) SET UP VERTICAL & HORIZONTAL VALUES:
➢ 3.ii.a.) Hold ads and fire your weapon at a wall, fixate on a certain point and whilst firing counter the recoil you experience with you
➢ thumbsticks (like you would normally do when you play without a script)
➢ 3.ii.b.) When your clip is empty, release fire btn whilst you reload.
➢ 3.ii.c.) And repeat step a, b & c as many times as needed: with each clip you will come closer and closer to the correct values

➢ Step 4: .. Ready? Tap D-pad UP to exit. ---> both horizontal as vertical values are autosaved to the activated recoil profile.

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