Cronusmax Fortnite Aimbot And More Over Power Script

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Cronusmax Fortnite Aimbot And More Over Power Script

Download Cronusmax Fortnite Aimbot And More Over Power Script for FREE

  • //Posted by ConsoleModZ, a member of the community in the CronusMAX Forums – http://cronusmax.com/forums

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  • //Posted : Friday 20th of April, 2018 15:23 UTC

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  • //FORTNITE – BATTLE ROYAL SCRIPT

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  • int Aimbot = TRUE; int AimSpeed = 85; /* Scope_BTN + Reload_BTN – Toggle On/Off

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  • */int RapidFire = FALSE; int rapidfire= 30 ; /* Scope_BTN + Jump_BTN – Toggle On/Off

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  •  

  • */int AutoRun = FALSE; //—————> // COMING SOON!

  • int AntiRecoil= TRUE; int antirecoil= 20 ;/* Scope_BTN + D-PAD UP – Toggle On/Off

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  • */int delay = 34;

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  • int AimAssist = FALSE; int valueX=25; /* Scope_BTN + D-PAD RIGHT- Toggle On/Off

  • */int valueY=26;

  • int delayA=40;

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  • int AutoBuild = FALSE; /*———->

  • */int AutomaticBuild = FALSE;

  • int ManualBuild = TRUE; /* Scope_BTN + TOUCH PAD – Toggle On/Off

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  • */int Jitter = FALSE; /*———–>*//* Scope_BTN + D-PAD LEFT – Toggle On/Off

  • ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////$

  • // $ COPYRIGHT! DON’T SHARE/SELL OR PUBLISH THIS SCRIPT/CODES OR ANY VALUE! $

  • // $ ELSE YOU WILL GET A COMPLAINT $

  • // $ $

  • // $ CREDITS GO TO ” RAFAEL War_Machine_PR12 ” $ |

  • // $ $ |

  • // $ VERSION: V12 $

  • // $ $

  • // $ NOTICE: Don’t use “Aimbot” and “AimAssist” at the same time! $

  • // $ For Jitter you need 2 shotguns! $

  • ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////$

  • //

  • //——————————————–| INT

  • */int Scope_BTN;int Shoot_BTN;int LY;int Run_BTN;int Reload_BTN;int Jump_BTN;int UP;int RY;int RIGHT;int RX;int Crouch_BTN;int RightBumber;int LeftBumber;int Left;int Down;

  • int a; int b;

  • //——————————————–| INITALIZATION

  • init { //-BUTTON LAYOUT-\

  • if(get_console() == PIO_PS4){

  • Scope_BTN = PS4_L2;

  • Shoot_BTN = PS4_R2;

  • LY = PS4_LY;

  • Run_BTN = PS4_L3;

  • Reload_BTN = PS4_SQUARE;

  • Jump_BTN = PS4_CROSS;

  • UP = PS4_UP;

  • RY = PS4_RY;

  • RIGHT = PS4_RIGHT;

  • RX = PS4_RX;

  • RY = PS4_RY;

  • Crouch_BTN = PS4_CIRCLE;

  • Left = PS4_LEFT;

  • Down = PS4_DOWN;

  • RightBumber = PS4_R1;

  • LeftBumber = PS4_L1;

  • }else{

  • RightBumber = XB1_RB;

  • Scope_BTN = XB1_LT;

  • Shoot_BTN = XB1_RT;

  • LY = XB1_LY;

  • Run_BTN = XB1_LS;

  • Reload_BTN = XB1_X;

  • Jump_BTN = XB1_A;

  • UP = XB1_UP;

  • RY = XB1_RY;

  • RIGHT = XB1_RIGHT;

  • RX = XB1_RX;

  • RY = XB1_RY;

  • Crouch_BTN = XB1_B;

  • Left = XB1_LEFT;

  • Down = XB1_DOWN;

  • LeftBumber = XB1_LB;

  • }

  • }

  • //——————————————–| MAIN

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  •  

  • main {

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  • if(get_val(Scope_BTN) && event_press(RIGHT)){

  • AimAssist =! AimAssist;

  • if(AimAssist == TRUE){combo_run(Notify);a=0;b=2;}

  • if(AimAssist == FALSE){combo_run(Notify);a=2;b=0;}

  • }

  • if(AimAssist){

  • if(get_val(Scope_BTN)){

  • combo_run(AssY);

  • combo_run(AssX);

  • }

  • if((get_val(RY)) > valueY || (get_val(RY)) < valueY*(-1)){

  • combo_stop(AssY);

  • }

  • if((get_val(RX)) > valueX || (get_val(RX)) < valueX*(-1)){

  • combo_stop(AssX);

  • }

  • }

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  • if(get_val(Scope_BTN) && event_press(Jump_BTN)){

  • RapidFire = ! RapidFire;

  • if(RapidFire == TRUE){combo_run(Notify);a=0;b=2;}

  • if(RapidFire == FALSE){combo_run(Notify);a=2;b=0;}

  • }

  • if(RapidFire){

  • if(get_val(Shoot_BTN)){

  • combo_run(Rapidfire);

  • }

  • }

  •  

  • if(get_val(Scope_BTN) && event_press(Reload_BTN)){

  • Aimbot =! Aimbot;

  • if(Aimbot == TRUE){combo_run(Notify);a=0;b=2;}

  • if(Aimbot == FALSE){combo_run(Notify);a=2;b=0;}

  • }

  • if(Aimbot){

  • if(get_val(Scope_BTN)&&get_ptime(Scope_BTN)>= 200){

  • combo_run(AutoAim);}

  • if(event_release(Scope_BTN)){ combo_stop(AutoAim);}

  • }

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  • if(AutoRun){if(get_val(LY) <= -20){set_val(Run_BTN, 100);}}

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  • if(get_val(Scope_BTN)&&event_press(PS4_TOUCH)){ AutoBuild=!AutoBuild;

  • if(AutoBuild == TRUE){combo_run(Notify);a=0;b=2;}

  • if(AutoBuild == FALSE){combo_run(Notify);a=2;b=0;}

  • }

  • if(AutoBuild){

  • if(AutomaticBuild){if((get_rumble(RUMBLE_A)||get_rumble(RUMBLE_B))&&get_val(Shoot_BTN)<=19){combo_run(AutoBuild);}}

  • if(ManualBuild){if(get_val(Down)){set_val(Down,0);combo_run(AutoBuild);}}

  • }

  •  

  • if(get_val(Scope_BTN)&&event_press(PS4_LEFT)){ Jitter=!Jitter;

  • if(Jitter == TRUE){combo_run(Notify);a=0;b=2;}

  • if(Jitter == FALSE){combo_run(Notify);a=2;b=0;}

  • }

  • if(Jitter){

  • if(get_val(Shoot_BTN)){combo_run(Jitter);combo_stop(Rapidfire);}

  • if(event_release(Shoot_BTN)){combo_stop(Jitter);}

  • }

  •  

  •  

  • if(get_val(Scope_BTN) && event_press(UP)){

  • AntiRecoil =! AntiRecoil;

  • if(AntiRecoil == TRUE){combo_run(Notify);a=0;b=2;}

  • if(AntiRecoil == FALSE){combo_run(Notify);a=2;b=0;}

  • }

  • if(AntiRecoil){

  • if(get_val(Shoot_BTN)){combo_run(Antirecoil);}

  • if(abs(get_val(RY)) >= antirecoil+ 10){combo_stop(Antirecoil);}

  • }

  •  

  •  

  • }

  • //———————————————| COMBO’s

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  •  

  • combo Notify {

  • set_led(LED_1,0);

  • set_led(LED_2,a);

  • set_led(LED_3,b);

  • set_led(LED_4,0);

  • wait(550);

  • set_led(LED_1,0);

  • set_led(LED_2,0);

  • set_led(LED_3,0);

  • set_led(LED_4,0);

  • wait(250);

  • set_led(LED_1,0);

  • set_led(LED_2,a);

  • set_led(LED_3,b);

  • set_led(LED_4,0);

  • wait(250);

  • set_led(LED_1,0);

  • set_led(LED_2,0);

  • set_led(LED_3,0);

  • set_led(LED_4,0);

  • wait(250);

  • set_led(LED_1,0);

  • set_led(LED_2,a);

  • set_led(LED_3,b);

  • set_led(LED_4,0);

  • wait(250);

  • reset_leds();

  • }

  •  

  •  

  • combo Jitter{

  • set_val(RightBumber,100);

  • set_val(Shoot_BTN,100);

  • wait(240);//currently minimum!

  • set_val(LeftBumber,100);

  • set_val(Shoot_BTN,100);

  • wait(240);//currently minimum!

  • }

  •  

  •  

  • combo AutoBuild{

  • set_val(Crouch_BTN,100);

  • wait(175);

  • wait(25);

  • set_val(Shoot_BTN,100);

  • set_val(RX,100);

  • wait(455);

  • wait(25);

  • set_val(Shoot_BTN,100);

  • set_val(RX,100);

  • wait(455);

  • wait(25);

  • set_val(Shoot_BTN,100);

  • set_val(RX,100);

  • wait(455);

  • wait(25);

  • set_val(Shoot_BTN,100);

  • set_val(RX,100);

  • wait(455);

  • wait(25);

  • }

  •  

  •  

  • combo AssY {

  • set_val(RY, valueY);

  • wait(delayA);

  • set_val(RY, valueY*(-1));

  • wait(delayA);

  • }

  •  

  •  

  • combo AssX {

  • wait(2);

  • set_val(RX, valueX);

  • wait(delayA/1.5);

  • set_val(RX, valueX*(-1));

  • wait(delayA/1.5);

  • }

  •  

  •  

  • combo Rapidfire {

  • set_val(Shoot_BTN, 100);

  • wait(rapidfire);

  • set_val(Shoot_BTN, 0);

  • }

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  •  

  • combo AutoAim{

  • set_val(Scope_BTN,100);

  • wait(AimSpeed);

  • set_val(Scope_BTN,0);

  • wait(35);

  • }

  •  

  •  

  • combo Antirecoil {

  • set_val(RY, antirecoil);

  • wait(delay);

  • set_val(RY, antirecoil);

  • wait(delay);

  • }

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