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Call of Duty: Black Ops 1
Avenged BO1 V2
Script details
This is a Call Of Duty Black Ops 1 Cronus Zen Script developed by Avenged.
Includes mods:
- Aim Assist
- Anti Recoil
- Boosted Auto Sprint
- Dead Zone
- Drop Shot
- How Fast It Spams Ads
- Quick Scoper
Features
Mod Menu
This Script comes with a customizable Mod Menu
guides
This script includes an instruction guide
Guides
BO1
- RF Primary (on/off)
- RF Secondary (on/off)
- RF Speed (1-100, HIGHER = FASTER -- how fast it pulls the trigger)
- RF Release (1-100, HIGHER = FASTER -- how long it releases between pulls. Lower this if a specific gun (FAL) needs more breathing room to keep firing reliably)
- Anti Recoil (on/off)
- AR Vertical (-30 to 30)
- AR Horizontal (-30 to 30)
- Sweet Assist + its 6 slidersSAW v15's Sweet_EviL aim assist
- BO1's own separate copy (own SPVARs, independent of BO2/MP's)
- Every other old BO1 feature (Auto Sprint / Silent / Drop / Hop / Crouch Shot / Aim Assist Shake / Jitter / Soft Aim / Aim HAX / Rat Detector) has been removed.
- Snake (on/off)
- Automates the slither glitch: holds Circle, and while it's still held, taps Jump a set number of times, then releases Circle right after the last tap
- Loops the whole cycle for as long as you're pushing the stick to move (nothing to do with Shoot)
- Square opens 2 sliders:
- How long Circle is held before the taps start
- How many times Jump taps per cycle (1-5)
- Tune both to match what the glitch actually needs
- BO1-only -- not added to BO2/MP since it isn't confirmed to work there.
- Drop Shot (on/off)
- BO1's own separate copy, independent of BO2/MP's (own vars/SPVARs, own page)
- Same Hold/Press behavior:
- X opens a Hold/Press picker
- Hold holds Crouch down for the whole time you're firing (drop/prone while shooting)
- Press is one timed tap per trigger pull
- Square opens:
- Drop Tap Time slider (how long Press mode holds Crouch for)
- Hold linger slider (how long Hold mode keeps Crouch down after you release Shoot before standing back up)
- Only applies while BO1 is the active game.
ZB
- Aim Assist Legacy (on/off)
- Rapidly spams ADS in/out while L2 is held (the old Zombies-style rapid aim-in/out)
- Legacy Aim SpeedHow fast it zooms in/out while spamming
- AFKBank Auto-Hold (on/off)
- Hold Square (Xbox: X) and the script loops a hold/release cycle for you
- Holds Square for Hold Time, lets go briefly, holds again -- for as long as you physically hold Square down
- Let go and it stops immediately.
- Hold TimeHow long each hold lasts before it briefly releases
- AFK Shoot (on/off)
- Fully autonomous, no button held at all
- Loops hold R2 / release R2 by itself for as long as it's on
- Built for the Buried Paralyzer AFK glitch -- turn it on and walk away
- LED goes orange while holding, green while released.
- AFK Shoot HoldHow long each hold lasts
- AFK Shoot ReleaseHow long it releases between holds
- Auto Melee (on/off)
- Fully autonomous: presses melee (R3) on a loop by itself while ON, roughly one swing per second
- No buttons needed -- turn it on and walk away.
- Melee Speed1-100, higher = faster swings (gap between hits)
- Emblm DupeOwn BO2 subcategory, separate from MP/ZB/AFK
- Emblm Dupe (on/off)
- Master switch
- While ON, R3 is repurposed: tap it once to run the copy-emblem menu macro (ported from BO2 Emblem Stealer v1.0), which auto-disables itself after one full run
- Flip this OFF and R3 goes straight back to normal melee
- Takes priority over Auto Melee since both would otherwise fight over R3.
- Dupe DelayGap between each button press in the copy sequence -- raise it if steps get skipped.
Misc
- Soft Triggers (on/off, applies at all times no matter which page/game you were last on when you closed the menu)
- Steady Aim (on/off)
- Smooths tiny stick jitter by rounding RX/RY to a grid (ported from the saw_v12 reference's GetSteadyAim)
Controls
- L2 + OPTIONS = open / close menu
- UP / DOWN = move category cursor (category list) / change the value on a page (ON/OFF or number, tap or hold to ramp)
- CROSS = enter selected category
- LEFT / RIGHT = switch between pages inside a category
- CIRCLE = back out one level, then close menu
Active Game / Rapid Fire Behaviour
- Opening/entering BO1 makes BO1 the "active game" for gameplay (its Rapid Fire / Anti-Recoil values are the ones applied in-game).
- Entering BO2 does the same for BO2.
- Triangle in-game swaps you between your primary and secondary weapon's Rapid Fire toggle for whichever game is active.
- Rapid Fire keeps running straight through that swap.












