π Complete OLED Menu Guide
This is the single reference page for the RocketAIM FPS Edition OLED menu (Cronus Zen/Max). It documents every category, mod, and setting exactly as they exist in the current script β written for someone who has never opened the menu before.
Buttons are named PlayStation-style (the script is configured for a PlayStation controller). If you play on Xbox, use the Button Layout guide to translate:
R2=fire Β· L2=aim (ADS) Β· R1=lethal Β· L1=tactical Β· Cross=jump Β· Circle=crouch/slide Β· R3=melee Β· L3=sprint Β· Square=reload Β· Triangle=switch weapon Β· Options=menu Β· Share/Touchpad=view
π On this page
- Controller shortcuts (outside the menu)
- Navigating the OLED menu
- AIM category
- COMBAT category
- MOVEMENT category
- UTILITY category
- Saving
1) Controller shortcuts (outside the menu)
Full breakdown: Profiles, Shortcuts & Profile Lock.
These combos work while you're playing β no need to open the menu:
| Combo | Effect |
|---|---|
| Hold L2 + release Options | Opens the settings menu (OLED) |
| Hold L2 + release Share/Touchpad | Turns the script off (standby mode) |
| Hold L2 + Options at the same time | Neutralized β prevents accidentally opening the menu while aiming |
| L2 + Circle + β(right) | Instantly toggles Rapid Fire on/off, without opening the menu |
| L2 + Circle + β(left) | Locks/unlocks the active profile (Profile Lock β see below) |
| L2 + Circle + β(up) | Opens the Anti-Recoil quick preview |
| L2 + Circle + β(down) | Opens the weapon picker β only when the displayed weapon shows a ? |
| L2 + β(left) (without Circle) β short press | Profile 1: restore. Switches to it and puts its already-remembered weapon back. Erases nothing |
| L2 + β(left) (without Circle) β long press (~0.4s, adjustable) | Profile 1: re-learn. Wipes what it memorized; the next shot re-teaches it the weapon in hand. Fires as soon as the hold crosses the threshold β no need to release |
| L2 + β(right) (without Circle) β short / long | Exactly the same two behaviors, for Profile 2 |
| Triangle (released, without Share) | Switches profile (Profile 1 β Profile 2) |
| Share + Triangle held 1s | Forces return to Profile 1 (always wipes what it learned) |
| Share + Circle held 1s | Forces return to Profile 2 (always wipes what it learned) |
β οΈ Holding L2 and pressing Options at the same time does nothing on purpose β the menu only opens when you release Options while still holding L2. This stops the menu popping open by accident mid-fight.
Profiles
The script has 2 independent profiles β for example, one config for your primary weapon and one for your secondary. Each profile keeps its own Anti-Recoil values (vertical/horizontal). The controller LED shows the active profile: green = Profile 1, white = Profile 2.
Profile Lock
Profile Lock freezes the active profile. While it's on, nothing can switch profiles β not Triangle, not the LB/RB scroll inside the menu, not the forced-reset shortcuts (Share+Triangle, Share+Circle). Only another L2 + Circle + Left unlocks it.
- Why it exists: each profile carries its own Anti-Recoil values. A thumb slipping onto Triangle mid-fight silently swaps your recoil compensation. The lock prevents that.
- How to activate: hold L2 + Circle + β(left). A brief ON/OFF confirmation appears, and a small lock icon stays next to the profile name on the main screen while active.
- What it does NOT block: using the current profile's mods. You keep playing normally on whichever profile stayed active β only switching is blocked.
2) Navigating the OLED menu
Once the menu is open, the structure is always the same: Category β Mod β Settings.
| Input | Action |
|---|---|
| Up / Down (D-pad) | Move through the list |
| Cross (β) | Confirm / open / enter a setting |
| Circle (β) | Go back to the previous screen |
| Right (D-pad), from the mod list | Toggles that mod on/off directly, without opening its settings |
| Left / Right, inside a setting | Decreases/increases the value, or cycles the option |
There are 4 categories:
| Category | Mods inside |
|---|---|
| AIM | Anti-Recoil, AA Rocket, Hold Breath, Tracking, Humanization |
| COMBAT | Rapid Fire, Fast Melee, Spam, Auto Ping, Weapon Detect |
| MOVEMENT | Auto Run, Slide Cancel, JumpShot P1/P2, Bunny Hop, Southpaw |
| UTILITY | AFK Mod, Misc, Field Mode |
3) AIM category
Anti-Recoil
Full breakdown: Anti-Recoil β Explained & Setup.
Quick summary β automatically compensates weapon climb by pushing the right stick opposite the recoil. Settings are per-profile.
| Setting | What it does |
|---|---|
| Vertical | Vertical compensation strength (-50 to 50) |
| Horizontal | Horizontal drift compensation (-50 to 50) |
| Activation | Ads+Fire, Fire (even without aiming), or Ads+Fire / Fire (both) |
| Hybrid (for Scuff) | OFF = detects firing via controller vibration. ON = alternate detection for controllers (e.g. Scuff) that don't trigger normal detection |
| AR Humanize | Adds 0β10 random variation to vertical compensation for a less mechanical motion. 0 = disabled |
In Per Weapon mode: with a recognised weapon active, this screen edits that weapon's own values instead of Primary/Secondary's, and the top banner shows the weapon's name rather than
β Primary βΊ. With no weapon recognised, it falls back to the profile's manual preset as usual.
AA Rocket (aim assist)
Full breakdown: Aim Assist Parameters and Aim Assist Shapes Guide.
Moves the sticks slightly on their own, following a chosen "shape", to help you stay on target while firing. Left stick (movement) and right stick (aiming) each get separate Size/Speed/Shape settings, plus a dedicated set for aiming-only (ADS).
Triggers when: you press R2 (fire), with or without L2. While aiming alone (L2 without R2), only the "Ads" settings apply, and only if "Active on ADS" is enabled.
Hold Breath
Full breakdown: Hold Breath.
While aiming (L2) or sprinting, automatically presses L3 (Sprint) at regular intervals to simulate breath-holding β steadying your aim (e.g. for a sniper) without clicking L3 yourself.
| Setting | What it does |
|---|---|
| Breath Timer (s) | How long the breath stays held (L3 held) each cycle |
| Time before (s) | Delay before the first hold starts after you begin aiming |
| Cooldown (ms) | Pause between two hold cycles (time L3 is released) |
Tracking
Full breakdown: Tracking.
A small, discreet automatic right-stick movement while you fire, on top of AA Rocket, to compensate for micro-movements and stay "stuck" to the target better.
How it differs from AA Rocket: AA Rocket applies a fixed, regular-amplitude pattern β which is exactly what you want against weapon recoil, because recoil is predictable. Tracking is meant as a secondary layer, running at very low amplitude (a 0β10 scale instead of 0β100) at the same time, to add a light continuous adjustment on top: a constant micro-correction rather than a one-off fix. The two stack β Tracking doesn't replace AA Rocket, it adds to it.
| Setting | What it does |
|---|---|
| Track Shape | Circle, KITT (horizontal scanner sweep, no vertical movement), Wide Oval, Tall Oval |
| Track Size | Movement amplitude (0β10) β deliberately small vs. AA Rocket's 0β100 |
| Track Speed | Movement speed (0β10) |
Built-in safety: Tracking automatically cuts out if you make a large deliberate right-stick movement (a flick), so it never fights your manual aim β the script detects that this is no longer a micro-movement but an intentional gesture, and hands control back immediately.
Humanization
Full breakdown: Humanization.
Adds slight random noise to assisted movements (AA Rocket, Rapid Fire, and Anti-Recoil if "AR Humanize" is on) so the behavior looks less mechanical.
Why it exists: a perfectly regular assist movement β same amplitude, same speed, down to the millisecond, every single shot β is exactly the kind of signature a behavior-analysis system can flag, because a human is never perfectly consistent. Humanization breaks that regularity by adding a small random variation each cycle:
- On AA Rocket: the noise is scaled to the movement already happening β the harder the stick is currently moving, the more noticeable the variation; barely moving, the noise stays minimal. That keeps the wobble proportionate instead of a fixed noise that would look obvious on a small movement.
- On Rapid Fire: variation applies to trigger hold/release timing, so fire rate isn't perfectly metronomic.
- On Anti-Recoil (if AR Humanize is enabled): vertical variation only, around the compensation point.
| Setting | What it does |
|---|---|
| Noise Strength | Intensity of added noise (0β20). 0 = disabled. Too high hurts precision |
| Noise Trigger | ADS+Fire, ADS Only, or Fire Only |
| Noise Stick | Both, Left Only, or Right Only |
4) COMBAT category
Rapid Fire
Full breakdown: Rapid Fire Settings & Quick Toggle.
Turns a semi-automatic weapon into rapid/automatic fire by pressing/releasing R2 for you, at an adjustable rate.
Fast Melee
Pressing the melee button (R3) automatically triggers a short hold, for a faster/more reliable knife hit. No settings β just ON/OFF in the mod list.
Spam
Two modes for spamming weapon switching (handy to cancel a reload/interaction animation on a loop), triggered by holding Sprint (L3) for more than 300ms.
YY and SNAKE are triggered by holding Sprint (L3) for more than 300ms; CROUCH is triggered by holding Fire.
| Setting | What it does |
|---|---|
| Spam Mode | YY = rapidly switches between your two weapons (switch, then switch back) in a loop. SNAKE = crouch + small forward/backward movement in a loop. CROUCH = while Fire is held, you go prone, get back up, and repeat (shoot, lie down, stand up, lie down...). CROUCH is not present in every edition. |
| Spam Delay (ms) | Delay between each weapon switch in YY mode (40-80ms). Not used by CROUCH mode. |
| Min Hold Time (ms) | Reserved for a future custom-button spam option β not active yet |
| YY Trigger Button | Reserved β not active yet |
| Crouch Rate | CROUCH mode only, 0-5. 0 = one lie-down / stand-up cycle per Fire press. 1-5 = the cycle repeats while Fire is held; the higher the number, the shorter the pause between two cycles (about 300 ms at 1, 60 ms at 5). |
Auto Ping
Full breakdown: Enemy Ping Settings.
While aiming (L2) and pressing R2 (fire), automatically sends a ping once. No settings β just ON/OFF.
Weapon Detect
Full breakdown: Weapon Detect β it has its own documentation section, including the four Type modes and the Teach Weapon wizard.
PS5 controllers only. Reads the Adaptive Trigger's resistance pattern to recognise which weapon category you're firing (AR, SMG, LMG, Handgun, Sniper/Marksman, Shotgun), and switches your Anti-Recoil settings to match β no extra button needed on top of your in-game weapon swap.
Press Cross (β) on the WEAPON DETECT row to open its settings and reach the Type option, which picks how it behaves:
| Type | In short |
|---|---|
| Per Profile | Never guesses on an ambiguous trigger pattern β waits for you to confirm once via the picker, then remembers it |
| Per Weapon | Recommended. Each weapon carries its own anti-recoil values and the script never switches profile by itself |
| Twin Swap | Trusts your weapon-swap button β always shows the active profile's remembered weapon, never falls back to NA - NA |
| Twin Guess | Tries to separate two colliding weapons automatically. Currently unreliable β only use it if you've verified it on your own weapons |
When two weapons share the exact same trigger pattern, the weapon name on the main screen gets a ? next to it β L2 + Circle + β(down) opens a picker so you can confirm which one you're actually holding.
Don't confuse the two: D-pad Right on the WEAPON DETECT row in the menu toggles the whole mod on/off, like any other mod. L2 + Left / L2 + Right in game are the profile restore/re-learn shortcuts from section 1.
5) MOVEMENT category
Five lightweight movement mods, all found under the MOVEMENT category:
| Mod | What it does |
|---|---|
| Auto Run | Pushing the left stick almost all the way forward (while not firing or aiming) auto-activates Sprint (L3) β no need to hold it. No settings, ON/OFF only |
| Slide Cancel | Releasing crouch/slide (Circle) after moving the left stick auto-chains Circle then Cross (jump) to cancel the end-of-slide animation. One setting: Cancel Delay (ms) (10β120ms) β timing window before the jump chains in |
| JumpShot P1 / JumpShot P2 | Direct setting, no submenu. When enabled for the matching profile (P1/P2), holding fire (R2) for over 200ms triggers an automatic jump β the "jump-shot" technique |
| Bunny Hop | Direct setting. Holding the jump button (Cross) makes you jump repeatedly in a loop β no need to tap it |
| Southpaw | Direct setting. Swaps the left and right sticks (movement β aiming) β for left-handed players used to aiming with the left stick |
6) UTILITY category
AFK Mod
Full breakdown: AFK Mod.
Simulates movement and actions every few seconds to avoid being kicked from a lobby for inactivity. No settings β just ON/OFF.
Misc
General settings that don't belong to another category. No global ON/OFF β these are settings, not a toggleable mod.
| Setting | What it does |
|---|---|
| Inverted | Inverts the vertical direction of Anti-Recoil β useful if your in-game vertical aim is inverted |
| No Rumble | ON = completely disables controller vibration |
| Buttons Layout | Picks your in-game controller layout (22 presets β Default, Tactical, Bumper Jumper, Lefty, and more) so the script maps the right physical button to Fire/Aim/Jump/etc. Full list: Button Layout guide |
| β³ Custom Mapping | One of the Button Layout options. Select it, press Cross, then press each button yourself (Fire, Aim, Jumpβ¦) to build a fully custom layout if none of the 22 presets match your setup |
| VM Speed | Speed of the script's internal loop (10ms default, down to 1ms). Lower = faster/more precise reaction, but more load on the device. Leave at default (10ms) unless you have a specific reason to change it |
Field Mode
Full breakdown: Field Mode.
For battle-royale-style games where holding the weapon-switch button does something else (like applying an armor plate): a press held 250 ms or longer no longer flips your Primary/Secondary profile. No settings, just ON/OFF (OFF by default).
7) Saving
Settings save automatically to the Cronus's memory the moment you leave the menu (Circle from the category screen). A "SAVED β" screen confirms it.
πΎ These settings stay on the Zen. To keep a copy on your computer (before an update, or to move them to another Zen), export your BVARs and your SPVARs in Zen Studio Live.
Need more detail on one topic?
This page covers everything at a glance. For step-by-step tuning workflows, use:
- Setup RocketMod Cronus Zen From A-Z β first-time install and configuration
- Anti-Recoil β Explained & Setup β per-weapon recoil tuning
- The Right Way to Setup Aim Assist β Shape β Size β Speed tuning method
- Hold Breath Β· Tracking Β· Humanization β the three remaining AIM mods in full
- Profile Switching & Shortcuts Guide β every shortcut combo in one place
- Weapon Detect β the four Type modes, per-weapon anti-recoil, and Teach Weapon
