> For the complete documentation index, see [llms.txt](https://collectiveminds.gitbook.io/strikepackmp/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://collectiveminds.gitbook.io/strikepackmp/guides/legacygamepacks/advancedshooter/gamepackmods/addmods.md).

# Additional M.O.D.s | Shooter

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## Additional M.O.D.s | **Advanced Shooter** <a href="#additional-mods" id="additional-mods"></a>

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{% hint style="info" %}
For STRIKEPACK™ with M.O.D.|PASS™.
{% endhint %}

Assorted "**Additional M**.**O**.**D**.**s**" (Macros On Demand) for **Advanced Shooter GAMEPACK**!  These are uniquely tied to Weapon Swap (formerly known as Advanced Profile System).  You can assign a "Primary", "Secondary", and "Third" "Additional M.O.D." in the M.O.D. CENTRAL™ GAMEPACK Configuration.

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**Crouch Aim**:  While **FULLY** <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HOLDING** your **AIM DOWN SIGHTS** (**ADS**) button, you will assume a crouched position.  Stop ADS to stand.  If you manually crouch first, this M.O.D. can be used to pop up from cover.

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**Hop Shot**:  Differs from modern Hop Shot.  More like a Bunny Hop.  Whenever you are **NOT** Aiming Down Sights, while **FULLY** <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HOLDING** your **FIRE** button, you will repeatedly jump at a steady pace to be more difficult to hit; perfect for close range combat.  This generic timing may not be suitable for certain games, especially those with aggressive stamina limitations.

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**Rapid Crouch Fire**:  While **FULLY** <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HOLDING** your **FIRE** button, you will repeatedly crouch, confusing your opponent on whether to aim high or low, while you deliver the killing blow.

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**Cover Fire**:  Get behind cover in a cover shooter, then while you are NOT Aiming Down Sights (ADS), **FULLY** <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HOLD** your **FIRE TRIGGER** down to pop up out of cover and fire until **RELEASE**.  If your **FIRE TRIGGER** is **LESS THAN** fully held, you will repeatedly pop up & fire (If your fire button is NOT a trigger, it will always perform the latter action).

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**Strafe Fire**:  While **FULLY** <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HOLDING** your **FIRE** button, you will automatically move side to side to be more difficult to hit; perfect for peeking back and forth around corners while firing.

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**Circle Strafe Fire**:  While **FULLY** <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HOLDING** your **FIRE** button, you will automatically move in a circular motion, potentially confusing an enemy sniper's aim while out in the open.

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**Drop Shot**:  Whenever you are **NOT** Aiming Down Sights (ADS), upon **FIRING**, you will automatically drop down, potentially causing an up-close opponent to miss the headshot on you.

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**ADS Ping**:  Upon **AIMING DOWN SIGHTS** (**ADS**), in games that support it, you will ping/mark/spot wherever you initially aimed at, alerting your team to the location.

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**ADS Auto Ping**:  While <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HOLDING** your **AIM DOWN SIGHTS** (**ADS**) button, in games that support it, you will attempt to <mark style="color:orange;">**repeatedly**</mark> ping/mark/spot, alerting your team to the location you are currently looking at.  <mark style="color:orange;">**Be mindful of your team**</mark><mark style="color:orange;">,</mark> as this could be extremely annoying in games that allow this feature to be spammed.

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**Ping On Fire**:  Upon **FIRING**, in games that support it, you will ping/mark/spot wherever you initially fired at, alerting your team to the location.

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**Aim Assist**:  While your **AIM DOWN SIGHTS** (**ADS**) button is <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HELD**, the Aim Assist M.O.D. will slightly move your aim/camera stick.  This constant aim movement, visible as slight screen shaking, can help the actual "in-game" aim assist (if your game has one) to perform more consistently.

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**Aim Assist+**:  While your **AIM DOWN SIGHTS** (**ADS**) button is <img src="/files/WKxGM5nEvfMbZOqHLzmA" alt="" data-size="line">**HELD**, in addition to the constant aim movement, Aim Assist+ additionally repeatedly presses and releases your Aim Down Sights button.  There are games out there which snap to target when you Aim Down Sights, though it is more common in singleplayer games.  <mark style="color:red;">**This M**</mark><mark style="color:red;">.</mark><mark style="color:red;">**O**</mark><mark style="color:red;">.</mark><mark style="color:red;">**D**</mark><mark style="color:red;">.</mark> <mark style="color:red;"></mark><mark style="color:red;">**makes scoped weapons unusable**</mark><mark style="color:red;">.</mark>

***

{% hint style="info" %}
Either Aim Assist M.O.D. can be combined with another Additional M.O.D..
{% endhint %}

***

"**Aim Assist Strength**", "**ADS Hold Time**", and "**ADS Release Time**" can all be adjusted in the M.O.D. CENTRAL™ GAMEPACK Configuration, or Menu Mode, covered later on in the [**Menu Navigation**](/strikepackmp/guides/legacygamepacks/advancedshooter/menunav.md) section of this manual.  Aim Assist just uses the "Aim Assist Strength" setting, whereas Aim Assist+ uses all three settings.  "Aim Assist Strength" DOES NOT actually affect the strength of Aim Assist but rather the intensity of the aim/camera stick shaking.  It was renamed "Aim Assist Intensity" in later GAMEPACKs for clarification.  The higher the value the more your screen will shake.  You need a tiny amount for the M.O.D. to be effective.

To determine **Aim Assist Strength**, find a wire thin object in the game world to compare against.  If there is **TOO** much shaking that it is harming your aim, reduce the value.  If there is **NO** visible shaking whatsoever, increase the value.
