GPC Library

All RapidFire Buttons

This is an Adjustable Rapid Fire for all Buttons
This Could be for any game you choose to use it for, and its easy to use.

Every Button is adjustable to its own Fire Rate so buttons can be spammed at different speeds.

This Is Buttons based on XBox Controllers but obviously can be adjusted for PlayStation Controllers

Please subscribe to my YT if you would like to support me! https://www.youtube.com/twinduo
Version 1
Author CoryTwin
Publish Date 2017-08-03 21:29:01
Update Date 2017-08-03 21:29:01
Downloads 1035
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Release Notes: Please subscribe to my YT if you would like to support me! https://www.youtube.com/twinduo
Code:Select all
///////////////////////////////////////////////////////////////////////////////////////////////////////////
//																										 //
//						   This is an Adjustable Rapid Fire for all Buttons   							 //
//					  This Could be for any game you choose to use it for, and its easy to use 			 //
//     Every Button is adjustable to its own Fire Rate so buttons can be spammed at different speeds     //
//  This Is Buttons based on XBox Controllers but obviously can be adjusted for PlayStation Controllers  //
//      Please subscribe to my YT if you would like to support me! https://www.youtube.com/twinduo   	 //
//																										 //
///////////////////////////////////////////////////////////////////////////////////////////////////////////


int Rate_Of_Fire_RT		= 15
int Rate_Of_Fire_LT		= 15
int Rate_Of_Fire_A		= 15
int Rate_Of_Fire_B		= 15
int Rate_Of_Fire_X		= 15
int Rate_Of_Fire_Y		= 15
int Rate_Of_Fire_Up		= 15
int Rate_Of_Fire_Down	= 15
int Rate_Of_Fire_Right	= 15
int Rate_Of_Fire_Left	= 15
int Rate_Of_Fire_RB		= 15
int Rate_Of_Fire_LB		= 15
int Rate_Of_Fire_RS		= 15
int Rate_Of_Fire_LS		= 15
										/////////////////   INSTRUCTIONS	//////////////////
int Reset_Switch	= FALSE				// Hold (SELECT)+(START) to Reset Mods				//
int LT_RapidFire	= FALSE				// Hold (SELECT)+(LT) to Run (LT RapidFire)			//
										// Increase Fire Rate, Hold (LT)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (LT)+(DPAD DOWN)		//
int RT_RapidFire	= FALSE				// Hold (SELECT)+(RT) to Run (RT RapidFire)			//
										// Increase Fire Rate, Hold (RT)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (RT)+(DPAD DOWN)		//
int A_RapidFire		= FALSE				// Hold (SELECT)+(A) to Run (A RapidFire)			//
										// Increase Fire Rate, Hold (A)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (A)+(DPAD DOWN)			//
int B_RapidFire		= FALSE				// Hold (SELECT)+(B) to Run (B RapidFire)			//
										// Increase Fire Rate, Hold (B)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (B)+(DPAD DOWN)			//
int X_RapidFire		= FALSE				// Hold (SELECT)+(X) to Run (X RapidFire)			//
										// Increase Fire Rate, Hold (X)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (X)+(DPAD DOWN)			//
int Y_RapidFire		= FALSE				// Hold (SELECT)+(Y) to Run (Y RapidFire)			//
										// Increase Fire Rate, Hold (Y)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (Y)+(DPAD DOWN)			//
int Up_RapidFire	= FALSE				// Hold (SELECT)+(UP) to Run (UP RapidFire)			//
										// Increase Fire Rate, Hold (DPAD UP)+(RT)			//
										// Decrease Fire Rate, Hold (DPAD UP)+(LT)			//
int Down_RapidFire	= FALSE				// Hold (SELECT)+(DOWN) to Run (DOWN RapidFire)		//
										// Increase Fire Rate, Hold (DPAD DOWN)+(RT)		//
										// Decrease Fire Rate, Hold (DPAD DOWN)+(LT)		//
int Left_RapidFire	= FALSE				// Hold (SELECT)+(LEFT) to Run (LEFT RapidFire)		//
										// Increase Fire Rate, Hold (DPAD LEFT)+(RT)		//
										// Decrease Fire Rate, Hold (DPAD LEFT)+(LT)		//
int Right_RapidFire	= FALSE				// Hold (SELECT)+(RIGHT) to Run (RIGHT RapidFire)	//
										// Increase Fire Rate, Hold (DPAD RIGHT)+(RT)		//
										// Decrease Fire Rate, Hold (DPAD RIGHT)+(LT)		//
int RB_RapidFire	= FALSE				// Hold (SELECT)+(RB) to Run (RB RapidFire)			//
										// Increase Fire Rate, Hold (RB)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (RB)+(DPAD DOWN)		//
int LB_RapidFire	= FALSE				// Hold (SELECT)+(LB) to Run (LB RapidFire)			//
										// Increase Fire Rate, Hold (LB)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (LB)+(DPAD DOWN)		//
int RS_RapidFire	= FALSE				// Hold (SELECT)+(RS) to Run (RS RapidFire)			//
										// Increase Fire Rate, Hold (RS)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (RS)+(DPAD DOWN)		//
int LS_RapidFire	= FALSE				// Hold (SELECT)+(LS) to Run (LS RapidFire)			//
										// Increase Fire Rate, Hold (LS)+(DPAD UP)			//
										// Decrease Fire Rate, Hold (LS)+(DPAD DOWN)		//
										//////////////////////////////////////////////////////
main{
	if(get_val(XB1_VIEW)){combo_run(Rainbow)
 	if(event_press(XB1_MENU))Reset_Switch	= !Reset_Switch
 	{set_val(XB1_MENU,0)}
 	if(event_press(XB1_RT))RT_RapidFire = !RT_RapidFire
 	{set_val(XB1_RT,0)}
 	if(event_press(XB1_LT))LT_RapidFire = !LT_RapidFire
 	{set_val(XB1_LT,0)}
 	if(event_press(XB1_A))A_RapidFire = !A_RapidFire
 	{set_val(XB1_A,0)}
 	if(event_press(XB1_B))B_RapidFire = !B_RapidFire
 	{set_val(XB1_B,0)}
 	if(event_press(XB1_X))X_RapidFire = !X_RapidFire
 	{set_val(XB1_X,0)}
 	if(event_press(XB1_Y))Y_RapidFire = !Y_RapidFire
 	{set_val(XB1_Y,0)}
 	if(event_press(XB1_UP))Up_RapidFire = !Up_RapidFire
 	{set_val(XB1_UP,0)}
 	if(event_press(XB1_DOWN))Down_RapidFire = !Down_RapidFire
 	{set_val(XB1_DOWN,0)}
 	if(event_press(XB1_LEFT))Left_RapidFire = !Left_RapidFire
 	{set_val(XB1_LEFT,0)}
 	if(event_press(XB1_RIGHT))Right_RapidFire = !Right_RapidFire
 	{set_val(XB1_RIGHT,0)}
 	if(event_press(XB1_RB))RB_RapidFire = !RB_RapidFire
 	{set_val(XB1_RB,0)}
 	if(event_press(XB1_LB))LB_RapidFire = !LB_RapidFire
 	{set_val(XB1_LB,0)}
 	if(event_press(XB1_RS))RS_RapidFire = !RS_RapidFire
 	{set_val(XB1_RS,0)}
 	if(event_press(XB1_LS))LS_RapidFire = !LS_RapidFire
 	{set_val(XB1_LS,0)}
 	}
 	if(RS_RapidFire){
  	if(get_val(XB1_RS)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_RS = Rate_Of_Fire_RS - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_RS = Rate_Of_Fire_RS + 1;}}
    if(get_val(XB1_RS)){
    combo_run(RSRapidFire)}
    else if(!RS_RapidFire){
    RS_RapidFire = FALSE}
	}
	if(LS_RapidFire){
  	if(get_val(XB1_LS)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_LS = Rate_Of_Fire_LS - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_LS = Rate_Of_Fire_LS + 1;}}
    if(get_val(XB1_LS)){
    combo_run(LSRapidFire)}
    else if(!LS_RapidFire){
    LS_RapidFire = FALSE}
	}
 	if(RT_RapidFire){
  	if(get_val(XB1_RT)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_RT = Rate_Of_Fire_RT - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_RT = Rate_Of_Fire_RT + 1;}}
    if(get_val(XB1_RT)){
    combo_run(RTRapidFire)}
    else if(!RT_RapidFire){
    RT_RapidFire = FALSE}
	}
    if(LT_RapidFire){
  	if(get_val(XB1_LT)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_LT = Rate_Of_Fire_LT - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_LT = Rate_Of_Fire_LT + 1;}}
    if(get_val(XB1_LT)){
    combo_run(LTRapidFire)}
    else if(!LT_RapidFire){
    LT_RapidFire = FALSE}
	}
    if(A_RapidFire){
  	if(get_val(XB1_A)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_A = Rate_Of_Fire_A - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_A = Rate_Of_Fire_A + 1;}}
    if(get_val(XB1_A)){
    combo_run(ARapidFire)}
    else if(!A_RapidFire){
    A_RapidFire = FALSE}
    }
    if(B_RapidFire){
  	if(get_val(XB1_B)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_B = Rate_Of_Fire_B - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_B = Rate_Of_Fire_B + 1;}}
    if(get_val(XB1_B)){
    combo_run(BRapidFire)}
    else if(!B_RapidFire){
    B_RapidFire = FALSE}
    }
    if(X_RapidFire){
  	if(get_val(XB1_X)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_X = Rate_Of_Fire_X - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_X = Rate_Of_Fire_X + 1;}}
    if(get_val(XB1_X)){
    combo_run(XRapidFire)}
    else if(!X_RapidFire){
    X_RapidFire = FALSE}
    }
    if(Y_RapidFire){
  	if(get_val(XB1_Y)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_Y = Rate_Of_Fire_Y - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_Y = Rate_Of_Fire_Y + 1;}}
    if(get_val(XB1_Y)){
    combo_run(YRapidFire)}
    else if(!Y_RapidFire){
    Y_RapidFire = FALSE}
    }
    if(Up_RapidFire){
  	if(get_val(XB1_UP)){
	if(get_val(XB1_RT)){
    Rate_Of_Fire_Up = Rate_Of_Fire_Up - 1;}
    if(get_val(XB1_LT)){
    Rate_Of_Fire_Up = Rate_Of_Fire_Up + 1;}}
    if(get_val(XB1_UP)){
    combo_run(UpRapidFire)}
    else if(!Up_RapidFire){
    Up_RapidFire = FALSE}
    }
    if(Down_RapidFire){
  	if(get_val(XB1_DOWN)){
	if(get_val(XB1_RT)){
    Rate_Of_Fire_Down = Rate_Of_Fire_Down - 1;}
    if(get_val(XB1_LT)){
    Rate_Of_Fire_Down = Rate_Of_Fire_Down + 1;}}
    if(get_val(XB1_DOWN)){
    combo_run(DownRapidFire)}
    else if(!Down_RapidFire){
    Down_RapidFire = FALSE}
    }
    if(Left_RapidFire){
  	if(get_val(XB1_LEFT)){
	if(get_val(XB1_RT)){
    Rate_Of_Fire_Left = Rate_Of_Fire_Left - 1;}
    if(get_val(XB1_LT)){
    Rate_Of_Fire_Left = Rate_Of_Fire_Left + 1;}}
    if(get_val(XB1_LEFT)){
    combo_run(LeftRapidFire)}
    else if(!Left_RapidFire){
    Left_RapidFire = FALSE}
    }
    if(Right_RapidFire){
  	if(get_val(XB1_RIGHT)){
	if(get_val(XB1_RT)){
    Rate_Of_Fire_Right = Rate_Of_Fire_Right - 1;}
    if(get_val(XB1_LT)){
    Rate_Of_Fire_Right = Rate_Of_Fire_Right + 1;}}
    if(get_val(XB1_RIGHT)){
    combo_run(RightRapidFire)}
    else if(!Right_RapidFire){
    Right_RapidFire = FALSE}
    }
    if(RB_RapidFire){
  	if(get_val(XB1_RB)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_RB = Rate_Of_Fire_RB - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_RB = Rate_Of_Fire_RB + 1;}}
    if(get_val(XB1_RB)){
    combo_run(RBRapidFire)}
    else if(!RB_RapidFire){
    RB_RapidFire = FALSE}
    }
    if(LB_RapidFire){
  	if(get_val(XB1_LB)){
	if(get_val(XB1_UP)){
    Rate_Of_Fire_LB = Rate_Of_Fire_LB - 1;}
    if(get_val(XB1_DOWN)){
    Rate_Of_Fire_LB = Rate_Of_Fire_LB + 1;}}
    if(get_val(XB1_LB)){
    combo_run(LBRapidFire)}
    else if(!LB_RapidFire){
    LB_RapidFire = FALSE}
    }
    if(Reset_Switch){
	RT_RapidFire	= FALSE
	LT_RapidFire	= FALSE
	A_RapidFire		= FALSE
	B_RapidFire		= FALSE
	X_RapidFire		= FALSE
	Y_RapidFire		= FALSE
	Up_RapidFire	= FALSE
	Down_RapidFire	= FALSE
	Left_RapidFire	= FALSE
	Right_RapidFire	= FALSE
	RB_RapidFire	= FALSE
	LB_RapidFire	= FALSE
	RS_RapidFire	= FALSE
	LS_RapidFire	= FALSE
	}
	}
combo Rainbow {
	f_ColorLed(0,2,0,0) // RED
	wait(100)
	f_ColorLed(0,2,2,0) // YELLOW
	wait(100)
	f_ColorLed(0,0,2,0) // GREEN
	wait(100)
	f_ColorLed(2,0,0,0) // BLUE
	wait(100)
	}
combo LSRapidFire {
    set_val(XB1_LS,  100)
    wait(Rate_Of_Fire_LS)
    set_val(XB1_LS,  0)
    wait(Rate_Of_Fire_LS)
	}
combo RSRapidFire {
    set_val(XB1_RS,  100)
    wait(Rate_Of_Fire_RS)
    set_val(XB1_RS,  0)
    wait(Rate_Of_Fire_RS)
	}
combo RTRapidFire {
    set_val(XB1_RT,  100)
    wait(Rate_Of_Fire_RT)
    set_val(XB1_RT,  0)
    wait(Rate_Of_Fire_RT)
	}
combo LTRapidFire {
    set_val(XB1_LT,  100)
    wait(Rate_Of_Fire_LT)
    set_val(XB1_LT,  0)
    wait(Rate_Of_Fire_LT)
	}
combo ARapidFire {
    set_val(XB1_A,  100)
    wait(Rate_Of_Fire_A)
    set_val(XB1_A,  0)
    wait(Rate_Of_Fire_A)
	}
combo BRapidFire {
    set_val(XB1_B,  100)
    wait(Rate_Of_Fire_B)
    set_val(XB1_B,  0)
    wait(Rate_Of_Fire_B)
	}
combo XRapidFire {
    set_val(XB1_X,  100)
    wait(Rate_Of_Fire_X)
    set_val(XB1_X,  0)
    wait(Rate_Of_Fire_X)
	}
combo YRapidFire {
    set_val(XB1_Y,  100)
    wait(Rate_Of_Fire_Y)
    set_val(XB1_Y,  0)
    wait(Rate_Of_Fire_Y)
	}
combo UpRapidFire {
    set_val(XB1_UP,  100)
    wait(Rate_Of_Fire_Up)
    set_val(XB1_UP,  0)
    wait(Rate_Of_Fire_Up)
	}
combo DownRapidFire {
    set_val(XB1_DOWN,  100)
    wait(Rate_Of_Fire_Down)
    set_val(XB1_DOWN,  0)
    wait(Rate_Of_Fire_Down)
	}
combo LeftRapidFire {
    set_val(XB1_LEFT,  100)
    wait(Rate_Of_Fire_Left)
    set_val(XB1_LEFT,  0)
    wait(Rate_Of_Fire_Left)
	}
combo RightRapidFire {
    set_val(XB1_RIGHT,  100)
    wait(Rate_Of_Fire_Right)
    set_val(XB1_RIGHT,  0)
    wait(Rate_Of_Fire_Right)
	}
combo RBRapidFire {
    set_val(XB1_RB,  100)
    wait(Rate_Of_Fire_RB)
    set_val(XB1_RB,  0)
    wait(Rate_Of_Fire_RB)
	}
combo LBRapidFire {
    set_val(XB1_LB,  100)
    wait(Rate_Of_Fire_LB)
    set_val(XB1_LB,  0)
    wait(Rate_Of_Fire_LB)
	}
function f_ColorLed (a,b,c,d){  
	set_led(LED_1,a)
	set_led(LED_2,b)
	set_led(LED_3,c)
	set_led(LED_4,d)
	}
  • Rating

    10 / 10 here !

    If you own a ps3 and prefer an xbox controller, or even use a keyboard and mouse, this is a must to remap your keyboard to a controller. Go buy it now you won't be disappointed !

  • Rating

    Amazing device

    If you're like me and love your PS4 controller but want to use an Xbox One GET THIS you won't be sorry.

  • Rating

    Worth every penny

    The controller feels and performs as it does on the xbox right there on my ps3, awesome job guys, and worth every penny !!!

  • Rating

    Amazing Macro combos

    tested Super Street Fighter IV Arcade Edition. I was able to perform normal & FADC combos with some characters like Ryu and Ken with a single click. Amazing.

  • Rating

    As good as a XIM

    If you are a pc gamer, that needs a pc solution for console, get yourself a ControllerMAX you will not regret it.

  • Rating

    KB & Mouse RULES!

    All I can say playing 10 minutes with ControllerMAX properly configured it felt better then PC....YES I said it even better then PC, it's that smooth.

  • Rating

    Six-Axis 360!

    WOW! I can finally get that six-axis awesomeness on my Xbox 360. The best money I ever spent.

  • Rating

    Beats all rapidfire mods

    I've tried the Intensafire, Godfather even the new Wolf controller. The ControllerMAX beats them hands down and no wires or soldering too. 5 Stars!

  • Rating

    Just perfect!

    I can't believe how much this can do for the price tag - it blew me away. Best controller upgrade ever.

  • Rating

    Hugh Thanks!

    Without your help I couldn't be playing Xbox, thanks guys.

  • Rating

    Wow!

    I have to say after reading the forums for Destiny Mouse and Keyboard setup I was flying into getting it set up in 20 minutes. It works outstanding! I'm more then satisfied and its worth every penny!

  • Rating

    Achievement Unlocked!

    Idle boosting Complete 150 Multiplayer games, James Cameron's Avatar. My friend said it would be hard, I laughed then linked him.

  • Rating

    A++!

    Now this is a company you can count on and trust...keep up the great work guys!

  • Rating

    What Disability?

    I would like to thank you for making the CronusMax. I have this problem hitting L3 and R3, and today that problem was fixed. I love the remap feature on the Cronus max. You made my life easier.

  • Rating

    Awesome stuff guys!

    Playing Forza 5 with my original MS 360 wireless wheel makes the XB1 complete for me, thanks to the CronusMax. Thumbs up!