GPC Library

( Player ) Rainbow Six Siege - 0 Recoil - 40 Profiles

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40 Profiles
0 Recoil Anti Recoil
Anti Recoil timed boosting
Full control over your aim during shooting , like seriously its hard to tell your shooting at all
Rapid Fire
"Timed Shooting"
Single Shot "Ping Shot" 0 recoil mode
Melee Bash
Mounted LMG 0 Recoil
Drone tagging loop
auto frag release
frag tossback

http://cronusmax.com/forums/showthread.php/175856-Rainbow-Six-Siege-0-Recoil-40-Profiles-All-operators-supported
Version 1
Author ItsCliPzZ
Publish Date 2017-09-21 12:37:35
Update Date 2017-09-21 12:37:54
Downloads 691
Forum Link Click Here
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Release Notes: -CliPzZ
Code:Select all

/* 
Snippets/RainbowSix Player: 
[INFO]
VERSION=0.100000
*/
//--- [ Snippets/RainbowSix Player ] - / - (  VARS )  ------! [BELOW] 
define PERMA_RECOIL_VALUE=1;
define HIPFIRE_RECOIL_DEVISION=2;
define HIPFIRE_RECOIL_BONUS=7;
define FRAG_RELEASE_TIME=3700;
define RECOIL_GUIDANCE_AMOUNT=4;
define SM_TIMED_SHOT=1;
define SM_RECOIL=2
define BUTTON_MELEE=XB1_RS; //[Choice:Button] (The button the game uses to do a melee attack)
define ENTER_VEHIClE_BUTTON=XB1_MENU;
define PRESS_TIME_REQUIRED_TO_ENTER_VEHICLE=100; // ; // ( How many MS must you press XB1_MENU for to enter a vehicle ) [Range:100-1000]
define no_timed_sticky_button_1=XB1_A; // ( Sticky Button 1 ) [Choice:Button]
define NO_DESIRED_STICK_TIME_1=2108; // ; // ( Desired Sticky time ) [Range:1000-10000]
define NO_STICKWHENOVER_TIME_1=140; // ( Stick button 1 down when over ) [Choice:80|120|150|180|220|300|400|600|800]
define no_timed_sticky_button_2=XB1_X; // ; // ( Sticky Button 2 ) [Choice:Button]
define NO_DESIRED_STICK_TIME_2=6987; // ; // ( Desired Sticky time ) [Range:1000-10000]
define NO_STICKWHENOVER_TIME_2=270; // ; // ( Stick button 2 down when over ) [Choice:80|120|150|180|220|300|400|600|800]
define MODE_RANGE=1;
define INGAME_FIRE_BUTTON=XB1_RT;
define WEAPON_CHANGE_BUTTON=XB1_Y;
define WEAPON_BUTTON_CHANGE_UNDERPRESS=300;
define WP_PRIMARY=1;
define WP_SEC=2;
define WP_NONE=0;
define WP_VEHICLE=50;
define DONT_RECOIL_WITH_STICKVALUE_OF=180; //(Dont use antirecoil when right stick has value over?) [Range:110-199]
//--- [ Snippets/RainbowSix Player ] - / - (  VARS )  ------! [ABOVE] 
//--- [ Snippets/RainbowSix Player ] - / - (  VARS )  ------! [BELOW] 
int LT_FULL_TIME;
int LT_FULL_TIME_APPLY=500;
int frag_fuze_rumbled;
int CAM_LOOP;
int CAN_ADD_BOOST;
int PERMA_RECOIL_BOOST;
int TOSS_FRAG_BACK;
int frag_fuze_lit;
int force_y=0;
int COMBO_PINGSHOT_GAP;
int PROFILE_PINGSHOT_GAP;
int frame_add;
int TUNER_SLOT=4; //;
int TIMED_SHOT_STICK_VALUE;
int TIMED_SHOOT_GAP;
int PLAYER_AIM_TIME;
int TIMED_SHOOT_NO_RECOIL;
int TIMED_SHOOT_AIM_BUTTON=TRACE_1;
int USER_PRESSURE;
int SHOOTING_METHOD;
int runtime;
int TIMED_SHOT_STICK_VALUE_HF;
int SPECIAL_RB_SEC;
int RECOIL_TICK_TIME_1; //<<< SCRIPT WORKS THIS OUT FROM OTHER VALUES
int RECOIL_END_TIME_1;
int MAX_RECOIL_ADDED_2;
int RECOIL_TICK_TIME_2;
int RECOIL_END_TIME_2;
int MAX_RECOIL_ADDED_1;
int PLAYER_SHOOT_TIME;
int ADDED_RECOIL; //<<< SCRIPT WORKS THIS OUT FROM OTHER VALUES
int do_melee_bash=FALSE;
int WP_UPON_VEHICLE_ENTRY=0;
int sticky_time_left_1=0;
int sticky_time_left_2=0;
int tval=0;
int rapidfire_enabled=TRUE;
int CHANGE_WEAPON=1;
int RUMBLE_S=RUMBLE_A;
int RUMBLE_T=300;
int RUMBLE_I=25;
int PLAYER_WEAPON=WP_SEC;
int VARS_LOADED=FALSE;
int RECOIL_START_TIME=140;
int anti_recoil_pressure=52;
int anti_recoil_enabled=TRUE;
//--- [ Snippets/RainbowSix Player ] - / - (  VARS )  ------! [ABOVE] 
init {
//--- [ Snippets/RainbowSix Player ] - / - (  Setup )  ------! [BELOW] 
if(get_pvar(PVAR_16,-10000,10000,0)== -929 ) { // MOVE SECONDARYS TO SLOT VARS ( first load )
set_pvar(SPVAR_1,get_pvar(PVAR_1,-10000,10000,0));
set_pvar(SPVAR_2,get_pvar(PVAR_2,-10000,10000,0));
set_pvar(SPVAR_3,get_pvar(PVAR_3,-10000,10000,0));
set_pvar(SPVAR_4,get_pvar(PVAR_4,-10000,10000,0));
set_pvar(SPVAR_5,get_pvar(PVAR_5,-10000,10000,0));
set_pvar(SPVAR_6,get_pvar(PVAR_6,-10000,10000,0));
set_pvar(SPVAR_7,get_pvar(PVAR_7,-10000,10000,0));
set_pvar(SPVAR_8,get_pvar(PVAR_8,-10000,10000,0));
set_pvar(SPVAR_9,get_pvar(PVAR_9,-10000,10000,0));
set_pvar(SPVAR_10,get_pvar(PVAR_10,-10000,10000,0));
set_pvar(PVAR_16,-544);
load_slot(TUNER_SLOT);
}
//--- [ Snippets/RainbowSix Player ] - / - (  Setup   )  ------! [ABOVE] 
}
main { 
//--- [ Snippets/RainbowSix Player ] - / - (  Main )  ------! [BELOW] 
if (get_val(XB1_LT) && get_val(XB1_LT) <= 50)set_val(XB1_LT,50);
if(event_release(XB1_Y) && get_ptime(XB1_Y) >= 800)CAM_LOOP=TRUE;
if(get_val(XB1_B) || get_val(XB1_LT) >= 90 && CAM_LOOP) {
CAM_LOOP=FALSE;
force_y=0;
}
if(event_press(XB1_RS))CAN_ADD_BOOST=TRUE;
if(get_val(XB1_RT))set_val(XB1_RT,100); // Weapons do not fire when RT has a value of 1 , now they do.
if(runtime <= 3000) {
runtime=runtime+get_rtime();
set_val(XB1_RB,0);
set_val(XB1_LB,0);
set_val(XB1_UP,0);
set_val(XB1_DOWN,0);
set_val(XB1_LEFT,0);
set_val(XB1_RIGHT,0);
set_val(XB1_Y,0);
}
if(runtime >= 1300) {
if(get_val(XB1_XBOX) && get_ptime(XB1_XBOX) >= 1300)load_slot(TUNER_SLOT);
}
// !- PingPing Is "BumperFire"
// - LB - Shoots A Shot as soon as the game auto recovers from the recoil of that shot and fires another shot  ( the result is 0 recoil )
// - RB - Shoots A Shot Slightly faster than the game recovers from the recoil of that shot ( the result is faster than LB but a very small recoil effect )
if(event_press(XB1_LB) || event_press(XB1_RB) ) { // << this enables the user to start a shot before the game has auto recoverd from the recoil of a single shot
combo_stop(PingPing);
}
if(get_val(XB1_LT) >= 1 /* && PLAYER_WEAPON */ ) { // Player must be aiming to do a LB/RB shot.
if(get_val(XB1_LB)) {
COMBO_PINGSHOT_GAP=PROFILE_PINGSHOT_GAP * 1.5;
COMBO_PINGSHOT_GAP=Clamp(COMBO_PINGSHOT_GAP,40,6000);
combo_run(PingPing);
} else if(get_val(XB1_RB) && get_ptime(XB1_RB) <= get_ptime(XB1_LT)) {
COMBO_PINGSHOT_GAP=PROFILE_PINGSHOT_GAP
COMBO_PINGSHOT_GAP=Clamp(COMBO_PINGSHOT_GAP,40,6000);
combo_run(PingPing);
}
}
if(combo_running(PingPing) ) {  // a ping shot ovewrides the right trigger
combo_stop(Timed_Shoot);
if((!get_val(XB1_RB) && !get_val(XB1_LB))) {
combo_stop(PingPing);
} else {
PLAYER_SHOOT_TIME=0;
set_val(XB1_RT,0);
set_val(XB1_RB,0);
set_val(XB1_LB,0);
}
}
if(SHOOTING_METHOD==SM_TIMED_SHOT) {
if(get_val(XB1_LT) <= 0) {
TIMED_SHOT_STICK_VALUE=TIMED_SHOT_STICK_VALUE_HF;
} else {
TIMED_SHOT_STICK_VALUE=anti_recoil_pressure;
}
if( abs(get_val(XB1_RY)) >= 15 ) { // If the user is changing where they are aiming
if(get_val(XB1_RY)) {
USER_PRESSURE=TIMED_SHOT_STICK_VALUE +  ( get_val(XB1_RY) - 15 ); // Add the user pressure to the output value
} else {
//up = neg
USER_PRESSURE=TIMED_SHOT_STICK_VALUE - (abs(get_val(XB1_RY)) - 15); // Add the user pressure to the output value
}
} else {
USER_PRESSURE=TIMED_SHOT_STICK_VALUE; // User is not chaning where they are aiming, so just apply the recoil value
}
//BS_USE_TIMEDSHOT
if(TIMED_SHOOT_GAP && PLAYER_SHOOT_TIME && PLAYER_AIM_TIME ) {
combo_run(Timed_Shoot);
} else if (TIMED_SHOOT_GAP && PLAYER_SHOOT_TIME) {
combo_run(Timed_Shoot);
}
}
if( event_press(XB1_A))
{
}
if(get_val(XB1_RT)){
PLAYER_SHOOT_TIME=PLAYER_SHOOT_TIME + get_rtime();
} else {
PLAYER_SHOOT_TIME=0;
}
if(get_val(XB1_XBOX) ) {
if(event_press(XB1_LEFT) ) {
CHANGE_WEAPON=WP_SEC;
}
 if(event_press(XB1_RIGHT) ) {
CHANGE_WEAPON=WP_PRIMARY;
}
 if(event_press(XB1_UP) ) {
CHANGE_WEAPON=WP_VEHICLE;
}
set_val(XB1_UP,0);
set_val(XB1_LEFT,0);
set_val(XB1_RIGHT,0);
set_val(XB1_XBOX,0);
}
if(get_val(XB1_RT) || get_val(XB1_LT) || get_val(XB1_LS)  ) {
do_melee_bash=FALSE;
}
if( (get_val(BUTTON_MELEE) || do_melee_bash==TRUE) && !get_val(XB1_LT)) {
combo_run(MELEEBASH);
do_melee_bash=TRUE;
}
if(event_release(ENTER_VEHIClE_BUTTON) && get_ptime(ENTER_VEHIClE_BUTTON) >= PRESS_TIME_REQUIRED_TO_ENTER_VEHICLE && runtime >= 2000) {
if(PLAYER_WEAPON != WP_VEHICLE) {
WP_UPON_VEHICLE_ENTRY=PLAYER_WEAPON;
CHANGE_WEAPON=WP_VEHICLE;
PlayRumble(RUMBLE_A,40,200);
} else {
PLAYER_WEAPON=WP_VEHICLE;
CHANGE_WEAPON=WP_UPON_VEHICLE_ENTRY;
}
}
if(PLAYER_WEAPON==WP_VEHICLE && event_press(XB1_B)) {
CHANGE_WEAPON=WP_UPON_VEHICLE_ENTRY;
}
if(event_release(no_timed_sticky_button_1) && get_ptime(no_timed_sticky_button_1) > NO_STICKWHENOVER_TIME_1) {
sticky_time_left_1=NO_DESIRED_STICK_TIME_1 - get_ptime(no_timed_sticky_button_1);
} else if(event_press(no_timed_sticky_button_1) && sticky_time_left_1 >= 1) {
sticky_time_left_1=-40;
}
if(sticky_time_left_1 > 0 ) {
set_val(no_timed_sticky_button_1,100);
sticky_time_left_1=sticky_time_left_1 - get_rtime();
if(sticky_time_left_1 <= 0)sticky_time_left_1=0;
} else if(sticky_time_left_1 < 0 ) {
set_val(no_timed_sticky_button_1,0);
sticky_time_left_1=sticky_time_left_1 + get_rtime();
if(sticky_time_left_1 >= 0)sticky_time_left_1=0;
}
if(event_release(no_timed_sticky_button_2) && get_ptime(no_timed_sticky_button_2) > NO_STICKWHENOVER_TIME_2) {
sticky_time_left_2=NO_DESIRED_STICK_TIME_2 - get_ptime(no_timed_sticky_button_2);
} else if(event_press(no_timed_sticky_button_2) && sticky_time_left_2 >= 1) {
sticky_time_left_2=-40;
}
if(sticky_time_left_2 > 0 ) {
set_val(no_timed_sticky_button_2,100);
sticky_time_left_2=sticky_time_left_2 - get_rtime();
if(sticky_time_left_2 <= 0)sticky_time_left_2=0;
} else if(sticky_time_left_2 < 0 ) {
set_val(no_timed_sticky_button_2,0);
sticky_time_left_2=sticky_time_left_2 + get_rtime();
if(sticky_time_left_2 >= 0)sticky_time_left_2=0;
}
 
if(PLAYER_WEAPON!=WP_VEHICLE) {
if (  rapidfire_enabled && get_val(INGAME_FIRE_BUTTON) && SHOOTING_METHOD != SM_TIMED_SHOT ) {
             combo_run(Aim_Shoot);
}
}
if((event_release(WEAPON_CHANGE_BUTTON) && get_ptime(WEAPON_CHANGE_BUTTON) < WEAPON_BUTTON_CHANGE_UNDERPRESS)  || (PLAYER_WEAPON!=WP_SEC && event_press(XB1_RB) && SPECIAL_RB_SEC )  ) {
if(PLAYER_WEAPON != WP_VEHICLE) {
if(PLAYER_WEAPON==WP_PRIMARY) {
CHANGE_WEAPON=WP_SEC;
} else {
CHANGE_WEAPON=WP_PRIMARY;
}
}
}
if( CHANGE_WEAPON != -1) {
RECOIL_START_TIME=140;
if( CHANGE_WEAPON==2) {
//CHANGE TO SEC
SHOOTING_METHOD=get_pvar(SPVAR_1,-10000,10000,0);
PLAYER_WEAPON=2;
RECOIL_END_TIME_1=get_pvar(SPVAR_4,-10000,10000,0);
MAX_RECOIL_ADDED_1=get_pvar(SPVAR_5,-10000,10000,0);
RECOIL_END_TIME_2=get_pvar(SPVAR_6,-10000,10000,0);
MAX_RECOIL_ADDED_2=get_pvar(SPVAR_7,-10000,10000,0);
anti_recoil_pressure=get_pvar(SPVAR_3,-10000,10000,0);
rapidfire_enabled=get_pvar(SPVAR_2,-10000,10000,0);
PROFILE_PINGSHOT_GAP=get_pvar(SPVAR_8,-10000,10000,0);
PlayRumble(RUMBLE_LT,20,100);
} else if(CHANGE_WEAPON == 1) {
//CHANGE TO PRIMARY
PLAYER_WEAPON=1;
SHOOTING_METHOD=get_pvar(PVAR_1,-10000,10000,0);
RECOIL_END_TIME_1=get_pvar(PVAR_4,-10000,10000,0);
MAX_RECOIL_ADDED_1=get_pvar(PVAR_5,-10000,10000,0);
RECOIL_END_TIME_2=get_pvar(PVAR_6,-10000,10000,0);
MAX_RECOIL_ADDED_2=get_pvar(PVAR_7,-10000,10000,0);
anti_recoil_pressure=get_pvar(PVAR_3,-10000,10000,0);
rapidfire_enabled=get_pvar(PVAR_2,-10000,10000,0);
PROFILE_PINGSHOT_GAP=get_pvar(PVAR_8,-10000,10000,0);
PlayRumble(RUMBLE_RT,20,100);
} else if(CHANGE_WEAPON==WP_VEHICLE) {
SHOOTING_METHOD=SM_RECOIL;
PLAYER_WEAPON=WP_VEHICLE;
anti_recoil_pressure=33;
rapidfire_enabled=FALSE;
MAX_RECOIL_ADDED_1=0;
MAX_RECOIL_ADDED_2=0;
PlayRumble(RUMBLE_A,40,200);
}
if(SHOOTING_METHOD==SM_TIMED_SHOT){
TIMED_SHOT_STICK_VALUE_HF=RECOIL_END_TIME_2;
TIMED_SHOT_STICK_VALUE=anti_recoil_pressure;
TIMED_SHOOT_NO_RECOIL=MAX_RECOIL_ADDED_1;
TIMED_SHOOT_GAP=RECOIL_END_TIME_1;
//PROFILE_PINGSHOT_GAP=RECOIL_END_TIME_1;
TIMED_SHOOT_GAP=TIMED_SHOOT_GAP - TIMED_SHOOT_NO_RECOIL;
}
if(SHOOTING_METHOD >= 100) {
RECOIL_START_TIME=SHOOTING_METHOD - 100;
SHOOTING_METHOD=2;
}
if(abs(rapidfire_enabled)==2)SPECIAL_RB_SEC=TRUE
if(rapidfire_enabled>=2) {
rapidfire_enabled=1;
} else if(rapidfire_enabled <= 0) {
rapidfire_enabled=0;
}
CHANGE_WEAPON=-1;
}
if(SHOOTING_METHOD==SM_RECOIL) {
if(get_val(XB1_RT) && get_ptime(XB1_RT) > RECOIL_START_TIME && anti_recoil_enabled==TRUE && anti_recoil_pressure >= 1 ) {
frame_add=0;
if(abs(get_val(XB1_RY)) <= 11) {
tval= anti_recoil_pressure;
} else {
if(get_val(XB1_RY) >= 12) {
frame_add=get_val(XB1_RY) - 11;
} else {
frame_add=get_val(XB1_RY) + 11;
}
tval=frame_add + anti_recoil_pressure;
}
//---
if(get_val(XB1_LT) >= 2) {
tval=frame_add + anti_recoil_pressure;
} else {
tval=frame_add + (anti_recoil_pressure / HIPFIRE_RECOIL_DEVISION);
}
//------
if(RECOIL_END_TIME_1 && MAX_RECOIL_ADDED_1) {
RECOIL_TICK_TIME_1=RECOIL_END_TIME_1 / MAX_RECOIL_ADDED_1;
// FOR EVERY RECOIL_TICK_TIME_1 DONE ADD 1 RECOIL
ADDED_RECOIL=PLAYER_SHOOT_TIME / RECOIL_TICK_TIME_1
if(ADDED_RECOIL>=MAX_RECOIL_ADDED_1)ADDED_RECOIL=MAX_RECOIL_ADDED_1;
}
if(PLAYER_SHOOT_TIME >= RECOIL_END_TIME_1 && RECOIL_END_TIME_2 >= RECOIL_END_TIME_1 && MAX_RECOIL_ADDED_2 >= 1) {
RECOIL_TICK_TIME_2= RECOIL_END_TIME_2 / MAX_RECOIL_ADDED_2;
// FOR EVERY RECOIL_TICK_TIME_2 DONE ADD 1 RECOIL
ADDED_RECOIL=PLAYER_SHOOT_TIME / RECOIL_TICK_TIME_1
ADDED_RECOIL=( (PLAYER_SHOOT_TIME - RECOIL_END_TIME_1 - RECOIL_START_TIME ) / RECOIL_TICK_TIME_2) + ADDED_RECOIL
if(ADDED_RECOIL>=MAX_RECOIL_ADDED_2 + MAX_RECOIL_ADDED_1)ADDED_RECOIL=MAX_RECOIL_ADDED_2 + MAX_RECOIL_ADDED_1;
} else if(PLAYER_SHOOT_TIME >= RECOIL_END_TIME_1 && RECOIL_END_TIME_2 >= RECOIL_END_TIME_1 && MAX_RECOIL_ADDED_2 <= -1) {
RECOIL_TICK_TIME_2= RECOIL_END_TIME_2 / MAX_RECOIL_ADDED_2;
// FOR EVERY RECOIL_TICK_TIME_2 DONE ADD 1 RECOIL
ADDED_RECOIL=MAX_RECOIL_ADDED_1  - abs(( (PLAYER_SHOOT_TIME - RECOIL_END_TIME_1 - RECOIL_START_TIME ) / RECOIL_TICK_TIME_2))
if(ADDED_RECOIL<=MAX_RECOIL_ADDED_1 - abs(MAX_RECOIL_ADDED_2))ADDED_RECOIL=MAX_RECOIL_ADDED_1 - abs(MAX_RECOIL_ADDED_2);
}
if(PERMA_RECOIL_BOOST) {
ADDED_RECOIL=ADDED_RECOIL + PERMA_RECOIL_VALUE;
}
if( get_val(XB1_LT) >= 100 && PLAYER_WEAPON != WP_VEHICLE) {
LT_FULL_TIME=LT_FULL_TIME + get_rtime();
if(LT_FULL_TIME >= 1000) {
LT_FULL_TIME=0;
LT_FULL_TIME_APPLY=LT_FULL_TIME_APPLY + 30;
}
if(LT_FULL_TIME <= LT_FULL_TIME_APPLY) {
ADDED_RECOIL=ADDED_RECOIL + 1;
LT_FULL_TIME_APPLY=LT_FULL_TIME_APPLY
}
} else {
LT_FULL_TIME_APPLY=500;
LT_FULL_TIME=0;
}
//---
if(get_val(XB1_LT) >= 2) {
tval=tval + ADDED_RECOIL;
} else {
tval=tval + (ADDED_RECOIL / HIPFIRE_RECOIL_DEVISION);
if(PLAYER_WEAPON==1)tval=tval + HIPFIRE_RECOIL_BONUS;
}
//------
if(get_val(XB1_LT) && abs(tval) >= RECOIL_GUIDANCE_AMOUNT ) {
if(get_val(XB1_UP))tval=tval - RECOIL_GUIDANCE_AMOUNT 
if(get_val(XB1_DOWN))tval=tval + RECOIL_GUIDANCE_AMOUNT 
set_val(XB1_UP,0);
set_val(XB1_DOWN,0);
}
if(tval > 99) {
tval=100;
}
if( (abs(get_val(XB1_RX)) + abs(get_val(XB1_RY)) ) <= DONT_RECOIL_WITH_STICKVALUE_OF) {
set_val(XB1_RY,tval);
}
}
} // <<< if(SHOOTING_METHOD==SM_RECOIL)
if(event_press(XB1_LB)){
frag_fuze_lit=0;
frag_fuze_rumbled=0;
}
if(!get_val(XB1_LT) && get_val(XB1_LB) && get_ptime(XB1_LB) >= FRAG_RELEASE_TIME && frag_fuze_lit)set_val(XB1_LB,0);
if(!get_val(XB1_LT) && get_val(XB1_LB) && get_ptime(XB1_LB) >= FRAG_RELEASE_TIME - 1000 && frag_fuze_lit && !frag_fuze_rumbled){
frag_fuze_rumbled=TRUE;
PlayRumble(RUMBLE_LT,40,100)
}
if(get_val(XB1_MENU) && get_ptime(XB1_MENU) <= 700)set_val(XB1_MENU,0);
if(get_val(XB1_LT) + get_val(XB1_RT) + get_val(XB1_LB) + get_val(XB1_RB) >= 1) {
if(get_val(XB1_LB) && event_press(XB1_UP) ){
frag_fuze_lit=1;
PlayRumble(RUMBLE_A,40,200);
}
if( event_press(XB1_DOWN) && get_val(XB1_LB) + get_val(XB1_RB) >= 1){
force_y=1000;
}
set_val(XB1_UP,0);
set_val(XB1_DOWN,0);
}
if(force_y >= 1 || CAM_LOOP) {
force_y = force_y - get_rtime()
set_val(XB1_Y,100)
if(!CAM_LOOP) {
set_val(XB1_DOWN,0)
} else {
if(force_y <0)set_val(XB1_Y,0);
if(force_y <= -40)force_y=1250;
}
}
if(get_val(XB1_LB) && get_val(XB1_RB) && abs( get_ptime(XB1_RB) - get_ptime(XB1_LB) ) <= 250 && !get_val(XB1_LT) ) {
if(TOSS_FRAG_BACK <= 0)TOSS_FRAG_BACK=4000;
set_val(XB1_RB,0);
}
if(TOSS_FRAG_BACK >= 1) {
TOSS_FRAG_BACK=TOSS_FRAG_BACK - get_rtime();
combo_run(fragback);
}
if(get_val(XB1_RS) && get_ptime(XB1_RS) >= 1000 && CAN_ADD_BOOST && get_val(XB1_LT) >= 98 ) {
PERMA_RECOIL_BOOST=!PERMA_RECOIL_BOOST;
CAN_ADD_BOOST=FALSE;
if(PERMA_RECOIL_BOOST) {
PlayRumble(RUMBLE_RT,40,200);
} else {
PlayRumble(RUMBLE_LT,40,200);
}
}
//--- [ Snippets/RainbowSix Player ] - / - (  Main   )  ------! [ABOVE] 
}
//--- [ Snippets/RainbowSix Player ] - / - (  Combos )  ------! [BELOW] 
combo fragback{
set_val(XB1_LB,100);
wait(40);
set_val(XB1_LB,0);
wait(40);
}
 combo Timed_Shoot {
 	set_val(TIMED_SHOOT_AIM_BUTTON,100);
     set_val(XB1_RT, 100);
     wait(40);
     set_val(XB1_RT, 0);
     set_val(XB1_RY,Clamp( USER_PRESSURE,-100,100));
     wait(TIMED_SHOOT_GAP);
     set_val(XB1_RT, 0);
     set_val(TIMED_SHOOT_AIM_BUTTON,100);
     wait(TIMED_SHOOT_NO_RECOIL);
 }
  combo MELEEBASH{
     set_val(BUTTON_MELEE, 100);
     wait(100);
     set_val(BUTTON_MELEE, 0);
     wait(10);
     set_val(BUTTON_MELEE, 0);
}
  combo PingPing { // SINGLE SHOT FIRE ( the game resets aim posision slowly after shot )
       set_val(XB1_RT, 100);
     wait(40);
     set_val(XB1_RT, 0);
     wait(COMBO_PINGSHOT_GAP);
  }
 combo PadRumble {
     set_rumble(RUMBLE_S, RUMBLE_I);
     wait(RUMBLE_T);
     set_rumble(RUMBLE_S, 0);
     wait(10);
     set_rumble(RUMBLE_S, 0);
 }
 combo Aim_Shoot {
     set_val(INGAME_FIRE_BUTTON, 100);
     wait(40);
     set_val(INGAME_FIRE_BUTTON, 0);
     wait(40);
 }
//--- [ Snippets/RainbowSix Player ] - / - (  Combos   )  ------! [ABOVE] 
//--- [ Snippets/RainbowSix Player ] - / - (  Functions )  ------! [BELOW] 
function Clamp(In,Min,Max)
{
if(In > Max)In=Max;
if(In < Min)In=Min;
return In;
}
 function PlayRumble(a,b,c)
{
combo_stop(PadRumble);
RUMBLE_I=b;
RUMBLE_T=c;
RUMBLE_S=a;
combo_run(PadRumble);
}
//--- [ Snippets/RainbowSix Player ] - / - (  Functions   )  ------! [ABOVE] 



  • 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!