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我只需要留下 2.連發功能:對應主武器&副武器,半自動武器適用 其他都不需要
// GPC Online Library
// agent47penguin's_rainbow_six_siege_"vortex".gpc
//------------------------------------------------|
// \ \ \ \ \ ___ _ __\ \ ,_\ __ __ _ |
// \ \ \ \ \ / __`\/\`'__\ \ \/ /'__`\/\ \/'\ |
// \ \ \_/ \/\ \L\ \ \ \/ \ \ \_/\ __/\/> </ |
// \ `\___/\ \____/\ \_\ \ \__\ \____\/\_/\_\ |
// `\/__/ \/___/ \/_/ \/__/\/____/\//\/_/ |
//------------------------------------------------|
//DEFINITIONS
define ANTI_RECOIL = 29; // change this value to compensate vertical recoil (0 - 100)
define ANTI_RECOIL_LEFT = 0; // change this value to compensate to the left (0 - 100)
define ANTI_RECOIL_RIGHT = 0; // change this value to compensate to the right (0 - 100)
//INITIALIZATION
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int value = 33;
int value2 = -33;
int delay = 11;
int crouch_shot_onoff = FALSE;
int rf = FALSE;
int rf2 = TRUE;
int rf3 = FALSE;
int Aim_BTN;
int Shoot_BTN;
int RX;
int RY;
int Crouch_BTN;
int LeanLeft;
int LeanRight;
int Switch;
int Left;
int Up;
init { //-BUTTON LAYOUT-\\
if(get_console() == PIO_PS4){ Aim_BTN = PS4_L2; Shoot_BTN = PS4_R2; RX = PS4_RX; RY = PS4_RY; Crouch_BTN = PS4_CIRCLE; LeanLeft = PS4_L3; LeanRight = PS4_R3; Switch = PS4_TRIANGLE; Left = PS4_LEFT; Up = PS4_UP
}else{
Aim_BTN = XB1_LT; Shoot_BTN = XB1_RT; RX = XB1_RX; RY = XB1_RY; Crouch_BTN = XB1_B; LeanLeft = XB1_LS; LeanRight = XB1_RS; Switch = XB1_Y; Left = XB1_LEFT; Up = XB1_UP
}
}
//MAIN SCRIPT
main {
//FastLean
if (get_val(Aim_BTN) && event_press(LeanLeft)) combo_run(LeanLeft);
if(combo_running(LeanLeft)) {set_val(LeanLeft, 0);}
if (get_val(Aim_BTN) && event_press(LeanRight)) combo_run(LeanRight);
if(combo_running(LeanRight)) set_val(LeanRight, 0);
//RapidFire
if(event_press(Left)) { // Rapid Fire Secondary
rf = FALSE;
rf2 = TRUE;
rf3 = FALSE;
}
if(event_press(Up)) { // Rapid Fire Both
rf = TRUE;
rf2 = FALSE;
}
if (rf) {
if (get_val(Shoot_BTN))
combo_run(rapidfire);
}
if (rf2) {
if (event_press(Switch))
rf3 = !rf3
}
if (rf3) {
if (get_val(Shoot_BTN))
combo_run(rapidfire);
}
//CrouchShot
if (get_val(Aim_BTN) && event_press(Left)) {
crouch_shot_onoff = !crouch_shot_onoff
}
if (crouch_shot_onoff) {
if (get_val(Shoot_BTN))
combo_run(Crouch_Shot);
}
//AntiRecoil
if (get_val(Shoot_BTN)) combo_run(Anti_Recoil);
}
//COMBOS
combo Crouch_Shot { //CrouchShot
set_val(Crouch_BTN, 100);
wait(80);
wait(60);
}
combo LeanRight {//FastLeanRight
set_val(LeanLeft, 100);
wait(40);
set_val(LeanRight, 100);
set_val(LeanLeft, 100);
wait(90);
set_val(LeanRight, 100);
set_val(LeanLeft, 0);
wait(10);
set_val(LeanRight, 0);
}
combo LeanLeft {//FastLeanLeft
set_val(LeanRight, 100);
wait(40);
set_val(LeanLeft, 100);
set_val(LeanRight, 100);
wait(90);
set_val(LeanLeft, 100);
set_val(LeanRight, 0);
wait(10);
set_val(LeanLeft, 0);
}
combo rapidfire { // Rapid Fire
set_val(Shoot_BTN,100);
wait(17);
set_val(Shoot_BTN,0);
wait(17);
}
combo RT_C {
set_val(RY, -32);
wait(delay)
set_val(RX, 32);
set_val(RY, 22);
wait(delay)
set_val(RY, 22);
wait(delay)
set_val(RX, -32);
set_val(RY, 22);
wait(delay)
}
combo Anti_Recoil { //Don't touch this combo pls
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;set_val(9, anti_recoil_right);
}
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