GPC Library – Rainbow Six Siege

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GPC Library – Rainbow Six Siege

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Code: Select all
define FIRE_BUTTON = 4;
define RATE_OF_FIRE = 20; // Range: 1 to 25 SPS. Rapid Fire
define SHOTS_PER_BURST = 5; // Shots per Burst
define INSTA_FIRE = 95; // The % at which it boosts the SHOOT button when pressed – i.e. 95% means when pressed 5%
define INSTA_AIM = 95; // The % at which it boosts the ADS button when pressed – i.e. 95% means when pressed 5%
define LX_RX_press = 50; // Adjustable so you can dial in for your type of play
define fire_wait = 2000; // 1000ms to 4000ms adjustable abilities on LB & RB(XBOX) R1 & L1(PS4)
define ANTI_RECOIL = 32; // Change this value to compensate to the vertical recoil
define ANTI_RECOIL_LEFT = 0; // Change this value to compensate to the left
define ANTI_RECOIL_RIGHT = 0; // Change this value to compensate to the right
define ONLY_WITH_SCOPE = TRUE; // Anti-recoil will only be applied with ADS
int rapid1_onoff = FALSE;
int rapid2_onoff = FALSE;
int ads_flag = FALSE;
int side_toggle = FALSE;
int turn_toggle = FALSE;
int rotate_toggle = FALSE;
int hold_time, rest_time;
int hold_time2, rest_time2;
int HOLD_toggle = FALSE;
int RUN_toggle = FALSE;
int AutoLean_onoff = FALSE;
int sprintLT_onoff = FALSE;
int sprintCrouch_toggle = FALSE;
int sprintStop_toggle = FALSE;
int sprintProne_toggle = FALSE;
int stop_flag = FALSE;
int crouch_flag = FALSE;
int prone_flag = FALSE;
int AntiRecoilON = FALSE;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
int Reset_Time = 200;
int Reset2_Time = 400;
init {
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time;
if(rest_time < 0) rest_time = 0;
hold_time2 = 65 * SHOTS_PER_BURST; // Adjust this number depending on RPM of the weapon to match shots per burst in define section.
rest_time2 = 165; // Adjust this number on much delay you want.
if(rest_time2 < 0) rest_time2 = 0;
}
main {
vm_tctrl(-8);
if(get_val(7)){sensitivity(7, 10, 100 + INSTA_AIM);}
if(get_val(4)){sensitivity(4, 10, 100 + INSTA_FIRE);}
if((event_press(7) && get_val(15)) || (event_press(15) && get_val(7))){ // Turns ON/OFF Rapid Fire LT + D-Pad LEFT(XBOX) PS4_L2 + PS4_LEFT (PS4)
rapid1_onoff = !rapid1_onoff; // Change RATE_OF_FIRE in define section.
if(rapid1_onoff) combo_run(RumbleNotifier);
rapid2_onoff = FALSE;
}
if(rapid1_onoff && get_val(4)) {combo_run(RapidFire); }
if((event_press(7) && get_val(13)) || (event_press(13) && get_val(7))){ // Turns ON/OFF Shot per burst.
rapid2_onoff = !rapid2_onoff; // Change in define section. LT + D-Pad UP (XBOX) PS4_L2 + PS4_UP (PS4)
if(rapid2_onoff) combo_run(RumbleNotifier);
rapid1_onoff = FALSE;
}
if(rapid2_onoff && get_val(4)) {combo_run(RapidFire2); }
if(get_val(7) && event_press(14)) { // This turns on/off Anti-Recoil. LT+ D-Pad DOWN (XBOX) PS4_L2 + PS4_DOWN (PS4)
AntiRecoilON = !AntiRecoilON;
if(AntiRecoilON) combo_run(RumbleNotifier);
}
if(!ONLY_WITH_SCOPE || get_val(7)) {combo_run(AntiRecoil);}
if(get_val(13) && event_press(19)) { // This turns on/off MODZ. D-Pad UP + A button (XBOX) PS4_UP + PS4_CROSS (PS4)
HOLD_toggle = !HOLD_toggle;
if(HOLD_toggle) combo_run(RumbleNotifier);
}
if(HOLD_toggle) {
if(event_release(20)){ // Tap X(XBOX) SQUARE(PS4) quick to reload weapon
if(get_ptime(20) >= Reset_Time){ // Hold 200ms and release button it will
combo_run(X_hold); } // automatically put up barricade
}
if(event_release(20)){ // Hold X(XBOX) SQUARE(PS4) 400ms and release button it will
if(get_ptime(20) >= Reset2_Time){ // automatically put up reinforce walls. Also refill supplies
combo_run(XX_hold); } // without holding button the whole length of time.
}
if(event_release(17)){ // Tap Y(XBOX) TRIANGLE(PS4)quick to switch weapons
if(get_ptime(17) >= Reset_Time){ // Hold 200ms and release button it will
combo_run(Y_hold); } // automatically spot on camera.
}
if(event_release(19)){ // Tap A(XBOX) CROSS(PS4)quick to vault
if(get_ptime(19) >= Reset_Time){ // Hold 200ms and release button it will
combo_run(A_hold); } // automatically set up to rappel.
}
if(event_release(18)){ // Tap B(XBOX) CIRCLE(PS4)quick to crouch
if(get_ptime(18) >= Reset_Time){ // Hold 200ms and release button it will
combo_run(B_hold); } // automatically go prone.
}
}
if(get_val(8) && get_val(5)) { // LS+RS(XBOX) R3+L3(PS4) Incase panic mode when putting up walls
combo_stop(X_hold); combo_stop(XX_hold); // this stops the combo’s so you can fire.
combo_stop(Y_hold); combo_stop(A_hold); // Also stops abilities.
combo_stop(B_hold); combo_stop(fire1);
combo_stop(fire2);
}
if(get_val(13) && event_press(18)) { // This turns on/off MODZ. D-Pad UP + B button.
RUN_toggle = !RUN_toggle;
if(RUN_toggle) combo_run(RumbleNotifier);
}
if(RUN_toggle) {
if(event_release(6)) { // Tap LB(XBOX) L1(PS4) quick for regular function.
if(get_ptime(6) >= Reset_Time){ // Hold 200ms and release button it will
combo_run(fire1); } // automatically press ability a second time. Make adjustable.
}
if(event_release(3)) { // Tap RB(XBOX) R1(PS4) quick for regular function.
if(get_ptime(3) >= Reset_Time){ // Hold 200ms and release button it will
combo_run(fire2); } // automatically press ability a second time. Make adjustable.
}
}
if(get_val(14) && event_press(20)) { // Sprint Stop on/off. D-Pad DOWN + X button.(XBOX) PS4_DOWN + PS4_SQUARE (PS4)
sprintStop_toggle = !sprintStop_toggle;
if(sprintStop_toggle) combo_run(RumbleNotifier);
sprintCrouch_toggle = FALSE;
sprintLT_onoff = FALSE;
sprintProne_toggle = FALSE;
}
if(sprintStop_toggle) {
if((get_val(XB1_LY)) < -97) {
combo_run(AutoSprint);
stop_flag = TRUE;
} else if(stop_flag && (get_val(XB1_LY)) > -97) {
combo_run(SprintStop);
stop_flag = FALSE;}
}
if(get_val(XB1_DOWN) && event_press(XB1_A)) { // SprintLT on/off. D-Pad DOWN + A button.(XBOX) PS4_DOWN + PS4_CROSS (PS4)
sprintLT_onoff = !sprintLT_onoff;
if(sprintLT_onoff) combo_run(RumbleNotifier);
sprintCrouch_toggle = FALSE;
sprintStop_toggle = FALSE;
sprintProne_toggle = FALSE;
}
if(sprintLT_onoff && event_release(7) && get_val(12) <= -10) { combo_run(AutoSprint); }
if(get_val(14) && event_press(18)) { // SprintCrouch on/off. D-Pad DOWN + B button.(XBOX) PS4_DOWN + CIRCLE(PS4)
sprintCrouch_toggle = !sprintCrouch_toggle;
if(sprintCrouch_toggle) combo_run(RumbleNotifier);
sprintLT_onoff = FALSE;
sprintStop_toggle = FALSE;
sprintProne_toggle = FALSE;
}
if(sprintCrouch_toggle) {
if((get_val(12)) < -97) {
combo_run(AutoSprint);
crouch_flag = TRUE;
} else if(crouch_flag && (get_val(12)) > -97) {
combo_run(Crouch);
crouch_flag = FALSE; }
}
if(get_val(14) && event_press(17)) { // SprintProne on/off. D-Pad DOWN + Y button.(XBOX) PS4_DOWN + TRIANGLE(PS4)
sprintProne_toggle = !sprintProne_toggle;
if(sprintProne_toggle) combo_run(RumbleNotifier);
sprintLT_onoff = FALSE;
sprintStop_toggle = FALSE;
sprintCrouch_toggle = FALSE;
}
if(sprintProne_toggle) {
if((get_val(12)) < -97) {
combo_run(AutoSprint);
prone_flag = TRUE;
} else if(prone_flag && (get_val(12)) > -97) {
combo_run(Prone);
prone_flag = FALSE; }
}
if(get_val(15) && event_press(19)) { side_toggle = !side_toggle } // Strafe Lean D-Pad LEFT + A button(XBOX) PS4_LEFT + CROSS(PS4)
if(side_toggle) {
turn_toggle = FALSE;
rotate_toggle = FALSE;
if(!ads_flag && get_val(7) && (get_lval(11)) >= LX_RX_press) {
ads_flag = TRUE;
combo_run(LeanRight);
} else if(!get_val(7) && (get_lval(11)) < LX_RX_press) {
ads_flag = FALSE;
}
if(!ads_flag && get_val(7) && (get_lval(11)) <= -LX_RX_press) {
ads_flag = TRUE;
combo_run(LeanLeft);
} else if(!get_val(7) && (get_lval(11)) > -LX_RX_press) {
ads_flag = FALSE; }
}
if(get_val(15) && event_press(18)) { turn_toggle = !turn_toggle } // Rotate Lean D-pad LEFT + B button(XBOX) PS4_LEFT + CIRCLE(PS4)
if(turn_toggle) {
side_toggle = FALSE;
rotate_toggle = FALSE;
if(!ads_flag && get_val(7) && (get_lval(9)) >= LX_RX_press) {
ads_flag = TRUE;
combo_run(LeanLeft);
} else if(!get_val(7) && (get_lval(9)) < LX_RX_press) {
ads_flag = FALSE;
}
if(!ads_flag && get_val(7) && (get_lval(9)) <= -LX_RX_press) {
ads_flag = TRUE;
combo_run(LeanRight);
} else if(!get_val(7) && (get_lval(9)) > -LX_RX_press) {
ads_flag = FALSE; }
}
if(get_val(15) && event_press(20)) { rotate_toggle = !rotate_toggle } // Strafe/Rotate Lean D-Pad LEFT + X button(XBOX) PS4_LEFT + SQUARE(PS4)
if(rotate_toggle) {
side_toggle = FALSE;
turn_toggle = FALSE;
if(!ads_flag && get_val(7) && (get_lval(11)) >= LX_RX_press && get_val(9) <= -LX_RX_press) {
ads_flag = TRUE;
combo_run(LeanRight);
} else if(!get_val(7) && (get_lval(11)) < LX_RX_press && get_val(9) >= -LX_RX_press) {
ads_flag = FALSE;
}
if(!ads_flag && get_val(7) && (get_lval(11)) <= -LX_RX_press && get_val(9) >= LX_RX_press) {
ads_flag = TRUE;
combo_run(LeanLeft);
} else if(!get_val(7) && (get_lval(11)) > -LX_RX_press && get_val(9) <= LX_RX_press) {
ads_flag = FALSE; }
}
if(get_val(4)) { // Auto Ping . Cycles every 2 seconds when firing. RT(XBOX) R2(PS4)
combo_run(AutoPing);
}
if(get_val(5)) { // Loops Melee when hold down. RS(XBOX) R3(PS4)
combo_run(melee);
}
}
combo RapidFire {
set_val(FIRE_BUTTON, 100);
wait(hold_time);
set_val(FIRE_BUTTON, 0);
wait(rest_time);
set_val(FIRE_BUTTON, 0);
}
combo RapidFire2 {
set_val(FIRE_BUTTON, 100);
wait(hold_time2);
set_val(FIRE_BUTTON, 0);
wait(rest_time2);
set_val(FIRE_BUTTON, 0);
}
combo melee {
set_val(5, 100);
wait(200);
set_val(5, 0);
wait(830);
}
combo LeanRight {
set_val(5, 0);
wait(120);
set_val(5, 100);
wait(200);
}
combo LeanLeft {
set_val(8, 0);
wait(120);
set_val(8, 100);
wait(200);
}
combo AutoSprint {
set_val(8, 0);
wait(100);
set_val(8, 100);
wait(100);
set_val(8, 0);
}
combo SprintStop {
set_val(12, 0);
wait(50);
}
combo Crouch {
set_val(18, 100);
wait(125);
}
combo Prone {
set_val(18, 100);
wait(250);
}
combo AutoPing {
set_val(15, 100);
wait(100);wait(1900);
}
combo X_hold {
set_val(20, 100);
wait(4000);
}
combo XX_hold {
set_val(20, 100);
wait(4000);call(xx);
}
combo xx {
set_val(20, 100);
wait(1000);
}
combo Y_hold {
set_val(17, 100);
wait(2000);
}
combo A_hold {
set_val(19, 100);
wait(1000);
}
combo B_hold {
set_val(18, 100);
wait(1000);
}
combo fire1 {
wait(fire_wait);
set_val(6, 100);
wait(200);
}
combo fire2 {
wait(fire_wait);
set_val(3, 100);
wait(200);
}
combo RumbleNotifier {
set_rumble(RUMBLE_A, 100);
wait(200);
reset_rumble();
}
combo AntiRecoil {
if(get_val(FIRE_BUTTON) && AntiRecoilON) {
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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