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Get desync side

  • Автор темы Автор темы Naqix
  • Дата начала Дата начала
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
No, It's impossible, esoterik using a bruteforce, llama using a bruteforce and neverlose.cc
that doesn't make sense. How do you think esoterik is resolving without having to shoot? Do you think you can brutforce without shooting. Same on ev0lve. They determinate a desync side without shooting. let's be honest. If it wqas just brutforce it would easily be abused with a skeleton key and both gamesense, onetap and ev0lve would continue dumping. but that's not the case
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
No, It's impossible, esoterik using a bruteforce, llama using a bruteforce and neverlose.cc
Um wtf are you saying? Bruteforcing isnt some other thing than resolving. Esoterick, llama, and other p2c coders use animlayers to determine side. Bruteforcing is involved incase they miss. For example, if they determine the side is left and then miss, they'll flipp goalfeet yaw to the right and if they miss again, set goalfeetyaw to eyeangles. It's common sense
 
Esoterik,lama,phillip & other shit owners
Use only bruteforce + simple predict side like shit no more....
If your need u can get onetap.idb and look tihs trash..
About layers(6) or 3, its 100% usseless...
 
Esoterik,lama,phillip & other shit owners
Use only bruteforce + simple predict side like shit no more....
If your need u can get onetap.idb and look tihs trash..
About layers(6) or 3, its 100% usseless...
Animation layers might be useless. But there must be some logic towards predicting the side. And i'm curious how the can consitsantly predict which side the desync is without brutforcing, and hitting head on first bullet. Any help is appreciated
also:
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
Animation layers might be useless. But there must be some logic towards predicting the side. And i'm curious how the can consitsantly predict which side the desync is without brutforcing, and hitting head on first bullet. Any help is appreciated
also:
Пожалуйста, авторизуйтесь для просмотра ссылки.
I've made some tests on side prediction and discovered a thing. So, as I was looking at the fake side while moving. I put it to left side and moved to right. I noticed, that my fake got farther from my real. And while i was moving left, it got closer to my real. So looking at animation may probably help you get the desync side. Not sure about the degree, but I'll keep searching. And you probably should try to mess with the animlayer parameters, as soon as they all are generated on client and then being sent to the server.
 
можешь попробовать использовать trace, animationlayers(playbackrate), anti-freestand, lby flick detect, куча методов в паблике, почему бы просто не попробовать загуглить?
 
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