Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Improvement] Checking the movement of the model vector and hitboxes in the taunt state. #155

Open
LapplandBro opened this issue May 18, 2023 · 1 comment

Comments

@LapplandBro
Copy link

LapplandBro commented May 18, 2023

The gist is as follows:

If a player, being in a taunt state - turned sharply to the other side or several times in a second (SARACULARLY, not smoothly!) - detection. Or the movement vector of the player in the taunt does not coincide with the animation.

This feature is used in private LMAOBOX. The essence is that the model goes straight, according to the animation, but the hitboxes go somewhere sideways.

And as a result it turns out - the player in Taunt state goes animated in one direction, but moves in the opposite direction.

If there will be a video showing it - I'll throw up, it's easier to see once than read a text from an interpreter.

@RicochetYT
Copy link

RicochetYT commented May 18, 2023

Non-modified clients are also capable of doing this on non-moving taunts. However, if you are talking about moving taunts like the conga, you can use anti-aim in these cheats to move in the opposite direction from which the taunt is animated going in, if I remember correctly.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants