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@gabriel Yes it will autoban on BW with "watchdog cheat detection" message but autoban is disabled on MM/MM:infection. On these modes you can use fly (hypixel mode), LongJump (NCP with boost 5.00 continually with no lags), Speed (almost all modes, "onground" is the fastest), Phase (AAC3.5.0 - only through trapdoors), Strafe etc.
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@asd-dsa
hmm actually in some cases (when the arrow is heading to the player's head/foot) it has a big possibility of not triggering it (should be able to fix it by checking intersection between 2 bbox).
Iirc it should have a horizontal speed mode, but it is annoying to lock the view.
The code is spaghetti, but I would try to improve it when I have time. (Probably in a few days) -
@commandblock2 ok, thank you for your interest in the topic. As I mentioned before it would be perfectly and luxuriously if you would change code in such a way that the script would teleport the player horizontal intelligently. Thank you in advance for your involve
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@commandblock2 I did a little research and found that if I change this
mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + 2, mc.thePlayer.posZ)
to this
mc.thePlayer.setPosition(mc.thePlayer.posX + Math.cos(Math.toRadians(mc.thePlayer.rotationYaw)) * -1, mc.thePlayer.posY, mc.thePlayer.posZ + Math.sin(Math.toRadians(mc.thePlayer.rotationYaw)) * -1)
it would teleport player one block to the right relatively to his rotation (perpendicular to his view as I mentioned a few post before). Can of course be set "1" intstead of "-1" to teleport player to the left. Maybe it will help you with improving the code.
I found in the internet Java code doing a similar thing to code no2 I wrote above and rewrote it to JS by trial and error method (idk any scripting language, just imagine how it mindfuked me when I saw it worked xD). I tried to make it teleport the player alternataly or randomly - once to the right, once to the left and so on but I didn't get it. I tried also my best to make it teleport player relatively to the arrow rotation but it didn't work out either. I need to learn JS xD -
@asd-dsa
Yes but the challenging part is to make it theblink
way. This is definitely fine and good work.blink
teleport is kind of holding the movement packets and sending them in a instant, but the currentsetPosition
is more like the clip thing (some ac may flag you for speed).
If you want to have it this way you might have to calculate the positions of the position packets in advance (and probably lower the timer(< 1) after dodging the arrow in case the ac flags you for timer).btw we can make the tp direction perpendicular to the velocity of the incoming arrow, and see left/right is closer. (This would be easier than
blink
and already inhorizontalSpeed
mode). Alsoleft
/right
variable in that part might not be reallyleft
/right
, it could be opposite.Anyway the scripts was originally for trolling only, never thought someone would need it but I am happy to see someone actually used it.
Also +1 for the effort. -
@cancer said in [Request] Arrow avoidance script (like Enderman):
@gabriel thats a gpl violation
that's not, marco allowed them to private the source codes
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@commandblock2 blink tp was just example, actually there is no need to make script doing it that way, because teleporting player just one block by setPosition doesn't flag AC. I tried to use left/right code from horizontal speed but it didn't work for me (I'm probably doing something wrong). I tried also make script teleporting player perpendicular to arrow trajectory but it didn't work either. Hope you know how to do that.
I also thought about making the script check if there is possibility to teleport a player, if not - it should teleport him to the other side (to prevent teleporting player in the walls for example) but I had no idea how to do this. But if this function is difficult to perform, it does not need to be done, it will be ok without it too.
As I said the script is very useful, I'm almost immune to arrows on MM:I. Even skilled players have a problem to hit me. -
@asd-dsa
now the script is updated with horizontaltp and horizontalmotion. The direction is perpendicular to arrow trajectory.But there is not yet a check for tp into blocks, and still sometimes you could get shot. Might just going to look into
FallingPlayer
/Projectiles
for reference.Edit: hmm the it should be same as Projectiles but still strange, maybe later then.
the related code is here, but that is spaghetti anyway. you might want to give time the sin/cos since I think it might be a bit long.
if (dodgeMode.get() == "HorizontalTp") { mc.thePlayer.setPosition(mc.thePlayer.posX + Math.sin(Math.toRadians(rot.yaw)), mc.thePlayer.posY, mc.thePlayer.posZ + Math.cos(Math.toRadians(rot.yaw))) dodging = null return } if (dodgeMode.get() == "HorizontalMotion") { mc.thePlayer.motionX = Math.sin(Math.toRadians(rot.yaw)) // * 0.5 // or something like that mc.thePlayer.motionZ = Math.cos(Math.toRadians(rot.yaw)) dodging = null return }
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@commandblock2 the code didn't work for me, idk why. Nothing happens to the player after selecting any "horizontal" module.
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@asd-dsa
quite weird, works on my machine. But usually in this case you can look into the logs to see if the script is spamming exception. The log should be at .minecraft/logs/latest.log
Idk if it only works on my build.
Edit: the snippet I posted in the last post was only to tell you what the new code is for, still recommended to pull the full script from github. This what has been changed actually. -
@commandblock2 yes, it's spamming this
[12:32:09] [Client thread/ERROR]: [ScriptAPI] Exception in module 'ProjectilesPlus'! java.lang.ClassCastException: Cannot cast net.minecraft.util.AxisAlignedBB to net.ccbluex.liquidbounce.api.minecraft.util.IAxisAlignedBB at java.lang.invoke.MethodHandleImpl.newClassCastException(MethodHandleImpl.java:361) ~[?:1.8.0_51] at java.lang.invoke.MethodHandleImpl.castReference(MethodHandleImpl.java:356) ~[?:1.8.0_51] at jdk.nashorn.internal.scripts.Script$Recompilation$2483$6053A$\^eval\_.onRender3D(<eval>:170) ~[?:?] at jdk.nashorn.internal.scripts.Script$Recompilation$2482$1245A$\^eval\_.registerModule#L:19#L:26(<eval>:26) ~[?:?] at jdk.nashorn.internal.runtime.ScriptFunctionData.invoke(ScriptFunctionData.java:639) ~[ScriptFunctionData.class:?] at jdk.nashorn.internal.runtime.ScriptFunction.invoke(ScriptFunction.java:494) ~[ScriptFunction.class:?] at jdk.nashorn.internal.runtime.ScriptRuntime.apply(ScriptRuntime.java:393) ~[ScriptRuntime.class:?] at jdk.nashorn.api.scripting.ScriptObjectMirror.call(ScriptObjectMirror.java:117) ~[ScriptObjectMirror.class:?] at net.ccbluex.liquidbounce.script.api.ScriptModule.callEvent(ScriptModule.kt:131) [ScriptModule.class:?] at net.ccbluex.liquidbounce.script.api.ScriptModule.onRender3D(ScriptModule.kt:83) [ScriptModule.class:?] at sun.reflect.GeneratedMethodAccessor65.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51] at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51] at net.ccbluex.liquidbounce.event.EventManager.callEvent(EventManager.kt:59) [EventManager.class:?] at net.minecraft.client.renderer.EntityRenderer.handler$renderWorldPass$zbn000(EntityRenderer.java:3101) [bfk.class:?] at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1928) [bfk.class:?] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1580) [bfk.class:?] at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1372) [bfk.class:?] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1051) [ave.class:?] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349) [ave.class:?] at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_51] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_51] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51] at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51] at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
Edit: yes, I used whole code from github, not the snippet
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@asd-dsa
I see, the version you used is the cross version. The script was designed for none cross version 1.8. Quite surprising it was still working with other mode. If you want to use that you might need to have extra modification since the cross version has some changes in scriptAPI.
Edit: But according to this exception, it seemed to be the one in render3D which should cause the whole script (anymode and the prediction) to break
Edit: nvm I was dumb this exception shouldn't affect might be other exception -
@commandblock2 I was on LB b73 version. I changed to b72 back and now it's working perfectly.
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@commandblock2 I did some tests and noticed that if arrow trajectory is parallel to Z axis it will teleport player to the left and right at the same time. It looks like the player rolls right and left very quickly and it causes setback. Additionally, if the arrow's trajectory is at an angle of 45 degrees to the X or Z axis, the script will teleport the player parallel to the arrow's trajectory instead of perpendicularly. Idk if it is caused by my version or what, I have stable b72 now.
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@allah-gaming Just because Marco gave them permission to do it and will not take action, doesn't mean it doesn't violate the GPL. Unless he licensed LiquidBounce to them under another license, it's still a violation and he could take action if he wanted to.