Matrix Jesus bypass.
-
- Add an option named
AACFlyHorizontalSpeed
, or something your own preference. You can of course add values to it from 0 to 1, your own choice. - Improve the
AACFlyMotion
value by having the ability to change it from 0 to 1 and NOT by0.10
. %0.2f values for a better experience.
This is similar to:
.jesus mode aacfly
.jesus aacflymotion 0
.speed mode custom
.speed customspeed 0.12
.speed customy 0
.speed customtimer 1
But all that in the Jesus module would be perfect because you're not only going to experience no flags/setbacks in ground when Jesus is enabled (unlike Speed + Jesus together) but also have it detect water and then use the speed by the module itself.
EDIT: Or just simply make a Matrix mode which has to do with all that above I mentioned.
EDIT 2: Highest Y possible is
.59900
while in water. Tested by having the Jesus module on and then sprinting/walking from ground to water. Also tested with vclip. I couldn't go higher because it would set me back to .57900 or something even if I tried.vclip 0.00001
EDIT 3: It looks like
.59900
is the highest possible Y. Tried it by using vanilla fly + motion 0 and a few space button presses until it reached.60000
. Then I used .vclip -0.00001 everytime it setbacked. - Add an option named
-
idk where I found this but it works
var scriptName = "WaterFloat"; // The name of your script var scriptVersion = 0.1; // The version of your script var scriptAuthor = "Alan"; // The author of your script var WaterFloat = new WaterFloat(); var WaterFloatClient; var Strafe = moduleManager.getModule("Strafe"); var nohurtcam = moduleManager.getModule("nohurtcam"); BlockPos = Java.type('net.minecraft.util.BlockPos') BlockAir = Java.type('net.minecraft.block.BlockAir') EntityPlayer = Java.type("net.minecraft.entity.player.EntityPlayer") Math.radians = function(degrees) { return degrees * Math.PI / 180; }; // Converts from radians to degrees. Math.degrees = function(radians) { return radians * 180 / Math.PI; }; function vClip(offset) { mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + offset, mc.thePlayer.posZ); } function hClip(offset) { var playerYaw = Math.radians(mc.thePlayer.rotationYaw); mc.thePlayer.setPosition(mc.thePlayer.posX - (Math.sin(playerYaw) * offset), mc.thePlayer.posY, mc.thePlayer.posZ + (Math.cos(playerYaw) * offset)); } function WaterFloat() { this.getName = function() { return "MatrixJesus"; }; this.getDescription = function() { return "Matrix Water Float"; }; this.getCategory = function() { return "Fun"; }; this.onUpdate = function() { if(mc.thePlayer.isInWater()){ mc.thePlayer.motionY = 0.28; hClip(1.2); } } this.onDisable = function() { //Activates on disabling module mc.timer.timerSpeed = 1 } this.onEnable = function() { //Activates on Enabling module } } function onLoad() { // Currently this event has to be in every script even if it is not directly needed. }; function onEnable() { WaterFloatClient = moduleManager.registerModule(WaterFloat); }; function onDisable() { moduleManager.unregisterModule(WaterFloatClient); };