KillAuraPatch 3.0
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@yorik100 said in KillAuraPatch 1.0:
@czechhek it's making you sprint sideways and backwards most of the time when you hit an enemy that is behind you
There is already a feature trying to solving that in Sprint, it requires checkServerSide to be toggled on.
RotationUtils.getRotationDifference(new Rotation(mc.thePlayer.rotationYaw, mc.thePlayer.rotationPitch)) > 30
However there should be MovementUtils.getDirection() instead of player's rotationYaw and another major issue of this line is that it also counts pitch difference so it's absolutely broken in total.
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idk its still flagging...
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@player https://youtu.be/C04Vw0V31Zw
@czechhek said in KillAuraPatch 1.0:
To make KillAura bypass Matrix:
- Enable RotationsPatch.
- Set GCDSensitivity to an odd number (any number except multiples of five should work), set it as close to your real sensitivity as possible.
(I had sensitivity on 100% and GCDSensitivity on 99)
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@czechhek said in KillAuraPatch 1.0:
@6sence LiquidBounce has broken GCD that makes it flag on Matrix when you have sensitivity set to 100%, 50% and so on, with this you can force it to parse rotations to other sensitivity.
If your KillAura patch fixes GCD then why is 100 sensibility GCD flags?