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LiquidBounce Forum

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  3. Matrix Jesus bypass.

Matrix Jesus bypass.

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  • ? Offline
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    A Former User
    wrote on last edited by A Former User
    #1
    • 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 by 0.10. %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.

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    • ? Offline
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      A Former User
      wrote on last edited by
      #2

      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);
         
      };
      
      ? 1 Reply Last reply
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      • ? A Former User

        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);
           
        };
        
        ? Offline
        ? Offline
        A Former User
        wrote on last edited by
        #3

        @hahayes Yeah I also know that too, they could also add that tbh

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