Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

LiquidBounce Forum

  1. Home
  2. General
  3. SimulateCooldown

SimulateCooldown

Scheduled Pinned Locked Moved Unsolved General
12 Posts 6 Posters 1.2k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Zloy4elovekZ Zloy4elovek

    What is SimulateCooldown

    kawaiinekololisK Offline
    kawaiinekololisK Offline
    kawaiinekololis
    Admin
    wrote on last edited by kawaiinekololis
    #3

    @Zloy4elovek It allows you to simulate cooldown when playing on 1.9+ servers. This can be done by using ViaForge (which is automatically installed in the LiquidLauncher) or the server already uses ViaVersion with ViaRewind. There is also a cooldown element which allows you to show the cooldown on your HUD. Only down-side it is always active, even when playing on 1.8 servers.

    LiquidBounce Legacy can be used for 1.8 up to 1.19.2, but is based on 1.8.9.

    Zloy4elovekZ 1 Reply Last reply
    0
    • kawaiinekololisK kawaiinekololis

      @Zloy4elovek It allows you to simulate cooldown when playing on 1.9+ servers. This can be done by using ViaForge (which is automatically installed in the LiquidLauncher) or the server already uses ViaVersion with ViaRewind. There is also a cooldown element which allows you to show the cooldown on your HUD. Only down-side it is always active, even when playing on 1.8 servers.

      LiquidBounce Legacy can be used for 1.8 up to 1.19.2, but is based on 1.8.9.

      Zloy4elovekZ Offline
      Zloy4elovekZ Offline
      Zloy4elovek
      wrote on last edited by
      #4

      @kawaiinekololis Do you know what it is BackTrack ?

      A 1 Reply Last reply
      0
      • Zloy4elovekZ Zloy4elovek

        @kawaiinekololis Do you know what it is BackTrack ?

        A Offline
        A Offline
        Aftery
        wrote on last edited by
        #5

        @Zloy4elovek its a term for source engine games and does not apply to minecraft

        CzechHekC 1 Reply Last reply
        0
        • A Aftery

          @Zloy4elovek its a term for source engine games and does not apply to minecraft

          CzechHekC Offline
          CzechHekC Offline
          CzechHek
          wrote on last edited by CzechHek
          #6

          @Aftery You can apply the same principles of manipulating with network latency to this block game and call it the same tho.

          A 1 Reply Last reply
          0
          • CzechHekC CzechHek

            @Aftery You can apply the same principles of manipulating with network latency to this block game and call it the same tho.

            A Offline
            A Offline
            Aftery
            wrote on last edited by
            #7

            @CzechHek so people call pingspoof backtrack now? lol

            kawaiinekololisK 1 Reply Last reply
            1
            • A Aftery

              @CzechHek so people call pingspoof backtrack now? lol

              kawaiinekololisK Offline
              kawaiinekololisK Offline
              kawaiinekololis
              Admin
              wrote on last edited by
              #8

              @Aftery It is not PingSpoof. PingSpoofs fakes the ping to the server, but Backtrack simulates player hit lag, which makes sense on UDP-based games like CS:GO. It allows you to hit the past location of a player and still hit him. In Minecraft is does not make much sense, but I already thought about the same a long time ago, so might still add it if needed.

              1 Reply Last reply
              1
              • O Offline
                O Offline
                okrandomname
                wrote on last edited by okrandomname
                #9

                afaik the pingspoofs that are detected by most anticheats work by changing the key of the keepalive packet, so normally they won't affect the gameplay but it might cause some timeout disconnections

                idk how backtrack on mc works exactly

                for those who happen to not know how backtracking works on source games along with some other games aswell:

                t. random vid i found years ago

                1 Reply Last reply
                0
                • A Offline
                  A Offline
                  Aftery
                  wrote on last edited by
                  #10

                  looking into fdpclient it just spawns a dummy entity at a past player position and updates it on a timer which means it makes even less sense if you just renamed pingspoof to backtrack not to mention it also probably looks awful

                  CzechHekC 1 Reply Last reply
                  1
                  • A Aftery

                    looking into fdpclient it just spawns a dummy entity at a past player position and updates it on a timer which means it makes even less sense if you just renamed pingspoof to backtrack not to mention it also probably looks awful

                    CzechHekC Offline
                    CzechHekC Offline
                    CzechHek
                    wrote on last edited by CzechHek
                    #11

                    @Aftery So therefore FDP is just faking it?

                    Couldn't you artificially delay your packets to have higher ping and when the moment was right, you could attack from your real position (would have to send many packets at once like Tickbase), not your delayed one and could therefore hit with higher reach. Tickbase does this essentially, without the artificial ping ofc.

                    A 1 Reply Last reply
                    0
                    • CzechHekC CzechHek

                      @Aftery So therefore FDP is just faking it?

                      Couldn't you artificially delay your packets to have higher ping and when the moment was right, you could attack from your real position (would have to send many packets at once like Tickbase), not your delayed one and could therefore hit with higher reach. Tickbase does this essentially, without the artificial ping ofc.

                      A Offline
                      A Offline
                      Aftery
                      wrote on last edited by Aftery
                      #12

                      @CzechHek fdp is faking it
                      also tickbase manipulation isnt backtrack?

                      1 Reply Last reply
                      0
                      Reply
                      • Reply as topic
                      Log in to reply
                      • Oldest to Newest
                      • Newest to Oldest
                      • Most Votes


                      About
                      • Terms of Service
                      • Privacy Policy
                      • Status
                      • Contact Us
                      Downloads
                      • Releases
                      • Source code
                      • License
                      Docs
                      • Tutorials
                      • CustomHUD
                      • AutoSettings
                      • ScriptAPI
                      Community
                      • Forum
                      • Guilded
                      • YouTube
                      • Twitter
                      • D.Tube
                      • Login

                      • Login or register to search.
                      • First post
                        Last post
                      0
                      • Categories
                      • Recent
                      • Tags
                      • Popular
                      • Users
                      • Groups