Back Track and Fake Lag
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How does Back Track and Fake lag work? and what do those values represent and how much is too blatant?
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Backtrack and FakeLag are ping-based modules, which mean they mess with the lag compensation.
Backtrack is a module that saves the old positions of an entity for a specific amount of milliseconds (the Delay option). This means while the entity's positions have not been updated yet, you are still able to attack them and cause them damage.
The modern mode is meant to be used on anticheats that detect regular reach cheats. These are Grim, Intave, Karhu, Polar, probably a few more.
The legacy mode is meant to be used on anticheat that
don't
detect regular reach that good, such as Vulcan, Matrix, NCP?, Spartan?Delay option: If you choose the modern mode, it will save the data until it passes the specific delay that you have set it to, and then it will send to the server whatever did pass it. If you choose the legacy mode, it will be the same process like the modern mode, but the only thing that changes is the position thing. Go past the delay and it will reset the positions that have indeed passed it.
Caching mode (Only for the legacy mode): When
ClientPos
is chosen, it saves the positions based on what you see on your screen. TheServerPos
mode saves the non-interpolated positions, fresh new positions that the server received. Shouldn't matter what mode you choose, the bypass shouldn't really stay affected.The style mode (Only for the modern mode):
Pulse
saves data until a specific delay and then dumps them all, then it repeats the same thing.Smooth
just saves data and when the entity's distance is not inside theMinDistance
andMaxDistance
, it dumps the data (Sends the saved data to the server).Min and Max Distance options (Only for the modern mode): I explained them above. If entity's distance to the player is not inside these two distance options, it sends whatever data it cancelled back to the server.
Smart option (Only for the modern mode): When enabled, it takes into account the would-have-been position of the entity it cancelled the data for, and if their actual position is closer to you (the user) than the position they currently are (what you see on the screen), it will stop and send the delayed data back to the server. Very useful if you don't wanna get comboed while they are further than you than they were supposed to be.
(ESP, Rainbow, Red, Green, Blue) options (Only for the modern mode): Personal preference. ESP basically shows the box of the position that the target would have been. That's useful in case you don't know where they would go. The rest are simply personal preference, since they are color-related options. Whatever suits you.
MaxCachedPositions option (Only for the legacy mode): Saves positions until it reaches the option's value (that you have set it to). For example, if you have set the value to 20, it will save positions until the positions that have been saved are more than 20. If it exceeds the limit, then it removes the first ones that have been saved. So it stays under the limit. Shouldn't matter what value you set it to, because the delay usually takes over, which means if the positions that have been saved at that time have passed the delay, it removes them, simple stuff.
FakeLag is a module that delays the data that you sent and dumps all of them when you:
Attack
Interact with items, blocks and entities.The higher the delay, the more time it will take to send your data to the server, making it seem like genuine lag to the other person.
Recoil time is basically a cooldown timer until it starts delaying your data again. The higher the value, the more time it will take to
start
delaying.Allowed distance to players is an option that determines how close you are to a targetable entity before it starts to delay your data. This is not blatant or anything, it's more like a personal preference.
Backtrack cancels data from the server-side (if you use the Modern mode), FakeLag cancels data from the client-side (your client, the user's data it's about to send to the server)
Data also means Packets in this context, I just used the word data since it's more understandable for people who are new to cheating or who are not even cheating. Hope it clears some stuff.
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Thank you so much this cleared alot of my doubt
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wouldnt fakelag be the same as pingspoof, since you are client-sidedly delaying the player's packets being sent to the server
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@ObiwanPeirogi No, it is not. PingSpoof delays packets which the server uses to detect the latency between the server and the client. FakeLag lags the whole connection.