Legacy features a different method to handle random rotations.
mems
Posts
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add noise to the killaura settings and dots to the visual -
Add Onclick for Killaura, Trigger And Aimbot Please -
problems when launching the launcherThat's all? Post the file here.
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problems when launching the launcherC:\Users`yourusernamehere`\AppData\Roaming\CCBlueX\LiquidLauncher\data\logs
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problems when launching the launcherLogs buddy.
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i have a questionLiquidBounce is a client that has existed since 2015, 8 years ago, almost a
DECADE
. It has been open-source since 2020. There have been 5 and a halfMILLION
downloads, and no user has called it a virus with proof. There are two versions of the client, legacy and nextgen. Both open-source. With this information that you just read, do you think the client has a virus? Think wisely.Once you think it's not a virus, you continue and download the client from the site, here:
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Back Track and Fake LagBacktrack 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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crossversion, 1.16.5 on nextgenFirst of all, we are on 1.20.4. Second of all, you use ViaFabricPlus to connect on older versions.
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Looking for a polar(jartex) configUse the built-in ones:
.config load polar, for both versions of the client.
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Source Code LiquidBounce b72 -
Source Code LiquidBounce b72Use the latest version if you want to play on a server.
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Source Code LiquidBounce b72That version is really old. Unless you're searching for something specific, I recommend that you use the latest version.
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Auto Clicker Max CpsNo, you are the best!
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Auto Clicker Max CpsYes, by using commands. If you use the 1.8 version of LiquidBounce, you type .autoclicker maxcps
herethenumber
On nextgen (1.20.1 version of LiquidBounce), you can simply open the ClickGUI, click on the cps numbers and change them.
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Autoblock for blocksmcPlay with KillAura's autoblock options, see what's best for that server. You can go from fully legit to straight up vanilla type of autoblock. (Assuming you're talking about legacy)
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Please add W-tap to Liquidbounce NextgenAlready exists. SuperKnockBack module -> WTap.
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1.19.2No. We only go up. If you want to join servers that use 1.19.2 though, you can use ViaFabricPlus as it supports any version.
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Cannot log-in on PikaNetwork & Jartex NetworkYes now it's not possible. You'd have to wait, I don't know much, probably like an hour or so.
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Cannot log-in on PikaNetwork & Jartex NetworkThat's the reason. They don't want you to enter with a name like "5IU4YH7FY42FHVAG"
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Cannot log-in on PikaNetwork & Jartex NetworkHave you previously tried entering the server with a random 16 character name?