This is how it works externally.
In your case it Interupts the packet transfer for 120ms. Seems to be a lot to me. I used a loop with 2-4ms interruption.
Does it not work at all or just not as expected?
Working on a Little FakeLag, i thought this is how it works but seems like not, any ideas? Thanks
Code:void FakeLag() { DWORD SendPacket = ReadMemory<DWORD>(engine + dwbSendPackets); if (GetAsyncKeyState(VK_F5) >> 16) { WriteMemory<DWORD>(SendPacket, 0); Sleep(120); WriteMemory<DWORD>(SendPacket, 1); Sleep(70); } } }
Last edited by gregomodz; 03-09-2017 at 12:38 AM.
This is how it works externally.
In your case it Interupts the packet transfer for 120ms. Seems to be a lot to me. I used a loop with 2-4ms interruption.
Does it not work at all or just not as expected?
Last edited by gigagiga; 03-09-2017 at 01:03 AM.
Hard to explain, There is barely any lag, its like my body and my legs are just a tiny bit out of sync, still extremely easy to hit.
It doesn't make you hard to hit. You just lag that's all. Doesn't mean you warp over the map the entire time. You actually more likely reset to the location before interrupting the packet transfer
gregomodz (03-09-2017)
Isn't the whole purpose of fakelag making you look like you're lagging by messing with the packets? Cause in my case i don't look like im lagging at all
Switch off your internet during a game, what dies happen? On the server you stand at the same spot until you disconnect.
It's useful for servers where render distance is short. You deactivate packets, walk over to a spot where you suspect an enemy waiting for you and you can check if one is there from a longer distance at least that's what I used it for
Yeah but my question is for someone to help me with my code. It doesn't work at all. Nothing happens, i just tested it again with a friend, i look 100% normal
I don't , that's why i needed help. Thanks for explaining though, I just won't bother using it either way though it's not that effective at all