HelpAutomatic bullet dodging

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That was done by bert and was built direcly into a client, It could be recreated by a proxy but you would have to re-implment projeciles.
I was thinking about creating something like this but more advanced EG: like LH tentacles particle detector and avoid if enemyshots detected but that would maybe decrease client performance heavily, proxy definitely useful. My close to GodMode is having like a circle of bots around you constantly circling around your character (taking non-pierce shots)and nexus and reconnecting.
Until the Unity client is out and easily hackable, I totally agree a proxy plugin is the way to go. For something like this you definitely want the performance benefits of "not flash" but you would have to recreate tile, enemy projectile, and status effect handling in a proxy. I've always wanted to make a dodging hack/plugin myself, but I honestly just don't know how to do it efficiently and also accurately. So far it's just something I like to think about when it comes to mind.
By dodge you mean predict incoming bullets that could potentially kill you? Thats how every decent auto nexus proxy plugin/client works. As for sending move packets to dodge those bullets? I wouldn't really take the time to bark down that alley but is totally doable, i can imagine its quite computationally expensive as well.
Quote Originally Posted by ruusey View Post
By dodge you mean predict incoming bullets that could potentially kill you? Thats how every decent auto nexus proxy plugin/client works. As for sending move packets to dodge those bullets? I wouldn't really take the time to bark down that alley but is totally doable, i can imagine its quite computationally expensive as well.
This is such a widespread misconception. Maybe it started because of a language barrier or just as an easy and "not too wrong" explanation, but absolutely no autonexus "predicts" incoming bullets. Good autonexus keeps track of player health client side and nexuses once you've taken damage that puts health below some threshold. The keyword is "once" not "before." There is no predicting involved, it just counts on nexusing before the server realizes that you should be dead.

The reason I want to clarify is because I have seen some really cringy comments from people saying "I don't like autonexus because when I dodge too well I get close to bullets but autonexus thinks they still hit me and nexuses me."
Quote Originally Posted by AllYourX View Post
This is such a widespread misconception. Maybe it started because of a language barrier or just as an easy and "not too wrong" explanation, but absolutely no autonexus "predicts" incoming bullets. Good autonexus keeps track of player health client side and nexuses once you've taken damage that puts health below some threshold. The keyword is "once" not "before." There is no predicting involved, it just counts on nexusing before the server realizes that you should be dead.

The reason I want to clarify is because I have seen some really cringy comments from people saying "I don't like autonexus because when I dodge too well I get close to bullets but autonexus thinks they still hit me and nexuses me."
The predict part was meant to be understood as the damage the bullet deals. Autonexus detects/predicts whether a bullet hitting you will take you below a percentage of your health and bails you out if its gonna kill you. I Should have worded that better.
Posts 18 of 8 · Page 1 of 1

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