lawl
theres nothing wrong with it
it's the jumping packets, nothing to do with the skill.
I think it's just that it's set to fb/ss FROM the coordinates you are in. But if you ss/fb in mid air then it will fb at the position in mid air that you are in (cords) it SHOULD be set to fb from the coordinates that you clicked to jump. Otherwise it would be stupid to fb/ss in mid air as you will miss. An aimbot would miss, I am sure that can prove my point that it is messed up. I need a pro to respond please.
This is bullshit. If you get hit in mid air that can also mean that you could have been hit before you jumped, as in lotf the hits may appear a couple milisecounds later than they should. So again, I will say that it has to do with the jumping packets.
The skill itself is fine.
This is bullshit. If you get hit in mid air that can also mean that you could have been hit before you jumped, as in lotf the hits may appear a couple milisecounds later than they should. So again, I will say that it has to do with the jumping packets.
The skill itself is fine.
Clearly, you didn't understand what I said. I'll explain later, and I'm not saying there is something wrong with the actual fb/ss skill. omg
First of all, everyone who's posted is mostly wrong, but some people have part of it right.
Jumping while fastblading can be ****** because of how LOTF handles packets.
You'll need to split packets in order to get them all (which fixes other problems too - such as trading bugs, but also causes other errors the source didn't account for) and then you can jump and FB at the same time "safely."
CoEmu splits packets, look at that for an example
Next, LOTF uses arctangents to calculate the line, and doesn't really use any margin of error, so the only real way to hit somebody is on exact coordinates. Meaning your FB packet lands the X,Y right under them, which causes the arctangents to be exactly the same when calculated.
Solution? Find a better way using arctangents, or use a line algorithm such as Bresenham's line algorithm - Wikipedia, the free encyclopedia
First of all, everyone who's posted is mostly wrong, but some people have part of it right.
Jumping while fastblading can be ****** because of how LOTF handles packets.
You'll need to split packets in order to get them all (which fixes other problems too - such as trading bugs, but also causes other errors the source didn't account for) and then you can jump and FB at the same time "safely."
CoEmu splits packets, look at that for an example
Next, LOTF uses arctangents to calculate the line, and doesn't really use any margin of error, so the only real way to hit somebody is on exact coordinates. Meaning your FB packet lands the X,Y right under them, which causes the arctangents to be exactly the same when calculated.
Solution? Find a better way using arctangents, or use a line algorithm such as Bresenham's line algorithm - Wikipedia, the free encyclopedia
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