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Latest Matrix Internal Updates:
[+] Fixed Simulate Projectiles for rocket launcher not showing correct path.
[+] Fixed inaccuracy with PSilent for rocket launcher.
[+] Added option to draw path for simulate projectiles. This will decide if it will draw a line path to the projectile/rocket/grenade hitpoint.
[+] Added option to draw hitpoint for simulate projectiles. This will decide if it will draw the hitpoint for the projectile/rocket/grenade.
[+] If draw hitpoint is enabled 2 new sliders will appear where you can customize the size of the hitpoint for both projectiles, and explosives.
[+] Added proper projectile path validation for low velocity.
[+] Added path validation for autofire. Instead of relying on basic lineofsight checks, now it simulates the entire projectile path and decides if it can hit or not. So if you can hit a player over a mountain, it'll autoshoot for you!
[+] Aim Prediction logic has been improved greatly. Enjoy more performance, and even better accuracy on moving targets!
[+] Added Aimbot for helicopter with PSilent support. Supports miss chance with PSilent as well.
[+] Fixed Omnisprint going too fast while in water, resulting in violations.
[+] Fixed water reflect indicator not being 100% accurate.
[+] Improved water reflect. Now it will rely on path itself rather than basic LOS checks.
[+] WaterReflect - Fixed a bug where simulation would sometimes say we had a valid path, but yet we didnt even touch water with the path.
[+] High grenade prediction with autothrow will now pick the HIGHEST possible arc for a perfect explosion on the target each time, instead of choosing the fastest valid path.
[+] Instant hit is now supported without desync.
[+] Compoundbow now always uses the max charge velocity.
[+] Aimbot now properly adjusts velocity prediction based on instant hit.
[+] Added Angle Generation Strength for behind wall calculations. This will decide how many angles we will check to see if we can hit the target. The lower the value the less chance you can hit the target in tricky situations. Lower = more fps with lower chance of finding angle. Higher = less fps with higher chance of finding angle.
[+] Added Battlemode Exceptions. for Ores, Traps, Collectibles, Food, Animals, Containers, Others, Vehicles, and Deployables. If you have battlemode enabled, then tick one of these, they will draw anyways. If nothing is ticked, all will not draw while battlemode is enabled.
[+] LV will now INSTANTLY find the best flight path to the target.
[+] Fixed a issue with anti violations making you stuck in one location.
[+] If Behind Wall Calculations is enabled. LV will automatically attempt to target a hittable point that is generated.
[+] Added support for the new codelocks for brute force, autoauth, autolock etc.
[+]Optimized some flightpath related logic for autofire, behindwall, etc. Should have a much smoother experience with it now.
[+]Fixed the possibility of the prediction logic being inaccurate at long ranges with low velocities.
[+]Re added low velocity after a lot of improvements. There will be a new slider called LV Speed and a dropdown called LV Interations. LV Speed will control the scan speed of the LV, and LV Interations will control how many speed values the LV will try. It's on normal settings now but adjust it based on your PCS performance or pref.
Low velocity now supports autofire.
[+]If Low Velocity and Custom Projectiles are enabled. The Low Velocity calculations will attempt to find a hittable point away from the player than bullet custom projectiles can hit.
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