Reach update

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pogama

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NOTE: BEFORE YOU SCREAM AT ME THAT IT CAN'T BE CODED TO ''BYPASS BETTER'' READ THE POST

Vape edition (Vape v4, Vape Lite, etc): V4

Suggestion Description: Make the reach not activate while enemy is on hit cooldown (0.5s).
This isn't a bypass but it will make the reach flag way, way less which is very useful to say the least.

Video Reference (Not required):
 
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Seru

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I'm going to assume that "Hit cooldown" is translated to "Hit Delay", and most servers' hit delay is 20. Reach checks will only flag when you hit a player and that hit registers, whether it'd be through particles or whatever, the hit does not register during the Hit Delay or "Hit Cooldown", or swing animation.
 
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pogama

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I'm going to assume that "Hit cooldown" is translated to "Hit Delay", and most servers' hit delay is 20. Reach checks will only flag when you hit a player and that hit registers, whether it'd be through particles or whatever, the hit does not register during the Hit Delay or "Hit Cooldown", or swing animation.
I tried it before and it does flag multiple times while mid fight.
The hit delay on most servers is 0.5 seconds though, isn't it?
 
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meowmeow

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I'm going to assume that "Hit cooldown" is translated to "Hit Delay", and most servers' hit delay is 20. Reach checks will only flag when you hit a player and that hit registers, whether it'd be through particles or whatever, the hit does not register during the Hit Delay or "Hit Cooldown", or swing animation.
You still send entity use packets even if you cannot damage your enemy because of hurttime.
 
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Seru

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I tried it before and it does flag multiple times while mid fight.
The hit delay on most servers is 0.5 seconds though, isn't it?
Sorry, I wasn't specific, 20 ticks.

20 Ticks = 0.05 seconds.

But no, it does not flag during swing animations.
 
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Seru

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You still send entity use packets even if you cannot damage your enemy because of hurttime.
Do you mean an attack packet? Because reach checks (depending on which ones) past location or transactions, we'll just assume past location because it's easier to code, and works off of PlayerA's location and where PlayerB was attacked.
 
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meowmeow

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Do you mean an attack packet? Because reach checks (depending on which ones) past location or transactions, we'll just assume past location because it's easier to code, and works off of PlayerA's location and where PlayerB was attacked.
Entity use packet, also known as "attack packet".
 
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pogama

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Entity use packet, also known as "attack packet".
Packet anticheats (like agc I suppose) would flag dozens of times if you click fast in that case. It would be a nice thing and afaik that's how some clients last longer with higher reach than Vape (possibly some other methods too).
 
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meowmeow

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Packet anticheats (like agc I suppose) would flag dozens of times if you click fast in that case. It would be a nice thing and afaik that's how some clients last longer with higher reach than Vape (possibly some other methods too).
It would. I used to use packet criticals on verus with 4 aps aura because it didn't flag enough to get you banned, but if you use a high aps it would flag enough to get you banned very quickly.
 
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pogama

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It would. I used to use packet criticals on verus with 4 aps aura because it didn't flag enough to get you banned, but if you use a high aps it would flag enough to get you banned very quickly.
In that case, there's really no reason not to add this as it'd help people a lot.
 
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