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If a player, being in a taunt state - turned sharply to the other side or several times in a second (SARACULARLY, not smoothly!) - detection. Or the movement vector of the player in the taunt does not coincide with the animation.
This feature is used in private LMAOBOX. The essence is that the model goes straight, according to the animation, but the hitboxes go somewhere sideways.
And as a result it turns out - the player in Taunt state goes animated in one direction, but moves in the opposite direction.
If there will be a video showing it - I'll throw up, it's easier to see once than read a text from an interpreter.
The text was updated successfully, but these errors were encountered:
Non-modified clients are also capable of doing this on non-moving taunts. However, if you are talking about moving taunts like the conga, you can use anti-aim in these cheats to move in the opposite direction from which the taunt is animated going in, if I remember correctly.
The gist is as follows:
If a player, being in a taunt state - turned sharply to the other side or several times in a second (SARACULARLY, not smoothly!) - detection. Or the movement vector of the player in the taunt does not coincide with the animation.
This feature is used in private LMAOBOX. The essence is that the model goes straight, according to the animation, but the hitboxes go somewhere sideways.
And as a result it turns out - the player in Taunt state goes animated in one direction, but moves in the opposite direction.
If there will be a video showing it - I'll throw up, it's easier to see once than read a text from an interpreter.
The text was updated successfully, but these errors were encountered: