Closed RONAKPATELLLLLLL closed 1 year ago
this feels like an impossible cheat to me, this kinda fits into the teleportation category then again gimkit's security aint worth a jack
ok
this feels like an impossible cheat to me, this kinda fits into the teleportation category
then again gimkit's security aint worth a jack
Yeah, just like with most interactions tagging is purely server side (which is why Gimkit gets janky with high ping)
this feels like an impossible cheat to me, this kinda fits into the teleportation category then again gimkit's security aint worth a jack
Yeah, just like with most interactions tagging is purely server side (which is why Gimkit gets janky with high ping)
so i assume this means that movement is also server side and teleportation/speed is impossible? this also explains gimkit's inability to have good detection of tagging lol
Yep, same deal. I wonder if it's possible to walk through walls?
Yep, same deal. I wonder if it's possible to walk through walls?
if movement is server sided, probably not. then again, i've seen a glitch where you can partially walk onto upgrades and tables where you cannot be tagged, which is a large bug on gimkit's end. reproducing this 100% of the time would be legendary. walking through walls would also be nice as you could walk through barriers without needing to unlock them (which takes ~5 seconds you dont have while being chased).
I've managed to forcefully disable client-side collision, but the server sends out this packet which puts you back inbounds. This does let you walk through thin walls, but there aren't many of those.
Thats great
That would be so cool
I've managed to forcefully disable client-side collision, but the server sends out this packet which puts you back inbounds. This does let you walk through thin walls, but there aren't many of those.
is there a possible packet bypass? also what defines 'thin'
One practical application is being able to clip into and use these teleporters sometimes but the wall really does have to be very thin, such as these basketballs (you can't walk through them otherwise)
if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.
One practical application is being able to clip into and use these teleporters sometimes but the wall really does have to be very thin, such as these basketballs (you can't walk through them otherwise)
if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.
makes sense. could you slip through a barrier, or too thick?
if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.
So could you maybe have the player desync with a keybind and move to where they want and resync?
if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.
So could you maybe have the player desync with a keybind and move to where they want and resync?
no, this would likely move them back to the original position. if movement is based on the server, the server chooses the position. moreover, this is a bad idea as you could be tagged.
What feature would you like added? In the tag gamemode you can have extra reach to tag other people How difficult do you think it would be to implement? IDK, kinda difficult