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It is still possible to bhop off low delay antibhop triggers. This happens because the api triggers use server tickcount instead of client tickcount.
With a 1 tick antibhop trigger for instance, it is possible that the player can still perf after 2 server ticks because of packet delays.
Generally for player movement we should avoid using server tick if possible, as movement is processed during client's user command and dosen't depend on server's ticking.
The text was updated successfully, but these errors were encountered:
It is still possible to bhop off low delay antibhop triggers. This happens because the api triggers use server tickcount instead of client tickcount.
With a 1 tick antibhop trigger for instance, it is possible that the player can still perf after 2 server ticks because of packet delays.
Generally for player movement we should avoid using server tick if possible, as movement is processed during client's user command and dosen't depend on server's ticking.
The text was updated successfully, but these errors were encountered: