[REQUEST] Matrix phase bypass
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preferably on 1.12.2
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@gigzas [SCRIPT]
if (mc.thePlayer.onGround && mc.thePlayer.isCollidedHorizontally) { mc.thePlayer.noClip = true; } else { mc.thePlayer.noClip = false; }
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@skidma how to use it? xD
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@gigzas learn c++
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@skidma wow, this is exactly that easy
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@gigzas what u smokin
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@gigzas why would anyone make a rather complicated phase for a version of liquidbounce no one uses, oh right because you [REQUEST]ed it sorry
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@gigzas Try using FaatPotato's phase script it works on matrix.
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@rafay 1.12.2 moment
if he isn't looking for 1 that is for 1.12.2 thats even worse that means he can't even do a basic search (liquidbounce forums moment
)
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@hahayes now i wonder why he being stoopid why use 1.12.2?
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/// api_version=2
var script = registerScript({
name: "Baguette Phase",
version: "1.2",
authors: ["Du_Couscous"]
});var mode;
script.registerModule({
name: "BaguettePhase",
description: "Phase through a wall",
category: "Movement",
settings: {
Mode: Setting.list({
name: "Mode",
default: "Matrix",
values: ["Matrix"]
})
}
}, function (module) {
module.on("enable", function() {
dist = mc.thePlayer.posY;
})
module.on("motion", function () {
if (module.settings.Mode.get() == "Matrix" && dist-2 <= mc.thePlayer.posY) {
mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY-3, mc.thePlayer.posZ);
setSpeed(0.1)
}
});
});//functions
function setSpeed(_speed) {
var playerYaw = Math.radians(mc.thePlayer.rotationYaw);
mc.thePlayer.motionX = _speed * -Math.sin(playerYaw);
mc.thePlayer.motionZ = _speed * Math.cos(playerYaw);
} -
@rafay no idea
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@rafay said in [REQUEST] Matrix phase bypass:
now i wonder why he being stoopid why use 1.12.2?
because im playing on shit russian server that supports only 1.12.2
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@gigzas lol ok