CCBlueX Forum

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups

    SwitchNoFall (BetterNoFall recode)

    Scripts
    6
    19
    2617
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • yorik100
      yorik100 last edited by yorik100

      SwitchFall.js

      var scriptName = "CleanNoFall";
      var scriptVersion = 2.3;
      var scriptAuthor = "yorik100";
      var C03PacketPlayer = Java.type('net.minecraft.network.play.client.C03PacketPlayer');
      var C04PacketPlayerPosition = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C04PacketPlayerPosition')
      var C05PacketPlayerLook = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C05PacketPlayerLook');
      var C06PacketPlayerPosLook = Java.type('net.minecraft.network.play.client.C03PacketPlayer.C06PacketPlayerPosLook');
      var S08PacketPlayerPosLook = Java.type("net.minecraft.network.play.server.S08PacketPlayerPosLook");
      var blinkModule = moduleManager.getModule("Blink");
      var AxisAlignedBB = Java.type("net.minecraft.util.AxisAlignedBB");
      var cleanNoFall = new CleanNoFall();
      var client;
      
      function inVoid() {
          if (mc.thePlayer.posY < -1.8) {
              return true;
          } else {
              return mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(0, -(mc.thePlayer.posY / 2), 0).expand(0, (mc.thePlayer.posY / 2), 0)).isEmpty();
          }
      }
      
      function CleanNoFall() {
          var Mode = value.createList("Mode", ["Packet", "Verus", "AACFlag", "FlagGround", "AACPacket"], "Packet");
          var NoVoidSpoof = value.createBoolean("NoVoidSpoof", false);
          var MinFallenBlocksToSpoof = value.createInteger("MinFallenBlocksToSpoof", 16, 0, 30);
          this.getName = function() {
              return "SwitchNoFall";
          };
          this.getDescription = function() {
              return "NoFall";
          };
          this.getCategory = function() {
              return "Player";
          };
          this.addValues = function(values) {
              values.add(NoVoidSpoof);
              values.add(MinFallenBlocksToSpoof);
              values.add(Mode);
          };
          this.getTag = function() {
              return Mode.get();
          }
          var posY = 0;
          var pulse = false;
          var pos = 0;
          var packets = [];
          this.onEnable = function() {
              posY = mc.thePlayer.posY;
              this.mario = 0;
              this.happened = false;
              this.isFalling = false;
              var packets = [];
          };
          this.onDisable = function() {
              if (packets.length > 0) {
                  this.isFalling = false;
                  for (var i = 0; i < packets.length; i++) {
                      var packet = packets[i];
                      mc.thePlayer.sendQueue.addToSendQueue(packet);
                  }
                  packets = [];
              }
          };
          this.onUpdate = function() {
              if (mc.thePlayer.onGround) {
                  this.mario = 0;
              }
              if (Mode.get() == "AACPacket" && mc.thePlayer.motionY > -0.18 && (!inVoid() || !NoVoidSpoof.get() || mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) && mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset((mc.thePlayer.motionX * 2), -1.5, (mc.thePlayer.motionZ * 2)).expand(0, 0, 0)).isEmpty() && !(mc.thePlayer.motionY >= 0 || mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) && !this.isFalling) {
                  this.isFalling = true;
              }
              if (mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) {
                  this.mario = mc.thePlayer.fallDistance - 0.2;
              }
              if ((Mode.get() == "AACPacket" || packets.length > 0) && (mc.thePlayer.onGround || mc.thePlayer.motionY >= 0 || !mc.theWorld.getCollidingBoundingBoxes(mc.thePlayer, mc.thePlayer.getEntityBoundingBox().offset(0, (mc.thePlayer.motionY - 0.08) * 0.98, 0).expand(0, 0, 0)).isEmpty() || (inVoid() && NoVoidSpoof.get() && mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) || (mc.thePlayer.isInWater() || mc.thePlayer.isInLava() || mc.thePlayer.isOnLadder() || mc.thePlayer.isInWeb || mc.thePlayer.ridingEntity != null) || packets.length >= 29)) {
                  if (this.isFalling) {
                      this.isFalling = false;
                      if (packets.length > 0) {
                          for (var i = 0; i < packets.length; i++) {
                              var packet = packets[i];
                              mc.thePlayer.sendQueue.addToSendQueue(packet);
                          }
                          packets = [];
                      }
                  }
              }
          }
          this.onPacket = function(event) {
              var packet = event.getPacket();
              if (mc.theWorld != null && mc.thePlayer != null) {
                  if (packet instanceof S08PacketPlayerPosLook) {
                      this.mario = mc.thePlayer.fallDistance - 0.2;
      				this.happened = false;
      				this.isFalling = false;
                      if (packets.length > 0) {
                          for (var i = 0; i < packets.length; i++) {
                              var packet = packets[i];
                              mc.thePlayer.sendQueue.addToSendQueue(packet);
                          }
                          packets = [];
                      }
                  }
                  if (!inVoid() || !NoVoidSpoof.get() || mc.thePlayer.fallDistance <= MinFallenBlocksToSpoof.get()) {
                      switch (Mode.get()) {
                          case "Packet":
                              if (packet instanceof C04PacketPlayerPosition || packet instanceof C06PacketPlayerPosLook) {
                                  if ((posY - packet.y > 2.7) && !mc.thePlayer.onGround) {
                                      packet.onGround = true;
                                  }
                                  if (posY != packet.y) {
                                      posY = packet.y;
                                  }
                              }
                              if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 3.2))) {
                                  this.mario = mc.thePlayer.fallDistance - 0.2;
                                  packet.onGround = true;
                              }
                              break;
                          case "AACPacket":
                              if (packet instanceof C03PacketPlayer && this.isFalling && !event.isCancelled()) {
                                  packet.onGround = true;
                                  event.cancelEvent();
                                  packets.push(packet);
                              }
                              break;
                          case "Verus":
                              if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 3.2))) {
                                  this.mario = mc.thePlayer.fallDistance - 0.2;
                                  packet.onGround = true;
                                  mc.thePlayer.motionY = 0;
                              }
                              break;
                          case "AACFlag":
                              if (packet instanceof C03PacketPlayer && (mc.thePlayer.fallDistance >= (this.mario + 2.6))) {
                                  this.mario = mc.thePlayer.fallDistance - 0.3;
                                  packet.onGround = true;
                                  mc.thePlayer.motionY = 0;
                              }
                              break;
                          case "FlagGround":
                              if (mc.thePlayer.fallDistance >= (this.mario + 3.2)) {
      							this.happened = true;
      						}
      						if (packet instanceof C03PacketPlayer && packet.onGround && this.happened) {
                                  packet.y -= 0.5;
      							packet.onGround = true;
                                  this.happened = false;
      							packet.onGround = false;
      						}
                              break;
                      }
                  }
              }
          }
      }
      
      function onLoad() {}
      
      function onEnable() {
          client = moduleManager.registerModule(cleanNoFall);
      }
      
      function onDisable() {
          moduleManager.unregisterModule(client);
      }
      
      1 Reply Last reply Reply Quote 7
      • CzechHek
        CzechHek last edited by

        https://github.com/CzechHek/Core/blob/master/Scripts/GhostFall.js

        yorik100 1 Reply Last reply Reply Quote 0
        • yorik100
          yorik100 @CzechHek last edited by

          @CzechHek said in SwitchNoFall (BetterNoFall recode):

          https://github.com/CzechHek/Core/blob/master/Scripts/GhostFall.js

          They're completly different and do completly different stuff duh

          1 Reply Last reply Reply Quote 1
          • Alien Gurke
            Alien Gurke last edited by Alien Gurke

            Pls do a better PacketAAC Nofall of your 1.0 Version!

            CzechHecks BlinkFall doesnt bypass Redesky AAC but your PacketAAC Nofall in v1 does work, but at around 30 blocks you will get a bit Dammage, 40blocks much more Dammage, and so on.

            Would be good if you get No Falldammage at every Distance (or like 100 Blocks).

            Here is the link btw:
            https://forum.ccbluex.net/thread.php?id=2530#p14704

            Edit:
            This Video shows your PacketAAC Nofall (in v1) at 0:10 and 1:18
            (it shows "packet" because I played with b72, but I used "packetaac")
            https://streamable.com/imcvdg

            yorik100 CzechHek 2 Replies Last reply Reply Quote 0
            • yorik100
              yorik100 @Alien Gurke last edited by

              @Alien-Gurke said in SwitchNoFall (BetterNoFall recode):

              Pls do a better PacketAAC Nofall of your 1.0 Version!

              CzechHecks BlinkFall doesnt bypass Redesky AAC but your PacketAAC Nofall in v1 does work, but at around 30 blocks you will get a bit Dammage, 40blocks much more Dammage, and so on.

              Would be good if you get No Falldammage at every Distance (or like 100 Blocks).

              Here is the link btw:
              https://forum.ccbluex.net/thread.php?id=2530#p14704

              Edit:
              This Video shows your PacketAAC Nofall (in v1) at 0:10 and 1:18
              (it shows "packet" because I played with b72, but I used "packetaac")
              https://streamable.com/imcvdg

              Done, also BlinkFall worked fine for me with MaxFallTime 10.000 packet mode instant timer 1.0 NoFall enabled

              Alien Gurke 1 Reply Last reply Reply Quote 0
              • Alien Gurke
                Alien Gurke @yorik100 last edited by

                @yorik100 kk

                1 Reply Last reply Reply Quote 0
                • CzechHek
                  CzechHek @Alien Gurke last edited by

                  @Alien-Gurke If it puts you back then it works because it's an AntiVoid for any anticheat. Increase the max fall time.

                  1 Reply Last reply Reply Quote 0
                  • yorik100
                    yorik100 last edited by yorik100

                    Update : BRAND NEW AACPACKET NOFALL + VOID DETECTION REWORK (thanks to idkwhome for making his blink open source, had no idea of how to make a blink) https://gyazo.com/9eabd4d294300ed5b60896b0622263d9

                    CzechHek TheApplePro 2 Replies Last reply Reply Quote 0
                    • CzechHek
                      CzechHek @yorik100 last edited by CzechHek

                      @yorik100 Worse BlinkFall, yes.

                      yorik100 1 Reply Last reply Reply Quote 0
                      • yorik100
                        yorik100 @CzechHek last edited by

                        @CzechHek said in SwitchNoFall (BetterNoFall recode):

                        @yorik100 Worse BlinkFall, yes.

                        AAC edition to avoid every flags

                        1 Reply Last reply Reply Quote 0
                        • yorik100
                          yorik100 last edited by yorik100

                          Reworked GroundFlag, should bypasses most Matrix/Spartan configs (Spartan randomly doesn't work on big distances) thanks to CzechHek's idea

                          hahayes 1 Reply Last reply Reply Quote 0
                          • hahayes
                            hahayes @yorik100 last edited by

                            nice 🆒

                            1 Reply Last reply Reply Quote 0
                            • Alien Gurke
                              Alien Gurke last edited by

                              AACPacket still works fine up to 25-30 blocks but after 30 blocks you will die instand.

                              yorik100 1 Reply Last reply Reply Quote 0
                              • yorik100
                                yorik100 @Alien Gurke last edited by

                                @Alien-Gurke said in SwitchNoFall (BetterNoFall recode):

                                AACPacket still works fine up to 25-30 blocks but after 30 blocks you will die instand.

                                Ofc, that's the max

                                1 Reply Last reply Reply Quote 0
                                • TheApplePro
                                  TheApplePro @yorik100 last edited by

                                  @yorik100 the nofall 40% of the time works in redesky pls fix

                                  yorik100 1 Reply Last reply Reply Quote 0
                                  • yorik100
                                    yorik100 @TheApplePro last edited by

                                    @Player said in SwitchNoFall (BetterNoFall recode):

                                    @yorik100 the nofall 40% of the time works in redesky pls fix

                                    1. It works 80% of the time
                                    2. Blame Redesky, not me
                                    TheApplePro 1 Reply Last reply Reply Quote 0
                                    • TheApplePro
                                      TheApplePro @yorik100 last edited by

                                      @yorik100 k dude

                                      yorik100 1 Reply Last reply Reply Quote 0
                                      • yorik100
                                        yorik100 @TheApplePro last edited by

                                        @Player Do not use it with Spartan fly

                                        1 Reply Last reply Reply Quote 0
                                        • Y
                                          ybyyby_ awa last edited by

                                          good work

                                          1 Reply Last reply Reply Quote 0
                                          • First post
                                            Last post
                                          About
                                          • Terms of Service
                                          • Privacy Policy
                                          • Status
                                          • Contact Us
                                          Downloads
                                          • Releases
                                          • Source code
                                          • License
                                          Docs
                                          • Tutorials
                                          • CustomHUD
                                          • AutoSettings
                                          • ScriptAPI
                                          Community
                                          • Forum
                                          • Guilded
                                          • YouTube
                                          • Twitter
                                          • D.Tube