Matrix Jesus bypass.



    • Add an option named AACFlyHorizontalSpeed, or something your own preference. You can of course add values to it from 0 to 1, your own choice.
    • Improve the AACFlyMotion value by having the ability to change it from 0 to 1 and NOT by 0.10. %0.2f values for a better experience.
      This is similar to:

    .jesus mode aacfly
    .jesus aacflymotion 0
    .speed mode custom
    .speed customspeed 0.12
    .speed customy 0
    .speed customtimer 1

    But all that in the Jesus module would be perfect because you're not only going to experience no flags/setbacks in ground when Jesus is enabled (unlike Speed + Jesus together) but also have it detect water and then use the speed by the module itself.

    EDIT: Or just simply make a Matrix mode which has to do with all that above I mentioned.

    EDIT 2: Highest Y possible is .59900 while in water. Tested by having the Jesus module on and then sprinting/walking from ground to water. Also tested with vclip. I couldn't go higher because it would set me back to .57900 or something even if I tried .vclip 0.00001

    EDIT 3: It looks like .59900 is the highest possible Y. Tried it by using vanilla fly + motion 0 and a few space button presses until it reached .60000. Then I used .vclip -0.00001 everytime it setbacked.



  • idk where I found this but it works

    var scriptName = "WaterFloat"; // The name of your script
    var scriptVersion = 0.1; // The version of your script
    var scriptAuthor = "Alan"; // The author of your script
    
    var WaterFloat = new WaterFloat();
    var WaterFloatClient;
    var Strafe = moduleManager.getModule("Strafe");
    var nohurtcam = moduleManager.getModule("nohurtcam");
    
    BlockPos = Java.type('net.minecraft.util.BlockPos')
    BlockAir = Java.type('net.minecraft.block.BlockAir')
    EntityPlayer = Java.type("net.minecraft.entity.player.EntityPlayer")
    
    Math.radians = function(degrees) {
        return degrees * Math.PI / 180;
      };
       
      // Converts from radians to degrees.
      Math.degrees = function(radians) {
        return radians * 180 / Math.PI;
      };
     
      function vClip(offset) {
            mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + offset, mc.thePlayer.posZ);
        }
    
        function hClip(offset) {
            var playerYaw = Math.radians(mc.thePlayer.rotationYaw);
            mc.thePlayer.setPosition(mc.thePlayer.posX - (Math.sin(playerYaw) * offset), mc.thePlayer.posY, mc.thePlayer.posZ + (Math.cos(playerYaw) * offset));
        }
    
    
    function WaterFloat() {
        this.getName = function() {
            return "MatrixJesus";
        };
    
        this.getDescription = function() {
            return "Matrix Water Float";
        };
    
        this.getCategory = function() {
            return "Fun";
        };
    
       
        this.onUpdate = function() {
           
           
           
        if(mc.thePlayer.isInWater()){       
            mc.thePlayer.motionY = 0.28;   
           
            hClip(1.2);
       
    
        }
    
               
       
    
        }
       
       
       
       
       
       
        this.onDisable = function() {
        //Activates on disabling module
        mc.timer.timerSpeed = 1
    
    }
        this.onEnable = function() {
        //Activates on Enabling module
       
    
       
    
    }
    
    
    }
    
    function onLoad() {
        // Currently this event has to be in every script even if it is not directly needed.
    };
    
    function onEnable() {
        WaterFloatClient = moduleManager.registerModule(WaterFloat);
           
    };
    
    function onDisable() {
        moduleManager.unregisterModule(WaterFloatClient);
       
    };
    


  • @hahayes Yeah I also know that too, they could also add that tbh


Log in to reply