CLEO Help lagshot calculations and how it works??

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0x32789

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hello pros and noobs, I just had a question, How does lagshot work? How does one know where to hit so the player can get shot/lag shot, I mean like to attack in older days of 0.3x you had to shoot at the sides + some distance between body (a.k.a shoot in air) to lagshoot, but how its calculated? like the distance is calculated by ping or what?
 

mistery

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there's a default sync, which applies first, and then it is slowly altered by player's ping, and somehow his fps
Somehow because if u have higher fps, u have many advantages like sliding quickly,deagle cbug 7/7 0.5 seconds , aimpoint(which is based on ping) changing very fast = hard to hit etc... BUT it has one big disadvantage , and that is you run slower and swim slower. Lower fps=run faster,swim faster, thats why aad players go for /fpslimit 47
 

0x_

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It's called https://en.wikipedia.org/wiki/Prediction . srsly no big magic involved ping and speed or only ping as you wish and some magic values.
 

monday

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btw do both pings play a role? The shooter and attacker? Right now it seems natural to me but never actually thought of it ;p
 

monday

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but how do you come to that conclusion? If my ping is 5000 and it takes a long time before the information about the shot travels to the server then won't it affect whether it hits or not?
 

mistery

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no, it will still hit but after a long time

if u have 5k ping(which is not possible...lol) and u shoot someone others will see you afk and/or teleporting while you shoot and suddenly the victim will get shot by your bullet once the server gets the info

BUT

victim's pingpoint won't change for you, u will still be able to shoot him normally, like you have 10 ping, not 5k

BUT #2
if both of you have 5k ping then you will both see each other afk and teleporting and it will be hard as fuck to take a hit
 

PlasticBottle

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More ping = more distance, use pingpoint.cs to visualize the players hit place
Also fps matters, below 50 fps you can't see rapid cbugs, you'll see max 3 bullets, but it does not affect a lot the Ping point.
If you want a quick summary of how lagshot works: you take damage for what happens on your screen. Quick example: I get stunned by a shotgun hit, but the in the attacker's screen I'm not, if I am aiming and shooting on my screen (but it won't shoot as I am stunned), on the attacker's screen he will see me shooting (because I'm not stunned to him and I am pressing aim and shoot)
 

Opcode.eXe

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float Offset = ((YourPing*2+EnemyPing)/1000) // convert Ping to meter values multiplicator
Then i add the Offset to the players Velocity and his Position = perfect hitbox
- using CLEO opcodes
 
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monday said:
but how do you come to that conclusion? If my ping is 5000 and it takes a long time before the information about the shot travels to the server then won't it affect whether it hits or not?

That make sense, if it's just prediction then something 100% accurate it's hard to pin point.
By getting delayed updates and not accounting for them(your ping) the calculation would be wrong, or at least not current with the player you're shooting at.
 

monday

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@Opcode.eXe (is seems uppercase when I post the message...)

possibly your formula is more accurate than any formula I've ever used for that purpose, however for the sake of conversation and the idea of finding as precise calculation as possible I have few questions;p

let's start with what "ping" actually is, according to "google" it's the time between the connection is sent and received back, therefore wouldn't it be appropriate to divide it by 2? (Because the hit will be registered as soon as it is received by the server, it won't wait till the shooter receives an "answer" back)

Also there's the fact that both pings/delays of the shooter and of the victim "flow" simultaneously, so adding them together wouldn't be doubling the actual estimated delay?

What's the idea behind multiplying shooters' ping by 2 and what calculation do you use for the velocity?

Such direct questions could be perceived as picking on you but I hope programmer minds will understand that the goal is just to evaluate the accuracy of the solution ;p

anyway...
Does anyone know what the speed values at (CPED + 0x44) represent? Is it distance travelled during 1 second?



the more I think about these delays, pings, etc the more it confuses me
 
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