BackTrack
Lets you hit players where they were a few ticks ago, bypassing latency or desync by attacking their past positions.
Selects how backtracking is applied:
BackTrack
Section titled “BackTrack”Standard mode.
LagTrack
Section titled “LagTrack”Focused on compensating server lag.
Tuned for GommeHD.
Adjusts based on ping delay.
ClassicBackTrack
Section titled “ClassicBackTrack”Legacy behavior.
AllModes:
Section titled “AllModes:”MaxBackTrackRangeMin / MaxBackTrackRangeMax
Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”Sets the range in blocks where backtracking will consider positions.
Threshold
Section titled “Threshold”Minimum distance the target must have moved to trigger a backtrack.
CancelHitsIfServerCancelsHit
Section titled “CancelHitsIfServerCancelsHit”Prevents repeated hitting if server cancels a hit.
MinBackTrackDelay / MaxBackTrackDelay
Section titled “MinBackTrackDelay / MaxBackTrackDelay”Delay before a backtrack attempt is made.
MinDelayBetweenBacktracks / MaxDelayBetweenBacktracks
Section titled “MinDelayBetweenBacktracks / MaxDelayBetweenBacktracks”Sets a delay between two backtracking attempts.
Subtract ping from Delay
Section titled “Subtract ping from Delay”Reduces the delay time based on your current ping. Use this to have the same ping in PvP if your original ping is 50 or 100.
ForceDelay
Section titled “ForceDelay”Forces use of delay even when not needed.
Predict
Section titled “Predict”Predicts target movement to improve accuracy.
Dynamic
Section titled “Dynamic”Dynamically adjusts the backtrack based on current server and ping conditions.
CheckStartDistance
Section titled “CheckStartDistance”Enables a check for distance before backtracking.
AbortCriterion
Section titled “AbortCriterion”Defines when to cancel backtrack:
BackTrack wont be canceled.
OnAttack
Section titled “OnAttack”BackTrack will be canceled on first hit on your opponent.
OnRange
Section titled “OnRange”BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.
FixPacketOrder
Section titled “FixPacketOrder”Reorders packets to avoid timing issues.
StopOnAttackMaxHurtTime / StopBackTrackAtHurtTime
Section titled “StopOnAttackMaxHurtTime / StopBackTrackAtHurtTime”Prevents backtracking when targets are recently hit or damaged.
NotWhileScaffold
Section titled “NotWhileScaffold”Disables the module while scaffold is active.
Improve
Section titled “Improve”Improves target movement prediction accuracy.
OnlyKillAura
Section titled “OnlyKillAura”Only activates when KillAura is enabled. Don’t use this if you don’t use KillAura or backtrack won’t work.
Targets
Section titled “Targets”Selects which entities can be backtracked: Player, Mob, Animal, Villager, ArmorStand Not using AntiBot might result the backtrack to work on bots such as shopkeepers.
PreAimRange
Section titled “PreAimRange”Sets the range within which to start aiming at a backtracked target.
ClickCheck
Section titled “ClickCheck”Only works if clicks are registered (used for legit behavior).
Mode: LagTrack
Section titled “Mode: LagTrack”ClickCheck
Section titled “ClickCheck”Only works if clicks are registered (used for legit behavior).
Mode: LagTrack
Section titled “Mode: LagTrack”MaxBackTrackRangeMin / MaxBackTrackRangeMax
Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”Defines the minimum and maximum range (in blocks) to track targets’ past positions.
Threshold
Section titled “Threshold”Minimum movement distance for a target to be considered lagging.
CancelHitsIfServerCancelsHit
Section titled “CancelHitsIfServerCancelsHit”Prevents hits if the server has canceled a previous one.
MinMaxLagPackets / MaxMaxLagPackets
Section titled “MinMaxLagPackets / MaxMaxLagPackets”Sets the minimum and maximum number of lag packets to wait for before executing a backtrack.
NotInARow
Section titled “NotInARow”Avoids executing lagtrack back-to-back.
DelayBetweenLags
Section titled “DelayBetweenLags”Sets delay (ms) between two lag-based backtrack attempts.
CountMode
Section titled “CountMode”Defines how to count lag packets:
Based on game ticks.
MovePacket
Section titled “MovePacket”Based on movement packet frequency.
Subtract ping from Delay
Section titled “Subtract ping from Delay”Subtracts your ping from the configured delay for better accuracy.
CheckStartDistance
Section titled “CheckStartDistance”Ensures the target is far enough to make lag-back logical.
AbortCriterion
Section titled “AbortCriterion”Defines when to stop the lagtrack attempt.
BackTrack won’t be canceled.
OnAttack
Section titled “OnAttack”BackTrack will be canceled on first hit on your opponent.
OnRange
Section titled “OnRange”BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.
FixPacketOrder
Section titled “FixPacketOrder”Ensures correct packet order when simulating lag.
StopOnAttackMaxHurtTime
Section titled “StopOnAttackMaxHurtTime”Stops the module if the target’s HurtTime exceeds a set threshold (e.g., 6).
StopBackTrackAtHurtTime
Section titled “StopBackTrackAtHurtTime”Disables if the target was recently hit.
NotWhileScaffold
Section titled “NotWhileScaffold”Disables when scaffold is active.
Improve
Section titled “Improve”Enables improved prediction and calculation logic.
OnlyKillAura
Section titled “OnlyKillAura”Only activates when KillAura is enabled. LagTrack won’t work at all if you don’t use KillAura.
Targets
Section titled “Targets”Entities that can be lagtracked: Player, Mob, Animal, Villager, ArmorStand Not using AntiBot can cause lagtrack to activate on bots such as shopkeepers if conditions meet.
PreAimRange
Section titled “PreAimRange”Distance at which aim begins for the lagtracked position.
ClickCheck
Section titled “ClickCheck”Activates only if the player is actively clicking (for legit-like behavior).
Mode: Gomme
Section titled “Mode: Gomme”MaxBackTrackRangeMin / MaxBackTrackRangeMax
Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”Defines the minimum and maximum distance (in blocks) to look back at a target’s past position.
Threshold
Section titled “Threshold”Minimum positional difference for a backtrack to trigger.
CancelHitsIfServerCancelsHit
Section titled “CancelHitsIfServerCancelsHit”Prevents hitting if the server rejects a previous hit.
MaxLagPackets
Section titled “MaxLagPackets”Maximum lag packets allowed before attempting a backtrack.
CheckStartDistance
Section titled “CheckStartDistance”Normally checks if the target was far enough before lagging.
AbortCriterion
Section titled “AbortCriterion”Defines when to cancel backtrack attempts:
BackTrack won’t be canceled.
OnAttack
Section titled “OnAttack”BackTrack will be canceled on first hit on your opponent.
OnRange
Section titled “OnRange”BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.
FixPacketOrder
Section titled “FixPacketOrder”Fixes the sequence of packets to prevent detection.
StopOnAttackMaxHurtTime
Section titled “StopOnAttackMaxHurtTime”Stops if the target’s hurt time exceeds the value (e.g., 6 ticks).
StopBackTrackAtHurtTime
Section titled “StopBackTrackAtHurtTime”Disables backtracking if the target is still in the hurt state.
NotWhileScaffold
Section titled “NotWhileScaffold”Prevents BackTrack from activating while Scaffold is running.
Improve
Section titled “Improve”Enables smarter calculations and hit prediction.
OnlyKillAura
Section titled “OnlyKillAura”BackTrack only works if KillAura is enabled. Gomme mode backtrack will not work at all if KillAura isn’t enabled.
Targets
Section titled “Targets”Specifies which entities are valid targets:
Player, Mob, Animal, Villager, ArmorStand
Not using AntiBot can cause Gomme mode backtrack to attack bots such as shopkeepers when conditions are met.
PreAimRange
Section titled “PreAimRange”Range at which aim adjusts to lagged positions.
ClickCheck
Section titled “ClickCheck”Only runs when player is clicking (helps with legit bypass).
Mode: Ping
Section titled “Mode: Ping”MaxBackTrackRangeMin / MaxBackTrackRangeMax
Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”Sets the range of how far back (in blocks) positions are considered.
Threshold
Section titled “Threshold”Minimum movement change to trigger backtrack.
CancelHitsIfServerCancelsHit
Section titled “CancelHitsIfServerCancelsHit”Cancels attacks if the server previously rejected a hit.
MinPingDelay / MaxPingDelay
Section titled “MinPingDelay / MaxPingDelay”Delays backtrack actions based on your ping. The module chooses a delay between these two values.
Delay BetweenBacktracks
Section titled “Delay BetweenBacktracks”Minimum time (in ms) between two backtrack actions.
Subtract own ping from Delay
Section titled “Subtract own ping from Delay”Compensates for your own latency in delay calculations. Very useful especially for public configs or non-stable connections.
Dynamic
Section titled “Dynamic”Enables adaptive delay based on network conditions.
CheckStartDistance
Section titled “CheckStartDistance”Checks if target was far enough before backtracking.
AbortCriterion
Section titled “AbortCriterion”Cancels backtrack if:
BackTrack won’t be canceled.
OnAttack
Section titled “OnAttack”BackTrack will be canceled on first hit on your opponent.
OnRange
Section titled “OnRange”BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.
FixPacketOrder
Section titled “FixPacketOrder”Prevents detection by reordering outgoing packets correctly.
StopOnAttackMaxHurtTime
Section titled “StopOnAttackMaxHurtTime”Stops backtracking if target is still in hurt state longer than this value (e.g., 6 ticks).
StopBackTrackAtHurtTime
Section titled “StopBackTrackAtHurtTime”Prevents backtracking when the entity is still hurt.
NotWhileScaffold
Section titled “NotWhileScaffold”Disables backtracking while Scaffold module is active.
Improve
Section titled “Improve”Enables prediction and better positioning logic.
OnlyKillAura
Section titled “OnlyKillAura”BackTrack activates only when KillAura is active.
Targets
Section titled “Targets”Applies backtracking to:
Player, Mob, Animal, Villager, ArmorStand
PreAimRange
Section titled “PreAimRange”How close the aim must be to a backtracked position to apply it.
ClickCheck
Section titled “ClickCheck”Only allows backtrack when player is clicking (for legit look).
Mode: ClassicBackTrack
Section titled “Mode: ClassicBackTrack”MaxBackTrackRangeMin / MaxBackTrackRangeMax
Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”Sets how far back (in blocks) a target’s position can be reverted to.
Threshold
Section titled “Threshold”Minimum position change required to trigger a backtrack.
CancelHitsIfServerCancelsHit
Section titled “CancelHitsIfServerCancelsHit”Cancels the hit attempt if the server rejects the last one.
MinBackTrackDelay / MaxBackTrackDelay
Section titled “MinBackTrackDelay / MaxBackTrackDelay”Sets a fixed delay range (in ms) for how long the module should wait before applying a backtrack.
OnlyWhenNeed
Section titled “OnlyWhenNeed”Activates only when needed (e.g., when the target moves unpredictably or hit fails). Reduces unnecessary usage.
Dynamic
Section titled “Dynamic”Enables adaptive delay handling depending on combat conditions.
NotWhileScaffold
Section titled “NotWhileScaffold”Disables ClassicBackTrack while Scaffold is active.
Improve
Section titled “Improve”Applies better prediction and positioning logic.
OnlyKillAura
Section titled “OnlyKillAura”BackTrack only works while KillAura is enabled.
Targets
Section titled “Targets”Backtrack will apply to:
Player, Mob, Animal, Villager, ArmorStand
ClassicBackTrack might be activated on bots such as shopkeepers if not using AntiBot.
PreAimRange
Section titled “PreAimRange”Distance within which your crosshair must be near the backtracked position for the hit to register.
ClickCheck
Section titled “ClickCheck”Ensures backtrack only happens while the player is actively clicking (for more legit behavior).