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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:


Standard mode.


Focused on compensating server lag.


Tuned for GommeHD.


Adjusts based on ping delay.


Legacy behavior.

MaxBackTrackRangeMin / MaxBackTrackRangeMax

Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”

Sets the range in blocks where backtracking will consider positions.

Minimum distance the target must have moved to trigger a backtrack.

Prevents repeated hitting if server cancels a hit.

Delay before a backtrack attempt is made.

MinDelayBetweenBacktracks / MaxDelayBetweenBacktracks

Section titled “MinDelayBetweenBacktracks / MaxDelayBetweenBacktracks”

Sets a delay between two backtracking attempts.

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.

Forces use of delay even when not needed.

Predicts target movement to improve accuracy.

Dynamically adjusts the backtrack based on current server and ping conditions.

Enables a check for distance before backtracking.

Defines when to cancel backtrack:

BackTrack wont be canceled.

BackTrack will be canceled on first hit on your opponent.

BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.

Reorders packets to avoid timing issues.

StopOnAttackMaxHurtTime / StopBackTrackAtHurtTime

Section titled “StopOnAttackMaxHurtTime / StopBackTrackAtHurtTime”

Prevents backtracking when targets are recently hit or damaged.

Disables the module while scaffold is active.

Improves target movement prediction accuracy.

Only activates when KillAura is enabled. Don’t use this if you don’t use KillAura or backtrack won’t work.

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.

Sets the range within which to start aiming at a backtracked target.

Only works if clicks are registered (used for legit behavior).

Only works if clicks are registered (used for legit behavior).

MaxBackTrackRangeMin / MaxBackTrackRangeMax

Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”

Defines the minimum and maximum range (in blocks) to track targets’ past positions.

Minimum movement distance for a target to be considered lagging.

Prevents hits if the server has canceled a previous one.

Sets the minimum and maximum number of lag packets to wait for before executing a backtrack.

Avoids executing lagtrack back-to-back.

Sets delay (ms) between two lag-based backtrack attempts.

Defines how to count lag packets:

Based on game ticks.

Based on movement packet frequency.

Subtracts your ping from the configured delay for better accuracy.

Ensures the target is far enough to make lag-back logical.

Defines when to stop the lagtrack attempt.

BackTrack won’t be canceled.

BackTrack will be canceled on first hit on your opponent.

BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.

Ensures correct packet order when simulating lag.

Stops the module if the target’s HurtTime exceeds a set threshold (e.g., 6).

Disables if the target was recently hit.

Disables when scaffold is active.

Enables improved prediction and calculation logic.

Only activates when KillAura is enabled. LagTrack won’t work at all if you don’t use KillAura.

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.

Distance at which aim begins for the lagtracked position.

Activates only if the player is actively clicking (for legit-like behavior).


MaxBackTrackRangeMin / MaxBackTrackRangeMax

Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”

Defines the minimum and maximum distance (in blocks) to look back at a target’s past position.

Minimum positional difference for a backtrack to trigger.

Prevents hitting if the server rejects a previous hit.

Maximum lag packets allowed before attempting a backtrack.

Normally checks if the target was far enough before lagging.

Defines when to cancel backtrack attempts:

BackTrack won’t be canceled.

BackTrack will be canceled on first hit on your opponent.

BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.

Fixes the sequence of packets to prevent detection.

Stops if the target’s hurt time exceeds the value (e.g., 6 ticks).

Disables backtracking if the target is still in the hurt state.

Prevents BackTrack from activating while Scaffold is running.

Enables smarter calculations and hit prediction.

BackTrack only works if KillAura is enabled. Gomme mode backtrack will not work at all if KillAura isn’t enabled.

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.

Range at which aim adjusts to lagged positions.

Only runs when player is clicking (helps with legit bypass).


MaxBackTrackRangeMin / MaxBackTrackRangeMax

Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”

Sets the range of how far back (in blocks) positions are considered.

Minimum movement change to trigger backtrack.

Cancels attacks if the server previously rejected a hit.

Delays backtrack actions based on your ping. The module chooses a delay between these two values.

Minimum time (in ms) between two backtrack actions.

Compensates for your own latency in delay calculations. Very useful especially for public configs or non-stable connections.

Enables adaptive delay based on network conditions.

Checks if target was far enough before backtracking.

Cancels backtrack if:

BackTrack won’t be canceled.

BackTrack will be canceled on first hit on your opponent.

BackTrack will be canceled when in a certain range from opponent. Useful to stop backtrack while very close to the enemy.

Prevents detection by reordering outgoing packets correctly.

Stops backtracking if target is still in hurt state longer than this value (e.g., 6 ticks).

Prevents backtracking when the entity is still hurt.

Disables backtracking while Scaffold module is active.

Enables prediction and better positioning logic.

BackTrack activates only when KillAura is active.

Applies backtracking to:
Player, Mob, Animal, Villager, ArmorStand

How close the aim must be to a backtracked position to apply it.

Only allows backtrack when player is clicking (for legit look).

MaxBackTrackRangeMin / MaxBackTrackRangeMax

Section titled “MaxBackTrackRangeMin / MaxBackTrackRangeMax”

Sets how far back (in blocks) a target’s position can be reverted to.

Minimum position change required to trigger a backtrack.

Cancels the hit attempt if the server rejects the last one.

Sets a fixed delay range (in ms) for how long the module should wait before applying a backtrack.

Activates only when needed (e.g., when the target moves unpredictably or hit fails). Reduces unnecessary usage.

Enables adaptive delay handling depending on combat conditions.

Disables ClassicBackTrack while Scaffold is active.

Applies better prediction and positioning logic.

BackTrack only works while KillAura is enabled.

Backtrack will apply to:
Player, Mob, Animal, Villager, ArmorStand
ClassicBackTrack might be activated on bots such as shopkeepers if not using AntiBot.

Distance within which your crosshair must be near the backtracked position for the hit to register.

Ensures backtrack only happens while the player is actively clicking (for more legit behavior).