if(boatFlyHack) {
if (mc.thePlayer.isRiding()) {
mc.thePlayer.getRidingEntity().motionY = 0;
if (mc.gameSettings.keyBindJump.pressed) {
mc.thePlayer.getRidingEntity().motionY = 0.3;
}
if (mc.gameSettings.keyBindSprint.pressed) {
mc.thePlayer.getRidingEntity().motionY = -0.3;
}
}
}
This is all it takes. 11 simple lines of code, and you have a singleplayer and multiplayer, NCP-bypassable flyhack.
Intro
Minecraft 1.9 was released, and amongst the load of amazing, new features, are new boats. A whole new system was implemented for these boats, and we've gotta thank them for all that effort. They really are fun to use. However, it didn't take long for this to happen:
How is this happening!?
I don't know for sure. That's what this thread is for, I guess. For now, however, this is my guess:
Old boats were similar to minecarts. New boats are similar to horses. The old boats were unique in that the player's jump controls were (mostly) in-tact... aka you could still swim up waterfalls as if you were walking. This means that even Minecraft's standard fly detection would spot you if you were flying. However, the new boats are pretty much horses that can float on water. It makes sense that the client would have to control .motionY (in my mind) because the client may need to make sure its floating? Similar to horses jumping, the player loses it's "standard" jump controls once it starts to ride the boat/horse, so maybe that's the problem?
This is all it takes. 11 simple lines of code, and you have a singleplayer and multiplayer, NCP-bypassable flyhack.
Intro
Minecraft 1.9 was released, and amongst the load of amazing, new features, are new boats. A whole new system was implemented for these boats, and we've gotta thank them for all that effort. They really are fun to use. However, it didn't take long for this to happen:
How is this happening!?
I don't know for sure. That's what this thread is for, I guess. For now, however, this is my guess:
Old boats were similar to minecarts. New boats are similar to horses. The old boats were unique in that the player's jump controls were (mostly) in-tact... aka you could still swim up waterfalls as if you were walking. This means that even Minecraft's standard fly detection would spot you if you were flying. However, the new boats are pretty much horses that can float on water. It makes sense that the client would have to control .motionY (in my mind) because the client may need to make sure its floating? Similar to horses jumping, the player loses it's "standard" jump controls once it starts to ride the boat/horse, so maybe that's the problem?
Thoughts? Questions? Comments? Post 'em here!
U◦N◦I
U‣N‣I
Thanks I need this for 2b2t