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1ms, 2ms, 3ms, 4ms, and so on ago… By sending fake lag to the server that matches when you fired a shot, backtrack can allow you to kill the enemy player after they were in any of those previous positions.Īlso For cheat developers reading this, yes I am aware backtrack does not actually directly send the players ping, instead sends the integer tick_count value defined in the CUserCmd class of the Valve SDK. The blue player is the actual position of the enemy player in real time now, all of the white ghost players are previous positions the enemy player was in. The image above shows backtrack being used. Using backtrack you can kill any player that was within your field of view in any of their previous positions up to around 200 milliseconds ago, even if they not in your field of view now. Usually resulting in the targeted enemy player suddenly dying. Finally the server updates that hit, and sends the new data to every player connect to the server. The server then looks at where every enemy player was 150 milliseconds ago, it then sees that an enemy player was in the exact trajectory of your bullet when the shot was fired (because the backtrack cheat has sent fake information to the server about your ping to match when the shot was fired), so the server then registers that as a hit. The server will then read this data as, the player fired a shot, but the player was lagging for lets say 150 milliseconds. How does this exploit work? It works by sending the server a fake ping that matches the trajectory of your bullet. This allows you for example to kill a player after they have peaked a corner and returned to safety hidden behind cover. Backtrack is a type of lag exploit, it allows you to kill an enemy that was in a previous position to what they are currently in, up to roughly 200 milliseconds ago.