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HerrKatze

Member
Grenade prediction is pog, still no good mm fd, the resolver is still the same as before, 0 difference.
The menu got updated a little, is pog too but not pog enough to keep me using it

Edit: I have only used it for a wm match. This is not very accurate, please post your experience below :)
 
Last edited:

Peste699

Member
if thats not a troll please put changelogs im curious
  • Ragebot
    • Re-added resolver (sorry we took it out in a previous update).
      • Noticeably more reliable against freestanding targets.
    • Fixed team check not working for allies in Danger Zone.
  • Visuals
    • Added custom fog feature (Visuals > World > General).
    • Reworked night-mode and modulation features (wall/prop transparency etc) for a large FPS boost.
    • Added option to adjust sky darkness.
    • Sky-changer now works with 3D-skyboxes.
    • Reworked and improved menu input controls.
  • Misc.
    • Added enemy grenade prediction.
    • Added labels to menu icon subtabs.
    • Fixed issues related to purchase-revealer.
    • Improvements to straight-throwing grenades.
    • Improvements to rendering and performance.
    • Major fixes and improvements to grenade prediction.
    • Various major and minor bug fixes and improvements.
  • Scripting
    • Added World.GetModelIndex(model_path_string)
    • Added GrenadePrediction.Run()
      • Must be called every tick to remain active, you can call it in the draw thread, there is no performance impact when calling it, must be called in order for grenade prediction to predict (if the user has it disabled).
    • GrenadePrediction.GetPredictedGrenade()
      • Returns a grenade object, the predicted local player grenade.
      • Returns undefined if there is none (important to handle this).
    • GrenadePrediction.GetLiveGrenades()
      • Returns an array of all live grenade objects in the world.
    • Trace.Bullet() now supports setting entity index to -1.
      • Returns the damage dealt — or the potential damage if no player is hit — given the endpos.
    • Ragebot.TargetIgnoreHitbox() now has a third argument, non-strict ignore (false by default — old scripts will behave the same).
    • Exploit.Recharge() now works without taking control of recharging — Exploit.DisableRecharge()
    • Added JS Autostop class:
      • Autostop.IsAutoPeeking()
      • Autostop.IsRetreating()
      • Autostop.ForceRetreat()
 
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