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Back Track

Back Track holds back the position packets of the opponent you are fighting, so the server still sees them where they were a moment ago while you already see the new spot. The result is that your hits register from positions your opponent has already left.

Delay

How long the position packets are held (50-500 ms) before being released in a smooth stream. Longer delays make the effect stronger but also harder to hide.

Conditions

Back Track only starts working when it makes sense:

  • Distance: the target’s server-side position must be at least this far from you (default 6 blocks). If they are already close, there is nothing to gain.
  • Maximum hurt time: a target that is still in its hurt animation can’t be hit, so it is not delayed.
  • Deactivate while approaching: immediately releases everything when the target moves toward you, so your clicks are never aimed at a ghost.

Active interval

The cooldown between two activations (0-2000 ms). At 0 the module can re-trigger instantly.

Render server position

Draws a box where the server thinks the target is, so you can see the delay working. When another ESP module is active, it takes over the box instead.

Attack handling

  • Prevent delaying attack: your attacks are never held back; the queue flushes the moment you click the target.
  • Require hit registered: waits for the server to confirm the hit before releasing the delayed packets, keeping the timing honest on laggy connections.