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Timer Range

Timer Range simulates your movement a few ticks ahead and, when an enemy is close enough, shifts the game forward into the simulated position; to the server you appear to move faster than you actually did, closing the distance before your opponent can react.

Mode

  • Timer: runs the game at 2x speed for a few ticks, then freezes it at 0x for the same number of ticks to pay them back. The net speed stays normal, so it is harder to notice.
  • Skip: runs the extra ticks instantly and then cancels your player updates for the same number of ticks. The world keeps ticking around you while you stand still.

Range & burst range

Range is how close an enemy must be for the module to consider shifting. Burst range is the distance the shift aims for; the simulated position that lands inside it gets used. Raising the burst range triggers the shift earlier, from further away.

Delay & skipped ticks

Delay (0-2000 ms) paces consecutive shifts so they don’t chain together. Skipped ticks (1-20) is how many ticks each shift borrows; the further you shift, the more obvious it becomes.

Pause for flag

When the server sends a position correction (a setback), the in-flight shift is aborted and the delay restarts. Team check skips teammates as shift targets.