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Curcuit Store | Wall-less Fake Freefall @CurcuitStore | Uploaded 1 year ago | Updated 24 minutes ago
This is probably the most versatile adaptation possible of the artificial/fake freefall trick I showed recently(youtu.be/-EPkAJY9uv8), which allows you to gain a bunch of negative y velocity on the server without actually falling at all on the client. If you're looking for the exact movements I put them at the bottom, but otherwise here's a brief run-down of the trick:

Every so often the client sends its current position to the server, which it takes note of, and then constantly sets your server position to until it gets a new one. So if we send it a position up in the air, then the server position will be "locked" there, constantly falling/gaining velocity, until it gets updated with a new position. Simple enough, but the catch is the client only sends a new position when either:
you've moved more than 0.03m from the last position you sent,
or, it's been 20 or more ticks since the last time you sent a position.

So, if you combine these mechanics with the fact that you can walk off an edge for a tick and then walk right back a tick later(due to collision order/step logic), you might be able to guess what's happening.

First you walk off the edge for a tick, making sure you either move more than 0.03m, or time it to be right when that 20 tick timer is up. This guarantees you send your new position to the server that tick. And then you just need to walk back onto the ledge, making sure not to move more than 0.03m from the position you just sent, so it doesn't update again. Then you can just wait for the velocity to accumulate, making sure to repeat the process every so often so the 20 tick timer doesn't update your server position back onto the ledge(which kills the velocity). Then you can do whatever you want with your new velocity. Here I just transfer it to the client using damage, because idk.

Of course that's easier said than done. The hardest part by far though is making those super small 0.03m movements. It doesn't matter for the first tick when we walk off the ledge, since we want our position to update then, but after that you can't go more than 0.03m from there(which indirectly means you can't walk more than 0.03m off of the ledge for that first tick). In the initial videos (youtu.be/UUieYw5wPQs and youtu.be/-EPkAJY9uv8) I dealt with this using a wall, since I could just angle myself towards the wall to kill any momentum perpendicular to it, leaving only the small bit on the other axis. I wasn't a fan of that restriction though, because I can never be satisfied and god is cruel. Instead, I wanted a version I could do on any ledge, given there's enough room underneath it.

This is rather difficult because all of your normal movement options add like .1m/t to your velocity, which is wayyy more than our limit of 0.03m. The only exception(disregarding eating/shields/etc cuz that's also a lame restriction) is sneaking, which only adds like 0.0295m/t, assuming no sprinting/45 strafe. But ironically that speed effect is delayed by one tick, while the ledge grabbing isn't. And since we need to walk off a ledge the tick before, it's essentially useless(for now). That information pretty much stumped me, and maybe the answer is pretty obvious to everyone else, but oh well spoiler alert I figured it out anyway(rip the detailed explanation cuz youtube is 2 coward 2 let me write more than 5k characters):


Tick 0: Align yourself on an edge. Crouching is probably easiest, but keep in mind the coarseness stuff might stop you like 0.05m from the edge instead of near it. If so idk try a better angle that's a whole other can of worms.
Tick 1: Sprint off the edge. You want to be facing almost parallel to the edge(I use 1 degree off here). This puts you off the edge by about 0.001m.
Tick 2: Walk backwards onto the ledge. This should be at about the same angle you ran off the edge with, but angled a bit back towards the ledge. This overpowers your remaining sprint velocity just enough to move you about 0.0285m back onto the ledge, leaving you with ~0.015m velocity going into the next tick.
Tick 3: Sneak and walk towards the edge. You want to be almost perpendicular to it, but angled a bit towards the direction you sprinted in to cancel that extra 0.015 of extra velocity you still had. I think I used 9 degrees off perpendicular here. This gives you a bunch of velocity towards the edge, but the sneaking prevents it from moving you so it's fine.
Tick 4-idk: You can stop moving, but stay sneaking until your velocity off of the edge dissipates. Or get fancy idc. Either way you win! You have to repeat the process at least every 20 ticks(starting from tick 1) to stop your position from accidentally updating onto the ledge, but you can also just do it as much as you like if you want. Which is neat because it does scooch you about 0.1m along the ledge each time. Either way you'll probably have to tweak angles to get a perfect loop cuz I'm too lazy to find the perfect angles for you sry.
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Wall-less Fake Freefall @CurcuitStore

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