BackTrack
BackTrack holds back the position updates the server sends you about other players, so on your screen they stay where they were a moment ago. It is meant for fights where someone is about to move out of your reach.
Mode decides when it acts: Hold freezes players while you keep the bind pressed, Conditional holds in short bursts on its own while someone is close, and Flow shows everyone slightly in the past all the time. Shape decides what is held: everything the server sends, or only the movement of the players you choose. Hold and Conditional pause while a menu or chat is open.
Settings
Section titled “Settings”When BackTrack holds.
- Hold: Holds while you keep the bind pressed, up to Forced Release. In this mode the bind is the hold and does not switch the module on or off, so you need a key bound.
- Conditional: Holds automatically while another player is within Target Distance: each hold lasts up to Maximum Delay, then Cooldown passes before the next. It lets go as soon as nobody is in range.
- Flow: Never freezes anyone: every update is handed over late by Delay, with no bind needed and no hold limit.
What BackTrack holds.
- Whole Stream: Holds everything the server sends you: every player, block changes, chat and your own knockback. When a hold ends the backlog is thrown away and the game jumps to the present, and in Flow the whole world runs Delay behind.
- Per Packet: Holds only the movement updates of other players (or other entities, see Players Only) and leaves the rest of the game live, including updates about you. When a hold ends the held movement is delivered all together, so players snap to where the server has them. This shape adds Only Your Target, Players Only and Real Position.
Forced Release
Section titled “Forced Release”The longest a single hold can last in Hold mode, from 1 to 10 seconds. When it is reached BackTrack lets go by itself and shows a notification; release the bind and press it again to start a new hold.
Target Distance
Section titled “Target Distance”Conditional mode starts holding while any other player is within this many blocks of your eyes, measured to the middle of their body. Higher values make it fire from further away.
Maximum Delay
Section titled “Maximum Delay”How long each Conditional hold lasts, from 50 to 1000 ms, before the held updates are let through. Longer holds keep players in their old position for longer.
Cooldown
Section titled “Cooldown”The pause after each Conditional hold before the next one starts, while a player is still in range. At 0 the next hold follows almost at once.
Maximum Hurt Time
Section titled “Maximum Hurt Time”Conditional only fires once the damage cooldown from the last hit you took is down to this much or less. At 500 ms taking a hit never stops it; at 0 it waits until the cooldown has fully run out.
How far behind other players are shown in Flow mode, from 0 to 800 ms. Every update arrives this much later, so players keep moving smoothly but show where they were a moment ago.
Only Your Target
Section titled “Only Your Target”Holds only the player you are fighting: the one closest to where you are looking within about 7 blocks, kept while they stay within about 9 blocks and not behind you. Turn it off to hold every player’s movement.
Players Only
Section titled “Players Only”When Only Your Target is off, limits the hold to players. Turn it off to hold the movement of mobs, dropped items and projectiles as well.
Real Position
Section titled “Real Position”Draws a red box where the server really has each player whose updates are being held, beside where the game draws them. The gap between the two shows the delay at work.
Hurt Animation
Section titled “Hurt Animation”When one of your hits lands, starts the red damage flash on the player in front of you straight away instead of waiting for the server. Only your screen shows it, and it works in every mode while BackTrack is on.
Disable On Hit
Section titled “Disable On Hit”Stops the hold when you take a hit.
Holding Weapon
Section titled “Holding Weapon”Only holds while you have a weapon in hand: a sword, axe, bow, crossbow, trident, mace or spear. It applies to Hold and Conditional; Flow ignores it.
Hold Timer
Section titled “Hold Timer”Shows a bar under your crosshair that counts the current hold toward its limit (Forced Release in Hold, Maximum Delay in Conditional) and turns from green to red as the limit gets closer. Nothing is shown in Flow, which never holds.
Related modules
Section titled “Related modules”- Blink: Holds everything you send while the bind is down
- Fake Lag: Sends your position to the server in bursts
- Knockback Delay: Delays the knockback you take
- Friend List: Never attack the players on your list
- Teams: Ignores your teammates