Freeze
Holds what the server sends after a hit, until a knockback you like.
- Category
- Network
- Settings
- 23
- Legit Mode
- Hides it
On this page
Start holding at the first knockback you take (off: as soon as it's on).
Time Limit
- Default
- 14000
- Limits
- 1000 to 60000
- Step
- 500
Lets go and turns off after this many milliseconds of holding.
Let go and turn off when a knockback pushes you the way you were facing (within Max Angle, at least Min Strength).
When on
Min Strength
- Default
- 0
- Limits
- 0 to 2
- Step
- 0.05
How hard it must push, in blocks a tick (a sword hit is about 0.4).
Max Angle
- Default
- 45
- Limits
- 5 to 180
- Step
- 5
How far off the way you were facing the push may go, in degrees.
After a knockback at least Rearm Strength lets it go, turn it straight back on for the next hit.
When on
Rearm Strength
- Default
- 0.5
- Limits
- 0 to 2
- Step
- 0.05
How hard that knockback must push, in blocks a tick.
Let go when you're stuck: the server set you back after a hit, or a weak hit didn't hurt you.
When on
Then turn straight back on for the next hit.
Let go when you die.
Let go when someone scores (The Bridge).
Let go when you finish breaking a block (a bed).
Let go when you hit something or right-click.
While you hold this key it doesn't let go on its own (time limit and knockback).
When it lets go, turn Blink and Fake Lag off too (sending what they held), and back on if it re-arms.
Chat still comes through while it holds.
Blocks changing and chunks loading still come through.
Your health still updates.
Others still move.
Scoreboards and teams still update.
Sounds still play.
A tag under your crosshair: armed, or while it holds how long it has left and which way the knockback it holds will push you.
When on
The held knockback's strength in the tag, in blocks a tick.