Kaiji_StarsideHotel
Infamous for its twin towering buildings. Humans often fall fowl to gravity. But with these exploit you can avoid dying, more so, taking any damage from the fall, and perhaps confuse a few aliens!
1. Jump off a building.
2. Choose a timing* and activate your spike.
3. H4X!
*Timing is the hardest part. I am still trying to build my hypothesis as this is not entirely accurate yet but you can use it as guidelines.
Here's a rough explaination:
You can activate a spike in your connection legally through a few commands. One that I use is /serverstatus . (fullstop) and some other people use /ping 1 or something like that, related to connection requests. The client for some reason freezes whenever this is executed and we exploit this bug.
However there are complex stages in the lagging time.
After entering the command, the following events happen:
1. You freeze. You are not immune to falling at this time if your trajectory prediction is to hit the ground within this time. My commands listed above takes about one second in the freeze time so that is pretty significant so you must plan ahead. However you still can run through electro fields in this time (such as on mission_one_b7). Your client cannot send commands (run forward/back/left/jump) because your frame is actually frozen as if the game froze.
2. Your client makes a resync effort and freezes again. However your client is now capable of sending packets despite being out of sync and dropped out because your client is rendering itself, and it shifts your avatar a bit before stopping. You may hit the ground without dying during this time but you must be (at least as far as I've found out) moving horizontally when this happens. Easiest way is to hold down a directional key immediately after entering your lag-spike command.
3. During this freeze time, you may cannot the ground as you wil die however your framerate is normal. Your client can still send packets it seems thoguh.
4. Your client attempts to resync again and is synced fine although the server and your client still thinks you have a high latency so unlagged is still unavailable. However you may hit the ground during this time as well.
5. Almost immediately after your client is synced back to usual operations again and your lagometer scale starts dropping, after about 0.1 seconds you are probably no longer immune to the fall.
6. Latency returns under 400 msec and unlagged works again but you may miss until your latency information given to the server by your client is your real latency.
In other words, you can only survive the all just after the client starts to resync before pausing and at the very start when your latency starts to drop again.