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Has anyone else been messing around with the animation states in Siege lately? Ran into a pretty blatant way to rappel through walls just by manipulating the game speed.
If you push your game speed up by about 5x to 10x while initiating a rappel, the collision detection basically gives up and clips you right through the wall. It is sloppy, but it works for quick rotations if you are looking to bypass entry points.
More importantly, the animation system is completely broken if you are writing your own stuff or looking for memory hooks. If you trigger the exit rappel animation—specifically the exit, not the enter—you can place claymores while the state is still active. It stores the animation frame, and you can abuse this to get items down in weird spots or force-skip state checks.
Technical breakdown for those digging into the source:
Animations in this engine have always been a nightmare to debug, but they are clearly not sanitizing the inputs during transition states. Has anyone managed to isolate the specific function calls for the rappel entry/exit? I am trying to see if we can trigger the exit state without actually having a rappel point nearby to make it more consistent.
Drop your findings below if you have been playing with these offsets. Anyone seen a way to do this without getting rubber-banded back by the server?
If you push your game speed up by about 5x to 10x while initiating a rappel, the collision detection basically gives up and clips you right through the wall. It is sloppy, but it works for quick rotations if you are looking to bypass entry points.
More importantly, the animation system is completely broken if you are writing your own stuff or looking for memory hooks. If you trigger the exit rappel animation—specifically the exit, not the enter—you can place claymores while the state is still active. It stores the animation frame, and you can abuse this to get items down in weird spots or force-skip state checks.
Technical breakdown for those digging into the source:
- Speed Manipulation: Requires a reliable way to hook the tick rate or time scale. Don't go too high or BattlEye might throw a flag for a speed hack if your movement delta is too aggressive.
- Animation State Abuse: You are looking for the actor animation component offsets. If you can force the 'exit rappel' state via memory, you can bypass the placement restrictions on gadgets.
- Stability: These are definitely "bug-abuse" tier methods. Do not play this on your main if you value the account, because manual bans are a real threat when you start clipping through geometry that the server-side checks usually catch.
Animations in this engine have always been a nightmare to debug, but they are clearly not sanitizing the inputs during transition states. Has anyone managed to isolate the specific function calls for the rappel entry/exit? I am trying to see if we can trigger the exit state without actually having a rappel point nearby to make it more consistent.
Drop your findings below if you have been playing with these offsets. Anyone seen a way to do this without getting rubber-banded back by the server?