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Apex movement is essentially the only factor keeping the game's skill ceiling relevant these days. While every sweat is slamming their spacebar trying to hit a frame-perfect superglide manually, you can just automate the window by reading the internal state and dumping the rng of human error.
Most people try to time these with garbage macros or scripts that rely on static delays—which fail the moment your frame rate dips. If you're running even a basic external with a hidden driver, you can monitor the player's climb state directly for a 100% success rate.
The logic is simple: the engine tracks your climb progress via m_traversalProgress. Based on debugging, the sweet spot to trigger the jump for a perfect boost is right as you hit the 0.91 threshold.
C++ Implementation:
Usage Notes for Coders:
Anyone tested if the 0.91 threshold needs to be adjusted based on the character height? I've noticed small discrepancies with taller legends but it might just be local tick delay.
Drop your crash logs below if you're having issues implementing this into your base.
Most people try to time these with garbage macros or scripts that rely on static delays—which fail the moment your frame rate dips. If you're running even a basic external with a hidden driver, you can monitor the player's climb state directly for a 100% success rate.
The logic is simple: the engine tracks your climb progress via m_traversalProgress. Based on debugging, the sweet spot to trigger the jump for a perfect boost is right as you hit the 0.91 threshold.
Code:
// Player State Offsets
OFF_m_traversalProgress = 0x2bcc // C_Player mapping
OFF_m_mantleBoostState = 0x2c04 // C_Player mapping
// Input Mapping
OFF_IN_JUMP = 0x3c754c0 // Engine base
C++ Implementation:
Code:
if (settings.mantle_boost) {
float travel_prog = rpm.read<float>(local_ptr + OFF_m_traversalProgress);
static bool has_boosted = false;
static float prev_prog = 0.0f;
// Edge trigger when progress hits the ejection window
if (travel_prog >= 0.91f && prev_prog < 0.91f && !has_boosted) {
press_key(OFF_IN_JUMP);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
release_key(OFF_IN_JUMP);
has_boosted = true;
}
// Reset logic for the next wall
if (travel_prog < 0.1f && prev_prog >= 0.1f) {
has_boosted = false;
}
prev_prog = travel_prog;
}
Usage Notes for Coders:
- This is a basic rising-edge trigger. It prevents the jump from spamming and blocking your input after the boost fires.
- The 10ms sleep is usually enough for the engine to catch the +jump state, but if you're playing on a high-tick server or weird hardware, you might need to adjust it.
- Ensure your RPM/WPM implementation isn't leaving open handles. EAC has been scanning for simple external patterns lately; use a kernel-level bridge if you value your main account.
Anyone tested if the 0.91 threshold needs to be adjusted based on the character height? I've noticed small discrepancies with taller legends but it might just be local tick delay.
Drop your crash logs below if you're having issues implementing this into your base.