> For the complete documentation index, see [llms.txt](https://daikirai.gitbook.io/scripting/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://daikirai.gitbook.io/scripting/network/backtrack.md).

# Backtrack

It buffers position updates for nearby players, so an attack can use a position the target has already left. It changes packet timing, not attack range. That makes it a lag based alternative when Reach is not usable. With a larger delay, the target can look frozen or leave a visible ghost.

## Keep the buffer small

### Delay

`Delay` decides how far back Backtrack can look. The slider accepts `50-1500 ms`. Start near `50-150 ms` if you want the target to stay close to its current position. Higher values make the gap easier to see.

### Distance (min) and Distance (max)

These settings limit when Backtrack buffers a target. `Distance (min)` keeps the module from buffering at very close range. `Distance (max)` stops it from tracking targets that are too far away. A `2-5 block` window is a useful starting point.

## Choose when it can track

`Cooldown` pauses buffering after you land a hit. Set it to `0` to disable the pause. The slider accepts `0-8 seconds`.

`FOV` limits buffering to targets in the selected angle in front of you. `Only hittable` skips positions that you could not hit because of terrain or distance. `Only movement` delays movement updates without delaying other entity updates. Leave it off when you want the full position buffer.

`Weapon only` limits Backtrack to weapon-held situations. `Ignore teammates` skips teammates. `Disable adventure` turns the module off in Adventure mode.

{% hint style="success" %}
**Legit setup**

Start with `Delay` near `50 ms`, a `2-5 block` distance window, `Cooldown` disabled, and `Only movement` disabled. Keep `Flush on damage` enabled so the buffer clears when you take a hit.
{% endhint %}

## Clear and inspect the buffer

`Flush on damage` clears stored positions when you take damage. This prevents Backtrack from keeping an old target position after the fight moves on.

`Show server position` draws a ghost at each player's real server position. Use it to see the distance between the position on your screen and the position used by the server.

If you want to delay player positions by distance instead, see [Lag Range](/scripting/network/lag-range.md). If you want to delay your own outgoing movement, see [Fake Lag](/scripting/network/fake-lag.md).
