For the complete documentation index, see llms.txt. This page is also available as Markdown.

Aim Assist

Smoothly locks your crosshair onto nearby targets during combat, with full humanization controls to keep the movement convincing.

The Aim Assistance module tracks and corrects your crosshair toward the nearest valid target in real time. It calculates a smooth path to the target rather than snapping onto it, so the motion reads as genuine human aim under normal scrutiny.

Aim mode

Controls which axes assistance corrects. Normal (the default) corrects both horizontal and vertical aim; Horizontal Assist corrects only left/right; Vertical Assist corrects only up/down. Restricting to a single axis leaves the other under your full manual control.

Targeting

These settings decide who gets assisted and from how far.

  • Aim distance β€” the minimum and maximum range within which targets are assisted, from 0.0 to 6.0 blocks (default the full 0.0 - 6.0). Anything outside the band is ignored.

  • Field of view β€” the angular radius around your crosshair that counts as a valid target, from 1Β° to 180Β° (default 70Β°).

  • Target mode β€” how the target is chosen when several enemies are in range: Distance (closest), Health (lowest HP), or FOV (most centered on your crosshair, the default).

  • Multipoint β€” how many points across the enemy hitbox are evaluated instead of a single point, from 0 to 100 (default 50). Higher values improve hit chance at longer range.

  • Target lock β€” once a target is acquired, hold it until you lose sight or disable the module, rather than switching to whoever is nearest each moment. Off by default.

  • Through wall β€” allow assistance even when a solid block sits between you and the target. Off by default.

Aim motion

How the crosshair actually travels toward the target.

  • Smoothness β€” how gently the crosshair moves, from 1.0 to 100.0 (default 40.0). Higher is slower and more gradual; lower snaps faster but looks less natural.

  • Aim pull strength β€” how forcefully the crosshair is pulled toward the target each frame, from 0.00 to 1.00 (default 0.65).

  • Aim stabilization β€” dampens the jitter and overshoot that high pull strength can cause, from 0.00 to 1.00 (default 0.65).

Humanization

Real aim is never mechanically perfect. Humanization is a single master slider, from 0% to 100% (default 50%), that scales how much natural imperfection is blended into every aim movement β€” higher values are harder to flag statistically.

Turn on Advanced humanization (off by default) to expose the individual controls below and tune each behavior separately.

Curves

Moves the crosshair along a gentle arc toward the target instead of a straight line (on by default). Curve intensity sets how pronounced the arc is, from 0.10 to 0.60 (default 0.30).

Speed variation

Ramps aim speed up and then slows it near the target, mimicking real hand motion (on by default). Ease power controls how sharp that ramp is, from 1.5 to 4.0 (default 2.5).

Overshoot

Occasionally travels slightly past the target and corrects back, imitating natural human error (on by default). Overshoot chance is the probability per movement, from 0% to 30% (default 15%); Overshoot amount is how far past it goes, from 1.05Γ— to 1.40Γ— (default 1.15Γ—); and Correction speed is how quickly it snaps back, from 0.30 to 1.00 (default 0.70).

GCD sensitivity fix

Rounds each aim step to the smallest angular increment your mouse can actually produce at your current sensitivity (on by default), making the movement indistinguishable from genuine mouse input.

Speed randomization

Adds a small random variance to aim speed every tick, from 0.00 to 0.50 (default 0.05), breaking the mechanical consistency that statistical detection looks for.

Visual indicators

Optional on-screen overlays β€” all off by default, purely cosmetic, and safe to leave disabled.

  • FOV circle β€” draws the target-acquisition radius on screen.

  • Target indicator β€” marks the target currently being assisted with a circle and crosshair.

  • Target ring β€” draws a ring around the locked target, its color set by Target ring color (default green, 0.2 / 1.0 / 0.5 / 0.9 RGBA).

Ring style

Chooses how the ring is drawn (default Classic Ring):

  • Classic Ring β€” perspective ring that bobs up and down in world space.

  • Helix Scanner β€” world-anchored ring that orbits with a helix spin.

  • Comet Spiral β€” world-anchored ring with a trailing comet effect.

  • Segmented Reticle β€” 2D HUD spinner centered on the target.

  • Lock Brackets β€” 2D HUD bracket spinner centered on the target.

For the three world-space styles, Target ring radius sets its size from 0.30 to 1.50 (default 0.60, roughly a player's width), Target ring period sets the bob cycle from 0.40 to 3.00 sec (default 1.45), and Ring spin sets the orbit time from 0.20 to 4.00 sec (default 1.00). Ring trail (on by default) draws fading ghost rings behind it, with Ring trail length controlling how long they linger, from 0.10 to 1.00 sec (default 0.15).

For the two HUD spinners, Spinner size sets the on-screen radius from 8 to 60 px (default 20) and Spinner speed sets the rotation rate from 0.20 to 6.00 rad/s (default 1.20).

Conditions

Limit assistance to specific states β€” with nothing checked it applies in any state.

  • Weapon Only β€” only while holding a weapon

  • Clicking Only β€” only while actively clicking

  • Standing, Sneaking, Walking, Sprinting β€” restrict to a movement state

  • On Ground / Air β€” restrict to grounded or airborne

  • Eating β€” only while eating

  • In Liquid β€” only while in water or lava

Auto disable

Turns Aim Assistance off automatically when any selected event happens: On Death, On World Switch, On Server Leave, On Teleport, or On LagBack.

Last updated