I highly recommend you test and create settings in the sandbox before playing in an actual game. Defaults are not tuned so well.
Settings Explained:
Enabled //== turns the whole thing on and off. pretty self explanatory.
Activation Key / Activation Key 2 //== the key(s) you hold to make it aim. two slots so you can bind two buttons if you want
Disable Key (hold) //== hold this to temporarily turn it off without going into the menu. useful if you need to aim manually real quick
Random Variance Min/Max //== makes various aimbot settings involving MS slightly different every tick. keep it close to 1.0 on both sides, wider range = more random
Strength Variance Min/Max //== same idea but for how hard it pulls. Used for settings with hard cutoffs like max distance and velocity ceiling.
Print Config To Console //== dumps all your current settings into the console as numbers. just for checking stuff, turn it off when youre done
Aim While Reloading //== should it keep trying to aim while your gun is reloading. turn off if you want it to stop during reloads
Max FOV //== you know this one buddy you can figure this one out right? :)
Max Distance //== how far enemies can be before it ignores them completely
Min Distance //== it starts pulling back if enemies get closer than this. stops it going crazy on someone right in your face
Target Lowest HP //== instead of whoever's closest to your crosshair, goes for whoever's closest to dying
Target Stickiness //== how hard it holds onto the current target before switching to someone healthier or closer. higher = stays locked longer If using target lowest hp, 2.0 = 20% current hp difference before switching.
Target Memory //== if your target goes behind a wall, it keeps aiming there for this long before giving up. in milliseconds. Useful for otherstuff, probably dont set to 0 ever.
Reaction Delay //== adds a tiny pause before it starts moving, like a human noticing someone. zero = instant
Velocity Ceiling //== turns on the speed limiter below
Ceiling (HU/s) //== if the target is moving faster than this it reduces aimbot strength. stops it snapping wildly at people dashing around
Bone Pool //== which parts of the body it aims at. body core is just torso, upper body adds neck/head, full body includes arms and legs
Bone Switch Threshold //== how much better a different bone has to be before it switches to it. stops it flickering between bones constantly
Head Penalty //== makes it prefer body over head. zero means it'll try for head freely, higher means it sticks to body longer
Head Preference //== opposite of head penalty, pulls it toward the head. stacks with penalty so you can tune both
Strength //== how hard the spring pulls toward the target overall. this is the main speed knob
Taper Speed //== when you lose a target, how long it takes the movement to coast to a stop instead of cutting off
Ease In //== when you first lock onto someone it starts slow and ramps up over this many seconds. makes initial acquisition look more natural
Edge Softening //== slows the pull down as the target gets near the edge of your fov circle. stops it snapping hard at the boundary
Edge Softening Ease In //== how long edge softening takes to kick in smoothly
Phase Transition FOV //== the point where it switches from big fast movement (ballistic) to small precise movement (precision). think of it like two gears
Ballistic Frequency //== how fast the spring moves when the target is far from your crosshair. higher = snappier initial flick
Ballistic Overshoot //== how much it overshoots past the target on the initial flick before correcting. a little looks natural, too much is twitchy
Precision Frequency //== how fast it moves when youre already close to the target. lower than ballistic so it settles nicely
Precision Overshoot //== same but for the fine adjustment phase. usually keep this at zero
Lead All //== how far ahead of a moving target it aims. overrides the distance bands below. higher = leads more
Lead Close / Mid / Far //== same as lead all but split by distance so you can tune differently for close vs far targets. lead all overrides these if its above zero
Amplitude //== how much tiny random wobble gets added to the mouse movement. zero = perfectly smooth, higher = shaky
Distance Based //== scales the wobble down for far targets and up for close ones. feels more natural than flat wobble
Jitter On Still Target //== normally wobble only happens when the target is moving. turn this on to add it even on stationary targets
Ramp Time //== how long it takes to build up full confidence on a target and apply the speed bonus below
Max Bonus //== how much faster it can go once it has full confidence on a target
Threshold //== how confident it needs to be in the target prediction before the bonus starts kicking in
Fatigue Onset //== how long you have to be tracking someone before tiredness starts affecting aim. like your arm getting tired
Fatigue Ramp //== once onset hits, how long it takes to reach full tiredness
Fatigue Impact //== how badly tiredness degrades the aim. higher = more degradation over time
Recovery //== how long it takes to recover from tiredness once you stop tracking
Soul Orb Aim //== turns on the soul orb feature
Soul Orb Key //== hold this to aim at orbs. or use auto mode
Auto Mode //== aims at orbs without needing to hold the key
Orb Distance //== only looks for orbs within this range
Vertical Offset //== moves the aim point up or down on the orb. tune if youre consistently hitting above or below
Deny / Secure //== deny = shoot enemy orbs, secure = shoot friendly orbs
Auto Fire //== automatically clicks when youre aimed well enough at an orb
Fire Interval //== minimum time between auto fires in milliseconds. stops it spamming too fast
Accuracy Threshold //== how close to the orb you need to be before it fires. bigger = fires from further off
Shootable Strength //== how hard it pulls once the orb is ready to shoot. higher = snappier snap onto shootable orbs
Unshootable Strength //== how hard it pulls when the orb is too young to shoot yet. lower = softer tracking while waiting
Min Soul Age //== ignores orbs younger than this. stops it trying to shoot orbs that just spawned and arent ready
Max Soul Age //== ignores orbs older than this. they probably got stolen already
Pre-fire Delay //== starts ramping up strength this many ms before the orb is shootable, so youre already on it when the window opens
Pre-fire Distance //== only uses the pre-fire window if the orb is within this range