Aimbot
Choose an aim mode with separate key activation and targeting controls.
- Mode: Lock-on, Silent
- Aim key: keyboard or mouse; Hold, Toggle or Always
Explore Half-Life 1 Combat, Visuals, Self & View, Movement, Spawner, Interface & Lua. Search features, modes and settings.
67 features across 6 sections
Choose an aim mode with separate key activation and targeting controls.
Display the targeting field of view on screen.
Draw a line to the current aim target.
Include eligible hostile human NPCs in aim targeting.
Include eligible aliens and infected NPCs in aim targeting.
Choose an anatomical aim point. Nearest selects the eligible hitbox closest to the crosshair angle.
Limit aim targeting to a field of view around the crosshair.
Adjust how smoothly Lock-on moves toward its target.
Limit the distance used by aim targeting.
Fire when an eligible target crosses the crosshair, with its own activation key and delay.
Allow Triggerbot to react to eligible hostile human NPCs.
Allow Triggerbot to react to eligible aliens and infected NPCs.
Filter Triggerbot by the body region actually under the crosshair.
Set the wait before Triggerbot fires.
Set a separate maximum distance for Triggerbot.
Display supported entities with configurable ESP range and appearance.
Draw full or corner boxes around supported entities.
Follow the animated bones of supported models.
Show names for supported entities and stock models.
Display entity distances in metres.
Connect entities to the top, bottom or center of the screen.
Keep track of entity positions on a customizable radar.
Include scientists and security in entity visuals.
Include hostile NPCs in entity visuals.
Include supported player entities in visuals.
Highlight dropped weapons.
Find supported health, suit and ammunition pickups.
Include supported projectiles in entity visuals.
Highlight supported buttons, doors, chargers and other interactable map objects.
Customize model materials and their visible color.
Choose a separate color for the occluded model pass.
Apply model materials to the first-person weapon.
Apply a configurable color tint to the scene and HUD.
Animate model colors with a selectable effect.
Set how quickly the material color animation plays.
Blend the animation with the base material color.
View the player from a third-person camera with adjustable distance.
Adjust the world camera field of view.
Adjust the first-person weapon field of view separately from the world camera.
Enable first-person weapon positioning along three axes.
Move the first-person weapon horizontally.
Move the first-person weapon forward or backward.
Move the first-person weapon vertically.
Reset camera and viewmodel controls to their defaults.
Prevent damage to the local campaign player.
Maintain reserve ammunition for supported weapons.
Refill supported weapon magazines without reloading.
Restore the local player health.
Restore the local player suit armor.
Automatically time jumps while the jump control is held.
Assist strafing while airborne.
Move through the local campaign without normal collision.
Adjust the local player running-speed multiplier.
Adjust the local player jump-height multiplier.
Remove temporary world objects created by the spawner.
Search the game catalog, select an entry and spawn it with adjustable quantity and placement.
Save, load and switch between menu configurations.
Assign keyboard or mouse buttons, with Hold, Toggle and Always activation where supported.
Customize menu colors, fonts and interface scale.
Choose a shared UI translation, with English fallback for untranslated entries.
Create local menu pages and scripts using the shared UI and feature APIs.
Read supported session information and entity snapshots in Lua.
Read the active game catalog and capability information, and use supported campaign actions from Lua.
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