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THE FEATURE LIBRARY

Half-Life 1
Every detail, explored.

Explore Half-Life 1 Combat, Visuals, Self & View, Movement, Spawner, Interface & Lua. Search features, modes and settings.

67 listed features
6 sections
13 categories
/

67 features across 6 sections

Combat

15 features

Aimbot

9
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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
FOV circle

Display the targeting field of view on screen.

  • Circle style: Outline, Filled
Aim snapline

Draw a line to the current aim target.

  • Snapline style: Crosshair, Bottom
Aim at hostile humans

Include eligible hostile human NPCs in aim targeting.

Aim at aliens and infected

Include eligible aliens and infected NPCs in aim targeting.

Hitbox

Choose an anatomical aim point. Nearest selects the eligible hitbox closest to the crosshair angle.

  • Hitbox: Nearest, Head, Chest, Stomach, Arms, Legs
Target FOV

Limit aim targeting to a field of view around the crosshair.

  • Range: 1–90; default: 15
Smoothing

Adjust how smoothly Lock-on moves toward its target.

  • Range: 1–10; default: 1
Target range

Limit the distance used by aim targeting.

  • Range: 64–4096; default: 2048

Triggerbot

6
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Triggerbot

Fire when an eligible target crosses the crosshair, with its own activation key and delay.

  • Trigger key: keyboard or mouse; Hold, Toggle or Always
Trigger on hostile humans

Allow Triggerbot to react to eligible hostile human NPCs.

Trigger on aliens and infected

Allow Triggerbot to react to eligible aliens and infected NPCs.

Hitgroup

Filter Triggerbot by the body region actually under the crosshair.

  • Hitgroup: All, Head, Chest, Stomach, Arms, Legs
Trigger delay

Set the wait before Triggerbot fires.

  • Range: 0–500; default: 100
Trigger range

Set a separate maximum distance for Triggerbot.

  • Range: 64–4096; default: 2048

Visuals

21 features

Entity ESP

6
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Entity ESP

Display supported entities with configurable ESP range and appearance.

Boxes

Draw full or corner boxes around supported entities.

Skeletons

Follow the animated bones of supported models.

Entity names

Show names for supported entities and stock models.

Distance

Display entity distances in metres.

Snaplines

Connect entities to the top, bottom or center of the screen.

Radar

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Radar

Keep track of entity positions on a customizable radar.

Entity filters

7
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Scientists and security

Include scientists and security in entity visuals.

Hostile NPCs

Include hostile NPCs in entity visuals.

Players

Include supported player entities in visuals.

Dropped weapons

Highlight dropped weapons.

Health, HEV and ammunition

Find supported health, suit and ammunition pickups.

Projectiles

Include supported projectiles in entity visuals.

Buttons, doors and chargers

Highlight supported buttons, doors, chargers and other interactable map objects.

Materials & world

7
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Model materials

Customize model materials and their visible color.

  • Material: Tinted, Flat, Wireframe, Additive
Occluded colors

Choose a separate color for the occluded model pass.

First-person weapon

Apply model materials to the first-person weapon.

Color grading

Apply a configurable color tint to the scene and HUD.

Animated chams

Animate model colors with a selectable effect.

  • Animation mode: Pulse, Color fade, Rainbow
Animation speed

Set how quickly the material color animation plays.

  • Speed (cycles/sec): 0.05–3
Animation strength

Blend the animation with the base material color.

  • Strength: 0–1

Self & View

13 features

View

8
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Third Person

View the player from a third-person camera with adjustable distance.

  • Range: 32–160; default: 100
Camera FOV

Adjust the world camera field of view.

  • Range: 60–120; default: 90
Model FOV

Adjust the first-person weapon field of view separately from the world camera.

  • Range: 50–130; default: 90
Viewmodel offsets

Enable first-person weapon positioning along three axes.

  • Range: 0–1; default: 0
Viewmodel X offset

Move the first-person weapon horizontally.

  • Range: -12–12; default: 0
Viewmodel Y offset

Move the first-person weapon forward or backward.

  • Range: -12–12; default: 0
Viewmodel Z offset

Move the first-person weapon vertically.

  • Range: -12–12; default: 0
Reset view

Reset camera and viewmodel controls to their defaults.

Player

5
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Godmode

Prevent damage to the local campaign player.

Infinite reserve ammo

Maintain reserve ammunition for supported weapons.

No reload

Refill supported weapon magazines without reloading.

Refill health

Restore the local player health.

Refill armor

Restore the local player suit armor.

Movement

5 features

Movement controls

5
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Bunny Hop

Automatically time jumps while the jump control is held.

Auto Strafe

Assist strafing while airborne.

Noclip

Move through the local campaign without normal collision.

Super run

Adjust the local player running-speed multiplier.

  • Run multiplier: 1–3
Jump height

Adjust the local player jump-height multiplier.

  • Jump multiplier: 1–2.5

Spawner

2 features

World spawns

2
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Remove temporary world spawns

Remove temporary world objects created by the spawner.

Weapons, items & NPC spawner

Search the game catalog, select an entry and spawn it with adjustable quantity and placement.

  • Quantity: 1–8
  • Distance (game units): 64–512

Interface & Lua

11 features

Menu controls

4
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Watermark

Show the project name, frame rate and renderer.

Hotkeys

Show assigned keys; enabled features light up and actions flash.

Active Features

Show currently active features as compact labels. Drag them while the menu is open.

Stop features

Stop active features and restore the input state managed by the menu.

Personalization

4
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Saved profiles

Save, load and switch between menu configurations.

Feature hotkeys

Assign keyboard or mouse buttons, with Hold, Toggle and Always activation where supported.

Menu appearance

Customize menu colors, fonts and interface scale.

Language packs

Choose a shared UI translation, with English fallback for untranslated entries.

Scripting

3
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Lua pages

Create local menu pages and scripts using the shared UI and feature APIs.

Session and entity API

Read supported session information and entity snapshots in Lua.

Campaign API

Read the active game catalog and capability information, and use supported campaign actions from Lua.

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