Features
Aimbot
Aimbot
Aim Assist
How the aimbot moves the view onto a target, from a plain snap to methods that hide the movement.
Which kinds of enemy entity the aimbot is allowed to lock onto.
Player states that make the aimbot skip a target entirely.
How strongly the Smooth and Assistive aim methods pull the view toward the target.
Fires the weapon automatically once the aimbot has a target lined up.
Removes bullet spread so shots land exactly where the aimbot points.
How far from the crosshair, in degrees, the aimbot will look for a target.
Draws a circle on screen marking the area the aimbot searches for targets.
Sets the color of the on-screen circle that marks the aim field of view.
The key that activates the aimbot, in Hold or Toggle mode; defaults to the left mouse button.
Weapon Types
Which body parts the hitscan aimbot aims at, with several selectable at once.
Extra rules for how the hitscan aimbot fires and who it targets, such as tapfire, scope and rev-up management, and extinguishing team mates.
Which hitboxes are sampled at several points so shots can land on their edges.
How far the extra sample points spread from each hitbox centre; higher covers more of the body.
Predicts enemy air or ground strafing so projectiles are led into the path.
Which part of the body the projectile aimbot aims at with the current weapon.
How many seconds of projectile flight the aimbot simulates when working out a shot.
Whether the projectile aimbot accounts for splash damage when choosing an aim point.
Percentage of the weapon's real splash radius used when checking whether splash will reach.
Detonates placed stickies or flares automatically while an enemy sits in the blast.
Percentage of the blast radius used when deciding whether an enemy is close enough to detonate.
Airblasts incoming enemy projectiles automatically with the flamethrower.
Extra behaviours the projectile aimbot uses for weapons with a charge or an arc.
Fires a charged sticky bomb once its charge passes this percentage.
Swings the melee weapon automatically, without needing the aimbot key held.
How far from the crosshair, in degrees, the melee aimbot looks for a target.
Aims behind the enemy so a knife swing lands as a backstab.
Predicts movement during the melee swing delay so the hit still lands on a moving target.
Stops the auto backstab from aiming at snipers wearing the Razorback shield.
Allows the melee aimbot to target teammates with a weapon that grants a speed boost.
Hack vs Hack
Antiaim
Turns anti-aim on, replacing the view angles sent to the server with the real and fake angles set below.
Sends an altered pitch while firing a hitscan shot, hiding the true aim angle without moving the shot.
Sets the pitch of the real angle, which drives the player's own model and shots.
Sets the yaw of the real angle, the direction the player's own model faces.
Direction the real yaw is measured from: the current view angles or the nearest enemy.
Degrees added to the real base angle to make up the real yaw.
The offset amount used by the Edge and Jitter real-yaw modes.
Degrees the yaw turns each tick in Spin mode; negative values spin the other way.
Sends tiny alternating movement while standing still, so the anti-aim angles keep being applied.
Sets the pitch of the fake angle, the one other players see on the model.
Sets the yaw of the fake angle, the direction other players see the model facing.
Direction the fake yaw is measured from: the current view angles or the nearest enemy.
Degrees added to the fake base angle to make up the fake yaw.
The offset amount used by the Edge and Jitter fake-yaw modes.
Resolver
Turns on angle correction for other players, so faked view angles do not throw the aimbot off target.
Only lets auto resolve adjust the angles of players tagged as cheaters.
Degrees added to a target's resolved yaw each time a shot misses; zero disables the automatic rotation.
Repeatedly toggles whether the target's fake yaw is turned to face the local player.
Degrees added to the nearest player's resolved yaw every half second, while the value is non-zero.
Automatically rotates a target's resolved angles after a shot misses, so the next shot lines up.
Only lets auto resolve run after shots that were aimed at the head.
Degrees added to a target's resolved pitch each time a shot misses; zero disables it.
Repeatedly toggles the minwalk state the resolver holds for the nearest player.
Degrees added to the nearest player's resolved pitch every half second, while the value is non-zero.
Fakelag
Chooses how packets are held back: off, a fixed plain count, a random range, or adaptive to the server's limits.
Number of packets held back in plain mode; higher values add more delay before the player appears to move.
Releases the held packets the instant an attack is fired, so the shot is sent without fakelag delay.
Extra rules for when fakelag runs: only while moving, one extra choke as duck is released, or none in the air.
The lowest and highest packet counts fakelag picks from at random in random mode.
Keeps choking packets after a blast jump ends, holding the landing back along with the jump.
Speedhack
How many movement ticks are processed each frame while the speedhack key is held; higher values move faster.
Key that turns the speedhack on; Hold applies it only while pressed, Toggle leaves it running.
Misc
Backtrack
Fakes extra incoming ping in milliseconds, letting lag compensation reach further back for the aimbot.
Fakes a higher interpolation delay in milliseconds, shifting where lag-compensated players are drawn and aimed.
How far in milliseconds a recorded position may sit from the lag-compensated time and still be shot.
Doubletap
Banks stored ticks and releases them so several shots leave in a single packet.
Keeps rebuilding the tick bank automatically, instead of refilling it only through passive recharge.
How many stored ticks one doubletap spends, and how many must be banked before it can fire.
The largest number of ticks the tick bank is allowed to hold.
Automatically spends stored ticks to dash the player forward as soon as any are banked.
Cancels the forward push of a burst of ticks so the player does not slide forward as it resolves.
How many stored ticks one warp spends, which sets how far it carries the player.
Ticks added to the bank each second on their own; 0 turns passive recharging off.
While held, spends the banked ticks on a doubletap so several shots land at once.
While held, spends the stored ticks to warp the player forward.
Crit Hack
Rerolls the shot's command number so the attack lands a guaranteed critical hit.
Forces melee swings to crit whenever the aimbot is locked onto a valid target.
Rerolls the shot so it does not land a random critical hit.
Shows the crit boost glow and sound on the player while forced crits are ready.
While held, forces the next shot fired to land a critical hit.
Healing
Chooses who the Medic healing features may assist, from the whole team down to friends and party only.
Aims the heal beam at the target's backtracked position so the heal still connects while they move.
Lets the aimbot target friendly buildings so the wrench and Rescue Ranger can repair them.
Automatically fires the medigun charge when the healing target calls for a Medic.
Picks which kinds of enemy the Auto Vaccinator disregards when judging incoming danger.
Lets the aimbot target team mates with the Crusader's Crossbow so healing bolts hit them.
Lets the aimbot throw the Sandvich at team mates so it heals them.
Auto Vaccinator
Automatically switches the Vaccinator's resist type to counter the largest incoming threat.
Counts only flamethrower hits as fire danger, leaving afterburn ticks and other fire sources out.
How heavily incoming bullet damage weighs when the Vaccinator picks which resist to use.
How heavily incoming blast damage weighs when the Vaccinator picks which resist to use.
How heavily incoming fire damage weighs when the Vaccinator picks which resist to use.
Visuals
ESP
Players
Five condition tabs โ RED, BLU, Friends, Party and Priority. Each holds its own colour, element list, chams and glow, so every category can look completely different.
Colour used for the box, name, bones and every other element this group draws.
Which elements appear on a player that matches this condition. Anything left unticked is simply not drawn.
Glow outline strength for this group. 0 turns the glow off.
Softens the glow outline. Only does anything once Stencil is above 0.
Also style enemy buildings that match this condition.
Also style projectiles that match this condition.
Building types to leave out. Shown once Show buildings is ticked.
Projectile types to leave out. Shown once Show projectiles is ticked.
Chams material applied to the parts of the model you can see. Original leaves the model untouched.
Chams material applied to the parts hidden behind walls โ the classic see-through-player trick.
Colour for the visible chams, on top of the material you picked.
Colour for the occluded chams โ the one that shows through walls.
Backtrack
Shared by all five player groups, so it is edited once here.
Which recorded positions to draw. Last and First show a single ghost; Always fills in the whole trail.
Chams material for the on-screen backtrack model.
Chams material for the backtrack model as seen through walls.
Entities
Every non-player thing the ESP can draw. One shared style, with a type filter.
Which entity types get drawn. Everything unticked is ignored.
Colour for every entity drawn by this group.
Which elements to draw on those entities.
Glow outline strength for entities.
Glow softness for entities.
Chams material for entities in view.
Chams material for entities behind walls.
Colour for the visible entity chams.
Colour for the entity chams seen through walls.
Other
Things that are not another player: your own fake angle and your viewmodel. Split across two tabs.
Draws a model where the server believes you are standing โ a live picture of your anti-aim. Has its own colour, glow and chams, but no element list.
Chams and glow applied to the weapon in your hands. Draws on the weapon only.
Chams and glow applied to your arms and hands. Useful for seeing your own viewmodel through walls.
Radar
Radar
Draws the circular radar overlay showing nearby players; turning this off hides the radar entirely.
Rotates the radar so the player's view direction is always up, instead of keeping it fixed to the world.
Cycles an expanding ring around enemy spies on the radar so they stand out from other players.
How opaque the radar's dark background circle is, from fully see-through to fully solid.
How much ground the radar covers; a higher number zooms in and shows less distance around the player.
Display
Draws a dot at the center of the radar marking the player's own position.
Shows the name of each player beside their dot on the radar.
Shows the distance in meters to each player beneath their dot on the radar.
Draws a small health bar below each player's dot, colored by how much health they have left.
Draws the icon of each player's class over their dot on the radar.
Radar window
The radar is its own window on screen. Turn it on in the Radar card above, then move and resize it directly.
Where the radar window sits on screen and how large it is; drag it into place while the menu is open.
Aim Visuals
Hitscan
Draws a line from the eye to the target each time the hitscan aimbot fires, lasting five seconds.
Draws those hitscan tracer lines through walls so they stay visible behind geometry.
Projectile
Shows the predicted flight path of the projectile you would fire right now, redrawn as you aim.
Draws the in-flight projectile path through walls so it stays visible behind geometry.
Shows the full flight path of a fired projectile and where it ends up landing.
Draws the fired projectile's flight path through walls so it stays visible behind geometry.
Draws a circle showing the explosion area around where a rocket, pipe or flare lands.
Draws the splash radius circle through walls so it stays visible behind geometry.
On Hit
Draws the enemy's hitboxes for a few seconds after landing a hitscan or melee hit on them.
Draws the enemy's bounding box for a few seconds after landing a projectile hit on them.
Draws those hitbox outlines through walls so they stay visible behind geometry.
Draws the bounding box through walls so it stays visible behind geometry.
Misc
World
Selects which parts of the scene the colour modulation settings tint: world, sky, props, particles or fog.
Replaces the texture on all world geometry with the chosen pattern.
Tints the colour of all world geometry, and only applies while World is selected in Modulations.
Tints the colour of static props like crates and barrels, and only applies while Prop is selected.
Swaps the map's skybox for a chosen one from any map, or keeps the map's own sky when set to Off.
Tints the skybox, and only applies while Sky is selected in Modulations.
Tints particles and sprites, and only applies while Particle is selected in Modulations.
Sets the colour and thickness of the map fog; a higher alpha is denser, and zero removes fog entirely.
Makes static props almost fully transparent when the player is within about 300 units of them.
Keeps static props fully opaque so they stop fading out with distance.
Effects
Chooses which particle effect is drawn along the path of a normal bullet.
Chooses the beam effect drawn between a medigun and the player it heals.
Gives the player spell-themed footsteps; the mode decides which colour they use.
The colour of the spell footsteps when the mode is set to Color.
Adds visual effects to ragdolls; several can be enabled at the same time.
Chooses which particle effect is drawn for a critical hit, separately from normal shots.
Chooses the effect drawn around a medigun while its charge builds up and is ready.
Replaces the trail behind the player's projectiles with a chosen effect.
Draws enemy powerup and buff icons through walls so they stay visible.
Keeps damage numbers visible when the target is behind a wall.
Viewmodel
Sets the field of view while not zoomed; 0 leaves the game's own setting.
Sets the field of view while scoped; a non-zero value also keeps the viewmodel drawn.
Moves the crosshair onto the aimbot's target instead of the middle of the screen.
Moves the viewmodel left or right from its normal position.
Moves the viewmodel forwards or backwards along the view direction.
Moves the viewmodel up or down from its normal position.
Scales how far the viewmodel sways while moving; 0 turns the swaying off.
Rotates the viewmodel to point at the aimbot's target instead of straight ahead.
Rotates the viewmodel up or down, changing the angle it sits at on screen.
Rotates the viewmodel left or right around its vertical axis.
Rolls the viewmodel sideways, tilting the weapon on screen.
Smooths the viewmodel sway over time; higher values make the sway respond more slowly.
Removals
Skips model interpolation for other players, so their models update instantly.
Shows enemy spies as their real class instead of the disguise they wear.
Hides the sniper scope overlay so the screen stays clear while zoomed.
Removes full-screen overlays, such as the underwater tint, from the view.
Removes the view punch that kicks the camera each time the player fires.
Removes ragdolls, so players killed leave nothing behind on the map.
Closes the message of the day window that appears when joining a server.
Removes the client interpolation delay, so other players appear at their newest tick.
Removes other players' taunts, including the animation, sound and effects.
Removes post-processing effects such as bloom and colour grading.
Removes screen shake, fades and rumble effects sent by the server.
Ignores server messages that force the view angles, such as those used by taunts.
Removes the gib debris created when a player is blown into pieces.
Visual
Draws an arrow on screen in the direction of each entity that is off screen, offset from the screen centre.
Sets how far from the centre of the screen the offscreen arrows are drawn; larger values push them outward.
Draws a line from an aiming sniper to the point being aimed at.
Shows a countdown over health and ammo pickups until they become available again.
Fades out offscreen arrows for entities further away than this distance.
Draws the predicted flight path and blast radius of projectiles.
Display
Menu
HUD Elements
Indicator positions
Each indicator you enable above is drawn as its own panel. Drag a panel to move it; its position is saved with your config.
Misc
Thirdperson
Left Alt key that switches the camera to third person while held, or toggles it.
Turns the third-person camera on, moving the view back behind the player.
Keeps the crosshair drawn on screen while the camera is in third person.
Sideways offset of the third-person camera; higher values move the view right.
Vertical offset of the third-person camera; higher values raise the view.
How far behind the player the third-person camera is placed.
Automation
Automatically re-disguises as the chosen class right after a backstab kill.
Which class the automatic disguise uses after a backstab kill.
Walks forward automatically after 25 seconds without movement, to avoid the idle timer.
Mann vs. Machine
Sends the MvM revive response while dead, so respawning needs no input.
Allows inspecting players who are not on the friends or party list.
Accepts a Mann vs. Machine revive offer the moment it arrives, with no key press.
Functions
A button rather than a setting โ Unlock Achievements grants every Team Fortress 2 achievement on the account you are playing.
Movement
Keeps jumping automatically while the jump key is held, so hops continue.
Automatically strafes in the air to build speed; Legit reads mouse movement, Directional steers toward the held movement keys.
How sharply directional auto strafe turns toward the intended direction; higher turns harder.
Unducks and jumps just before a fast fall lands, performing a jumpbug automatically.
Cancels horizontal momentum the instant movement keys are released, for abrupt stops.
Applies the fast accelerate speed boost while ducking or crouched.
Applies the fast accelerate speed boost while standing upright.
Widest angle between current and intended direction at which directional auto strafe still runs.
Jumps automatically the moment the ground is left, as when walking off a ledge.
Presses crouch on the ground tick and first air tick of a jump while jump is held.
Raises the turn-rate limit on a Demoman shield charge, letting the view turn further than normal while charging.
Auto Rocketjump
Turns the automatic rocket jump assist on; the rocketjump key must also be held for it to run.
Draws the auto rocketjump aim lines, blast markers and wall survey labels while the assist is running.
Horizontal offset of the ground blast point behind the player, in units; higher values push it further back.
How long crouch is held for each automatic ground rocket jump, measured in game ticks.
Horizontal offset of the blast point behind the player for the forward ground jump.
Vertical offset of the blast point below the player for the forward ground jump.
While held the automatic rocket jump runs; in Toggle mode the key latches it on until pressed again.
Holding this during a ground auto rocketjump turns the jump into a purely forward horizontal one.
How far from the player to scan for walls when lining up an automatic wall jump.
How many rays the wall scan casts around the player; higher values survey the walls more finely.
Horizontal offset of the wall blast point behind the player, in units.
Vertical offset of the wall blast point below the player, in units.
Horizontal offset of the blast point behind the player for the forward wall jump.
Vertical offset of the blast point below the player for the forward wall jump.
Holding this during an automatic wall jump turns it into a purely horizontal jump.
How far behind the player the landing rocket is aimed, in milliseconds of rocket flight.
How long crouch is held after the landing rocket fires, measured in game ticks.
While held during an auto rocketjump, assists with hitting a tick-perfect speedshot.
Hold it down: an airborne press fires a marking rocket, and keeping it held fires the landing shot that syncs the jump.
Exploits
Forces the server's cheat setting on client-side so cheat-protected console commands work.
Raises the client update rate up to the server's maximum to reduce reported ping.
Removes the hidden and cheat flags from console variables so they can be listed and changed.
Queueing
Pick the datacenters to queue into; unselected regions are reported as far away, so matchmaking avoids them.
Lua
Editor
The Lua tab holds a file manager, a script editor, an error pane and a console. Everything below is part of that editor.
Text size inside the script editor. Saved with your config.
Players
Players
A live table of everyone on the server โ class, health, ping, your tags and notes for them. Select a row to edit that player's tag, priority and notes.
Tags
Build your own tags: pick a name, a colour and a priority, then attach them to players. Tags drive the ESP Priority element, the Friend and Priority aimbot ignores, and the tag log.
Cheat Detection
Which cheat checks run against other players; each check can flag, and eventually mark, a suspected cheater.
How many detections a player can gather before they are automatically marked as a cheater.
The smallest view-angle change that counts as an aim flick; higher values ignore smaller snaps.
How many consecutive withheld packets are needed to flag a player for choking; lower values catch it sooner.
How closely a flick must return to its starting angle to count; higher values allow sloppier flicks.
Logs
Settings
Logging
Which kinds of events get logged; each type also picks its own destinations in Log options.
Which corner of the screen the on-screen notification pop-ups are anchored to.
Debug
When on, extra diagnostic detail is printed alongside feature output to aid troubleshooting.
When on, internal debug messages are printed to the game console for troubleshooting.
Log options
Which destinations receive vote-start messages; several can be selected at once.
Which destinations receive class-change messages; several can be selected at once.
Which destinations receive cheat-detection messages; several can be selected at once.
Which destinations receive vote-cast messages; several can be selected at once.
Which destinations receive damage messages; several can be selected at once, none by default.
Which destinations receive tag-change messages; several can be selected at once.
Output
Output
A scrolling record of everything Verge has reported this session, with a copy button. Which events reach here is decided by the Logs above.