VERGELua API

Features

Aimbot

Aimbot

Aim Assist

Aim Methoddefault: PSilent

How the aimbot moves the view onto a target, from a plain snap to methods that hide the movement.

OffPlainSmoothAssistiveSilentPSilent
Target Types

Which kinds of enemy entity the aimbot is allowed to lock onto.

PlayersSentriesDispensersTeleportersStickiesNPCsBombs
Ignore

Player states that make the aimbot skip a target entirely.

FriendsPartyUnprioritizedInvulnerableInvisibleUnsimulatedDead ringerVaccinatorDisguisedTauntingTeam
Assist Strength

How strongly the Smooth and Assistive aim methods pull the view toward the target.

Auto Fire

Fires the weapon automatically once the aimbot has a target lined up.

No spread

Removes bullet spread so shots land exactly where the aimbot points.

Aim FOV

How far from the crosshair, in degrees, the aimbot will look for a target.

FOV Circle

Draws a circle on screen marking the area the aimbot searches for targets.

FOV Circle Color

Sets the color of the on-screen circle that marks the aim field of view.

Aimbot key

The key that activates the aimbot, in Hold or Toggle mode; defaults to the left mouse button.

Weapon Types

Hitboxes

Which body parts the hitscan aimbot aims at, with several selectable at once.

HeadBodyPelvisArmsLegsBodyaim if lethalHeadshot only
Modifiersdefault: Tapfire

Extra rules for how the hitscan aimbot fires and who it targets, such as tapfire, scope and rev-up management, and extinguishing team mates.

TapfireWait for headshotWait for chargeScoped onlyAuto scopeAuto rev minigunExtinguish team
Multipoint hitboxes

Which hitboxes are sampled at several points so shots can land on their edges.

HeadBodyPelvisArmsLegs
Multipoint scale

How far the extra sample points spread from each hitbox centre; higher covers more of the body.

Strafe prediction

Predicts enemy air or ground strafing so projectiles are led into the path.

Air strafingGround strafing
Projectile hitboxesdefault: Prioritize feet

Which part of the body the projectile aimbot aims at with the current weapon.

AutoHeadBodyFeetBodyaim if lethalPrioritize feet
Max simulation time

How many seconds of projectile flight the aimbot simulates when working out a shot.

Splash predictiondefault: Off

Whether the projectile aimbot accounts for splash damage when choosing an aim point.

OffIncludePreferOnly
Splash radius

Percentage of the weapon's real splash radius used when checking whether splash will reach.

Auto detonate

Detonates placed stickies or flares automatically while an enemy sits in the blast.

StickiesFlaresPrevent self damageIgnore invisible
Autodet radius

Percentage of the blast radius used when deciding whether an enemy is close enough to detonate.

Auto airblastdefault: Enabled

Airblasts incoming enemy projectiles automatically with the flamethrower.

EnabledRedirectIgnore FOV
Projectile modifiers

Extra behaviours the projectile aimbot uses for weapons with a charge or an arc.

Charge weaponCancel chargeUse arm timeAir splashLob anglesTarget dormant
Auto release

Fires a charged sticky bomb once its charge passes this percentage.

Auto attack

Swings the melee weapon automatically, without needing the aimbot key held.

Melee FOV

How far from the crosshair, in degrees, the melee aimbot looks for a target.

Auto backstab

Aims behind the enemy so a knife swing lands as a backstab.

Swing prediction

Predicts movement during the melee swing delay so the hit still lands on a moving target.

Ignore razorback

Stops the auto backstab from aiming at snipers wearing the Razorback shield.

Whip team

Allows the melee aimbot to target teammates with a weapon that grants a speed boost.

Hack vs Hack

Antiaim

Enabled

Turns anti-aim on, replacing the view angles sent to the server with the real and fake angles set below.

Hide pitch on shot

Sends an altered pitch while firing a hitscan shot, hiding the true aim angle without moving the shot.

Real pitchdefault: Up

Sets the pitch of the real angle, which drives the player's own model and shots.

NoneUpDownZeroJitterReverse jitter
Real yawdefault: Spin

Sets the yaw of the real angle, the direction the player's own model faces.

ForwardLeftRightBackwardsEdgeJitterSpin
Real basedefault: View

Direction the real yaw is measured from: the current view angles or the nearest enemy.

ViewTarget
Real offset

Degrees added to the real base angle to make up the real yaw.

Real value

The offset amount used by the Edge and Jitter real-yaw modes.

Spin speed

Degrees the yaw turns each tick in Spin mode; negative values spin the other way.

Minwalk

Sends tiny alternating movement while standing still, so the anti-aim angles keep being applied.

Fake pitchdefault: Down

Sets the pitch of the fake angle, the one other players see on the model.

NoneUpDownJitterReverse jitter
Fake yawdefault: Edge

Sets the yaw of the fake angle, the direction other players see the model facing.

ForwardLeftRightBackwardsEdgeJitterSpin
Fake basedefault: View

Direction the fake yaw is measured from: the current view angles or the nearest enemy.

ViewTarget
Fake offset

Degrees added to the fake base angle to make up the fake yaw.

Fake value

The offset amount used by the Edge and Jitter fake-yaw modes.

Resolver

Enabled

Turns on angle correction for other players, so faked view angles do not throw the aimbot off target.

Auto resolve cheaters only

Only lets auto resolve adjust the angles of players tagged as cheaters.

Auto resolve yaw

Degrees added to a target's resolved yaw each time a shot misses; zero disables the automatic rotation.

Cycle view

Repeatedly toggles whether the target's fake yaw is turned to face the local player.

Cycle yaw

Degrees added to the nearest player's resolved yaw every half second, while the value is non-zero.

Auto resolve

Automatically rotates a target's resolved angles after a shot misses, so the next shot lines up.

Auto resolve headshot only

Only lets auto resolve run after shots that were aimed at the head.

Auto resolve pitch

Degrees added to a target's resolved pitch each time a shot misses; zero disables it.

Cycle minwalk

Repeatedly toggles the minwalk state the resolver holds for the nearest player.

Cycle pitch

Degrees added to the nearest player's resolved pitch every half second, while the value is non-zero.

Fakelag

Enableddefault: Off

Chooses how packets are held back: off, a fixed plain count, a random range, or adaptive to the server's limits.

OffPlainRandomAdaptive
Plain ticks

Number of packets held back in plain mode; higher values add more delay before the player appears to move.

Unchoke on attack

Releases the held packets the instant an attack is fired, so the shot is sent without fakelag delay.

Fakelag optionsdefault: Only moving

Extra rules for when fakelag runs: only while moving, one extra choke as duck is released, or none in the air.

Only movingOn unduckNot airborne
Random ticks

The lowest and highest packet counts fakelag picks from at random in random mode.

Retain blastjump

Keeps choking packets after a blast jump ends, holding the landing back along with the jump.

Speedhack

SpeedHack scale

How many movement ticks are processed each frame while the speedhack key is held; higher values move faster.

Speedhack key

Key that turns the speedhack on; Hold applies it only while pressed, Toggle leaves it running.

Misc

Backtrack

Fake latency

Fakes extra incoming ping in milliseconds, letting lag compensation reach further back for the aimbot.

Fake interp

Fakes a higher interpolation delay in milliseconds, shifting where lag-compensated players are drawn and aimed.

Backtrack window

How far in milliseconds a recorded position may sit from the lag-compensated time and still be shot.

Doubletap

Enabled

Banks stored ticks and releases them so several shots leave in a single packet.

Recharge ticks

Keeps rebuilding the tick bank automatically, instead of refilling it only through passive recharge.

Tick limit

How many stored ticks one doubletap spends, and how many must be banked before it can fire.

Recharge limit

The largest number of ticks the tick bank is allowed to hold.

Warp

Automatically spends stored ticks to dash the player forward as soon as any are banked.

Anti-warp

Cancels the forward push of a burst of ticks so the player does not slide forward as it resolves.

Warp rate

How many stored ticks one warp spends, which sets how far it carries the player.

Passive recharge

Ticks added to the bank each second on their own; 0 turns passive recharging off.

Doubletap key

While held, spends the banked ticks on a doubletap so several shots land at once.

Warp key

While held, spends the stored ticks to warp the player forward.

Crit Hack

Force crits

Rerolls the shot's command number so the attack lands a guaranteed critical hit.

Always melee crit

Forces melee swings to crit whenever the aimbot is locked onto a valid target.

Avoid random crits

Rerolls the shot so it does not land a random critical hit.

Crit effects

Shows the crit boost glow and sound on the player while forced crits are ready.

Force crits key

While held, forces the next shot fired to land a critical hit.

Healing

Heal prioritydefault: Prioritize team

Chooses who the Medic healing features may assist, from the whole team down to friends and party only.

NonePrioritize teamPrioritize friendsFriends only
Auto heal

Aims the heal beam at the target's backtracked position so the heal still connects while they move.

Auto repair

Lets the aimbot target friendly buildings so the wrench and Rescue Ranger can repair them.

Activate on voice

Automatically fires the medigun charge when the healing target calls for a Medic.

Danger ignore

Picks which kinds of enemy the Auto Vaccinator disregards when judging incoming danger.

FriendsPartyUnprioritizedIgnored
Auto arrow

Lets the aimbot target team mates with the Crusader's Crossbow so healing bolts hit them.

Auto sandvich

Lets the aimbot throw the Sandvich at team mates so it heals them.

Auto Vaccinator

Auto vaccinator

Automatically switches the Vaccinator's resist type to counter the largest incoming threat.

Flamethrower damage only

Counts only flamethrower hits as fire danger, leaving afterburn ticks and other fire sources out.

Bullet

How heavily incoming bullet damage weighs when the Vaccinator picks which resist to use.

Blast

How heavily incoming blast damage weighs when the Vaccinator picks which resist to use.

Fire

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.

Color

Colour used for the box, name, bones and every other element this group draws.

Draw

Which elements appear on a player that matches this condition. Anything left unticked is simply not drawn.

NameBoxDistanceBonesHealth barHealth textUber barUber textClass iconClass textWeapon iconWeapon textPriorityLabelsBuffsDebuffsFlagsLag compPingKDROwnerLevelAmmo barsAmmo textIntel return
Stencil

Glow outline strength for this group. 0 turns the glow off.

Blur

Softens the glow outline. Only does anything once Stencil is above 0.

Show buildings

Also style enemy buildings that match this condition.

Show projectiles

Also style projectiles that match this condition.

Ignore building types

Building types to leave out. Shown once Show buildings is ticked.

SentryDispenserTeleporter
Ignore projectile types

Projectile types to leave out. Shown once Show projectiles is ticked.

RocketStickyPipeArrowHealFlareFireRepairCleaverMilkJarateGasBaubleBaseballEnergyShort circuitMeteor showerLightningFireballBombBatsPumpkinMonoculusSkeletonMisc
Visible material

Chams material applied to the parts of the model you can see. Original leaves the model untouched.

Occluded material

Chams material applied to the parts hidden behind walls โ€” the classic see-through-player trick.

Visible color

Colour for the visible chams, on top of the material you picked.

Occluded color

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.

Draw flags

Which recorded positions to draw. Last and First show a single ghost; Always fills in the whole trail.

EnabledLastFirstAlways
Visible material

Chams material for the on-screen backtrack model.

Occluded material

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.

Show

Which entity types get drawn. Everything unticked is ignored.

RagdollsObjectiveNPCsHealthAmmoMoneyPowerupsSpellbookBombsGargoyle
Color

Colour for every entity drawn by this group.

Draw

Which elements to draw on those entities.

NameBoxDistanceBonesHealth barHealth textUber barUber textClass iconClass textWeapon iconWeapon textPriorityLabelsBuffsDebuffsFlagsLag compPingKDROwnerLevelAmmo barsAmmo textIntel return
Stencil

Glow outline strength for entities.

Blur

Glow softness for entities.

Visible material

Chams material for entities in view.

Occluded material

Chams material for entities behind walls.

Visible color

Colour for the visible entity chams.

Occluded color

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.

Fake Angle

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.

Viewmodel weapon

Chams and glow applied to the weapon in your hands. Draws on the weapon only.

Viewmodel hands

Chams and glow applied to your arms and hands. Useful for seeing your own viewmodel through walls.

Radar

Radar

Enabled

Draws the circular radar overlay showing nearby players; turning this off hides the radar entirely.

Player rotation

Rotates the radar so the player's view direction is always up, instead of keeping it fixed to the world.

Ping enemy spies

Cycles an expanding ring around enemy spies on the radar so they stand out from other players.

Alpha

How opaque the radar's dark background circle is, from fully see-through to fully solid.

Zoom

How much ground the radar covers; a higher number zooms in and shows less distance around the player.

Display

Center dot

Draws a dot at the center of the radar marking the player's own position.

Player name

Shows the name of each player beside their dot on the radar.

Distance

Shows the distance in meters to each player beneath their dot on the radar.

Health bar

Draws a small health bar below each player's dot, colored by how much health they have left.

Class icon

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.

Radar position

Where the radar window sits on screen and how large it is; drag it into place while the menu is open.

Aim Visuals

Hitscan

Tracers enabled

Draws a line from the eye to the target each time the hitscan aimbot fires, lasting five seconds.

Ignore Z

Draws those hitscan tracer lines through walls so they stay visible behind geometry.

Projectile

Trajectory path

Shows the predicted flight path of the projectile you would fire right now, redrawn as you aim.

Trajectory path ignore Z

Draws the in-flight projectile path through walls so it stays visible behind geometry.

Shot path

Shows the full flight path of a fired projectile and where it ends up landing.

Shot path ignore Z

Draws the fired projectile's flight path through walls so it stays visible behind geometry.

Splash radius

Draws a circle showing the explosion area around where a rocket, pipe or flare lands.

Splash radius ignore Z

Draws the splash radius circle through walls so it stays visible behind geometry.

On Hit

Show Hitboxes

Draws the enemy's hitboxes for a few seconds after landing a hitscan or melee hit on them.

Show Bounding Box

Draws the enemy's bounding box for a few seconds after landing a projectile hit on them.

Ignore Z

Draws those hitbox outlines through walls so they stay visible behind geometry.

Ignore Z

Draws the bounding box through walls so it stays visible behind geometry.

Misc

World

Modulationsdefault: World

Selects which parts of the scene the colour modulation settings tint: world, sky, props, particles or fog.

WorldSkyPropParticleFog
World texture

Replaces the texture on all world geometry with the chosen pattern.

DefaultDevCamoBlackWhiteGrayFlat
World modulation

Tints the colour of all world geometry, and only applies while World is selected in Modulations.

Prop modulation

Tints the colour of static props like crates and barrels, and only applies while Prop is selected.

Skybox changer

Swaps the map's skybox for a chosen one from any map, or keeps the map's own sky when set to Off.

Off
Sky modulation

Tints the skybox, and only applies while Sky is selected in Modulations.

Particle modulation

Tints particles and sprites, and only applies while Particle is selected in Modulations.

Fog modulation

Sets the colour and thickness of the map fog; a higher alpha is denser, and zero removes fog entirely.

Near prop fade

Makes static props almost fully transparent when the player is within about 300 units of them.

No prop fade

Keeps static props fully opaque so they stop fading out with distance.

Effects

Bullet tracer

Chooses which particle effect is drawn along the path of a normal bullet.

DefaultNoneBig nastyDistortion trailMachinaSniper railShort circuitC.A.P.P.E.RMerasmus ZAPMerasmus ZAP 2Black inkLineLine ignore ZBeam
Medigun beam

Chooses the beam effect drawn between a medigun and the player it heals.

DefaultNoneUberDispenserPasstimeBombonomiconWhiteOrange
Spell footstepsdefault: Off

Gives the player spell-themed footsteps; the mode decides which colour they use.

OffColorTeamHalloween
Spell footstep color

The colour of the spell footsteps when the mode is set to Color.

Ragdoll effectsdefault: Burning

Adds visual effects to ragdolls; several can be enabled at the same time.

BurningElectrocutedAshDissolveGoldIce
Crit tracer

Chooses which particle effect is drawn for a critical hit, separately from normal shots.

DefaultNoneBig nastyDistortion trailMachinaSniper railShort circuitC.A.P.P.E.RMerasmus ZAPMerasmus ZAP 2Black inkLineLine ignore ZBeam
Medigun charge

Chooses the effect drawn around a medigun while its charge builds up and is ready.

DefaultNoneElectrocutedHalloweenFireballTeleportBurningScorchingPurple energyGreen energyNebulaPurple starsGreen starsSunbeamsSpellboundPurple sparksYellow sparksGreen zapYellow zapPlasmaFrostbiteTime warpPurple soulsGreen soulsBubblesHearts
Projectile trail

Replaces the trail behind the player's projectiles with a chosen effect.

DefaultNoneRocketCriticalEnergyChargedRayFireballTeleportFireFlameSparksFlareTrailHealthSmokeBubblesHalloweenMonoculusSparklesRainbow
Draw icons through walls

Draws enemy powerup and buff icons through walls so they stay visible.

Draw damage numbers through walls

Keeps damage numbers visible when the target is behind a wall.

Viewmodel

FOV

Sets the field of view while not zoomed; 0 leaves the game's own setting.

Zoomed FOV

Sets the field of view while scoped; a non-zero value also keeps the viewmodel drawn.

Crosshair aim

Moves the crosshair onto the aimbot's target instead of the middle of the screen.

Offset X

Moves the viewmodel left or right from its normal position.

Offset Y

Moves the viewmodel forwards or backwards along the view direction.

Offset Z

Moves the viewmodel up or down from its normal position.

Sway scale

Scales how far the viewmodel sways while moving; 0 turns the swaying off.

Viewmodel aim

Rotates the viewmodel to point at the aimbot's target instead of straight ahead.

Pitch

Rotates the viewmodel up or down, changing the angle it sits at on screen.

Yaw

Rotates the viewmodel left or right around its vertical axis.

Roll

Rolls the viewmodel sideways, tilting the weapon on screen.

Sway interp

Smooths the viewmodel sway over time; higher values make the sway respond more slowly.

Removals

Interpolation

Skips model interpolation for other players, so their models update instantly.

Disguises

Shows enemy spies as their real class instead of the disguise they wear.

Scope

Hides the sniper scope overlay so the screen stays clear while zoomed.

Screen overlays

Removes full-screen overlays, such as the underwater tint, from the view.

View punch

Removes the view punch that kicks the camera each time the player fires.

Ragdolls

Removes ragdolls, so players killed leave nothing behind on the map.

MOTD

Closes the message of the day window that appears when joining a server.

Lerp

Removes the client interpolation delay, so other players appear at their newest tick.

Taunts

Removes other players' taunts, including the animation, sound and effects.

Post processing

Removes post-processing effects such as bloom and colour grading.

Screen effects

Removes screen shake, fades and rumble effects sent by the server.

Angle forcing

Ignores server messages that force the view angles, such as those used by taunts.

Gibs

Removes the gib debris created when a player is blown into pieces.

Visual

Offscreen arrows

Draws an arrow on screen in the direction of each entity that is off screen, offset from the screen centre.

Offscreen arrows offset

Sets how far from the centre of the screen the offscreen arrows are drawn; larger values push them outward.

Sightlines

Draws a line from an aiming sniper to the point being aimed at.

EnabledIgnore Z
Pickup timer

Shows a countdown over health and ammo pickups until they become available again.

Offscreen arrows max distance

Fades out offscreen arrows for entities further away than this distance.

Trajectorydefault: Enabled

Draws the predicted flight path and blast radius of projectiles.

EnabledIgnore ZPredictRadiusTraceSpherePath

Display

Menu

Accent color

The highlight color used for the selected tab and other accent details in the menu.

Active color

The primary text color for menu labels, values, and on-screen indicator lines.

Primary key

The key that opens and closes the menu; pressing it again hides the menu.

Background color

The base color behind the menu window, from which its panel shades are derived.

Inactive color

The color used for greyed-out menu text on options that are currently disabled.

Scale

Scales the whole menu and its text; higher values make it larger, lower values smaller.

HUD Elements

Indicators

Picks which informational HUD panels are drawn on screen while the menu is closed.

TicksCrit hackSpectatorsPingConditionsSeed prediction

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.

Ticks display

Where the Ticks indicator sits, and how wide and tall it is drawn.

Crits display

Where the Crit hack indicator sits, and how wide and tall it is drawn.

Spectators display

Where the Spectators list sits, and how wide and tall it is drawn.

Ping display

Where the Ping indicator sits, and how wide and tall it is drawn.

Conditions display

Where the Conditions list sits, and how wide and tall it is drawn.

Seed prediction display

Where the Seed prediction panel sits, and how wide and tall it is drawn.

Misc

Thirdperson

Thirdperson key

Left Alt key that switches the camera to third person while held, or toggles it.

Enabled

Turns the third-person camera on, moving the view back behind the player.

Crosshair

Keeps the crosshair drawn on screen while the camera is in third person.

X

Sideways offset of the third-person camera; higher values move the view right.

Y

Vertical offset of the third-person camera; higher values raise the view.

Z

How far behind the player the third-person camera is placed.

Automation

Disguise on backstab

Automatically re-disguises as the chosen class right after a backstab kill.

Disguise asdefault: Scout

Which class the automatic disguise uses after a backstab kill.

ScoutSoldierPyroDemomanHeavyEngineerMedicSniperSpy
Anti-AFK

Walks forward automatically after 25 seconds without movement, to avoid the idle timer.

Mann vs. Machine

Instant respawn

Sends the MvM revive response while dead, so respawning needs no input.

Allow inspect

Allows inspecting players who are not on the friends or party list.

Instant revive

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

Bunnyhop

Keeps jumping automatically while the jump key is held, so hops continue.

Auto strafedefault: Off

Automatically strafes in the air to build speed; Legit reads mouse movement, Directional steers toward the held movement keys.

OffLegitDirectional
Strafe turn scale

How sharply directional auto strafe turns toward the intended direction; higher turns harder.

Auto jumpbug

Unducks and jumps just before a fast fall lands, performing a jumpbug automatically.

Fast stop

Cancels horizontal momentum the instant movement keys are released, for abrupt stops.

Duck speed

Applies the fast accelerate speed boost while ducking or crouched.

Fast accelerate

Applies the fast accelerate speed boost while standing upright.

Strafe max delta

Widest angle between current and intended direction at which directional auto strafe still runs.

Edge jump

Jumps automatically the moment the ground is left, as when walking off a ledge.

Break jump

Presses crouch on the ground tick and first air tick of a jump while jump is held.

Shield turn rate

Raises the turn-rate limit on a Demoman shield charge, letting the view turn further than normal while charging.

Auto Rocketjump

Enabled

Turns the automatic rocket jump assist on; the rocketjump key must also be held for it to run.

Debug Visuals

Draws the auto rocketjump aim lines, blast markers and wall survey labels while the assist is running.

Blast behind

Horizontal offset of the ground blast point behind the player, in units; higher values push it further back.

Crouch ticks

How long crouch is held for each automatic ground rocket jump, measured in game ticks.

Forward blast behind

Horizontal offset of the blast point behind the player for the forward ground jump.

Forward blast drop

Vertical offset of the blast point below the player for the forward ground jump.

Rocketjump key

While held the automatic rocket jump runs; in Toggle mode the key latches it on until pressed again.

Ground blast forward key

Holding this during a ground auto rocketjump turns the jump into a purely forward horizontal one.

Survey radius

How far from the player to scan for walls when lining up an automatic wall jump.

Survey rays

How many rays the wall scan casts around the player; higher values survey the walls more finely.

Blast behind

Horizontal offset of the wall blast point behind the player, in units.

Blast drop

Vertical offset of the wall blast point below the player, in units.

Forward blast behind

Horizontal offset of the blast point behind the player for the forward wall jump.

Forward blast drop

Vertical offset of the blast point below the player for the forward wall jump.

Wall blast forward key

Holding this during an automatic wall jump turns it into a purely horizontal jump.

Blast behind (ms)

How far behind the player the landing rocket is aimed, in milliseconds of rocket flight.

Blast crouch ticks

How long crouch is held after the landing rocket fires, measured in game ticks.

Speedshot key

While held during an auto rocketjump, assists with hitting a tick-perfect speedshot.

Rocket sync key

Hold it down: an airborne press fires a marking rocket, and keeping it held fires the landing shot that syncs the jump.

Exploits

Enable Cheats

Forces the server's cheat setting on client-side so cheat-protected console commands work.

Reduce Ping

Raises the client update rate up to the server's maximum to reduce reported ping.

Unlock CVars

Removes the hidden and cheat flags from console variables so they can be listed and changed.

Queueing

Force regionsdefault: Atlanta

Pick the datacenters to queue into; unselected regions are reported as far away, so matchmaking avoids them.

AtlantaChicagoDallasLos AngelesSeattleVirginiaAmsterdamFalkensteinFrankfurtHelsinkiLondonMadridParisStockholmViennaWarsawBuenos AiresLimaSantiagoSao PauloChennaiDubaiHong KongMumbaiSeoulSingaporeTokyoSydneyJohannesburg

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.

Editor scale

Text size inside the script editor. Saved with your config.

Lua Window

Shows the separate window that Lua scripts draw into with the ImGui library. Turning it off hides every script-made window at once.

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

Detection methods

Which cheat checks run against other players; each check can flag, and eventually mark, a suspected cheater.

Invalid pitchPacket chokingAim flickingDuck Speed
Detections required

How many detections a player can gather before they are automatically marked as a cheater.

Min flick angle

The smallest view-angle change that counts as an aim flick; higher values ignore smaller snaps.

Min choking

How many consecutive withheld packets are needed to flag a player for choking; lower values catch it sooner.

Max flick noise

How closely a flick must return to its starting angle to count; higher values allow sloppier flicks.

Logs

Settings

Logging

Logs

Which kinds of events get logged; each type also picks its own destinations in Log options.

Vote startVote castClass changesDamageCheat detectionTagsAliasesResolver
Notification positiondefault: Top right

Which corner of the screen the on-screen notification pop-ups are anchored to.

Top leftTop rightBottom leftBottom right

Debug

Debug info

When on, extra diagnostic detail is printed alongside feature output to aid troubleshooting.

Debug logging

When on, internal debug messages are printed to the game console for troubleshooting.

Log options

Vote start log to

Which destinations receive vote-start messages; several can be selected at once.

ScreenChatPartyConsoleMenuDebug
Class change log to

Which destinations receive class-change messages; several can be selected at once.

ScreenChatPartyConsoleMenuDebug
Cheat detection log to

Which destinations receive cheat-detection messages; several can be selected at once.

ScreenChatPartyConsoleMenuDebug
Vote cast log to

Which destinations receive vote-cast messages; several can be selected at once.

ScreenChatPartyConsoleMenuDebug
Damage log todefault: Screen

Which destinations receive damage messages; several can be selected at once, none by default.

ScreenChatPartyConsoleMenuDebug
Tags log todefault: Chat

Which destinations receive tag-change messages; several can be selected at once.

ScreenChatPartyConsoleMenuDebug

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.