Aimbot - rei-2/Amalgam GitHub Wiki
Automatically manipulate viewangles, fire shots, and more.
General
Hitscan, projectile, and melee all use general aimbot settings, like aim FOV and target. You can use binds to change them per weapon type.
Aim type
- Off: aimbot is disabled. - Plain: aimbot will snap to target when attacking. - Smooth: aimbot will smooth view to target based on assist strength. - Silent: aimbot will flick to target and hide flick.* - Locking: aimbot will lock onto target but hide from local view. - Assistive: aimbot will redirect mouse movement to target based on assist strength. * Does not hide flick for other players when using hitscan or when ticks can't be choked. Note: this is recommended to be bound when using an aimbot bind.
Target selection
- FOV: use closest to crosshair. - Distance: use closest to character. Note: melee always uses distance.
Target
Entities for aimbot to target.
Ignore
Targetted entities to ignore.
Aim FOV
Only target entities within this FOV to crosshair.
Max targets
Maximum amount of entities to check for aimbot in 1 tick. Lower this if you are experiencing lag from aimbot.
Ignore invisible
If invisible is selected in ignore, ignore invisibility levels at or over this threshold.
Assist strength
Strength value for smooth and assistive aim types.
Tick tolerance
Don't target players that haven't been simulated within this number of ticks. This can help with lag compensation breaking.
Auto shoot
Have the aimbot automatically shoot when a valid target is found.
FOV circle
Whether or not to draw an FOV circle. Color controlled by the color picker to the side.
Force crits
Force a random crit. Crits cannot be forced for every shot. More info here.
Avoid random crits
Avoid firing random crits.
Always melee crit
When used with aimbot, this will always force a crit on melees.
No spread
Attempt to nullify any spread applied. Note: for projectile weapons, this will work 100% of the time. Note: for hitscan weapons, this is only possible through seed prediction, which won't work 100% of the time, but works better in servers with higher uptime. Note: this uses viewangle manipulation, if ticks can't be choked or hitscan is being used this will be visible to other players.
Hitscan
Hitboxes
Which hitboxes to target.
Multipoint hitboxes
Which hitboxes to use with multipoint.
Modifiers
Changes to hitscan aimbot behavior.
Multipoint scale
Extra points to target on hitboxes, higher values being further out. Use lower values for more accurate shots.
Tapfire distance
If tapfire is selected in modifiers, if distance to target is above this, delay shots to guarantee perfect spread.
Projectile
Predict
Changes to how the movement simulation predicts players.
Splash
- Off: splash bot is disabled. - Include: splash bot points will be included but prefer direct points. - Prefer: splash bot points will be included and preferred. - Only: only splash bot points will be included.
Auto detonate
Projectiles to automatically detonate on selected targets. Invisible can be separately ignored if they aren't selected in ignore.
Auto airblast
Automatically airblast enemy projectiles away with a flamethrower. - Redirect: can be used to target and redirect projectiles better. - Ignore FOV: can be used to ignore the aim FOV.
Hitboxes
Which direct points to target. - Auto: automatically prioritize/target specific hitboxes based on weapon/settings.
Modifiers
Changes to projectile aimbot behavior. - Charge shot: charges the shot for weapons like the stickybomb launcher, loose cannon, and huntsman. - Cancel charge: automatically cancels the charge if a shot can't be made and/or the aimtype is disabled. - Use prime time: account for delay in ability to detonate stickies.
Max simulation time
Maximum amount of time to simulate players/projectiles for.
Hit chance
Extrapolates a chance to hit based on current and past movement, and avoids shooting if above this.
Autodet radius
Percentage of detonation radius to use in auto detonate.
Splash radius
Percentage of splash radius to use in splash bot.
Auto release
Automatically release stickies after this percentage.
Melee
Auto backstab
Built into melee, this avoids attacking with knives unless a backstab will hit. Note: due to the fact that viewangles are not properly lag compensated and character collision weirdness, it is not a guarantee that backstabs will land 100% of the time.
Ignore razorback
With auto backstab enabled, this prevents attacking players with the razorback equipped and ready.
Swing prediction
Attempts to simulate local and target to account for the swing delay and to swing early and hit sooner.
Whip team
With the Disciplinary Action equipped, target teammates to hit and give a speedboost.
Backtrack
Manipulate lag compensation to hit targets more favorably. Set all 3 vars to 0 to effectively disable backtrack.
Fake latency
Fakes sent latency and shifts lag compensation window back, hitting targets further in the past. Takes effect immediately.
Fake interp
Fakes sent interp and shifts lag compensation window back, hitting targets further in the past. Only takes effect on spawn.
Window
Backtrack window to include. Higher values, such as past 185 ms, may miss more.
Healing
Heal priority
How to include heal targets for the following features.
Auto heal
Automatically heal targets with the Medi Gun. Built into general aimbot but ignores target and ignore.
Auto arrow
Automatically heal targets with the Crusader's Crossbow. Built into general aimbot but ignores target and ignore.
Auto repair
Automatically repair and upgrade buildings. Built into general aimbot but ignores target and ignore.
Auto sandvich
Automatically throw the sandvich at teammates. Built into general aimbot but ignores target and ignore.
Auto vaccinator
Automatically cycle and pop resistances based on surrounding dangers.
Activate on voice
Automatically uses uber when heal target uses 'Activate Charge!' voice line.