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Ability Profile

How this page is sourced

Sourced from vendor documentation, plus field names and tooltips read from the scenario editor in September 2026. Checked against its sources. Not yet reviewed by a person.

An ability is a movement, melee, sprint or recall action a character can use.1 For a pure aim drill you will not need one. For a scenario that resembles a real fight, you might.

  • Four kinds. Movement, melee, sprint and recall.1
  • Two tabs each. Main for what it does, AI Use for when bots use it.1
  • A character holds four. Plus one global cooldown across them.
  • Skip it for a pure aim drill. It trains using the ability.

Tabs

Main

The tab holds the profile name, max charges, charges on spawn and a charge timer. It also holds charges refunded on kill, delay between uses, and a fully-auto switch.

Then come the weapon to shoot, a block attack timer, whether the ability is blocked when attacking, and ammo per shot.

A movement ability adds two more tabs. H-Box gives it a hurtbox so targets near it take damage or knockback, and Input controls which inputs are allowed during it.1

Charges and cooldown control interruptions. They decide how often something that is not aiming interrupts the scenario.

Max Charges is the ceiling, Charges On Spawn is how many are ready at the start, and the charge timer refills them.

Two rows of ability charges drawn as rings. In the first a single charge is spent and stays empty. In the second one of three is spent and an empty ring fills again as the charge timer returns it.Bassel Bakrhttps://github.com/Bassel-Bakr/aimOne chargeone interruption, then nothing1 of 1 on spawnspent, and goneThree chargesthree, and a timer refilling them2 of 3 on spawnspent, and the timer brings one back
Charges decide how many times a run gets interrupted, and the timer decides how soon again.

Fully Auto means the ability can be held down to keep using it, rather than pressed per use. Ammo Per Shot takes ammo from the selected weapon.

For a drill where you want aiming to be continuous, that interruption is the problem. For a drill about fighting through an ability, it is the point.

Two bars of the same length, each a sixty second run. The first is continuous aiming. The second is broken by three blocks of ability time, which the drill is not measuring aim during.Bassel Bakrhttps://github.com/Bassel-Bakr/aimSixty seconds, twiceone of them is not all aimingAim onlyWith an abilityred is time the drill is not measuring your aim
Same sixty seconds. The red stretches are time the drill is not measuring your aim.
Ability Main tab, every field. One strip per field, each naming the setting, describing it, and demonstrating a low and a high state side by side.Bassel Bakrhttps://github.com/Bassel-Bakr/aimAbility Main tab, every fieldCharges, and what releases them.Profile NameWhat this ability is called.Character profiles hold up tofour by name.unnamedblanknamedcarries a nameMax ChargesThe ceiling on stored uses. Itdecides how many times a run canbe interrupted by something thatis not aiming.two2 charges at mostfour4 charges at mostCharges On SpawnHow many are ready when the runstarts, which is not always themaximum.one ready1 ready at spawnall ready4 ready at spawnCharge TimerHow long one charge takes tocome back.a long waitit comes back fastCharges Refunded On KillCharges handed back for a kill.It ties ability uptime to howwell the run is going.a kill refunds nothingthe kill refunds oneDelay Between UsesThe gap enforced between twouses, separate from the chargetimer.back to backcannot use itspaced outcannot use itFully AutoWhether the ability can be helddown to keep using it ratherthan pressed per use.one press, one useone hold, many usesWeapon To ShootWhich weapon profile the abilityfires, if it fires one.nothing chosena weaponBlock Attack TimerHow long after using the abilitybefore attacking is allowedagain.a short blockattacka short onea long oneattacka long blockBlocked When AttackingWhether attacking blocks theability, rather than the otherway round.usable either wayattackblocked while attackingattackAmmo Per ShotAmmo the ability takes from theselected weapon each time itfires.one per useone per pressseveral4 per press
Every option on this tab, with a low and a high state side by side.
Movement ability, the two extra tabs. One strip per field, each naming the setting, describing it, and demonstrating a low and a high state side by side.Bassel Bakrhttps://github.com/Bassel-Bakr/aimMovement ability, the two extra tabsA hurtbox, and what you may still press.H-BoxA movement ability's ownhurtbox: a volume that damagesor knocks back whatever itpasses through. Only a movementit barely touchesa wide hurtboxInputWhich of the player's inputsstill work while the movementability is running. Also amovement-only tab.everything still worksmovefirejumpmost inputs locked outmovefirejump
The two tabs only a movement ability has.

AI Use

This tab sets when bots use the ability, rather than what it does. Its fields are uses on ground, in air, in combat and out of combat, then a reuse timer.1

The conditions come next. They are self health range, target health range and target distance range, each as a min and max, then maximum FoV to target.

The reactions follow: whether taking damage activates the ability, a chance to ignore damage, and a reaction delay as a min and max.

A damage reaction block closes the tab with a cooldown, a threshold and a reset time.

The ranges are how you make a bot behave plausibly. A bot that only dashes when hurt, or only when you are close, reads as a player rather than a script.

Maximum FoV to Target adds a condition of its own. Using the ability in combat, the bot must be aiming within that many degrees of you.

Reaction delay keeps the bot fair. At zero the bot answers instantly, which no human does. Give it a range and the fight becomes winnable.

AI Use tab, every field. One strip per field, each naming the setting, describing it, and demonstrating a low and a high state side by side.Bassel Bakrhttps://github.com/Bassel-Bakr/aimAI Use tab, every fieldWhen a bot reaches for it, rather than what it does.Uses On GroundWhether bots use the abilitywhile standing on something.never on the groundit uses it on the groundUses In AirWhether bots use it whileairborne. A movement abilityused off the ground reads verydifferently from one used on it.never off the groundit uses it off the groundUses In CombatWhether bots use it while theyhave a target.never with a targetit uses it with a targetUses Out Of CombatWhether bots use it with nobodyto fight, which is how a botcrosses a map rather than waitson it.never with nobody aroundit uses it with nobody aroundReuse TimerHow long a bot waits beforeconsidering the ability again.chance after chancewaitinglong gaps betweenwaitingSelf Health Range (min)The lowest health a bot may haveand still use it.only when it is hurthealth, its ownonly allowed when lowat almost any healthhealth, its ownallowed at almost any healthSelf Health Range (max)The highest. Narrow the pair andthe bot only reaches for it whenhurt, which reads as a playerrather than a script.only when it is hurthealth, its ownonly allowed when lowat almost any healthhealth, its ownallowed at almost any healthTarget Health Range (min)The lowest health you may havefor the bot to use it on you.only when you are hurthealth, yoursonly allowed when lowat almost any healthhealth, yoursallowed at almost any healthTarget Health Range (max)The highest. Set narrow, the botsaves it for a finish.only when you are hurthealth, yoursonly allowed when lowat almost any healthhealth, yoursallowed at almost any healthTarget Distance Range (min)How close you have to be beforethe bot will use it.it closes right init keeps its distanceTarget Distance Range (max)How far away it will still useit.kept nearit closes right inallowed farit keeps its distanceMaximum FoV To TargetUsing the ability in combat, thebot has to be aiming within thismany degrees of you.not aimed close enoughthe ability is allowedTaking Damage ActivatesWhether being hit makes the botuse the ability. It is whatturns a landed shot into aharder next shot.the hit changes nothingthe hit triggers itthe hit swaps itChance To Ignore DamageHow often a hit produces noreaction. Anything between theextremes means the same hitsometimes does nothing.always reactshits above, reactions belowusually ignoreshits above, reactions belowReaction Delay MinShortest gap between the hit andthe ability firing. At zero thebot answers instantly, which nohuman does.it answers at oncea hit landsthe ability answers at onceit answers latea hit landsReaction Delay MaxLongest gap. Give it a range andthe fight becomes winnable.the same lagevery one the samevariesno two the sameDamage Reaction CooldownHow long before another damagereaction can fire.reacts to every hitlocked outusable again at oncereacts rarelylocked outa long lockoutDamage ThresholdHow much damage has to landbefore the reaction triggers atall.one hit is enoughone hit clears ittakes severalneeds several hitsDamage Reset TimeHow long accumulated damage isremembered before the thresholdstarts over.forgets at onceit drains between hitsremembersit keeps the total
Every option on this tab, with a low and a high state side by side.

Common mistakes

  • Building an ability scenario and calling it aim practice.
  • Leaving reaction delay at zero, which produces an opponent nobody can beat.
  • Forgetting the character's global cooldown, which caps all four abilities at once.

In practice

Add one only when the fight needs it. An ability makes a scenario more like a game and less like a measurement. Both are useful. They are not the same thing.

Do this next. If your scenario is about aim, check that your character has no abilities assigned, so nothing interrupts the run.

Resources

References


  1. KovaaK's, Ability Profiles, KovaaK's Wiki ยท REF-87 ↩↩↩↩↩