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.
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.
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.
Same sixty seconds. The red stretches are time the drill is not measuring your aim.Every option on this tab, with a low and a high state side by side.The two tabs only a movement ability has.
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.
Every option on this tab, with a low and a high state side by side.
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.