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 aim profile tells a bot how to aim at you.1 It has one tab, and most aim drills never
touch it, because most aim drills use targets that never shoot back.
One tab, about twenty fields.
Irrelevant if bots do not fire. That covers most aim scenarios.2
It models a human, badly or well. It does so through reaction time, speed and error.
It is also how you build an aimbot. An aimbot is for testing, not for scoring.
The tab starts with the profile name and an aiming style, then reaction time and self movement fix
time, each as a min and max.
Then come the aim fields: flick FOV, flick speed, flick error, track speed and track error.
The limits follow: max turn on mousepad, mouse re-center time as a min and max, optimal aim FOV and
an outer aim penalty multiplier. The limits also include shoot FOV, a vertical aim offset and a
tolerable spread.
Speed and error are the pair that matter. Speed sets how fast the bot closes on you. Error sets
how much it misses by, which is what stops it being perfect.
Set error to zero and you have an aimbot. That is useful while building, because it lets
you check whether a scenario's geometry and spawns work without your own aim in the way.
Reaction time is a sampling rate, not a delay. The editor describes it as how often the bot
estimates its opponent's position and its own.
Estimate rarely and the bot aims where you were when it last looked. That is what makes a slow bot
feel beatable rather than merely slow.
A slow bot is not aiming late. It is aiming at an older guess.
Flick Speed is defined relative to that reaction time. It is how fast the bot flicks to the
estimated location.
Reaction time is also how you model a human. A bot with a short one punishes you for breaking
cover. A long one gives you a window.
Max Turn On Mousepad is the field that makes a bot feel human. It is how many degrees from the
bot's mousepad center before an aiming penalty starts.
Track Error is a random value from zero up to the amount you set, multiplied by that mousepad
penalty, then clamped at Max Aiming Error.
Error climbs once the bot turns past its mousepad, then stops at the ceiling you set.
So a bot aiming near its mousepad center is accurate and one turning hard is not. No amount of
turning takes it past the ceiling you set. That mimics a player running out of desk.
Mouse Re-center Time is how long it takes to lift and reset, which is the other half of the same
idea.
Optimal Aim FOV and the outer penalty shape where the bot is dangerous. Inside that cone it aims
well, outside it the penalty multiplier degrades it.
That is the setting for a scenario about angles. Stay outside its optimal cone and you are fighting
a worse opponent.
The cone is where the bot aims well. Outside it, the penalty multiplier does the work for you.Every option on this tab, with a low and a high state side by side.
Skip it unless your scenario is a duel. For a target you shoot and it does not shoot back, no
aim profile is needed at all.2
Do this next. If you are building a duel scenario, set reaction time and error first and leave
the rest alone. Those two decide how hard the opponent is.