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Aim 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 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.

Tabs

Main

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.

Two panels, each with a target moving smoothly and a ring marking where the bot thinks it is. Estimating often, the ring stays closed around the target. Estimating rarely, it lags behind on the same track in visible steps.Bassel Bakrhttps://github.com/Bassel-Bakr/aimEstimates oftenits guess stays currentyouits estimate14 estimates per passEstimates rarelyit aims at where you wereyouits estimate4 estimates per pass
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.

A curve of the bot\u2019s aiming error against how far it has turned. The error stays low until a marked mousepad limit, then climbs steeply, and flattens where it meets a marked maximum aiming error.Bassel Bakrhttps://github.com/Bassel-Bakr/aimTurning past the mousepaderror grows, then stops growingerrordegrees turnedmax turn on mousepadmax 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.

A bot with a shaded cone spreading out in front of it, marked as the range where it aims well. A crosshair moves down out of the cone and back, and a note says that stepping outside it means fighting a worse opponent.Bassel Bakrhttps://github.com/Bassel-Bakr/aimOptimal aim FOVwhere the bot is actually dangerousinside: it aims welloutside: the penalty degrades itthe botstep out and you fight a worse opponent
The cone is where the bot aims well. Outside it, the penalty multiplier does the work for you.
Aim Profile, 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/aimAim Profile, every fieldWhere the bot thinks you are, and how far off it lands.Profile NameWhat this aim profile is called.Bot profiles attach it perweapon slot.unnamedblanknamedcarries a nameAiming StyleWhich aiming model the bot runs.It sets the shape of everythingbelow.unseta styleReaction Time MinShortest gap between the bot'sestimates of where you are. Itis a sampling rate rather than adelay: estimate rarely and itthe guess keeps upit aims at an old guessReaction Time MaxLongest gap between estimates. Awide pair makes the bot's lagdifferent every time you fightit.the same lagevery one the samevariesno two the sameSelf Movement Fix Time MinShortest gap between the bot'sestimates of its own position.Long, and it compensates for itsown movement against a staleit knows where it isa stale idea of itselfstale idea of itselfSelf Movement Fix Time MaxLongest gap between thosereadings.the same lagevery one the samevariesno two the sameFlick FOVHow far off-center a target canbe and still get a flick ratherthan a track.you are outside itit flicks to youFlick SpeedHow fast the bot snaps to theestimated location, measuredrelative to its reaction time.it is still arrivingit is already thereFlick ErrorHow far a flick may land fromwhere it was aimed. Set to zerothis is an aimbot, which isuseful for checking a scenario'snear perfectwide missesTrack SpeedHow fast the bot's crosshairfollows a target it is alreadyon.it trails behindglued to itTrack ErrorRandom error added to tracking,from zero up to this, multipliedby the mousepad penalty and thenclamped at Max Aiming Error.it stays on youit wanders off youMax Aiming ErrorThe ceiling on error after everypenalty is applied. However hardthe bot is turning, it nevermisses by more than this.clamped tighta loose ceilingMax Turn On MousepadHow many degrees from the centerof the bot's mousepad before anaiming penalty starts. It is thefield that makes a bot feel likeit runs out earlya lot of deskMouse Re-center Time MinShortest time the bot takes tolift and reset to the middle ofits pad.back in the middlea slow resetMouse Re-center Time MaxLongest reset. The pair decideshow long the bot spends at adisadvantage after a hard turn.the same every timeevery one the samevariesno two the sameOptimal Aim FOVThe cone the bot aims wellinside. Outside it, the outerpenalty takes over.outside, it aims worseyou are in its best coneOuter Aim Penalty MultiplierHow much worse the bot aimsoutside that cone. It is thesetting that makes a scenarioabout angles rather than aboutbarely a penaltyinsideoutsidethe penalty bitesinsideoutsideShoot FOVHow close the bot has to beaiming before it fires at all.Narrow, and it holds fire whileit corrects.it holds fireit fires from hereVertical Aim OffsetWhere on the target the botaims. High puts it on the headbox, low puts it on the body.it aims lowit aims highTolerable SpreadHow wide the bot's own spreadmay be before it will stillfire. Tolerant, it shootsthrough a bloomed crosshairit waits for a tight oneit fires anywayDistance Spread FactorHow much distance loosens thattolerance. One means distanceplays no part at all.distance plays no partnearfardistance loosens itnearfar
Every option on this tab, with a low and a high state side by side.

Common mistakes

  • Tuning an aim profile for a scenario whose bots never fire.2
  • Leaving error at zero outside of testing, which makes an unbeatable opponent.
  • Expecting this profile to change how a bot moves. Motion is a dodge profile.3

In practice

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.

Resources

References


  1. KovaaK's, Aim Profiles, KovaaK's Wiki · REF-92 ↩

  2. KovaaK's, Intro to Scenario Creation, KovaaK's Wiki · REF-79 ↩↩↩

  3. KovaaK's, Dodge Profiles, KovaaK's Wiki · REF-83 ↩