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Bot 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.

A bot profile is wiring, not content. It names a character, decides whether that character shoots, and attaches the dodges that make it move.

  • It holds almost no settings of its own. It points at other profiles.
  • Three tabs. Main, Weapon, Dodge.1
  • Two switches change scoring. Disable Scoring and Untargetable.
  • Weapons come from the character. Not from this profile.

Tabs

Main

The tab lists the profile name and the character profile the bot wears. It also has spawn group, a bot X-ray switch, ability use timer and ability usage as a frequency with a min and max.1

Last come a laser pointer switch, use minimum respawn time, disable scoring and untargetable.1

The character profile is the important line. Everything about the target's size, health and spawn behavior comes from there, not from here.

A bot profile at the top pointing to a character profile, a dodge profile and an aim profile. A fourth box, the weapon list, hangs off the character profile rather than off the bot.Bassel Bakrhttps://github.com/Bassel-Bakr/aimBotnames the othersCharactersize · health · spawnDodgehow it movesAimhow it aims at youWeaponslisted on the character
A bot profile is a junction box. Note that weapons hang off the character, not off the bot.

Disable Scoring and Untargetable are design tools. A bot that cannot be targeted or scored can stand in a scenario as scenery, a distraction, or a thing to avoid shooting.

That is how you build a drill about target selection rather than target acquisition: put something in the scene that punishes a careless click.

Spawn Group ties the bot to a spawn point group on the map, which is how different bots start in different places.

One switch is about performance, not behavior. Checking it removes all dodging and movement logic from the bot, which helps when a scenario wants a great many simple targets.

Ability Usage is a frequency rather than a schedule. Every interval between its minimum and maximum the bot re-evaluates whether it may use abilities at all.

Untargetable means other bots cannot target it, which matters only in scenarios where bots fight each other.

Bot 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/aimBot Main tab, every fieldWhat this bot points at, and what it is worth.Profile NameWhat this bot profile is called.The scenario's bot list attachesit by this name.unnamedblanknamedcarries a nameCharacter ProfileWhich character this bot wears.Size, health, spawn behavior andthe weapons it can hold all comefrom there, not from here.nothing chosena characterSpawn GroupWhich group of spawn points onthe map this bot starts from. Itis how different bots begin indifferent places.anywhereone groupBot X-RayDraws the bot through walls. Itmakes a target readable in ascenario that has cover in it.hidden by coverhidden by the wallseen through itAbility Use TimerHow long the bot waits betweenchances to use an ability.chance after chancewaitinglong gaps betweenwaitingAbility Usage FrequencyHow likely the bot is to use anability when it gets a chance.it rarely takes oneit takes mostit takes most of themAbility Usage MinShortest interval before the botre-evaluates whether it may useabilities at all.it rethinks oftensame decision holdsit rarely rethinkssame decision holdsAbility Usage MaxLongest interval between thosechecks. A wide pair makesability use impossible toanticipate.steadyevery one the sameunreadableno two the sameLaser PointerDraws a beam from the botshowing where it is aiming. Itturns an invisible threat into areadable one.nothing showna visible beamUse Minimum Respawn TimeWhether the bot obeys theminimum respawn delay from itscharacter profile, or comes backas soon as it can.comes back at onceit comes straight backwaits the minimumit waits the minimumDisable ScoringStops hits on this bot fromcounting. It is how you putsomething in a scene that acareless click should notthe hit scores+100scores nothing0the hit pays nothingUntargetableStops other bots from targetingthis one. It matters only inscenarios where bots fight eachother.a valid targetthey settle on itignorednothing settles on itNo Dodging/MovementRemoves all dodging and movementlogic from the bot. It is aperformance switch, forscenarios that want a lot ofmovesit strafesstands stillit does not move
Every option on this tab, with a low and a high state side by side.

Weapon

The tab has a no aiming or shooting switch, a fire weapons switch, and a weapon switch timer. Then comes a row per weapon slot pairing an aim profile with a frequency.1

The panel notes that the weapons listed come from the character profile chosen on the Main tab.

Two switches, three behaviors. No Aiming/Shooting strips the aiming logic out entirely. Fire Weapons left unchecked keeps the aim but holds the trigger.

Unchecked, the bot still aims at its target and simply fires nothing. That is a target that watches you, which reads very differently from one that ignores you.

Three panels, each with a bot above and your crosshair below, and in each the crosshair slides from side to side. In the first the bot keeps looking straight ahead. In the second a dashed line of sight swings to follow you. In the third it follows you and a round travels down it.Bassel Bakrhttps://github.com/Bassel-Bakr/aimNo aimingan inert targetlooks straight aheadyouAims onlytracks you, holds fireyouAims and firesa duelyou
Ignores you, watches you, or shoots back. Two switches cover all three.

Most aim drills want one of the first two. A target that never shoots back is a target you can study, and most pure aim scenarios use exactly that.

The aim column names which aim profile the bot uses per weapon, and the frequency column weights how often each is chosen.

Bot Weapon 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/aimBot Weapon tab, every fieldWhether it aims, whether it fires, and with what.No Aiming/ShootingStrips the aiming logic outentirely. The bot neither tracksyou nor fires, which is whatmost pure aim drills want.tracks youit tracks youignores youit looks straight aheadFire WeaponsUnchecked, the bot still aims atits target but fires nothing. Atarget that watches you readsvery differently from one thatholds fireit aims, fires nothingshoots backit aims and firesWeapon Switch TimerHow long the bot keeps a weaponbefore swapping to another oneits character profile carries.it swaps constantlythis weapon outit keeps onethis weapon outSlot Aim ProfileWhich aim profile the bot usesfor this weapon slot. It decideshow accurate and how fast thebot is.nothing chosenan aim profileSlot FrequencyHow often this slot is chosenwhen the bot swaps. The columnweights the slots against eachother.one slot, mostly90%one profile, mostlya coin flip50%a coin flip each time
Every option on this tab, with a low and a high state side by side.

Dodge

This tab attaches dodge profiles, each with a weighting.1 This is where a target's motion comes from.

Weighting decides whether runs are comparable. Heavily weighted one way and nearly every rep is the same rep. Weighted evenly and which drill you got is luck.

Bot Dodge 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/aimBot Dodge tab, every fieldThe dodges attached, and at what weight.Dodge ProfileWhich dodge profile this bot mayuse. This is where all of atarget's motion comes from.nothing chosena dodge profileDodge WeightingHow often this dodge is pickedagainst the others attachedhere. Weighted evenly, whichdrill you get is luck.one dodge, mostly90%one profile, mostlya coin flip50%a coin flip each time
Every option on this tab, with a low and a high state side by side.

Common mistakes

  • Editing the bot to change target size. Size is on its character profile.
  • Building a dodge profile and never attaching it here.1
  • Stacking several dodges at similar weights, then wondering why scores jump.1
  • Leaving bots shooting in a drill that is only about your own aim.

In practice

Treat it as a junction box. If a target is wrong, the fix is almost always in the profile this one points at, not in this one.

Do this next. Open a bot profile in a scenario you play and note which character and which dodge it names. Those two are what you would actually edit.

Resources

References


  1. KovaaK's, Bot Profiles, KovaaK's Wiki · REF-82 ↩↩↩↩↩↩↩