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Character 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 character profile is a body: the player's, or a target's. Four of its eight tabs do nothing for an aim drill. This page says which four, so you can stop reading them.

  • Two tabs carry almost everything. Boxes and Spawn.1
  • Move is for movement scenarios. It is not for aim drills.1
  • The same profile serves player and bot. It is one body with two roles.2
  • Health changes the question. A target either dies in one hit or you acquire it and stay on it.

Tabs

Main

The tab holds the profile name, health, the respawn delays and animation duration, a headshot-only switch, a camera height offset, and two third-person options.1

Health is the one that matters. At one hit a scenario is pure acquisition: find it, click it, find the next. Raise it and the drill asks you to stay on the target after the first hit lands.

That single number moves a scenario between two categories, so set it deliberately rather than inheriting it from whatever you copied.

Respawn delays decide the pace between targets. Long delays give reset time and make the drill about the shot. Short ones keep pressure on and make it about recovery.

Headshot Only narrows the target without resizing it. It uses the head box from the Boxes tab rather than the body, which is a different demand from shrinking the whole character.

Every field on the tab.

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/aimMain tab, every fieldIdentity, health, and the respawn timing.Profile NameWhat this character profile iscalled. Bots and players bothwear one.unnamedblanknamedcarries a nameHealthHow much damage the charactertakes before dying. One hitmakes a scenario aboutacquisition; more makes it aboutone shot and it dropsseveral shots5 shots to drop itMin Respawn DelayDelay until respawn is possible.Bots always use this; playersmay press fire or jump duringit.back at oncecannot respawn yetheld down a whilecannot respawn yetMax Respawn DelayDelay after death until theplayer is forced to respawn.forced up at onceyour choice to waityou may lie thereyour choice to waitRespawn Anim DurationHow long the respawn animationruns before control returns.control returns at oncestanding upa long animationstanding upHeadshot OnlyIf checked, body shots do nodamage. It uses the head boxfrom the Boxes tab.body countshead onlyCamera Height OffsetVertical shift of the eyes. Witha head box 0 is the middle ofthe head; without one it is themiddle of the body.it sees from the chesteyesit sees from the headeyesHide Third Person WeaponHides the weapon on thethird-person model.shownhiddenThird Person CameraPlays the character from behindrather than through its eyes.first personthird person
Every option on this tab, with a low and a high state side by side.

Weapon

The tab has eight weapon slots.1 What each weapon does lives in its own profile, not here.

Use it to strip a drill down. A weapon with no spread and no recoil keeps the score about where you pointed.

Move

The tab has thirty fields of movement physics: run speed, friction, jump velocity, air control, crouch behavior, and a Quake or Source movement switch.

Most of it comes from Unreal Engine under new names. The editor says so itself: the Scaling Friction tooltip notes that "UE4 internally calls this 'Ground Friction'".

That is worth knowing, because it means these fields behave the way engine movement fields behave, not the way an aim trainer invented them to.

Skip this tab for an aim drill. It shapes how the character moves through a map, which matters for a movement scenario and not for one where you stand and shoot.

The exception is a scenario built to practice aiming while strafing. Four fields decide how hard your own movement makes the aiming.

Strafe Speed Multiplier is the speed multiplier while strafing and not moving forward.

Forward Speed Bias has a precise default. At 1 a diagonal input moves you at 45 degrees to where you are looking.

Larger numbers move you forward and back more than to the sides. Smaller ones move you to the side more than forward and back.

Three panels, each showing the direction you look and the direction a forward-and-strafe input actually sends you. Below one the arrow leans toward the side, at one it sits at forty-five degrees, above one it leans toward straight ahead.Bassel Bakrhttps://github.com/Bassel-Bakr/aimBelow 1more to the sideslooking66 degrees145 degrees, the defaultlooking45 degreesAbove 1more forward and backlooking24 degrees
Where a diagonal input actually sends you, relative to where you are looking.

Three fields are called friction and none of them do the same job. Scaling Friction is how fast you change direction, and is the one the editor maps to Unreal's Ground Friction.

Let Off Friction is the braking drag, applied whenever acceleration is zero or the character is over its maximum speed. That one sets how far you slide after releasing a key.

Aerial Friction pulls horizontal speed back toward run speed while airborne. The tooltip warns a little goes a long way, and that even 0.3 is strong.

Three panels, one per friction field. The first shows a target reversing direction along a track. The second shows one running and coasting to a marked stop. The third shows one whose swing shrinks toward the middle as its speed is pulled back.Bassel Bakrhttps://github.com/Bassel-Bakr/aimScalingground frictionchanging directionLet offbraking dragcoming to a stopstopsAerialin the airdrifting back to run speed
Three fields named friction, doing three different jobs.

For a strafe-aiming drill the first two are what make counter-strafing feel sharp or mushy, which is the thing you are actually training against.

Two switches change what jumping is. Fly On Jump And Crouch sends a crouched character airborne instead of just cancelling the crouch. Can Pogo Jump lets a held jump key keep bouncing.

Step Up Height is the one that breaks a map quietly. At zero the character has to jump at every step. Set huge, it warps on top of obstacles.

Three panels, each with a character approaching the same low step. At zero it has to jump to clear it. Matched to the step it walks up. Set huge it jumps to the top from further away.Bassel Bakrhttps://github.com/Bassel-Bakr/aimZerojumps at every stepMatchedwalks up itHugewarps on top
Too low and it jumps at every step. Too high and it warps up them.

Match it to the smallest ledge in your map and neither failure happens.

Crouching is two settings. Crouch Height Multiplier scales the bounding box height, so a crouched target is a smaller target.

Crouch Animation Rate sets how fast that happens, in seconds: 1 is 0.3, 2 is 0.15. A fast duck is a target that shrinks before your correction lands.

Two characters ducking inside a dashed outline of their standing height. Both shrink to the same crouched height, but the second reaches it in half the time.Bassel Bakrhttps://github.com/Bassel-Bakr/aimRate 10.3 seconds to duckstanding heightcrouched multiplierRate 20.15 seconds to duckstanding heightcrouched multiplier
The same crouched height, reached at two speeds. One of them beats your correction.

Can Crouch has one catch: crouching does not work at all if the character is a sphere shape.

Every field on the tab, in order. The figure shows all thirty, with what each one varies and which way it runs.

Move 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/aimMove tab, every fieldWhat each one varies, and which way it runs.FliesThe character moves in threedimensions rather than along theground.groundedfliesHas JetpackAdds a jetpack, and a tab of itsown for the jetpack's variables.offonRun SpeedThe character's ground speed.it covers little groundit covers a lotForward Speed BiasAt 1 a diagonal input moves youat 45 degrees to where you look.pulled toward forwardfacing22 degreesit pulls toward forwarda true diagonalfacing45 degreesStrafe Speed MultiplierSpeed multiplier when strafingand not moving forward.strafing is a crawlfacingrunsidestepsidestep is a crawlnearly run speedfacingrunsidestepsidestep keeps upBack Speed MultiplierSpeed multiplier when movingbackwards.backing up is a crawlfacingrunbacking upnearly run speedfacingrunbacking upbacking up keeps upWalking AccelerationHow fast the character gainsspeed on the ground.a slow buildtop speeda slow build, on the groundup to speed at oncetop speedup to speed at once, on the groundCrouching AccelerationHow fast the character gainsspeed when crouched.a slow buildtop speeda slow build, crouchedup to speed at oncetop speedup to speed at once, crouchedScaling FrictionAffects movement control; highervalues allow faster changes indirection. UE4 calls this GroundFriction.it drifts past turnsyou reverse hereit drifts past the turnit turns on the spotyou reverse hereit turns where you askedLet Off FrictionBraking drag, applied wheneveracceleration is zero or thecharacter exceeds max speed.a long slidekeys releasedstops hereit slides a long wayit stops at oncekeys releasedstops hereit stops almost at onceFlat FrictionA constant friction term appliedalongside the scaling one.a long slidekeys releasedstops hereit slides a long wayit stops at oncekeys releasedstops hereit stops almost at onceStep Up HeightThe height counted as a step. At0 the character jumps at everystep; huge, it warps on top ofobstacles.jumps at stepswalks up themFly On Jump And CrouchChecked, jumping while crouchedsends the character airborne;unchecked, jump cancels thecrouch but stays grounded.stays downlifts offJump VelocityHow hard the character leavesthe ground, drawn between aminimum and a maximum.low hophigh jumpAerial FrictionPulls horizontal speed backtoward run speed in the air. Alittle goes a long way; even 0.3is strong.it keeps its speedno floorkeys releasedstops herespeed bleeds off fastno floorkeys releasedstops hereGravity ScaleMultiplies gravity for thischaracter.floatyheavyTerminal VelocityThe fastest the character mayfall.capped lowcapped highAir Control FactorHow much the movement keysaccelerate the character in theair. 1 is the same as ground, 0is none.no steeringfull steeringAllow Buffered JumpsA jump pressed just beforelanding is held and fires ontouchdown.droppedbufferedCan Pogo JumpHold the jump key down to keepjumping, Minecraft style.one jumpkeeps bouncingCan Jump From CrouchWhether a crouched character mayjump at all.blockedallowedAerial Jump CountHow many extra jumps areavailable before landing.noneseveralCan CrouchWhether the character maycrouch. Crouching does not workat all if the character is asphere shape.cannotcanCrouch SpeedMovement speed while crouched.a crawlstandingcrouching is a crawlnearly full pacestandingcrouched and quickCrouch Height MultiplierMultiplier of the bounding boxheight when crouched.ducks lowbarely ducksCrouch Animation RateHow quickly the duck happens: 1is 0.3 seconds, 2 is 0.15.slow duckfast duckCan Crouch In AirWhether the character may crouchwhile airborne.grounded onlyin the air tooBounce Off WallsThe character rebounds from awall instead of stopping againstit.stops deadreboundsLanding Speed Penalty TimeHow long the character is slowedafter landing.no penaltyslowed on landingEnable Quake/Source MovementSwitches to the movement modelthose engines use, bunny hoppingincluded.standardairborneQuake or Sourceairborne
The Move tab in full. Each strip names a field, says what it does, and shows a low and a high state side by side.

Boxes

This tab sets target size. It holds a character model, then two bounding boxes, each with a type, a head switch, and proportions for body height and body radius.1

This is the cleanest difficulty setting in the editor. Body radius changes how precise each shot has to be without changing anything else about the drill.

The second box is the projectile one. It can be hidden, and it exists so a projectile weapon can be given a more forgiving target than a hitscan one.1

Has Head changes two other settings. With a head box, Headshot Only becomes meaningful: body shots do no damage at all.

It also moves where the character's eyes sit. Camera Height Offset measures from the middle of the head when there is one, and from the middle of the body when there is not.

Two characters, one without a head box and one with. A marked line shows where a camera height offset of zero sits: the middle of the body when there is no head, the middle of the head when there is. A body shot on each is marked as doing no damage under Headshot Only.Bassel Bakrhttps://github.com/Bassel-Bakr/aimNo headeyes sit at the body's middleoffset 0no damageunder Headshot OnlyHas headeyes sit at the head's middleoffset 0no damageunder Headshot Only
A head box moves the eye line and gives Headshot Only something to mean.

A head is therefore not decoration. It creates a smaller high-value area and shifts the viewpoint you play the scenario from.

Two panels showing the same character beside the same wall. The main box is drawn tight around the body and stops at the wall, and it takes both hitscan and projectile fire. The projectile box is wider and crosses through the wall, and it takes projectile fire only.Bassel Bakrhttps://github.com/Bassel-Bakr/aimMain boxhitscan and projectilecollides with the worldProjectile boxprojectile onlypasses through the world
The main box stops at the world. The projectile box does not, which is what makes it the more forgiving target.

Every field on the tab.

Boxes 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/aimBoxes tab, every fieldBoth hitboxes, and the head the other tabs depend on.Character ModelWhich mesh the character isdrawn with.nonea modelBounding Box TypeThe shape of the main hitbox,which collides with the worldand takes both hitscan andprojectile fire.cylinderanother shapeHas HeadAdds a separate head box.Headshot Only and the cameraoffset both depend on whetherone exists.no headhas headBody HeightHow tall the main bounding boxis.a short boxa tall oneBody RadiusHow wide the main bounding boxis. The cleanest difficulty dialin the editor.a narrow boxa wide oneProjectile Box TypeThe shape of the second hitbox,which passes through the worldand takes projectile fire only.cylinderanother shapeHide Bounding BoxDraws the projectile box orleaves it invisible.visiblehiddenProjectile Has HeadWhether the projectile boxcarries a head of its own.no headhas headProjectile Body HeightHow tall the projectile hitboxis.a short second boxmaina tall onemainProjectile Body RadiusHow wide the projectile hitboxis. This is how a projectileweapon is given a more forgivingtarget than a hitscan one.a narrow second boxmaina wide onemain
Every option on this tab, with a low and a high state side by side.

Colors

The tab sets head and body colors for enemies and for teams. They only apply where the reader has not overridden colors in their own Visuals settings.1

It is worth one minute, because a target color that separates cleanly from your map is one less thing between you and the shot.

Every field on the tab.

Colors 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/aimColors tab, every fieldFour colors, every one of which a reader may override.Enemy Head ColorHead color for enemies. Theconvention is head for thecharacter and body for the team.defaultsetEnemy Body ColorBody color for enemies.defaultheadbodyreader may overridesetheadbodyreader may overrideTeam Head ColorHead color for teammates.defaultheadbodyreader may overridesetheadbodyreader may overrideTeam Body ColorBody color for teammates.Readers can override all four intheir own Visuals settings.defaultheadbodyreader may overridesetheadbodyreader may override
Every option on this tab, with a low and a high state side by side.

Abilities

The tab has a global cooldown, a switch that blocks abilities for a duration at challenge start, and four ability slots.1

Skip this for an aim drill. Abilities are for scenarios about using them.

Every field on the tab.

Abilities 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/aimAbilities tab, every fieldFour slots and the two timers that gate them.Global CooldownOne cooldown shared across everyability this character holds.free again at onceall four lockedall four wait togetherall four lockedBlock Ability for Duration on Challenge StartAbilities are unavailable forthis long once the challengebegins.usable at onceabilities shutshut for a whileabilities shutAbility 1The first of four ability slots.emptyheadbodyreader may overridefilledheadbodyreader may overrideAbility 2The second ability slot.emptyfilledAbility 3The third ability slot.emptyfilledAbility 4The fourth ability slot.emptyfilled
Every option on this tab, with a low and a high state side by side.

Spawn

This tab sets where targets appear, and turns one marker into an area.1

Spawn Offset Minimum and Maximum take an X, Y and Z each. Widening them scatters targets further apart, which is how a holding drill becomes a repositioning one.

Blocked Self Spawn Radius stops targets clustering. Without it two targets can land close enough that one flick covers both, which quietly turns a switching drill into a single-target one.1

Two panels of six spawned targets. With the radius at zero some land close enough to overlap. With a radius set each target carries a marked exclusion ring and none of them cluster.Bassel Bakrhttps://github.com/Bassel-Bakr/aimRadius 0two can share a flickclusters happenRadius setevery target its own tripspaced by the rule
Without the radius, two targets can land inside one flick. The rule spaces them.

Block Other Spawn FOV keeps targets out of your view. Spawns you are already looking at, within the given field of view and distance, are blocked where possible.

The editor recommends a field of view around 15 to 30 degrees. These two apply to the player's character rather than to bots, and work independently of the blocked self radius above.

An invert switch flips the rule, so targets prefer to appear inside your view instead of outside it.

The distance field is easy to get wrong. It selects which spawns the rule considers: a large number affects all of them, a small one only those near the player.

Left at zero, the field of view is never checked at all. A carefully chosen FOV with the distance still at zero does nothing, which is easy to miss.

Two panels with a player looking down a marked cone and seven spawn points around them. With the distance set, the spawns inside the cone fade out as blocked. With the distance left at zero every spawn stays available, because the field of view is never checked.Bassel Bakrhttps://github.com/Bassel-Bakr/aimDistance setrecommended 15 to 30 degreesspawns in your view are blockedyouDistance left at 0the FOV is never checkedyou
Set the distance or the field of view is never consulted, however carefully you chose it.

Playback On Spawn runs a recording when the character appears. A playback profile is a recording of inputs, captured in the scenario editor with a key press, F1 by default.

Profiles used here run on spawn and apply to bots and player characters alike. The same recordings can drive bots periodically from the dodge profile editor instead.

The override switches beside it decide which inputs the recording takes over: movement, rotation, weapon and ability.

Every field on the tab.

Spawn 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/aimSpawn tab, every fieldWhere targets appear, and what plays when they do.Spawn Offset MinimumThe near corner of the box acharacter may appear in, as X, Yand Z.it can appear on top of youanchorit can spawn on top of youit is pushed outanchorSpawn Offset MaximumThe far corner of that box.Widening it turns a holdingdrill into a repositioning one.a tight spawn areaanchorit can appear anywhereanchorit can spawn anywhereBlocked Self Spawn RadiusKeeps bots from spawning toonear one another, so one flickcannot cover two targets.one flick covers bothkept aparttwo separate flickskept apartBlock Other Spawn FOVBlocks spawns you are alreadylooking at. The editorrecommends 15 to 30 degrees.only dead aheadonly dead ahead is blockeda wide wedgea wide blocked wedgeInvert Block Other Spawn FOV LogicFlips the rule, so spawns preferto fall inside your view ratherthan outside it.kept outkept inBlock Other Spawn DistanceWhich spawns the rule considers.Left at 0 the field of view isnever checked at all.the rule barely reachesit reaches far outPlayback Profile NameA recording of inputs, capturedin the editor with F1, replayedwhen the character spawns.noneits own inputsa recordingreplayedOverride MovementThe recording drives movementinstead of the character's ownlogic.its ownits own inputsthe recordingreplayedOverride RotationThe recording drives where thecharacter looks.its ownits own inputsthe recordingreplayedOverride Weapon InputThe recording drives firing.its ownits own inputsthe recordingreplayedOverride Ability InputThe recording drives abilityuse.its ownits own inputsthe recordingreplayedLoop Upon CompletionThe recording restarts when itreaches the end.plays onceits own inputsloopsreplayedPlayback ModeInput Only replays keystrokesand can be knocked off course.Absolute Position cannot.Moveable Absolute is the secondinput onlyits own inputsabsolutereplayed
Every option on this tab, with a low and a high state side by side.

Effects

The tab holds knockback, respawn invincibility, damage blocking, invincibility for player or bots, collision, health regen, ammo on death, view bob and lifesteal.

Two are useful while building. Invincible Bots lets you inspect a scenario's geometry without killing anything, and Disable Character Collision stops targets pushing each other around.

Respawn Invincibility Timer makes a character invincible for a set number of seconds, or until it shoots. Ammo Awarded On Death hands ammo to whoever made the kill, which the editor notes is usually a thing to put on bots.

Lifesteal is the percentage of damage dealt that comes back as health.

Turn both off before the scenario becomes something you train on.

Every field on the tab.

Effects 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/aimEffects tab, every fieldKnockback, invincibility, regen, and the build-time switches.Damage Knockback FactorHow far damage pushes thecharacter.it barely movesit is thrownRespawn Invincibility TimerAbove 0 the character isinvincible for that manyseconds, or until it shoots.hittable at oncecannot be hurtsafe for a whilecannot be hurtBlock Self DamageThe character cannot hurtitself.canit landscannotturned awayBlock Team DamageTeammates cannot hurt eachother.canit landscannotturned awayInvincible PlayerThe player cannot be killed. Abuilding tool, not a scenariosetting.mortalit landsinvincibleturned awayInvincible BotsBots cannot be killed, whichlets you inspect a scenariowithout clearing it.mortalit landsinvincibleturned awayDisable Character CollisionCharacters pass through oneanother instead of shoving.they collidethey passthey overlapHealth Regained On KillHealth returned for each kill.a trickle backfrom a killa real top-upfrom a killHealth Regen Per SecHealth returned every second.a trickle backfrom every seconda real top-upfrom every secondAmmo Awarded On DeathAmmo handed to whoever made thekill. Usually a thing to put onbot characters.a couple of roundsit diesto the killera full magazineit diesto the killer8 roundsLanding View Bob TimeHow long the view bobs afterlanding.steadybobsLifestealThe percentage of damage dealtthat comes back as health.a trickle backfrom damage you dealta real top-upfrom damage you dealt
Every option on this tab, with a low and a high state side by side.

Common mistakes

  • Hunting for a size slider. Size is body radius on the Boxes tab.
  • Changing this profile and expecting bots to follow. The bot names which character it wears.3
  • Tuning movement physics for a drill where you never move.
  • Leaving a build-time switch such as Invincible Bots on in a scenario you score.

In practice

Two tabs, then stop. Boxes and Spawn between them set what a target costs to hit and how far you travel to reach it. That is most of an aim scenario.

Do this next. Open a bot's character profile, note its body radius, then change only that and run the scenario beside the original.

Resources

References


  1. KovaaK's, Character Profiles, KovaaK's Wiki · REF-81 ↩↩↩↩↩↩↩↩↩↩

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

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