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.
Profiles describe the pieces. This window describes the match: which pieces play, what the rules
are, how a run becomes a number, and whether anyone can find it.
Challenge is a separate list. Profiles on Main do not reach it alone.12
Scoring is a training instruction. Whatever it pays for is what you practice.
Two fields end a run. Either a time limit or a kill count ends it.
Tags decide whether anyone finds it. Search runs on them.1
The tab holds the scenario name and the lists of player characters and bots in use.1
Each list has an Add Profile button, and each entry can be removed.
This tab is the inventory, not the rules. Adding a profile here makes it available. It does not put
it into a challenge run.2
Every option on this tab, with a low and a high state side by side.
Unpack extracts the original profiles out of the scenario.1 It is useful for undoing
changes to a profile and for unpacking selectively rather than everything.
Every option on this tab, with a low and a high state side by side.
The tab starts with map scale and time scale. Then come target speed and target size, each with a
static or adapt mode.31
The end conditions follow: time limit, time regained per kill, end after a number of kills, and end
after a damage amount.
The end conditions race each other. Set more than one and the run stops at whichever fires
first. That is an easy way to build a scenario that never reaches its time limit.
Set three end conditions and the run obeys whichever arrives first.
Time Regained per Kill makes the clock variable. A run that goes well lasts longer than one
that does not, so two scores were not measured over the same amount of time.
Regained time makes a good run longer, so two scores no longer share a clock.
For a drill you compare across sessions, leave it at zero and let the time limit be the time limit.
Next come a lock hipfire FOV setting with a locked FOV range, and a force particle effects switch.
Lock Hipfire FOV makes the scenario the same for everyone. A target's angular size depends on
the field of view you see it at. Unclamped, your scenario is a slightly different drill for every
reader who plays it.
Angular size follows field of view. Unclamped, your scenario is not quite the one they play.
That matters most for a scenario you intend to share. A score should mean the same thing on
someone else's machine as on yours.
A disable block closes the tab: projectile predictors, cheats, health bars, hit markers and hit
sounds.
Static against adapt is the interesting pair. Static holds target speed and size where you set
them. Adapt moves them with your performance.
An adapting scenario is harder to read across sessions, because the difficulty is no longer a
constant you control. For a drill you want to compare, use static.
The same nine runs. Against a fixed bar the rise is improvement. Against a rising one it says much less.
The disable switches are about feedback. Turning off hit markers and hit sounds removes the
confirmation you normally get, which makes a drill closer to a game and harder to read.
The same shot with and without confirmation. One of them you can learn from.
Health bars and projectile predictors go the same way. Each one you disable moves the scenario
toward a game and away from a measurement.
Keep them on while you are learning a drill, and turn them off only when the point is to practice
without them.
Disabling cheats here is what stops a weapon's Cheat tab applying in a scored run.4
Time Limit sets the run length. Sixty seconds is the common default, and a length you repeat is
worth more than a length you optimize.
Every option on this tab, with a low and a high state side by side.
The tab opens with a score to win field. A score-per block follows: damage, hit, an over-damage
switch, kill, midair direct, any direct, time left and distance traveled.
A movement-based scoring block follows, with its own enable switch. Then comes a score-loss-per
block: damage taken, death, and more.
Final score multipliers close the tab, including accuracy, square root accuracy, damage efficiency
and kill efficiency.
Whatever this tab rewards is what you will practice. A model paying only for hits trains volume.
One that subtracts for misses trains restraint.
Neither is wrong. Inheriting one by accident from the scenario you copied is, because then the drill
teaches something nobody chose.
Square root accuracy is the least obvious one. It reduces how much accuracy swings the final
score, so a run is judged more on what you did and less on one bad stretch.
The multipliers stack, and two of them overlap. They apply to the subtotal the rest of the tab
produces.
The editor recommends not checking both Accuracy and Damage Efficiency, because the same misses are
then charged for twice.
Accuracy and damage efficiency both punish misses. Checking both charges you twice.
Enable Over Damage decides whether damage past what was needed to kill still counts toward the
score.
Every option on this tab, with a low and a high state side by side.
The tab holds tags, a difficulty rating, a description, an aim type and an aim sub type, a flicking
switch, and a thumbnail.1
Aim Type and Aim Sub Type are how a drill is found. They feed the browser's filters, so a
scenario tagged by the skill it trains reaches the person looking for that skill.
Write the description as the weakness it isolates, not as what it looks like. A reader hunting for a
drill is searching by what it fixes.
Every option on this tab, with a low and a high state side by side.
Set the rules before the scoring. Decide how a run ends, then decide what it was worth. Doing it
the other way round produces a model that rewards the wrong thing.
Do this next. Open the Scoring tab of a scenario you play and find what it pays for. That is
what you have been practicing, whether or not you meant to.