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Weapon 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.

The weapon decides what a click costs. It is also where most of a score's noise comes from. For a drill about aim, the job here is mostly taking things out.

  • Two tabs add randomness. Spread and Recoil, unless you use their patterned forms.
  • Type changes the skill. Hitscan points. Projectile leads.1
  • Cheats are a building tool. Do not leave them on.1
  • Most tabs are cosmetic. Graphics and Explosives change nothing about aiming.

Tabs

Main

The tab holds weapon name, type, category and a burst switch. It also holds damage per shot, bullets per click and time between shots.1

Then come origin offset, max hitscan range, headshot capable and factor. Last come damage falloff, damage at max range, and switch time reduction.1

Type is the decision on this page. Hitscan resolves where you pointed. Projectile takes time to arrive, so every shot becomes a lead, which is a different skill.

Category sets semi or full automatic, and time between shots sets the floor on your fire rate. For a click-timing drill that floor is the drill.

Headshot Capable and Headshot Factor pair with the head box on the character's Boxes tab. Together they make a smaller high-value area without shrinking the target.

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 fieldType, category, damage and fire rate.Weapon NameWhat this weapon profile iscalled.unnamedblanknamedcarries a nameTypeHitscan is instantaneous damageat a distance. Projectile is aphysical object with traveltime, so every shot becomes ahitscanprojectileCategorySemi automatic fires once perpress; full automatic keepsfiring while held.semi autofull autoBurst FireEach press fires a fixed burst,configured on a tab of its own.singlea burstDamage Per ShotHow much damage one round does.a small bitehealth5 shots to killa big onehealth2 shots to killBullets Per ClickHow many rounds leave per press,as a shotgun does.oneseveralTime Between ShotsThe floor on your fire rate. Fora click-timing drill this flooris the drill.a fast weapontrigger held8 shots in the same timea slow onetrigger held3 shots in the same timeOrigin OffsetWhere the shot leaves from, asX, Y and Z from the camera.it leaves from the eyemuzzleoff to one sidemuzzleit leaves off to one sideMax Hitscan RangeHow far a hitscan shot reachesbefore it stops.the shot never reachesit stops hereit carries all the wayit stops hereHeadshot CapableWhether this weapon can registera headshot at all. It pairs withthe head box on the character'sBoxes tab.noyesHeadshot FactorHow much a headshot multipliesdamage by.a headshot counts the samehealthbodyheadit hits far harderhealthbodyheada headshot hits far harderDamage FalloffThe start and stop distancesover which damage tapers off.it tapers close indistancedamagefull damage far outdistancedamagefull damage a long way outDamage At Max RangeWhat a shot still does oncefalloff is complete.almost nothing at rangedistancedamageit still hurtsdistancedamageit still hurts at rangeSwitch Time ReductionAllows swapping to anotherweapon before this one is readyto fire again. Set equal to timebetween shots and the swap isit waits its turnthis weapon busythe next weaponit comes up earlythis weapon busythe next weaponit starts early
Every option on this tab, with a low and a high state side by side.

Effects

The tab holds delay before shot, delay after shooting, piercing, hitscan radius, ground and air knockback, flat knockback, speed modifiers, stun, tagging and aim punch.

Hitscan Radius is worth knowing about. It widens what counts as a hit, independently of target size, so a drill can be made forgiving without redrawing the target.

Piercing lets one shot reach several targets. The editor describes it as allowing hitscan weapons to penetrate targets and damage more than one thing.

That changes what a line of targets asks for. Without it, a row is a selection problem. With it, a row is one shot taken at the right angle.

Two panels with three targets lined up. With piercing off the shot stops at the first target and the other two are left faded. With piercing on the shot passes through all three.Bassel Bakrhttps://github.com/Bassel-Bakr/aimPiercing offthe first target stops ittwo left standingPiercing onone shot, three targetsall three take damage
Without piercing a row of targets is a selection problem. With it, it is one shot.
Two panels with the same crosshair placed off-center. On the left the target itself is drawn larger, so the shot lands inside it. On the right the target is the original size but the shot has a wide radius, so it registers anyway.Bassel Bakrhttps://github.com/Bassel-Bakr/aimBigger targetBoxes tab, body radiusthe same miss counts as a hityou can see it is biggerWider bulletEffects tab, hitscan radiusthe same miss counts as a hitharder to see coming
Two ways to make the same miss count. One you can see coming. The other you cannot.

The knockback and stun fields shape fights, not aim. Leave them alone for a drill.

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 fieldWhat a hit does beyond damage.Delay Before ShotA wind-up between pressing andfiring.it fires at oncewind-upthe shotit fires almost at oncea long wind-upwind-upthe shotDelay After ShootingA recovery after firing beforeanything else may happen.ready again at oncenothing allowedthe shota long recoverynothing allowedthe shotPiercingLets hitscan weapons go throughtargets and damage more than onething.stops at onepasses throughHitscan RadiusWidens what counts as a hit,independently of the target'ssize.a pointa wide shotGround Knockback FactorWhen the target is on theground, damage is multiplied bythis and applied as knockback.it barely movesit is thrownAir Knockback FactorThe same, for a target that isairborne.it barely movesairborneit is thrownairborneFlat Horizontal KnockbackA fixed sideways shove, drawnbetween a minimum and a maximum.a nudgea nudge, whatever the damagea shovea shove, whatever the damageFlat Vertical KnockbackA fixed upward shove, drawnbetween a minimum and a maximum.smalllargeAccel Speed ModifierWhile this weapon is held, thecharacter's acceleration ismultiplied by this amount.it makes you sluggishtop speedthis weapon makes you sluggishit barely slows youtop speedit barely slows your startMax Speed ModifierWhile this weapon is held, topspeed is multiplied by thisamount.this weapon slows youit barely slows youStun DurationHow long a hit target is stunnedfor.a flinchfrozena long freezefrozenTagging DurationHow long a hit target is slowedfor.it shrugs it offslowedit crawls a whileslowedAim Punch AmountHow far a hit knocks thetarget's own aim off.steadypunched
Every option on this tab, with a low and a high state side by side.

Ammo

The tab holds magazine max, ammo per shot, incremental reload, empty and partial reload times, ammo reloaded per kill, and reload before shot recovery.1

Reloads interrupt a drill. For most aim scenarios a magazine large enough never to reload keeps the run continuous.

Every field on the tab.

Ammo 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/aimAmmo tab, every fieldMagazine, reloads and what refills them.Magazine MaxHow many rounds before a reload.Large enough never to reloadkeeps a drill continuous.four rounds4 rounds before a reloadtwelve12 rounds before a reloadAmmo Per ShotHow much ammo each pressconsumes.one per pressseveral4 per pressIncremental ReloadReloads a round at a time ratherthan the whole magazine.all at onceone at a timeEmpty Reload TimeHow long a reload takes fromempty.a quick reloadreloadinga quick reload, from emptya long onereloadinga long reload, from emptyPartial Reload TimeHow long a reload takes withrounds still in the magazine.a quick top-upreloadinga quick reload, with rounds lefta long onereloadinga long reload, with rounds leftAmmo Reloaded Per KillRounds returned for each kill.the kill returns onea killit returns severala killthe kill returns 5Reload Before Shot RecoveryAllows the reload to beginbefore the post-shot recoveryhas finished.it waits its turnshot recoveryreloadit starts earlyshot recoveryreload
Every option on this tab, with a low and a high state side by side.

Graphics

The tab holds view and third-person models and skins. It also holds hitscan trace particle, visual duration, radius and offset, and beam tracking. Then come muzzle flash, wall and body impact particles, decals and decal size.

It is cosmetic, with one exception. A trace or impact particle that reads clearly tells you where the shot went, which matters when you are diagnosing a miss.

Every field on the tab.

Graphics 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/aimGraphics tab, every fieldCosmetic, except for the ones that tell you where a shot went.View Model AnimationWhich first-person animation setthe weapon uses.primaryanotherThird Person ModelThe weapon others see youholding.nonea modelThird Person SkinWhich skin that model wears.defaultanotherHitscan Trace ParticleThe trail drawn along a hitscanshot. Worth setting: a readabletrace tells you where a misswent.nonea traceHitscan Visual DurationHow long that trail stays onscreen.gone at oncethe trail on screenit lingersthe trail on screenHitscan Visual RadiusHow thick the trail is.a hairline traila fat onea fat trailBeam Tracks CrosshairThe beam follows the crosshairrather than staying where it wasfired.stays putfollowsHitscan Visual OffsetWhere the trail is drawn from,as X, Y and Z.it follows the shotdrawn fromthe trail follows the shotit starts elsewheredrawn fromthe trail starts elsewhereMuzzle Flash ParticleThe flash at the barrel.nonea flashMuzzle Flash Particle ScaleHow large that flash is.you can see past itit covers the targetWall Impact ParticleWhat appears where a shot hitsthe world.nonean impactWall Impact Particle ScaleHow large that impact is.easy to missimpossible to missBody Impact ParticleWhat appears where a shot hits acharacter.nonean impactBody Impact Particle ScaleHow large that impact is.easy to missimpossible to missWall Hit DecalThe mark left behind on theworld.nonea markDecal SizeHow large that mark is.small marksthe wall fills up
Every option on this tab, with a low and a high state side by side.

Explosives

The tab's fields are Explodes, radius, area damage, self damage multiplier, explosion blocked by world, and clear attackers on self damage.

Skip this for an aim drill. Splash damage rewards being near the target, which is the opposite of the demand you are building.

Every field on the tab.

Explosives 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/aimExplosives tab, every fieldBlast radius, damage and what stops it.ExplodesRounds detonate on impact.Splash damage rewards being nearthe target, which is theopposite of most aim drills.noyesExplosion RadiusHow far the blast reaches.tightwideArea DamageHow much damage the blast doesaway from the point of impact.the edge barely stingsthe edge misses themthe edge still killsSelf Damage MultiplierHow much of that blast damagecomes back to you.it barely touches youit does not reach youit takes you tooit takes you with itExplosion Blocked By WorldWalls stop the blast instead ofletting it through.passesblockedClear Attackers On Self DamageSelf damage clears who last hurtyou.keptcleared
Every option on this tab, with a low and a high state side by side.

Spread

The tab holds firing type, circular spread, stationary velocity and spread decay delay. Then comes a block per firing state: spread increase per shot, decrease per second, and a min and max.1

This is the main source of noise in a score. With spread, two identical inputs give two different outcomes, so a bad run may be the weapon rather than your aim.

Circular Spread decides the shape of the cone. Unchecked, the spread is square instead.

A square reaches further at its corners than along its edges, so the same setting is less forgiving on the diagonals. The min and max are the lowest the spread can be reduced to and the highest it can reach.

Two spread patterns around the same crosshair. The circular one reaches the same distance in every direction. The square one reaches further at its corners than along its edges.Bassel Bakrhttps://github.com/Bassel-Bakr/aimCircular spreadchecked, the defaultevery direction reaches the sameSquare spreaduncheckedcorners reach further out
The same spread value. A square reaches further at its corners than a circle ever does.

Set it to zero for any drill you intend to read. Keep it only when the drill is about controlling a spraying weapon.

Every field on the tab.

Spread 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/aimSpread tab, every fieldThe random cone, and how fast it opens and closes.Firing TypeWhich firing state this block ofspread settings applies to, suchas standing hipfire.one stateanotherCircular SpreadUnchecked, the spread is squareinstead. A square reachesfurther at its corners thanalong its edges.squarecircularStationary VelocityThe speed below which you countas standing still for spread.moving opens the conecounts as stillyour speedmoving, so the cone opensit counts as stillcounts as stillyour speedit still counts as stillSpread Decay DelayHow long after firing beforespread begins recovering.it closes at onceheld openit starts closing at onceit stays openheld openit stays open a whileSpread Increase per ShotHow much each shot widens thecone.holds tightopens fastSpread Decrease per SecondHow fast the cone closes again.closes slowlycloses fastSpread MinimumThe tightest the cone can everbe reduced to.pinpointnever tightSpread MaximumThe widest the cone can everreach.cappedwide open
Every option on this tab, with a low and a high state side by side.

PBS

Per bullet spread is a fixed pattern of offsets rather than a random cone, which suits a shotgun.1

A fixed pattern is learnable, so it is a skill rather than noise. That is the whole difference from the Spread tab.

Every field on the tab.

Per bullet spread, 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/aimPer bullet spread, every fieldA fixed pattern instead of a random cone.Use Per Bullet SpreadA fixed pattern of offsetsrather than a random cone, whichis what a shotgun wants. A fixedpattern is learnable.random conefixed patternPattern OffsetsWhere each pellet lands relativeto the crosshair.tight patternwide patternPattern CountHow many entries the patternholds.a two-shot pattern12a six-shot one123456a six-shot pattern
Every option on this tab, with a low and a high state side by side.

Recoil

The tab holds vertical and horizontal recoil, each as a min and max. It also holds first shot multiplier, time to peak, auto reset and time to reset, then manual negation, crouch scale and ADS scale.1

Random recoil is noise like spread is noise. Two bursts climb differently, so your score moves for reasons that are not you.

Vertical Recoil is how far the crosshair moves up, drawn at random between the min and the max. Crouch Scale and ADS Scale multiply the whole thing in those two states, with one meaning no change.

The timing fields have a rule, and the editor states it. Time To Peak is how long the recoil takes to reach maximum. Time To Reset is how long after that before the crosshair returns.

The tooltip recommends that peak plus reset comes to less than the Main tab's Time Between Shots. Break that and the crosshair never returns between shots, so the climb accumulates.

Two panels, each firing two shots with the gap between them marked. On the left the crosshair climbs and returns to rest before the second shot. On the right it has not finished returning, so the second shot starts from higher up and the climb stacks.Bassel Bakrhttps://github.com/Bassel-Bakr/aimPeak + reset < gaphome before the next shotresting crosshairtime between shotsPeak + reset > gapthe climb stacksresting crosshairtime between shots
Peak plus reset has to fit inside the gap between shots, or the climb never comes home.

Every field on the tab.

Recoil 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/aimRecoil tab, every fieldThe climb, and the timing rule the editor states.Vertical RecoilHow much to move the crosshairup, drawn at random between aminimum and a maximum.barely risesclimbs hardHorizontal RecoilHow much to move the crosshairsideways, drawn between aminimum and a maximum.it climbs straightrestingit wanders sidewaysrestingFirst Shot MultiplierHow much the first shot of aburst is scaled by.same as the restpunishes the firstTime To PeakHow long in seconds the recoiltakes to reach its maximum.it tops out at oncerestingit reaches the top at onceit climbs slowlyrestingAuto ResetThe crosshair returns on its ownonce firing stops.stays upreturnsTime To ResetHow long after the peak beforethe crosshair is home. Peak plusreset should come to less thanTime Between Shots.home before the next shotrestingstill highrestingstill high when you fireAllow Manual NegationLets the player pull downagainst the recoil themselves.fixedcontrollableCrouch ScaleScales recoil while crouched. 1is the same as normal.same as standingtamer crouchedADS ScaleScales recoil while aiming downsights. 1 is the same as normal.same as hipfiretamer zoomed
Every option on this tab, with a low and a high state side by side.

PSR

Per shot recoil is a fixed climb, the kind a Counter-Strike player learns.1 The editor describes it as for weapons where the recoil follows a pre-determined pattern over the magazine.

Use this when recoil control is the point of the drill.

It has its own timing pitfall. The per-shot time is how long each instance of recoil takes to play, and the automatic reset is blocked while it runs.

The tooltip recommends setting it above the Main tab's Time Between Shots, so that rapidly tapped shots still trigger recoil at all.

A loop start index decides which shot the pattern jumps back to once it reaches the end of the list.

Every field on the tab.

Per shot recoil, 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/aimPer shot recoil, every fieldA learnable pattern, with its own timing trap.Use Per Shot RecoilFor weapons whose recoil followsa pre-determined pattern overthe magazine, the kind a playerlearns.randoma patternTime Per ShotHow long each instance of recoiltakes to play. Automatic resetis blocked while it runs, so setit above Time Between Shots.a short cliprestinga long onerestinga long one, blocking resetRestore RateHow quickly the crosshair andthe center of shots return tonormal.slow to settlesettles fastLoop Start IndexWhich shot the pattern jumpsback to once it reaches the endof the list.it loops the whole list123456the tail only123456it loops the tail only
Every option on this tab, with a low and a high state side by side.

ADS

The tab holds whether the weapon can aim down sights, and the zoom FOV. It also holds whether the user may override that FOV. Then come zoom time, start delay, sensitivity factor, blocking rules while zoomed, and a third-person camera offset.1

It is relevant only if your game has an ADS you want to practice through. It changes your effective sensitivity while zoomed, so treat a zoomed drill as a separate scenario.

Every field on the tab.

Aim down sights, 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 down sights, every fieldThe zoom, and what it does to your sensitivity.Can Aim Down SightWhether the weapon has a zoom atall.noyesZoom FOVThe field of view while zoomed.Games handle FOV differently, somatch the number to the game youare training for.slightstrongAllow User OverrideLets the reader pick their ownzoom field of view.fixedtheir choiceZoom TimeHow long the zoom animationtakes.it snaps inzoominga slow zoomzoomingZoom Start DelayA delay in seconds before thezoom animation begins.it starts at oncenothing yetit hangs firstnothing yetZoom Sensitivity FactorHow much your sensitivitychanges while zoomed.the view keeps upviewhandthe same hand moves lessviewhandADSing Resets ChargeGoing in or out of sightsinterrupts weapon charging.charge keptcharge lostZoom Blocked In AirJumping or falling drops out of,or prevents, aiming down sights.allowedairborneblockedairborneThird Person Camera OffsetShifts the camera while athird-person character is aimingdown sights.it sits behind youcamerait swings out widecamera
Every option on this tab, with a low and a high state side by side.

Also Shoot

This tab attaches other weapon profiles to fire alongside this weapon. It is useful for building a weapon out of parts, and not something an aim drill needs.

Every field on the tab.

Also Shoot, 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/aimAlso Shoot, every fieldFiring other weapon profiles alongside this one.Also Shoot ProfilesOther weapon profiles fired atthe same time as this one. Ammo,recoil and spread all follow theoriginal profile.one weaponseveralZoomed OverrideWhile zoomed, the weapon obeysthe other profile's Also Shoottab instead of this one.this tabairbornethe other tabairborne
Every option on this tab, with a low and a high state side by side.

Cheats

The tab holds aimbot mode, target preference and disable on kill. It also holds lock strength, max speed, FOV and deadzone, then line-of-sight and axis rules, lock offsets, auto-off and re-engage timers.1

Last come sticky lock, head lock, trigger bot and its delay.1

This tab is a building tool. An aimbot takes your own aim out of the picture. That is what you want when checking whether a scenario's geometry, spawns and motion behave as intended.

Cheats can be disabled through the challenge properties, and are freely available in free play.1 Turn them off before the scenario becomes something you score.

Lock Deadzone is the field that makes an aimbot useful. It is the distance from the target at which the lock stops tracking.

At zero the lock stays on the target's center and nothing you do matters. Set it and the lock brings the crosshair close, then stops tracking.

That is a far better way to check whether a scenario's spawns and motion behave as intended.

Two panels, each with a locked crosshair dragged toward a target. With no deadzone it arrives at dead center. With a deadzone set it stops at the edge of a marked ring short of the middle.Bassel Bakrhttps://github.com/Bassel-Bakr/aimDeadzone 0it lands dead centerlock never releasesDeadzone setit stops shortdeadzonelock releases here
A deadzone is what turns a lock from an unbeatable opponent into a building tool.

Target Preference decides priority when several targets are available. Disable On Kill decides whether a lock may move to a new target once it has one.

Lock Vertical Offset shifts how far up or down the lock aims when locking vertically.

Every field on the tab.

Cheats 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/aimCheats tab, every fieldThe lock, its limits, and the trigger bot.Aimbot ModeHow the lock behaves, includingwhether it ignores your fireinput.offlockingTarget PreferenceWhat decides priority whenseveral targets are available.nearestanother ruleDisable On KillWhether a lock may move to a newtarget once it has one.moves onstaysLock StrengthHow hard the lock pulls thecrosshair toward the target.it tugs a littleyou aimedit drags you on targetyou aimedLock Max SpeedThe fastest the lock may moveyour aim.it crawls acrossyou aimedit crosses at onceyou aimedLock FOVHow far off target the lock willstill engage.only dead aheadit grabs from far offLock DeadzoneThe distance from the target atwhich the lock stops tracking.This is what turns an aimbotfrom unbeatable into a buildingit holds you on targetit lets go earlyLock Needs LOSThe lock requires line of sightto the target.through wallsneeds sightLock HorizontalThe lock corrects sideways.noyesLock VerticalThe lock corrects up and down.noyesLock Vertical OffsetHow far up or down the lock aimswhen locking vertically.it parks on the bodyover the headit parks over the headLock Blocks MouseThe lock takes your mouse inputaway while engaged.you still aimit takes overLock Auto Off TimerHow long before the lockreleases on its own.it lets go quicklylocked onit holds onlocked onit holds on and onLock Re-Engage TimerHow long before a released lockmay grab again.it grabs again at oncecannot graba long waitcannot graba long wait to re-grabSticky LockThe lock resists letting go onceit has a target.lets gosticksHead LockThe lock aims at the head ratherthan the body.bodyheadTrigger BotFires for you the moment atarget crosses the crosshair.you fireit firesTrigger Bot DelayHow long it waits before firingfor you.it fires as you crosswaitingit firesit fires the instant you crossit hesitateswaitingit firesit hesitates first
Every option on this tab, with a low and a high state side by side.

Common mistakes

  • Reading a score from a weapon with spread as a measure of aim.
  • Leaving a cheat enabled after testing.1
  • Editing Charge or Burst settings without enabling them on Main.1
  • Building a magazine small enough that reloads break the drill.

In practice

Strip first, then judge. For a drill about aim, a weapon with no spread, no random recoil and no reload keeps the score about where you pointed.

Do this next. Open the weapon profile of a scenario you play and check its Spread tab. If it has any, copy the scenario with spread at zero and compare a session on each.

Resources

References