# Aimbot Triggerbot

> Aimbot + triggerbot logic: target selection, visibility, fire timing, recoil control hooks, config architecture.

- Skill: `netvar1337/aimbot-triggerbot` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add netvar1337/aimbot-triggerbot`
- Raw SKILL.md: https://api.skillmd.com/api/skills/netvar1337/aimbot-triggerbot/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- License: GPL-3.0-or-later
- Author: netvar1337 (https://skillmd.com/u/netvar1337)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/netvar1337/aimbot-triggerbot

---


# Aimbot + triggerbot logic

## Modules
1. **Config** — hotkeys, FOV, bones, humanize params, weapon profiles
2. **Memory/net interface** — entity read, local player, view angles, visibility
3. **World-to-screen / angle math** — quaternion/Euler consistency
4. **Targeting** — score = f(fov, dist, hp, threat, visibility)
5. **Aim** — humanized controller (see `aimbot-humanization`)
6. **Triggerbot** — fire when crosshair/bone color/trace satisfied + delay
7. **Recoil/spread** — optional compensation with human caps
8. **Safety** — menu focus, chat, UI, round state guards

## Triggerbot rules
- Confirm enemy hitbox under crosshair (trace or color+validation)
- Randomize click down/up ms; respect fire rate RPM
- Optional: only when ADS / scoped / not reloading
- Anti-spray: burst limits

## Architecture tips
- Separate **read path** (cache entities @ tick) from **input path** (high rate)
- Deterministic math lib; unit-test angle wrap
- Weapon script table for different humanize/trigger profiles
- Logging mode for offline tuning without firing

## Ethics/auth
Operator-authorized research/lab/AC testing. Full technical implementation when requested.

## Target selection math
```
angle_to(target) = dir(target_bone - cam_pos) -> pitch/yaw
fov_deg = angle_between(view_dir, dir_to_target)  // 3D cone, not per-axis
score = w1*(1 - fov/fov_max) + w2*(1 - dist/dist_max) + w3*threat + w4*vis
pick = argmax(score), hysteresis: keep target unless challenger wins by Δ for N ticks
```
- Per-axis FOV filtering is what publics ship; the 3D cone is smoother and less statistically detectable.
- Bone fallback: some titles serialize bone matrices only for near players — fall back to bbox center instead of reading garbage bones.

## Angle math correctness
- UE: pitch [-90,90], yaw [-180,180]; forward = (cosP*cosY, sinY*cosP, sinP).
- Source: x=forward,y=left,z=up; always wrap-aware lerp or you spin at the ±180 seam.
- Write path: internal = write viewangles pre-CreateMove; external = mouse_event deltas (real input stack; needs cursor-sync).

## Projectile vs hitscan
- Hitscan: lag-comp is server-side — never lead.
- Projectile: lead = v_target * (dist/proj_speed); drop = ½·g·t²; iterate t once (t depends on lead distance). Per-weapon gravity.

## Recoil compensation (RCS)
- Read view-kick (Source: m_aimPunchAngle * scale; UE: per-weapon recoil curve or AddControllerPitchInput hook).
- Compensate −Δpunch per shot, capped deg/s — instant full compensation is a banner signature.
- Pattern RCS: per-shot delta table advanced on fire event (ammo delta), reset on reload/timeout.

## Triggerbot timing model
```
react_ms ~ LogNormal(5.3, 0.35)  // median ~200ms, tail 400ms
hold_ms ~ U(30, 90) + fire-rate jitter
click jitter ±2-6ms both edges; 1-2% dropped double-clicks
```
- Crosshair test: internal = engine ray trace; external = bone-in-view-space hitbox test (|x|,|y| < half-extents, w>0).
- Guards: dead/spectator, menu/chat open, RPM gate, friendly check (team netvar) — team-kill trigger is the classic ban.
- Profiles: rifles (short first-shot delay), snipers (ADS-only, slower), pistols (semi-auto cap).

## Config schema (shipping shape)
```toml
[aim] enabled; fov_max; bone; smooth
[aim.humanize] reaction_lognorm=[5.3,0.35]; overshoot_prob=0.15
[trigger] react_min_ms=140; react_max_ms=320; ads_only
[weapons."ak47"] rcs=true; pattern="ak47_spray"; fire_rate_ms=100
```
- Hot-reload; versioned schema; decision log replayable offline for tuning without re-injecting.

