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ESP
This is what is used to select entities and what to draw on them. This is meant to be a more customizeable system than a simple set of checkboxes/dropdowns. If an entity qualifies for multiple groups, the latest group will have priority. Groups will set all options of ESP, chams, glow, etc. non-exclusively.
Note: not everything is applicable to every entity, like backtrack to non-players or ESP to ragdolls.
Elements within groups are not able to be bound, but groups themselves are with this var. This can also act as a quick toggle for groups.
Note: because of the way this var works to control groups, no more than 32 can be created.
Controls color for ESP's box and glow. The alpha value also controls ESP's transparency.
Whether or not tags are allowed to override the group color.
Which entities to target. Extra visuals like Fake angle are also here.
Which targetted entities to further include.
Note: as an example, to target all enemies, all Enemy, BLU, and RED will need to be selected.
Note: if Dormant is selected, any non-dormant entities will be excluded, and vice versa.
Note: local player is not exempt from any conditions, so to ignore the local player from team, a separate group will need to be created.
Which players to further include. By default this is all players if no options are selected, and all classes if no classes are selected, or all conditions of no conditions are selected.
Which buildings to further include. By default this is all buildings if no options are selected.
Which projectiles to further include. By default this is all projectiles if no options are selected.
Which elements to draw in ESP. Not all options are available and apply to every entity.
How to draw target's visible 3D model.
How to draw target's occluded 3D model.
Size of solid glow. Disabled if 0.
Size of blur glow. Disabled if 0.
Draws arrows to target if offscreen.
Draws time until targetted pickup respawns again.
Whether or not to draw player backtrack models.
- Last/First: which models to draw. All of neither are selected.
- Always: draws regardless of weapon type if enabled.
Draws radius and/or trajectory for targetted projectiles.
- Predict: sets enabled visuals to use the predicted landing position rather than the current position of the projectile.
Draws sightline for player if scoped or charging a shot.
