AimAssist

Smooth, subtle cursor adjustments designed to mimic natural aim correction. It helps you stay on target by blending mathematical curves with small, human-like imperfections.

// Target Selection Logic

Switch between Single target lock or Smart dynamic prioritization. The system evaluates distance, angle, and visibility to determine the optimal target. You can also define aim vectors for specific hitboxes—head, chest, legs, or simply the nearest vulnerable point.

// Independent Axis Control

Separate speed controls for Yaw (horizontal) and Pitch (vertical) movement let you fine-tune how the assistance behaves. Fast horizontal tracking keeps up with strafing targets, while slower vertical movement prevents that telltale "snap" to the head that looks unnatural.

// Engagement Constraints

Define your combat radius with adjustable FOV (up to 180°) and Range (up to 8 blocks). The module only activates when a valid target enters these boundaries, preventing unwanted assistance when you're just exploring or mining.

General Settings

→ Targeting Mode: Single / Smart Switch
→ Aim Point: Head, Body, Legs, Nearest
→ Horizontal Speed: 0 - 100 (Yaw)
→ Vertical Speed: 0 - 100 (Pitch)
→ Field of View: 0 - 180° cone
→ Activation Range: Up to 8.0 blocks
→ Path Algorithm: Multiple curve options

// Movement Randomization Algorithms

PERLIN NOISE Organic drift
CUBIC SPLINE Smooth interpolation
HERMITE Eased keyframes
BEZIER Curved trajectories
TRIGONOMETRIC Sinus / Cosine waves
ELASTIC Spring rebound
Organic Imperfections

Perlin Noise / Basic Jitter: Generates continuous, pseudo-random micro-movements that break the mechanical precision of raw aimbot. This creates the subtle hand tremor and drift that every real player experiences, making the crosshair movement look genuinely human.

Spline-Based Pathing

Cubic / Hermite: These interpolation methods ensure the cursor doesn't start or stop abruptly. Instead, movement accelerates smoothly from rest and decelerates gently as it approaches the target, eliminating the robotic "instant lock" that triggers detection heuristics.

Geometric Curves

Bezier / Curve: Uses control points to draw elegant, arced paths toward the target. Rather than taking the shortest mathematical line—which looks calculated—the cursor follows a slightly curved trajectory that mimics the natural arc of wrist and arm movement.

Waveform Motion

Trigonometric (Sinus/Cosine): Applies continuous wave patterns to the aim path. The crosshair subtly oscillates around the target rather than sticking perfectly, simulating the natural difficulty of keeping a reticle exactly on a moving opponent.

Dynamic Response

Elastic / Spring: Adds a physics-based "weight" to the crosshair. It creates a bounce or overshoot effect when changing directions rapidly, similar to how a real mouse with inertia behaves during quick flicks or target switches.

Heuristic Evasion

All randomization algorithms work together to ensure that no two aim paths are ever identical. The combination of noise, curve variation, and dynamic response creates enough entropy that the movement pattern consistently passes as legitimate human input.