Rie

Features explanation

What the common global settings, aimbot, trajectory and triggerbot options in the loader do.

Features vary by game. This page covers the most common global settings and general features in the loader. Available options may change depending on each game's menu.

Global settings

  • Refresh Mode: cache mode is recommended by default. Use no-cache only when you know your DMA hardware is suited to it (usually a high-performance DMA card like ZDMA).
  • Cache Refresh: useful for missing players, abnormal data after long sessions, or gaming PCs with a lot of RAM.
  • Refresh Interval: only applies when cache refresh is enabled. Usually set it to 30 or 60 seconds. Refreshing costs read performance and may cause lag if it's set too low.
  • Drawing Screen: chooses which monitor displays the ESP overlay.
  • V-Sync: follows the current display refresh rate when enabled.
  • Max FPS: limits the FPS of the overlay rendering.

Control device

  • Memory Aimbot: only available in some games. The loader shows whether a game supports memory aimbot.
  • SENDINPUT: usually for compatibility or testing.
  • KMBOX B PRO / Makcu: requires the correct serial port and baud rate. Check your COM port in your second PC's Device Manager.
  • KMBOX NET: requires IP, port and UUID.
  • Makcu: the loader scans for the device automatically.
  • Auto Connect Device: reconnects the previous device when the cheat starts.
  • Move Test: tests the box connection. The mouse cursor moves if it's connected properly.

Common hotkeys

ActionDefault key
Show or hide menuINS
ReloadHOME
Black screen / Fuser modeF10
ExitEND

Aimbot

Target filtering

  • Aimbot Hotkey: hold the key to activate the aimbot.
  • Quick Head Lock: forces the aimbot to lock onto the head.
  • Team Check: ignores teammates.
  • Visible Check: checks whether a target is behind cover or walls before locking on. When enabled, hidden enemies are ignored to avoid obvious wall-locking.
  • Max Distance: targets beyond this distance are ignored.
  • Minimum On-Screen Time: the target must stay on ESP for at least this long before the aimbot can select it.
  • Health Weight: changes the priority of low-HP targets. Higher values make low-HP targets easier to select; 0 mainly ranks by crosshair distance.

FOV and dynamic FOV

  • FOV: targets must be inside this range. Larger values acquire targets more easily but can pick nearby unintended targets.
  • Static FOV: a fixed screen-space range. Works well when target size doesn't vary much.
  • Dynamic FOV: factors in the target box width. Close targets get a wider range, far targets a naturally tighter one.
  • FOV Circle: the Visuals FOV circle helps you see the range, but the actual selection can differ with dynamic FOV.

Locking and switching

  • Continuous Lock Time (Target Lock Duration): keeps the aimbot on the current target for this long. Higher is stickier, but switches more slowly when several targets are close.
  • Target Switch Delay: a delay before locking onto the next target after the current one dies or is lost. Higher values look more human and less snappy.
  • Nearest Bone Mode: picks the bone closest to the crosshair.
  • Bone Switch Delay: limits how often nearest-bone mode can switch bones.

Mouse trajectory

Every trajectory mode shares two settings:

  • Random Sleep Min / Max: set both to the same value for a fixed sleep, or to 0 for no delay. Linear and trajectory curves usually pause once per round. WindMouse and Curve 1 pause after every step, so the total time grows with the number of points on the path.
  • Target Delta Percent: scales the target offset down per tick before driving the trajectory. 100% uses the full offset; 50% only closes half the distance this loop. Lower values are smoother and prevent overshooting, but take more ticks to fully lock on.

Linear

The most direct and easiest mode. Usually sends one mouse movement per aimbot cycle.

  • Aimbot Speed: quite literal: lower is smoother.
  • Move Sleep (Aim Responsiveness): how long to wait after each move command. Set min and max to the same value for a fixed sleep. Linear usually sleeps once per cycle. Lower is lockier, higher is smoother.
  • Target Delta Percent: 100% is fine for Linear. If it feels too fast or jittery, lower Aimbot Speed first, then this value as needed.
  • Good for: fast response, simple setup.
  • Common issue: high Aimbot Speed with low sleep can cause overshoot or jitter.

WindMouse

Generates a multi-step path with random disturbance, then sends each step in order.

  • Gravity: how strongly the path is pulled toward the target. Higher values push the path closer to the target for a faster response.
  • Wind: random side-to-side jitter in the path. Higher values make the trajectory more random and can make the aim feel shaky.
  • Max Step / Velocity: limits the maximum movement of each step.
  • Distance Threshold: the distance from the target where the aim starts slowing down. Higher means earlier deceleration: a steadier but slower finish.
  • Move Sleep: sleeps once per step. More path nodes means a longer aim cycle.
  • Target Delta Percent: WindMouse treats the scaled offset as this path's destination. At 50% it only paths to the halfway mark, then recalculates next tick.
  • Best for: legit players who want natural mouse movement and don't mind slower aim.

BezierCurve1

Generates a multi-step path along a Bezier curve, with the curvature picked randomly between the min and max arc angle.

  • Max Step: controls the density of path nodes. Lower means more nodes: smoother but slower. Higher means fewer nodes: faster but less smooth.
  • Min Arc Angle: the lower limit for each curve's random curvature.
  • Max Arc Angle: the upper limit for each curve's random curvature.
  • Move Sleep: sleeps once after reaching each curve node.
  • Target Delta Percent: the curve treats the scaled offset as its final waypoint. Lower values shrink each sweep for a steadier path, but take more ticks to close in.
  • Good for: a clearly curved trajectory with more control than WindMouse.

TrajectoryCurve

A curve mode that works tick by tick. It builds a slight Bezier curve off the current target delta, damps it for smoothness, and sends only that small step. Next tick it re-reads the target position, recalculates the delta and continues along the new curve.

WindMouse and Curve 1 generate the whole path first and follow it step by step; TrajectoryCurve recalculates every frame and moves one step at a time. That's why it handles moving targets and constant adjustments much better.

ParameterDefaultDescription
enabledtrueEnables the curve. When off, the raw movement for the cycle is used, without curve, damping or deadzone.
curve_strength0.06Side offset of the Bezier curve. Higher bends more; lower is closer to a straight line.
step_t0.10How much of the curve to advance per cycle. Higher is faster and more direct; lower is finer but can feel slower.
damping0.30Velocity damping. Higher feels smoother but can lag behind moving targets; lower responds faster but feels harder.
max_move35.0Maximum movement length per cycle. Lower reduces big flicks, but too low may not keep up.
deadzone1.5Ignores movement smaller than this to reduce small jitter around the centre.

TrajectoryCurve still applies Target Delta Percent first, then calculates the curve. After sending its movement it runs one Random Sleep Min / Max delay.

Quick tuning guide

SymptomSuggestion
Curve is too obviousLower curve_strength, for example 0.03.
Path still looks too straightSlightly raise curve_strength, for example 0.08.
Can't keep up with moving targetsRaise step_t (for example 0.40 to 0.55) or lower damping.
Movement feels too hardRaise damping, for example 0.40.
Flicks are too largeLower max_move, for example 20 to 30.
Jitter near the centreRaise deadzone, for example 2.0 to 3.0.
Hard to settle on small targetsLower deadzone, for example 0.5 to 1.0.

Aimbot Sleep and Move Sleep

These two are easy to confuse, but they work in different places.

SettingWhere it appliesEffect
Aimbot SleepAfter each aimbot loopSets the overall tick rate of the whole aimbot loop.
Move SleepInside the mouse trajectorySets the sleep after a single move command, or between each step of a path.

A practical way to estimate the total time per cycle:

Linear          ≈ Linear Move Sleep + Aimbot Sleep
WindMouse       ≈ path steps × WindMouse Move Sleep + Aimbot Sleep
BezierCurve1    ≈ curve points × Curve Move Sleep + Aimbot Sleep
TrajectoryCurve ≈ one Move Sleep + Aimbot Sleep

TrajectoryCurve sends one curved movement per cycle, so its speed mostly depends on step_t, damping, max_move, deadzone and Aimbot Sleep. Target data updates, device latency, game FPS and system scheduling also play a part, but the relationship above is plenty for tuning.

  • Lower Aimbot Sleep: faster refresh and more responsive, but many more CPU/device commands and possibly more jitter.
  • Higher Aimbot Sleep: steadier with fewer commands, but the aim feels slightly delayed.
  • Lower Move Sleep: paths execute faster.
  • Higher Move Sleep: smoother trajectories, but multi-step modes slow down a lot.
Multi-step modes

Adjust Move Sleep carefully. For example, 5 ms across 20 points is already about 100 ms, before Aimbot Sleep is even added.

TriggerBot

TriggerBot works in two stages: check whether the crosshair is inside the target hitbox, then fire one click according to the delay settings.

Hitbox range

  • Trigger Hotkey: hold to trigger.
  • Fire Range / Hitbox Radius: scales with the target's skeleton size on screen, so it's larger up close and smaller at range.
  • Head Radius: checks around the head point.
  • Torso Radius: checks the neck-to-pelvis segment.
  • Arms / Legs Radius: covers the edge body parts.
  • Visible Check: usually follows the same visibility check as the aimbot when supported.

Fire delays

  • Fire Before Delay: waits this long before pressing the mouse button.
  • Press Delay: how long the button is held down.
  • Fire Interval: minimum time between valid trigger events; limits repeated clicks.
  • With Aimbot: while holding the trigger hotkey, the aimbot also runs if it's enabled.
Semi-auto weapons

Keep Fire Interval at least close to Fire Before Delay plus Press Delay.

Config suggestions

LegitSemiRage
FOVLow, 1–3Mid or dynamic FOVMax
Aimbot Sleep10–15 ms5–8 ms1–3 ms
Move Sleep10–15 ms5–8 ms1–3 ms
Target Switch Delay~500 ms~300 ms~0 ms
TrajectoryBezierCurve1 or WindMouseLinearLinear

For a steadier aimbot

  • Continuous Lock Time: medium, ~500 ms.
  • Bone Switch Delay: medium, ~100 ms.
  • Dynamic FOV: enabled.
  • TriggerBot radius: low on the head, medium on the torso, low on limbs.
Custom docs made by coffin.works