local AimAssistanceConfig = { -- Base Configuration Item BaseSettings = { GamePackageName = "com.tencent.tmgp.pubgmhd", InGameAimAssistance = "Enabled", GlobalMode = "GloballyVisible", MapRestriction = { Type = "Unrestricted", Desc = "EnabledOnAllMaps" }, WeaponRestriction = { Type = "Unrestricted", Desc = "EnabledForAllWeapons" }, ThirdPersonGlobalFieldOfView = "180°", FirstPersonGlobalFieldOfView = "110°", -- Trigger condition TriggerConditions = { Condition1 = "EnemyAppearsWithinPlayersFieldOfView", Condition2 = { Rule = "OnceAnEnemyIsHit", LockOnDuration = "10000ms" } }, -- General Parameter DefaultAimParams = { AimAssistanceStrength = ">9999", Duration = "10000ms", Target = "NearestEnemyInVerticalProximity", AutoAimEnabled = true } }, -- Full Scene Fire Assist Rules (covers all pose/angle combinations) FireRules = { -- Scenes without ADS (waist fire) NoADS = { Base = function() return AimAssistanceConfig.BaseSettings.DefaultAimParams end, Moving = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "MovingWithoutADS" return params end, LeanLeft = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "LeanLeftWithoutADS" return params end, LeanRight = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "LeanRightWithoutADS" return params end, Crouch = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "CrouchingWithoutADS" return params end, Prone = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "ProneWithoutADS" return params end }, -- Scenes with ADS (open mirror) ADS = { Base = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "AimingDownSights" return params end, Moving = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "MovingWithADS" return params end, LeanLeft = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "LeanLeftWithADS" return params end, LeanRight = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "LeanRightWithADS" return params end, Crouch = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "CrouchingWithADS" return params end, Prone = function() local params = AimAssistanceConfig.BaseSettings.DefaultAimParams params.Scene = "ProneWithADS" return params end } }, -- Auxiliary adjustment module during shooting InShotAdjustment = { ActivationConditions = { Condition1 = "EffectiveOnEnemiesWithinFieldOfView", Condition2 = { Rule = "EachActivationLasts10000ms", Termination = "EndsUponEliminatingEnemy" } }, ApplicableRange = { Weapons = { Type = "Unrestricted", Desc = "AllWeaponsEffective" }, Maps = { Type = "Unrestricted", Desc = "AllMapsEffective" } }, -- Bullet Module Configuration Modules = { -- Module1:Target magnetic attraction assist TargetMagnetism = { Enabled = true, Description = "WhenCrosshairApproachesEnemy,ApplyAttractiveForceToAdjustPlayersView,AligningCrosshairWithTarget", Strength = { WithoutADS = ">99", MovingWithoutADS = ">99", MovingWithADS = ">99", WithADS = ">99" } }, -- Module2:Cursor offset adjustment CrosshairOffset = { MaxEffectiveDistance = "200m", Rule = "IfWithinThreshold,ApplyProportionalViewOffsetTowardTargetCenter", CrosshairType = "NoRestrictions", OffsetStrength = "50", PriorityLocking = { EnemyHeadModel = "40", EnemyTorsoModel = "30", EnemyLimbModels = "20" } } } }, -- AI intelligent assistant module. AIModule = { InGameAIAssistance = "Enabled", AISmartCommanderApplicableMaps = "AllMaps", SubModules = { -- Module1:Enemy auxiliary aiming in the field of vision InViewAimAssist = { Trigger = "WhenEnemyAppearsInPlayersViewAndPlayerFires", Function = "AIAssistsWithAimingAndLockOn", Params = { AILockParameterValue = "99.99", AIAdjustmentSpeed = "Instant", AIDuration = "PersistsWhilePlayerIsFiring" } }, -- Module2:Enemy through the wall. WallPenetrationPrediction = { Trigger = "PredictingEnemiesBehindWalls", Conditions = { EnemiesInPlayersView = "0", DistanceRange = "200m", EnvironmentCondition = "EnemyObscuredByEnvironmentalModels" }, FireAction = "SmoothlyAdjustAimTowardsCoveredEnemy", Performance = { Accuracy = "Extreme", AIGlobalCoveragePerformance = "Intelligent" } } } } } return AimAssistanceConfig