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  • @TeamHimes Thank you for the detailed explanation. As you said, auto-headshot can't one-shot kill, so for now I'll turn it off and rely solely on the hit radius — even if that means more limb dismemberment. A large hit radius does lower the game's difficulty, and players tend to lose interest quickly when everything comes off too easily. But if we had the freedom to adjust it to our own preference, that would make a huge difference. Would you consider removing the hit radius cap in your next update?

    July 29, 2026
  • @TeamHimes I'd like to report an issue regarding the hit radius and auto-headshot mechanics. In v1.3, both features initially worked as I expected: after a normal body hit landed, the bullet would immediately apply head damage as well. However, my goal is to skip the normal body hit entirely and have the very first bullet register as a headshot. Since the auto-headshot chance is capped at 50%, I was hoping to raise that limit.
    For some reason I haven't been able to identify, normal body shots later started instantly killing NPCs, which completely broke auto-headshot — this issue persists in v1.4 too. If the hit radius is specifically tied to the head, I'd like to be able to increase it to a much larger range to achieve the same one-shot headshot effect.

    July 28, 2026
  • Are there any plans to remove the hardcoded caps on certain parameters, or perhaps add an independent toggle for them? The default hardcoded limits are probably there for safety reasons, but being able to unlock them would really help with deeper mod debugging and fine-tuning.

    July 28, 2026
  • I can't wait to download it XD

    July 26, 2026
  • Please add support for GTA V Legacy,Thank you

    July 23, 2026
  • Sorry, I’m just an average player. I just wanted to bring up an approach that seemed viable to me, and I have no idea about the actual implementation process or how difficult it would be to code. Please forgive me if I said anything incorrect. Whether you decide to use this idea or not, I will keep supporting you and your mod all the same.

    July 02, 2026
  • @HKH191 You’re right that the raycast implementation itself is pretty basic. The real strength of this script lies in how quickly it refreshes target coordinates — it syncs almost perfectly with the movement of in-game entities. When paired with an extremely high bullet travel speed, it lands shots on moving targets nearly every single time.
    I’m not suggesting you rework your entire mod around raycasts. All I’m hoping is that you port its coordinate position updating system over to your mod to handle tracking vehicles and helicopters.

    July 02, 2026
  • Also, the latest version of "Aiming Raycast Results" is 1.12, titled "Enumerator's Ped Aimbot 1.12". A lot of online resources for it have gone offline, and source files are unavailable except for the original build I mentioned earlier. This newer version is much more polished, you can give it a download if you haven’t tried it yet.

    June 29, 2026
  • This mod is absolutely fantastic, thanks a ton for sharing it! However, I’ve noticed an issue: when aiming at fast-moving targets like vehicles, the bullets always land behind them.
    I’m aware of a certain type of mod that handles moving targets extremely well, especially when paired with an extremely high bullet travel speed. Right now it only works for pedestrians, but I believe the same logic can apply to vehicles and helicopters too.
    Try searching for Aiming Raycast Results (+ Source) — it might give you some useful reference to fix this problem.

    June 29, 2026