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Kinetix

Kinetix — a feature-rich client for DDNet / DDRace (a Teeworlds mod). It ships a full in-game overlay (ClickGUI), a large multi-dummy toolkit, movement bots, pathfinding, TAS tooling, Lua scripting and much more.

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Table of Contents


Overview

Kinetix is a client-side mod built on DDNet. Everything runs on your own game client — it does not require any server-side support, except for the features that are driven by the normal in-game inputs you already send (bots, dummies, TAS, etc.).

Main feature groups:

  1. ClickGUI — a Yoga (flexbox) layout overlay with 11 draggable panels, smooth animations, tooltips, drag-to-sort, search, live resize, per-panel scroll, DPI-independent scaling and BG-blur.
  2. Multi-dummy — up to 128 dummies (MAX_DUMMIES) with per-dummy profiles, per-dummy SOCKS5 proxy support, smart dummy switch and batched commands.
  3. Movement & combat bots — Helpers (Block), AimBot, TriggerBot, Auto Fire, BalanceBot, Auto/Triple Fly, Fly Ride, Avoid Freeze, Laser Unfreeze, Fake Aim.
  4. Pathfinding — the classic Pathfinder (BFS / Beam / RHEA / BMCTS with a state-lattice A*), a chunk-based mini TAS maker, and the Real-Time Pathfinder (worker-thread planner reproduced on the live player).
  5. TAS — record/play/replay, rewind/forward, auto rewind-forward per tile, Fake Aim during playback.
  6. Scripting — Code Execution (Lua) via sol2, with near-total access to the DDNet classes.
  7. Visuals — Trajectory prediction, ESP, Hitboxes, custom/rainbow colours for sprites & entities, line rendering (size/colour/opacity/rainbow/gradient/layer).
  8. Utility — Spoofer (client name/version/hash, zoom, spectate), IRC over emotes, Admin Alarm, smart binds.

What is this for?

Multi-dummy automation, raiding, advertising, movement-assist, TAS making, and writing your own tools via Code Execution.


Navigation

ClickGUI is opened with the cl_clickgui toggle (bind a key: bind <key> toggle cl_clickgui 1 0). The tree below mirrors the panels, their rows, and the rows' children (only Expandable rows have children).

  • Functions
    • Helpers (expandable) → Auto Main, Main ID, All Target, Target IDs, Rescue, All Rescue, Rescue IDs, Dummy IDs, Fire Dist, Hook Dist, Main Dist, Target Dist, Rescue Dist, Stand Dist, MStand Dist
    • AimBot (expandable) → Weapon, Enable, FOV, Radius, Show FOV, Show Radius, Auto Switch Weapon, Use raycast (Show), Rules, Use raycast angle (AB), Predict, Jitter, Silent, Mode, Smooth Speed, Center snap, Team, Friend, Dummy, Clanmate, Freeze, Off while freeze, FNG Freeze, Priority, Targets, Targets IDs
    • TriggerBot (expandable) → Weapon, Enable, Trigger, Trigger mode, FOV, Radius, Show FOV, Show Radius, Auto Switch Weapon, Use raycast (Show), Rules, Latency, Team, Friend, Dummy, Clanmate, Freeze, Off while freeze, FNG Freeze, Priority, Targets, Targets IDs, Use silent channel AB
    • Auto Fire (expandable) → Delay
    • BalanceBot (expandable) → Vertical Filter, Radius Filter, Stand Radius, DDrace Team, Target ID, Team, Friend, Dummy, Clanmate, Freeze, Off while freeze, FNG Freeze, Targets, Targets IDs
    • Preserve input
    • Custom latency (expandable) → Latency (ms)
    • Auto fly (expandable) → Max Distance, Predict
    • Auto Triple Fly (expandable) → Dummy mode, Dummy ID, Target mode, Target IDs, Trigger radius, Radius
    • Copy Moves Filter (expandable) → Filter: Jump, Filter: Direction, Filter: Hook, Filter: Aim, Filter: Fire, Filter: Weapon
    • Mirror direction
    • Aim mode
    • Mirror aim X / Mirror aim Y (visible when Aim mode = Mirror)
    • Smart aim (visible when Aim mode = Smart)
    • Fly Ride
    • Copy Moves Latency (expandable) → Latency (ms)
    • Laser unfreeze (expandable) → Auto laser, FOV, Angles, Ticks, Trigger ticks, Silent, Show attempt
    • Fake Aim (expandable) → Mode, Speed, Jitter, Distance from center, Show for me, Show Server-Side Aim, Predict
    • Avoid Freeze (expandable) → Freeze, Teleport, Death, Direction, Jump, Hook, Aim, FOV, Angles, Silent, Ticks, Ticks Before
  • Visuals
    • Custom colors (expandable) → Sprite, Entity, Enable, Color, Opacity, Rainbow, Speed
    • Hide particles
    • Trajectory (expandable) → Type, Show, Prediction Ticks, Alpha Gradient, Simulate Players, Show for other players, Show for current
    • ESP (expandable) → Pointer, Pointer Style, Pointer Speed, Box, Box Style, Box Speed, X Box scale, Y Box scale, DDrace Team, Target ID, Team, Friend, Dummy, Clanmate, Freeze, FNG Freeze, Mode, X, Y, Targets, Targets IDs
    • Hitboxes (expandable) → Tee tile, Hitbox Style, Box Speed, Tee trigger, Hitbox Style, Box Speed, Show for others, DDrace Team, Target ID, Team, Friend, Dummy, Clanmate, Freeze, FNG Freeze, Targets, Targets IDs
    • Bypass Zoom Lock
    • Bypass Asset Lock
    • Admin Alarm (expandable) → Admin level, Message, Repeat, Every ms
  • Settings
    • ClickGUI Settings (expandable) → Main Color, Rainbow Main Color, Speed, Panel Color, BG Blackout, BG Blur, Blur Radius, ClickGUI Scale, Panels Start X, Panels Start Y, Panels X-indentation, Panels Y-indentation, Dynamic scale (Beta), Panels width, Panels height, Drag-To-Sort
    • Line rendering (expandable) → Component, Line color, Line size, Line opacity, Rainbow, Speed, Gradient, Step, Layer
    • IRC (expandable) → Reveal join, Nameplate tag
    • Spoofer (expandable) → Version ID, Client preset, Custom client name, Client version, Git hash, Git hash value, Extra NETMSGs
    • Spoof Zoom (expandable) → Fake Zoom
    • Spoof Spectate (expandable) → Mode, Fake spectate X, Fake spectate Y, Fake Follow ID
  • Pathfinder
    • Effort (dropdown)
    • Algorithm (dropdown)
    • Freedom Path (expandable) → Ratio
    • Settings (expandable) → A* Weight, Evolutions, Beam width, Performance, Freeze Support (Beta)
    • Visuals (expandable) → Show field, Show hooks, Show branches, Show speed
    • Pathfinding / Paste (double button)
    • Editor Forbidden Tiles / Clear Forbidden Tiles (double button)
    • Tunnel size (slider)
    • Generate tunnel (button)
    • Editor Finish Tiles / Clear Finish Tiles (double button)
    • Progress / ETA / Time (labels)
  • Binds
    • Bind Mode
    • Binds (expandable) → ClickGUI, AimBot, TriggerBot, Fake Aim, Laser Unfreeze, Copy Moves Filter, Copy Moves Latency, Trajectory, ESP, Avoid Freeze, Helpers, Auto Triple Fly, Auto Fire, BalanceBot, TAS Record, TAS Pause, TAS Rewind, TAS Forward
    • Edge bind (expandable) → Buttons, Edge in ms
    • Smart dummy switch (expandable) → Button, Mode, Dummy IDs
  • Info
    • Show spoofed, Client Name, Client Version, Client Hash, Kinetix Version, AVG FPS, Exe Hash, Telegram, TikTok
  • Code Execution (Lua)
    • Pick File, Path, Name, Version, Author, Description, Execute
  • TAS
    • Mode, Pick File / Unpick File, Action, Map, Name, Author, Save, Join, TPS, Pause
    • Auto Rewind/Forward (expandable) → Tile, Mode, Rewind Ticks
    • Fake Aim (expandable) → Mode
    • Visuals (expandable) → Show Path, Show Hooks, Show Speed, Trajectory
    • Forward, Rewind, Status
  • Real-Time Pathfinder
    • Reconstruct (expandable) → Reconstruct Trigger
    • Future Limit (expandable) → Future Ticks
    • Visuals (expandable) → Show Path, Show Hooks, Show Field, Show Previous Path, Show Speed
    • RT Pathfinding (button)
    • RT Editor Forbidden Tiles / Clear Forbidden Tiles (double button)
    • RT Editor Finish Tiles / Clear Finish Tiles (double button)
  • Dummy Manager
    • Dummies (slider — runtime limit)
    • Dummies (expandable) → Connect Dummy, Switch to Main, D1 Connect/Switch … D127 Connect/Switch
    • Proxy manager (expandable) → Main, Dummy 1 … Dummy 127 (toggle + u:p@socks5:proxy input)
    • Dummy Profiles (expandable) → Edit Mode, Open Main Profile, per-dummy toggles, Open Targets Profile, Open Dummy N Profile, Open All Profile
    • Dummy Tee (expandable) → Edit Mode, Open Main Tee, per-dummy toggles, Open Targets Tee, Open Dummy N Tee, Open All Tee
    • Reconnect (Apply) (button — visible only while proxy changes are staged)
  • Search
    • Search (input)
    • Search parameters (expandable) → Case Sensitive, Whole Word, Use Regex, Fuzzy Match

Components & Architecture

All Kinetix game logic lives under src/game/client/components/kinetix. Each component is registered in CGameClient::OnInit() and follows the folder convention documented in kinetix/README.md: one .cpp + one .h → files in the kinetix/ root; two or more .cpp/.h → a subfolder.

Component Class Role
kinetix.cpp/.h + kinetix_internal.h CBotNet Core: lifecycle, dummy processing, admin alarm, pathfinder/RT entry points
clickgui.cpp/.h CClickGui The overlay UI (Yoga layout, animations, input)
aimbot.cpp/.h CAimBot Per-weapon aim bot + trigger bot
bot_control.cpp/.h CBotControl kx_input, kx_stop, kx_aim, kx_oaim runtime input control
esp.cpp/.h CEsp ESP lines / boxes / hitboxes
trajectory.cpp/.h CTrajectory Per-type trajectory prediction (Tee/Pistol/Shotgun/Grenade/Laser)
avoid_freeze.cpp/.h CAvoidFreeze Brute-force freeze avoidance (per predicted tick)
laser_unfreeze.cpp CBotNet methods Predictive laser self-unfreeze
fly_ride.cpp CBotNet methods Pilot hooks/hammers a dummy (WASD moves anchor)
triple_fly.cpp CBotNet methods Auto triple fly
fake_aim.cpp CBotNet methods Fake/real aim modes for rendering
tas.cpp/.h CTas TAS record/play/replay + rewind/forward
irc.cpp/.h CIRC Emote-encoded IRC messaging
socks5_proxy.cpp/.h CSocks5Proxy Per-dummy SOCKS5 UDP proxy client
kinetix_lines.cpp/.h CKinetixLines Deferred line-render overlay (layer system)
console_commands.cpp CBotNet methods kx_send + placeholder replacement
attack/ CBotNet methods Block/attack logic + kx_atk_dists etc.
dummies/ CDummyData Per-dummy profiles, proxy config, connect/switch
pathfinder/ CBotNet methods Grid, A*/RHEA/BMCTS search, tunnel gen, pathfinder tab
macro/ CBotNet methods kx_macro_* macro recording/playback
code_exec/ CCodeExec Lua scripting engine + file dialog

ClickGUI Panels

Each row type is one of: Toggle, ToggleDropdown, Slider, Input, ToggleInput, Dropdown, Expandable, Button, DoubleButton, Label. Only Expandable rows have children ("subfunctions").

Functions

Combat, dummy control and reaction bots.

Helpers

The Block/Helpers bot. Movement, fire, hook and rescue are driven by the Block pathfinder; most toggles are always on now.

Function Description
Auto Main Automatically set the main ID to the currently active dummy.
Main ID Main player server ID.
All Target Target all players (Target IDs becomes an exclusion list).
Target IDs Comma-separated target server IDs.
Rescue Enable rescuing frozen teammates.
All Rescue Rescue all frozen players (Rescue IDs becomes an exclusion list).
Rescue IDs Specific server IDs to rescue / unrescue.
Dummy IDs Which dummy slots act as helpers (0,1,2,...).
Dists: Label separating the distance settings.
Fire Dist Distance at which the bot fires (32–64).
Hook Dist Distance at which the bot hooks (64–400).
Main Dist Radius to stay near main.
Target Dist Max distance to consider a target.
Rescue Dist Radius to search for frozen players.
Stand Dist Don't move if within N units of the target/main.
MStand Dist Stand distance for main.

AimBot

Per-weapon aim bot + trigger bot. Settings are selected by the Weapon dropdown (same pattern for TriggerBot).

Function Description
Weapon Which weapon's settings are edited: Hammer/Pistol/Shotgun/Grenade/Laser/Ninja/Hook.
Enable Enable the aim bot for the selected weapon.
FOV Field of view for target selection (degrees).
Radius Detection radius around the aim.
Show FOV / Show Radius Draw the FOV cone / radius.
Auto Switch Weapon Switch to this weapon when it has a target in its zone.
Use raycast (Show) Draw the zone using raycast.
Rules None / Insert line / Raycast.
Use raycast angle (AB) Derive the aim angle from the raycast.
Predict Iterative time-of-flight prediction.
Jitter Randomize the aim point within the hitbox (%).
Silent Silent aim (separate toggle).
Mode Edge / Trigger / Always / Smooth (Trigger hidden while Silent).
Smooth Speed Aim smoothing speed.
Center snap Snap to the player centre.
Team Both / My / War / Blue / Red.
Friend / Dummy / Clanmate Filters: Both / Ignore / Only.
Freeze Both / Freeze / No freeze.
Off while freeze Pause the bot while the local tee is frozen.
FNG Freeze Treat ninja as frozen (FNG does not sync freeze).
Priority Nearest FOV / Nearest Aim / Nearest to me.
Targets Both / Only / Ignore.
Targets IDs Comma-separated target IDs (used with the Targets filter).

TriggerBot

Fires/hooks automatically when a target enters the weapon's zone.

Function Description
Weapon Selected weapon (no Hook).
Enable Enable the trigger bot for the weapon.
Trigger Fire / Hook.
Trigger mode One tick / Hold / Every tick.
FOV / Radius / Show FOV / Show Radius Same as AimBot.
Auto Switch Weapon Same as AimBot.
Use raycast (Show) / Rules Same as AimBot.
Latency Delay in ticks before firing (0–10).
Team / Friend / Dummy / Clanmate / Freeze Same filters as AimBot.
Off while freeze / FNG Freeze Same as AimBot.
Priority / Targets / Targets IDs Same as AimBot.
Use silent channel AB While the AimBot's silent aim is active, this weapon's zone follows the silent direction.

Auto Fire

Function Description
Delay Auto-fire every N ticks while fire is held (0–50).

BalanceBot

Keeps X-axis balance against the nearest matching player (drives the current dummy only).

Function Description
Vertical Filter Below / Above / Both.
Radius Filter Search radius (0–1000).
Stand Radius Balance tolerance (1–10).
DDrace Team / Target ID / Team / Friend / Dummy / Clanmate / Freeze Player filters (same options as AimBot).
Off while freeze / FNG Freeze Same as AimBot.
Targets / Targets IDs Same as AimBot.

Fly

Function Description
Preserve input Keep dummy movement inputs while flying.
Custom latency Expandable: adjust the input replay latency (ms).
Auto fly Expandable: auto-hammer for hammerfly — Max Distance (5–63), Predict (next-tick physics).
Auto Triple Fly Acting dummy auto-hooks a target entering the trigger radius and holds while farther than the radius. Children: Dummy mode, Dummy ID, Target mode, Target IDs, Trigger radius, Radius.
Fly Ride Pilot (active dummy) hooks/hammers the nearest dummy; WASD moves the anchor.

Copy Moves

Function Description
Copy Moves Filter Expandable: choose which inputs are copied (Jump/Direction/Hook/Aim/Fire/Weapon).
Mirror direction Invert the copied direction.
Aim mode Smart (same world point) / Mirror.
Mirror aim X / Mirror aim Y Visible when Aim mode = Mirror.
Smart aim Visible when Aim mode = Smart.
Copy Moves Latency Expandable: staggered replay delay — dummy N replays input from latency × N ms ago.

Reaction / Aim modifiers

Function Description
Laser unfreeze Expandable: predictive laser self-unfreeze — Auto laser, FOV, Angles, Ticks, Trigger ticks, Silent, Show attempt.
Fake Aim Expandable: Mode (Random/Robot/Spin/Lag/Chaos/Real), Speed, Jitter, Distance from center, Show for me, Show Server-Side Aim, Predict.
Avoid Freeze Expandable: brute-forces input combos per predicted tick — Freeze, Teleport, Death, Direction, Jump, Hook, Aim, FOV, Angles, Silent, Ticks, Ticks Before.

Visuals

Function Description
Custom colors Expandable: per-sprite custom colour — Sprite (Tee/Legs/Entities/Guns/Hook/HUD/Particles/Emotions), Entity category, Enable, Color (hex), Opacity, Rainbow, Speed.
Hide particles Hide in-game particle effects.
Trajectory Expandable: per-type prediction (Type = Tee/Pistol/Shotgun/Grenade/Laser) — Show, Prediction Ticks, Alpha Gradient, Simulate Players, Show for other players, Show for current.
ESP Expandable: lines/boxes to players — Pointer/Box toggles + styles/speeds, X/Y Box scale, DDrace Team + Target ID, Team/Friend/Dummy/Clanmate/Freeze/FNG filters, Mode (Active player / Screen coordinates), X, Y, Targets, Targets IDs.
Hitboxes Expandable: Tee tile + Tee trigger hitboxes with styles/speeds, Show for others + full filter set.
Bypass Zoom Lock Ignore the server-imposed zoom restriction.
Bypass Asset Lock Ignore the server-imposed asset restriction.
Admin Alarm Expandable: local chat echo when an admin is online — Admin level, Message ({n} = nickname), Repeat, Every ms.

Settings

Function Description
ClickGUI Settings Expandable (header = master toggle): Main Color, Rainbow Main Color, Speed, Panel Color, BG Blackout, BG Blur, Blur Radius, ClickGUI Scale, Panels Start X/Y, Panels X/Y-indentation, Dynamic scale (Beta) — drag-to-resize edges, Panels width/height (hidden when Dynamic scale is on), Drag-To-Sort.
Line rendering Expandable: per-component line styling — Component (AimBot/TriggerBot/Trajectory/Laser Unfreeze/Pathfinder/ESP/TAS/Hitboxes/RT Pathfinder), Line color, Line size, Line opacity, Rainbow, Speed, Gradient, Step, Layer.
IRC Expandable: Reveal join, Nameplate tag.
Spoofer Expandable: Version ID, Client preset (DDNet/TClient/BestClient/Custom), Custom client name, Client version, Git hash, Git hash value, Extra NETMSGs.
Spoof Zoom Expandable (header = master toggle): send a fake zoom to the server — Fake Zoom.
Spoof Spectate Expandable (header = master toggle): Mode (Follow Coordinates / Follow Player), Fake spectate X/Y, Fake Follow ID.

Pathfinder

Chunk-based search (mini TAS maker) that simulates the real CCharacter in a cloned world.

Function Description
Effort Very Low … Max / Custom — preset for the search budget.
Algorithm BFS / Beam / RHEA / BMCTS.
Freedom Path Expandable: Ratio.
Settings Expandable: A* Weight, Evolutions (RHEA), Beam width, Performance (%), Freeze Support (Beta).
Visuals Expandable: Show field, Show hooks, Show branches, Show speed.
Pathfinding / Paste Start the search / paste the found path into TAS Playground.
Editor Forbidden Tiles / Clear Forbidden Tiles Paint tiles the path must avoid.
Tunnel size / Generate tunnel Generate straight tunnels between obstacles.
Editor Finish Tiles / Clear Finish Tiles Paint custom finish tiles.
Progress / ETA / Time Live search labels.

Binds

Function Description
Bind Mode Merge / Override.
Binds Expandable: input fields that commit bind <key> toggle <cvar> 1 0 — ClickGUI, AimBot, TriggerBot, Fake Aim, Laser Unfreeze, Copy Moves Filter/Latency, Trajectory, ESP, Avoid Freeze, Helpers, Auto Triple Fly, Auto Fire, BalanceBot, TAS Record/Pause/Rewind/Forward.
Edge bind Expandable: Buttons (comma list) + Edge in ms — listed keys release after the hold time.
Smart dummy switch Expandable: Button, Mode (Loop all / Order targets), Dummy IDs.

Info

Function Description
Show spoofed Show the spoofed identity instead of the real one.
Client Name / Version / Hash Real (or spoofed) name, version and git hash.
Kinetix Version Kinetix Version: v6.
AVG FPS Rolling average FPS.
Exe Hash Executable hash.
Telegram / TikTok Open the Kinetix social links.

Code Execution (Lua)

Function Description
Pick File Choose a .lua script.
Path / Name / Version / Author / Description Metadata read from the selected script's header.
Execute Run the selected script.

See Code Execution and docs/CODE_EXECUTION.md for the full Lua API.


TAS

Function Description
Mode Play / Record.
Pick File / Unpick File Select the TAS file.
Action Play/Record (label changes with mode).
Map / Name / Author TAS metadata.
Save / Join Playground Save the TAS / join the TAS playground.
TPS Ticks per second for playback (1–50).
Pause Pause playback.
Auto Rewind/Forward Expandable: per-tile auto actions — Tile (Freeze/Teleport/Death), Mode (Rewind/Forward), Rewind Ticks.
Fake Aim Expandable: rendered-aim mode during playback — Mode (Real/Smooth/Random/Robot/Spin/Lag).
Visuals Expandable: Show Path, Show Hooks, Show Speed, Trajectory.
Forward / Rewind Step one tick.
Status Live status label.

Real-Time Pathfinder

Single-branch planner on a worker thread, reproduced on the live player. Reconstruct re-anchors the plan from the live position when the deviation exceeds the trigger (anti-TAS chaos). Tile editors are independent from the Pathfinder tab.

Function Description
Reconstruct Expandable (header = master toggle): Reconstruct Trigger.
Future Limit Expandable (header = master toggle): Future Ticks.
Visuals Expandable: Show Path, Show Hooks, Show Field, Show Previous Path, Show Speed.
RT Pathfinding Start / stop (label turns green/red).
RT Editor Forbidden Tiles / Clear Forbidden Tiles Paint forbidden tiles.
RT Editor Finish Tiles / Clear Finish Tiles Paint finish tiles.

Dummy Manager

Function Description
Dummies (slider) Runtime dummy limit including main (1–128), enforced engine-side.
Dummies Expandable: Connect Dummy, Switch to Main, then D<n> Connect / D<n> Switch for every dummy slot.
Proxy manager Expandable: a toggle + proxy input (user:pass@host:port) per slot (slot 0 = Main).
Dummy Profiles Expandable: Edit Mode (Per-Dummy/All/Targets), Open Main Profile, per-dummy toggles, Open Targets Profile, per-dummy "Open Dummy N Profile" buttons, Open All Profile.
Dummy Tee Same as Dummy Profiles but for the tee/body settings.
Reconnect (Apply) Visible only while proxy changes are staged; pushes proxies and reconnects the affected dummies (main does a full reconnect).

Search

Real-time filtering of every other panel.

Function Description
Search Query input; empty shows everything.
Search parameters Expandable: Case Sensitive, Whole Word, Use Regex, Fuzzy Match.

Console Commands

Commands registered by Kinetix (in addition to the kx_* cvars, which are also settable directly — see CVars).

Command Signature Description
cl_clickgui 0/1 Show/hide the ClickGUI overlay (bindable).
kx_input s[action] i[ms] ?i[dummy] Send an input to a dummy: jump/hook/fire/left/right for ms on the optional dummy.
kx_stop ?i[dummy] Stop all bot actions for a dummy (default: current).
kx_aim i[dx] i[dy] ?i[dummy] Relative aim offset for a dummy.
kx_oaim i[x] i[y] ?i[dummy] Absolute aim position for a dummy.
kx_irc_send r[text] Send an emote-encoded IRC message.
kx_tas_forward — TAS: step one tick forward.
kx_tas_rewind — TAS: step one tick backward.
kx_targets s[ids] Set the target IDs.
kx_bots s[ids] Set the bot (ally) IDs.
kx_atk_dists fffffff Set radii: fire, hook, rescue, target, main, stand, main stand.
kx_rescue_ids s[ids] Rescue/Unrescue IDs.
kx_pathfinder_go i[on] ?i[x] ?i[y] Move to a position (0 disables, 1 x y enables and sets the target).
kx_macro_load s[path] Load a macro from file.
kx_macro_play i[on] Play the loaded macro (1=start, 0=stop).
kx_macro_record i[on] Record a macro (1=start, 0=stop).
kx_macro_save s[path] Save the recorded macro to file.
kx_macro_capture i[id] Set the capture ID for macro recording.
kx_send s[dummyids] r[command] Execute a command on the given dummies (-1 = all).
kx_pf_live i[state] Pathfinder tab: 0=idle, 1=running, 2=finished.
kx_pf_paste — Paste the found path into TAS Playground as the current run.
kx_dummy_switch — Switch to the next dummy (smart dummy switch).
kx_exec s[code] Execute Lua code.
kx_exec_stop — Stop the running Lua script.
kx_dummy_limit i[limit] Dummy limit incl. main (1–128).
dummy<N>_name s[value] Dummy N profile name (empty = shared dummy_name).
dummy<N>_clan s[value] Dummy N profile clan.
dummy<N>_country i[value] Dummy N country (-1 = inherit dummy_country).
dummy<N>_skin s[value] Dummy N skin.
dummy<N>_use_custom_color i[value] Dummy N custom-colour toggle (-1 = inherit).
dummy<N>_color_body / dummy<N>_color_feet i[value] Dummy N colours.
dummy<N>_default_eyes i[value] Dummy N default eyes.
dummy<N>_proxy s[value] Dummy N SOCKS5 proxy (user:pass@host:port).
dummy<N>_proxy_on i[value] Dummy N proxy toggle.

Placeholders

kx_send substitutes these placeholders (per-dummy) in the forwarded command:

Placeholder Description
{i} Rank of the target dummy among the connected dummies (1-based).
{r} One random character from a-z A-Z 0-9 _ . -.
{ri-N} Random integer from 0 to N (e.g. {ri-100}).
{c} Random CJK character (Unicode U+4E00 – U+9FFF).

Code Execution

Kinetix embeds a Lua interpreter (sol2) exposed through the Code Execution (Lua) panel and the kx_exec command. Scripts get direct access to virtually all DDNet client classes (gc), the IClient API (cl), the config (config), the console, HTTP, subprocesses, and graphics/sound/input/text helpers.

-- example: print the local player's position every second
while true do
    local me = gc.m_aLocalIds[config.m_ClDummy]
    print("pos:", gc.m_aClients[me].m_RenderPos.x, gc.m_aClients[me].m_RenderPos.y)
    sleep(1000)
end

Full API reference: docs/CODE_EXECUTION.md.

Key globals:

Global Purpose
print(...) Print to the in-game chat.
vec2(x, y) Vector with operators, length, normalize, dot, distance, angle.
CONST Engine constants (HOOK_*, WEAPON_*, TEAM_*, MAX_DUMMIES, …).
gc CGameClient — the entire game state (chat, clients, snap, worlds, controls, camera, m_BotNet, all components).
cl IClient — Connect/Disconnect, Rcon, DummyConnect/Connected/Count, ticks, player name, …
config config.get(name) / config.set(name, value) for any cvar (by script name).
console execute(line), print(s), execute_file(f).
net net.get/post/post_json → job with done/status/result/code/abort.
io / os io.popen(cmd) and os.execute(cmd) run windowless (no console flash).
gfx / sound / input / text Rendering, audio, input and text helpers.

CVars

All Kinetix settings are kx_* cvars, plus the overlay toggle cl_clickgui. They can be set in the console, bound with bind <key> toggle <cvar> 1 0, or changed from the ClickGUI. Values are saved unless noted.

Cvar Description
cl_clickgui Show/hide the Kinetix ClickGUI overlay
kx_ab_grenade_aim_mode AimBot grenade: mode 0=edge 1=trigger 2=always 3=smooth
kx_ab_grenade_auto_switch AimBot grenade: auto switch to this weapon when it has a target
kx_ab_grenade_clanmate AimBot grenade: clanmate filter 0=both 1=ignore 2=only
kx_ab_grenade_dummy AimBot grenade: dummy filter 0=both 1=ignore 2=only
kx_ab_grenade_enabled AimBot grenade: 1=enabled
kx_ab_grenade_fng_freeze AimBot grenade: treat ninja as frozen (FNG mode)
kx_ab_grenade_fov AimBot grenade: FOV degrees (1-360)
kx_ab_grenade_freeze AimBot grenade: freeze filter 0=both 1=freeze 2=no_freeze
kx_ab_grenade_friend AimBot grenade: friend filter 0=both 1=ignore 2=only
kx_ab_grenade_jitter AimBot grenade: aim jitter % of hitbox (0-100)
kx_ab_grenade_off_while_freeze AimBot grenade: pause while you are frozen
kx_ab_grenade_predict AimBot grenade: predict target position
kx_ab_grenade_priority AimBot grenade: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_ab_grenade_radius AimBot grenade: max radius (1-2000)
kx_ab_grenade_raycast_show AimBot grenade: use raycast for show rendering
kx_ab_grenade_rules AimBot grenade: rules 0=none 1=insert_line 2=insert_line+raycast
kx_ab_grenade_silent AimBot grenade: silent aim (does not move the visible crosshair)
kx_ab_grenade_smooth_center_snap AimBot grenade: smooth center snap (rotate around the player center)
kx_ab_grenade_smooth_speed AimBot grenade: smooth speed x10 (1-500 = 0.1-50.0 px per tick)
kx_ab_grenade_targets_filter AimBot grenade: targets filter 0=both 1=only 2=ignore
kx_ab_grenade_targets_ids AimBot grenade: targets filter IDs
kx_ab_grenade_team AimBot grenade: team filter 0=both 1=my 2=war 3=blue 4=red
kx_ab_grenade_use_angle AimBot grenade: aim at raycast hit point
kx_ab_hammer_aim_mode AimBot hammer: mode 0=edge 1=trigger 2=always 3=smooth
kx_ab_hammer_auto_switch AimBot hammer: auto switch to this weapon when it has a target
kx_ab_hammer_clanmate AimBot hammer: clanmate filter 0=both 1=ignore 2=only
kx_ab_hammer_dummy AimBot hammer: dummy filter 0=both 1=ignore 2=only
kx_ab_hammer_enabled AimBot hammer: 1=enabled
kx_ab_hammer_fng_freeze AimBot hammer: treat ninja as frozen (FNG mode)
kx_ab_hammer_fov AimBot hammer: FOV degrees (1-360)
kx_ab_hammer_freeze AimBot hammer: freeze filter 0=both 1=freeze 2=no_freeze
kx_ab_hammer_friend AimBot hammer: friend filter 0=both 1=ignore 2=only
kx_ab_hammer_jitter AimBot hammer: aim jitter % of hitbox (0-100)
kx_ab_hammer_off_while_freeze AimBot hammer: pause while you are frozen
kx_ab_hammer_predict AimBot hammer: predict target position
kx_ab_hammer_priority AimBot hammer: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_ab_hammer_radius AimBot hammer: max radius (1-2000)
kx_ab_hammer_raycast_show AimBot hammer: use raycast for show rendering
kx_ab_hammer_rules AimBot hammer: rules 0=none 1=insert_line 2=insert_line+raycast
kx_ab_hammer_silent AimBot hammer: silent aim (does not move the visible crosshair)
kx_ab_hammer_smooth_center_snap AimBot hammer: smooth center snap (rotate around the player center)
kx_ab_hammer_smooth_speed AimBot hammer: smooth speed x10 (1-500 = 0.1-50.0 px per tick)
kx_ab_hammer_targets_filter AimBot hammer: targets filter 0=both 1=only 2=ignore
kx_ab_hammer_targets_ids AimBot hammer: targets filter IDs
kx_ab_hammer_team AimBot hammer: team filter 0=both 1=my 2=war 3=blue 4=red
kx_ab_hammer_use_angle AimBot hammer: aim at raycast hit point
kx_ab_hook_aim_mode AimBot hook: mode 0=edge 1=trigger 2=always 3=smooth
kx_ab_hook_auto_switch AimBot hook: auto switch to this weapon when it has a target
kx_ab_hook_clanmate AimBot hook: clanmate filter 0=both 1=ignore 2=only
kx_ab_hook_dummy AimBot hook: dummy filter 0=both 1=ignore 2=only
kx_ab_hook_enabled AimBot hook: 1=enabled
kx_ab_hook_fng_freeze AimBot hook: treat ninja as frozen (FNG mode)
kx_ab_hook_fov AimBot hook: FOV degrees (1-360)
kx_ab_hook_freeze AimBot hook: freeze filter 0=both 1=freeze 2=no_freeze
kx_ab_hook_friend AimBot hook: friend filter 0=both 1=ignore 2=only
kx_ab_hook_jitter AimBot hook: aim jitter % of hitbox (0-100)
kx_ab_hook_off_while_freeze AimBot hook: pause while you are frozen
kx_ab_hook_predict AimBot hook: predict target position
kx_ab_hook_priority AimBot hook: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_ab_hook_radius AimBot hook: max radius (1-2000)
kx_ab_hook_raycast_show AimBot hook: use raycast for show rendering
kx_ab_hook_rules AimBot hook: rules 0=none 1=insert_line 2=insert_line+raycast
kx_ab_hook_silent AimBot hook: silent aim (does not move the visible crosshair)
kx_ab_hook_smooth_center_snap AimBot hook: smooth center snap (rotate around the player center)
kx_ab_hook_smooth_speed AimBot hook: smooth speed x10 (1-500 = 0.1-50.0 px per tick)
kx_ab_hook_targets_filter AimBot hook: targets filter 0=both 1=only 2=ignore
kx_ab_hook_targets_ids AimBot hook: targets filter IDs
kx_ab_hook_team AimBot hook: team filter 0=both 1=my 2=war 3=blue 4=red
kx_ab_hook_use_angle AimBot hook: aim at raycast hit point
kx_ab_laser_aim_mode AimBot laser: mode 0=edge 1=trigger 2=always 3=smooth
kx_ab_laser_auto_switch AimBot laser: auto switch to this weapon when it has a target
kx_ab_laser_clanmate AimBot laser: clanmate filter 0=both 1=ignore 2=only
kx_ab_laser_dummy AimBot laser: dummy filter 0=both 1=ignore 2=only
kx_ab_laser_enabled AimBot laser: 1=enabled
kx_ab_laser_fng_freeze AimBot laser: treat ninja as frozen (FNG mode)
kx_ab_laser_fov AimBot laser: FOV degrees (1-360)
kx_ab_laser_freeze AimBot laser: freeze filter 0=both 1=freeze 2=no_freeze
kx_ab_laser_friend AimBot laser: friend filter 0=both 1=ignore 2=only
kx_ab_laser_jitter AimBot laser: aim jitter % of hitbox (0-100)
kx_ab_laser_off_while_freeze AimBot laser: pause while you are frozen
kx_ab_laser_predict AimBot laser: predict target position
kx_ab_laser_priority AimBot laser: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_ab_laser_radius AimBot laser: max radius (1-2000)
kx_ab_laser_raycast_show AimBot laser: use raycast for show rendering
kx_ab_laser_rules AimBot laser: rules 0=none 1=insert_line 2=insert_line+raycast
kx_ab_laser_silent AimBot laser: silent aim (does not move the visible crosshair)
kx_ab_laser_smooth_center_snap AimBot laser: smooth center snap (rotate around the player center)
kx_ab_laser_smooth_speed AimBot laser: smooth speed x10 (1-500 = 0.1-50.0 px per tick)
kx_ab_laser_targets_filter AimBot laser: targets filter 0=both 1=only 2=ignore
kx_ab_laser_targets_ids AimBot laser: targets filter IDs
kx_ab_laser_team AimBot laser: team filter 0=both 1=my 2=war 3=blue 4=red
kx_ab_laser_use_angle AimBot laser: aim at raycast hit point
kx_ab_ninja_aim_mode AimBot ninja: mode 0=edge 1=trigger 2=always 3=smooth
kx_ab_ninja_auto_switch AimBot ninja: auto switch to this weapon when it has a target
kx_ab_ninja_clanmate AimBot ninja: clanmate filter 0=both 1=ignore 2=only
kx_ab_ninja_dummy AimBot ninja: dummy filter 0=both 1=ignore 2=only
kx_ab_ninja_enabled AimBot ninja: 1=enabled
kx_ab_ninja_fng_freeze AimBot ninja: treat ninja as frozen (FNG mode)
kx_ab_ninja_fov AimBot ninja: FOV degrees (1-360)
kx_ab_ninja_freeze AimBot ninja: freeze filter 0=both 1=freeze 2=no_freeze
kx_ab_ninja_friend AimBot ninja: friend filter 0=both 1=ignore 2=only
kx_ab_ninja_jitter AimBot ninja: aim jitter % of hitbox (0-100)
kx_ab_ninja_off_while_freeze AimBot ninja: pause while you are frozen
kx_ab_ninja_predict AimBot ninja: predict target position
kx_ab_ninja_priority AimBot ninja: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_ab_ninja_radius AimBot ninja: max radius (1-2000)
kx_ab_ninja_raycast_show AimBot ninja: use raycast for show rendering
kx_ab_ninja_rules AimBot ninja: rules 0=none 1=insert_line 2=insert_line+raycast
kx_ab_ninja_silent AimBot ninja: silent aim (does not move the visible crosshair)
kx_ab_ninja_smooth_center_snap AimBot ninja: smooth center snap (rotate around the player center)
kx_ab_ninja_smooth_speed AimBot ninja: smooth speed x10 (1-500 = 0.1-50.0 px per tick)
kx_ab_ninja_targets_filter AimBot ninja: targets filter 0=both 1=only 2=ignore
kx_ab_ninja_targets_ids AimBot ninja: targets filter IDs
kx_ab_ninja_team AimBot ninja: team filter 0=both 1=my 2=war 3=blue 4=red
kx_ab_ninja_use_angle AimBot ninja: aim at raycast hit point
kx_ab_pistol_aim_mode AimBot pistol: mode 0=edge 1=trigger 2=always 3=smooth
kx_ab_pistol_auto_switch AimBot pistol: auto switch to this weapon when it has a target
kx_ab_pistol_clanmate AimBot pistol: clanmate filter 0=both 1=ignore 2=only
kx_ab_pistol_dummy AimBot pistol: dummy filter 0=both 1=ignore 2=only
kx_ab_pistol_enabled AimBot pistol: 1=enabled
kx_ab_pistol_fng_freeze AimBot pistol: treat ninja as frozen (FNG mode)
kx_ab_pistol_fov AimBot pistol: FOV degrees (1-360)
kx_ab_pistol_freeze AimBot pistol: freeze filter 0=both 1=freeze 2=no_freeze
kx_ab_pistol_friend AimBot pistol: friend filter 0=both 1=ignore 2=only
kx_ab_pistol_jitter AimBot pistol: aim jitter % of hitbox (0-100)
kx_ab_pistol_off_while_freeze AimBot pistol: pause while you are frozen
kx_ab_pistol_predict AimBot pistol: predict target position
kx_ab_pistol_priority AimBot pistol: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_ab_pistol_radius AimBot pistol: max radius (1-2000)
kx_ab_pistol_raycast_show AimBot pistol: use raycast for show rendering
kx_ab_pistol_rules AimBot pistol: rules 0=none 1=insert_line 2=insert_line+raycast
kx_ab_pistol_silent AimBot pistol: silent aim (does not move the visible crosshair)
kx_ab_pistol_smooth_center_snap AimBot pistol: smooth center snap (rotate around the player center)
kx_ab_pistol_smooth_speed AimBot pistol: smooth speed x10 (1-500 = 0.1-50.0 px per tick)
kx_ab_pistol_targets_filter AimBot pistol: targets filter 0=both 1=only 2=ignore
kx_ab_pistol_targets_ids AimBot pistol: targets filter IDs
kx_ab_pistol_team AimBot pistol: team filter 0=both 1=my 2=war 3=blue 4=red
kx_ab_pistol_use_angle AimBot pistol: aim at raycast hit point
kx_ab_shotgun_aim_mode AimBot shotgun: mode 0=edge 1=trigger 2=always 3=smooth
kx_ab_shotgun_auto_switch AimBot shotgun: auto switch to this weapon when it has a target
kx_ab_shotgun_clanmate AimBot shotgun: clanmate filter 0=both 1=ignore 2=only
kx_ab_shotgun_dummy AimBot shotgun: dummy filter 0=both 1=ignore 2=only
kx_ab_shotgun_enabled AimBot shotgun: 1=enabled
kx_ab_shotgun_fng_freeze AimBot shotgun: treat ninja as frozen (FNG mode)
kx_ab_shotgun_fov AimBot shotgun: FOV degrees (1-360)
kx_ab_shotgun_freeze AimBot shotgun: freeze filter 0=both 1=freeze 2=no_freeze
kx_ab_shotgun_friend AimBot shotgun: friend filter 0=both 1=ignore 2=only
kx_ab_shotgun_jitter AimBot shotgun: aim jitter % of hitbox (0-100)
kx_ab_shotgun_off_while_freeze AimBot shotgun: pause while you are frozen
kx_ab_shotgun_predict AimBot shotgun: predict target position
kx_ab_shotgun_priority AimBot shotgun: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_ab_shotgun_radius AimBot shotgun: max radius (1-2000)
kx_ab_shotgun_raycast_show AimBot shotgun: use raycast for show rendering
kx_ab_shotgun_rules AimBot shotgun: rules 0=none 1=insert_line 2=insert_line+raycast
kx_ab_shotgun_silent AimBot shotgun: silent aim (does not move the visible crosshair)
kx_ab_shotgun_smooth_center_snap AimBot shotgun: smooth center snap (rotate around the player center)
kx_ab_shotgun_smooth_speed AimBot shotgun: smooth speed x10 (1-500 = 0.1-50.0 px per tick)
kx_ab_shotgun_targets_filter AimBot shotgun: targets filter 0=both 1=only 2=ignore
kx_ab_shotgun_targets_ids AimBot shotgun: targets filter IDs
kx_ab_shotgun_team AimBot shotgun: team filter 0=both 1=my 2=war 3=blue 4=red
kx_ab_shotgun_use_angle AimBot shotgun: aim at raycast hit point
kx_admin_alarm Admin Alarm: 1=on (local chat echo alert when an RCON admin is on the server)
kx_admin_alarm_level Admin Alarm: level being edited 0=helper 1=moderator 2=admin
kx_admin_alarm_ms1 Admin Alarm helper: repeat interval in ms (only when Repeat is on)
kx_admin_alarm_ms2 Admin Alarm moderator: repeat interval in ms (only when Repeat is on)
kx_admin_alarm_ms3 Admin Alarm admin: repeat interval in ms (only when Repeat is on)
kx_admin_alarm_msg1 Admin Alarm helper: echo message ({n} = admin nickname)
kx_admin_alarm_msg2 Admin Alarm moderator: echo message ({n} = admin nickname)
kx_admin_alarm_msg3 Admin Alarm admin: echo message ({n} = admin nickname)
kx_admin_alarm_rep1 Admin Alarm helper: repeat the echo while a helper is online
kx_admin_alarm_rep2 Admin Alarm moderator: repeat the echo while a moderator is online
kx_admin_alarm_rep3 Admin Alarm admin: repeat the echo while an admin is online
kx_af_aim AF: allow aim angle variation in brute-force
kx_af_angles AF: number of aim angles to try (within FOV)
kx_af_avoid_death AF: avoid death tiles (TILE_DEATH / m_MarkedForDestroy)
kx_af_avoid_freeze AF: avoid freeze tiles (m_FreezeTime > 0)
kx_af_avoid_teleport AF: avoid teleport tiles (IsTeleport/IsEvilTeleport)
kx_af_direction AF: allow direction changes (-1/0/1)
kx_af_fov AF: aim FOV in degrees (spread angles within this cone)
kx_af_hook AF: allow hook toggle
kx_af_jump AF: allow jump toggle
kx_af_silent AF: silent aim (don't move visible crosshair)
kx_af_ticks AF: ticks to simulate per combination
kx_af_ticks_before AF: ticks before the freeze to start acting (lead time)
kx_aimbot AimBot: 1=on 0=off
kx_aimbot_raycast_show AimBot: use raycast for show rendering
kx_aimbot_show_fov AimBot: show FOV
kx_aimbot_show_radius AimBot: show radius
kx_asset_unlock Visuals: bypass asset lock (always use DDNet entities)
kx_auto_fire Auto Fire: auto-fire every Delay ticks while fire is held
kx_auto_fire_delay Auto Fire: ticks between auto shots (0 = every tick)
kx_auto_main Auto-set main to active dummy
kx_avoid_freeze Avoid Freeze: predict freeze and override input to avoid it
kx_balance_bot BalanceBot: keep X distance to the nearest matching player (current dummy only)
kx_balance_bot_clanmate BalanceBot: clanmate filter 0=both 1=ignore 2=only
kx_balance_bot_ddrace_team BalanceBot: DDrace team filter 0=both 1=my 2=other 3=target
kx_balance_bot_ddrace_team_id BalanceBot: DDrace team id (used when DDrace team filter = target)
kx_balance_bot_dummy BalanceBot: dummy filter 0=both 1=ignore 2=only
kx_balance_bot_fng_freeze BalanceBot: treat ninja as frozen (FNG mode)
kx_balance_bot_freeze BalanceBot: freeze filter 0=both 1=freeze 2=no_freeze
kx_balance_bot_friend BalanceBot: friend filter 0=both 1=ignore 2=only
kx_balance_bot_off_while_freeze BalanceBot: pause while you are frozen
kx_balance_bot_radius BalanceBot: search radius in units (players behind walls are excluded)
kx_balance_bot_stand_radius BalanceBot: stop balancing inside this X radius (units)
kx_balance_bot_targets_filter BalanceBot: targets filter 0=both 1=only 2=ignore
kx_balance_bot_targets_ids BalanceBot: targets filter IDs
kx_balance_bot_team BalanceBot: team filter 0=both 1=my 2=war 3=blue 4=red
kx_balance_bot_vertical BalanceBot: vertical filter 0=below 1=above 2=both
kx_binds_mode Binds panel bind mode: 0=merge (append to existing bind), 1=override
kx_bot_action_duration Duration in ms for bot input actions (kx_input UI buttons)
kx_bot_target_dummy Target dummy for bot control UI (0=main, 1-127=dummies)
kx_clickgui_scale ClickGUI scale (x10: 10 = 1.0x default, 1-20 = 0.1x-2.0x)
kx_client_delay Client delay in ms (0 to disable)
kx_copy_moves Copy Moves: 1=on 0=off
kx_copy_moves_latency Copy Moves Latency: delay (ms) per dummy index before inactive dummies replay active player's input. N = latency_ms * dummy_index. Only applies when kx_copy_moves_latency_enabled is on.
kx_copy_moves_latency_enabled Copy Moves Latency master toggle. When off, no latency is applied (live copy). When on, inactive dummies replay active player's input from N ms ago (N = kx_copy_moves_latency * dummy_index).
kx_copy_target_id Copy Moves: target player ID (-1=disabled)
kx_custom_colors Visuals: custom colors (master; 0 = original look)
kx_drag_to_sort ClickGUI: drag-to-sort (1=swap by dragging over slot, 0=free positioning)
kx_dummy_aim Whether dummy is aiming (requires cl_dummy_control 1)
kx_dummy_copy_aim_mode Aim mode for copy moves: 0 = Smart (world coords), 1 = Mirror
kx_dummy_copy_mirror_aim_x Mirror aim X of inactive dummies when copy moves is on (mirror mode)
kx_dummy_copy_mirror_aim_y Mirror aim Y of inactive dummies when copy moves is on (mirror mode)
kx_dummy_copy_mirror_dir Mirror direction of inactive dummies by XOR when copy moves is on
kx_dummy_copy_moves_filter When on with copy_moves, only copy selected inputs (jump/direction/hook/aim/fire) instead of all
kx_dummy_copy_moves_filter_aim Copy Moves Filter: copy aim (target X/Y)
kx_dummy_copy_moves_filter_direction Copy Moves Filter: copy direction
kx_dummy_copy_moves_filter_fire Copy Moves Filter: copy fire
kx_dummy_copy_moves_filter_hook Copy Moves Filter: copy hook
kx_dummy_copy_moves_filter_jump Copy Moves Filter: copy jump
kx_dummy_copy_moves_filter_weapon Copy Moves Filter: copy weapon (wanted/next/prev weapon)
kx_dummy_copy_smart_aim Smart aim: inactive dummies aim at the same world point as the player (smart mode)
kx_dummy_direction Whether dummy is moving (requires cl_dummy_control 1)
kx_dummy_hammer_auto Auto-hammer: dummy hammers the active player every tick when in hammer radius (overrides custom latency)
kx_dummy_hammer_auto_max_dist Auto Fly: max distance (in world units) between dummy and active player for hammer to fire. Real DDNet hammer max reach = 63 center-to-center (ProjStartPos offset 21 + FindEntities radius 14 + target ProximityRadius 28). Default 50 = small safety margin. Max 63 = exact real reach.
kx_dummy_hammer_auto_predict Auto Fly: predict next-tick position of active player AND dummy before range check. Full physics: runs a real one-tick simulation (gravity, velocity ramp, friction, input, hook, map + player collision), falls back to linear pos+vel if unavailable. When on, hammer fires if the tees WILL be in range next tick (even if currently slightly out of range). Catches fast-moving players.
kx_dummy_hammer_custom_latency Use custom hammer latency instead of default 500ms
kx_dummy_hammer_keep_inputs Preserve dummy movement inputs (direction/jump/hook) during hammerfly; aim is still overridden for hammer direction
kx_dummy_hammer_latency_ms Hammer latency in milliseconds (only used when kx_dummy_hammer_custom_latency is on)
kx_edge_bind Edge Bind: listed keys release after a fixed hold time — the release fires after Edge in ms even if the key is still held
kx_edge_bind_buttons Edge Bind: comma-separated key names (a,b,c,f1,mouse5)
kx_edge_bind_ms Edge Bind: hold duration in ms before the release is sent
kx_esp ESP: draw lines from point A to all matching players
kx_esp_box ESP: show the box outline around targets
kx_esp_box_scale_x ESP box width scale in % (100 = 64px wide, scales the box size only)
kx_esp_box_scale_y ESP box height scale in % (100 = 64px tall, scales the box size only)
kx_esp_box_speed ESP dotted box animation speed (0-100, only for dotted box)
kx_esp_box_style ESP box style: 0=Box 1=Dotted box
kx_esp_clanmate_filter ESP clanmate filter: 0=both 1=ignore 2=only
kx_esp_ddrace_team ESP DDrace team filter: 0=both 1=my 2=other 3=target
kx_esp_ddrace_team_id ESP DDrace team id (used when DDrace team filter = target)
kx_esp_dummy_filter ESP dummy filter: 0=both 1=ignore 2=only
kx_esp_fng_freeze ESP: treat ninja as frozen (FNG mode)
kx_esp_freeze_filter ESP freeze filter: 0=both 1=freeze 2=no_freeze
kx_esp_friend_filter ESP friend filter: 0=both 1=ignore 2=only
kx_esp_mode ESP point A source: 0=active player 1=screen coordinates
kx_esp_pointer ESP: show the pointer lines
kx_esp_screen_x ESP screen X coordinate (used when mode=screen coordinates)
kx_esp_screen_y ESP screen Y coordinate (used when mode=screen coordinates)
kx_esp_speed ESP dotted animation speed (0-100, only for dotted styles)
kx_esp_style ESP line style: 0=Line 1=Arrow 2=Dotted line 3=Dotted Arrow
kx_esp_targets_filter ESP targets filter IDs (empty or no valid IDs = off)
kx_esp_targets_filter_mode ESP targets filter: 0=both 1=only 2=ignore
kx_esp_team_filter ESP team filter: 0=both 1=my 2=war 3=blue 4=red
kx_fake_aim Fake Aim: send fake aim coordinates to server
kx_fake_aim_dist_center Fake Aim: distance from center — rescale the aim sent to the server to exactly this distance from (0,0), preserving direction (0 = off). Applies to the real player aim, the laser unfreeze aim channel and all Fake Aim modes
kx_fake_aim_jitter Fake Aim Chaos mode: jitter strength — max random offset (in world units) added to the real aim
kx_fake_aim_mode Fake Aim mode: 0=Random 1=Robot 2=Spin 3=Lag 4=Chaos (jitters the real aim) 5=Real (sends the real aim unchanged)
kx_fake_aim_predict Fake Aim: Predict — rendered aim is advanced between ticks at frame rate; Real renders exactly like no Fake Aim, Spin rotates smoothly
kx_fake_aim_show_for_me Fake Aim: show fake aim on player character (not just server)
kx_fake_aim_show_server_side Fake Aim: render the aim the server actually sees (visible only with Show For Me)
kx_fake_aim_speed Fake Aim: speed (how often to change for Random, rotation speed for Spin)
kx_fire_dist Fire distance (pixels, 32-64)
kx_fly_ride Fly Ride: pilot (active dummy) hooks/hammers nearest dummy, WASD moves anchor point
kx_helpers Helpers Mode: 1=on 0=off
kx_hide_particles Visuals: hide Particles sprites
kx_hitboxes Hitboxes master: draw the tile/trigger hitboxes (toggle on the Hitboxes header)
kx_hitboxes_clanmate_filter Hitboxes clanmate filter: 0=both 1=ignore 2=only
kx_hitboxes_ddrace_team Hitboxes DDrace team filter: 0=both 1=my 2=other 3=target
kx_hitboxes_ddrace_team_id Hitboxes DDrace team id (used when DDrace team filter = target)
kx_hitboxes_dummy_filter Hitboxes dummy filter: 0=both 1=ignore 2=only
kx_hitboxes_fng_freeze Hitboxes: treat ninja as frozen (FNG mode)
kx_hitboxes_freeze_filter Hitboxes freeze filter: 0=both 1=freeze 2=no_freeze
kx_hitboxes_friend_filter Hitboxes friend filter: 0=both 1=ignore 2=only
kx_hitboxes_show_others Hitboxes: also draw the hitboxes for other players
kx_hitboxes_targets_filter Hitboxes targets filter IDs (empty or no valid IDs = off)
kx_hitboxes_targets_filter_mode Hitboxes targets filter: 0=both 1=only 2=ignore
kx_hitboxes_team_filter Hitboxes team filter: 0=both 1=my 2=war 3=blue 4=red
kx_hitboxes_tee_tile Hitboxes: show the tee tile-collision hitbox (28x28 square) on the active dummy
kx_hitboxes_tee_trigger Hitboxes: show the tee trigger hitbox (round, radius 28 - lasers/shotgun/hook) on the active dummy
kx_hitboxes_tile_speed Hitboxes dotted box animation speed for the tile hitbox (0-100, only for Dotted Box)
kx_hitboxes_tile_style Hitboxes tile style: 0=Filled 1=Box 2=Dotted Box
kx_hitboxes_trigger_speed Hitboxes dotted box animation speed for the trigger hitbox (0-100, only for Dotted Box)
kx_hitboxes_trigger_style Hitboxes trigger style: 0=Filled 1=Box 2=Dotted Box
kx_hook_dist Hook distance (pixels, 64-400)
kx_irc_enabled Enable IRC emote communication and decoding
kx_irc_nameplate_tag Show client tag in player nameplates if IRC user detected
kx_irc_reveal_join Send handshake on join to reveal yourself as IRC user
kx_laser_unfreeze Laser unfreeze: predict freeze and auto-fire laser to unfreeze self
kx_laser_unfreeze_angles Laser unfreeze: number of raycast angles to test (1-144)
kx_laser_unfreeze_auto Laser unfreeze: auto switch to laser weapon before firing
kx_laser_unfreeze_fov Laser unfreeze: field of view in degrees (5-360)
kx_laser_unfreeze_show_attempt Laser unfreeze: render successful laser path as blue line with 5s fade
kx_laser_unfreeze_silent Laser unfreeze: silent mode — don't change player's crosshair, only send aim to server
kx_laser_unfreeze_ticks Laser unfreeze: ticks to predict for raycast simulation (1-50)
kx_laser_unfreeze_trigger_ticks Laser unfreeze: ticks to predict for freeze trigger (1-5)
kx_line_aimbot_alpha AimBot line opacity
kx_line_aimbot_gradient AimBot line gradient (visible only with Rainbow)
kx_line_aimbot_gradient_step AimBot line gradient hue step per segment
kx_line_aimbot_rainbow AimBot line rainbow mode
kx_line_aimbot_rainbow_speed AimBot line rainbow speed (display = value/10)
kx_line_aimbot_size AimBot line width
kx_line_component Selected component for Line rendering panel (0=AimBot 1=TriggerBot 2=Trajectory 3=LaserUnfreeze 4=Pathfinder 5=ESP 6=TAS 7=Hitboxes)
kx_line_esp_alpha ESP line opacity
kx_line_esp_gradient ESP line gradient (visible only with Rainbow)
kx_line_esp_gradient_step ESP line gradient hue step per segment
kx_line_esp_rainbow ESP line rainbow mode
kx_line_esp_rainbow_speed ESP line rainbow speed (display = value/10)
kx_line_esp_size ESP line width
kx_line_hitboxes_alpha Hitboxes line opacity
kx_line_hitboxes_gradient Hitboxes line gradient (visible only with Rainbow)
kx_line_hitboxes_gradient_step Hitboxes line gradient hue step per segment
kx_line_hitboxes_rainbow Hitboxes line rainbow mode
kx_line_hitboxes_rainbow_speed Hitboxes line rainbow speed (display = value/10)
kx_line_hitboxes_size Hitboxes line width
kx_line_laser_unfreeze_alpha Laser Unfreeze line opacity
kx_line_laser_unfreeze_gradient Laser Unfreeze line gradient (visible only with Rainbow)
kx_line_laser_unfreeze_gradient_step Laser Unfreeze line gradient hue step per segment
kx_line_laser_unfreeze_rainbow Laser Unfreeze line rainbow mode
kx_line_laser_unfreeze_rainbow_speed Laser Unfreeze line rainbow speed (display = value/10)
kx_line_laser_unfreeze_size Laser Unfreeze line width
kx_line_pathfinder_alpha Pathfinder line opacity
kx_line_pathfinder_gradient Pathfinder line gradient (visible only with Rainbow, overridden by Show Speed)
kx_line_pathfinder_gradient_step Pathfinder line gradient hue step per segment
kx_line_pathfinder_rainbow Pathfinder line rainbow mode
kx_line_pathfinder_rainbow_speed Pathfinder line rainbow speed (display = value/10)
kx_line_pathfinder_size Pathfinder line width
kx_line_rendering_alpha Trajectory line opacity (0-100)
kx_line_rendering_layer Line render layer: 0=behind foreground blocks, 1+=on top of blocks (deferred overlay pass)
kx_line_rendering_size Trajectory line width in pixels (0=thin default)
kx_line_rtpathfinder_alpha RT Pathfinder line opacity
kx_line_rtpathfinder_gradient RT Pathfinder line gradient (visible only with Rainbow, overridden by Show Speed)
kx_line_rtpathfinder_gradient_step RT Pathfinder line gradient hue step per segment
kx_line_rtpathfinder_rainbow RT Pathfinder line rainbow mode
kx_line_rtpathfinder_rainbow_speed RT Pathfinder line rainbow speed (display = value/10)
kx_line_rtpathfinder_size RT Pathfinder line width
kx_line_tas_alpha TAS line opacity
kx_line_tas_gradient TAS line gradient (visible only with Rainbow)
kx_line_tas_gradient_step TAS line gradient hue step per segment
kx_line_tas_rainbow TAS line rainbow mode
kx_line_tas_rainbow_speed TAS line rainbow speed (display = value/10)
kx_line_tas_size TAS line width
kx_line_trajectory_alpha Trajectory line opacity
kx_line_trajectory_gradient Trajectory line gradient (visible only with Rainbow)
kx_line_trajectory_gradient_step Trajectory line gradient hue step per segment
kx_line_trajectory_rainbow Trajectory line rainbow mode
kx_line_trajectory_rainbow_speed Trajectory line rainbow speed (display = value/10)
kx_line_trajectory_size Trajectory line width
kx_line_triggerbot_alpha TriggerBot line opacity
kx_line_triggerbot_gradient TriggerBot line gradient (visible only with Rainbow)
kx_line_triggerbot_gradient_step TriggerBot line gradient hue step per segment
kx_line_triggerbot_rainbow TriggerBot line rainbow mode
kx_line_triggerbot_rainbow_speed TriggerBot line rainbow speed (display = value/10)
kx_line_triggerbot_size TriggerBot line width
kx_main Main target ID (-1 = none)
kx_main_dist Main distance (pixels, 100000=infinity)
kx_main_stand_dist Main stand distance (pixels)
kx_panels_dynamic_scale ClickGUI: dynamic panel scale - drag edges to resize (beta)
kx_panels_height ClickGUI: panels body max height (px)
kx_panels_indent_x ClickGUI: panels X indentation (px)
kx_panels_indent_y ClickGUI: panels Y indentation (px)
kx_panels_start_x ClickGUI: panels start X (px)
kx_panels_start_y ClickGUI: panels start Y (px)
kx_panels_width ClickGUI: panels width (px)
kx_pf_algorithm Pathfinder algorithm: 0=BFS (per-tick A*) 1=Beam 2=RHEA 3=BMCTS
kx_pf_astar_node_budget Pathfinder: A* max nodes before giving up (1000-100000000)
kx_pf_astar_weight Pathfinder: A* heuristic weight x100 (100 = 1.00 optimal, higher = faster but suboptimal)
kx_pf_beam_width Pathfinder Beam: max children kept per expansion (Custom effort uses this value)
kx_pf_effort Pathfinder effort: 0=Very Low 1=Low 2=Medium(default) 3=High 4=Ultra 5=Max 6=Custom. Presets override chunk size / hook angles / candidates / search budget and score/penalty toggles at READ time; Custom uses the stored values.
kx_pf_freedom Freedom Path: FMM flow field prefers tiles far from walls/freeze/teleports (master toggle, see kx_pf_freedom_ratio)
kx_pf_freedom_ratio Freedom Path: how aggressively the FMM flow field prefers tiles far from walls/freeze/teleports (ratio x10: 10 = 1.0x default)
kx_pf_freeze_support Pathfinder freeze support (beta): ON allows phase-2 route analysis through freeze tiles and shows the Freeze penalty toggle. OFF rejects ANY candidate that touches freeze for even 1 tick.
kx_pf_perf Pathfinder: performance budget per tick in % (1-100; lower = slower but smoother, spreads chunk generation across many ticks)
kx_pf_rhea_generations Pathfinder RHEA: number of evolution generations per chunk (more = better candidates but slower)
kx_pf_show_branches Visuals: show other branches (semi-transparent)
kx_pf_show_field Visuals: show flow field
kx_pf_show_hooks Visuals: show hook lines (blue)
kx_pf_show_speed Visuals: show speed gradient (red=slow, blue=fast)
kx_pf_tunnel_size Pathfinder tunnel size 0-10, free corridor half-width around the FMM path
kx_rainbow_emoticons Visuals: rainbow emoticons (master)
kx_rainbow_emoticons_alpha Visuals: emoticons opacity %
kx_rainbow_emoticons_anim Visuals: emoticons rainbow animation
kx_rainbow_emoticons_speed Visuals: rainbow emoticons speed x10
kx_rainbow_ent Visuals: rainbow entities (master)
kx_rainbow_ent_alpha Visuals: entities opacity %
kx_rainbow_ent_anim Visuals: entities rainbow animation
kx_rainbow_ent_death Visuals: death entities custom color (enable)
kx_rainbow_ent_death_alpha Visuals: death entities opacity %
kx_rainbow_ent_death_anim Visuals: death entities rainbow animation
kx_rainbow_ent_death_speed Visuals: death entities rainbow speed x10
kx_rainbow_ent_freeze Visuals: freeze entities custom color (enable)
kx_rainbow_ent_freeze_alpha Visuals: freeze entities opacity %
kx_rainbow_ent_freeze_anim Visuals: freeze entities rainbow animation
kx_rainbow_ent_freeze_speed Visuals: freeze entities rainbow speed x10
kx_rainbow_ent_hookable Visuals: hookable entities custom color (enable)
kx_rainbow_ent_hookable_alpha Visuals: hookable entities opacity %
kx_rainbow_ent_hookable_anim Visuals: hookable entities rainbow animation
kx_rainbow_ent_hookable_speed Visuals: hookable entities rainbow speed x10
kx_rainbow_ent_others Visuals: other entities custom color (enable)
kx_rainbow_ent_others_alpha Visuals: other entities opacity %
kx_rainbow_ent_others_anim Visuals: other entities rainbow animation
kx_rainbow_ent_others_speed Visuals: other entities rainbow speed x10
kx_rainbow_ent_speed Visuals: rainbow entities speed x10
kx_rainbow_ent_unhookable Visuals: unhookable entities custom color (enable)
kx_rainbow_ent_unhookable_alpha Visuals: unhookable entities opacity %
kx_rainbow_ent_unhookable_anim Visuals: unhookable entities rainbow animation
kx_rainbow_ent_unhookable_speed Visuals: unhookable entities rainbow speed x10
kx_rainbow_guns Visuals: rainbow guns (master)
kx_rainbow_guns_alpha Visuals: guns opacity %
kx_rainbow_guns_anim Visuals: guns rainbow animation
kx_rainbow_guns_speed Visuals: rainbow guns speed x10
kx_rainbow_hook Visuals: rainbow hook (master)
kx_rainbow_hook_alpha Visuals: hook opacity %
kx_rainbow_hook_anim Visuals: hook rainbow animation
kx_rainbow_hook_speed Visuals: rainbow hook speed x10
kx_rainbow_hud Visuals: rainbow HUD (master)
kx_rainbow_hud_alpha Visuals: HUD opacity %
kx_rainbow_hud_anim Visuals: HUD rainbow animation
kx_rainbow_hud_speed Visuals: rainbow HUD speed x10
kx_rainbow_legs Visuals: rainbow tee legs (master)
kx_rainbow_legs_alpha Visuals: legs opacity %
kx_rainbow_legs_anim Visuals: legs rainbow animation
kx_rainbow_legs_speed Visuals: rainbow legs speed x10
kx_rainbow_particles Visuals: rainbow particles (master)
kx_rainbow_particles_alpha Visuals: particles opacity %
kx_rainbow_particles_anim Visuals: particles rainbow animation
kx_rainbow_particles_speed Visuals: rainbow particles speed x10
kx_rainbow_tee Visuals: rainbow tee body (master)
kx_rainbow_tee_alpha Visuals: tee opacity %
kx_rainbow_tee_anim Visuals: tee rainbow animation
kx_rainbow_tee_speed Visuals: rainbow tee speed x10 (1-100 = 0.1-10.0)
kx_rescue Rescue frozen allies
kx_rescue_all Rescue all (not just list)
kx_rescue_radius Rescue radius (pixels)
kx_rt_pf_future_limit RT Pathfinder: enable the future ticks limit (off = the worker plans as far ahead as the solver needs)
kx_rt_pf_future_ticks RT Pathfinder: future ticks limit (the worker keeps this many unreproduced ticks planned)
kx_rt_pf_reconstruct RT Pathfinder: reconstruct the path when the real position deviates from the plan
kx_rt_pf_show_field RT Pathfinder visuals: show flow field
kx_rt_pf_show_hooks RT Pathfinder visuals: show hook lines (blue)
kx_rt_pf_show_path RT Pathfinder visuals: show generated path (already passed part is trimmed)
kx_rt_pf_show_prev_path RT Pathfinder visuals: show already reproduced path (half opacity)
kx_rt_pf_show_speed RT Pathfinder visuals: speed gradient (affects Show Path and Show Previous Path)
kx_rt_pf_trigger RT Pathfinder: reconstruct trigger in units (1-32)
kx_sds_dummy_ids Smart dummy switch: comma-separated dummy ids (0-7)
kx_sds_mode Smart dummy switch mode: 0=loop all connected dummies, 1=order targets
kx_show_trajectory Show trajectory prediction for active player
kx_spoof_bestclient_extra_netmsgs Send BestClient extra identification NETMSGs on connect (BestClient preset only)
kx_spoof_client_name Client name to spoof (replaces GAME_NAME in DDNetVersionStr)
kx_spoof_client_preset Client preset: 0=DDNet, 1=TClient, 2=BestClient, 3=Custom
kx_spoof_client_str Spoof client name/version string sent to server
kx_spoof_client_version Client version string to spoof (replaces GAME_RELEASE_VERSION). v1.56.174: bumped 16->32 to fit '2.1.1 stable-beta' (17 chars + null = 18).
kx_spoof_git_hash Git hash to spoof (empty = use real, 'none' = hide). v1.56.174: bumped 24->40 to fit 32-char BestClient hash (--short=32 format).
kx_spoof_git_hash_enabled Enable custom git hash spoof
kx_spoof_spectate Spoof Spectate: send fake spectate data to the server
kx_spoof_spectate_follow_id Spoof Spectate: fake follow client ID (Follow Player)
kx_spoof_spectate_mode Spoof Spectate mode: 0=Follow Coordinates, 1=Follow Player
kx_spoof_spectate_x Spoof Spectate: fake spectate X (Follow Coordinates)
kx_spoof_spectate_y Spoof Spectate: fake spectate Y (Follow Coordinates)
kx_spoof_tclient_extra_netmsgs Send TClient extra identification NETMSGs on connect (TClient preset only)
kx_spoof_zoom Spoof Zoom: send a fake zoom value to the server (CameraInfo)
kx_spoof_zoom_value Spoof Zoom: fake zoom level x10 (1.0-50.0 step 0.1; inverted: 1.0 = zoom out, 50.0 = zoom in, 10.0 = default view)
kx_stand_dist Stand distance (pixels)
kx_target_all Attack all (targets become blacklist): 1=on 0=off
kx_target_dist Target distance (pixels)
kx_tas_auto_rf TAS Auto RF: master toggle (Record mode only)
kx_tas_auto_rf_d_mode TAS Auto RF Death: 0=Rewind 1=Forward
kx_tas_auto_rf_d_ticks TAS Auto RF Death: action ticks (0=off)
kx_tas_auto_rf_f_mode TAS Auto RF Freeze: 0=Rewind 1=Forward
kx_tas_auto_rf_f_ticks TAS Auto RF Freeze: action ticks (0=off)
kx_tas_auto_rf_t_mode TAS Auto RF Teleport: 0=Rewind 1=Forward
kx_tas_auto_rf_t_ticks TAS Auto RF Teleport: action ticks (0=off)
kx_tas_fake_aim TAS Fake Aim: mask the rendered aim of the replaying tee
kx_tas_fake_aim_mode TAS Fake Aim mode: 0=Real 1=Smooth 2=Random 3=Robot 4=Spin 5=Lag
kx_tas_pause TAS: pause state (0=running, 1=paused, toggles)
kx_tas_record TAS: record state (0=off, 1=recording, toggles)
kx_tas_show_hooks TAS Visuals: draw hook segments along the saved path
kx_tas_show_path TAS Visuals: draw the saved path polyline
kx_tas_show_speed TAS Visuals: show speed labels along the saved path
kx_tas_show_trajectory TAS Visuals: simulate and draw the upcoming trajectory of the replay
kx_tb_grenade_auto_switch TriggerBot grenade: auto switch to this weapon when it has a target
kx_tb_grenade_clanmate TriggerBot grenade: clanmate filter 0=both 1=ignore 2=only
kx_tb_grenade_dummy TriggerBot grenade: dummy filter 0=both 1=ignore 2=only
kx_tb_grenade_enabled TriggerBot grenade: 1=enabled
kx_tb_grenade_fng_freeze TriggerBot grenade: treat ninja as frozen (FNG mode)
kx_tb_grenade_fov TriggerBot grenade: FOV degrees (1-360)
kx_tb_grenade_freeze TriggerBot grenade: freeze filter 0=both 1=freeze 2=no_freeze
kx_tb_grenade_friend TriggerBot grenade: friend filter 0=both 1=ignore 2=only
kx_tb_grenade_latency TriggerBot grenade: random latency ticks (0-10)
kx_tb_grenade_off_while_freeze TriggerBot grenade: pause while you are frozen
kx_tb_grenade_priority TriggerBot grenade: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_tb_grenade_radius TriggerBot grenade: max radius (1-2000)
kx_tb_grenade_raycast_show TriggerBot grenade: use raycast for show rendering
kx_tb_grenade_rules TriggerBot grenade: rules 0=none 1=insert_line 2=insert_line+raycast
kx_tb_grenade_targets_filter TriggerBot grenade: targets filter 0=both 1=only 2=ignore
kx_tb_grenade_targets_ids TriggerBot grenade: targets filter IDs
kx_tb_grenade_team TriggerBot grenade: team filter 0=both 1=my 2=war 3=blue 4=red
kx_tb_grenade_trigger TriggerBot grenade: trigger 0=fire 1=hook
kx_tb_grenade_trigger_mode TriggerBot grenade: trigger mode 0=one_tick 1=hold 2=every_tick
kx_tb_grenade_use_silent_ab TriggerBot grenade: zone follows the AimBot's silent aim while it is active
kx_tb_hammer_auto_switch TriggerBot hammer: auto switch to this weapon when it has a target
kx_tb_hammer_clanmate TriggerBot hammer: clanmate filter 0=both 1=ignore 2=only
kx_tb_hammer_dummy TriggerBot hammer: dummy filter 0=both 1=ignore 2=only
kx_tb_hammer_enabled TriggerBot hammer: 1=enabled
kx_tb_hammer_fng_freeze TriggerBot hammer: treat ninja as frozen (FNG mode)
kx_tb_hammer_fov TriggerBot hammer: FOV degrees (1-360)
kx_tb_hammer_freeze TriggerBot hammer: freeze filter 0=both 1=freeze 2=no_freeze
kx_tb_hammer_friend TriggerBot hammer: friend filter 0=both 1=ignore 2=only
kx_tb_hammer_latency TriggerBot hammer: random latency ticks (0-10)
kx_tb_hammer_off_while_freeze TriggerBot hammer: pause while you are frozen
kx_tb_hammer_priority TriggerBot hammer: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_tb_hammer_radius TriggerBot hammer: max radius (1-2000)
kx_tb_hammer_raycast_show TriggerBot hammer: use raycast for show rendering
kx_tb_hammer_rules TriggerBot hammer: rules 0=none 1=insert_line 2=insert_line+raycast
kx_tb_hammer_targets_filter TriggerBot hammer: targets filter 0=both 1=only 2=ignore
kx_tb_hammer_targets_ids TriggerBot hammer: targets filter IDs
kx_tb_hammer_team TriggerBot hammer: team filter 0=both 1=my 2=war 3=blue 4=red
kx_tb_hammer_trigger TriggerBot hammer: trigger 0=fire 1=hook
kx_tb_hammer_trigger_mode TriggerBot hammer: trigger mode 0=one_tick 1=hold 2=every_tick
kx_tb_hammer_use_silent_ab TriggerBot hammer: zone follows the AimBot's silent aim while it is active
kx_tb_laser_auto_switch TriggerBot laser: auto switch to this weapon when it has a target
kx_tb_laser_clanmate TriggerBot laser: clanmate filter 0=both 1=ignore 2=only
kx_tb_laser_dummy TriggerBot laser: dummy filter 0=both 1=ignore 2=only
kx_tb_laser_enabled TriggerBot laser: 1=enabled
kx_tb_laser_fng_freeze TriggerBot laser: treat ninja as frozen (FNG mode)
kx_tb_laser_fov TriggerBot laser: FOV degrees (1-360)
kx_tb_laser_freeze TriggerBot laser: freeze filter 0=both 1=freeze 2=no_freeze
kx_tb_laser_friend TriggerBot laser: friend filter 0=both 1=ignore 2=only
kx_tb_laser_latency TriggerBot laser: random latency ticks (0-10)
kx_tb_laser_off_while_freeze TriggerBot laser: pause while you are frozen
kx_tb_laser_priority TriggerBot laser: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_tb_laser_radius TriggerBot laser: max radius (1-2000)
kx_tb_laser_raycast_show TriggerBot laser: use raycast for show rendering
kx_tb_laser_rules TriggerBot laser: rules 0=none 1=insert_line 2=insert_line+raycast
kx_tb_laser_targets_filter TriggerBot laser: targets filter 0=both 1=only 2=ignore
kx_tb_laser_targets_ids TriggerBot laser: targets filter IDs
kx_tb_laser_team TriggerBot laser: team filter 0=both 1=my 2=war 3=blue 4=red
kx_tb_laser_trigger TriggerBot laser: trigger 0=fire 1=hook
kx_tb_laser_trigger_mode TriggerBot laser: trigger mode 0=one_tick 1=hold 2=every_tick
kx_tb_laser_use_silent_ab TriggerBot laser: zone follows the AimBot's silent aim while it is active
kx_tb_ninja_auto_switch TriggerBot ninja: auto switch to this weapon when it has a target
kx_tb_ninja_clanmate TriggerBot ninja: clanmate filter 0=both 1=ignore 2=only
kx_tb_ninja_dummy TriggerBot ninja: dummy filter 0=both 1=ignore 2=only
kx_tb_ninja_enabled TriggerBot ninja: 1=enabled
kx_tb_ninja_fng_freeze TriggerBot ninja: treat ninja as frozen (FNG mode)
kx_tb_ninja_fov TriggerBot ninja: FOV degrees (1-360)
kx_tb_ninja_freeze TriggerBot ninja: freeze filter 0=both 1=freeze 2=no_freeze
kx_tb_ninja_friend TriggerBot ninja: friend filter 0=both 1=ignore 2=only
kx_tb_ninja_latency TriggerBot ninja: random latency ticks (0-10)
kx_tb_ninja_off_while_freeze TriggerBot ninja: pause while you are frozen
kx_tb_ninja_priority TriggerBot ninja: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_tb_ninja_radius TriggerBot ninja: max radius (1-2000)
kx_tb_ninja_raycast_show TriggerBot ninja: use raycast for show rendering
kx_tb_ninja_rules TriggerBot ninja: rules 0=none 1=insert_line 2=insert_line+raycast
kx_tb_ninja_targets_filter TriggerBot ninja: targets filter 0=both 1=only 2=ignore
kx_tb_ninja_targets_ids TriggerBot ninja: targets filter IDs
kx_tb_ninja_team TriggerBot ninja: team filter 0=both 1=my 2=war 3=blue 4=red
kx_tb_ninja_trigger TriggerBot ninja: trigger 0=fire 1=hook
kx_tb_ninja_trigger_mode TriggerBot ninja: trigger mode 0=one_tick 1=hold 2=every_tick
kx_tb_ninja_use_silent_ab TriggerBot ninja: zone follows the AimBot's silent aim while it is active
kx_tb_pistol_auto_switch TriggerBot pistol: auto switch to this weapon when it has a target
kx_tb_pistol_clanmate TriggerBot pistol: clanmate filter 0=both 1=ignore 2=only
kx_tb_pistol_dummy TriggerBot pistol: dummy filter 0=both 1=ignore 2=only
kx_tb_pistol_enabled TriggerBot pistol: 1=enabled
kx_tb_pistol_fng_freeze TriggerBot pistol: treat ninja as frozen (FNG mode)
kx_tb_pistol_fov TriggerBot pistol: FOV degrees (1-360)
kx_tb_pistol_freeze TriggerBot pistol: freeze filter 0=both 1=freeze 2=no_freeze
kx_tb_pistol_friend TriggerBot pistol: friend filter 0=both 1=ignore 2=only
kx_tb_pistol_latency TriggerBot pistol: random latency ticks (0-10)
kx_tb_pistol_off_while_freeze TriggerBot pistol: pause while you are frozen
kx_tb_pistol_priority TriggerBot pistol: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_tb_pistol_radius TriggerBot pistol: max radius (1-2000)
kx_tb_pistol_raycast_show TriggerBot pistol: use raycast for show rendering
kx_tb_pistol_rules TriggerBot pistol: rules 0=none 1=insert_line 2=insert_line+raycast
kx_tb_pistol_targets_filter TriggerBot pistol: targets filter 0=both 1=only 2=ignore
kx_tb_pistol_targets_ids TriggerBot pistol: targets filter IDs
kx_tb_pistol_team TriggerBot pistol: team filter 0=both 1=my 2=war 3=blue 4=red
kx_tb_pistol_trigger TriggerBot pistol: trigger 0=fire 1=hook
kx_tb_pistol_trigger_mode TriggerBot pistol: trigger mode 0=one_tick 1=hold 2=every_tick
kx_tb_pistol_use_silent_ab TriggerBot pistol: zone follows the AimBot's silent aim while it is active
kx_tb_shotgun_auto_switch TriggerBot shotgun: auto switch to this weapon when it has a target
kx_tb_shotgun_clanmate TriggerBot shotgun: clanmate filter 0=both 1=ignore 2=only
kx_tb_shotgun_dummy TriggerBot shotgun: dummy filter 0=both 1=ignore 2=only
kx_tb_shotgun_enabled TriggerBot shotgun: 1=enabled
kx_tb_shotgun_fng_freeze TriggerBot shotgun: treat ninja as frozen (FNG mode)
kx_tb_shotgun_fov TriggerBot shotgun: FOV degrees (1-360)
kx_tb_shotgun_freeze TriggerBot shotgun: freeze filter 0=both 1=freeze 2=no_freeze
kx_tb_shotgun_friend TriggerBot shotgun: friend filter 0=both 1=ignore 2=only
kx_tb_shotgun_latency TriggerBot shotgun: random latency ticks (0-10)
kx_tb_shotgun_off_while_freeze TriggerBot shotgun: pause while you are frozen
kx_tb_shotgun_priority TriggerBot shotgun: priority 0=nearest_fov 1=nearest_aim 2=nearest_to_me
kx_tb_shotgun_radius TriggerBot shotgun: max radius (1-2000)
kx_tb_shotgun_raycast_show TriggerBot shotgun: use raycast for show rendering
kx_tb_shotgun_rules TriggerBot shotgun: rules 0=none 1=insert_line 2=insert_line+raycast
kx_tb_shotgun_targets_filter TriggerBot shotgun: targets filter 0=both 1=only 2=ignore
kx_tb_shotgun_targets_ids TriggerBot shotgun: targets filter IDs
kx_tb_shotgun_team TriggerBot shotgun: team filter 0=both 1=my 2=war 3=blue 4=red
kx_tb_shotgun_trigger TriggerBot shotgun: trigger 0=fire 1=hook
kx_tb_shotgun_trigger_mode TriggerBot shotgun: trigger mode 0=one_tick 1=hold 2=every_tick
kx_tb_shotgun_use_silent_ab TriggerBot shotgun: zone follows the AimBot's silent aim while it is active
kx_traj_grenade_for_current Trajectory grenade: show for current
kx_traj_grenade_for_others Trajectory grenade: show for other players
kx_traj_grenade_gradient Trajectory grenade: alpha gradient
kx_traj_grenade_show Trajectory grenade: show (per-type)
kx_traj_grenade_simulate Trajectory grenade: simulate players
kx_traj_grenade_ticks Trajectory grenade: prediction ticks (1-50)
kx_traj_laser_for_current Trajectory laser: show for current
kx_traj_laser_for_others Trajectory laser: show for other players
kx_traj_laser_gradient Trajectory laser: alpha gradient
kx_traj_laser_show Trajectory laser: show (per-type)
kx_traj_laser_simulate Trajectory laser: simulate players
kx_traj_laser_ticks Trajectory laser: prediction ticks (1-50)
kx_traj_pistol_for_current Trajectory pistol: show for current
kx_traj_pistol_for_others Trajectory pistol: show for other players
kx_traj_pistol_gradient Trajectory pistol: alpha gradient
kx_traj_pistol_show Trajectory pistol: show (per-type)
kx_traj_pistol_simulate Trajectory pistol: simulate players
kx_traj_pistol_ticks Trajectory pistol: prediction ticks (1-50)
kx_traj_shotgun_for_current Trajectory shotgun: show for current
kx_traj_shotgun_for_others Trajectory shotgun: show for other players
kx_traj_shotgun_gradient Trajectory shotgun: alpha gradient
kx_traj_shotgun_show Trajectory shotgun: show (per-type)
kx_traj_shotgun_simulate Trajectory shotgun: simulate players
kx_traj_shotgun_ticks Trajectory shotgun: prediction ticks (1-50)
kx_traj_tee_for_current Trajectory tee: show for current
kx_traj_tee_for_others Trajectory tee: show for other players
kx_traj_tee_gradient Trajectory tee: alpha gradient
kx_traj_tee_show Trajectory tee: show (per-type)
kx_traj_tee_simulate Trajectory tee: simulate players
kx_traj_tee_ticks Trajectory tee: prediction ticks (1-50)
kx_trajectory_ticks Number of ticks to predict trajectory (1-50)
kx_triggerbot TriggerBot: 1=on 0=off
kx_triggerbot_raycast_show TriggerBot: use raycast for show rendering
kx_triggerbot_show_fov TriggerBot: show FOV
kx_triggerbot_show_radius TriggerBot: show radius
kx_triple_fly Auto Triple Fly: acting dummy auto-hooks a target that enters trigger radius and holds hook while farther than radius
kx_triple_fly_dummy_id Auto Triple Fly: acting dummy index when dummy mode = ID (0 = main, 1-127 = dummies)
kx_triple_fly_dummy_mode Auto Triple Fly: acting dummy selection (0 = closest to active dummy, 1 = by ID)
kx_triple_fly_radius Auto Triple Fly: hold radius (units) — hook releases when target is closer than this
kx_triple_fly_target_ids Auto Triple Fly: comma-separated server IDs of targets when target mode = IDs
kx_triple_fly_target_mode Auto Triple Fly: target selection (0 = closest to acting dummy, 1 = closest to active dummy aim, 2 = server IDs)
kx_triple_fly_trigger_radius Auto Triple Fly: start radius (units) around acting dummy — function engages when target enters it
kx_ui_accent_color ClickGUI accent color (hex RGB)
kx_ui_bg_blur ClickGUI: blur the game behind the panels
kx_ui_bg_blur_radius ClickGUI: background blur radius (0-100)
kx_ui_blackout ClickGUI: background blackout percent (0-100)
kx_ui_panel_color ClickGUI panel color (hex RGB)
kx_ui_rainbow ClickGUI: rainbow accent color animation
kx_ui_rainbow_speed ClickGUI: rainbow speed x10 (1-100 = 0.1-10.0)
kx_ui_settings_on ClickGUI: apply UI settings (master; 0 = built-in defaults)
kx_version_spoof Spoof DDNet client version number
kx_version_spoof_id DDNet version number to spoof (10000-21000)
kx_zoom_unlock Visuals: bypass zoom lock (always allow zoom)

Files

The Kinetix source lives in src/game/client/components/kinetix. CVars are declared in src/engine/shared/config_variables.h; the per-dummy profile/proxy state is persisted to kinetix_dummies.cfg in the save folder.


FAQ

Where do I open the ClickGUI? Bind a key: bind x toggle cl_clickgui 1 0, or type cl_clickgui 1 in the console.

How do I add more dummies? Use the Dummies slider in the Dummy Manager panel, or kx_dummy_limit <n> (1–128).

How do I route dummies through proxies? Set dummy<N>_proxy user:pass@host:port and dummy<N>_proxy_on 1, or use the Proxy manager panel, then press Reconnect (Apply).

How can I write my own features? Use Code Execution (kx_exec / the Lua panel).


Enjoy! =D

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