MW3 Destroy
Product Image Carousel
Product ImagesINCLUDES:
[+] Anti-Cheat Blocker
[+] Spoofer
[+] Screenshot Cleaner
[+] Controller Support
AIM FEATURES
[-] Aimbot
[+] Enable Aimbot
[+] Aimbot Type (Lock-On, Silent Aim, Trigger Bot, Psilent)
[+] Target Bone (22 Bones)
[+] Priority (Closest To Crosshair, Closest To Bone, Closest Distance, Lowest Health, Enemy FOV)
[+] Automations (None, Stand, Crouch, Prone, Long Slide, Quick Slide, Peak)
[+] Bone Scan
[+] Auto Fire
[+] Auto ADS
[+] Ignore Downed
[+] Ignore Riot-Shield
[+] Target Self-Revive
[+] Enable Keybind
[+] Aim key
[+] Aim Key Delay
[+] Prediction Strength
[-] Weapon Manipulation
[+] Recoil Multiplier
[+] Fast Reload
[+] Rapid Fire
[-] Smoothing
[+] Enable Smoothing
[+] Random Factor
[+] Number Of Points
[+] Control Point One
[+] Control Point Two
[+] Interpolation Increment
[+] Endpoint Noise Level
[+] Bezier Curve visualizer
VISUALS/E$P
[-] General
[+] Enable ESP
[+] Show Team
[+] Show Enemies
[+] Show Actors
[+] Show Agents
[+] Box Type (None, Outline, Corner, Filled)
[+] Name
[+] Health
[+] Weapon
[+] Distance
[+] Skeleton
[+] Kills
[+] Team ID
[+] ESP Visulizer
LOOT
[-] Settings
[+] Enable Zombie Loot ESP
[+] Sectable Filter
[+] Changable Color Per Type
[+] Render Distance
[+] Show Background
[+] Enable Warzone Loot ESP
[+] Sectable Filter
[+] Changable Color Per Type
[+] Render Distance
[+] Show Background
SCREEN
[-] Chams
[+] Enable Chams
[+] & MORE
{Aimbot Smoothing Helpers}
Enable Smoothing:
This toggles the overall smoothing functionality. When enabled, it activates the aim smoothing features, making cursor or aim movements more gradual and less jittery. This is useful for making aim movements appear more natural or for helping users track targets more smoothly in video games.
Random Factor:
Introduces a degree of randomness to the aiming process. This could be used to simulate the slight imperfections of human aiming or to prevent aim assistance from appearing too mechanical and predictable. It adds variability to how the aim adjusts, making it harder to detect (in competitive settings) or more lifelike.
Number Of Points:
Specifies the number of points used in calculating the aim path. In systems that use bezier curves or similar methods for smoothing, this could dictate the complexity of the path the aim takes. More points might allow for more intricate aim movements but could also require more processing power.
Control Point One and Control Point Two:
These are likely specific points used in bezier curves or similar mathematical models to define the shape of the aim path. By adjusting these, you can alter how the aim moves from its current position to the target, affecting the curvature and the acceleration or deceleration of the movement.
Interpolation Increment:
This option could control the granularity of the aim movement along its path. A smaller increment means the aim adjusts in smaller, more frequent steps, potentially leading to smoother movement. Larger increments could result in faster, more noticeable adjustments.
Endpoint Noise Level:
Adds variability or 'noise' to the final aiming point. This could be used to prevent the aim from being too precise, simulating human error, or making it less obvious in a competitive setting that aim assistance is being used. It introduces an element of unpredictability in where exactly the aim lands, within a controlled range.
Together, these options provide a comprehensive set of tools for fine-tuning how aim assistance or cursor movement behaves, allowing for a balance between smooth, natural-looking movements and the precision or artificial randomness desired by the user or required by the application.