Aim Keys & Selection Area
Review the primary and secondary aim keys, then the aim radius. The keys determine activation and the radius shapes the selection area. A visible circleβs thickness, color or pulse effect changes its appearance. Those visual options do not select a target bone or define the activation input.
Bones, Smoothing & Prediction
Bone selection chooses the aim point, while smoothing shapes movement toward it. Prediction concerns a calculated lead point. Visibility and lock add selection rules where listed. Keep those fields separate when comparing a configuration with the current menu.
Player & Object Presentation
Player overlays have individual shapes, colors and information elements. Vehicles, fixed weapons and radar have their own supported categories. Filters determine which markers appear, while thickness, opacity and text placement style the markers that remain.
Saving & Loading Controls
The Battlefield selection includes configuration saving and loading. Some menus also document adding, deleting or sharing configurations. Use only the tools present in the selected package. Config formats and fields can differ, so do not assume that an imported setup from another tool matches the current implementation.