Fully RPM-only. BattlEye and FiveM's own detection surface get nothing โ no write signature, no kernel hook. Full ESP from one side of the city to the other.
Box, health bar, armour bar, name tag, distance. Toggleable per element. Colour-coded by team or by distance.
Box + vehicle model name on every spawned vehicle in range. Know what's rolling before it rounds the corner.
SendInput only โ moves your mouse toward the nearest target. Fully configurable FOV and smooth factor. Zero write footprint.
No code injection, no kernel driver, no WPM. Everything is read-only RPM โ a surface that BattlEye and FiveM's own scanner have nothing to flag.
WDA_EXCLUDEFROMCAPTURE on the DX11 overlay โ disappears from OBS, NVIDIA Share and any desktop-capture tool.
ESP colours, aim sliders, toggles โ all written to a local config on close and re-read on launch.
| AC target | BattlEye ยท FiveM built-in scanner |
|---|---|
| Aim method | SendInput โ no process writes, pure input simulation |
| ESP method | ReadProcessMemory + ImGui DX11 overlay |
| WriteProcessMemory | Never used |
| Streamproof | Yes โ WDA_EXCLUDEFROMCAPTURE |
| Config persistence | Yes โ JSON, automatic on launch/close |
| Vehicle ESP | Yes |
| Silent aim | No โ read-only constraint |
| No recoil | No โ read-only constraint |
| Update cadence | Per FiveM build โ offsets rescanned on every game update |
| Overlay overhead | <1.2ms per frame |
| HWID lock | First launch. Reset self-serve for 200 kr. |
No lifetime tier โ offsets move with every FiveM build. Monthly only keeps you on a fresh build every 30 days.