UltimateAimAssist 1.0
259
10
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Fa 2 hores
🌟 Key Features
Hybrid Assist System: Smooth magnetic pull combined with instant snap-to-target when firing.
Classic SA UI: Custom red star targeting indicator that tracks your target exactly like GTA San Andreas.
In-Game Menu: Fully interactive NativeUI menu to adjust settings on the fly.
FOV Visualization: Toggle a visual circle on your screen to see exactly where the assist will pick up targets.
Intelligent Filtering: Automatically ignores dead bodies and (optionally) allies/police.
Bone Toggle: Switch between Head and Chest targeting mid-game.
Sound Feedback: Audible "click" when a new target is locked.
Fully Configurable: Every setting and hotkey can be customized via the UltimateAimAssist.ini file.
⌨️ Controls
F5: Toggle Aim Assist ON/OFF.
F6: Toggle Targeting Bone (Head vs. Chest).
Ctrl + Alt + F8: Open the Settings Menu.
Right Click (Hold): Activate Assist.
🛠️ Installation
Install ScriptHookV and ScriptHookVDotNet (v2.10.13 or higher).
Ensure you have NativeUI.dll in your scripts folder.
Copy UltimateAimAssist.dll and UltimateAimAssist.ini into your GTA V/scripts/ folder.
Enjoy!
📦 Requirements
ScriptHookV
ScriptHookVDotNet
NativeUI
Created with precision for the ultimate shooting experience.
Changelog — Ultimate Aim Assist
Major Fixes
Chest aim now accurate.
Bike Aim Fix: No more "crotch aim" on motorbikes.
Wall/Terrain Fix: No more aiming through hills or buildings.
Death Detection: Stops aiming at corpses.
New Features
GTA IV Crosshair: Circle + Health Indicator + Center Dot. Circle shrinks on lock; depletes as enemy dies.
Velocity Prediction: Leads moving targets at range. Hits runners and drivers.
Smooth Switching: Pan camera to swap targets while aiming. No need to release trigger.
ADS Snap: 0.15s strength boost when first aiming. Feels like console auto-aim.
Threat Scoring: Priority to shooters/combatants. Fleeing/unarmed targets deprioritized.
Context Disable: Auto-OFF during cutscenes, phone use, or when unarmed.
Friendly HUD: Yellow "FRIENDLY" text above allies. No hitting Lamar, Trevor, or Chop.
Multi-Bone: F6 cycles Head → Neck → Chest → Pelvis.
Auto-Fire: Optional toggle. Fires when aim deviation < 2°.
Controller Support: Gamepad detection + adjusted stick sensitivity.
Save Button: Persistent settings. Save current menu config to INI.
Performance
Caching: Ped list (4 frames) + LOS results (1 frame). High FPS.
Carregat per primera vegada: 05 de Maig de 2026
Actualització més recent: fa 9 dies
Últim descarregat: Fa 2 hores
16 Comentaris
🌟 Key Features
Hybrid Assist System: Smooth magnetic pull combined with instant snap-to-target when firing.
Classic SA UI: Custom red star targeting indicator that tracks your target exactly like GTA San Andreas.
In-Game Menu: Fully interactive NativeUI menu to adjust settings on the fly.
FOV Visualization: Toggle a visual circle on your screen to see exactly where the assist will pick up targets.
Intelligent Filtering: Automatically ignores dead bodies and (optionally) allies/police.
Bone Toggle: Switch between Head and Chest targeting mid-game.
Sound Feedback: Audible "click" when a new target is locked.
Fully Configurable: Every setting and hotkey can be customized via the UltimateAimAssist.ini file.
⌨️ Controls
F5: Toggle Aim Assist ON/OFF.
F6: Toggle Targeting Bone (Head vs. Chest).
Ctrl + Alt + F8: Open the Settings Menu.
Right Click (Hold): Activate Assist.
🛠️ Installation
Install ScriptHookV and ScriptHookVDotNet (v2.10.13 or higher).
Ensure you have NativeUI.dll in your scripts folder.
Copy UltimateAimAssist.dll and UltimateAimAssist.ini into your GTA V/scripts/ folder.
Enjoy!
📦 Requirements
ScriptHookV
ScriptHookVDotNet
NativeUI
Created with precision for the ultimate shooting experience.
Changelog — Ultimate Aim Assist
Major Fixes
Chest aim now accurate.
Bike Aim Fix: No more "crotch aim" on motorbikes.
Wall/Terrain Fix: No more aiming through hills or buildings.
Death Detection: Stops aiming at corpses.
New Features
GTA IV Crosshair: Circle + Health Indicator + Center Dot. Circle shrinks on lock; depletes as enemy dies.
Velocity Prediction: Leads moving targets at range. Hits runners and drivers.
Smooth Switching: Pan camera to swap targets while aiming. No need to release trigger.
ADS Snap: 0.15s strength boost when first aiming. Feels like console auto-aim.
Threat Scoring: Priority to shooters/combatants. Fleeing/unarmed targets deprioritized.
Context Disable: Auto-OFF during cutscenes, phone use, or when unarmed.
Friendly HUD: Yellow "FRIENDLY" text above allies. No hitting Lamar, Trevor, or Chop.
Multi-Bone: F6 cycles Head → Neck → Chest → Pelvis.
Auto-Fire: Optional toggle. Fires when aim deviation < 2°.
Controller Support: Gamepad detection + adjusted stick sensitivity.
Save Button: Persistent settings. Save current menu config to INI.
Performance
Caching: Ped list (4 frames) + LOS results (1 frame). High FPS.
Carregat per primera vegada: 05 de Maig de 2026
Actualització més recent: fa 9 dies
Últim descarregat: Fa 2 hores
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Hi, Just wanted to confirm some things. I really wanted to try your mod but I'm not sure if it's working correctly since I'm using Enhanced version.
1. I have a recoil effect when I shoot the gun. Is it because it's following the vanilla crosshair?
2. The Target Friendly is the toggle for the Player to be able to shoot Police? In Hood Safari Mission, it's hard to shoot enemies because I have toggled Friendly fire, I keep on aiming to Lamar, Trevor, or Chop.
3. aim targets at the middle of the car and aim is not accurate. Especially when there's more than 1 npc inside the car. Since I'm always prioritizing the driver, I can't do that since the mod automatically targets a random npc. If car of npc is not straight, let's say climbing up on a mountain, or passing through the slopes of the LS River, I can't hit the npc because the mod is prioritizing to target at the middle of the car( Ithink). If the enemy is on Air, like riding a helicopter, there's no chance I would be able to hit the enemy/npc. Sorry this so long, but was this intended since the mod is called "Aim Assist", if so, is it okay to add toggle on/off if the npc is in a vehicle, so i can just manually aim at the driver or the shooter?
4. It's aiming animals as well. I don't know if this was intended.
5. It's aiming not only beyond the walls, but also beyond terrains, as long as it's within the distance.
6. If npc is riding a seashark or a motorbike, it's aim at the crotch of the NPC / Middle of the vehicle.
7. If the NPC is already dead, the mod still aims at the dead npc.
8. Aiming is not smooth as well. It would be nice if I pan my mouse/camera it will aim to the next nearest npc depending on the direction I pan the mouse/camera. At the moment, it's just locking at the npc, i have to unpress right-click just to be able to aim to another npc.Sorry if my comment is too long. The mod is so nice and has potential. But since I'm using Enhanced version, I was wondering if it's not compatible.
fa 8 dies -
@agio20 thank you for your comment. The next update will take everything you mentioned into consideration
fa 8 dies -
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This mod has excellent aiming accuracy. When aiming at stationary or slowly moving targets such as pedestrians, you can hit them almost every time. However, when shooting at fast-moving vehicles or aircraft, the bullets always land behind the target, and the crosshair seems unable to keep up. I have already set MagnetStrength to its maximum value.
When I use other mods like bullet time or time slowdown to make the target slow enough, I can hit it perfectly. Right after enabling this mod, the crosshair can lock onto and follow targets normally. Overall, this is a really great mod with huge potential.fa 8 dies -
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From my testing: when using bullet time alongside a weapon at maximum zoom, especially with the bullet speed set to 5000, I can hit moving NPCs accurately almost every time.
Could you consider adding an option in a future update to force a very high bullet speed internally to eliminate any accuracy interference caused by velocity prediction? For example, setting the value as high as 10000000.fa 3 dies -
@wxsx there's already a built-in menu setting for this. Changing the script's bulletSpeed to a very high value, like 10000000, has the same effect as disabling velocity prediction, because the travel time is effectively zero.
Fa 13 hores -
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@zypher_mods5 Got it. I understand now that disabling velocity prediction works exactly the same as setting bullet speed to 10000000. I personally don’t like using high zoom weapons or bullet time effects either.
Do you have WeChat or any other contact method? I have more practical suggestions that might be helpful to you.Fa 11 hores -
I’ve been keeping an eye on updates for this mod, thank you so much for creating and sharing it!
I don’t know the exact working mechanism of version 1.0, but I feel its locking accuracy is basically fine. It would be great if you could raise the position refresh speed.
There was a similar excellent mod a long time ago. It directly locks onto NPC head bones and reads their world coordinates. The X and Y values are accurate to 3 decimal places, and the Z value reaches 6 decimal places. All data refreshes at a very high speed and updates instantly as targets move. It never forces your camera view while locked. You press E to fire after locking on. You can aim at multiple enemies and hold E to shoot continuously in sequence. As long as the bullet speed is high enough, you can hit every shot perfectly no matter how fast the target moves.
Its working mode is similar to setting the weakest magnet strength in your current mod — you can mark enemies freely while moving your camera casually, and the mark stays firmly on the target’s head. However, in your v1.0, the bone locking effect seems linked closely to magnet strength, which easily leads to missed shots.
I sincerely suggest optimizing the bone tracking refresh rate while keeping the original aiming accuracy, to achieve nearly real-time synchronization. This will barely affect game performance.
Besides, please add an independent toggle switch for the magnet attraction function. Turning it off enables silent aiming, which prevents accuracy loss caused by forced view locking and automatic camera following.
It would also be practical to add functions: automatically switch lock to the next target or release lock entirely once the current target dies, so the mod will not attack dead bodies. Lastly, add customizable fire hotkeys to fit different players’ operation habits.
These are all my suggestions for now. Thanks a lot for taking the time to read through all of this!Fa 9 hores -
@wxsx thank you for your very insightful comment. I'll take into account everything you mentioned in the next update.
Fa 2 hores -





Hello everyone,
In this update I tried to include most requests and suggestions from your comments. So here is the changelog:
* Fixed the bug that caused the camera to break, detach, or make the game look blurry.
* Smoothed out the camera movement to stop the shaking and flickering while aiming.
* Achieved perfect shooting precision so bullets now hit exactly where you are locked on.
* Added the ability to open the settings menu using a controller (Hold Aim + D-Pad Right).
* Added a new setting to make shots hit moving targets instantly without needing to lead your aim.
* Improved overall stability so the mod won't interfere with teleports or cutscenes.
Stay tuned for the next update!