UltimateAimAssist 1.2.0
657
13
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10 días
🌟 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.
First Uploaded: Martes 5 de Maio de 2026
Last Updated: 9 días
Last Downloaded: 37 minuto
26 Comments
🌟 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.
First Uploaded: Martes 5 de Maio de 2026
Last Updated: 9 días
Last Downloaded: 37 minuto
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Ctrl + Alt + F8: Open the Settings Menu i want control gamepad instead
Domingo 10 de Maio de 2026 -
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.Martes 12 de Maio de 2026 -
@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.
Venres 15 de Maio de 2026 -
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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.Venres 15 de Maio de 2026 -
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!Venres 15 de Maio de 2026 -
@wxsx thank you for your very insightful comment. I'll take into account everything you mentioned in the next update.
Venres 15 de Maio de 2026 -
@Negan51 update 1.1.1 will include your suggestions. thank you
Venres 15 de Maio de 2026 -
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!
Venres 15 de Maio de 2026 -
The updated version has perfect shooting accuracy, but it doesn’t run smoothly in actual use. It may work well on your side, but I still encounter some problems.
1.Compared with v1.0, the aim assist fails to activate instantly. After defeating some NPCs, it cannot lock fleeing enemies right away. Also, the mod often stops working after running more than ten minutes, so I have to reload saves repeatedly.
2.It supports wall shot function. I’m not sure if it is intended. This is a common feature, but I can hardly hit targets through walls without editing game files. Please add a switch to turn wall shot on/off, or an option to lock only visible enemies.
3.When auto fire is disabled, shooting with left mouse button will fire one extra bullet.
These small issues do not affect this being a great mod. Looking forward to the next update!Domingo 17 de Maio de 2026 -
I would say better than better. Thank you so much for the update. I do have some concerns, even if it's doing tis job. It's too unpredictable what's happening or how it aims, but it's killing somebody nicely.
1. I'm not getting the use of Magnet Strength, Stickiness, and Sensitivity. It's becoming useless because even if the enemy/target is outside the FOV, it still aims at those enemy. Why can't we stick on the targets that are only inside the FOV, if the enemy/target gets outside the FOV, it should not be targeted, even if it's not yet dead. I tried making it the smallest and compared it with the Largest. I don't feel any difference. I feel like if this gets fixed, the jankiness feeling of aiming will improve so much.
2. As mentioned above with the FOV thing. It's still prioritizing enemies outside the FOV wespecially if it's not dead.
3. Indicator is bugging out sometimes, it's not showing where it's aiming but if I can notice that enemies get Headshot even if im not aiming at the head since my bone is on the Head. So I knew something is bugging out with the indicator.
4. Double Firing, the character shots twice on enemy making my accuracy on missions gets low accuracy results. The gun shoots twice even if I killed the enemy/target perfectly.
5. I'm getting SHDNE error codes. I know it's not mentioned on installation to add the .cs file, but I wanted to confirm this:
- Failed to compile UltimateAimAssist.cs using API version 3.9.0 with errors(s):
- at line 9: The type or namespace name 'NativeUI' could not be found (are you missing a using directive or an assembly reference?) -> This also happens on Line 58 name 'MenuPool' and Line 59: 'UIMenu'Domingo 17 de Maio de 2026 -
You could consider migrating to the UI framework at https://github.com/LemonUIbyLemon/LemonUI/wiki/Upgrading-from-NativeUI.
Luns 18 de Maio de 2026 -
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Hi, I tried you latest update and got some error messages.
Unhandled exception in script "UltimateAimAssis"
FileNotFoundException at UltimateAimAssis.OnTick(Object sender, EventArgs e)
And a bunch of error messages: https://imgur.com/qe8KtZk9 días -
Thank you so much for your continuous efforts on this mod. After this update, the shooting accuracy has been greatly improved. When locking head bones, it barely hits the neck area anymore, and the precision is nearly perfect.
The response speed when aiming at NPCs has also been optimized, though it could still be faster. It would be great if you could add an aiming mode option: range-based locking or crosshair-based locking.
I always use external cheats in FiveM to enable no recoil and no bullet spread during tests. It would be amazing if these two features could be built directly into the mod.
I noticed the default config values are set conservatively for better stability, and many features only work properly at lower settings. However, I’m used to using extremely high values since I’m not fully aware of the safe working range. Maybe the slider range in the settings menu is exactly the safe limit? Tuning values too high easily causes abnormal behavior. For example, setting FOV=180 and AutoFireAngle=180 triggers overly rapid firing. I understand higher numbers don’t equal better performance, this is just my personal usage habit.
Besides, the line of sight toggle currently doesn’t work properly for me. I tried lowering related parameters but the issue still remains.
Looking forward to the next update. Sorry for writing such a long message again!9 días -
@wxsx You nailed it. I will continue working on updates and try to include all suggestions. Thank you
9 días -
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@zypher_mods5 I'm so sorry, I forgot to update. Yes, you're right I was missing LemonUI. Thank you so much! Can't wait for the next update. I just noticed that the settings with sliders feels to have wider range. It's hard to adjust the settings quickly with the slider setup, especially that it is 1 press, 1 tick currently. What if we made it numerical with +/- and/or manual input?
9 días





# Ultimate Aim Assist v1.2.0
- Fixed double-firing, FOV enforcement, indicator desync, and mod stopping after 10+ minutes.
- Migrated from NativeUI to LemonUI — place `LemonUI.SHVDN3.dll` in your scripts folder (replaces `NativeUI.dll`).
- Added "Require Line of Sight" toggle — turn OFF for wall-shot, ON to lock only visible enemies.
- Improved precision with direct bullet trajectory control and faster target re-acquisition on fleeing enemies.
- ###Known issue:## Gun currently fires two bullets (one visible with spread + one invisible precision shot). Will be resolved in the next update.