> For the complete documentation index, see [llms.txt](https://scripter-sm.gitbook.io/elite-zone/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://scripter-sm.gitbook.io/elite-zone/config-makers.md).

# Config makers

Everything a config maker needs. No code required. What every ragebot option does, which preset beats what, and how to ship Luas inside your config.

You don't need to write any code to make a great config. This page explains **what every ragebot option actually does**, so you can build presets that beat specific scripts.

## Configs and presets

* One config can hold **as many presets as you want**. A preset is a named set of ragebot settings.
* Users can switch presets **manually** from the ragebot box.
* If your config also ships a Lua, that Lua can switch between **your presets automatically** (see Ragebot planner Luas).

### Shipping a Lua inside your config

Load your Lua from **settings → lua → load lua**, then **save or overwrite** your config. The Lua is written **inside the config**. Next time anyone loads that config, the Lua loads with it automatically.

{% hint style="info" %}
Only Luas loaded **through the menu** are saved into configs. Luas you run from your executor are not, because Elite Zone never sees their code.
{% endhint %}

### Hiding your Lua's source

Whatever you paste into **load lua** is stored in the config as plain text. If you don't want to reveal your code, don't paste the Lua itself. Paste a **loader** that fetches your obfuscated Lua instead:

```lua
loadstring(game:HttpGet("https://your.site/my_lua.lua"))()
```

Only that one line ends up in the config. You can put a key system in your Lua too.

## Built-in presets

| Preset        | Good against                                                                                                                           |
| ------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| `Default`     | simple ragebots                                                                                                                        |
| `Honest`      | good with weapons that can kill you before you reload, like shotguns or weapons with infinite ammo, and good against advanced ragebots |
| `UE Killer`   | beats UE knife and gun every time, unless they are running a Lua                                                                       |
| `OOB Baiting` | beats UE melee and some other scripts. Uses smart oob baiting                                                                          |

Built-in presets can't be overwritten. Save your own copy under a new name.

## Weapon

| Option      | Uses   |
| ----------- | ------ |
| `primary`   | slot 1 |
| `secondary` | slot 2 |
| `melee`     | slot 3 |

Pick `melee` and a **mode** dropdown appears, see Melee below.

### Weapon resolver (guns only)

| Option                 | What it does                                                |
| ---------------------- | ----------------------------------------------------------- |
| `switch if no ammo`    | swaps to your other gun as soon as the current one is empty |
| `switch if no reserve` | reloads, and only swaps once the gun is completely out      |
| `don't switch`         | keeps the chosen gun and just reloads it                    |

**Last weapon** decides what happens when both guns are completely out: `none` just voids, `melee` pulls out your melee and keeps attacking with the mode you picked.

## Melee

The **mode** dropdown picks how your melee attacks:

| Mode                | What it does                                                                         |
| ------------------- | ------------------------------------------------------------------------------------ |
| `normal`            | regular melee swings                                                                 |
| `knife backstab`    | slot 3, does the knife's heavy attack (the backstab)                                 |
| `knife backstab v2` | the improved knife backstab. Much better than the old `knife backstab`, use this one |

Melee **doesn't use the strafe and shooting methods**. It has its own logic:

* while your melee is on **cooldown**, it **voids**
* when it's **off cooldown**, it goes to the enemy and **attacks**

### Void spam (normal mode only)

Instead of waiting out the cooldown, it loops:

{% stepper %}
{% step %}

### Void

for the **void** time
{% endstep %}

{% step %}

### Strafe and attack

goes to the enemy and sends **shoot attempts** swings during the **attack** time
{% endstep %}

{% step %}

### Repeat

{% endstep %}
{% endstepper %}

The knife modes always wait for their cooldown, so void spam does nothing for them.

### Knife backstab v2

The new and much better knife backstab. It replaces the old `knife backstab` for almost every situation, so start here.

### Enemies using an anti knife

`knife backstab` notices when the enemy is using an anti knife. You get a notification, and the ragebot switches to another method on its own. That method can take a few extra swings before a backstab lands. Nothing to set up.

## Voiding

When there's no target to attack, or nothing worth shooting at, the ragebot drops you at a random point far out in the void and holds there until it has somewhere to go.

There is nothing to configure. The old **evasion** dropdown, its ring radius, scatter and character-origin toggle are all gone — what ships now is always the deep void behaviour.

## Strafe

How you move around the enemy while attacking with a gun.

| Strafe              | What it does                                                                                                                                                   |
| ------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `default`           | sits on the enemy and shoots, pairs well with the `beam` shooting method                                                                                       |
| `glue flicker`      | switches between `default` for **flicker glue** seconds and a plain drop for **flicker window** seconds, so two default users don't lock onto each other       |
| `orbital`           | orbits the enemy with **orbit radius** and **orbit speed**                                                                                                     |
| `spiral in`         | spirals in toward the enemy                                                                                                                                    |
| `spiral out`        | spirals out away from the enemy                                                                                                                                |
| `oob baiting`       | waits just outside an out-of-bounds part, see below                                                                                                            |
| `smart oob baiting` | automates the customization of oob baiting, see below. Used by the `OOB Baiting` preset                                                                        |
| `underground`       | when the round starts, keeps your X and Z where you were and moves you under the floor. With no target, including while your gun reloads, it still voids first |
| `adaptive`          | flickers between the enemy and the void every few frames, see below                                                                                            |
| `wall break`        | holds cover behind a wall near the enemy until they can see you. **Use with `manipulate`** — see below                                                         |

{% hint style="info" %}
`hitboxgluer v2`, `hitboxgluer lite`, the `knife orbit` melee mode and the old evasion options are gone from older configs. Unknown settings are skipped silently, so remove them — see the Settings reference for what's here now.
{% endhint %}

### Wall break

Holds you behind real geometry near the enemy and waits for them to walk into view. When the map has no usable wall, **no cover retry** controls how often it looks again — it isn't how long you hold cover.

It's the one strafe that puts something solid between you and the enemy on purpose, so pair it with `manipulate` rather than a method that needs a clean shot.

### Void spam (orbital and spirals)

Off (the default), the strafe just stays on the enemy and shoots. Turn on **void spam** and it alternates between a trip to the void for the **void time**, then goes to the enemy and shoots for the **attack time**, then repeats — the same idea as melee's void spam, but continuous and gun-side. A little extra wait is padded onto the void time based on your ping, so a very low void time doesn't fire from a position the server hasn't caught up to yet.

### How oob baiting's position works

It finds the nearest out-of-bounds part and goes **3 studs past the chosen edge** (`top`, `down`, `left` or `right`). **Position offset** then moves you back toward the part. **Hop rate** is how long each random spot on that edge is held before it jumps to a new one.

| Position | Offset        | Result                                        |
| -------- | ------------- | --------------------------------------------- |
| `down`   | `0` (default) | −3: 3 studs below the oob                     |
| `down`   | `2`           | −3 + 2 = +1: 1 stud below                     |
| `top`    | `2`           | +3 − 2 = +1: 1 stud above                     |
| `right`  | `2`           | 1 stud to the right (left works the same way) |

An offset above 3 puts you inside the part. A negative offset pushes you further out.

### Smart oob baiting

Automates the customization of normal oob baiting, so you don't have to tune it by hand. **Pre-bait** guesses the spot, or goes to the previous spot if there is one. If it can't find a spot, it voids.

The built-in `OOB Baiting` preset uses this strafe, so it works out of the box without any tuning.

### Adaptive

Alternates frame by frame between the enemy and the void. Scripts that sit on your position mostly miss while you flicker, because you keep dropping into the void where no shot can land.

* **Cycle frames** is the length of one loop, **map frames** is how many of those frames you spend on the enemy. The rest are spent in the void.
* It only shoots on a map frame that follows another map frame, since a shot sent on the frame you leave the void doesn't count. Keep **map frames** at `2` or more.
* When the enemy itself is in the void, it holds still at your real position without shooting, so the enemy comes back to the map.

More void frames means more protection but fewer shots. `2` of `4` is the default.

### Anti oob

Every strafe and melee goes somewhere else rather than into an out-of-bounds part near the enemy, so it can still shoot. If the enemy is standing inside the out-of-bounds part themselves (some maps wrap the whole play area in one), it's treated as safe and ignored.

## Shooting methods

| Method               | Use with                                                   |
| -------------------- | ---------------------------------------------------------- |
| `hitscan`            | aims directly at the enemy's current position, any strafe  |
| `beam`               | an alternate way to land shots, pairs well with `default`  |
| `force above`        | shoots from above the enemy                                |
| `vector resolver`    | works with any gun strafe, tuned for `orbital` and spirals |
| `vector resolver v2` | the revised resolver — try it if v1 already beats them     |
| `manipulate`         | the method for `wall break` — see below                    |
| `none`               | doesn't shoot (used by OOB Baiting, which only baits)      |

### `wall break` + `manipulate`

That's a set. The strafe holds cover, so `manipulate` is what actually lands the shot through or around it. Both **ignore los check**, so leave it off when you run them — it'll block shots you specifically want.

## Other options

| Option            | What it does                                                                                                                                                 |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| los check         | only shoots when the enemy is visible, which saves ammo. No effect on `manipulate` or `vector resolver v2`                                                   |
| anti aim          | rotates your character for the server (yaw, pitch, roll), with an optional underground mode                                                                  |
| fake pos          | mostly useless except in the UE Killer preset, but feel free to experiment                                                                                   |
| medkit heal       | when your health drops below **heal below**, goes to the void, pulls out your medkit and heals with **quick heal** or **long heal**. Works with every strafe |
| riot shield spoof | if a riot shield is in your inventory, turns your back (where the shield sits) toward the target                                                             |
| anti knife        | protects you against enemy knife backstabs. Works with every strafe and weapon                                                                               |

{% hint style="info" %}
Every option's internal name, range and default is in the Settings reference. You'll need it if you or your Lua writer want to change settings from code.
{% endhint %}


---

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