Fixed a player staying without bones until a Re-init: his skeleton is read again until every bone is found, so the ESP skeleton, the aimbot bones and the triggerbot hitboxes come back on their own
Fixed a player staying without bones until a Re-init: his skeleton is read again until every bone is found, so the ESP skeleton, the aimbot bones and the triggerbot hitboxes come back on their own
Fixed a player read while he was still spawning keeping no position and no bones for the rest of his life
Visible check (Map collision): hills and terrain block the line of sight again. Since the October 15 patch the ground of the maps was not read, so players behind a hill showed as visible
Fixed peds and players sometimes stuck without bones (a tiny box, no skeleton) until Misc > Re-init
Web radar: peds now send the weapon they hold
Web radar page: NPCs and animals each get a "..." in the NPCs tab to set their size, health (ring, bar or %), name side (top, bottom, left, right), distance and the peds' weapon; the Animals section is always there
Web radar: share a live map of your game at elusive.is/r/<code> (Webradar tab), on the game's own map; viewers need no account, the password is optional
Players with their heading, health and weapon, NPCs, and animals named by their species
New visible check, read only: the map's own collision tells who is behind a wall (Misc > Visibility check, Map collision by default); glass, fences, bushes and foliage let it through, no memory write needed
Visible check and Visible only now work with memory writes off
Weapon names: the game's own weapon names (RV_CATTLEMAN, SN_BOW...), on RedM too, no more hex codes
Animals: their species in the ESP name and in Lua get_name() ("Deer", "Horse (Arabian)")
Aimbot: respects the weapon's max range, like silent aim (Max range is in the Respect max weapon range popup)
Memory writes switch, Lists max distance, Lua radar
All productsUpdate
Settings > Misc > Allow memory writes: off by default, nothing is written to the game until it is on; the features that need it are greyed out with a message
Lists: a max distance per item in its gear, with the slider or typed in
Lua: radar.status() and radar.mark() / unmark() / clear() to put your own marks on the web radar
Lua: entity.get_catalog(), everything the game has (every item in Rust)
Web radar: a live map of your server at elusive.is/r/<code> (Webradar tab), with the server's own map generated in game, players, scientists, vehicles, bases and monuments
Every item around on the web radar, each with its own look (shape, size, color, label, max distance), set per item, per category or for all
Items on the ground: their name and amount ("Wood x1000"), every skin under its base item; Loot > Dropped items with the kinds to show and weapons in their own color
Lists > World > Every game item: every item of the game as a tile, to set its color, visibility and max distance before it drops
Lua: entity.get_catalog() (every item of the game) and the "dropped" entity kind
Automatic game update support: after a Rust update the tool finds the game's new encryption keys and hidden statics by itself, in a few seconds, and remembers them for that game version
Started from the main menu on a new game version, it finishes adapting on its own as soon as you join a server
Raid path: the cheapest way in to the nearest tool cupboard, counted in sulfur, with the explosives per block (3D, 2D or dot style) (coming later)
Lua editor and Lists fixes
All productsFix
Lua editor: closing a tab with its cross no longer freezes or crashes the tool
Lists: the style panel now fades out with the menu when the menu closes
Lists: per-item ESP style
All productsNew
Lists: a gear on every item tile opens a style panel that slides in beside the tiles, with a live preview of how the item will show
Per item: dot on/off, name on/off, distance hidden, in the name ("Crate (41m)") or apart, and the side of each text (left, right, top, bottom)
Dot on an item that has a box: the item is drawn as a dot instead of its box
Auto everywhere keeps the page's settings; one click resets an item to them
Saved with your configs (older configs load unchanged)
Available on Rust (World, Vehicles, Monuments), Arc Raiders (Loot, ARC, Points), Wardogs (Loot, Vehicles, Points), Call of Duty (Loot), Counter-Strike 2 (Weapons), Overwatch (Objects), Halloween (Objects, NPCs) and Deadlock (NPCs)
Players: box, skeleton, name, distance, weapon in hand, visible check through the map's collision, flags (aiming, crouching, unarmed, night vision, team), teammates, sleepers, wounded players and scientists
Target window: the hotbar (slots 1 to 6) and the clothes of the player nearest your crosshair
World: ores and collectibles colored by type, crates by tier, locked crate state (locked / hacking / hacked), barrels, corpses, backpacks, stashes, animals with their health, vehicles
Airdrops: drop zone, cargo plane with the time before the drop, the crate's landing point and time
Bases: tool cupboards, workbenches, boxes, doors, traps, every building block with its grade and health
Turrets: weapon inside, health, on / off / booting, peacekeeper or attack all, sight range drawn in front of them
Raid path (coming later): the cheapest way in to the nearest tool cupboard, counted in sulfur, with the explosives per block (3D, 2D or dot style)
Monuments: name, distance and the radiation protection they need, colored by yours; radiation window (your protection, rads taken, the monument you are in)
Aimbot: bullet drop, drag and movement prediction, your weapon's real range, settings per weapon type
Recoil control from each weapon's recoil pattern (strength, vertical, horizontal, ADS only), settings per weapon type
Lua: players, world entities, turrets and monuments
Turret, Pop and Fireball now have a weak point too (Turret: its head, Pop: its hull, Fireball: its scanner), for the ESP, the aimbot and the triggerbot
Weapon ammo no longer disappears while the player reloads: the last count stays shown
ARC weak points ESP is off by default (new configs and Reset all settings)
Visuals reorganized: ARC / Traps & grenades / Loot / Raid tabs, with Box, Name and Distance laid out like the player ESP (2D or cornered box, name and distance on any side). The settings of these tabs are back to their defaults once
New look without a box: a dot on the object with "Name (41m)" just over it, on ARC, loot, traps, grenades, exfils and quest markers
Raider bodies in the loot ESP, marked "(looted)" once someone searched them
ARC weak points now include the drones' thrusters (Wasp, Hornet, Rocketeer, Snitch...), for the ESP, the aimbot and the triggerbot
Raid timer, lobby counter and quest objectives are HUD windows: drag them anywhere while the menu is open, saved with your config
Weapon ammo shows the rounds left and the magazine size ([12/20]), with a Show ammo option
Fixed: ARC machines (Hornets...) freezing for a moment every 2 seconds
Fixed: the grenade in your own hand shown as a thrown one
Fixed: trap range rings drawn mid-air for charges stuck on a wall
Fixed: offsets not found on some game launches when no cache was saved yet
The World tab is split into Loot, Vehicles and Map tabs
Loot and vehicles laid out like the player ESP: 2D or cornered box, name and distance on any side
New look without a box: a dot on the object with "Name (41m)" just over it
The settings of these tabs are back to their defaults once
Loot ESP: dot style
All productsUpdate
Without a box, loot and objects now show a dot on the object with "Name (12m)" just over it: Call of Duty (loot), Counter-Strike 2 (weapons on the ground), Halloween (items and map), Overwatch (health packs)
On by default, "Dot without box" (or Item dot / Map dot) turns it off
Arc Raiders: items on the ground, real blast ranges, ESP layout and fixes
Incoming grenades, missiles and ARC mortar shells: a line to where they land (through the map's collision), a blast ring there and a warning over the crosshair when one lands near you
Enemy gear, when the game sends it: the weapons on their back, their shield, their augment
Shield bar colored by shield type (Light / Medium / Heavy)
Aimbot and triggerbot settings per weapon type (Aim assist > Weapon types): FOV, bones, smoothing, prediction, timings, hitbox, fire mode, delay
Item rarity now matches the game's (items were shown one rarity too low); ascension modules get their own color
ARC husks, raider caches, cargo ships and crashed ARC probes are named properly
"TARGETING YOU" only shows once the ARC is actually alerted
Labels now sit on top of the 2D boxes
Recoil control removed: it could not be made accurate enough
Arc Raiders: game update, player actions, ARC targeting, traps, loot rarity and more
Updated for the latest game patch. Offsets and the game's encryption are now found automatically at startup (then cached), so most future patches need no new build
Player ESP: what each raider is doing (reloading with the seconds left, healing / using an item, looting, aiming down sights, sprinting as an option), "TALKING" in proximity chat, and "AIMING AT YOU" with the box in its own color
Downed raiders: bleed-out time as a bar or a timer; health and shield bars hidden at 0
Squads: one color per squad (option), squad flag with the members still up ("T3 (2)")
Held weapon with the game's own name and tier ("RATTLER III")
ARC machines: 2D box, every weak point (reactors and weak spots), "TARGETING YOU" when an ARC is after you
Aimbot and triggerbot can target ARC weak points (after the players or like them), with lead and bullet drop
Traps: mines, tripwires, Tesla coils, flare traps, firework boxes... with who placed them (your squad's hidden by default)
Loot: items colored by rarity with a minimum rarity filter, quest items always shown with their progress ("[Quest 2/6]"), rare and top-tier containers highlighted (or only them), opened containers hidden or faded, 2D boxes
ARC husks, raider caches and crashed ARC probes, with "breaching" while someone opens one
Lobby counter under the raid timer: raiders up, downed, extracted, dead, squads still in
Quests: the quests you took from the traders, with their objectives
Faster loading: item names and world lists read in batches
Menu: Visuals split into Players, ARC & traps, Loot, Exfil and Quests tabs
Lua: the new player data as props (m_bADS, m_bReloading, m_flReloadLeft, m_bAimingAtYou...) and the world through entity.get_entities
Lua: entity.get_entities, the world's things in every game
All productsNew
entity.get_entities([kind], [max_distance]) gives the things the ESP lists besides the players, as plain tables: kind, id, name, origin, distance and the game's own fields. entity.get_entity_kinds() lists the categories
Counter-Strike 2: weapons on the ground. Deadlock: troopers, neutrals, bosses. Overwatch 2: deployables (turrets, barriers, domes) and health / ult packs. Call of Duty: loot. Wardogs: vehicles, loot, points. Arc Raiders: ARC machines, loot, traps, extractions, quest markers, the raid itself. GTA V Enhanced / Legacy: vehicles. Halloween: every map object (13 kinds). EA SPORTS FC 27: the ball. Red Dead Redemption 2: none (every ped, animal and horse is already a player)
Built from the data the products already keep, and only when a script asks: no extra reads from the game
Documented at elusive.is/lua/docs: each game's section lists its kinds and their fields
Visible check: a player now counts as visible only when a clear line goes from your camera to their head, chest or pelvis through the map's own collision (walls, buildings, terrain, fences, props), like the game's line of sight
It drives the ESP visible check and the "Visible only" of the aimbot and the triggerbot
Misc > Visibility check: "Map collision" (default) or the previous "Render time". The collision is ready a few seconds after you enter a map; the previous method is used until then
Lua: one switch for script permissions, API introspection, stability fixes
All productsUpdate
"Allow unsafe scripts" (Configs & scripts > Lua) is now the only switch: once it is on, every script gets the permissions it declares at its top (--@permissions memory, files...). The per-script "Allow ..." checkboxes are gone, and a script still never gets a permission it does not declare
elusive.list() / elusive.dump(): explore the whole API from a script
Stability fixes in the Lua runtime: threads, script reloads, menu elements, HUD windows
Lua API v2: events, real menu elements, ESP hook, sandboxed scripts
All productsUpdate
Lua API v2 replaces v1 in every product (Counter-Strike 2, Deadlock, Overwatch 2, Call of Duty, Wardogs, GTA V Enhanced and Legacy, Red Dead Redemption 2, Halloween, EA Sports FC 27). It is a clean break: OnDraw / OnMenu / OnThread and ui.get / ui.set are gone. The reference at elusive.is/lua/docs is rewritten for v2 and its "migrating from v1" section gives the replacement of every old function
Scripts: one Lua state per script, so a script can no longer break another one. Events instead of entry points (events.render, events.update, events.key_down, events.unload, events.custom between scripts...), several callbacks per event
Menu: elements are made once (ui.create, tab:group, then group:checkbox / slider / combo / multi / color / hotkey / input / button / label) and become real menu settings: drawn like the cheat's own under Scripts, saved with your configs, editable on /live, with change callbacks, dependencies (show a setting only while another is on) and tooltips
ESP: scripts take part in the player ESP (events.esp_player): hide or recolor a player, rewrite its labels, add texts and bars next to the ESP's own. esp.flag adds real ESP flags, each with its toggle, color and position in the ESP preview
Game data: game.* and entity.* give the players (health, team, weapon, position, hitboxes, the box the ESP drew, every field of the snapshot through get_prop) from what the cheat already reads: no extra memory read, no cost per call
Drawing: vector and color types everywhere, render.* with fonts and images, and HUD windows (hud.window) in the style of the keybinds / spectators lists, saved with your config
Background work: thread.spawn workers, and long calls that take a callback (network, memory scans, device connects, os.execute): the overlay never waits for a script
Permissions: a script declares what it needs at its top (--@permissions network, files, memory, device, os, clipboard, configs) and you allow each permission once per script. "Allow unsafe scripts" stays the master switch
Safety: a memory cap and a time budget per script; a script that loops or keeps failing is stopped on its own; no bytecode, no io / debug; a linear regex engine that can't freeze; every patch a script makes in the game is undone when it unloads
Libraries: json, base64, crypto (hashes, XSalsa20-Poly1305, Ed25519), regex, files (a private data folder per script), network, clipboard, os.execute, memory / shellcode, serial (MAKCU, KMBox B...) and kmbox (KMBox Net)
Docs: elusive.is/lua/docs has a "Per game" section with what each product gives (players listed, ESP elements, hitbox names, get_prop fields) and an example per game. The editor's sample script and the marketplace quick start are v2 too
Player lists, ESP preview, menu animations and visible check fix
Visible check: fixed after the October 1 CS2 update, walls and map geometry are detected again
Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
Lists: Weapons (dropped weapons) tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
Menu: right-click a tab to reset its settings or its colors
Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
Notifications redesigned to match the menu, with a close button
Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes
Player and object lists, ESP preview, menu animations and Dynamic FOV
Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
Lists: Objects (deployables, health and ult charge packs) tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows; it also shows armor, shield, ult charge and hero
Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
Menu: right-click a tab to reset its settings or its colors
Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
Notifications redesigned to match the menu, with a close button
Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes
Player and NPC lists, ESP preview, menu animations and Dynamic FOV
Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
Lists: NPCs tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
Menu: right-click a tab to reset its settings or its colors
Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
Notifications redesigned to match the menu, with a close button
Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes
Player list, ESP preview, menu animations and Dynamic FOV
Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot, silent aim and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
Menu: right-click a tab to reset its settings or its colors
Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
Notifications redesigned to match the menu, with a close button
Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes
Vehicle and point ESP, lists, ESP preview and menu animations
ESP: vehicles (helicopters and ground vehicles, teammate vehicles in their own color, health, fuel, distance)
ESP: points of interest (equipment vendors, vehicle vendors, garages, fuel refills, control zone)
Misc: Camera sync (Previous frame by default), the ESP is drawn with the camera of the frame on screen and no longer runs ahead of players when you turn fast
Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
Lists: Loot, Vehicles and Points tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
Menu: right-click a tab to reset its settings or its colors
Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
Notifications redesigned to match the menu, with a close button
Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes
Player ESP for the killer, survivors, bots, NPCs and teammates, each with its own toggle and color: box (2D or cornered), health, name, type, carried items, distance, skeleton, snapline, off-screen arrows
Visible check (draw visible only or recolor)
Item ESP: guns, ammo, melee weapons, healing, throwables, tools and lights, objective items, also inside containers
Map ESP: escapes and their status, escape locks, phones and power, vehicles, hiding spots, loot containers
Match timers: police and van escape
Misc: Camera sync (Previous frame by default), the ESP is drawn with the camera of the frame on screen and no longer runs ahead of players when you turn fast
Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the ESP draws them as usual, in the group color or not at all. Saved with your config
Lists: NPCs and Objects tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
New in-game menu with animations, seasonal themes and configs
Menu: resize it like a window, drag any edge or corner; the size is saved with your config
Aimbot: smoother humanized flick, no more wobble on the first aim
Aimbot: targets are picked where they are on screen, the prediction only moves the point aimed at (a long lead no longer pushes the target out of the FOV)
Menu: resize it like a window, drag any edge or corner; the size is saved with your config
Aimbot: targets are picked where they are on screen, the prediction only moves the point aimed at (a long lead no longer pushes the target out of the FOV)
Menu: resize it like a window, drag any edge or corner; the size is saved with your config
Aimbot: targets are picked where they are on screen, the prediction only moves the point aimed at (a fast horse's lead no longer pushes the target out of the FOV)
New Misc > Re-init: reconnects to the game without relaunching the loader (game restarted or crashed); the features stop, the offsets are resolved again and everything restarts
Lua: config.* to list / save / load / delete / reset the local configs from a script
New Misc > Re-init: reconnects to the game without relaunching the loader (game restarted or crashed); the features stop, the offsets are resolved again and everything restarts
Lua: config.* to list / save / load / delete / reset the local configs from a script
New Misc > Re-init: reconnects to the game without relaunching the loader (game restarted or crashed); the features stop, the offsets are resolved again and everything restarts
Lua: config.* to list / save / load / delete / reset the local configs from a script