// modules

External features

ESP, Aimbot, Triggerbot, Visuals, Nades and Misc. Browse the features of the External menu, which runs in its own window, category by category below.

External packages ↗
14 categories
01

ESP

Player ESP

Box / Skeleton
Normal or corner box, full skeleton; colour, thickness and fill set separately.
Health / armor bars
Vertical or horizontal bar with a numeric value beside it; armor as a separate line.
Head circle
A separate circle around the head; makes the aim point clear at long range.
Head-level line
Shows the enemy's head height as a horizontal line across the screen.
Off-screen enemy arrow
Direction of enemies outside your view, shown at the screen edge.
Detay mesafesi
Fine details are hidden on distant enemies; the box/skeleton stays.
02

ESP

Chams & Glow

Glow
Outline glow drawn with the game's own rendering system.
Chams
Flat colour, gradient, ghost, star, nebula, electric, ocean, aurora and textured materials.
Behind-wall set
Separate material and colour for the model behind walls.
Colour by visibility
Visible enemies and enemies behind walls are drawn in different colours.
03

ESP / Preview

Labels & Editor

Bilgi etiketleri
Name, weapon icon, distance, health and money; each positioned by dragging.
Drag-and-drop editor
Move labels in the preview window, resize with the wheel; reset with one key.
Live preview
In the window next to the menu, settings are shown on a real character model.
Status flags
States like scoped, carrying the bomb, defusing or flashed, shown as icons.
Wallbang damage
Damage left on an enemy behind a wall; body and head separately.
04

ESP

Visibility & Filter

Visibility check
Real ray tracing over the map geometry; doesn't rely on server guesses.
Show teammates too
Teammates optional; separate setting for modes like deathmatch.
Show while dead
ESP stays on after you die.
05

Aimbot

Aimbot

Aim key
Left/right click, ALT, side buttons, Caps Lock, Shift or Ctrl.
Auto aim
Locks onto the best target within FOV without pressing a key.
Auto fire
Fires the moment the aim settles on the target; also works in key mode.
Aim point
Head, neck or body.
FOV / Smoothing
Activation width and how smooth the movement is.
Humanization
Random delay and slight deviation; no fixed pattern forms.
Per-weapon settings
Separate FOV and speed for groups like pistols, rifles and snipers.
06

Aimbot

Aimbot Safety

Visibility check
Only targets you can actually see are aimed at.
Auto wallbang
Fires only if the bullet really goes through the wall; minimum damage threshold is adjustable.
Enemies only
Never aims at teammates.
Input method
Mouse movement is sent through the Windows input system; no angles are written to memory.
07

Triggerbot

Triggerbot

Three operating modes
Hold, toggle or fully automatic.
Fire zone
Anywhere, head, neck or body.
Human-like delay
Random between 60–145 ms by default; changeable in the menu.
Fire only when standing still
The trigger locks while running or airborne.
Fire through walls
Same measurement as the penetration indicator; minimum damage threshold is adjustable.
Synced with aimbot
If the aimbot is on, firing waits until the aim has settled.
Hit sound
Four different sounds and volume.
08

Triggerbot / RCS

RCS

Recoil control
Compensates for muzzle climb during spray.
Per-axis control
Horizontal and vertical compensation are set separately.
09

Visuals

Crosshair & Indicators

Custom crosshair
Size, gap, thickness, dot and outline.
Recoil crosshair
The barrel's real current direction; where the bullet goes during spray.
Spread circle
The area the bullet can land in; grows while running, shrinks when you stop.
Flash ring
Remaining flash time as a shrinking ring around the crosshair.
Hit marker
A marker that appears on the crosshair the moment you hit.
10

Visuals

Tracers & Effects

Mermi izleri
Your own and enemy shots in separate colours.
Lines
Snaplines, eye rays and FOV circle; each in its own colour.
Particle effects
On hits and kills; the kill effect is switched on separately.
Atmosphere particles
Embers, snow, rain, leaves or stars; doesn't affect gameplay.
11

Visuals

World

Yerdeki nesneler
Dropped weapons and thrown flash/HE/molotov/smoke.
Bomba takibi
Planted C4 site, time left and defuse status.
Penetration indicator (Beta)
Whether a bullet will go through the wall you're looking at and how much damage remains; based on the weapon in your hand.
12

Nades

Nades

Trajectory drawing
The path the grenade would take if you threw it now; using the game's own physics.
Bounce points
Every point where it hits a wall or the floor.
Area of effect
The area a smoke or molotov will cover.
Grenade type filter
Smoke, molotov, HE and flash separately.
13

Misc

Radar & Koruma

Radar
Real-time position; circle, arrow or both; size and range.
Anti-Flash
Stops flashbangs from whiting out your screen.
Stream-proof
Invisible in OBS and similar recording software.
Menu key
HOME by default; can be changed to another key.
14

Misc

On-screen Panels

Info panels
Enabled features, spectators, votes and a display-mode warning.
Bomb timer
Time left on the planted C4, on screen.
Ammo count
Rounds in the magazine, next to the crosshair.
Duyurular
Announcements from the site as in-game notifications.
Chat tools
Automatic message sending.

Configs & updates

Auto-save, multiple configs, sharing by code and a community library. After a CS2 update the current values are fetched from the server at launch; it never runs with an incompatible version. Config library →

How does External work?

It does not embed itself in the game: as a separate program it only reads CS2's memory and shows what it sees on its own transparent overlay. No cheat can claim to be “ban-proof”; details in External vs Internal guide.