
WarDogs
Call of Duty: Modern Warfare 4 Cheats
Bodycam
WarDogs
Mistfall: Hunter
Escape from Tarkov: Arena
The Division 2
Oxide Survival - Rust Mobile
GeoGuessr
Enlistod
Stella Sora
Arknights: Endfield
Honkai Star Rail
Blue Archive
Zenless Zone Zero
Neverness to Everness
Meccha Chameleon
Russian Fishing 4
Marathon
Sea of Thieves
Standoff 2
War Tundra
PUBG Black Budget
Path of Exile 2
Path of Exile
Foxhole
Minecraft
Active Matter
Roblox
Dead by Daylight
Delta Force Mobile
Arma Reforger
Battlefield 6
Deadside
Rainbow Six Siege
Dune Awakening
Arma 3
Arc Raiders
Fortnite
Neural Cheat
PUBG Mobile
Dota 2
Unturned
PUBG
Squad
Valorant
Vengeance WarDogs
Undetected
Vengeance WarDogs combines mouse aiming, player and vehicle ESP, loot filters and a radar with Ozeti, Bakurani and Zestafona maps. Adjust aim smoothing, FOV, two activation keys and the target bone: head, neck or chest. Recoil control and an estimated prediction point are also available. ESP displays skeletons, silhouettes, health, armor, weapons and distance. The target panel shows available equipment and held items. Vehicle filters include health and crew information, while loot has nine categories and inventory-based smart filtering. The radar supports automatic zoom, and Battle Mode hides unnecessary markers during combat. The interface supports Russian and English, with saved profiles. ESP visibility checks control colours but do not guarantee aimbot target visibility. Grenade trajectories, artillery calculations and targeting warnings are estimates.
AIMBOT
Aim / Aimbot — aiming:
Aim Mouse - Moves the mouse toward a selected enemy inside the FOV while an assigned key is held.
Aim Key / Aim Key 2 - Two assignable aim activation keys.
Smooth - Adjusts aiming smoothness from 1 to 10.
Radius - Target-selection radius in screen coordinates, adjustable from 0 to 300.
Aim Bone - Selects Head / Neck / Chest.
Draw FOV / FOV Style - Shows the aiming area as a Frame or Circle. The frame appearance does not change circular target selection.
Crosshair - Static centre-screen crosshair with a colour setting.
Crosshair Style - Dot / Cross only.
VISUALS
Visuals / Players — player ESP:
Box Type - Selects Full / Corner / 3D Box / None.
Fill Box - Separately enables translucent fill for Full and Corner boxes.
Name - Shows the player's nickname above the box.
Hide teammates - Hides players of your faction in ESP and on the radar. Located directly below Name. Battle Mode hides allies regardless of this setting.
Skeleton - Player skeleton with a colour setting.
Body surfaces - Solid screen-space silhouette based on the current bone pose, without a grid or stripes. This is an overlay, not a replacement material on the game model.
Smooth joints - Smooth connections between silhouette parts.
Silhouette opacity - Smooth silhouette opacity from 0.25 to 0.85; available with Smooth joints enabled.
Bone thickness - Skeleton line thickness from 1 to 5.
Distance - Distance to the player in metres.
Weapon - Shows the player's weapon below the box, adding available ammo data. With Distance enabled, uses a compact combined line.
Aim marker - Small sight symbol above a player using ADS. Does not by itself mean they are aiming at you.
Aim direction - A line extending approximately 2.6 m from the player's head indicates where they look.
Health - Thin health bar on the player's left.
Armor - Enables armor display and equipment settings. The right-side armor bar and overhead equipment icons appear in Above players / Panel + above players modes.
HP / armor values - Numeric values beside the respective bars.
ESP distance - Player ESP range up to 1000 m; 0 removes the distance limit.
Highlight allies - Separate colour highlighting for players of your faction.
Corpses - Separate markers for dead players.
ESP Preview - In-menu preview of the player box, fill, skeleton, name, weapon, distance, health and armor.
Visuals / Players — target equipment:
Armor display - Four modes: Off / Target hotbar (FOV) / Above players / Panel + above players. Requires Armor enabled.
Target hotbar (FOV) - Rust Vengeance-style panel with name and distance in the header, horizontal armor slots and a separate held-item row below. Shows up to eight available armor pieces, their labels and available weapon ammo.
Target radius - Panel target-selection radius from 40 to 500 px, independent of aimbot FOV. Selects the living enemy closest to the crosshair, excluding allies and downed players.
Slot size - Panel slot size from 44 to 96 px. Images retain their aspect ratio.
Held item below armor - Enables the held weapon/item row for the selected target.
Hotbar Drag - Drag the equipment panel with the menu open.
Armor data - Uses available armor type, tier and state data. Exact per-piece durability is unavailable; S denotes state, not durability percentage.
Visuals / Visibility — visibility:
Bone collision visibility - Tests bone visibility against collision-scene geometry. Controls skeleton, silhouette, name, distance and marker colours; weapons retain their own colour.
Visible / Blocked / Unknown - Separate colours for clear, obstructed and unknown states. One visible body part is enough for the overall visible colour; gray unknown means no fresh result.
Independent scene capture - Acquires the collision scene independently. Disabling it uses the serial processing path.
Preload loaded collision scene - Background cache of geometry already loaded by the game, including objects outside the camera and display radius; tracks streaming changes. Does not force absent map regions into game memory.
Visibility scope - Controls ESP display and colours. It is not a separate visible-only filter or a guarantee of aimbot target visibility.
Visuals / World — vehicles and objects:
Vehicles - World vehicle ESP with a name and distance beside an image or marker.
Vehicle images - Compact vehicle images with preserved aspect ratios: up to 30×16 px in the world and 18×11 px on the radar.
Vehicle categories - Separate Helicopters, Planes, Tanks, APC, Wheeled, Boats and Stationary toggles. Only supported objects actually detected in the game are displayed.
Vehicles distance - Vehicle range setting from 0 to 3000 m.
Vehicle info (HP/crew) - Vehicle health bar, available occupant nickname and additional passenger count; allies use faction highlighting.
Projectiles - Detected grenades/projectiles with names and distances. A fuse bar appears only when fuse data is available.
Grenade landing point - With Projectiles enabled, draws an approximate flight arc and end marker from grenade movement and gravity. Does not accurately model bounces or terrain collisions.
Supply / death crates - Supply and death crates with name, distance and up to six available content entries, followed by a remaining-item count.
Artillery computer - For supported L81 / SPH-2 weapons, shows estimated range, an impact marker and an angular adjustment toward the selected target using embedded tables. Approximate calculation without precise terrain modelling.
Vehicle image coverage - Includes 23 model images from MetaForge. Three M113 entries with generic spawn artwork and unrecognized models use a neutral marker; generic classes may use a representative category image.
Visuals / Palette — colours:
Player colours - Separate box, skeleton, name, distance and weapon colours; visibility can override relevant colours with Visible / Blocked / Unknown states.
Team / status colours - Colours for your faction and downed players.
Radar colours - Radar player-marker colours.
Health / equipment colours - Health, armor, held weapon, vehicle health and crew colours.
Combat colours - Aim marker, aim direction, downed timer, events, normal/large damage, grenade arc/end point, artillery, prediction and offscreen-indicator colours.
World colours - Separate colours for nine loot categories, loot distance, land/water/air vehicles and corpses.
Screen colours - Crosshair, FOV and Vengeance watermark colours.
LOOT
Visuals / Items — items:
ESP and HUD icons - Item and weapon images in supported ESP and HUD elements. Original game item artwork is retained.
Dropped items - Displays detected world items.
Item name - Item name label.
Item distance - Distance beside the name: Name(38 m).
Item marker - Category symbol for items without a displayed colour image.
Loot filter - Nine independent groups: Weapons, Attachments, Ammo, Meds, Armor, Helmets, Backpacks, Grenades and Other.
Min loot tier (0=all) - Minimum tier from 0 to 3; 0 includes all tiers. Tier is estimated from item names, not claimed as an exact game-rarity field.
Smart loot filter - Hides medical items when at least three corresponding inventory items are detected, and grenades when at least two are detected. Requires available inventory data.
Distance - Loot acquisition/display range setting from 0 to 1000 m.
Item colours - Separate category and distance colours; labels and markers use the corresponding category with tier estimation.
RADAR
Radar / Map — map and placement:
2D Radar - Permanently square radar with an opaque dark background, thin border and player markers.
Map background - Locally included Ozeti, Bakurani and Zestafona maps. Automatically selects and displays a map when its bounds match game data.
Map name - Separate toggle for the detected map name.
Map opacity - Map-image opacity from 0.15 to 1.0. The radar backing remains opaque.
Radar zoom - Manual zoom from 0.05 to 1.0.
Radar size - Radar size from 200 to 700 px.
Radar X / Radar Y - Radar coordinates; drag it with the menu open.
Radar Preview - In-menu preview of radar placement and appearance.
Radar players - Player direction markers and distances with separate faction highlighting; uses the ally filter under Players.
Radar / Entities — objects and automatic zoom:
Only players - Hides radar items, vehicles and corpses. Allies follow the separate faction filter; Battle Mode shows enemies only.
Item and vehicle icons - Object images in place of simple markers. Independent of world item icons; vehicle images also respect Vehicle images.
Item and vehicle labels - Enables object labels. Item distances additionally depend on Item distance.
Items / Vehicles / Corpses - Separate radar toggles for items, vehicles and bodies. Battle Mode and Only players override these layers.
Auto zoom - Smoothly zooms toward nearby living enemies, returning to manual zoom when they leave. Excludes allies, dead/downed players and stale data.
Reaction range - Automatic zoom reaction radius from 30 to 500 m.
Maximum zoom - Maximum automatic zoom from 0.05 to 1.0.
Smoothing - Automatic zoom smoothing time from 0.15 to 2.0 seconds.
MISC
Battle Mode — combat focus:
Battle Mode - Hides world items, vehicles, projectiles, crates, corpses and allies; the radar shows enemies only. Displays COMBAT FOCUS at the top.
Battle Mode Key - Assignable toggle key under Misc / Features. Works with the menu closed; holding the key does not repeatedly toggle the mode.
Misc / Features — combat, alerts and HUD:
No Recoil - Changes the weapon's camera-kick multiplier; attempts to restore the saved value when disabled. Does not claim to remove weapon spread.
Prediction - Approximate movement lead and bullet-drop compensation for the selected target when valid projectile-speed data is available. Shows the calculated point on screen.
Knocked timer - Time elapsed since the downed state was observed, not an exact time-to-death countdown.
Damage numbers - Floating numbers from observed enemy health decreases; nearby events may be merged.
Kill feed - Recent eliminations and knockdowns with name and distance, plus weapon data when available. Own-elimination attribution is estimated, not an official game log.
Spectators - Available spectator count in a compact line near the top.
Admin warning - Warning when available admin/developer flags are detected on players. Does not guarantee identification of every moderator.
Danger warning - Count of living enemies within 200 m in a compact line at the top.
Offscreen arrows - Direction indicators for enemies outside the screen.
Arrows radius - Indicator radius setting from 100 to 600 px, additionally constrained by screen dimensions.
Targeting warning - TARGETED line with a count of enemies within 300 m whose horizontal direction points toward you. A directional estimate, not confirmation of a shot or clear line of sight.
HUD Drag - Drag the kill feed and Targeting warning with the menu open.
Misc / Interface — interface:
Menu colour - Menu accent colour.
Animated background - Toggles menu background animation.
FPS limit - Overlay rendering limit, adjustable from 0 to 360; does not set the game's own FPS.
Watermark - VENGEANCE / WAR DOGS label with current overlay FPS.
ESP font - Selects Vengeance / Minecraft / Exo2 (old).
Text size - ESP font sizes up to 18 px; the minimum depends on the selected font.
Language - Russian or English interface.
Menu settings - Popup with 75% / 85% scale, language and background-animation settings.
Search - Searches available menu settings.
Hotkeys - Supported controls offer additional Hold / Toggle bindings through their context menu.
OTHER
Config / Profiles — configurations:
Config name - Profile name for creating, saving or renaming.
Create new - Creates a new named profile with current settings.
Save - Saves current settings under the entered name.
Load selected - Applies the selected profile.
Rename - Renames the selected profile.
Delete - Deletes the selected configuration file.
Refresh list - Refreshes saved profiles.
Active profile - Marks the applied profile in the list.
Autosave - Automatically persists current settings separately from named profiles.
Current-version notes:
Build - Describes the current full Vengeance WarDogs v4 build.
Interface languages - The menu supports RU/EN. The Chinese file is a translated guide, not an additional menu language.
Data availability - Icons, ammo, armor equipment, crew, crate contents and other information appear when corresponding data is available.
Scope - Lists accessible current-project functions. The removed local weapon panel, old player list and KILLS counter are not included.
Verification - Reflects source implementation; this document is not a report that every function has been tested in a live game.
Processor: Intel / AMD
OS: Windows 10 / Windows 11

Vengeance WarDogs
Undetected
支付
点击按钮即表示您同意购买规则
Vengeance WarDogs combines mouse aiming, player and vehicle ESP, loot filters and a radar with Ozeti, Bakurani and Zestafona maps. Adjust aim smoothing, FOV, two activation keys and the target bone: head, neck or chest. Recoil control and an estimated prediction point are also available. ESP displays skeletons, silhouettes, health, armor, weapons and distance. The target panel shows available equipment and held items. Vehicle filters include health and crew information, while loot has nine categories and inventory-based smart filtering. The radar supports automatic zoom, and Battle Mode hides unnecessary markers during combat. The interface supports Russian and English, with saved profiles. ESP visibility checks control colours but do not guarantee aimbot target visibility. Grenade trajectories, artillery calculations and targeting warnings are estimates.
AIMBOT
Aim / Aimbot — aiming:
Aim Mouse - Moves the mouse toward a selected enemy inside the FOV while an assigned key is held.
Aim Key / Aim Key 2 - Two assignable aim activation keys.
Smooth - Adjusts aiming smoothness from 1 to 10.
Radius - Target-selection radius in screen coordinates, adjustable from 0 to 300.
Aim Bone - Selects Head / Neck / Chest.
Draw FOV / FOV Style - Shows the aiming area as a Frame or Circle. The frame appearance does not change circular target selection.
Crosshair - Static centre-screen crosshair with a colour setting.
Crosshair Style - Dot / Cross only.
VISUALS
Visuals / Players — player ESP:
Box Type - Selects Full / Corner / 3D Box / None.
Fill Box - Separately enables translucent fill for Full and Corner boxes.
Name - Shows the player's nickname above the box.
Hide teammates - Hides players of your faction in ESP and on the radar. Located directly below Name. Battle Mode hides allies regardless of this setting.
Skeleton - Player skeleton with a colour setting.
Body surfaces - Solid screen-space silhouette based on the current bone pose, without a grid or stripes. This is an overlay, not a replacement material on the game model.
Smooth joints - Smooth connections between silhouette parts.
Silhouette opacity - Smooth silhouette opacity from 0.25 to 0.85; available with Smooth joints enabled.
Bone thickness - Skeleton line thickness from 1 to 5.
Distance - Distance to the player in metres.
Weapon - Shows the player's weapon below the box, adding available ammo data. With Distance enabled, uses a compact combined line.
Aim marker - Small sight symbol above a player using ADS. Does not by itself mean they are aiming at you.
Aim direction - A line extending approximately 2.6 m from the player's head indicates where they look.
Health - Thin health bar on the player's left.
Armor - Enables armor display and equipment settings. The right-side armor bar and overhead equipment icons appear in Above players / Panel + above players modes.
HP / armor values - Numeric values beside the respective bars.
ESP distance - Player ESP range up to 1000 m; 0 removes the distance limit.
Highlight allies - Separate colour highlighting for players of your faction.
Corpses - Separate markers for dead players.
ESP Preview - In-menu preview of the player box, fill, skeleton, name, weapon, distance, health and armor.
Visuals / Players — target equipment:
Armor display - Four modes: Off / Target hotbar (FOV) / Above players / Panel + above players. Requires Armor enabled.
Target hotbar (FOV) - Rust Vengeance-style panel with name and distance in the header, horizontal armor slots and a separate held-item row below. Shows up to eight available armor pieces, their labels and available weapon ammo.
Target radius - Panel target-selection radius from 40 to 500 px, independent of aimbot FOV. Selects the living enemy closest to the crosshair, excluding allies and downed players.
Slot size - Panel slot size from 44 to 96 px. Images retain their aspect ratio.
Held item below armor - Enables the held weapon/item row for the selected target.
Hotbar Drag - Drag the equipment panel with the menu open.
Armor data - Uses available armor type, tier and state data. Exact per-piece durability is unavailable; S denotes state, not durability percentage.
Visuals / Visibility — visibility:
Bone collision visibility - Tests bone visibility against collision-scene geometry. Controls skeleton, silhouette, name, distance and marker colours; weapons retain their own colour.
Visible / Blocked / Unknown - Separate colours for clear, obstructed and unknown states. One visible body part is enough for the overall visible colour; gray unknown means no fresh result.
Independent scene capture - Acquires the collision scene independently. Disabling it uses the serial processing path.
Preload loaded collision scene - Background cache of geometry already loaded by the game, including objects outside the camera and display radius; tracks streaming changes. Does not force absent map regions into game memory.
Visibility scope - Controls ESP display and colours. It is not a separate visible-only filter or a guarantee of aimbot target visibility.
Visuals / World — vehicles and objects:
Vehicles - World vehicle ESP with a name and distance beside an image or marker.
Vehicle images - Compact vehicle images with preserved aspect ratios: up to 30×16 px in the world and 18×11 px on the radar.
Vehicle categories - Separate Helicopters, Planes, Tanks, APC, Wheeled, Boats and Stationary toggles. Only supported objects actually detected in the game are displayed.
Vehicles distance - Vehicle range setting from 0 to 3000 m.
Vehicle info (HP/crew) - Vehicle health bar, available occupant nickname and additional passenger count; allies use faction highlighting.
Projectiles - Detected grenades/projectiles with names and distances. A fuse bar appears only when fuse data is available.
Grenade landing point - With Projectiles enabled, draws an approximate flight arc and end marker from grenade movement and gravity. Does not accurately model bounces or terrain collisions.
Supply / death crates - Supply and death crates with name, distance and up to six available content entries, followed by a remaining-item count.
Artillery computer - For supported L81 / SPH-2 weapons, shows estimated range, an impact marker and an angular adjustment toward the selected target using embedded tables. Approximate calculation without precise terrain modelling.
Vehicle image coverage - Includes 23 model images from MetaForge. Three M113 entries with generic spawn artwork and unrecognized models use a neutral marker; generic classes may use a representative category image.
Visuals / Palette — colours:
Player colours - Separate box, skeleton, name, distance and weapon colours; visibility can override relevant colours with Visible / Blocked / Unknown states.
Team / status colours - Colours for your faction and downed players.
Radar colours - Radar player-marker colours.
Health / equipment colours - Health, armor, held weapon, vehicle health and crew colours.
Combat colours - Aim marker, aim direction, downed timer, events, normal/large damage, grenade arc/end point, artillery, prediction and offscreen-indicator colours.
World colours - Separate colours for nine loot categories, loot distance, land/water/air vehicles and corpses.
Screen colours - Crosshair, FOV and Vengeance watermark colours.
LOOT
Visuals / Items — items:
ESP and HUD icons - Item and weapon images in supported ESP and HUD elements. Original game item artwork is retained.
Dropped items - Displays detected world items.
Item name - Item name label.
Item distance - Distance beside the name: Name(38 m).
Item marker - Category symbol for items without a displayed colour image.
Loot filter - Nine independent groups: Weapons, Attachments, Ammo, Meds, Armor, Helmets, Backpacks, Grenades and Other.
Min loot tier (0=all) - Minimum tier from 0 to 3; 0 includes all tiers. Tier is estimated from item names, not claimed as an exact game-rarity field.
Smart loot filter - Hides medical items when at least three corresponding inventory items are detected, and grenades when at least two are detected. Requires available inventory data.
Distance - Loot acquisition/display range setting from 0 to 1000 m.
Item colours - Separate category and distance colours; labels and markers use the corresponding category with tier estimation.
RADAR
Radar / Map — map and placement:
2D Radar - Permanently square radar with an opaque dark background, thin border and player markers.
Map background - Locally included Ozeti, Bakurani and Zestafona maps. Automatically selects and displays a map when its bounds match game data.
Map name - Separate toggle for the detected map name.
Map opacity - Map-image opacity from 0.15 to 1.0. The radar backing remains opaque.
Radar zoom - Manual zoom from 0.05 to 1.0.
Radar size - Radar size from 200 to 700 px.
Radar X / Radar Y - Radar coordinates; drag it with the menu open.
Radar Preview - In-menu preview of radar placement and appearance.
Radar players - Player direction markers and distances with separate faction highlighting; uses the ally filter under Players.
Radar / Entities — objects and automatic zoom:
Only players - Hides radar items, vehicles and corpses. Allies follow the separate faction filter; Battle Mode shows enemies only.
Item and vehicle icons - Object images in place of simple markers. Independent of world item icons; vehicle images also respect Vehicle images.
Item and vehicle labels - Enables object labels. Item distances additionally depend on Item distance.
Items / Vehicles / Corpses - Separate radar toggles for items, vehicles and bodies. Battle Mode and Only players override these layers.
Auto zoom - Smoothly zooms toward nearby living enemies, returning to manual zoom when they leave. Excludes allies, dead/downed players and stale data.
Reaction range - Automatic zoom reaction radius from 30 to 500 m.
Maximum zoom - Maximum automatic zoom from 0.05 to 1.0.
Smoothing - Automatic zoom smoothing time from 0.15 to 2.0 seconds.
MISC
Battle Mode — combat focus:
Battle Mode - Hides world items, vehicles, projectiles, crates, corpses and allies; the radar shows enemies only. Displays COMBAT FOCUS at the top.
Battle Mode Key - Assignable toggle key under Misc / Features. Works with the menu closed; holding the key does not repeatedly toggle the mode.
Misc / Features — combat, alerts and HUD:
No Recoil - Changes the weapon's camera-kick multiplier; attempts to restore the saved value when disabled. Does not claim to remove weapon spread.
Prediction - Approximate movement lead and bullet-drop compensation for the selected target when valid projectile-speed data is available. Shows the calculated point on screen.
Knocked timer - Time elapsed since the downed state was observed, not an exact time-to-death countdown.
Damage numbers - Floating numbers from observed enemy health decreases; nearby events may be merged.
Kill feed - Recent eliminations and knockdowns with name and distance, plus weapon data when available. Own-elimination attribution is estimated, not an official game log.
Spectators - Available spectator count in a compact line near the top.
Admin warning - Warning when available admin/developer flags are detected on players. Does not guarantee identification of every moderator.
Danger warning - Count of living enemies within 200 m in a compact line at the top.
Offscreen arrows - Direction indicators for enemies outside the screen.
Arrows radius - Indicator radius setting from 100 to 600 px, additionally constrained by screen dimensions.
Targeting warning - TARGETED line with a count of enemies within 300 m whose horizontal direction points toward you. A directional estimate, not confirmation of a shot or clear line of sight.
HUD Drag - Drag the kill feed and Targeting warning with the menu open.
Misc / Interface — interface:
Menu colour - Menu accent colour.
Animated background - Toggles menu background animation.
FPS limit - Overlay rendering limit, adjustable from 0 to 360; does not set the game's own FPS.
Watermark - VENGEANCE / WAR DOGS label with current overlay FPS.
ESP font - Selects Vengeance / Minecraft / Exo2 (old).
Text size - ESP font sizes up to 18 px; the minimum depends on the selected font.
Language - Russian or English interface.
Menu settings - Popup with 75% / 85% scale, language and background-animation settings.
Search - Searches available menu settings.
Hotkeys - Supported controls offer additional Hold / Toggle bindings through their context menu.
OTHER
Config / Profiles — configurations:
Config name - Profile name for creating, saving or renaming.
Create new - Creates a new named profile with current settings.
Save - Saves current settings under the entered name.
Load selected - Applies the selected profile.
Rename - Renames the selected profile.
Delete - Deletes the selected configuration file.
Refresh list - Refreshes saved profiles.
Active profile - Marks the applied profile in the list.
Autosave - Automatically persists current settings separately from named profiles.
Current-version notes:
Build - Describes the current full Vengeance WarDogs v4 build.
Interface languages - The menu supports RU/EN. The Chinese file is a translated guide, not an additional menu language.
Data availability - Icons, ammo, armor equipment, crew, crate contents and other information appear when corresponding data is available.
Scope - Lists accessible current-project functions. The removed local weapon panel, old player list and KILLS counter are not included.
Verification - Reflects source implementation; this document is not a report that every function has been tested in a live game.
Processor: Intel / AMD
OS: Windows 10 / Windows 11



