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Closest-target selection in a 120 degree forward cone, ignores dead bodies (uses EnemyHealth.Health).
Camera locks visually to target via Camera.onPreCull event. No interference with bow firing animation.
Targets the Chest bone first, falling back to Spine, UpperChest, or Head based on what the mutant rig exposes.
Lead prediction built in (no slider): tracks per-mutant velocity and offsets the aim point by distance / projectile_speed.
Arrow physics modifiers
Flechas sin caida: arrows lose Rigidbody.useGravity on spawn. They fly in a straight line.
Flechas siguen a la cabeza: Harmony patch on arrowTrajectory.Update (Postfix) redirects velocity toward the target's head bone every frame. Zero overhead when no aimbot target. Guaranteed head hits.
Other features
Flechas infinitas: tops up ammo via PlayerInventory.AddItem using the active BowController._ammoItemId. Works with crafted and modern bow.
Congelar mutantes: position pinning (transform.position = frozenPos each frame), animator speed zero, rigidbody velocity zeroed, NavMeshAgent stopped. Reversible.
ESP: 2D bounding box around each mutant, computed from combined Renderer.bounds of all children. Color-coded by distance.
Debug HUD: live readout of target, bone, distance, HP, angle drift, redirected arrows, freeze count. Toggleable.
Performance
Caches for Animator, head bone Transform, Renderer[], EnemyHealth, and bounds per mutant.
OnGUI heavy drawing gated to EventType.Repaint events only.
Counters refresh every 200 ms instead of every frame.
Bounds recomputation throttled to 50 ms TTL.
Install
Install BepInEx 5.x (x64) into your The Forest folder.
Launch the game once so BepInEx initializes its folders.
Drop TheForestTrainer.dll into <TheForest>/BepInEx/plugins/.
Launch the game, load a save, press F1 to toggle the panel.
Hold right click on a mutant to engage the aimbot. Press left click to fire the bow.
Requirements
The Forest (Unity Mono build, tested on Unity 5.6.5).