PLH / 01 / DFLove
DeltaForce.
A focused native suite for field intelligence, deliberate targeting, live loot valuation, and safer inventory decisions.
DFLOVE / Universal native productComplete feature map
Everything useful. Nothing buried.
This directory follows the current DFLove runtime: aim, ESP, loot, inventory automation, recoil experimentation, persistence, and live status. Exact compatibility stays in private release notes.
Feature directory / DFLove
Built around the full match loop.
Every section below maps to implemented runtime modules and current in-game settings—not a generic marketing checklist.
Deliberate aim control
Target selection and motion controls with explicit filters and a reversible hold-to-engage workflow.
- Master aim assist
One switch governs the targeting path and clears retained state immediately when disabled.
state / checked - Player and bot filters
Choose human players, bots, or both without coupling the two target families.
2 independent filters - Visibility check
Restricts acquisition to targets confirmed by the runtime visibility path.
trace gated - Adjustable aim FOV
Angular acquisition radius spans 2° to 30° for close or broad selection.
2–30 degrees - Humanization
Blends response speed, engagement behavior, and motion rather than snapping directly.
0–100% - Acquisition range
Limits candidates between 25 and 500 meters before expensive target refinement.
25–500 m - Candidate bone budget
Evaluates a bounded set of usable points to keep target work predictable.
budgeted refinement - Hold-key binding
Uses a configurable hold action so aim output is active only on deliberate input.
persistent keybind
Readable field layers
A modular native overlay with separate geometry, identity, class, threat, and range controls.
- Master overlay
Suspends and hides all renderer output from a single control.
instant cleanup - Boxes and fill
Independent outline and low-opacity fill layers for fast silhouette reading.
separate toggles - Skeleton and joints
Optional bone lines and joint markers expose stance without forcing extra clutter.
detail layer - Health and labels
Health state plus configurable identity, range, and value labels.
information layer - Portrait and class
Displays official operator portrait, class badge, and class label when available.
operator metadata - Skills and gadgets
Surfaces skill names, deployed gadgets, and grenade threats as distinct layers.
threat context - Players, bots, teammates
Three independent inclusion controls keep friendly and AI information intentional.
entity filters - Visibility colors
Uses separate visible and hidden treatment for quick target-state recognition.
state aware - Line weight
Adjusts renderer stroke thickness from 1 to 4 pixels.
1–4 px - Label size
Scales overlay typography from compact 11 px to readable 18 px.
11–18 px - Detail distance
Separates expensive detailed rendering from the broader entity range.
50–500 m - Render distance
Sets the full overlay envelope from 75 to 1,000 meters.
75–1,000 m
Value before interaction
World and container intelligence prioritizes value, density, quality, distance, and personally marked items.
- Loose world pickups
Finds individual ground items and ranks overlapping labels by relevance.
live actor scan - Containers and bodies
Supports scene containers and dead-body inventories through the same view.
unified world layer - Pre-open contents
Displays replicated container contents before interaction when the mode exposes them.
replication dependent - Sealed and unscanned state
Can retain unknown containers instead of silently hiding incomplete information.
explicit unknowns - Opened and empty filters
Independently hides opened or exhausted sources to reduce repeat checks.
2 cleanup filters - Wishlist override
Personally marked items can bypass normal value and quality thresholds.
priority override - Minimum item value
Filters raw item value across a wide 0–250,000 range.
value threshold - Value per grid
Ranks inventory density so compact value can beat physically larger loot.
per-slot filter - Quality threshold
Filters item quality from Q0 through Q6.
Q0–Q6 - Display range
Limits loot rendering between 25 and 300 meters.
25–300 m - Carried inventory value
Shows opponent carried-value context when the mode replicates it.
conditional metadata - Kit, cash, consumed value
Separates starting equipment, currency, consumed items, and collected inventory value.
4 value channels
Safer inventory decisions
Profit-aware pickup and replacement logic protects equipped, bound, quest, narrative, medical, and marked items.
- Ground pickup threshold
Opens nearby eligible pickups only after meeting the configured minimum value.
3 m interaction envelope - Profit-aware replacement
Replaces a carried item only when geometry fits and the incoming value clears the profit floor.
value + shape gate - Value-density mode
Can optimize by total profit or value per occupied slot.
2 automation modes - Protected-item rules
Excludes equipped, in-use, bound, teammate-bound, marked, contract, archive, and narrative items.
fail-closed filters - Container safety
Avoids dropping equipped containers that still hold other inventory.
nested inventory guard - Operation retry control
Uses bounded timeouts and delayed retries instead of flooding rejected actions.
2 s timeout / 3 s retry - Session accounting
Tracks pickups, drops, gained value, discarded value, and the latest activity.
live counters - Readable automation state
Publishes off, waiting, opening, replacing, rejected, and recovery states to the interface.
status surface
Reversible recoil testing
A narrow experimental module with one family active at a time and stock restoration on disable.
- Recoil experiment master
Enables weapon handling changes without coupling them to aim assist.
independent module - Pattern offsets
Tests the native recoil-pattern family in isolation.
mode 01 - Camera shake
Tests camera response separately from pattern offsets.
mode 02 - Combined mode
Runs pattern and camera paths together when explicitly selected.
mode 03 - Reduction strength
Scales the experiment from stock behavior toward a maximum 95% reduction.
0–95% - Stock restoration
Disabling the module restores captured values and clears the applied state.
reversible lifecycle
Native, persistent, observable
The product includes the controls and state surfaces needed to understand what is active.
- Four focused workspaces
Aim, ESP, Loot, and Misc tabs keep related controls together.
native in-game menu - Persistent settings
Validated scalar and map settings survive restarts with schema-aware loading.
versioned state - Persistent keybinds
Menu, aim, ESP, loot, and recoil controls retain custom bindings.
5 action bindings - Viewport-safe layout
Optional clamping prevents the draggable panel from becoming unreachable.
recovery friendly - Menu opacity
Adjusts native panel opacity without changing the underlying visual layers.
72–100% - Live status surface
Shows runtime, automation, save, and feature state directly in the product.
observable state - Universal native launcher
One Rust executable coordinates authentication, guarded content, target identity, and Slua execution.
single product boundary
Engineering signal
Status you can actually read.
DFLove resolves and validates the active Slua route, keeps target identity pinned, and fails closed when a release contract drifts.
Private access
One of ten. Built to stay small.
Three users currently hold access. There is no public checkout and no automated payment flow.