PLH / 01 / DFLove

Undetected since private release

DeltaForce.

A focused native suite for field intelligence, deliberate targeting, live loot valuation, and safer inventory decisions.

DetectionUndetected
Access3 / 10 users
RuntimeNative + Slua
Reconnaissance operator overlooking an arid industrial battlefieldDFLOVE / Universal native product

Complete 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 groups06
Documented controls50+
Current stateMaintained
User ceiling10 total

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.

01 / TARGETING

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
02 / VISUAL INTELLIGENCE

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
03 / LOOT INTELLIGENCE

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
04 / INVENTORY AUTOMATION

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
05 / WEAPON CONTROL

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
06 / EXPERIENCE

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.

Access modelPrivate universal build
RuntimeNative + primary Slua
Target identityPID + creation time
Failure policyVisible and terminal
DFLove / sessionVerified
AUTHprivate entitlement accepted
GUARDtarget identity stable before runtime handoff
SLUAowner, state, tick, compiler, and scratch validated
READYmenu, settings, modules, and status online

Private access

One of ten. Built to stay small.

Three users currently hold access. There is no public checkout and no automated payment flow.

Next product / PLH 02

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