v1.1.3smoothgates
combat warriors·single file·live 26 oct 2026·168 bpm

zenith.lol

Combat Warriors. Refined.

One script file, one menu key. Parries timed from animation length instead of luck, shot assist that stays inside your FOV, and a visuals stack you can actually read mid-fight.

79Toggles
32Sliders
17Dropdowns
16Panels
1File

Side A — tracklist

Six systems.
One panel set.

Everything below is a real control in the current build. Names are the ones you see in the UI, so the tooltip you hover is the feature you get.

01

Auto Parry

Parries on animation time, not on luck.

  • Smart Parry Timing reads the swing's animation length
  • Adaptive Parry retunes delay as the session goes
  • Keypress or remote method, plus range, delay and chance
  • Anti-Parry steps out of an enemy parry and re-equips
02

Soft Homing & Silent Aim

Shot assist that respects your FOV.

  • Homing strength, activate distance and blend mode
  • Prediction leads moving targets
  • Part select: head, torso or root · optional wall lock
  • Visible FOV circle with radius, thickness and colour
03

Visuals

Read the whole fight in one glance.

  • One master switch for box, chams, skeleton, names, distance, tracers
  • Utility ESP for C4, grenades, claymores, traps
  • Ally highlight finds other players running the same script
  • Hitlog, session K/D, target HUD, range indicator
04

Config System

Dial it in once. Load it in a second.

  • Named slots under ZenithConfigs, saved per game
  • Auto-load your last config on inject
  • Eight accent themes, UI scale, watermark with FPS and ping
  • Fallback window if the UI library cannot be fetched
05

Design Discipline

Fewer hooks. Fewer surprises.

  • No metatable or __namecall patching — v1.1.3 polls instead
  • Server-side damage stays server-side; those features were removed, not faked
  • Risky modules are labelled risky in the menu, Fly included
  • Tooltips on every control — hover a second and a half
06

Performance

Heavy effects, light frame cost.

  • FPS unlock with your own cap, zero means uncapped
  • One-shot low-GFX preset for weak machines
  • Hazard handling rebuilt ultra-light — molotov frame lag is gone
  • Watermark keeps FPS and ping in front of you

Manifest

Current build.

v1.1.3 branch SmoothGates 26 October 2026 Combat Warriors only
core
Hook-free combat core. No CharacterUtil, no Network or namecall interception — soft polling drives parry state instead.v1.1.3
smoothgates
Adaptive parry timing. Delay is derived from animation length and retuned across the session, with a ping offset when you want it.
visuals
Anti-hazards rebuilt ultra-light; molotov zone handling no longer costs frames. Low-HP screen effects stay untouched.perf
aiming
Soft homing moved to ActiveCast steering with strength, part and activate-distance controls, plus a visible FOV gate.
feedback
Hitlog, session K/D, nearest-enemy HUD and range indicator so you can tell what actually landed.
movement
Fly, teleport-walk and anti-knockback kept, and kept honest: they write to your character, so they carry the highest account risk.high risk

Side B — sound system

Every click has a hit.

No audio files, nothing fetched: the whole kit is synthesised in your browser with WebAudio at 168 BPM, the same tempo the page is cut to. It stays silent until you turn it on in the top bar.

Sound map — what fires where

tick
Hover over nav, buttons, rows. 30 ms of noise through a 4.2 kHz high-pass.
hit
Any press, and the first beat of a break. Sine 165→44 Hz with a noise transient on top.
blip
Accordion open and close. Square wave, 620→1240 Hz up, 880→300 Hz down.
static
The wordmark corruption bursts. Band-passed noise, gain chopped in six random steps.
break
One bar when a section enters view, and when you switch sound on. 16 steps at 168 BPM: kick, snare, hats, one chop.
wipe
Jumping to another section from the top bar. Noise sweep, 900 Hz → 9 kHz in 180 ms.

Levels sit behind a compressor at -14 dB, master gain 0.16, so nothing pops at full volume. The top-bar meter reads the actual output through an AnalyserNode — if the bars move, sound is really being produced, not just requested.

Soundcloud — ONDA ANDAR only

badgertrack
Open
green lightstrack
Open
one way tickettrack
Open
Ночное кафе [prod. onda andar]track
Open
suomi mania [prod. cry 4 me]track
Open
herons [prod. 1deep & babyslike]track
Open
under armour [prod. dj330]track
Open
holodno333track
Open
XS [prod. cry 4 me]track
Open
wata watatrack
Open

One artist only: ONDA ANDAR — all ten uploads from soundcloud.com/onda_andar, each title read back off its own page on 26 October 2026, so nothing here is invented metadata. SoundCloud's public search API needs an OAuth client_id, which a static page cannot hold, so this shelf is hand-built rather than queried. Players are loaded only when you click Load player — nothing reaches a third party before that, and autoplay stays off.

Access

One invite. One key.

The script is distributed through the Discord. Grab it there, run it, press RightShift.

invite
discord.gg/CgeHF2xNQ3
[ Open invite ]

Runtime facts

Menu key
RightShift · remappable
Fallback UI
Insert · offline safe
Platform
Desktop executors, HTTP on. Mobile injectors are refused by the script itself
Configs
zenith.lol/CW · per-slot
Watermark
zenith.lol | fps | ms

Questions

Short answers.

Combat Warriors, a desktop executor, and HTTP enabled so the UI library can load. If that fetch fails you still get the built-in fallback window, so the features never depend on a CDN.

Combat Mechanics first: Auto Parry PC on, Parry Method to Keypress, Detect Source to animation only. Then raise Parry Range to about your own melee distance and leave Parry Chance at 100 until it feels right.

Anything the server decides for you was removed rather than faked: grenade and C4 damage are server-side, so Anti Grenade and Anti C4 no longer exist in the menu. What is left is what genuinely works client-side.

Any client modification breaks Combat Warriors' rules and can cost you the account. Modules that move or reposition your character are marked high risk, and no build here is "undetectable" — treat every session as one you are willing to lose.

No. Auto Parry, shot assist and visuals shorten your reaction window; you still choose targets, still aim, still finish the fight. There is no auto-win and no aim that plays while you are away.

No. Every feature is wired to Combat Warriors' own animation, hitbox and remote names.