> For the complete documentation index, see [llms.txt](https://docs.0resmon.org/0resmon/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.0resmon.org/0resmon/0resmon-1/s4-resources/s4-crosslab/aim-training.md).

# Aim training

The training area is a dedicated zone on the map. Walk up to it and press **E** to open the session selector. You can also use the `/aimtrain` command from anywhere on the map.

When you enter a session, you're moved into a private routing bucket — you won't see other players and they won't see you. Once the session ends or you exit, you're teleported back to where you were standing.

If you disconnect mid-session, the server remembers your original position and teleports you back on reconnect.

## Commands

| Command     | Description                                         |
| ----------- | --------------------------------------------------- |
| `/aimtrain` | Teleport to the training area                       |
| `/aimexit`  | Leave training and return to your previous location |

You can change both command names in `config.lua`.

## Minigames

### Neon Flux

Targets slide continuously across the arena. They don't pop in and out — they keep moving, so you have to track and lead your shots. Good for building smooth mouse movement and learning to follow a moving target without snapping.

### Flashpoint

Targets appear randomly and disappear fast. No tracking needed — this is purely about reacting and clicking the right spot quickly. The harder the difficulty, the shorter the window you have.

### Rainfall

Targets drop from above at different speeds. You're managing multiple moving objects at once. On Hard, the spawn rate gets aggressive enough that you'll need to prioritize.

### Corner Ghost

NPCs peek out from behind walls and retreat. Classic corner-pop training. The peds use actual FiveM ped models so it feels closer to real gameplay than colored shapes.

### Blind Spot

Targets appear near the edge of your screen and move fast. Forces you to widen your effective awareness area and not lock your focus to the center of the screen.

### Block Crush

A grid of colored cubes. Hitting one removes it and all neighboring cubes of the same color in a chain. Longer chains = higher score. The grid refills as cubes are destroyed. It's a bit different from the others — more about aim discipline and not just clicking as fast as possible.

## Difficulties

Each minigame has three difficulty levels:

| Difficulty | Spawn Rate | Object Lifespan | Time Limit |
| ---------- | ---------- | --------------- | ---------- |
| Easy       | 2000ms     | 5000ms          | 60s        |
| Medium     | 1500ms     | 4000ms          | 45s        |
| Hard       | 1000ms     | 3000ms          | 30s        |

These are the defaults. Each minigame can have its own values in `Config.Trainings`.

## Session HUD

While a session is active, a small HUD shows:

* Score
* Hits
* Time remaining

Press **Backspace** at any time to end the session early. Results (score, accuracy, average reaction time) are shown on screen before returning to the selector.

## Configuring a training mode

Each entry in `Config.Trainings` controls one minigame. You can adjust spawn positions, spawn rates, lifespan, which props to use, and whether objects lerp to their positions or snap.

The `player` block controls where the player stands and what weapon they're given for that specific game.


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