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These let you narrow what the ragebot does. Each returns a handle you can :Release() to undo, and is auto-released on script unload. Higher priority on filters and gates runs first. Among equal priority, registration order applies. Registration handles support Release(), IsReleased(), GetPriority() and SetPriority(n), same as legitbot.

addTargetFilter

Called for each candidate. Return false to exclude them. Every filter has to pass.

addShotGate

Called right before each shot. Return false to block it. Every gate has to pass.

forceTarget

Only let ragebot target one player. Accepts a Player, a player name, or a UserId. Returns nil if no matching player is in the server. Without a duration, it stays until you :Release() the handle or your script unloads. Calling again replaces the previous force-target.

clearForcedTarget

Cancel any force-target.

clearInFlight

Clear pending shot tracking for one player, or everyone if you omit player. Resets ragebot’s “already shot enough at this player” tracking so it can shoot them again sooner.

setStrafeOverride

Rivals only. Replace where the ragebot strafe-displaces you each tick (build your own orbit / void spam). Runs each strafe tick with a RagebotStrafeInfo table. Return:
  • a CFrame to displace exactly there,
  • a Vector3 to displace to that position (auto-faces the target),
  • or nil to leave the current strafe untouched.
Non-finite results (NaN / inf) are ignored, so a bad return can’t break your character. Multiple overrides stack by priority: the highest priority runs last and has the final say. Only fires while Target Strafe is on and the bot has a target.

RagebotStrafeInfo

RegistrationHandle

ForceTargetHandle

Examples