starlit

What scripts can do

A map of what a script can do in Starlit: improve the ragebot, tune movement and the world, restyle and build visuals, and add features, pages and whole tabs to the menu.

A script is a plain Lua file that plugs into Starlit. It reads the match, draws on the screen and in the world, adds its own controls and tabs to the menu, and tunes the ragebot, the movement, the world and the ESP for as long as it keeps asking. Scripts are how you add the feature Starlit does not have yet, and how you make the ones it has fit your own way of playing.

This page is a map. Every item links to the page that has the exact functions.

Read the match

A script reads what the game shows every client in a match, plus the settings of Starlit's own movement, ESP and world.

datawhere
Players: slot, name, team, alive, health, position, velocity, eye angles, on ground, ducking, simulation timegame, entity
Armor, money, ping, helmet, defuser, scoped, defusing, weapon id, clip, reloadingentity
Shots fired, for the local playerentity
Eye position of a playerentity
Server time, tick count, tick intervaltime, cvar, screen and log
29 server rules and physics valuescvar
Seven game events with fixed fieldsevents
Screen size and the projection of a world pointgame
The values of the script's own controls, and the state of the keys the user bound to its keybind controlsui
Finished ragebot shots at enemies the script gave a hint forresolver
The value of 548 movement, ESP, chams, glow, world and cosmetic settingssettings

This includes where the enemy players are, the same way the overlays of Starlit show it.

Improve the ragebot

The rage module lets a script give the ragebot better numbers and better timing for the situation it sees.

  • Hit chance and minimum damage. Ask for a different number while you are in the air, while the enemy is far away, or while a key is held.
  • The fire gate. Hold the ragebot's shot back until your own conditions are met.
  • Targets. Take an enemy off the ragebot's target list for as long as you like.
  • Double precision and the stops. Switch double precision off, cap its chain, pick the auto stop style and its in-air condition, skip the quick stop or the air stop for a tick.
  • Resolver hints. The resolver module gives the ragebot a yaw hint for an enemy and reports the result of every shot taken with it, so a script can learn which hint hits.

Tune movement

The movement module is a virtual keyboard: a stick with a direction, and the jump, duck and walk buttons. Build auto-peek steps, stop and slide helpers, crouch and hop helpers, or steer the built-in strafe along a path. The settings module switches the bunny hop, the air strafe, the edge helpers and the quick peek from a key of your own.

Change the world and the settings

The settings module reads and temporarily changes 548 settings: the sky, the fog, the light and the post effects, the movement features, the ESP, the chams, the glow, the camera, the viewmodel, the crosshair, the effects and the watermark. Animate the fog colour, show an ESP element only while a condition holds, or pick a sky preset from a key. The full list is on settings ids.

Restyle the visuals

The visuals module styles the player ESP one player at a time. Hide or recolour the box, the skeleton, the bars, the name, the weapon, the flags and the arrow. Add your own text lines and bars to the ESP stacks. Restyle the colour and the material of the chams, and the colour of the glow, for an enemy or a teammate.

Build custom visuals

The draw module draws text, lines, rectangles, circles, gradients and polygons on the screen. Its 3D functions draw in the world: lines, trajectories, boxes, rings and the hitboxes of a player, glued to the world while the camera moves. Shapes share a layer with the ESP and sit below the menu.

  • Controls. ui has checkboxes, sliders, combos, multicombos, colours, keybinds, buttons, text lines, value rows, folds, text inputs and lists.
  • Layout. Put a group on the rage, legit, visuals or misc page, in the left or right column, at the position you choose. Lay controls out in rows of up to four, add tooltips, hide or dim a control, and react when the user changes one.
  • Tabs. ui.tab adds a tab of your own to the menu bar, with two columns of groups.
  • Style. ui.style gives the whole menu an accent, text colours, a tint, rounding and gaps.
  • Panels. ui.surface gives the script a rectangle of the menu to draw into, with the pointer, in a tab, in a page, or as a floating panel.

How tuning calls behave

Anything a script sets in Starlit is a live value. It stays in force while the script keeps calling and returns to the user's own value when the script stops.

modulehow long a value lives
rage500 ms after the last call
settings500 ms after the last call, and the user's change in the menu wins
movement16 to 96 ms after the last call, from the ttl you pass
visualsthe frame it was set in and the next one
ui.stylewhile the script runs and keeps asking

Numbers are clamped to the range of the menu row they belong to. Nothing a script sets is written into the user's config or into share codes. The user stays in charge: a key the user holds on a rage control wins over the script, a setting the user changes in the menu wins over the script, and the scripts page has reset overrides and reset menu style for the user to take everything back at once.

What stays the user's risk

A script is code from somebody else, and the hash confirmation shows that the file you read is the file that runs. It does not say what the file does. Read a script you did not write before you confirm it, and keep the number of scripts you run small.

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