Hold your breath to steady the reticle for skill-based marksmanship — ESX and QBCore
Good gunplay rewards skill, and a steady aim mechanic adds exactly that layer of it. Hold a key to hold your breath and the reticle settles, letting a patient shooter line up a clean shot — but only for a few seconds before the sway returns. It turns marksmanship into an active skill instead of a passive stat, and makes every long-range shot a small test of nerve and timing.
What the steady aim system offers
- Hold your breath to steady the reticle.
- A brief window of calm before sway returns.
- Skill-based marksmanship over passive stats.
- Real tension on every long-range shot.
- A clear reward for patience and timing.
Why skill-based aim improves combat
- Snipers and marksmen get a genuine skill ceiling.
- Rushed shots miss, patient shots land.
- Firefights feel more deliberate and tense.
- Good shooters are rewarded for control.
- Gunplay gains depth without extra clutter.
Clean and light
- Built for ESX and QBCore, simple to drop in.
- Configurable keybind, duration and sway in open files.
- Ties into your weapon and combat systems.
- Lightweight and stable in a firefight.
Combat is more satisfying when player skill decides the outcome, and a breath-holding steady aim mechanic puts that control directly in the shooter's hands. Rewarding the patient player who waits for the reticle to settle, and punishing the one who sprays wildly, turns every long-range engagement into a small test of nerve that raises the whole skill ceiling of your server's gunplay.
Because the keybind, hold duration and sway are all configurable, you dial the difficulty to fit your community — a forgiving window for casual combat, or a razor-thin one for a hardcore milsim crowd. That tuning lets the same lightweight script serve wildly different servers while keeping firefights deliberate, tense and genuinely rewarding to master.
Pair it with our Weapon Holding Animation and browse more admin & utility scripts.