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Players

CS2 ยท Visuals. ESP on players: boxes, skeleton, health bars and numbers, name, weapon in hand, ammo, equipment, grenades and statuses (flashed, defusing, reloading, etc.).

Also searched as: wh, wh not working, can't see enemies, wallhack, esp, chams, glow, model highlight, boxes, box esp, skeleton, skeleton esp, hp bar, health bar, name above head, enemy weapon, enemy ammo, flags, player statuses, grenade damage on enemies, he damage esp

Where to find it in the menuโ€‹

Visuals โ†’ Players โ†’ Boxes and skeleton / Bars / Loadout / Status / Model highlight / Glow / Other

The page is split into tabs at the top.

How to enableโ€‹

  1. Menu (Insert) โ†’ Visuals โ†’ Players.
  2. The header toggle of the page turns all player ESP on and off. On by default.
  3. Each element (card) has its own header toggle and a Show on row: enemies, allies or both teams.
  4. By default the following are on for enemies: health bar, health text, name, weapon in hand, equipment, grenades and all statuses except "Throwing", as well as model highlight. The "HE damage" status is on by default for both enemies and allies. Boxes, skeleton, ammo and glow are off.

What it doesโ€‹

  • Draws elements around every living player except you. Each element is placed on its own side of the player (top, bottom, left, right); elements on the same side line up one after another.
  • Works through walls: boxes, skeleton, bars, labels and icons are drawn on all living players regardless of whether they are visible. Only model highlight and glow distinguish between "visible" and "behind walls" โ€” there these are simply different colors and styles.
  • While the buy menu or the pause menu (Esc) is open, and also when you are not on a server, boxes, bars, labels and icons are not drawn. Glow also disappears in the buy menu.
  • Safe mode does not restrict ESP: all elements work with the mode on.
  • Each element has its own colors for enemies and allies. By default boxes, skeleton and bars are red for enemies and green for allies, text is white.
  • Dynamic color on the box and health bar takes its color from the player's remaining health.
  • Health text: health (87), percent (87%) or health and max (87 / 100).
  • Weapon โ€” the icon of the weapon in hand. When the weapon changes, the icon switches with an animation. It can work as a magazine indicator: the icon "empties" as ammo is used. When the player holds a grenade with the pin pulled, the icon is recolored (light green by default).
  • Ammo: in the magazine, magazine and reserve, magazine and spare magazines, reserve only, or spare magazines only.
  • Equipment โ€” icons of the defuse kit and the bomb, if the player has them. Armor is not shown here.
  • Grenades โ€” icons of the grenades the player has.
  • Status โ€” a separate line for each status, each with its own color and position:
    • Immune โ€” spawn protection, with the remaining time;
    • Planting and Defusing โ€” with the remaining time;
    • Throwing โ€” the player is holding a grenade with the pin pulled;
    • Flashed โ€” with the remaining flash time;
    • Reloading;
    • Scoped โ€” the player is looking through a scope;
    • HE damage โ€” how much health the HE grenades already in the air will take off the player when they go off, for example "HE -57". If the blast can kill the player, the line is drawn in the "Lethal color". The damage is worked out on the Grenades page (the "HE damage" card on the "Thrown grenades" tab): with that card or tab off, there is no line.
    The time is written in parentheses, for example "Flashed (2.3s)".
  • Model highlight (chams) recolors player models in the chosen style โ€” separately for visible players and for those behind walls. On by default for enemies: visible โ€” green rim glow, behind walls โ€” red.
  • Glow โ€” a colored outline around the player model, with different colors for visible players and those hidden behind obstacles. Off by default.

Preview and draggingโ€‹

The page has a preview with a player model. On it you can:

  • drag elements with the mouse to another side or swap them with neighboring ones; text lines can be "attached" to the health bar;
  • change them with the mouse wheel (font size, bar thickness, icon size);
  • right-click to open the element's settings.

Settingsโ€‹

Rows common to all elements:

SettingTypeDefaultRange / optionsWhat it does
StateHeader toggle of the cardsee belowโ€”Turns the element on
Show on + Enemy color / Ally colorMulti-select + colorssee belowEnemies, AlliesWhom to draw the element for and in what color. If no team is selected when the element is turned on, both are selected
PositionDropdownsee belowTop, Bottom, Left, RightWhich side of the player the element is on
Place besideDropdownFreeFree, Health barFor text elements: stand separately or next to the health bar
Text settingsSettings buttonโ€”โ€”For text elements: font size 12 (10โ€“24), weight "Semi-bold", case "Default", text contrast "Shared" (as in the "Style" card)
Icon sizeSlider, px147โ€“28For icon rows: icon height

Boxes and skeleton โ†’ Boxes โ€” off by default

SettingTypeDefaultRange / optionsWhat it does
Box typeDropdownCornersBox, Corners, 3D box, 3D cornersFull box or corners only, flat or 3D
Line widthSlider21โ€“3Line thickness
WidthSlider, %100100โ€“175Box width as a percentage of the player's width
OutlineToggleOnโ€”Dark outline around the box. Only for the "Box" type
Dynamic colorToggleOffโ€”Box color based on the player's health. Team colors are hidden in this case

Boxes and skeleton โ†’ Skeleton โ€” off by default

SettingTypeDefaultRange / optionsWhat it does
Line widthSlider21โ€“6Bone thickness
OutlineToggleOnโ€”Dark outline for visibility on a light background

Bars โ†’ Health text โ€” on for enemies by default, left

SettingTypeDefaultRange / optionsWhat it does
FormatDropdownHealthHealth, Percent, Health and maxHow health is written

Bars โ†’ Health bars โ€” on for enemies by default, left

SettingTypeDefaultRange / optionsWhat it does
StyleDropdownGradientSolid, GradientSingle-color bar or a smooth color transition
ThicknessSlider21โ€“8Bar thickness
OutlineToggleOnโ€”Dark outline around the bar
Dynamic colorToggleOnโ€”Color based on health. Hidden with the "Gradient" style; team colors are visible only with "Solid" without dynamic color
GlowToggleOnโ€”Soft glow around the bar in its color
Glow strengthSlider, %605โ€“100Glow brightness. Hidden if "Glow" is off
Glow sizeSlider122โ€“30How far the glow extends beyond the bar. Hidden if "Glow" is off

Loadout โ†’ Weapon โ€” on for enemies by default, bottom

SettingTypeDefaultRange / optionsWhat it does
Icon sizeSlider, px167โ€“28Weapon icon height
SwitchingDropdownSwipe and blurNone, Blur, Swipe, Swipe and blurIcon change animation when the weapon changes
Highlight ready grenades + Ready-to-throw colorToggle + colorOn, light greenโ€”Recolors the icon of a grenade with the pin pulled
Magazine + Empty magazine colorToggle + colorOff, dark grayโ€”The weapon icon empties as ammo is used

Loadout โ†’ Ammo โ€” off by default, top

SettingTypeDefaultRange / optionsWhat it does
FormatDropdownMagazine and reserveMagazine, Magazine and reserve, Magazine and spares, Reserve, Spare magazinesHow ammo is shown

Loadout โ†’ Equipment โ€” on for enemies by default, top

SettingTypeDefaultRange / optionsWhat it does
Own colorsToggleOnโ€”Each item has its own color (instead of team colors)
Item colorsSettings buttonโ€”โ€”Defuse kit โ€” white, Bomb โ€” golden

Loadout โ†’ Grenades โ€” on for enemies by default, top

SettingTypeDefaultRange / optionsWhat it does
Own colorsToggleOffโ€”Each grenade has its own color
Item colorsSettings buttonโ€”โ€”HE grenade โ€” red, Flashbang โ€” yellow, Smoke โ€” gray-blue, Molotov โ€” orange, Decoy โ€” gray

Status โ€” one card per status

CardDefaultPositionColor
ImmuneOn enemiesRightLight blue
PlantingOn enemiesRightOrange-red
DefusingOn enemiesRightGreen
ThrowingOffRightLight green
FlashedOn enemiesRightYellow
ReloadingOn enemiesBottomPink
ScopedOn enemiesRightLilac
HE damageOn enemies and alliesRightPale peach

Each status card has the common rows (Show on, Position, Place beside, Text settings). Status text is bold by default. The HE damage card also has a Lethal color row โ€” the line's color when the blast can kill (light red, coral, by default).

Other โ†’ Name โ€” on for enemies by default, top

SettingTypeDefaultRange / optionsWhat it does
Player colorToggleOffโ€”Write the name in the player's in-game color (the slot color in competitive mode). Team colors are hidden in this case

Other โ†’ Style โ€” shared by all ESP

SettingTypeDefaultRange / optionsWhat it does
FontDropdownDefaultDefault and fonts from the listShared font for all labels on players and items
Text offsetSlider20โ€“3Offset of the text from the neighboring box or bar
Icon contrastDropdownOutlineNone, Shadow, OutlineOutline or shadow under icons
Icon effect opacitySlider, %1000โ€“100How dark the icon shadow/outline is. Hidden with "None"
Text contrastDropdownOutlineNone, Shadow, OutlineOutline or shadow under text
Text effect opacitySlider, %750โ€“100How dark the text shadow/outline is. Hidden with "None"

Model highlight โ†’ General settings

SettingTypeDefaultRange / optionsWhat it does
State + Show onHeader toggle of the card + multi-selectOn, EnemiesEnemies, AlliesPlayer model highlight and whom it applies to
Split team settingsToggleOffโ€”Separate styles for enemies and allies: Enemies and Allies cards appear, each with its own "Visible" and "Behind walls"
Keep original appearanceToggleOnโ€”The model's normal look stays visible under the highlight

Model highlight โ†’ Visible / Behind walls

SettingTypeDefaultRange / optionsWhat it does
Highlight styleDropdownRim glowOff, Flat, Illumination, Rim glow, Hologram, Latex, Crystal, MetallicHow the model looks. "Off" โ€” no highlight in this state
Enemy color / Ally colorColors"Visible": green / white; "Behind walls": red / yellowโ€”Highlight color for each team
Style parametersSlidersdepend on the styleโ€”Appear for the selected style (see below)

Style parameters:

StyleParameters (default, range)
Rim glowRim glow: edge strength (1, 0โ€“1), Rim glow: center fill (0, 0โ€“1), Rim glow: concentration (1, 0.1โ€“40), Rim glow: transition (1, 1โ€“20), Rim glow: brightness (1, 0โ€“10), Rim glow: opacity (1, 0โ€“1)
IlluminationIllumination: brightness (3, 0โ€“20), Illumination: strength (3, 0โ€“20)
HologramHologram: Blend Mode (1, 0โ€“1)
CrystalCrystal: Glow (0, 0โ€“5), Crystal: Opacity (0.5, 0โ€“1)
MetallicMetallic: reflections (0.85, 0โ€“1)
Flat, LatexNo parameters

Model highlight โ†’ Backtrack / Extrapolation

SettingTypeDefaultRange / optionsWhat it does
StateHeader toggle of the cardOffโ€”"Backtrack": copies of the enemy in the oldest pose backtrack can reach, and in the pose the shot went at. "Extrapolation": a copy of the enemy in the predicted pose
Highlight style + ColorDropdown + colorRim glow; light blue (Backtrack) / orange (Extrapolation), semi-transparentโ€”How the copies look

Which poses are available is decided by the "Show backtrack" and "Show extrapolation" items on the Backtrack page.

Glow โ†’ General settings โ€” off by default

SettingTypeDefaultRange / optionsWhat it does
State + Show onHeader toggle of the card + multi-selectOffEnemies, AlliesColored outline (glow) around players
VisibilityDropdownAllAll, Behind obstacles, VisibleWhich players to outline
Check smokeToggleOnโ€”Players behind smoke are treated as not visible
VisibleColorGreen, semi-transparentโ€”Outline color of a visible player
Behind obstaclesColorRed, semi-transparentโ€”Outline color of a player behind an obstacle

FAQโ€‹

I turned on wh but don't see anything. Check in order:

  1. Visuals โ†’ Players โ†’ the header toggle of the page is on. It turns everything off at once: elements, model highlight and player glow.
  2. At least one element is on โ€” the header toggle of its card. Boxes, skeleton, ammo and glow are off by default; bars and health text, name, weapon, equipment, grenades, statuses and model highlight are on.
  3. The right team is selected in "Show on". By default everything is set to Enemies only โ€” nothing is shown on allies until you select Allies. If you deselect both teams, the element turns off.
  4. You are on a server, and the buy menu and pause menu (Esc) are closed โ€” ESP is not drawn over them.

Safe mode has nothing to do with it: it does not block ESP. You don't need to separately turn on "through walls" โ€” the elements are already visible through walls.

Is ESP visible through walls? Yes. Boxes, bars, name and the other elements are drawn on all living players, whether they are visible or not. Model highlight has its own style and color for players behind walls (the "Behind walls" card), and glow has its own "Behind obstacles" color.

Does Safe mode disable ESP? No. In CS2, Safe mode only restricts the aimbot, triggerbot, backtrack and recoil control โ€” see Safe mode.

I turned on ESP, but there are no boxes. Boxes and skeleton are off by default. Boxes and skeleton tab โ†’ turn on the header toggle of the Boxes (or Skeleton) card.

ESP is shown only on enemies. In the element's card, also select "Allies" in "Show on".

How do I move the name / health bar to another side? Change "Position" in the element's card or drag the element with the mouse in the preview.

The box / health bar color doesn't change. "Dynamic color" is on (or the bar has the "Gradient" style) โ€” the color is taken from health. Turn it off or set the "Solid" style, and team colors will appear.

How do I remove the colored model highlight (chams)? Model highlight tab โ†’ General settings card โ†’ turn off its header toggle. Or set "Highlight style โ†’ Off" only in "Visible" or "Behind walls".