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Reference

Detections

Everything Baobab AC catches, grouped by cheat domain. Detection runs server-side wherever possible, so it can't be spoofed by a tampered client. Each detection carries a severity from low to critical, and repeat offences escalate automatically.

How severity works
Severity scales with how blatant the signal is, and many detections escalate on repeat - e.g. a first rapid-fire hit may be high, a second becomes critical. Severity drives alert priority and, in enforce mode, the action taken.

Combat

Aimbot, triggerbot and damage exploits - the highest-value category for most servers.

DetectionSeverityWhat it catches
rapid_firehighShots faster than a weapon physically allows (per-weapon thresholds).
headshot_rate_anomalycritical>80% headshot ratio over a meaningful sample of shots.
silent_aimhighHits registered without line of sight to the target.
magic_bulletcriticalImpossible trajectory or a damage multiplier.
v2_overdamagehighOne-shot kills / damage above a weapon’s maximum.
ammo_increase_detectedcriticalMagazine refills that never happened legitimately.
deny_weaponcriticalUse of a blacklisted weapon or ammo type.
v2_client_detection_missinghighServer sees fire events but the AC client is absent - tampering.

Health & Armor

DetectionSeverityWhat it catches
damage_immunitycriticalPlayer took 0 damage from a verified server-side hit (godmode).
heal_detectedhighInstant healing - large HP gain in an impossible timeframe.
armor_increase_detectedcriticalUnauthorized armor added to a player.

Movement

DetectionSeverityWhat it catches
teleport_eventhighLeaps over ~50m that aren’t spawn, admin, or fast-travel.
speed_anomalyhighOn-foot speed beyond the allowed maximum (speedhack).
superjumphighVertical gain far above what the game permits.

Mod-menu features detected on the client and confirmed server-side via the CEV validation engine.

DetectionSeverityWhat it catches
menu_detectionnot activeNot shipped as an active detection. The only signal available today is a key press (DEL, INS) that legitimate RedM menus use too, so it is deliberately weighted zero and never raises an alert. Mod-menu behaviour is caught by the rows below.
noclip_detectedcriticalMoving through collision geometry.
invisibility_detectedcriticalEntity alpha below threshold / hidden flag set.
freecamcriticalCamera detached from the player ped.
godmodecriticalInvincibility flag active without authorization.
spectate_mode_detectedhighPlayer view detached from their ped.
nui_input_anomalycriticalForbidden NUI input injected.

Entity spawn

Crash/troll attempts and loadout abuse via mod menus.

DetectionSeverityWhat it catches
mass_ped / mass_vehiclehighBursts of peds/vehicles spawned to crash or troll.
explosive_spawncriticalExplosives spawned via a mod menu.
explosion_burstcriticalRapid explosion bursts - crash/lag attempt.
deny_model / deny_weaponcriticalAttempt to spawn a blacklisted model or equip a banned weapon.
unauthorized_givecriticalForced weapon loadout pushed from the client.
watchlist_weaponcriticalA weapon your server never sells (Carcano, Rolling Block…) received, equipped or fired - alert only, your staff role gets pinged.

Economy

DetectionSeverityWhat it catches
item_addedhighLarge inventory gains from an unauthorized source (dupe).
money_addedhighCash appearing from a non-shop / non-mission source.
money_desyncedcriticalClient money cache diverges from the server (forged state).
vorp_exp_gaincriticalExcessive XP gained in a single session.
vorp_remote_triggercriticalAttempt to call a forbidden remote event.

Abuse

DetectionSeverityWhat it catches
chat_spammediumToo many chat messages in a short window.
chat_word_violationhighA blacklisted word used in chat.
sound_spammediumSound triggers flooded in a short window.
ragdoll_abusemediumContinuous or repeated ragdoll abuse.
command_bruteforcehighMany denied commands in a short window.
event_rate_limithighA network event fired far beyond its allowed rate.

System integrity

Tamper detection that protects the anticheat itself.

DetectionSeverityWhat it catches
heartbeat_timeoutcriticalThe AC client script was stopped or suspended.
forbidden_resource_detectedcriticalA known cheat/mod resource is running.
anti_dumpcriticalA runtime dump attempt - an injected tool reading your resource files or honeypot events to steal server code; the dumper is crashed and banned mid-copy. (An external/native cache copy is stopped only by asset encryption.)
hwid_spoofcriticalMismatched machine signature - ban-evasion indicator.

Black Box - incident replay

You no longer read an alert, you watch the scene. Every server keeps the last ~90 seconds of movement telemetry in memory; when a detection fires, that window is frozen and uploaded, and you replay it on a 2D map with a scrubbable timeline.

  • Two tracks, side by side. What the game client declared, and what the server actually observed. The gap between them is measured in metres - that divergence is the mechanical proof that the client lied.
  • Rewind before the detection. The buffer holds the ~45 s that PRECEDE the alert, so you see the cause, not just the consequence.
  • The whole fight, not one dot. The suspect plus every player within 120 m at that moment, with their shots, hits and deaths on the timeline.
  • Verdicts with numbers. Each anomaly is recomputed on the backend from the track and annotated with its figures ("41.3 m/s sustained for 3.2 s - horse maximum 15.2"). No opaque score, and no automatic sanction: the black box documents, it does not punish.
  • Sealed evidence, shareable. The bundle is SHA-256 hashed, and a share link opens the replay without an account - post it in your Discord and the appeal ends there.
What it is not
This records TELEMETRY, not video: no screenshot, no image of the player's screen is ever captured. Positions are sampled a few times a second, so it is a reconstruction, not footage. The high-resolution track (camera, aim, per-shot detail) is DECLARED by the game client and can be forged by a cheat - which is exactly why the authoritative server track is drawn next to it, and why a missing client track is itself a signal.

What you do with detections

Detections become alerts in your panel. From there your toolkit is:

  • Triage alerts by severity and status, in bulk if needed.
  • Investigate by opening a case and building a timeline of evidence.
  • Watch a suspect live via surveillance sessions.
  • Sanction (warn / kick / ban) when justified.
  • Escalate by requesting an expert review on any case.
Not sure about a detection?
Open a case, attach the alerts, and request an expert review. Our team gives a verdict (confirmed cheater / legitimate player) - target handling within ~48h depending on evidence. See the Panel guide.

Still stuck?

If this page did not answer your question, ask on Discord or write to us. Both reach the people who build Baobab AC.

New to the product? Start with the overview: RedM anticheat, detections and panel on a single page.