Anticheat RedM
Features & Detection
A complete security platform for RedM servers on any framework (VORP Core by default). Game-level detection across 41 cheat vectors, a full admin web panel, and an expert review service - all in one.
- 0
- Detections in game
- 0
- Panel modules
- 0 Hz
- Black box sampling
- 0
- Languages
- 4,269
- unique players tracked
- 822,676
- shots analysed
- 546
- sanctions applied
Proof
It does not accuse.
It shows the measurement.
Every alert comes with its black box: the seconds around the incident, replayed. Two tracks are laid on top of each other, the one the client declared and the one the server observed. What accuses is the gap between them, and that gap is written in metres.
- Shots
- 3
- Declared by the client
- Hits
- 3
- Observed by the server
- Gap
- 6.5
- m
Shots are declared by the client and can be faked; damage is what the server actually recorded. An accuracy built on declared shots proves nothing on its own - the gap between the two columns is what is worth reading.
- SHA-256 checksum
- 9f2c41ab7d3e05c8…
- Recorded window
- 00:00.00 → 00:14.00
- Samples
- 1,412
- Size
- 0.61 MB
This is sampled telemetry (2 to 10 Hz depending on the track), not a video. What happens between two samples is interpolated for display and was never recorded.
Demonstration trajectory. No real incident is shown on a public page.
Two tracks, one truth
The filled dot is the position the server measured. The dashed ring is the position the player game claimed. A cheat can rewrite the second one, never the first.
A measurement, not an adjective
Each finding shows the figure that triggered it next to the threshold it crossed: 41.7° of aim offset against a limit of 8°. A player who contests reads the same two numbers you do.
Sealed, exportable
The capture carries its own SHA-256 fingerprint, downloads as a file and shares through an expiring link. It is sampled telemetry, not a video, and the capture says so itself.
In-game detection
The catalogue
Search it the way you would ask the question. Field vocabulary works too: aimbot, mod menu, dupe, ban evasion.
Speed, teleport & jump abuse
Detection runs directly inside your RedM server - no latency, no blind spots.
5 detectionsAnti Noclip
Prevents players from flying through walls, the ground, or buildings to reach inaccessible areas or unfairly loot hidden stashes.
noclipfly hackwalk through wallsAnti Teleport
Blocks instant map-wide teleportation, ensuring players must travel normally and cannot instantly escape combat or police chases.
teleporttpblinkAnti Teleport Ped
Prevents cheaters from forcefully teleporting other players to their location or throwing them under the map to grief them.
tp othersgriefunder the mapAnti Change Speed
Blocks supernatural speed on foot, on horseback, or in vehicles, maintaining fairness during races and pursuits.
speedhacksprint hackhorse speedAnti Super Jump
Prevents players from using unrealistic super jumps to easily vault over large walls, reach high elevation points, or escape enclosures.
super jumpbunny hop
Invisible, freecam & spectate
Client-side monitoring of render flags and camera state in real time.
4 detectionsAnti Invisible
Stops players from maliciously turning their character model invisible to effortlessly ambush others or hide in plain sight.
invisibleghostalpha 0Anti Free Camera
Blocks free-camera cheats that allow players to detach their view, explore the map remotely, or look through walls to spy on roleplay scenes.
freecamwallhackespspyAnti Spectate / Track Player
Prevents unauthorized players from secretly stalking, monitoring, or spectating other users across the server without their knowledge.
spectatestalktrack playerAnti Ragdoll Abuse
Protects the server against forced animation abuse, stopping cheaters who try to force themselves or others into endless falling or ragdoll states.
ragdollforced animation
Aimbot, damage & ammo hacks
Behavioral shot-angle analysis and server-side ammo scanning.
8 detectionsAnti Aim Assist
Detects and blocks aimbots and "silent aim" features, ensuring that shootouts and combat remain fair and strictly skill-based.
aimbotaim assistauto aimAnti Silent Aim
Flags silent-aim cheats that register hits without the crosshair ever tracking the target - bullets redirected server-side to a victim the player never aimed at.
silent aimhitboxbullet redirectAnti Aim Snap
Reads the kinematics of the aim itself: a one-frame snap onto a target that no human wrist produces, a settle that is too clean, then the shot. It takes repeated strikes to raise an alert - a lucky flick never does.
aim snapflicktriggerbot0xcheatAnti Speedshot
Detects fire-rate manipulation - firing far faster than a weapon physically allows (rapid-fire / no-cooldown), analysed from real shot timestamps.
rapid fireno cooldownfire rateAnti Combat Exploit
Catches broader combat cheats: no-reload, no-spread, instant weapon swaps and impossible hit patterns, correlated across every shot fired.
no reloadno spreadno recoilAnti Blacklist Weapon
Prevents players from obtaining or using highly destructive, unauthorized weapons (such as explosive rifles or admin-only guns) via cheats.
weapon spawnadmin gunAnti Weapon Damage Changer
Stops players from artificially boosting their weapon damage via cheats to achieve instant, unnatural one-shot kills during PvP.
damage modifierone shotoverdamageAnti Infinity Ammo
Blocks infinite ammo cheats and instant magazine refills, forcing players to manage their ammunition realistically during shootouts.
infinite ammono reload
Heal hacks, stamina & godmode
SetEntityHealth() hook with stack trace capture and burst detection.
3 detectionsAnti Health Hack
Prevents instant or infinite healing during combat, ensuring a wounded player cannot magically recover full health to win a fight.
heal hackinstant healregenAnti Stamina Hack
Blocks infinite stamina cheats, guaranteeing that players will eventually exhaust normally and cannot sprint endlessly without resting.
infinite staminano fatigueAnti God Mode
Detects and blocks invincibility (God Mode) cheats, ensuring that every player can truly be defeated and take damage normally during engagements.
godmodeinvincibleno damage
Spawn spam, explosions & peds
Per-player rate limiters with configurable deny-lists for models and explosion types.
6 detectionsAnti Spam Vehicle
Prevents the mass-spawning of vehicles (like wagons and carts) commonly used by cheaters to intentionally crash the server or cause chaos.
vehicle spamwagon spamserver crashAnti Spam Ped
Blocks the mass-spawning of NPCs (animals, enemies) used to overload regular players' clients and slow down the game environment for everyone.
ped spamnpc spamlag bombAnti Spam Object
Prevents the spawning of thousands of objects (props) designed to cause severe server lag or unfairly trap players in their spawn points.
object spamprop spamAnti Blacklist Ped
Prohibits players from transforming into or spawning unauthorized, disruptive character models (like giant boss animals) via mod menus.
model swapboss animalAnti Blacklist Explosion
Blocks catastrophic explosion types (like arts bombs or misguided entities) from ever being triggered in the game world, protecting roleplay immersion.
explosionbombAnti Explosion Spam
Prevents continuous spamming of massive explosions designed to kill everyone repeatedly or crash all nearby player clients.
explosion spammass kill
Spam, word filter & sound abuse
Server-side chat hooks with configurable word blacklist and sound rate limiting.
4 detectionsAnti Spam Chat
Protects the text chat against constant flooding of repetitive messages, promotional spam, or endless harassment.
chat spamfloodAnti Blacklist Word
Automatically filters severe profanity, slurs, or forbidden words before they are broadcasted publicly to the rest of the server.
word filterinsultAnti Blacklist Commands
Prevents brute-force attempts to guess hidden admin commands or intentionally spam the server console with invalid requests.
command abuseadmin commandAnti Play Sound
Blocks the abusive triggering of loud global sounds (e.g., ambient noises, loud explosions) meant to deafen or wildly annoy players.
sound spamear rape
Injection, resource stop & key block
Cryptographic resource verification and native hook fingerprinting.
11 detectionsAnti Inject (Lua)
Catches a Lua resource acting on a player from outside your boot registry - a rogue server-side script - and kicks that player. A client-side executor is a different problem, covered by the in-game hook rather than by this check.
mod menuinjectorlynxred angelexecutorAnti Native Injection
Hooks the game natives that create entities and change player state, so a spawn or a state flip no server resource asked for is caught the moment it happens instead of being guessed from its consequences.
native hooklua executorAnti Multi-Account Exploit
Detects money and item transfers between linked alternate accounts, plus ban-evasion re-entry, by correlating shared IP, HWID and Discord identity.
alt accountban evasiondupe transferAnti Resource Stop
Prevents cheaters from maliciously disabling, pausing, or stopping the anticheat itself, ensuring continuous and unbreakable protection.
resource stopanticheat killAnti Dump
Detects in-game attempts to copy the anticheat's own code - injected Lua and mod-menu dumpers - and cuts the offending client off before the copy completes.
dumperresource leakscript stealAnti Blacklist Key
Watches the keys cheat menus open with. On its own it raises nothing, and that is deliberate: legitimate RedM menus use the same keys, so the signal is weighted zero rather than accusing your regulars.
hwidkey blockAnti Blacklist Trigger
Prevents cheat menus from maliciously calling hidden server events to perform actions like unauthorized job changes or bypassing economy rules.
trigger abuseevent exploitAnti Spam Trigger
Blocks "request flooding" attacks aimed at overwhelming the server backend with infinite requests and causing the whole server to crash.
event spamtrigger floodAnti Forbidden Resource
Identifies and completely bans players attempting to run unauthorized cheat resources or external mod packs alongside the game.
cheat resourceunknown scriptAnti Economy Trigger Exploit
Prevents cheaters from injecting fake hidden commands to illegally give themselves infinite money, gold, or valuable items out of nowhere.
money dupeitem dupeeconomy exploitAnti Crash (ptFx / Fire Spam)
Blocks malicious attempts to violently crash other players' games or the server itself by spamming intense visual effects or fire/explosions.
crasherlag switchddos in game
Web Panel
A complete admin toolkit
Every module is designed for speed, clarity, and action - from first alert to final verdict.
Investigate
8Everything that turns an alert into a decision: the replay, the live monitor, the player file, the linked accounts, the case.
Respond
7The alert feed, sanctions applied straight from the panel, the watchlist, Discord notifications, and expert review when you want a second pair of eyes.
Operate
6Several servers under one account, a role per staff member, audit logs, statistics, five interface languages.
Under the Hood
Built for production
What runs behind the panel, and why it holds at 500 players.
Dual Enforcement
Immediate action (kick/ban from game server the moment detection fires) AND deferred investigation mode for human review. You choose the balance.
HMAC-Signed Transport
All data sent from your RedM server to the backend is cryptographically signed. No one can forge events or replay old packets.
Multi-Tenant SaaS
Each customer sees only their own data. Enforced at every database query - no cross-contamination between server owners.
Async Rules Engine
A dedicated worker processes detection events asynchronously via Redis. Complex behavioral analysis runs without slowing down ingestion.
Hot-Reloaded Configuration
Turn a detection module on or move a threshold in the panel: the change reaches your running server in seconds through Redis. No restart, no player disconnected.
False-Positive Auto-Repair
A nightly pass looks at what was flagged wrongly and fixes the cause - authorising the legitimate event, lifting the ceiling that was too low - instead of just muting the rule. Anything that would widen what a cheater can do still waits for a human click.
Where it stops
What we do not claim to do
Four things this anticheat cannot do. They are written here rather than discovered after the purchase, and each one comes with what we put in front of it.
A native cheat does not run in our Lua
An external injector that resolves the game functions by symbol never touches the Lua layer we live in, so we do not see it load. What it cannot hide is its effect: the server track, the damage the victim actually recorded, the position the server measured on its own. That is what the black box compares.
A Rockstar account can be bought again
A hardware ban raises the cost of coming back, it does not close the door: a new account with a new licence is a new player as far as the game is concerned. What we keep is the link graph - hardware tokens, Discord, aliases - so the return shows up as a match, and the sanction is reapplied at the first one.
The client track can be faked
Everything the player game declares is written by a machine the player controls, so a cheat can rewrite it. That is not a flaw we tolerate, it is the reason the server track exists: the verdict is never the declaration, it is the gap between the declaration and what the server measured.
Zero false positives does not exist
Any detector strict enough to catch everything eventually flags a fast travel or a stagecoach. So the posture we ship is observe: a doubtful detection costs a line in a list, not a kick, and the nightly loop corrects the cause rather than switching the detector off.
Before you ask
Questions this page raises
Do my players have to install anything?
No. The resource runs on your server, next to your framework, and nothing is installed on a player machine. What the game client sends is the telemetry the resource already reads.
Does it work outside VORP?
Yes. Detection is framework-agnostic and reads the game, not your framework. VORP Core is our reference for the economy modules and is what our support targets first.
What happens the day a detection is wrong?
It shows up as a line to review, not as a kick: the shipped posture is observe. You close it as a false positive, and the nightly loop traces it back to its cause and prepares the narrowest correction.
Can a player contest a sanction?
That is what the black box is for. You open the replay, read the measure against its threshold, and share a link that expires. The player sees the same two numbers you do.
What does it cost in server performance?
The resource samples rather than polls: the non-critical loops wait 100 ms or more, and the heavy analysis runs on our side, not on your box. The black box is telemetry, never a video capture.
The cheat I am chasing is not in the list.
Tell us. A detection is written against a real case, with a capture to test it, never against a wish list. That is how most of the ones above came to exist.
Ready to see it in action?
Try the full dashboard with our live demo, or view our pricing to get started.
Everything on one page: anticheat RedM, detections, evidence and panel.