SAFSCRIPTS
Loading SAF Anticheat

The staff panel in preview mode, with made-up players.

Description

Catches cheaters by checking what they do on your server: the entities they create, the explosions and damage they send, where they move, the events they fire. Those checks run on the server, so a cheat menu can't turn them off. A small client side adds cheap checks for known menus, but nothing important depends on it.

  • Built not to false-ban. Every check raises a flag first. Flags add to a score that drains over time, so a lag spike fades away and a run of weak flags becomes a case. Automatic bans are off until you turn them on, and then only for flags that can't happen legitimately.
  • Nobody is exempt by default, staff included. Staff tools that teleport or heal still raise a flag, just at a lower severity, so every use is logged. Exemptions exist, but only the ones you add, and the panel lists them.
  • Evidence, not just a name. Each flag keeps the numbers that triggered it, where it happened, the last minute of movement, the events and entities, and a screenshot when the score gets high.
  • Staff panel (/ac or F10): live players by score, a feed of flags, a player view with a map trail and score timeline, cases you mark as cheater or false positive, and bans.
  • Blocks before it shows. Blacklisted entities, bad explosions, weapons given to other players and task clears on other players are cancelled before anyone sees them.
  • Costs nothing when nobody is cheating. One 1 Hz loop on the server, everything else is event driven. No per-frame code on the client.
  • Everything is in config.lua: every check's severity, action, cooldown and thresholds, the score, the grace windows, the limits, the lists. Hooks let you change any check from your own file.

Requirements

NeedsOneSync
FrameworksQbox, QBCore, ESX, ND Core, ox_core or standalone
Optionaloxmysql, screenshot-basic

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