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 (
/acor 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
| Needs | OneSync |
|---|---|
| Frameworks | Qbox, QBCore, ESX, ND Core, ox_core or standalone |
| Optional | oxmysql, screenshot-basic |

