Each entry shows the side it is measured on, its default action and threshold, and how likely a legitimate script is to trip it. Open one for how it works and what can legitimately cause it — that second part is what to read before acting on a hit.
86 of 86 detections
Aim
Aimbot — Camera Snap
aimbot.snapclientflag3 in 120smedium FP riskCamera heading and pitch jump onto a player hitbox faster than a human wrist can move, repeatedly.
How it works, and what can trip it
Measures angular velocity in the frames before a shot. Raise the threshold if your community plays with very high mouse sensitivity.
In plain words: The player's aim snapped onto another player unnaturally fast several times.
Legitimate causes: Very high DPI flicks, the camera re-centring after leaving a vehicle while facing someone.
Integrity penalty 40 · id 1001
Silent Aim
aimbot.silentclientflag3 in 180smedium FP riskA shot registers on a target the shooter was never aiming at — the bullet impact and the camera vector disagree on the shot that just left the barrel.
How it works, and what can trip it
Samples the impact after each shot and compares it against where the camera pointed when the trigger was pulled. Reported by the client, so treat it as a lead and confirm with Watchtower.
In plain words: Bullets landed well away from where the player was looking.
Legitimate causes: Drive-by shooting, firing while the camera is in a scripted cinematic mode.
Integrity penalty 40 · id 1002
Aimbot — Sustained Tracking
aimbot.trackingclientflag4 in 180shigh FP riskThe crosshair holds sub-degree lock on a moving target across many frames with no human correction jitter.
How it works, and what can trip it
Catches smooth aimbots that evade snap detection. Controller aim assist produces the same signature, so this is a lead for review rather than an action.
In plain words: The player tracked a moving target more smoothly than a human hand does.
Legitimate causes: Controller aim assist, a target walking straight at a stationary aimer.
Integrity penalty 18 · id 1003
Hit Outside The Aim Arc
aimbot.off_axisserverkick1 in 300smedium FP riskA player repeatedly landed shots on someone standing well behind the direction they were facing.
How it works, and what can trip it
Measured entirely on the server, from the shooter's own ped and the victim's: no client value is involved, so a menu that lies about its camera changes nothing. Silent aim and magic bullet put the round where the crosshair is not, which is exactly this. Three hits past the shoulder line inside a minute are needed, melee, drive-bys, explosives and point-blank range are all excluded, and the threshold leaves room for a networked heading being a moment stale.
In plain words: Their shots landed on people they were not facing.
Legitimate causes: Heavy packet loss making the server's view of a player's facing badly out of date.
Integrity penalty 100 · id 1006
Inhuman Target Switch
aimbot.target_switchserverflag2 in 300slow FP riskA player hit two widely separated targets faster than aim can physically travel between them.
How it works, and what can trip it
Server-side, from positions and timestamps the server owns. Aimbots snap between targets; the humanisation sliders these menus sell smooth the path taken, not the time it takes to arrive. Hits from a single trigger pull are one event and never count, so a shotgun catching two people is ignored.
In plain words: Their aim jumped between two people faster than a hand can move.
Legitimate causes: A stray shot landing on a second player at the same instant as an aimed one.
Integrity penalty 40 · id 1007
Triggerbot
aimbot.triggerbotclientflag5 in 300smedium FP riskTrigger pulls land inside an impossibly tight window of the crosshair crossing a hitbox.
How it works, and what can trip it
Measures the delay between hitbox entry and fire input. Humans cannot consistently react under about 120ms.
In plain words: The player fired within a split second of an enemy crossing their crosshair, repeatedly.
Legitimate causes: Pre-firing a doorway as a target strafes into it.
Integrity penalty 18 · id 1005
Combat
Damage From A Weapon Not Held
combat.phantom_weaponserverkick3 in 60smedium FP riskA damage event named a firearm the shooter's ped was not holding, and had not been holding a moment before.
How it works, and what can trip it
The server replicates which weapon every ped holds independently of the damage events the client sends. Menus that rewrite the weapon hash for a one-shot kill do not bother to make the ped hold that weapon. A hit from the previous weapon that lands just after a swap is forgiven for a grace period you can tune. Melee, drive-bys and explosives are never judged.
In plain words: They dealt damage with a gun they were not holding.
Legitimate causes: A very slow weapon swap under heavy lag, or a weapon the server sees replicated late.
Integrity penalty 100 · id 1115
Mass Damage
combat.mass_damageserverkick1 in 60slow FP riskOne shooter damaged several different players inside a fraction of a second, each in a separate damage event.
How it works, and what can trip it
The shape of "kill all": a menu loops damage over every player, and the server sees one shooter hit four people in the time it takes to hit one. Hits from one trigger pull share an event and never count, so a shotgun into a crowd is not this. Explosives, melee and vehicle weapons are excluded. How many is too many is tunable.
In plain words: They hit several players at once, faster than anyone can aim.
Legitimate causes: None known for handheld firearms.
Integrity penalty 100 · id 1116
Damage While Dead
combat.dead_shooterserverflag3 in 60smedium FP riskA player kept dealing firearm damage while the server saw their ped as dead.
How it works, and what can trip it
The server reads the shooter's health off the ped at the moment each damage event arrives. A trade kill can put one last event a moment after death, which is why several inside a window are needed; a player dealing damage repeatedly from the floor is a menu firing on their behalf.
In plain words: They were dealing damage after they had died.
Legitimate causes: Trade kills, and death replicating a moment before the last bullet lands.
Integrity penalty 18 · id 1117
Rapid Fire
combat.rapid_fireserverkick3 in 60smedium FP riskShots leave the weapon faster than its defined rate of fire allows.
How it works, and what can trip it
Compares observed shot intervals against the Weapon Table. Register custom weapons there rather than disabling this.
In plain words: The player fired a weapon faster than it can physically cycle.
Legitimate causes: A weapon pack with an edited fire rate that is not in your Weapon Table, a burst of delayed packets after a lag spike.
Integrity penalty 40 · id 1101
Damage Modifier
combat.damage_modifierserverban3 in 60slow FP riskA single hit removes far more health than the weapon can deal, on three separate hits inside a minute.
How it works, and what can trip it
Uses the Weapon Table with a 50% tolerance. If you sell modified weapons, register them there. Bans by default because the signal is server-observed and three hits rule out a one-off desync.
In plain words: The player dealt more damage than their weapon allows, several times.
Legitimate causes: Weapon packs or damage scripts that change base damage without an entry in your Weapon Table.
Integrity penalty 100 · id 1102
Infinite Ammo
combat.infinite_ammoclientflag1 in 60smedium FP riskAmmunition does not decrease across sustained fire, or exceeds the weapon maximum.
How it works, and what can trip it
Reported by the client from its own ammo counter, so it is a lead rather than proof. If a script grants unlimited ammo at events, give that script the bypass permission instead of turning this off.
In plain words: The player kept firing without their ammo going down.
Legitimate causes: Police or event scripts that refill ammo, infinite-clip perks.
Integrity penalty 18 · id 1105
Melee Reach
combat.melee_rangeserverkick3 in 60smedium FP riskMelee damage lands on a ped well beyond the reach envelope of the equipped weapon.
How it works, and what can trip it
Distance is measured between the two peds at the moment of the damage event, with a generous allowance for ping. Vehicles are ignored because their centre point is metres from their surface.
In plain words: The player punched or hit someone from further away than an arm or a bat reaches.
Legitimate causes: Very high ping while both players are running.
Integrity penalty 40 · id 1106
Explosion Spam
combat.explosion_spamserverkick2 in 60slow FP riskWeapon-class explosions (grenades, rockets, sticky bombs) owned by one player exceed the burst limit. Vehicle, fuel, fire and environmental explosions never count.
How it works, and what can trip it
The burst limit lives under Entity Guard. Each hit here means the limit was crossed, so the threshold is deliberately low. Raise the burst limit for military or war-themed servers.
In plain words: The player caused far more explosions than a player with grenades can.
Legitimate causes: Scripted ordnance on war servers, a player detonating a full set of sticky bombs while also firing a launcher.
Integrity penalty 100 · id 1107
Blacklisted Explosion Type
combat.blacklisted_explosionserverban1 in 60slow FP riskA player owns a weapon-class explosion of a type not on your allowed list. Vehicle, fuel, fire and other environmental explosions are never checked against the list.
How it works, and what can trip it
Only active once you fill in the allowed explosion types under Entity Guard. Bans on one hit because the list is yours: a weapon explosion type you did not allow cannot come from a script you run.
In plain words: The player produced an explosion type you have said no script on your server produces.
Legitimate causes: A forgotten script that uses an exotic explosion type. Check the list before enabling.
Integrity penalty 100 · id 1108
Damage Multiplier Set
combat.weapon_damage_nativecorroboratedflag3 in 120smedium FP riskThe player's weapon damage multiplier is above one, or their damage taken multiplier is below one, and differs from what the rest of the server is running.
How it works, and what can trip it
Servers that lower everyone's damage globally are fine: the check compares against the value most players report, not against the game default.
In plain words: The player's game is set to deal more damage, or take less, than everyone else's.
Legitimate causes: A perk or job script that changes one player's modifiers on purpose.
Integrity penalty 40 · id 1110
Impossible Hit Distance
combat.impossible_rangeserverkick3 in 60smedium FP riskDamage lands on a ped far beyond twice the weapon's effective range and past an absolute floor of 80 metres.
How it works, and what can trip it
Measured server-side between the two peds. Pistols hitting at 200 metres is a menu; a sniper at 400 metres is not, and the Weapon Table knows the difference.
In plain words: The player hit someone from a distance their weapon cannot reach.
Legitimate causes: A moving target and very high ping, custom long-range weapons missing from the Weapon Table.
Integrity penalty 40 · id 1111
Damage Across Instances
combat.cross_bucket_damageserverkick2 in 60slow FP riskThe shooter damaged a player who is in a different routing bucket, meaning a player their game should not even be rendering.
How it works, and what can trip it
Routing buckets are how instancing and interiors are separated. Nothing legitimate reaches across one with a bullet.
In plain words: The player hurt someone who was in a different instance and should have been invisible to them.
Legitimate causes: A player switching instance in the same second a bullet arrives.
Integrity penalty 100 · id 1112
Invisible Explosion
combat.invisible_explosionserverkick2 in 60smedium FP riskA weapon-class explosion was created with its visual effect suppressed, which no in-game weapon does.
How it works, and what can trip it
Menus hide explosions so the victim cannot see where they came from. Some effect scripts also use invisible explosions for knock-back, which is why this kicks rather than bans.
In plain words: The player set off an explosion with no visible blast.
Legitimate causes: Effect or physics scripts that use hidden explosions for knock-back.
Integrity penalty 100 · id 1113
Explosion Far From Owner
combat.remote_explosionserverkick2 in 60smedium FP riskA thrown explosive (grenade, molotov, pipe bomb) detonated more than 150 metres from the player who owns it.
How it works, and what can trip it
Launched and placed explosives (rockets, sticky bombs, mines) are excluded because they legitimately travel or wait. Thrown ones cannot cover that distance.
In plain words: The player's grenade went off far away from where they were standing.
Legitimate causes: Throwing from a fast vehicle at the edge of the range allowance.
Integrity penalty 100 · id 1114
Movement
Speed Hack
movement.speed_hackserverkick5 in 60smedium FP riskGround speed on foot exceeds the maximum achievable value, sampled by the server from the ped's real position.
How it works, and what can trip it
Skips falling, ragdoll flings, players attached to something and players riding on top of a vehicle. Register sprint-boost scripts through the Resource API exemption.
In plain words: The player moved on foot faster than a sprinting ped can.
Legitimate causes: Standing in a truck bed, being flung by a car, a scripted dash or roll ability.
Integrity penalty 40 · id 1201
Teleport
movement.teleportserverkick3 in 120smedium FP riskPosition changes by more than 120 metres between two samples with no vehicle involved and no respawn.
How it works, and what can trip it
Admin teleports through the ARGUS menu are exempt. Framework teleports (housing, elevators, hospital respawn) should call the Resource API exemption; the respawn case is detected automatically.
In plain words: The player jumped across the map without a vehicle.
Legitimate causes: Housing and elevator scripts, hospital respawn, staff teleport commands from other admin menus.
Integrity penalty 40 · id 1202
Noclip
movement.noclipclientkick2 in 60slow FP riskThe ped has collision disabled while moving on foot, sustained for three seconds.
How it works, and what can trip it
Kicks by default even though it is client-reported: the condition is one nothing legitimate produces for that long, and the server's own teleport check corroborates it. txAdmin noclip is exempt automatically.
In plain words: The player was flying through walls.
Legitimate causes: An admin menu other than txAdmin whose staff do not hold the ARGUS bypass permission.
Integrity penalty 100 · id 1203
Fly Hack
movement.flyclientflag3 in 120smedium FP riskThe ped hovers metres above the ground with no fall, no parachute and no vehicle for several seconds.
How it works, and what can trip it
Standing on the roof of a moving vehicle looks like this from the ped alone, so it is a lead rather than an action.
In plain words: The player floated in the air without anything under them.
Legitimate causes: Riding on top of a truck or boat, a ladder or climbing script.
Integrity penalty 40 · id 1204
Super Jump
movement.super_jumpclientflag3 in 120smedium FP riskA single jump gains more height than the animation can produce.
How it works, and what can trip it
Jumping off a moving vehicle is excluded, jumping onto a steep slope is not, which is why this flags.
In plain words: The player jumped much higher than a person can.
Legitimate causes: Jumping onto an upslope, dismounting a moving vehicle mid-air.
Integrity penalty 18 · id 1205
Freecam
movement.freecamclientflag3 in 120shigh FP riskThe rendering camera sits far from the ped for several seconds outside a cutscene or spectator mode.
How it works, and what can trip it
Every CCTV, drone, housing preview and dealership script does exactly this. Have those scripts call the Resource API camera exemption, and treat unexplained hits as a lead.
In plain words: The player's camera was somewhere their character was not.
Legitimate causes: Police CCTV, drones, property and vehicle preview cameras, photo modes.
Integrity penalty 18 · id 1206
Vehicle Speed Modified
movement.vehicle_speedcorroboratedkick3 in 60smedium FP riskA vehicle travels above 160 m/s on the ground or 250 m/s in the air as sampled by the server, or well above its own top speed as read by the client.
How it works, and what can trip it
The fastest stock car tops out near 60 m/s and the fastest jet near 110. The server sample is the proof; the client reading catches modified handling below the absolute cap. Tuned handling packs can exceed both; raise the threshold rather than disabling.
In plain words: The player's vehicle was moving impossibly fast.
Legitimate causes: Heavily modified handling files, nitro or boost scripts.
Integrity penalty 40 · id 1207
Ragdoll Immunity
movement.ragdoll_immunityclientflag4 in 300shigh FP riskoff by defaultThe ped cannot ragdoll for a sustained period.
How it works, and what can trip it
Off by default: handcuff, escort, carry, emote and many vehicle scripts disable ragdoll on purpose. Turn it on only if you know your scripts do not.
In plain words: The player could not be knocked over for a long time.
Legitimate causes: Handcuffs, escorting, carrying, emotes, sitting scripts.
Integrity penalty 8 · id 1209
Infinite Stamina
movement.infinite_staminaclientflag3 in 600shigh FP riskoff by defaultThe ped sprints continuously for two minutes without stamina loss.
How it works, and what can trip it
Off by default: most roleplay servers restore stamina every frame, which produces this constantly.
In plain words: The player sprinted for minutes without tiring.
Legitimate causes: Any script that restores stamina, which is most frameworks.
Integrity penalty 3 · id 1210
Swim Speed Modified
movement.swim_speedclientflag3 in 120smedium FP riskSwimming velocity exceeds what the swim animation can produce.
How it works, and what can trip it
A cliff dive into water briefly looks like this, which is why it takes three samples.
In plain words: The player swam faster than possible.
Legitimate causes: Diving into water at speed, a boat wake pushing the ped.
Integrity penalty 8 · id 1211
Player
God Mode
player.godmodecorroboratedkick3 in 60smedium FP riskThe server reads the player as invincible, or the player takes repeated weapon hits with no health or armour loss.
How it works, and what can trip it
Server-observed. Safe-zone scripts that make players invincible trip this: give them the Resource API exemption while inside the zone. Kicks rather than bans for that reason.
In plain words: The player could not be hurt.
Legitimate causes: Green zones and safe zones, admin god mode from menus other than txAdmin.
Integrity penalty 100 · id 1301
Health Above Maximum
player.health_over_maxserverkick3 in 60slow FP riskThe server reads the ped's health above its maximum, or a maximum raised above the ceiling under Player Limits, for three consecutive samples, and again for every three samples it holds.
How it works, and what can trip it
Read from the server, not the client. The ceiling is Player Limits > Maximum health; 0 means the game default of 200. A script that raises the maximum above it flags until the ceiling is raised to match.
In plain words: The player had more health than your server allows.
Legitimate causes: A script that sets health above the ped maximum, or raises the maximum above 200 without raising the Player Limits health ceiling to match.
Integrity penalty 40 · id 1302
Armour Above Maximum
player.armour_over_maxserverkick3 in 60slow FP riskThe server reads the ped's armour above the ceiling you set under Player Limits.
How it works, and what can trip it
Default ceiling is 100. If your server sells heavy armour above that, raise the ceiling instead of disabling the check.
In plain words: The player had more armour than your server allows.
Legitimate causes: Armour items above 100 without the ceiling being raised to match.
Integrity penalty 40 · id 1303
Impossible Health Regeneration
player.health_regenserverflag3 in 120shigh FP riskHealth rises by more than 60 points inside one second while the player is not being healed by a script the server knows about.
How it works, and what can trip it
Medkits, bandages and hospital respawns all do this, so it only ever flags.
In plain words: The player healed very quickly.
Legitimate causes: Medical items, hospital respawn, healing scripts.
Integrity penalty 8 · id 1304
Invisibility
player.invisibleclientflag3 in 60smedium FP riskThe ped is invisible while alive and not in spectator mode.
How it works, and what can trip it
Client-reported. Clothing rooms and some admin spectate modes hide the ped, so this is a lead for review.
In plain words: The player was invisible while playing.
Legitimate causes: Clothing shops, character creators, spectate modes.
Integrity penalty 18 · id 1305
Blocked Ped Model
player.model_swapserverflag2 in 120smedium FP riskThe server reads the player's ped model as one on your blocked ped list.
How it works, and what can trip it
Uses the same ped blacklist as Entity Guard. Animal models are the usual case: menus love them, and so do Halloween events, so it flags by default.
In plain words: The player turned into a model you have blocked.
Legitimate causes: Event scripts that turn players into animals or blocked peds on purpose.
Integrity penalty 18 · id 1306
Weapon
Blacklisted Weapon
weapon.blacklistedserverflag1 in 60slow FP riskA player received or dealt damage with a weapon on your blacklist.
How it works, and what can trip it
What happens to the player is decided per weapon in the Weapon rules, not here — this entry records the hit. Possession is caught the moment the weapon is given, not only when it is fired.
In plain words: The player had a weapon you have blocked.
Legitimate causes: A job script that hands out a blacklisted weapon for a mission.
Integrity penalty 40 · id 1401
Projectile From Wrong Weapon
weapon.projectile_mismatchserverkick3 in 60smedium FP riskA projectile was launched whose weapon does not match what the player is holding, while they are on foot.
How it works, and what can trip it
Firing a rocket while holding a pistol is a menu. Vehicle weapons are excluded because they are not held.
In plain words: The player fired a rocket or grenade from a weapon they were not holding.
Legitimate causes: Weapon switch in the same frame as the launch, custom throwable scripts.
Integrity penalty 40 · id 1405
Vehicle
Blacklisted Vehicle
vehicle.blacklistedserverflag1 in 60slow FP riskA player spawned a vehicle on your blacklist. The spawn is cancelled.
How it works, and what can trip it
What happens to the player is decided per vehicle in the Vehicle rules. This entry records the attempt.
In plain words: The player tried to spawn a vehicle you have blocked.
Legitimate causes: Staff spawning a blocked vehicle for an event without the bypass permission.
Integrity penalty 40 · id 1501
Vehicle Spawn Flood
vehicle.spawn_floodserverkick2 in 60smedium FP riskOne player's game created more scripted vehicles in ten seconds than the limit under Entity Guard. Ambient traffic never counts.
How it works, and what can trip it
Each hit means the limit was crossed once, so two hits in a minute is sustained. Car dealerships that spawn a showroom client-side should raise the vehicle limit.
In plain words: The player's game spawned a burst of vehicles.
Legitimate causes: Dealership showrooms and garages that spawn many vehicles at once from the client.
Integrity penalty 40 · id 1502
Vehicle God Mode
vehicle.godmodeclientflag4 in 120smedium FP riskThe player's vehicle cannot be damaged or its tyres cannot burst, sustained.
How it works, and what can trip it
Bulletproof-tyre police vehicles and showroom cars look like this, so it flags.
In plain words: The player's vehicle could not be damaged.
Legitimate causes: Police vehicles with bulletproof tyres, preview and showroom vehicles.
Integrity penalty 18 · id 1503
Vehicle Collision Disabled
vehicle.no_collisionclientflag3 in 60smedium FP riskThe player's vehicle has collision disabled after the spawn grace period.
How it works, and what can trip it
Client-reported lead. A vehicle mid-stream can briefly have no collision, so it takes three samples.
In plain words: The player's vehicle was driving through the world.
Legitimate causes: Vehicles still streaming in, garage and preview scripts.
Integrity penalty 18 · id 1504
Duplicated Vehicle
vehicle.duplicateserverflag1 in 600smedium FP riskTwo vehicles are on the server carrying the same plate.
How it works, and what can trip it
Read from the server's own vehicle list. Some garage scripts legitimately hold a spare copy for a moment, so this flags rather than acts.
In plain words: Two vehicles with the same plate are on your server at once.
Legitimate causes: Garage scripts that respawn a vehicle before deleting the old one, and servers that do not enforce unique plates.
Integrity penalty 0 · id 1514
Entity
Entity Spawn Flood
entity.spawn_floodserverkick2 in 60smedium FP riskOne player's game created more scripted peds or objects in ten seconds than the limits under Entity Guard. Ambient population never counts.
How it works, and what can trip it
Housing scripts that place forty props on entry should raise the object limit. Each hit means a limit was crossed once.
In plain words: The player's game spawned a burst of peds or objects.
Legitimate causes: Housing and furniture scripts, crafting benches, client-side prop scripts.
Integrity penalty 40 · id 1601
Blacklisted Object
entity.blacklisted_objectserverflag1 in 60slow FP riskA player spawned an object on your blacklist. The spawn is cancelled.
How it works, and what can trip it
What happens to the player is decided per model in the Object rules. This entry records the attempt.
In plain words: The player tried to spawn an object you have blocked.
Legitimate causes: A script that legitimately uses a model you blocked.
Integrity penalty 40 · id 1602
Blacklisted Ped
entity.blacklisted_pedserverflag1 in 60slow FP riskA player spawned a ped on your blacklist. The spawn is cancelled.
How it works, and what can trip it
What happens to the player is decided per model in the Ped rules. This entry records the attempt.
In plain words: The player tried to spawn a ped you have blocked.
Legitimate causes: A script that legitimately uses a model you blocked.
Integrity penalty 40 · id 1603
Entity Outside Whitelist Zone
entity.out_of_zoneserverflag3 in 60smedium FP riskA scripted entity was created outside every exclusive whitelist zone. The creation is cancelled.
How it works, and what can trip it
Only active when you mark a zone exclusive. Ambient population is never affected.
In plain words: The player spawned something outside the areas you allow spawning in.
Legitimate causes: A script that spawns props anywhere on the map when zones are exclusive.
Integrity penalty 18 · id 1606
Resource
Resource Injection
resource.injectioncorroboratedkick1 in 60slow FP riskA resource started on the client that the server is not running.
How it works, and what can trip it
The client reports every resource it sees start and the server checks its own list. A resource the server never started cannot have come from the server. Kicks by default; the Serious RP preset bans.
In plain words: Something was loaded into the player's game that your server did not send.
Legitimate causes: None known. Restarting resources on the server is handled correctly.
Integrity penalty 100 · id 1701
Anti-Cheat Stop Attempt
resource.stop_attemptserverban1 in 60slow FP riskARGUS was stopped or restarted while players were connected.
How it works, and what can trip it
Recorded against the server rather than a player. Legitimate restarts from the console appear here too, so the panel shows who was on the console at the time.
In plain words: ARGUS was turned off while people were playing.
Legitimate causes: A staff member restarting ARGUS from the console.
Integrity penalty 100 · id 1702
Lua Environment Tampering
resource.env_tamperclientflag1 in 60slow FP riskA core function inside ARGUS's own client environment was replaced after load.
How it works, and what can trip it
ARGUS captures the identity of the functions an executor would have to hook — TriggerServerEvent, load, PerformHttpRequest and the rest — when it starts, and compares them later. Only a replaced function counts: FiveM binds natives into a resource's globals lazily on first use, so a global merely appearing is normal and is never reported unless its name matches a known cheat menu. A lead rather than an action.
In plain words: Something replaced part of ARGUS's own code inside the player's game.
Legitimate causes: None known.
Integrity penalty 18 · id 1704
Anti-Cheat Not Responding
resource.client_silentserverflag1 in 300smedium FP riskThe player's client stopped answering the server's liveness challenges after having answered them before.
How it works, and what can trip it
Each challenge is signed with a per-session key. A client that goes quiet either had ARGUS killed or is frozen; either way it cannot stay. Timeout is under Settings.
In plain words: The anti-cheat inside the player's game stopped talking to the server.
Legitimate causes: A game frozen for over a minute, extreme packet loss.
Integrity penalty 0 · id 1709
Integration Removed
resource.integration_tamperserverflag1 in 60slow FP riskThe ARGUS integration line was removed from a resource it had been installed into.
How it works, and what can trip it
Recorded against the server. Usually a resource update overwrote its manifest; ARGUS re-integrates on next start when reconcile is on.
In plain words: A protected script lost its ARGUS integration.
Legitimate causes: Updating a script whose author ships a fresh manifest.
Integrity penalty 18 · id 1710
Function Hooked In A Resource
resource.native_hookedclientkick1 in 60slow FP riskA core function was replaced inside another resource's Lua state on this client, reported by the integration shim living in that resource.
How it works, and what can trip it
Executors run inside a resource's own Lua state rather than ARGUS's, which is the one place ARGUS watching itself cannot see. The shim captures function identities before the host resource loads and compares them later. Nothing a gameplay script does replaces TriggerServerEvent in its own environment.
In plain words: Something rewrote part of one of your scripts inside the player's game.
Legitimate causes: None known. A resource that hot-patches its own globals at runtime would do this, which is vanishingly rare.
Integrity penalty 100 · id 1712
Resource Fired A Foreign Event
resource.event_forgeclientflag1 in 300smedium FP riskA resource on the client fired a server event that belongs to a different resource, and had never fired it before.
How it works, and what can trip it
Each resource has a stable repertoire of events it triggers. ARGUS learns it for the first fifteen minutes of uptime and while Learning Mode is on, then reports a resource firing another resource's event for the first time — the shape of an executor injected into a script to call the bank. Flags only: legitimate cross-resource calls exist, and the learning period is what tells them apart.
In plain words: One of your scripts triggered another script's event for the first time.
Legitimate causes: A rarely used feature reached for the first time after the learning period, or a resource updated to call into another.
Integrity penalty 40 · id 1713
Detection Thread Stalled
resource.thread_stalledserverflag2 in 300slow FP riskThe client keeps answering liveness challenges but one of its detection loops has stopped advancing.
How it works, and what can trip it
A menu that kills individual ARGUS checks while leaving the heartbeat alive produces exactly this. Two consecutive stalled reports rule out a momentary hitch.
In plain words: Part of the anti-cheat inside the player's game was switched off while the rest kept running.
Legitimate causes: None known.
Integrity penalty 0 · id 1711
Event
Protected Event Triggered
event.protected_triggerserverkick1 in 60slow FP riskA client fired a server event you marked as protected. Block-mode events are refused before the owning script sees them.
How it works, and what can trip it
Protection is enforced inside integrated resources, so make sure the owning script is integrated. Kicks by default; the Serious RP preset bans.
In plain words: The player triggered a server event you have locked down.
Legitimate causes: Marking an event protected that a legitimate client flow still uses.
Integrity penalty 40 · id 1801
Event Spam
event.spamserverkick60 in 10slow FP riskA client fires server events at a rate no interface can produce.
How it works, and what can trip it
Ceilings are learned per event during Learning Mode. Add chatty-but-honest events to the exceptions list.
In plain words: The player's game was hammering the server with events.
Legitimate causes: Poorly written scripts that fire an event every frame.
Integrity penalty 40 · id 1802
Honeypot Event Triggered
event.drain_hitserverban1 in 60slow FP riskA client triggered an event name that exists only as bait and is never used by any real script.
How it works, and what can trip it
Honeypot names are generated fresh on every server start, so nothing can learn them ahead of time. Only an event dumper or spammer ever fires one.
In plain words: The player fired a fake event that only a cheat tool would find.
Legitimate causes: None known.
Integrity penalty 100 · id 1803
Event Rate Anomaly
event.rate_anomalyserverflag3 in 60smedium FP riskA client calls an integrated resource's event well above the rate learned for it.
How it works, and what can trip it
Shadow mode reports without acting until you promote the event policy.
In plain words: The player used one of your scripts' events far more often than normal.
Legitimate causes: A new feature that legitimately changes how often an event fires.
Integrity penalty 18 · id 1806
Event Argument Anomaly
event.argument_anomalyserverflag5 in 60slow FP riskAn event was called with arguments outside its learned shape: wrong count, absurd size, or non-finite numbers.
How it works, and what can trip it
Catches crafted payloads aimed at money, item and permission handlers.
In plain words: The player sent a server event with malformed data.
Legitimate causes: A script update that changes an event's arguments before the profile relearns.
Integrity penalty 18 · id 1807
Unauthorised Event Call
event.unauthorised_callserverflag2 in 120smedium FP riskA high-risk event was called by a client the policy says may not call it.
How it works, and what can trip it
Driven by the event policies under Integration. Shadow mode reports only.
In plain words: The player called a sensitive server event they should not have been able to.
Legitimate causes: A policy promoted too early.
Integrity penalty 40 · id 1808
Backdoor Event Handler
event.backdoor_handlerserverflag1 in 86400slow FP riskA resource registered an event handler whose code executes arbitrary commands or loads remote code.
How it works, and what can trip it
Recorded against the server, not a player. Look at the resource named in the evidence.
In plain words: One of your installed scripts contains a backdoor pattern.
Legitimate causes: Legitimate admin tools that run console commands from events.
Integrity penalty 100 · id 1809
Exploit
Chat Spam
exploit.chat_spamserverkick8 in 10slow FP riskMessages are sent far above human typing rate.
How it works, and what can trip it
Applies to chat and to any message channel you register through the Resource API.
In plain words: The player flooded the chat.
Legitimate causes: None at this rate.
Integrity penalty 8 · id 1905
Forged NUI Callback
exploit.nui_forgeclientkick2 in 60slow FP riskA callback belonging to the ARGUS menu arrived while the menu was closed.
How it works, and what can trip it
Only the ARGUS page posts to these and only while open. Anything else reaching them was injected into the NUI layer, which is how menu bases drive other resources' interfaces.
In plain words: Something in the player's game pressed buttons on the ARGUS menu without it being open.
Legitimate causes: None known.
Integrity penalty 40 · id 1908
Blip and Marker Spam
exploit.blip_spamclientflag2 in 60smedium FP riskThe client created more than two hundred blips inside five seconds.
How it works, and what can trip it
ESP menus draw one blip per entity. Housing scripts that load hundreds of blips at once also trip it, so it flags.
In plain words: The player's map filled with hundreds of markers at once.
Legitimate causes: Scripts that load a large blip set on join.
Integrity penalty 18 · id 1909
Forged Admin Menu Call
exploit.menu_forgeserverkick2 in 60slow FP riskA client without staff permission sent an ARGUS admin menu action.
How it works, and what can trip it
The client only opens the menu when the server has told it the player is staff, so a call from a non-staff client was forged. Two hits rule out a permission revoked mid-session.
In plain words: A non-staff player tried to use the staff menu's actions.
Legitimate causes: Staff whose permission was removed while they were online.
Integrity penalty 40 · id 1910
Remote Ped Control
exploit.remote_ped_controlserverkick3 in 60smedium FP riskA client cleared the tasks of another player's ped — the game event behind freezing, ragdolling and interrupting other players.
How it works, and what can trip it
clearPedTasksEvent is sent by whichever client called ClearPedTasks, naming the ped. The game only sends it for the caller's own ped or peds it owns; a client naming somebody else's player ped is a menu's "freeze", "ragdoll" or "stop animation" acting on that player. Blocked while enforcing, so the target never feels it. Some older cuff and carry scripts do this from the aggressor's client, which is why three are needed.
In plain words: They interrupted another player's ped from their own game.
Legitimate causes: Older cuff, carry or escort scripts that clear the target's tasks from the wrong side.
Integrity penalty 40 · id 1913
Remote Weapon Removal
exploit.remote_weapon_stripserverkick2 in 60slow FP riskA client removed weapons from another player's ped.
How it works, and what can trip it
removeWeaponEvent and removeAllWeaponsEvent name the ped they act on. A client naming another player's ped is the "strip weapons" or "disarm all" button of a troll menu. Blocked while enforcing. Frameworks remove weapons on the owning client through a server event, never from a bystander.
In plain words: They took another player's weapons away from their own game.
Legitimate causes: A police script that disarms the target from the officer's client rather than the target's.
Integrity penalty 40 · id 1914
Remote Weapon Give
exploit.remote_weapon_giveserverkick1 in 60slow FP riskA client gave a weapon to another player's ped.
How it works, and what can trip it
giveWeaponEvent names the ped receiving the weapon. Inventory frameworks give weapons on the receiving player's own client, so a client arming somebody else's ped is a menu's "give weapon to player" or "arm everyone". Blocked while enforcing, and separate from the blacklist check, which still applies to what was given.
In plain words: They put a weapon in another player's hands from their own game.
Legitimate causes: None known.
Integrity penalty 100 · id 1915
Particle Effect Spam
exploit.ptfx_spamserverkick2 in 60smedium FP riskOne client started more networked particle effects in ten seconds than the burst limit under Entity Guard.
How it works, and what can trip it
Particle spam is the classic crash and lag attack. Emote and effect scripts start a handful at a time; menus start hundreds.
In plain words: The player's game flooded everyone with particle effects.
Legitimate causes: Effect-heavy scripts such as fireworks shows.
Integrity penalty 40 · id 1911
Fire Spam
exploit.fire_spamserverkick2 in 60smedium FP riskOne client started more networked fires in ten seconds than the burst limit under Entity Guard.
How it works, and what can trip it
A molotov starts several fires at once and is allowed for. Menus that set the map on fire start dozens.
In plain words: The player's game started a large number of fires at once.
Legitimate causes: Fire-heavy scripts, several molotovs landing together.
Integrity penalty 40 · id 1912
Network
Identifier Spoofing
network.identifier_spoofserverban1 in 60slow FP riskConnection identifiers or hardware tokens are malformed or in a shape the platform never produces.
How it works, and what can trip it
Checked before the player loads in. Spoofers cannot produce a valid token set.
In plain words: The connecting player's identity was forged.
Legitimate causes: None known.
Integrity penalty 100 · id 2001
Ban Evasion
network.ban_evasionserverban1 in 60slow FP riskA connecting identity shares strong identifiers with a banned identity on this server.
How it works, and what can trip it
Chainban linking. Strictness and identifier kinds are under Chainban.
In plain words: A banned player came back on another account.
Legitimate causes: Shared households on lenient strictness.
Integrity penalty 100 · id 2003
ArgusNet Reputation Hit
network.global_intelserverflag1 in 60slow FP riskThe connecting identity has been banned for cheating on other ARGUS-protected servers.
How it works, and what can trip it
Requires corroboration from the number of servers set under ArgusNet. Action is configurable there.
In plain words: This player has been banned for cheating on other servers.
Legitimate causes: Bans that other servers issued for reasons other than cheating.
Integrity penalty 40 · id 2004
VPN or Datacentre Connection
network.vpnserverlog1 in 60smedium FP riskThe connecting address belongs to a VPN, proxy or datacentre.
How it works, and what can trip it
Needs your own proxycheck.io key under Connections. Information for staff, not a cheat signal.
In plain words: The player is connecting through a VPN.
Legitimate causes: Privacy-conscious players, players in regions that need a VPN to reach the server.
Integrity penalty 3 · id 2005
World
World Time Modified
world.time_modifiedclientflag3 in 300shigh FP riskoff by defaultThe client clock jumped by more than an hour outside a server time sync.
How it works, and what can trip it
Off by default: every time-sync script does this on every client. Only useful on servers with no time sync at all.
In plain words: The player's in-game clock changed suddenly.
Legitimate causes: Time sync scripts, admin time commands.
Integrity penalty 0 · id 2101
Weather Modified
world.weather_modifiedclientflag3 in 300shigh FP riskoff by defaultThe client weather changed outside a server weather sync.
How it works, and what can trip it
Off by default for the same reason as time: weather sync scripts produce this constantly.
In plain words: The player's weather changed suddenly.
Legitimate causes: Weather sync scripts, admin weather commands.
Integrity penalty 0 · id 2102
Blackout Toggled
world.blackoutclientflag2 in 300smedium FP riskoff by defaultArtificial lights were switched off on the client outside a server blackout.
How it works, and what can trip it
Off by default. Turn on if your server never runs blackout events.
In plain words: The player's game turned off all the city lights.
Legitimate causes: Blackout events, power-plant heist scripts.
Integrity penalty 0 · id 2103
Menu
Known Menu Signature
menu.known_signatureclientflag1 in 60slow FP riskA global matching a known menu's name appeared inside ARGUS's client environment.
How it works, and what can trip it
Only catches executors that run inside ARGUS's Lua state. Precise when it fires; blind to everything else, so it is a lead.
In plain words: A known cheat menu left its fingerprint inside the player's game.
Legitimate causes: None known.
Integrity penalty 40 · id 2201
ECONOMY
Unreconciled Money Increase
economy.money_spawnserverflag1 in 300smedium FP riskThe observed balance exceeds the balance explained by recorded framework transactions. This is a reconciliation discrepancy, not proof of cheating.
How it works, and what can trip it
Opt-in reconciliation compares readable balances with recorded transactions. QBCore, Qbox and ESX money notifications explain ordinary paychecks. Missing or customised hooks can leave legitimate changes unexplained; this never deducts integrity or bans.
In plain words: A balance increase was not explained by the available transaction journal. Check adapter coverage and legitimate scripts.
Legitimate causes: Custom balance mutations without the supported framework notification, missed hooks during resource lifecycle changes, or incomplete adapter coverage.
Integrity penalty 0 · id 2301
Unreconciled Item Increase
economy.item_spawnserverflag1 in 300smedium FP riskObserved item counts exceed the counts explained by recorded inventory transactions. Incomplete hooks can also cause this discrepancy.
How it works, and what can trip it
Requires a readable inventory and opt-in discrepancy reporting. Post-mutation journalling currently supports compatible qb-inventory AddListener builds; other readable inventories need their own transaction integration. This is not universal inventory coverage.
In plain words: An inventory increase needs reconciliation with the server's transaction records.
Legitimate causes: Legitimate inventory operations not covered by post-mutation hooks, including transfers and customised inventory implementations.
Integrity penalty 0 · id 2302
Untrusted Resource Changed The Economy
economy.untrusted_mutatorserverflag1 in 300shigh FP riskA resource that is not on the economy allowlist gave a player money or items.
How it works, and what can trip it
Applies to custom mutations explicitly registered through the server transaction export. Resources are approved manually; observing a payment never automatically approves its caller.
In plain words: A resource you have not approved gave this player money or items.
Legitimate causes: Any legitimate script that has not been added to the allowlist yet. This is normal on a new install.
Integrity penalty 0 · id 2303
Recorded Client-Requested Grant
economy.client_event_grantserverflag1 in 300smedium FP riskA server transaction integration explicitly identified a client-requested grant from an unapproved resource. Timing correlation alone cannot produce this finding.
How it works, and what can trip it
A server-side integration labels a successful custom grant as client-requested. This is an integration claim, not independent proof of exploitation. Framework notifications alone cannot identify the original requesting resource.
In plain words: A server integration recorded a client-requested grant from an unapproved resource. Verify its permission checks.
Legitimate causes: Shops, ATMs, job payouts and any script where the client legitimately requests a server-side reward.
Integrity penalty 0 · id 2304
Economy Change Over The Cap
economy.delta_capserverflag1 in 300slow FP riskA single change to money or items was larger than the cap set under Economy.
How it works, and what can trip it
Set the caps to the largest single payout your server makes. Zero turns the check off.
In plain words: This player gained or lost more in one step than your cap allows.
Legitimate causes: Large legitimate payouts, house or vehicle sales, and admin corrections.
Integrity penalty 0 · id 2305
Custom
Custom Detection (Resource API)
custom.resource_apiserverflag1 in 60slow FP riskA detection raised by one of your own scripts through the Resource API.
How it works, and what can trip it
Severity, action and message are supplied by the calling script. See the Resource API documentation.
In plain words: One of your own scripts reported this player.
Legitimate causes: Whatever your script decided to report.
Integrity penalty 18 · id 9001
Security Rule Matched
custom.panel_triggerserverflag1 in 60slow FP riskA Security Rule you built in the panel matched and asked to flag the player.
How it works, and what can trip it
Rules with a flag action land here so they appear in the detection feed. Kick and ban rules act directly.
In plain words: One of your own Security Rules matched this player.
Legitimate causes: Whatever your rule decided to match.
Integrity penalty 18 · id 9002
Not shipped, and why
Detections that other products advertise and Argus does not ship, with the honest reason. Most of them cannot be measured reliably from either side; a few are waiting on framework integrations. A detection that is right half the time is worse than none.
| Detection | Why not |
|---|---|
Damage Through Geometry aimbot.no_line_of_sight | The server has no raycast against world geometry; a client-side raycast is spoofable. |
No Recoil combat.no_recoil | Recoil pattern analysis not yet reliable enough against controller aim assist. |
No Spread combat.no_spread | Needs weapon asset fingerprinting that does not exist yet. |
Gravity Modified movement.gravity | No client native reads the current gravity level. |
Illegal Attachment player.attached_illegal | Escort, carry and stretcher scripts produce the same attachment as a troll menu. |
Ped Scale Modified player.scale | No native reads ped scale. |
Client-Side Weapon Give weapon.self_give | Inventory frameworks give weapons from the client, so a bare give event is not a signal. Blacklisted possession is covered by weapon.blacklisted. |
Illegal Weapon Component weapon.illegal_component | Components are not readable server-side. |
Ammo Type Swap weapon.ammo_swap | Ammo type is not readable server-side. |
Plate Spoofing vehicle.plate_spoof | Needs framework plate registry integration. |
Illegal Vehicle Modification vehicle.mod_illegal | Needs framework tuning registry integration. |
Entity Ownership Theft entity.ownership_theft | Migration is routine in the network layer; no reliable attribution. |
Mass Entity Deletion entity.mass_delete | Server-side entity removal carries no attribution to the deleting client. |
Entity Attached to Player entity.attach_to_player | Requires iterating every object per sample; deferred until it can be done cheaply. |
Anti-Cheat File Tampering resource.file_tamper | Client files are served by the server; tampering would require a modified client, which is the FiveM anti-cheat's domain. |
Native Hook Detected resource.native_hook | A consistent hook is indistinguishable from an honest native from inside Lua. |
External Overlay Detected resource.overlay | Not observable from a resource. |
Executor Signature resource.executor_signature | Executors run in their own Lua state; only the in-state case is covered, by resource.env_tamper. |
Unknown NUI Frame resource.unknown_nui | Frames are not enumerable from a resource. |
Malformed Event Payload event.malformed_payload | Superseded by event.argument_anomaly. |
Unknown Net Event event.unknown_net_event | The server drops events nobody registered before any resource can see them. |
Blacklisted Native Call exploit.blacklisted_native | Native calls from another Lua state are not observable. |
Crash Attack exploit.crash_others | Partially covered by particle and fire spam; the remaining vectors need per-payload research. |
Remote Kick Attempt exploit.kick_others | Depends on which framework events a menu abuses; covered per server by Security Rules. |
Remote Freeze Attempt exploit.freeze_others | Remote peds cannot be frozen by another client without a server event; covered by event policies. |
Notification Spam exploit.notification_spam | Not observable server-side. |
Command Injection exploit.command_injection | Client console commands do not reach the server; server commands are covered by event.backdoor_handler. |
Hardware Token Mismatch network.token_mismatch | Planned on the API side once token history is stored per identity. |
Multi-Accounting network.multi_account | Chainban links the identities; a separate detection for it adds noise without action. |
Road Nodes Disabled world.roads_disabled | No native reads road node state. |
Menu Keybind Probe menu.keybind_probe | Key presses are not attributable to a menu. |