Cheaters
get razed.
A FiveM anti-cheat that judges on the server — over the real game events a cheat can't avoid firing. No blind trust in the client. No false bans by design.
A FiveM anti-cheat that judges on the server — over the real game events a cheat can't avoid firing. No blind trust in the client. No false bans by design.
Built from reversing the anti-cheats that came before it — and the cheats they miss. Every detector is documented, with its honest limits stated. No phantom features.
Detection runs on the server over replicated game events (spawns, explosions, weapon damage, ped tasks). The client is a sensor, never the judge — so native hooks can't blind it.
Flagship detectors most anti-cheats miss: driver-seat takeover, and server-coords spoofing caught by ped↔vehicle and position↔velocity coherence — not by trusting a single value.
Victim-corroborated headshot ratio (the attacker can't spoof another player's client) plus multi-target snap. Evidence-graded, tuned to avoid false positives.
Owner-spoof cross-checks, silent/invisible explosions, malformed-entity crash payloads, illegal weapon/vehicle spawns, give-weapon-to-others — cancelled at the event when possible.
Every detection carries a confidence score into a sliding window. WARN → KICK → BAN escalates on corroboration, so a single weak signal never bans a legit player.
Applies official FiveM protections (request-control filter, ragdoll/attach sanitizers, state-bag strict mode) on a stock server. Optional custom-artifact tier for deeper coherence.
Server-side detections run on your server over the real game events and state — a client hook can't blind them. Client-side sensors add evidence; the server always sets the penalty. Every item here is a real, shipped detector.
Self-given weapons via client events — flagged at spawn and on use.
Victim-corroborated: a kill with no matching damage event = suppressed/forged.
Hits that land while the shooter faces away — read from the server, not the client.
Per-weapon base-damage caps; boosted melee/unarmed caught against the real base.
Tasing players without actually holding a stun gun (spoofed weapon).
Owner-spoof, silent/invisible, cross-map distance and rate — cancelled at the event.
Illegal & weaponized models, prop spawns cancelled and deleted, mass-spawn bursts.
Screen-filling ptfx and networked-sound ear-rape, rate-limited per player.
SpoofServerCoords caught by ped↔vehicle and position↔velocity coherence.
A sprinting ped must face its travel — a spoofed facing node betrays itself.
Sustained on-foot ascent read from the server's own velocity, not telemetry.
Damage the server saw land while HP stays pinned — proven server-side.
Read directly on the server, the unblindable counterpart to telemetry.
Driver-seat takeover and remote component/seat manipulation, attributed to the attacker.
Known money/jail/admin events blocked; per-event rate rules; fake-chat sender.
Oversized state-bag crash payloads blocked before they spread.
Camera snap onto targets and inhuman lock-on tracking of a moving player.
Firing within a superhuman reaction of acquiring a player target.
Flat recoil across sustained fire; a clip that never depletes.
Multi-signal no-clip with geometry raycast; jump apex beyond human range.
Objects pulled toward the player; the world object pool suppressed.
Rapid clothing/appearance spam (crasher) — self-attributed, instant ban.
Script camera while on foot; spectator mode without a sanctioned grant.
Faded/invisible while alive; invincibility flag set, corroborated server-side.
Our natives wrapped or cheat-marker globals present in the client runtime.
We publish what we can't do too: purely visual internal cheats (ESP drawn below the script layer) send nothing to the server and can't be detected server-side — no Lua anti-cheat can. Read the honest limits →
Drop raze_ac into your resources and start it. Runs on a stock FiveM server — no custom build required to get the full core.
RAZE listens to the real game events the engine replicates — the ones a cheat has to fire to have any effect — and reads player state itself, independent of the client.
Each signal is scored and corroborated in a time window. Prevention (cancelling the event) happens immediately; punishment waits for confidence.
WARN, KICK or BAN per your config, with full identifier + token banning. Review everything from the live web panel.
Every plan includes the complete detection set and the live config panel. One license per server.
Put the judging where cheats can't reach it — on your server. Get RAZE running in minutes.