SERVER-AUTHORITATIVE · FIVEM

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.

Server-sidecore detection
7 layersdefense in depth
0false-ban design
100%server-authoritative core
250+cheat-menu options mapped
Evidenceaccumulator, not insta-ban
Plug-instock server, no fork needed
What you get

Detection that holds up

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.

01

Server-authoritative core

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.

02

Coord-spoof & seat-steal

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.

03

Aimbot & silent-aim

Victim-corroborated headshot ratio (the attacker can't spoof another player's client) plus multi-target snap. Evidence-graded, tuned to avoid false positives.

04

Explosion · weapon · entity

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.

05

Evidence engine

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.

06

Engine-level hardening

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.

Coverage

What it catches

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.

Server-sideAuthoritative · can't be bypassed client-side
Weapon spawn

Self-given weapons via client events — flagged at spawn and on use.

Forged / spawned kill

Victim-corroborated: a kill with no matching damage event = suppressed/forged.

Silent & 360 aim

Hits that land while the shooter faces away — read from the server, not the client.

Modified damage & super punch

Per-weapon base-damage caps; boosted melee/unarmed caught against the real base.

Anti-taser

Tasing players without actually holding a stun gun (spoofed weapon).

Explosions

Owner-spoof, silent/invisible, cross-map distance and rate — cancelled at the event.

Vehicle / NPC / object spawn

Illegal & weaponized models, prop spawns cancelled and deleted, mass-spawn bursts.

Particle & audio flood

Screen-filling ptfx and networked-sound ear-rape, rate-limited per player.

Coord spoof

SpoofServerCoords caught by ped↔vehicle and position↔velocity coherence.

Heading spoof

A sprinting ped must face its travel — a spoofed facing node betrays itself.

No-clip (server)

Sustained on-foot ascent read from the server's own velocity, not telemetry.

God mode

Damage the server saw land while HP stays pinned — proven server-side.

Health / armor / speed

Read directly on the server, the unblindable counterpart to telemetry.

Seat-steal & vehicle control

Driver-seat takeover and remote component/seat manipulation, attributed to the attacker.

Exploit events

Known money/jail/admin events blocked; per-event rate rules; fake-chat sender.

State-bag crash guard

Oversized state-bag crash payloads blocked before they spread.

Client-sideSensors → evidence · the server decides the penalty
Aimbot & aim-lock

Camera snap onto targets and inhuman lock-on tracking of a moving player.

Triggerbot

Firing within a superhuman reaction of acquiring a player target.

No-recoil & no-reload

Flat recoil across sustained fire; a clip that never depletes.

No-clip & super jump

Multi-signal no-clip with geometry raycast; jump apex beyond human range.

Magneto & no-props

Objects pulled toward the player; the world object pool suppressed.

Ped-flicker

Rapid clothing/appearance spam (crasher) — self-attributed, instant ban.

Free cam & spectate

Script camera while on foot; spectator mode without a sanctioned grant.

Invisible & god-flag

Faded/invisible while alive; invincibility flag set, corroborated server-side.

Integrity / tamper

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 →

How it works

Drop in. The server does the judging.

01

Install the resource

Drop raze_ac into your resources and start it. Runs on a stock FiveM server — no custom build required to get the full core.

02

The server observes

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.

03

Evidence accumulates

Each signal is scored and corroborated in a time window. Prevention (cancelling the event) happens immediately; punishment waits for confidence.

04

Enforce & review

WARN, KICK or BAN per your config, with full identifier + token banning. Review everything from the live web panel.

Pricing

Choose your protection

Every plan includes the complete detection set and the live config panel. One license per server.

Monthly

€50/mo
For testing and short-term projects.
  • 1 month access
  • Full detection set
  • Live config panel
  • Discord support
Purchase

Quarterly

€100/3 mo
Better value for established servers.
  • 3 months access
  • Full detection set
  • Live config panel
  • Priority support
Purchase
Setup & tuning serviceWe install RAZE and tune the thresholds to your server.
€60
Add
FAQ

Straight answers

How does RAZE catch cheats?
The core is server-authoritative: it reads the game events the engine replicates to the server (entity spawns, explosions, weapon damage, ped tasks, vehicle occupancy) and the player state the server holds itself. Because the server observes these independently, a cheat that hooks the client below the Lua layer still can't hide the effects it produces.
Will it false-ban my players?
It's built not to. Detections feed a confidence accumulator over a time window — a single weak or evidence-only signal never bans on its own. High-confidence, deterministic detections (like forging damage as another player) act fast; ambiguous ones only escalate when corroborated.
Does it need a custom FXServer build?
No. The full core runs on a stock server as a normal resource, and it also applies official engine-level protections for you. An optional custom-artifact tier adds deeper sync-tree coherence, but you don't need it to be protected.
What can't it detect? (honest)
We don't sell phantom features. Purely visual client-side cheats (internal ESP drawn below the script layer) send nothing to the server and can't be detected server-side — no Lua anti-cheat can. We document every limit like this openly rather than pretending otherwise.
Does it work with my framework?
Yes — ESX, QBCore, vRP and standalone. Sensitive framework events (money, jail, inventory, admin) are guarded, and trusted resources can be whitelisted so legitimate teleports/heals never trip the hybrid checks.
Is there a refund?
No. Because of the nature of a downloadable, license-keyed product, all sales are final. See our Refund Policy. If you have a technical problem, our support will help you get it working.
Can I use one license on multiple servers?
A license covers one server. Need several? Contact us for a multi-server arrangement.

Stop playing whack-a-cheater.

Put the judging where cheats can't reach it — on your server. Get RAZE running in minutes.