Protection
Protection,
layer by layer.
SentryAC checks what happens on the client and on the server, and only acts when both agree. Below is what each layer covers, and what happens when something trips it.
Five layers, each doing one job.
No single check catches everything. Each layer covers a different way people break servers, so getting past one doesn't get you past the rest.
Client integrityWhat's running on the player's machine
Looks for menus and executors injected into the game, resources that weren't started by your server, and tampering with NUI.
Event protectionWhat the client asks the server to do
Every server event can be whitelisted, rate limited and checked for payloads that don't make sense, so a spoofed trigger can't hand out money or items.
Entities & vehiclesWhat gets spawned into the world
Stops mass prop spawns, blacklisted models and explosion spam before they lag the server or wipe out a scene.
Player stateWhat the player is doing in game
Compares movement, health and weapons against what's physically possible, with tolerances you set so lag doesn't count as cheating.
Anti-dumpYour own code
Client files are encrypted and obfuscated, and attempts to dump them are logged against the player who tried.
What happens when something gets flagged.
Every detection goes through the same four steps, and you can see each one afterwards.
Detect
A check on the client or server spots something out of the ordinary.
Confirm
The server cross-checks it, so a single bad packet or lag spike doesn't cost anyone a ban.
Act
Block, kick or ban, depending on what you've set for that detection.
Log
The evidence goes to your dashboard and Discord webhook, ready for an appeal.
Every check is a line in your config.
Turn detections on or off, choose what happens, and set how strict each one is. Nothing is hidden behind a support ticket.
- Per-detection actions: block, kick or ban
- Tolerances for laggy players
- Separate webhooks for bans and warnings
-- What happens when each check trips Config.Detections = { Godmode = { action = "ban", tolerance = 2 }, Noclip = { action = "ban" }, Teleport = { action = "kick", maxDistance = 250.0 }, ExplosionSpam = { action = "kick", limit = 5, window = 10 }, EntitySpam = { action = "block", maxPerMinute = 30 }, WeaponSpawn = { enabled = false }, } -- Events that may be triggered from the client Config.AllowedEvents = { "garage:requestCar", "shop:buyItem" } Config.Webhooks = { bans = "https://discord.com/api/webhooks/…", warnings = "https://discord.com/api/webhooks/…", }
A false ban costs you a player. A missed cheater costs you a few minutes. We tune for the first one.
That's why detections need the server to agree before anything happens, and why every ban comes with the evidence behind it.