NEW

ArgusNet reputation is live. See how it works →

UNDER THE HOOD

Everything itwatches for.

The full catalogue, the scoring model behind every ban, and the APIs you can build on. Nothing here is marketing — it is read straight from the shipped product.

Detection catalogue

Nothing vague. 88 named checks, and counting.

This is the real catalogue the resource ships with — the same names, descriptions, severities and default actions you will see in the configuration panel. Every one of them can be switched off, re-thresholded or re-pointed at a different action, per server.

Detections

88

14 categories

Ban by default

64

the rest kick, flag or log

Hold per-player state

8

the others are stateless

Flagged, never auto-banned

2

high false-positive risk

DetectionCategoryRuns onSeverityDefault
Aimbot — Camera Snapaimbot.snap

Camera heading and pitch jump onto a player hitbox faster than a human wrist can move, repeatedly.

AimbotClientHighban
Silent Aimaimbot.silent

A shot registers on a target the shooter was never aiming at — the bullet vector and the camera vector disagree.

AimbotClient + serverCriticalban
Aimbot — Sustained Trackingaimbot.tracking

The crosshair holds sub-degree lock on a moving target across many frames with no human correction jitter.

AimbotClientHighban
Damage Through Geometryaimbot.no_line_of_sight

Damage is dealt between two points with solid world geometry in between and no penetrable material.

AimbotServerCriticalban
Triggerbotaimbot.triggerbot

Trigger pulls land inside an impossibly tight window of the crosshair crossing a hitbox.

AimbotClientHighban
Rapid Firecombat.rapid_fire

Shots leave the weapon faster than its defined rate of fire allows.

CombatServerHighban
Damage Modifiercombat.damage_modifier

A single hit removes more health than the weapon can deal at that range and body part.

CombatServerCriticalban
No Recoilcombat.no_recoil

The recoil recovery pattern is mathematically flat across a sustained burst.

CombatClientMediumkick
No Spreadcombat.no_spread

Bullet spread has been zeroed through weapon asset modification.

CombatClientHighban
Infinite Ammocombat.infinite_ammo

Ammunition does not decrease across sustained fire, or exceeds the weapon maximum.

CombatServerHighban
Melee Reachcombat.melee_range

Melee damage lands well beyond the reach envelope of the equipped weapon.

CombatServerHighban
Explosion Spamcombat.explosion_spam

An unreasonable number of explosions are owned by one player in a short window.

CombatServerCriticalban
Blacklisted Explosion Typecombat.blacklisted_explosion

A player owns an explosion of a type no legitimate script on the server produces.

CombatServerCriticalban
Impossible Headshot Ratiocombat.headshot_ratio

Sustained headshot ratio across a large sample sits far outside the server-wide distribution.

CombatServerMediumflag
Weapon Damage Native Abusecombat.weapon_damage_native

SetWeaponDamageModifier or an equivalent native was called from an unregistered source.

CombatClientCriticalban
Speed Hackmovement.speed_hack

Ground speed on foot exceeds the maximum achievable value for the current ped and animation state.

MovementServerHighban
Teleportmovement.teleport

Position changes by a distance that could not be travelled in the elapsed time by any means.

MovementServerHighban
Noclipmovement.noclip

The ped moves through collision, or floats unfrozen with collision disabled.

MovementClient + serverCriticalban
Fly Hackmovement.fly

Sustained altitude with no supporting entity, parachute or fall state.

MovementClient + serverCriticalban
Super Jumpmovement.super_jump

Jump apex exceeds the engine maximum for the current ped.

MovementClientHighban
Freecammovement.freecam

A scripted camera is detached from the ped and moving under player input outside a known cutscene.

MovementClientHighban
Vehicle Speed Modifiedmovement.vehicle_speed

A vehicle exceeds its handling top speed by more than the configured tolerance.

MovementServerHighban
Gravity Modifiedmovement.gravity

World or entity gravity was changed by an unregistered source.

MovementClientHighban
Ragdoll Immunitymovement.ragdoll_immunity

The ped refuses to ragdoll under forces that always ragdoll a legitimate ped.

MovementClientMediumkick

Showing 24 of 88

Critical30

100 Integrity on a confirmed hit

High35

40 Integrity on a confirmed hit

Medium17

18 Integrity on a confirmed hit

Low5

8 Integrity on a confirmed hit

Info1

3 Integrity on a confirmed hit

Integrity Score

Ban the pattern, not the moment.

Every player carries a 0–100 behavioural score. One ambiguous hit costs a few points; a cheat that keeps tripping the same check converges on a ban on its own. It is what lets ARGUS act on evidence that no single detection could justify.

010356090100
Hostile09

Auto-banning on score alone is off by default. You decide what happens here.

Restricted1034

Entity creation and event rates are tightened for this player.

Watch3559

Every action the player takes is recorded in full detail.

Normal6089

The resting state of a healthy player.

Trusted90100

Nothing is tightened. The player is invisible to the system.

Everyone starts at 100

A new connection is trusted until it earns otherwise. Nobody has to prove anything to play.

Repeat hits escalate

The same detection tripped again inside a session adds 35% of its penalty each time, and the multiplier stops at 3.1× after six repeats. A cheat that trips one check fifty times converges on a ban; a single noisy hit does not.

Risk-graded penalties

A detection graded medium false-positive risk costs 75% of its penalty; high risk costs 40%. Uncertainty is priced in rather than argued about afterwards.

Recovers at 2 points an hour

Clean play returns points at a rate you set, and the score never climbs past 100. A bad night is not a permanent record.

Watch below 60

Full-detail recording switches on so that when the next hit lands, the evidence is already there.

Restrict below 35

Spawn and event rate limits tighten for that player alone — the rest of the server is untouched.

What a confirmed hit costs

Before escalation and risk grading.

SeverityChecksPoints
Critical30100
High3540
Medium1718
Low58
Info13

Resource API

Teach it what your scripts are allowed to do.

Most false positives are a script doing something legitimate that looks exactly like a cheat. Rather than blinding the anti-cheat, tell it what is about to happen — one line, server-side Lua, no framework assumptions.

Authorise, do not ignore

Before your script does something a cheater could also do, say so. The grant expires on its own, so the hole closes even if your script crashes mid-way.

Route your own logic through the pipeline

reportPlayer hands your anti-exploit checks the same thresholds, Integrity Score, panel history, Discord alerts and ban decision the built-in detections get.

Protect your events

Mark any of your server events as server-to-server only. A client that triggers one is flagged instantly, and block also cancels the call.

Everything the panel can do, over HTTPS

Bans, players, detections and live commands are all available with an API key you create in the panel. Webhooks push ban.created, ban.removed and detection.raised the other way, HMAC-signed.

server.lua
-- duration is seconds; -1 (the default) is permanent.
local banId = exports['argus']:banPlayer(source, 'Duping money', { item = 'cash' }, -1)

exports['argus']:kickPlayer(source, 'AFK in a restricted zone')

-- Lift a ban by the public code the player was shown.
exports['argus']:unbanPlayer('AR-7K3QPX', 'appealed and accepted', 'AdminName')

local exists, ban = exports['argus']:getBanInfo('AR-7K3QPX')

Seen enough?

Five minutes from now your server could be running all of it.

Protect my server