Docs / FiveM
Anti-Cheat
Docket watches your server from the inside and tells you when it sees something impossible — then kicks or bans the player if you want it to. No client-side injection, nothing for your players to install.
How it works
The anti-cheat ships inside the Docket resource you already run — there is nothing extra to install. Every detection is made server-side: events the client fired, damage it claimed, positions it reported. A cheater cannot hide by patching their own game; they can only avoid triggering it by not cheating.
When something is caught, Docket records it, posts an alert to your audit log channel immediately, and escalates if the player keeps doing it.
What it catches
Each detection carries a severity (low / medium / high) and a plain-English evidence line — "moved 1,240m in 3.0s", "claimed 900 damage in one hit" — so staff judge a real fact, not a score.
Reviewing flags
Dashboard → Anti-Cheat. The default view groups flags by player, because one cheater produces many detections — expand a player to see every flag, their evidence, and their playtime for context. The Timeline view is the raw feed.
From a player's row you can:
- Dismiss all — marks them a false positive and resets their escalation count
- Kick — removed from the server within ~15 seconds
- Ban — creates a real punishment case, DMs them the reason, and blocks them at connect
Automatic action
The settings row at the top of the page reads as a sentence: after N flags in 24 hours → log it / kick them / ban them.
- Just log it (default) — nothing happens automatically, staff decide. Best while you tune thresholds.
- Kick — the player is dropped once they cross the threshold. Annoying for a cheater, harmless for a false positive.
- Ban — a full Docket ban: numbered case, DM with the reason, and they cannot reconnect.
Dismissed flags never count toward the threshold, so clearing a false positive genuinely forgives it.
Tuning
Sensible defaults ship enabled. If your server runs scripts that legitimately trip a detector, raise its limit in server.cfg:
set docket_ac "1" # 0 disables detection entirely set docket_ac_speed "180" # m/s before a speed flag (~648 km/h) set docket_ac_explosions "6" # explosions in 10s before a flag set docket_ac_events "40" # net events in 10s before a flag
You can also switch detection off from the dashboard without touching your server — the toggle on the Anti-Cheat page.
Honest limits
Server-side detection catches what the server can see: impossible movement, impossible damage, event floods. It will not catch a purely visual cheat (an ESP that only draws on the cheater's screen sends nothing to the server). Anyone claiming otherwise without a client anti-cheat is selling you something.
What it does give you is evidence you can act on, automatically, without staff watching the server all night.