Detections
How detections work
Server evidence, client evidence, what Hydra rules out first, and how a detection becomes an action.
Many heads
Hydra watches each player from several sides at once:
| Source | What it is | How much it is trusted |
|---|---|---|
| Server | What your server saw through OneSync: positions, health, weapons, damage, entities, events. | Fully. A cheat cannot change what your server recorded. |
| Other players | What nearby players' games saw, for example a player they cannot see, or hits with no damage. | Strongly, when several players agree. |
| Client | What the player's own game reports: menus, ped flags, weapon data, aim. | As a lead. A modified game can lie. |
| Combat engine | Patterns across many fights: accuracy, snaps, reaction times. | Builds a case over time. See Combat engine. |
Before a detection fires
Hydra rules out the honest explanations first, and every detection lists what it checked:
- Staff on duty (staff mode) and players with an exception.
- Allowed teleports, trusted spots and safe zones.
- Loading in, spawning, dying, being revived, changing routing bucket.
- Vehicles, ragdolls, falls, swimming and parachutes, for movement.
- Heal and armour items, for refills.
From detection to action
Each detection has a server action and a client action in your policy: log, review, kick or ban. The action used depends on what evidence the detection has.
- Server evidence uses the server action.
- Client-only evidence uses the client action, which by default is review or log, never a ban.
- Repeated, different server-evidence detections on one player can add up to a kick. The score never bans by itself.
In shadow mode every action is recorded and none is carried out.
Evidence
Every detection is stored with what Hydra saw: the positions and numbers the rule used, what it ruled out, where each value came from and, if your policy asks for it, a screenshot or clip. Your staff and an appealing player can both be shown exactly why it fired.