Hydra Docs
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:

SourceWhat it isHow much it is trusted
ServerWhat your server saw through OneSync: positions, health, weapons, damage, entities, events.Fully. A cheat cannot change what your server recorded.
Other playersWhat nearby players' games saw, for example a player they cannot see, or hits with no damage.Strongly, when several players agree.
ClientWhat the player's own game reports: menus, ped flags, weapon data, aim.As a lead. A modified game can lie.
Combat enginePatterns 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.