Detection policy
Choose what each detection does on your server, and what evidence it collects.
One row per detection
Policy › Detections lists every detection, grouped by kind. Each row has:
| Setting | What it means |
|---|---|
| On / off | Whether the detection runs at all. |
| Server action | What happens when your server has the evidence. |
| Client action | What happens when only the player's game (or other players) reported it. |
| Capture | Whether to take a screenshot or record a clip with the detection. |
Changes apply to the server you are viewing within a second. A dot marks a value you changed from Hydra's default, with a button to reset it.
Actions
| Action | Effect |
|---|---|
| Log | Recorded, nothing else. |
| Review | Recorded and sent to the review queue. |
| Kick | The player is kicked with the reason. |
| Ban | The player is banned with a Ban ID. |
In shadow mode, every action is recorded but none is carried out.
Server and client evidence
Hydra trusts what your server saw. A player's game can be modified, so the client action is usually gentler: the default policy sends client-only evidence to review or log, never to a ban. Hydra's score can kick on repeated server evidence, but never bans by itself.
Combat engine
Policy › Combat engine tunes the combat engine: which signals it watches, how confident it must be before a case reaches review, and whether it may act on its own.
Exceptions
Policy › Exceptions lists players Hydra ignores, fully or for some detections. See Exceptions.
Before you turn a detection off because of one script, check whether a trusted spot, staff mode or an export fixes the cause. You keep the protection, and the false positive goes.