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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:

SettingWhat it means
On / offWhether the detection runs at all.
Server actionWhat happens when your server has the evidence.
Client actionWhat happens when only the player's game (or other players) reported it.
CaptureWhether 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

ActionEffect
LogRecorded, nothing else.
ReviewRecorded and sent to the review queue.
KickThe player is kicked with the reason.
BanThe 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.