Speed
Compares each player's distance between polls with the fastest legitimate speed on foot and in a vehicle, measured on your own server. A single fast poll is ignored: lag happens.
It reads what the PRC API reports about your server, looks for patterns no legitimate player makes, and puts the evidence in front of your staff.
Each one runs Off, in Shadow, Live (staff decide) or Auto (the bot may act within the safety limits). New ones always start in Shadow.
Compares each player's distance between polls with the fastest legitimate speed on foot and in a vehicle, measured on your own server. A single fast poll is ignored: lag happens.
A hard impossibility check: further than even a top-speed vehicle could go in the time. Respawns, deaths, team changes and staff teleport commands are excused automatically.
Positions frozen while the player is clearly active, outside the map, shared exactly by unrelated players, or in the wrong postal code for where they claim to be.
Notices a player thrown far faster than any vehicle while another stood next to them. Review only, because standing nearby is a hint, not proof.
Counts kills per player in a sliding window, with teams where fighting is expected left out, and duplicate log entries removed.
Uses the positions either side of each kill and flags only when even the closest pairing is out of range.
Flags admin commands from anyone without staff rights, bursts of commands, and commands aimed at everyone at once.
Rapid rejoining, a burst of new and young accounts, and anyone on your blocklist or ban list joining. Limits rise at session start, when join bursts are normal.
Scores joining accounts on age and on similarity to players you have banned: names, friends, groups and avatar items. Always review only, never a verdict.
Counts mod calls per player in a window, so your staff are not buried.
Every player has a score from 1 to 100 in your server. It drops with each flag, weighted by how serious and how certain it was, fades as flags age, and recovers slowly with clean play. A false positive gives the points straight back.
One card per case, edited in place as it changes, with buttons to acknowledge, give a verdict, warn, kick or ban. A thread opens for discussion.
Low-severity flags go to a quiet channel, serious ones to staff, critical ones ping a role. Quiet hours send DMs to on-call staff instead.
Player profiles, recent flags, cases, watchlist, blocklist, stats, session reports, presets, the kill switch and more.
Players open an appeal with a case number. Staff uphold or overturn it, and an overturned ban is lifted in game.
When a session ends you get its peak player count, flags, cases, actions and who was flagged most.
Players type ;report followed by a name and a reason, and it lands in your staff channel.
Everything from Discord, plus the bigger picture: flags per day, which detectors fire, the highest-risk players, trust history charts, detector precision and promotion progress, every setting, session history and the full audit log.
Open the dashboard