Main / Event protection
Client event protection
events.client_protectclientDefault: logA client event that only the server should send was triggered from inside the player's own game.
How ByteAC finds it
ByteAC listens to esx:setJob, esx:addInventoryItem, QBCore:Client:OnJobUpdate and its own events. When one arrives without coming from the server, it was triggered locally.
Reported by the ByteAC script in the player's game. A strong signal, but a modified client could hide it.
What the numbers mean
These are the values shown under the detection in the Threat feed and on the player page.
- event
- Name of the event.
- source
- Where the check ran: "client" = the ByteAC script inside the player's game reported it, "server" = the server measured it itself. Server measurements cannot be faked by the player.
Can also be caused by
A client script on your server that calls one of these events with TriggerEvent. ByteAC ignores events it finds in your scripts' own client code.
What to do
Log.
The action (Off, Log, Kick, Ban) is set per detection on the Protection page. It only applies when Enforcement is on Custom. See Actions, modes & numbers.
Related settings
- Max events per seconddefault 80 /s
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- Event protection exceptionsdefault 0 entries
- Events that skip token validation.
- Honeypot event namesdefault 4 entries
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