Main / Executor detections
Hooked natives
exec.native_hooksclientDefault: logAn important game function was replaced (hooked) in the player's game.
How ByteAC finds it
When ByteAC starts it remembers 8 functions (GetEntityCoords, SetEntityCoords, GetPlayerPed, TriggerServerEvent, GetSelectedPedWeapon, GiveWeaponToPed, SetEntityHealth, NetworkIsInSpectatorMode). Every 10 s it checks that they are still the same.
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.
- native
- Name of the function that is no longer the original.
- 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
Another anticheat or an event-protection library that wraps TriggerServerEvent inside ByteAC's environment.
What to do
Log first. If only TriggerServerEvent shows up for many players, a protection script is the cause.
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.