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Main / Executor detections

Hooked natives

exec.native_hooksclientDefault: log

An 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.