Main / Health detections
Anti damage immunity
health.damage_immunityclientDefault: logThe player is immune to bullets, fire and explosions at the same time.
How ByteAC finds it
Every 10 s the client checks the character's invincible flag and damage proofs. Immune longer than the grace time while not downed is reported.
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.
- invincible
- true = the game's invincible flag is on.
- proofs
- true = bullet, fire and explosion proof all on.
- seconds
- How long it has been on.
- 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
Spawn protection, safe zones, character creation. Raise the grace time.
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 healthdefault 200
- -
- Max armordefault 100
- -
- Revive event name (client)default
- Health jumps right after this event are not flagged.
- Regeneration amountdefault 40 HP
- Health gained within the window below before anti health regeneration flags. Raise it if players get healed on kill or respawn.
- Regeneration windowdefault 3 s
- -
- Godmode minimum hit damagedefault 10
- Only hits at least this strong are checked by anti invincibility.
- Godmode check delaydefault 2 s
- How long after a hit health must still be unchanged. Lower it if scripts refill health shortly after hits.
- Damage immunity gracedefault 1 s
- Immunity must stay on this long in a row before anti damage immunity flags. Raise it if scripts give spawn protection or safe-zone immunity.