Weapons / Weapon cheats
Anti shooting through walls
weapons.through_wallsbothDefault: logThe player hits players they could not see.
How ByteAC finds it
Two independent checks, both only for hits the server saw itself. Victim side: the player who got hit traces lines from the shooter's eyes and gun to his own head, chest and pelvis; all blocked means no line of sight. Shooter side: the shooter's own game does the same towards the victim. Gets the action set here at 4 blocked hits within a minute reported by 2 different players, 6 by one player, or 5 reported by the shooter's own game. Fewer are only logged. Hits closer than 4 m and from vehicles are skipped.
Checked in the player's game and on the server.
What the numbers mean
These are the values shown under the detection in the Threat feed and on the player page.
- hits
- Blocked hits within the last minute.
- players
- Victim check: how many different players reported a blocked hit from this shooter. Several witnesses cannot all be lagging.
- seenBy
- "victim" = reported by the player who got hit; "shooter" = the shooter's own game found no line of sight.
- distance
- Metres between the two players.
- weapon
- GTA weapon hash of the weapon used, as a number. 2725352035 = WEAPON_UNARMED (fists). Use the Hash lookup page for others; custom (add-on) weapons will not be in the list.
- 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
Thin walls, fences, car doors and bullets that go through glass or props. Lag can make a single hit look blocked. Weapons that really pierce (some add-ons) can cause many.
What to do
Log first. Players with many blocked hits seen by several other players are a strong case: watch them live.
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
- Memory aimbot framesdefault 22
- Frames the camera must follow a player without matching mouse input before a lock counts. Locks where the mouse was moving need 1.5x as many.
- Min hits for headshot checkdefault 30
- -
- Headshot % above server normaldefault 80 %
- How many % higher than this server's normal player median before flagging (e.g. normal 33% + 80% above = flags at ~60% HS).
- Max hit distancedefault 450 m
- -
- Max hits per seconddefault 18
- -
- Inventory check exemptionsdefault 0 entries
- Jobs whose weapons come from scripts instead of the inventory.