Server-authoritative Built for FiveM

Every signal.
One clear picture.

QuantiX connects deterministic detection, behavioral intelligence, and model-assisted review into one explainable protection system-without handing enforcement to a black box.

56Detection types
8Signal families
2Evidence tiers
LIVE SIGNAL GRAPH
49 NODES / 8 FAMILIES
Movement Combat Aim intelligence Resources Protocol Entity control Integrity Economy Movement Combat Aim intelligence Resources Protocol Entity control Integrity Economy
01 / MODEL-ASSISTED INTELLIGENCE

AI backed.
Never AI controlled.

The model is a second set of eyes for statistical evidence-the kind where latency, desync, skill, and manipulation can resemble one another. It reads the whole shape of an incident while hard system boundaries keep the final authority with evidence and people.

MODEL REVIEW / EVENT 8F29
MEASURECORRELATEREVIEWDECIDE
SECOND OPINION
Consistent with manipulation93% confidence
tracking variancecross-family matchrepeat pattern
01

Evidence assembled, not invented

The reviewer receives measured signals, a player’s recent detector history, staff resolutions, account context, and-when available-24-hour aim statistics. It never sees secret thresholds or the action the pipeline already proposed, protecting both security and independent judgment.

02

Single-event + whole-player analysis

One mode asks whether a particular Tier 2 flag looks real. Another looks across a player’s recent activity to find patterns no individual detector can see-especially when separate signal families begin telling the same story.

03

Structured output, narrow authority

The response is schema-locked to three verdicts: likely cheating, inconclusive, or likely legitimate, with bounded reasoning and indicators. Player-controlled text is neutralized before review. Even a compromised response cannot invent a command.

HARD GUARDRAILS

Useful intelligence.
Deliberately limited power.

Tier 2 only

Deterministic Tier 1 signals never go to a probabilistic reviewer.

80% floor

A “legitimate” opinion below the minimum cannot suppress escalation.

90% floor

A “cheating” opinion needs the higher bar before adding suspicion.

Zero ban access

The model cannot ban, refuse a join, or resolve a case-at any confidence.

Observe first

Communities can evaluate verdicts for a week without changing outcomes.

Fail neutral

If review fails or times out, the original case continues unchanged.

02 / DETECTION ATLAS

Forty-nine ways to
make evidence visible.

Every detector states what it measures, which evidence tier it belongs to, and whether the observation came from a client process or a server authority.

MOV / 01TIER 2

Speed anomaly

Your recorded travel speed exceeded what was possible for the vehicle or character state at the time.

SERVER OBSERVATION
MOV / 02TIER 2

Teleport distance

Your character moved a distance in one instant that cannot be travelled in that time.

SERVER OBSERVATION
MOV / 03TIER 2

Noclip suspicion

Your character moved through terrain or remained airborne in a way normal movement does not allow.

SERVER OBSERVATION
MOV / 04TIER 2

Vehicle physics anomaly

A vehicle you were driving behaved outside the limits of its handling.

SERVER OBSERVATION
MOV / 05TIER 2

Freecam suspicion

Your viewpoint was separated from your character in a way normal play does not produce.

CLIENT OBSERVATION
MOV / 06TIER 2

Movement without velocity

Your character covered ground while the game reported it as almost stationary, which happens when a position is set directly rather than moved to.

SERVER OBSERVATION
CBT / 07TIER 1

Unauthorised weapon acquisition

A weapon appeared in your inventory without being obtained through the server.

SERVER OBSERVATION
CBT / 08TIER 2

Damage per second anomaly

The damage you dealt over a short period exceeded the maximum the weapon can produce.

SERVER OBSERVATION
CBT / 09TIER 2

Weapon rate-of-fire anomaly

A weapon was fired faster than its mechanical rate of fire allows.

SERVER OBSERVATION
CBT / 10TIER 2

Impossible hit distance

Damage was registered at a range the weapon used cannot reach.

SERVER OBSERVATION
CBT / 11TIER 2

Health restoration anomaly

Your health or armour increased without a corresponding in-game source.

SERVER OBSERVATION
CBT / 12TIER 1

Invalid weapon

A weapon that does not exist in the game was used during this session.

SERVER OBSERVATION
CBT / 13TIER 1

Weapon spoofing

The weapon reported by your game client did not match the weapon the server observed you holding.

SERVER OBSERVATION
CBT / 14TIER 2

Godmode suspicion

Damage was applied to your character and your health did not change.

SERVER OBSERVATION
CBT / 15TIER 2

Persistent invulnerability

Your character absorbed a sustained run of damage without any loss of health or armour.

SERVER OBSERVATION
CBT / 16TIER 2

Spoofed damage value

The damage recorded for a shot did not match what the weapon used can produce.

SERVER OBSERVATION
CBT / 17TIER 2

Mass damage

You damaged an unusually large number of different players in a very short time.

SERVER OBSERVATION
CBT / 18TIER 2

Mass kill

You killed an unusually large number of different players in a very short time.

SERVER OBSERVATION
CBT / 19TIER 2

Explosion anomaly

Explosions were attributed to you that do not match the equipment you were carrying.

SERVER OBSERVATION
CBT / 20TIER 2

Invisible attacker

You damaged other players while your character was invisible to the server.

SERVER OBSERVATION
CBT / 21TIER 2

Demigod suspicion

Damage dealt to your character had far less lasting effect than it has on other players: it was reduced, undone straight away, or absorbed by health above what the server provides.

SERVER OBSERVATION
CBT / 22TIER 2

Damage modifier

Your weapons removed far more health per hit than the same weapons do for other players on this server.

SERVER OBSERVATION
CBT / 23TIER 2

Infinite ammunition

A weapon kept landing shots for longer than its magazine holds, without pausing long enough to reload.

SERVER OBSERVATION
AIM / 24TIER 2

Aim snap

Your aim swept onto a target and then stayed fixed to it as it moved, with none of the correction normal aiming shows, immediately before a shot landed.

SERVER OBSERVATION
AIM / 25TIER 2

Aim tracking consistency

Your aim followed a moving target with a steadiness outside the range normal aiming produces.

SERVER OBSERVATION
AIM / 26TIER 2

Aim precision anomaly

Your headshot rate against other players, over enough hits to be meaningful, was far above the range manual aiming produces.

SERVER OBSERVATION
AIM / 27TIER 2

Target acquisition through cover

Your aim settled onto players who were not visible from your position at the time.

SERVER OBSERVATION
AIM / 28TIER 2

Long-term aiming pattern

Your aiming statistics across many sessions sat outside the range produced by manual aiming.

SERVER OBSERVATION
AIM / 29TIER 2

Silent aim

Damage was registered on a player your weapon was not pointing at.

SERVER OBSERVATION
AIM / 30TIER 2

Silent aim (trajectory)

The reported path of a shot did not run from your weapon towards where it was aimed.

SERVER OBSERVATION
AIM / 31TIER 2

Magic bullet

Damage was registered on a player with solid cover between you and them.

SERVER OBSERVATION
AIM / 32TIER 2

Triggerbot reaction time

Your shots landed faster after players moved into your aim than a person reacts, repeatedly, while your aim was held still.

SERVER OBSERVATION
RES / 33TIER 1

Blocklisted resource loaded

Software matching a known cheat tool was detected running alongside the game client.

CLIENT OBSERVATION
RES / 34TIER 1

Cheat menu fingerprint

A known cheat menu was identified on the game client during this session.

CLIENT OBSERVATION
RES / 35TIER 2

Unexpected resource count change

The set of scripts running on your game client changed unexpectedly during the session.

CLIENT OBSERVATION
PRT / 36TIER 1

Illegal server event

The game client triggered a server action that the game cannot produce through normal play.

SERVER OBSERVATION
PRT / 37TIER 1

Protocol violation

Network data from the game client was malformed in a way the unmodified game does not produce.

SERVER OBSERVATION
PRT / 38TIER 1

Event rate violation

A game action was repeated far faster than the game itself allows it to be repeated.

SERVER OBSERVATION
PRT / 39TIER 1

State bag flood

Your game client sent synchronised state updates far faster than the game produces them.

SERVER OBSERVATION
PRT / 40TIER 1

Event validation failure

A server action was triggered with values the game itself cannot produce for it.

SERVER OBSERVATION
PRT / 41TIER 2

Invalid inventory access

An inventory was opened from a position or state the server does not allow it to be opened from.

SERVER OBSERVATION
PRT / 42TIER 2

Event pattern anomaly

The pattern and timing of actions sent by your game client did not match ordinary play.

SERVER OBSERVATION
ENT / 43TIER 1

Invalid entity ownership

The game client attempted to control an object or vehicle it did not have control of.

SERVER OBSERVATION
ENT / 44TIER 2

Unexplained entity spawn

A vehicle or object appeared under your control without the server being able to account for where it came from.

SERVER OBSERVATION
ENT / 45TIER 1

Remote entity attach

An object was attached to another player’s character from your game client.

SERVER OBSERVATION
ENT / 46TIER 1

Entity validation failure

An object created by your game client was structurally invalid for the type it claimed to be.

SERVER OBSERVATION
ENT / 47TIER 2

Entity creation rate anomaly

Objects or vehicles appeared under your control faster than the server can account for.

SERVER OBSERVATION
ENT / 48TIER 2

Entity attachment abuse

Objects were attached to players in a pattern used to trap or move them against their control.

SERVER OBSERVATION
ENT / 49TIER 2

Player launch

Another player was accelerated by an object under your control beyond what a collision produces.

SERVER OBSERVATION
ENT / 50TIER 2

Spoofed client vehicle

A vehicle appeared under your control that the server has no record of issuing.

SERVER OBSERVATION
INT / 51TIER 2

Client integrity mismatch

The anticheat component running on your game client did not match its expected state.

CLIENT OBSERVATION
INT / 52TIER 2

Client telemetry silence

The anticheat component on your game client stopped reporting while you remained connected.

SERVER OBSERVATION
INT / 53TIER 2

Coordinated cheat behaviour

Several independent server-observed behaviours associated with cheat tools occurred together during the session.

SERVER OBSERVATION
ECO / 54TIER 2

Unexplained item acquisition

Items appeared in your inventory without a matching transaction on the server.

SERVER OBSERVATION
ECO / 55TIER 2

Reward duplication

A reward was granted to you more times than it can be claimed.

SERVER OBSERVATION
ECO / 56TIER 2

Currency injection

Your balance increased without a matching credit issued by the server.

SERVER OBSERVATION
03 / DECISION ARCHITECTURE

Confidence changes the path.
Reversibility sets the bar.

T1
DETERMINISTIC

Things normal play cannot produce.

Invalid weapons, ownership contradictions, forbidden events, known cheat fingerprints, malformed contracts. The first trigger may kick. Repeated server-authoritative evidence can create a temporary ban. Client-originated evidence always stops at human review.

  • Near-zero false-positive premise
  • Auto-kick is permitted
  • No automatic permanent bans
T2
STATISTICAL

Things far outside the expected envelope.

Speed, aim, damage, physics, integrity, patterns, and economy anomalies accumulate in a decaying suspicion score. Repeats, episode saturation, trust dampening, and corroborating families matter more than any isolated spike.

  • Soft correction and review first
  • AI second opinion available
  • Never an automatic ban
OBSERVE→VALIDATE→CORRELATE→SCORE→HUMAN DECISION
04 / COMPLETE PLATFORM

Protection is a system,
not a kick button.

Detection is only useful when staff can understand it, act proportionally, explain the result, and preserve the right evidence without collecting everything forever.

01

Evidence, not accusations

Every flag carries structured measurements and a 5 Hz state window from five seconds before to five seconds after the trigger. Combat evidence includes the players who actually interacted; movement evidence collects only the subject. Frames compress directly to object storage and are never uploaded until something fires.

±5s context5 Hz snapshots11–28× compression
02

Comet live operations

A live roster and map connect staff to a closed vocabulary of safe server actions: message, freeze, bring, return, revive, heal, strip weapons, clear entities, screenshot, watch, record, kick, and ban. Every command names its operator, records the reason, and confirms whether it reached the server.

Live roster + mapTyped actionsDelivery receipts
03

Constellation live view

Watch up to sixteen player screens at approximately one frame per second. Each tile shows frame age and interval so staff never mistake the feed for video. Watching requires a written reason; unrecorded frames expire after ninety seconds, while retained sessions enter the evidence lifecycle.

16 simultaneous~1 FPS90s live-frame expiry
04

Afterglow rewind

An optional rolling reconstruction stores server-observed state at 2 Hz for thirty minutes. Investigators can revisit an incident from any angle even when no detector fired, then promote only the relevant segment into retained evidence with a named reviewer and written reason.

30 min buffer2 Hz stateAny camera angle
05

Transparent trust

A published 32-factor score combines local and network enforcement history, identifier quality, account age, tenure, playtime, cross-server presence, detector history, appeals, connection intelligence, and human adjustments. New players start neutral at 50; every factor and weight is inspectable.

32 published factors0–100 score50 neutral baseline
06

Entity firewall + zones

Ordered observe-first rules cover peds, vehicles, objects, models, population types, and trusted-resource bypasses. Named statistical detections can be suppressed inside bounded gameplay zones for legitimate mechanics. Deterministic Tier 1 detections remain unsuppressible everywhere.

Observe-first rules50-zone hard capTier 1 always active
07

Cases, bans, and appeals

Leased review queues prevent duplicate claims and abandoned locks. Bans can be scoped to one server, a community, or the network, including players who are offline. Public appeals prove identity with single-use claim codes and hold relevant evidence until a decision is complete.

Human-only permabansOffline enforcementPublic appeal flow
08

Whitelist + applications

The join gate starts off, supports observe mode, and can fail open during outages. Manual grants, approved versioned applications, Discord roles, and staff access are additive. Automatic review may approve a clearly trusted applicant, but it can never automatically deny one.

Off by defaultObserve modeNever auto-deny
09NEW

Connection queue

When a server is full, admitted players wait on a live loading-screen card and enter as soon as capacity opens. Reconnect grace protects a dropped player’s place, while Discord roles can carry named priority levels. Staff see the live line in the console and through the bot.

Live position + ETARole priorityCrash-safe rejoin
10NEW

Protected resource delivery

Every downloadable client and server bundle is minified, source-map free, and content-seeded for a different obfuscated layout after each source change. Packages are checksum-verifiable and carry an exact build identity; outdated or unverified installs stop safely instead of pretending to protect a server.

Obfuscated bundlesSHA-256 verifiedExact build identity
11NEW

Connection intelligence

Join history can include country, region, network, and positively identified VPN, proxy, Tor, or relay context without treating an IP address as identity. Optional region and anti-VPN policies fail open when intelligence is unavailable, and every decision remains visible to staff.

Region policyVPN + proxy contextUnknown fails open
12

Automation with hard edges

Typed rules can notify, flag, watch, kick, refuse, or temporarily ban when connection or detection conditions match. They cannot execute Lua or JavaScript and cannot issue a permanent ban. Rules launch in observe mode, and every match records exactly what happened.

Closed action setNo remote codeNo auto-permabans
13

Discord-native operations

Staff sign in with Discord, permissions are recomputed from mapped guild roles on every login, and the bot brings lookups, cases, live actions, bans, appeals, recordings, analytics, watchlists, allowlists, and whitelist reviews into the community’s existing workflow.

OAuth identityLive role syncGranular permissions
14

Shared protection, private identities

The opt-in ban network exchanges peppered identifier hashes and aggregate counts-not names, reasons, or the communities that reported them. Alias links are visible to investigators but never trigger automatic action, and IP addresses are deliberately excluded as identity.

Peppered hashesCounts, not profilesNo IP identity
15

Isolation, retention, and erasure

Postgres row-level security and composite tenant keys isolate every community. Scoped credentials limit each consumer. Separate retention clocks govern transient and confirmed evidence, open appeals pause expiry, and erasure deletes clean players or anonymizes banned ones without silently lifting enforcement.

Database-enforced RLSScoped credentialsAppeal evidence holds
COORDINATED PROTECTION

See the whole incident.
Act on what you can prove.

Forty-nine detectors, model-assisted intelligence, server-side evidence, and human-governed enforcement-working as one.