Developer Events & Integration
(RedM)
This page explains the events and exports your RedM scripts can use to work smoothly with CodexAC:
Temporarily whitelist legit heals / revives / teleports
Get player identifiers for whitelisting
(Optional) Hook into logs and dashboard data
📝 All examples are generic Lua. Replace the comments with your own framework or script logic.
🩹 Heal / Revive / Teleport Bypass Events
Use these when your script performs legit actions that CodexAC would normally detect as suspicious:
Healing (bandages, medkits, doctors, etc.)
Reviving players
Teleporting players (admin, missions, fast travel, etc.)
All of them are server → client events.
🩹 codex_anticheat:healingBypass
What it does
Opens a 3-second window where CodexAC will allow fast health increases for that player.
Use this right before you perform a legit heal on a player.
Server-side pattern
✅ Call this immediately before your heal logic.
💉 codex_anticheat:reviveBypass
What it does
Opens a 3-second window where CodexAC will allow a revive for that player.
Use this before any legit revive, like doctors, EMS, or admin revives.
Server-side pattern
🧠 Add this to every legit revive flow to avoid false flags.
🚪 codex_anticheat:teleportBypass
What it does
Opens a 5-second window where CodexAC’s teleport detection will not flag big position changes.
Use this before any legit teleport, such as:
Admin teleports
Mission teleports
Fast travel
Interior / instance teleports
Server-side pattern
✅ Keep the bypass and the teleport very close together in your code.
🚫 When these are not needed
If you turned off the related checks in shared_anticheat_config.lua:
HealReviveChecker = false→healingBypass/reviveBypassnot needed.AntiPlayerTeleport = false→teleportBypassnot needed.
Calling them while disabled does nothing harmful, just unnecessary.
🧾 Identifier Helpers & Whitelist Support
These help you get player IDs to put into the config allowlist, or to build your own admin UI.
🧾 getplayerindenti (server)
Purpose
Prints a JSON table of connected players and their Steam identifiers to the server console.
Server-side usage
You’ll see something like in the console:
Copy the ID(s) you need into allowlist in shared_anticheat_config.lua.
🔄 requestPlayerIdentifiers → receivePlayerIdentifiers
Use these if you want a full identifier list in your client to drive a UI.
Client-side usage
🧩 Feature State Export
CodexAC exposes one client export so your scripts can check which module is active.
🧩 exports['codex_anticheat']:IsModuleEnabled(name)
Side: client Returns: true or false
Usage
Valid name values match the config keys, for example:
"AntiGodMode""AntiAimbot""RaycastChecker""HealReviveChecker""Antiscaleoverride""DisableNatives""TamperDetection""AntiResourceInjection""AntiEntities""TrackPlayerAccuracy""TrackPlayerKDA"
📊 Logs & Dashboard (Advanced / Optional)
These are mostly for CodexAC’s internal admin UI, but you can hook into them if you’re building your own.
📬 Subscribe / Unsubscribe to logs
Client → Server
📈 Receiving dashboard & logs
Server → Client
Handle these only if you are building a custom UI:
🛰 Request a dashboard snapshot
Client → Server
🧠 Quick Cheat Sheet (No Custom Events)
🩹 Heals
💉 Revives
🚪 Teleports
🧾 Whitelist helpers
🧩 Module state (client)
Goal: Tell CodexAC when something is legit so it doesn’t flag your own scripts.
🩹 Legit Heals (bandages, doctors, etc.)
💉 Legit Revives
🚪 Legit Teleports (admin, missions, fast travel)
🧾 Get IDs for Whitelist (config)
🧩 Check if a module is enabled (client)
✅ Everything else in this page just explains these in more detail.
Last updated
Was this helpful?

