devDeveloper 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 = falsehealingBypass / reviveBypass not needed.

  • AntiPlayerTeleport = falseteleportBypass not 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.


🔄 requestPlayerIdentifiersreceivePlayerIdentifiers

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.

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