ViceHubFiveM discovery hub
ScriptsServersStreamersViceAIArticlesMerch
Sign inSign in

Navigate

ScriptsServersStreamersViceAIArticlesMerchSign in
ViceHub
ScriptsServersStreamersArticlesShopsFiveM StatsAboutMethodologyEditorial PolicyContactMerchSubmitSign in
QBCore Scripts·ESX Scripts·Free FiveM Scripts·Best FiveM Scripts·FiveM Server List·Live GTA Streams
© 2026 ViceHub · Independent FiveM discovery hub.Privacy · Terms · Not affiliated with Cfx.re, Rockstar Games, or Take-Two Interactive.
All articles →

FiveM Anticheat: What Actually Works and What Is Snake Oil

ByBoris K.·Founder & Editor, ViceHub
Jul 1, 20267 min read

Most FiveM servers get exploited through their own scripts, not through a menu the anticheat missed. The controls that actually work are free, built in, and off by default.

Almost every server owner approaches this backwards. They get exploited, they conclude they need an anticheat, they buy one, and they get exploited again — because the thing that actually happened was that one of their scripts trusted the client, and no anticheat on earth fixes that.

So let us go in the right order: what FiveM already gives you, what you should turn on tonight, what actually causes incidents, and which part of this market you should be sceptical of.

FiveM already has an anticheat

This surprises people. Cfx.re does maintain a built-in, closed-source anticheat. Its own security documentation refers to "the anti-cheat team", and the client and server components exist and talk to each other. You will not find its source in the public repository, and it is deliberately never given a marketing name — publishing detection details would simply tell the cheat authors what to change.

What it is not: FiveM does not ship EasyAntiCheat or BattlEye. If someone tells you otherwise, they are guessing.

What this means practically: there is a baseline of protection you already have and cannot configure. It is not nothing, and it is also not a reason to leave the rest of your server wide open — because the rest of your server is where the damage actually happens.

The controls that actually work (free, built in, mostly off)

These are convars in server.cfg. They are the highest-leverage security work you can do on a FiveM server, they cost nothing, and several of them are off by default.

sv_entityLockdown — the big one

This is the single most important setting in this article, and most servers never touch it.

Related articles

How Many Players Does a FiveM Server Need to Feel Alive?
Jul 13, 2026

How Many Players Does a FiveM Server Need to Feel Alive?

The median FiveM server peaked at two players. Not two hundred — two. We measured 31,334 of them. Here is what a server realistically needs to feel alive, and why your slot count is fiction.

server datafivem serverserver owners
7 min readRead
FiveM Server Requirements: What Actually Matters (and What Hosts Invent)
Jul 13, 2026

FiveM Server Requirements: What Actually Matters (and What Hosts Invent)

Every FiveM server requirements table you have read was invented by a company selling servers. Cfx.re publishes no hardware spec at all. Here is what actually determines whether your server runs well.

fivem serverhostingperformance
6 min read

It controls whether clients are allowed to create entities — vehicles, objects, peds. The documented modes:

  • inactive — clients can create any entity they want. This is the default.
  • relaxed — only script-owned entities created by clients are blocked.
  • strict — no entities can be created by clients at all.

Sit with that default for a second. Out of the box, a client can ask the server to create whatever it likes. That is the mechanism behind a large share of "someone spawned a hundred tanks on my server" incidents. It is not an exotic exploit; it is the documented default behaviour.

set sv_entityLockdown "strict"

Strict is the goal for a roleplay server, because on an RP server the server should own the world — vehicles come from a garage script, objects come from a job script, and none of it should originate on a player's machine. Be warned that going straight to strict on a mature server will break resources that were quietly relying on client-side spawning, which is exactly why so many owners set it to inactive and move on. Do it on a test server, find what breaks, and fix those resources — they are the same resources an attacker would abuse.

If strict genuinely breaks too much, relaxed is a meaningful improvement over the default. Do not stop at inactive.

sv_stateBagStrictMode

State bags are how entity state is shared around, and by default clients can modify the state of networked entities. Turning this on means only the server can:

setr sv_stateBagStrictMode true

This closes off a whole family of state-manipulation exploits. It needs a reasonably recent server build, which you should be running anyway.

sv_scriptHookAllowed

Defaults to false, which is correct. Leave it. Cfx's own example config is refreshingly honest about the limits, noting that disabling scripthook does not guarantee players cannot use external plugins. It raises the floor; it is not a wall.

sv_pureLevel

Blocks modified client files. There are exactly two levels — you will see guides refer to a level 3; it does not exist.

  • 1 — blocks all modified client files except audio files and known graphics mods.
  • 2 — blocks all modified client files.
set sv_pureLevel 1

Level 1 is the sensible setting for most servers. Level 2 will lock out players running perfectly innocent graphics mods and will generate support tickets. Understand what this does and does not do: it is about file integrity, not about an external cheat menu injecting into the game. It is worth having; it is not an anticheat.

The networked-feature switches

Cfx documents several convars that are, in its own words, commonly used by malicious actors:

set sv_enableNetworkedPhoneExplosions false
set sv_enableNetworkedSounds false
set sv_enableNetworkedScriptEntityStates false

Phone explosions already default to false — leave them there. The other two default to true, so turning them off is an active decision. Test them: if nothing on your server breaks, that is free security. If something does break, you have learned something useful about a resource.

There is also sv_filterRequestControl, which blocks clients requesting control of entities they should not have — a common route to stealing occupied vehicles — and block_net_game_event, which blocks specific network game events outright.

The thing that is actually exploiting you

Now the part that matters more than every convar above combined.

The most common way a FiveM roleplay server gets exploited is its own scripts. Specifically: a server-side event that trusts what the client sends it.

If a client can fire an event that gives them money, spawns an item, sets their job, or completes a task — and the server does not independently verify that the request is legitimate — then a player does not need a cheat menu. They need the developer console and five minutes. Cfx's official security guidance is entirely about this, and it comes down to three habits:

  • Use RegisterNetEvent only for events that genuinely must cross from client to server. Everything else should be a plain AddEventHandler, which a client cannot trigger.
  • Never trust event arguments. If the client tells you how much money to add, you have already lost. The client says "I sold a fish"; the server decides whether the player has a fish, whether they are at the fish shop, and what a fish is worth.
  • Validate everything server-side — money, inventory, position, permissions. The official recommendation is explicit that OneSync exists precisely so owners can build server-authoritative code.

This is unglamorous, it cannot be bought, and it is where essentially all of the real damage on roleplay servers comes from. A server with a clean event surface and default anticheat is dramatically safer than a server with a paid anticheat and a script that lets the client set its own bank balance.

Which brings us to the market.

The snake oil

Third-party anticheats are explicitly allowed by Cfx.re — its own FAQ says so plainly, and some of them are written by competent people. But be sceptical, and be sceptical for reasons Cfx itself has documented:

  • "Protection rackets." Cfx.re calls this out by name: cheat authors pressuring server owners into buying their anticheat. If the same ecosystem that sells the exploit sells the cure, you are not a customer, you are a mark.
  • Global ban lists. Cfx warns about these directly, on the grounds that the quality of any given anticheat's detections cannot be verified — and a global ban list can ban players without good reason. Handing a third party the power to permanently ban your community members based on detections you cannot audit is a bigger risk than most owners think it is.
  • Detection-based promises. Any product claiming to detect "all menus" is selling you an arms race it does not win. Detection is inherently reactive; the cheat updates, the detection breaks.

None of that means every paid anticheat is worthless. It means it should be the last thing you buy, not the first — and it should never be the reason you skipped the free controls above.

What to actually do, tonight

  1. Set sv_entityLockdown to strict on a test server and find out what breaks. Fix those resources. This is the highest-value hour you will spend on server security.
  2. Turn on sv_stateBagStrictMode.
  3. Set sv_pureLevel 1. Leave sv_scriptHookAllowed at false.
  4. Turn off the networked-feature convars and see whether anything actually breaks.
  5. Audit your RegisterNetEvent handlers. Every one of them. Ask of each: what happens if a player calls this directly with whatever arguments they like? If the answer is bad, that is your vulnerability — not a menu.
  6. Keep your artifact current. Client-side detections ship in updates, and an artifact more than three months out of support is not even joinable from the server browser.
  7. Only then consider a third-party anticheat, with your eyes open.

The uncomfortable summary: most FiveM "hacking" is not hacking. It is a server that asked the client what it wanted and believed the answer. You can browse resources and see their community reviews on the FiveM scripts marketplace — and when you install one, read its server events before you trust it with your economy.

Frequently asked questions

Does FiveM have a built-in anticheat?

Yes. Cfx.re maintains a closed-source client-side anticheat and refers to its own anti-cheat team in official documentation. It is never given a marketing name, and its detections are not public. FiveM does not bundle EasyAntiCheat or BattlEye.

Are paid FiveM anticheats worth it?

Usually not as your first line of defence. The most common way a roleplay server gets exploited is through its own scripts trusting client input, and no external anticheat can fix that. Cfx.re also explicitly warns about two things in this market: protection rackets, where hack authors pressure server owners into buying their anticheat, and global ban lists, whose ban quality cannot be verified.

What is sv_entityLockdown and should I enable it?

It controls whether clients are allowed to create entities. It defaults to inactive, meaning clients can create anything they want — which is how most vehicle and object spawning exploits work. Setting it to strict means no entities can be created by clients at all; relaxed blocks only script-owned client-created entities. For a roleplay server where the server should own the world, strict is the goal.

Does sv_pureLevel stop cheaters?

It stops modified client files, which is a different thing. There are two levels: 1 blocks all modified client files except audio and known graphics mods, and 2 blocks all of them. It is worth enabling, but it does not stop an external menu, and it will annoy players using harmless graphics mods.

What is the most common FiveM exploit?

A server-side event that trusts whatever the client sends it. If a client can trigger an event that gives money, spawns an item, or changes a job without the server validating it, that is not a cheating problem — it is a bug in your scripts, and it is where the overwhelming majority of real damage comes from.

Researched and drafted with AI assistance. How ViceHub guides are made

fivem serveranticheatsecurityserver ownersexploits

Join the Discord for more FiveM signal

Get resource discovery notes, shop and server discussion, server-owner advice, and community updates from the ViceHub crew.

Join the Discord

Written by

Boris K.Founder & Editor, ViceHub

Built the crawler behind ViceHub's server data. Writes the guides here.

More from Boris →

On this page

FiveM already has an anticheatThe controls that actually work (free, built in, mostly off)sv_entityLockdown — the big onesv_stateBagStrictModesv_scriptHookAllowedsv_pureLevelThe networked-feature switchesThe thing that is actually exploiting youThe snake oilWhat to actually do, tonight
FiveM resourcesAll articles
Read
Why Your FiveM Server Isn't Showing in the Server List
Jul 13, 2026

Why Your FiveM Server Isn't Showing in the Server List

Your server boots, you can join by IP, and it is nowhere in the browser. There is a specific list of causes, and one of them — an artifact rule Cfx.re enforces — is the one nobody mentions.

fivem serverfxservertroubleshooting
8 min readRead