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In short
Must have. Leys Serverside AntiCheat (LSAC) is the final Anti-Cheat for gmod you will need! It offers a clean and sleek user-interface. This is the last serverside Anti-Cheat you will ever need!
Discord (kinda unofficial): https://discord.gg/veGQ75U9eR
Group for cool Anticheat users: https://steamcommunity.com/groups/leysac
(compatible with SwiftAC, use SwiftAC + LSAC if u're cool)
(remove SimpLAC if u have it)
THIS ADDON HAS A DRM WITH A C++ MODULE. IF YOUR HOST DOES NOT SUPPORT INSTALLING MODULES, DO NOT BUY THIS!
YOU CAN USE IT ON ALL OF YOUR SERVERS. AS LONG AS THEY ARE YOURS IT'S FINE.
YOU CAN NOT EDIT THE DEFAULT ANTICHEAT FILES. IT IS ONLY EXTENDABLE THROUGH THE API. IF YOU NEED ANYTHING IN THE API, TELL ME AND I WILL CONSIDER IT.
If you own SimpLAC or SwiftAC, join the discord and write /coupon for a discount
Leys Serverside Anti-Cheat is a new Anti-Cheating solution running fully on the serverside with a focus on being efficient yet powerful. The Anti-Cheat consists of Detections and Cheat Preventions.
Detections detect any players which might try to use several cheats such as Aimbot on your server and
Cheat Preventions break cheats that are not easily detectable (e.g. ESPs, Wallhacks, BunnyHops, and NoSpreads all get broken).
There are no files being sent to your non-administrator clients - STEALTH. Admins get the menu streamed into their game through a mix of SendLua and svc_Gmod_ServerToClient magic.
The menu allows you to adjust pretty much everything from turning on and off detections to the reasons for kicking or banning players and more. On the Credits page, you can even play a game if you feel like it.
Anti-Cheat Youtube Playlist 📹
https://www.youtube.com/playlist?list=PLJnIlan9gVIo7vxfGOevFLmkoFvTg2MUp
Features 💎
- Live Preview of Detections with ability to Abort Punishments
- MySQL Integration
- Fully stealth, no files sent to clients. The client Lua files being sent are sent to your admins only.
- Detection Logs
- Generic Logs
- Access Logs
- Error Logs
- Automatic down and uploading of log pages
- Detailed detection log view with various information like the last things the player said, where he was located, damage dealt, etc
- Statistics Viewer with multiple Graphs showing how many % Cheat, how many cheaters per month, what detection got the most cheaters, etc
- 40! Modules against cheaters
- No more Wallhack! Serverside Anti-ESP
- Several detections against Aimbots
- Several detections against Flashlight Manipulation and other Impulse Spammers
- Blockers for VPNs, Family Sharing Alts, etc
- Perfect Silent Aim breaker!
- Spinbot Detection
- Detections for other manipulations to the games movement systems
- Even heuristics based on e.g. too good K/D etc
- Several more cheatpreventions/breakers such as anti bhop, antiesp, etc!
- Discord Integration
- False Detection Scanner
- Ability to adjust what Modules you want on through Modules Selection
- Specific settings for some modules
- Interactive Minigame in Credits!
- and MoREEeeEEeeee
Detected Cheats 😈
- Methampetamine (a ratted cheat, see here a user who got ratted remotely and banned https://i.imgur.com/HAie7oI.png https://i.imgur.com/aVDWNFj.png) (review by meth user https://i.imgur.com/NplwmHe.png)
- BigPackets
- Bounty/Bouncy
- Aimware
- FriendlyHack
- Free the Skids
- HvH Base
- Better Autostrafe
- Reflx
- Ares
- chit mod
- GMOD SDK
- FapHack
- SethHack
- mApex
- Hera
- LemiGMOD
- Time's Hack
- AOShax
- Nikyuria
- NanoHack
- many many many maaaaany more! :)
Commands 💻
TO RUN THESE COMMANDS YOU NEED ADMIN PERMISSIONS OR YOU HAVE TO BE THE DOWNLOADER OF THE SCRIPT
Chat Commands (for typing in chat)
- !ac or !lsac to open the menu
- !testcheat to open the test cheat
- !rac to reload the menus code (use this when the menu e.g. didn't load)
- !acver to see the anticheat version
- !exportsettings to store settings in servers data/lsac_settings_export.txt
- !loadsettings to load settings from data/lsac_settings_import.txt
Console Commands (for running in console)
- gmod_undonum lsac ac
- gmod_undonum lsac acver
- gmod_undonum lsac rac
- gmod_undonum lsac testcheat
Useful Lua Commands (for running in server console)
- lua_run LSAC.cheatpreventions.modules["name of the module"]:SetEnabled(false) -- disable cheat prevention example, replace name of the module
- lua_run LSAC.detections.modules["name of the module"]:SetEnabled(false) -- disable detection example, replace name of the module
- lua_run LSAC.cheatpreventions.modules["Wallhack Breaker"]:SetEnabled(false) -- disable wallhackbreaker cheat prevention (resource intensive)
- lua_run LSAC.cheatpreventions.modules["Aimbot Breaker Bot"]:SetEnabled(false) -- disabling the bot (some people don't know how2use the menu somehow)
- lua_run for k,v in pairs(LSAC.cheatpreventions.modules) do print(k) end -- print out the names of all cheat preventions
- lua_run for k,v in pairs(LSAC.detections.modules) do print(k) end -- print out the names of all detections
It does not matter whether you use chat or console commands - both work
Some Explanations 🧠
Performance
This is more efficient than any extensive client-side Lua anti-cheats since it uses no client resources. Clientside AntiCheats overwrite plenty of functions and send plenty of data to your server all the time. Clientside Anti-Cheats use resources on both the client and the server and in most cases performance issues scale up exponentially with the number of addons you have since those all of those need to be scanned. This is incredibly wasteful and leads to a bad experience for both your server and your players. LSAC meanwhile has no clientside code and is also more efficient than any other serverside anti-cheat approaches you might have seen because it's been benchmarked and tweaked rigorously in cooperation with some 100+ player Garry's Mod servers. The Modules can individually be turned off to your liking for even more performance in the sacrifice of some effectivity, which in the case of this AntiCheat is not an issue since it has so many methods - that there's an incredible amount of resiliency and reliability! :)
Why this vs SimpLAC:
SimpLAC is the spiritual predecessor. Think of it like Call of Duty 1 vs Call of Duty 2, or Garry's Mod vs Sbox. This system is much more advanced, complex, feature rich and just based of lines of code alone ~10x more complex than SimpLAC. If you want the latest cutting edge detections with UI and all, you need this. If you don't care about using some legacy system, then you can keep on using SimpLAC.
Why use this over a "Lua Anticheat"
Lua Anticheats are essentially dead in Garry's Mod. The problem is, a Lua AntiCheat is made with the goal in mind of detecting Lua Cheats. If they do detect C++ cheats, they simply have cheat specific detections i.e. checking for a folder of a specific cheat or a material. This as you can guess is pretty bad. It's a blacklist-esque approach, leading to any not yet added cheats and private cheats simply not getting detected.
Aimbot detections, general detections for "active" cheats, etc.:
Many cheats also affect the game's movement directly. Examples of this are stuff like Autofire cheats or Aimbots. To detect those, the server can use heuristics to for example measure how the players aim moved while ingame. There are clear differences between machine or even AI movement versus player movement. These subtle differences can be reliably scanned for and detected. This is what the detection parts of the anti-cheat focuses on.
AntiESP/AntiWallhack, general prevention for "passive" cheats, etc.:
Any ESP and Wallhack cheats will be unusable because you don't receive positions when you can't see the players anymore.
With the AntiCheat players, positions will ONLY be updated when those players are actually within your visibility range. Therefore, any Wallhack or ESP will always show outdated information and the old positions of the players.
For example, a player can have moved across the entire map while not being visible to you. The ESP would only see the last position of the player while he was in your visibility range. If you never saw him while moving across the map, you would only see the first position of the player i.e. his spawn position. The ESP would not show the player moving nor where he currently is making your ESP effectively useless. The reason for that being, the players position is outdated. His position only gets updated when he is visible to you.
An ESP however is passive in nature. It does not affect the movement of the game directly. Therefore, it is very hard for the server to detect. What the server can however do is change the code of the game in a way to render the cheating method ineffective. An example of this is the AntiESP which prevents you from seeing players positions while they are not in your visibility range, or the antinospread preventing you from ever properly predicting the spread of a bullet.
Cheat Preventions vs Detections
A detection catches a player in action and bans him for it. This is possible with several cheats such as for example Aimbots. However, there are some cheats that can only very hardly be detected due to the nature of how they work. A good example of this is a Wallhack. A Wallhack never affects the movement of the game and helps you see stuff you shouldn't, but it never manipulates the game in a manner which the server can detect. This is why I came up with Cheat Preventions. While the server can not reliably detect that the player is using a wallhack, the server can break the Wallhack from working, effectively making the Wallhack useless. This is done by changing the way the code of the game works. Other examples of this might be stuff like AntiNospread, breaking nospreads, or AntiBhop, breaking bhop cheats.
Effectivity
NO AntiCheat detecting "100%" of Cheaters or claiming to do so is telling you the truth. Some Cheats or Cheat Features may always slip through any sort of AntiCheat. Anyone making outrageous claims such as "This AntiCheat detects every cheat11!!" should not be listened to. The truth is, most people try to upsell their products hard to get more sales. This AntiCheat will detect Lua Cheats, C++ cheats and more. Unlike several other "attempts" at making an AntiCheat by some other unreferenced people, this here relies on new innovative methods and brings new ideas to the table. This is very important in the AntiCheating scene because the cheats will have to try to adapt to those which takes time. Whereas copying or mimicking other methods ends up in a recycling of something old.
Time until Ban/Kick/Punishment
The time from initial detection to punishment (kick or ban) is hardcoded to be at least 60 seconds. This means, when someone does cheat, there will be a delay between the action and the ban. This is required for two reasons. First, to gather more data i.e. take screenshots of the person cheating. Secondly, to help against false detections. Instant bans would lead to someone getting booted off your server without having been able to gather enough data or judge whether a detection was false. Lastly, it is bigger or equal to 60 seconds because as the last statement says more data has to be gathered sometimes. Imagine if we banned someone instantly at their first snap and kill headshot. Maybe they just got lucky. If they did it twice, maybe they were just very lucky. If we booted them off for that you'd get false detections. That is why for some detections it takes a few times until they kick in and get rid of the cheater. It's adding reliability - so while the cheater might be cheating for e.g. 1 minute or 2 minutes before getting booted off - you will have to deal with fewer players getting banned while not cheating. Lua Anticheats (for example SwiftAC) have quicker detection times while having lower detection rates.
Kicking vs Banning vs Logging (Why does it kick [...])
In some cases, the AntiCheat can not be 100% sure whether a certain detection was triggered by a Cheat or a legitimate user. In those cases, it will just kick or log instead of banning. Some might even only log instead of kicking or banning. A simple example for this might be a check for whether a user is trying to open a Cheat Menu. Since it is way too easy to cause this even as a legit user, it just kicks. A more complicated example might be something like the General Bind Mismatch Check. A cheat would 100% trigger it. But a legit user might too if they are for example trying to run those binds manually in the console or through the usage of macros.
Detection Time
Detection time does not mean the player will get punished instantly. See above for the entire time it takes. The average time for detection itself is very quick for most Cheats and Aimbots. Just for a "detecting alone" the time can be under 1 second or under 10 seconds
Demonstration Videos (no, your cheaters will not get booted off that quickly when using the addon, due to read section: Time until Ban/Kick/Punishment):
https://streamable.com/iqjc9c - ~0.15 seconds
https://streamable.com/n5iasp ~ 5.8 seconds
What about Ban Waves
The system is not designed in a way to support ban waves. How would you handle multiple infractions, how would you store them in a way that causes no duplicate information, how would you get the "wave to kick in" etcetera. Everything from the logging to the way it punishes is incompatible with ban waves. You'll end up flooding your logs and more. If you want that kind of behaviour, you'll have to implement your own custom logging with ban wave support and so on.
Disabling both kicks and bans
Not supported. Best you can do, is use the popup mode + manual mode, so you have to confirm every punishment individually https://i.imgur.com/tRlT1HS.png . The Anti-Cheat is supposed to at least kick the user. If you want that kind of custom behavior, you have to implement it yourself. The users who did implement it themselves eventually complained because they ended up flooding their logs with information about the same cheater getting detected over and over again. Plus, the players in their servers bitched about cheaters still being there. So don't do it, and if you want to do it, implement that behavior yourself.
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Uses third party DRM. The product author has marked that this product uses a third party DRM service, you might have restricted access to the product source code and/or require additional setup after purchase.

Product details
Requirements
- Server Host which allows installing modules (optionally for MySQL or Discord too)
- Server Host which is not cutting off communications (No, you may not use the AC as your local cheat testing grounds)