Premium and Beta
The Premium protections and the Beta functions of oxb: vehicle control, sounds, forced ragdoll, injection, magneto and silent aim with adjustable thresholds.
Premium#
Premium Features
Advanced protection features for subscribers
Anti Vehicle Control Request
AntiRequestControlSwitchDefault: OnActionPrevents unauthorized network requests for control of vehicles owned by other players, blocking various vehicle exploits.
Anti Sound Exploits
AntiSoundExploitsSwitchDefault: OnActionBlocks malicious sound manipulations including ear rape attacks and unauthorized global sound broadcasts.
Anti Forced Ragdoll
AntiRagdollExploitSwitchDefault: OnActionPrevents cheaters from forcing other players into ragdoll state, a common trolling tactic.
Anti Vehicle Bombing
AntiBombVehiclesSwitchDefault: OnActionBlocks new exploit methods that allow cheaters to remotely detonate or destroy all vehicles on the server.
Beta#
Newer functions that are tuned with the experience of the servers. Keep an eye on the logs when you turn them on.
Experimental Features
Beta features under development
Anti Unisolated Injection
AntiUnisolatedInjectionSwitchDefault: OnActionReads a script file and flags a call that runs past the end of that file. Files that cannot be read, including escrow, are ignored. A ban needs repeated flags.
Execution Patterns Exceptions
IgnoredExecutionPatternsListDefault: EmptyList of execution patterns hash to exclude from protection. Add patterns that are incompatible with protection.
Anti Magneto
AntiMagnetoSwitchDefault: OnActionDetects cheaters using "magneto" cheats to apply force to vehicles without physical contact.
Anti Vehicle Attachment
AntiAttachVehiclesSwitchDefault: OnActionPrevents cheaters from attaching vehicles to players, a common method of harassment and trolling.
Anti Silent Aim
AntiSilentAimSwitchDefault: OnActionIdentifies silent aim cheats that manipulate bullet trajectory or hit registration to hit targets regardless of actual aim.
Anti Silent Aim 2
AntiSilentAim2SwitchDefault: OnActionImproved silent aim. The bullet hits a player away from where the camera was looking, measured in metres and pixels, plus a pattern of shots. Fast flicks, shotguns, snipers, thrown and heavy weapons, script cameras and parachutes are ignored. While this is on, the original silent aim does not judge the same shot.
Silent Aim Min Distance
SilentAimMinDistanceNumberDefault: 4Hits closer than this many metres are not judged.
Silent Aim Max Distance
SilentAimMaxDistanceNumberDefault: 250Hits farther than this many metres are not judged.
Silent Aim Max Trajectory Deviation
SilentAimMaxTrajectoryNumberDefault: 2How many metres the impact can sit off the camera line before it counts as suspicious.
Silent Aim Max Screen Deviation
SilentAimMaxScreenNumberDefault: 70How many pixels the impact can sit off the crosshair before it counts as suspicious.
Silent Aim Pattern Shots
SilentAimPatternShotsNumberDefault: 3Suspicious hits inside 30 seconds before a pattern detection.
Silent Aim Impact Window
SilentAimImpactWindowNumberDefault: 50Milliseconds after the shot in which the impact still belongs to that shot.
Tuning silent aim#
Silent aim 2 measures how far the impact is from where the camera was aiming, in meters and in pixels, and requires a pattern of shots before reporting. The six numeric settings above move that criterion:
| Setting | Effect of raising it |
|---|---|
SilentAimMinDistance | Fewer close impacts are judged (more permissive at short range). |
SilentAimMaxDistance | Farther impacts are judged. |
SilentAimMaxTrajectory | More distance between the impact and the camera line is tolerated (less sensitive). |
SilentAimMaxScreen | More deviation from the crosshair is tolerated, in pixels (less sensitive). |
SilentAimPatternShots | More suspicious shots in 30 s are needed before reporting (less sensitive). |
SilentAimImpactWindow | Window, in milliseconds, in which an impact is attributed to a shot. |
Last updated: November 11, 2026