Anti-Cheat

DayZ anti-cheat that shows its working.

Twelve detectors run on your ingest as data arrives. Every observation keeps its evidence, the threshold it crossed and the innocent explanations. A person decides.

Evidence, not verdicts

The Anti-Cheat overview: observations to review, observations per day, the evidence feeds, the highest-risk players and the detectors firing most.

Highwatch never kicks, bans or blocks anyone, and never decides. BattlEye stays the anti-cheat that blocks. Highwatch gives your staff the evidence a decision needs: the raw readings, the threshold that was crossed, and the known innocent causes for that detector, such as admin tools, lag, modded weapons, or doors and windows.

Every observation lands in a review queue. Staff confirm, dismiss or reopen it with a note, and the reviewer and time are recorded. The Players view ranks risk, the Detectors view shows how often each one is confirmed, and the Review log lists recent decisions.

The twelve detectors

Speed on foot
Horizontal speed between snapshots three seconds apart. Over 9 m/s on two pairs in a row; a sprint is about 6.5 m/s.
Teleports
A jump of 300 m or more on foot between snapshots, with no respawn in between.
Loot reach
How far the player was from a ground item when they picked it up. Over 4 m is flagged.
No-damage hits
Hits of 15 damage or more that leave health unchanged, three times within two minutes.
Headshot rate
After 15 kills in a week, 70% or more of them headshots.
Kill distance
A kill from 900 m or further.
Combat logging
Disconnecting alive within 15 seconds of dealing or taking a hit.
Fire rate
Five shots inside 220 ms, about 1,100 rounds a minute. Vanilla weapons top out near 900.
Accuracy
After 50 shots in a day, player hits on 75% or more of them. Firearm hits only, against projectiles fired.
Damage per hit
Hits at three times the ammo's configured damage or more, three times in ten minutes. Head hits are excluded.
Kills through walls
After each firearm kill, a line from the killer's eyes to the victim's chest. Flagged when a building is in the way.
Vehicle speed
Over 216 km/h on the ground. Aircraft, bridges and anything more than 4 m above the terrain are skipped.

Movement is not judged in vehicles, while unconscious, across gaps in the data, or just after a connect or respawn. Each detector has a cooldown per player, so one burst becomes one observation, not fifty.

Replay the moment

Every observation has a Replay button. It plays the two minutes before and the minute after on the map, with everyone within 500 m and their hits, kills, shots, pickups, vehicle seats, connects and respawns.

Duplicated items

Highwatch follows items by their persistent id. It flags the same item picked up while someone still holds it, handed over by someone who did not hold it, or lying on the ground twice, which is how the disconnect dupe looks.

Steam account checks and a watchlist

Each player profile can show their Steam account age, VAC and game bans, DayZ hours, and how many of their friends carry bans, from Steam's public Web API. Private profiles are reported as private, never guessed. It is context, not proof.

Staff can watch a player with a reason. Their connects, disconnects and observations land in the Watchlist view and its own Discord feed. Watching never acts on the player.

Privacy

Highwatch never collects player IP addresses. Dismissed observations are deleted after 90 days.

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