FiveM Noclip Detection, Godmode and Teleport Explained
How a FiveM server detects noclip, godmode and teleport, what it can actually observe, and why desync, high ping and job teleports cause false positives.
Roby Einstein
FairShieldAC Security Team

A FiveM server detects noclip, godmode and teleport by validating outcomes it already holds in synced state, position and health, not by finding the cheat on the client. That is what makes FiveM noclip detection practical, and why it causes so many false bans: desync, admin tools and job scripts throw the same signatures. A flag is a reason to look, never a reason to ban.
What noclip, godmode and teleport actually are
Staff report all three with the same sentence, and they are different problems. Noclip means collision is switched off: the character passes through walls, floors and terrain and moves freely in three dimensions. Godmode means damage stops reducing health, so the character is still hit and the value does not fall. Teleport means a position is set directly rather than reached.
Freecam is the fourth: the camera detaches and flies while the character stays put. It sits in this post because its signal is a position comparison, like noclip. Aim and vision cheats are covered in FiveM aimbot detection.
Why movement and state cheats are the class your server can evaluate
Server-side state awareness is a switch. The shipped server.cfg turns it on with the comment "enable OneSync (required for server-side state awareness)" (docs.fivem.net). With onesync off, the server commands reference says there is "No state awareness at all" and the server "will only function as a relay".
OneSync adds "server-sided synchronization states for entities" (docs.fivem.net), and position and health live in those states. A cheat that moves a character, or stops its health falling, produces an outcome the server holds and can evaluate on its own. That is why a FiveM anticheat is built around what the server can verify rather than what the client reports, and why the server-side versus client-side question settles cleanly here. Without OneSync there is nothing to validate.
FiveM movement cheats, and what the server can do about each:
| Cheat | What the player gets | What the server can observe | What makes it a false positive |
|---|---|---|---|
| Noclip | Collision off; passes through walls, floors and terrain; free movement in three dimensions | A synced position inconsistent with where a character can legitimately be, and movement no supported movement state explains | Custom streamed maps and MLOs add walkable space the detector has no model for; desync leaves the server holding a stale position; admin noclip is a real txAdmin feature |
| Godmode | Damage stops reducing health; effectively unkillable | Health in synced state that does not fall after the server was told damage was requested against that character | Reported OneSync damage and death desync; revive, heal and hospital scripts legitimately restore health; admin God Mode is a txAdmin feature |
| Teleport | Instant relocation to an arbitrary point | A position delta between samples that no legitimate traversal covers in that time | Death and respawn relocation, hospital beds, job and jail teleports, routing bucket moves, leaving spectate, and admin teleport |
| Freecam | The camera detaches from the character and flies; the character usually stays put | Camera state is not synced the same way position and health are, so freecam is corroborated rather than judged on one signal. | A detached camera resembles legitimate spectate, cinematic and CCTV tooling, which admins and scripts use on purpose |
FiveM noclip detection: what the server actually checks
Noclip detection is position validation, sampled on the server and judged over time. Is this character somewhere a character can legitimately be, and does the way it got there match a movement the game supports? Neither question survives one sample: a single frame inside a wall is an ordinary artefact of a busy network. The part nobody should publish is the threshold. Tolerances get tuned per server: the right value depends on your map, your scripts and your latency profile. What helps is knowing what makes one wrong: too tight and every lag spike becomes a ban, too loose and you catch only the careless.
FiveM godmode detection: health that does not fall
Godmode is the clearest case of a cheat a server can judge without identifying it. Health is synced state, and the server is told when damage is requested: weaponDamageEvent is "Triggered when a client wants to apply damage to a remotely-owned entity. This event can be canceled." (server events). The question becomes arithmetic: damage was requested repeatedly, and health never moved.
Health also legitimately fails to move, and legitimately goes back up. QBCore's ambulance job respawns players at the nearest hospital and heals them after check-in (qb-ambulancejob config), so a bed spawn relocates and heals in the same second. Desync does the rest: "You shot someone and see him fall and die... but thats only on your client side, he see himself alive with lower HP" (forum.cfx.re).
FiveM teleport detection: distance without travel
Teleport detection is a delta check: sample the position, compare it with the last one, and ask whether any legitimate traversal covers that distance in that time. It is messy to run, because a FiveM server relocates players legitimately all day. Routing buckets add to it, since a player "will only see entities (and players) that belong to the same routing bucket" (docs.fivem.net), so a bucket move can look like a jump.
The server's own view can be wrong too. A Cfx thread on connection desync has a user describing it plainly: "the server still think he is at the starting position" while the player is elsewhere (forum.cfx.re). A detector trusting a stale sample manufactures a teleport that never happened.
FiveM freecam detection and why it belongs with movement
Freecam is camera state with a movement-shaped signal: the check compares camera position against character position, the same comparison noclip uses. It needs the most corroboration of the four, because legitimate tooling detaches cameras on purpose and txAdmin ships "Spectate a player." as a permission (txAdmin permissions).
Why these three detections misfire, and on whom
The uncomfortable part: the official FiveM server management platform ships all three behaviours as admin features. txAdmin's permissions list players.playermode as "Toggle NoClip, God Mode, or Superjump." and players.teleport as "Teleport self or a player." (txAdmin permissions). A detector that cannot tell staff from cheaters will ban staff. The rest of the list:
- Desync and high ping. Delayed position updates read as instant traversal; delayed health updates as damage that did nothing.
- Death and respawn. Hospital relocation and bed placement move a player and restore health in one step.
- Job, jail and instance teleports. Legitimate scripts set positions directly all day.
- Custom maps and MLOs. A map resource streams its own geometry from a stream folder (FiveM asset docs), so you have walkable space the base map lacks.
- Routing buckets. A bucket move changes who sees whom.
What you do after a bad flag belongs in FiveM anti-cheat false positives and fair appeals, which covers appeals properly.
Convars that narrow the surface, and what they do not do
None of these is documented as stopping noclip, godmode or teleport, and none is a movement detector. They narrow how much a client may create, modify and route, which shrinks the ways a movement cheat can reach synced state in the first place. The full pass belongs in the FiveM server hardening checklist; the wording below is from the FiveM server commands documentation.
- sv_scriptHookAllowed, default false. "Not recommended - makes the server vulnerable to security issues."
- sv_pureLevel, "used to prevent users from using modified client files". Level 2 "will block all modified client files".
- sv_entityLockdown, default inactive, "controlling how strict the server is about client-created entities". Strict means "No entities can be created by clients".
- sv_stateBagStrictMode (set with `setr`), true so that "Only the server can modify the state of networked entities".
- sv_filterRequestControl, which blocks REQUEST_CONTROL_EVENT routing under a configurable policy.
The shipped template is honest about limits: its scripthook comment warns the setting "does not guarantee players won't be able to use external plugins". Hardening reduces surface. Nothing here, ours included, is a guarantee.
Whitelist admin noclip by identifier, not by coordinate
If your staff use noclip or spectate, whitelist them by identifier and ace permission, so the exemption follows the person. Coordinate bypass zones exempt a place instead and need maintaining whenever your map changes. Coordinates still suit destinations: FairShieldAC's changelog added "white list coords to anti teleport" on 19 January 2026. Staff permissions live in txAdmin.
Anti noclip FiveM modules in FairShieldAC, including one we had to fix
FairShieldAC's published modules include Anti Noclip, Anti Godmode, Anti Teleport and Anti Freecam, with heuristic behavioural analysis client and server side. We name modules but do not describe how they work internally, for the same reason we do not publish thresholds. Flags arrive with screenshot verification, OCR detection, a dashboard and Discord alerts attached, because screenshot capture is first-party here (citizenfx/screenshot-basic).
More useful is a fix. The changelog entry for 3 September 2026 reads "Improved: Fixed Anti Noclip (False ban on custom maps)". That is a position detector meeting geometry it did not anticipate: a server streaming custom interiors has walkable space the detector had no model for, innocent players got flagged, and it was corrected. Ask any vendor how fast that turns into a fix and a reversed ban.
FAQ
How do you detect noclip on a FiveM server?
You detect noclip by validating position on the server, which requires OneSync, and by corroborating across several samples before acting. The server compares where a character is against where a character can legitimately be, and whether the path there matches a supported movement. No single frame is evidence.
Can a server detect godmode if the cheat runs on the client?
Yes. The server does not need to see the cheat, only that health held in synced state does not fall after damage the server was told about. FiveM's weaponDamageEvent fires when "a client wants to apply damage to a remotely-owned entity", so repeated damage against a character whose health never moves is observable.
What is the difference between noclip, freecam and teleport?
Noclip gives the player a character that ignores collision and passes through walls, floors and terrain. Freecam gives the player a camera that detaches and flies while the character stays put. Teleport gives instant relocation, with a position set directly rather than reached. Only noclip and teleport move the character itself.
Why did my anticheat ban a player who had just respawned?
Because death and respawn is a teleport. Frameworks relocate dead players to a hospital and restore their health, often in the same instant, so a naive detector sees an impossible position delta and health going up together. Job teleports, jail and leaving spectate do the same. Well-built detectors reconcile against the server's own relocation and revive events rather than simply muting the window, so the exemption cannot be borrowed.
What to do next
Three steps. Confirm onesync on is in your config. Whitelist staff by identifier and destinations by coordinate. Then require a second signal before any ban that came from a movement or state detection.
Corroboration before action is one of the things that separates the best FiveM anticheat options from a flag-and-ban script. FairShieldAC's Anti Noclip, Anti Godmode, Anti Teleport and Anti Freecam appear in the public changelog, and a free trial is available; see the plans. For the wider picture, start with what a FiveM anti cheat is and how detection works; how to test your FiveM anticheat safely covers checking this without breaking a live server.