ZeroCheat / DayZ control suite

DayZ server control.
Built on evidence.

ZeroCheat turns live server activity into evidence your team can understand—camera, movement, combat, inventory, recovery and Cloud Ban intelligence in one command center.

Review firstEvidence before enforcement One controlWeb, server and cloud Fast recoveryItems, vehicles and bases
Explore the control suite
12+Recorded Gameplay Tests
493,338AI Recoil Samples
945Recorded Evidence Cases
5Cloud 3D Replay Clips

Tactical Evidence Console & Video Demos

Recorded gameplay proof is shown first. Labs awaiting controlled field validation are explicitly marked Beta.

ZEROCHEAT HUD v2.0 • OPS CENTER
LIVE STREAM FEED: FREECAM GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

01. FREECAM (Camera Perspective Detachment)

ZCC_SensorLearning.c | ZC_FreecamDetector.c | risk.php
Architecture Scope Differentiates native DayZ free-look (ALT key), long-range scope ADS transitions, and vehicle camera pivots from cheat-driven debug cameras.
Phase 1: Client Sensor Ingestion5.0s Sampling
Calculates vector.Distance(camPos, playerPos) per frame. Tracks m_CamDistMax, m_CamDistAvg, and m_FreeLookSamples. If distance >5.0m, encrypts and transmits telemetry to server via ZC_RPC_FREECAM.
Phase 2: Server Filter & Anti-Jitter3 Strikes (15s)
Requires 3 consecutive strikes (15 seconds) of detached camera before logging an alert. Resets to 0 on a clean frame. Exempts staff with freecam_admin_mode and enforces a 30s cooldown.
Phase 3: Web AI Court Forensic Assessment99.9% Immunity
Filters safe bands: Freelook (6.5m) and Optic/ADS (7.5m). Camera jitter during vehicle collisions or under-terrain falls is isolated as collision noise.
Phase 4: Risk Scoring & Escalation+10 Risk Points
Takes ~7.5 minutes (10 sequential confirmations) to reach 100 Risk Points standalone, ensuring zero false bans for laggy players.

Multi-Vector High-Confidence Combos

Freecam + Skeleton ESP BETA CORRELATION
Experimental correlation between detached camera movement and repeated pre-aim behavior behind obstacles.
Freecam + Remote Loot (Vacuum) HIGH-PRIORITY REVIEW
Detached camera evidence is paired with verified distant inventory transfers for administrator review.
LIVE STREAM FEED: INVENTORY_INSPECTION GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

02. LIVE INVENTORY INSPECTION & REMOTE ITEM PURGE

ZC_CommandDispatcher.c | ZC_WebBridge.c
Phase 1: Web RPC DispatchThread-Safe
Admin initiates an inspection from the Web Panel. Command is securely queued and polled by the server bridge.
Phase 2: Non-Blocking Player Tree TraversalZero Frame Drop
Server iterates active player's clothing attachments, cargo slots, and container items without pausing simulation ticks.
Phase 3: Surgical In-Game DeletionInstant Execution
Admin clicks Delete on web. Server locates item by network ID and calls GetGame().ObjectDelete() directly from player hands or backpack in real time.
LIVE STREAM FEED: GODMODE GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

03. GODMODE & DAMAGE INTEGRITY VERIFICATION

ZC_DamageIntegrity | risk.php
Phase 1: Damage InterceptionEEHitBy Hook
Monitors bodily health variables. If damage occurs but player health remains frozen or snaps back outside vanilla regen tick rates, Godmode is flagged.
Phase 2: AI Assessment & Combos+30 Risk Points
Pairs damage-integrity evidence with independent combat signals and raises the incident priority for administrator review.
LIVE STREAM FEED: REMOTE_LOOT GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

04. REMOTE LOOT & VACUUM EXPLOIT INTERCEPTION

ZC_InventoryJunctureGuard.c | 0_ZC_RemoteLootDetector.c
Phase 1: Spatial Distance Validation3D Euclidean Check
Calculates distance between player and item on EEItemLocationChanged. Vanilla pickup is strictly under 3.0 meters.
Phase 2: False-Positive SuppressionSafe Bands
Filters trader purchases and ground handoffs. Distances >12m trigger Watch. Distances >15m with movement confirm Vacuum Hack.

Multi-Vector Combos

Remote Loot + Teleport HIGH-PRIORITY REVIEW
Distant item transfers and impossible coordinate jumps are correlated into one evidence case.
LIVE STREAM FEED: SPAWN_ITEM VERIFICATION VIDEO PENDING 1440P • 60FPS

[ NO SIGNAL / DEMO IN PRODUCTION ]

In-game demonstration footage for Spawn Injection is being prepared.

SOURCE: STANDALONE SERVER RELEASE STATUS: VERIFICATION VIDEO PENDING

05. ILLEGAL SPAWN & OBJECT INJECTION INTERCEPTION

ZC_AdminSpawnDetector.c | ZC_ObjectManipulationDetector.c
Phase 1: Entity Creation HookingCentral Economy Audit
Verifies if newly created entities originated from native CE loot cycles, skinning, crafting, or authorized trades. Catches illegal item injection.
Phase 2: Administrative WhitelistingCOT & VPP Support
Parses server admin lists to ensure legitimate staff running server events are completely whitelisted.
LIVE STREAM FEED: SPEED_HACK GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

06. SPEED HACK & KINEMATIC DISPLACEMENT MONITOR

ZC_MovementLearningReceiver.c | ZC_PlayerHistoryStore.c
Phase 1: Posture-Dependent Velocity AnalysisKinematics Clamping
Velocity clamped per stance: Prone (12-24m/s burst), Crouch (24-42m/s), Walk/Run (48-76m/s), Sprint (58-92m/s downhill buffer). Accounts for vehicle exit impulses.
LIVE STREAM FEED: TELEPORT GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

07. INSTANTANEOUS TELEPORTATION INTERCEPTION

ZC_MovementLearningReceiver.c | risk.php
Phase 1: Coordinate Jump Detection+15 Risk Points
Detects impossible jumps across the map in milliseconds. Whitelists player login spawns, respawns, and admin tool teleports.
LIVE STREAM FEED: UNDERMAP GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

08. SUBTERRANEAN (UNDER-MAP) CLIPPING DETECTION

ZC_FreecamDetector.c | risk.php
Phase 1: Elevation Surface Comparison+8 Risk Points
Monitors Y-coordinate against GetGame().SurfaceY(). Triggers if submerged >2.5m under terrain. Combines with Wallbang to catch players shooting through the ground.
LIVE STREAM FEED: INFINITE_AMMO BETA / FIELD TEST PENDING 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: BETA / FIELD TEST PENDING

09. INFINITE AMMO & FAST FIRE LAB (BETA)

ZC_WeaponLearningReceiver.c | ZC_ProjectileReceipt.c
Phase 1: Magazine State & Fire-Rate Monitoring+25 Risk Points
Monitors round counts before and after discharge. Catches frozen magazine memory offsets and machine-gun fire rates on semi-auto rifles.

Multi-Vector Combos

Combat Signal Correlation BETA / REVIEW-FIRST
Magazine, fire-rate, recoil, and sway signals remain isolated until controlled gameplay tests establish safe thresholds.
LIVE STREAM FEED: WALLBANG BETA / FIELD TEST PENDING 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: BETA / FIELD TEST PENDING

10. WALLBANG & NOTREE LAB (BETA)

ZC_WallbangDetector.c | ZC_ImpactChainFoundation.c | ZC_VisionBallisticCorrelator.c
Phase 1: Trajectory Raycast & Obstacle AnalysisCONTROLLED TESTING
Collects muzzle-to-victim raycasts and obstruction context. Penetrable surfaces, foliage, deleted vegetation, and valid DayZ ballistics still require controlled field validation before enforcement.

Multi-Vector Combos

NoTree + Snap Aim / Triggerbot BETA CORRELATION
Evidence is collected for manual review while false-positive thresholds are validated against normal forest combat.
LIVE STREAM FEED: BASE_RESTORE GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

11. TERRITORY & BASE RECONSTRUCTION

ZC_BaseTrackerManager.c | ZC_RestoreManager.c | ZC_ModAdapters.c
Mod Compatibility Vanilla Base Building, @RABaseBuilding (Territory HQ), Expansion Base Building, and LBmaster Groups / Expansion Parties.
Phase 1: Territory Mapping & Structure HookingUUID Persistence
Indexes every fence, gate, code lock combination, tent, and barrel within the clan territory radius.
Phase 2: 1-Click Seamless Base ReconstructionZero Server Restart
Admin clicks Restore on Web. Base structures re-align within original boundaries and container cargo is restored 100%.
LIVE STREAM FEED: VEHICLE_RESTORE GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

12. VEHICLE TRACKING, CRASH RESCUE & RESTORE

ZC_VehicleRestoreTracker.c | ZC_ModAdapters.c | ZC_RestoreManager.c
Compatible Vehicle Mods Vanilla DayZ (CarScript, BoatScript, HelicopterScript), DayZ Expansion Vehicles, and all community vehicles derived from Transport.
Phase 1: Hierarchical Ownership Resolution100% Deterministic
Resolves owner via ZeroP2P title (m_ZeroP2P_OwnerUID), MuchCarKey (MCK_Transport.GetOriginalOwnerId()), or CarLock/TraderPlus (m_CarLockOwner).
If server has NO key mod: Automatically binds ownership via Dynamic Actor Attribution (last driver to enter, start engine, or load trunk cargo).
Phase 2: BlackBox SnapshottingRolling 10m + Restart Hook
Captures engine health, fluids, tires, battery, and 100% of nested trunk cargo every 2m of movement, every 10 mins, and on clean server shutdown.
Phase 3: Glitch Isolation vs Fair CombatEconomy Balancing
Vehicles blown up or ruined in legitimate combat (DestroyedLegit) are suppressed. Only vehicles lost to physics glitches, flying bugs, or crash despawns generate restore codes.
Phase 4: Smart Anti-Collision Clearance SpawnFindSafeBaseRestorePos()
Scans 4.0m radius in concentric search rings so the restored vehicle never materializes inside a rock, tree, or player base, preventing explosion on spawn.
LIVE STREAM FEED: CORPSE_RESTORE GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

13. CORPSE RESCUE & THE "DEATH JUDGE" ENGINE

ZC_DeathJudge.c | ZC_PlayerBase.c | ZC_RestoreManager.c
Zero Database Bloat Fair PvP firefights, zombie kills, fall damage, and starvation are classified as Legal Deaths and skipped. Only bug/glitch/admin-abuse deaths generate restore codes.
Phase 1: Forensic Death ClassificationZC_DeathJudge.c
If victim died with NO valid damage source in 20s (SUDDEN SELF-DEATH, admin tool kill, or corrupted physics desync), it classifies as an UNKNOWN_BUG.
Phase 2: 14-Slot Inventory Snapshot & RestoreDEATH_... Code
Serializes all 14 clothing/gear slots, nested cargo, and ammo counts. Dispatches unique restore code to Web Panel for 1-click player restoration.
LIVE STREAM FEED: CLOUD_BAN GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

14. ZEROCHEAT GLOBAL CLOUD BAN NETWORK

ZC_WebBridge.c | ZC_CloudBanCallback
Phase 1: Pre-Spawn Connection InterceptLoading Screen
Pauses client loading sequence on connection. Asynchronously queries ZeroCheat Cloud API with player's Steam64.
Phase 2: Global Cross-Server Correlation<100ms Response
Blocks known malicious actors (Aimbot, Skeleton ESP, Freecam) before they ever spawn into your world, stopping raid damage before it begins.
LIVE STREAM FEED: VIP_TRACKING GAMEPLAY VERIFIED 1440P • 60FPS
SOURCE: STANDALONE SERVER RELEASE STATUS: GAMEPLAY VERIFIED

15. VIP ITEM LIFECYCLE AUDITING & THEFT PROTECTION

ZC_VIPManager.c | ZC_ItemBase.c
Phase 1: Cryptographic Item Stampingm_ZC_VIPTrackingId
Exclusive Donator/VIP weapons and armor receive an invisible persistent ID that survives restarts and container transfers.
Phase 2: Death Auto-Recovery & Black Market AuditAnti-Leak Security
Protected gear is automatically saved on player death and restored on respawn. Logs illicit trade transfers to non-VIPs and allows remote item wiping via Web.

4-Layer Security Architecture

Roles are strictly decoupled so no single detector causes false bans or performance bottlenecks.

1. Client Sensor Mod

Gathers camera, movement, interaction, and timing telemetry. Aim, recoil, vegetation, skeleton-ESP correlation, and 3D Blackbox streams remain Beta until field validation is complete.

2. Server Engine

Validates Steam64 identity, physical coordinates, projectile damage, creates local JSON configurations, and forwards verified evidence to the Web Control Center.

3. Web Court Desk

Evaluates multi-source evidence, enforces license features, calculates risk scores, and presents actionable 3D proof on the admin dashboard.

4. High-Speed Cloud Evidence Vault

Stores multi-actor 3D combat replays, high-resolution item thumbnails, and incident evidence clips on high-speed cloud infrastructure—ensuring zero storage overhead or performance impact on your game server.

Server JSON Configurations ($profile/ZeroCheat/Configs/)

ZeroCheat Server Mod automatically generates clean JSON config files that can be edited locally or controlled remotely from your mobile device via the Web Panel.

System.json

Global master toggle, prison coordinates, the admin anti-cheat test/deny list (`zc_Admins`), and team/friend ignore pairs (`AimIgnorePairs`).

ManipuleDetector.json

Remote vacuum loot detection, wall-loot prevention, 3D item/vehicle/base radar scanning, and illegal item rollbacks.

FreecamDetector.json

1PP & 3PP camera separation limits (Freecam / Ghost Cam) when players peek through walls or clip under terrain.

ActionsDetector.json

Action distance limits, stealth kill verification, and illegal interaction detection.

SpeedDetector.json

Stance-based velocity caps and teleport checks: Standing (`50m/s`), Crouching (`15m/s`), Prone (`8.5m/s`).

KeyloggerDetector.json

Optional Beta telemetry for unusual hotkey patterns. It is supporting evidence only and is not treated as proof by itself.

AdminPowerDetector.json

Admin privilege auditing: flags unauthorized Godmode, Illegal Healing, Item Spawning, and Invisibility.

WebControl/config.json

Bidirectional web connection parameters: ServerIP, LicenseKey, GameServerId, and IdentityToken.

Seamless Mod Stack Compatibility

ZeroCheat runs natively on Vanilla DayZ and automatically adapts when your server uses popular community mods.

Mod / SourceStatusHow ZeroCheat uses itLink
Vanilla DayZBuilt-in fallbackZeroCheat keeps working on vanilla servers. Vanilla TerritoryFlag/base objects and normal player/vehicle/item events are still used.Built-in / package-specific
CFOptional/common frameworkCommon dependency for many DayZ stacks. ZeroCheat does not market it as a hard requirement unless the delivered server stack uses CF-based optional mods.Steam
VPPAdminToolsOptional admin adapterUsed only when present to understand admin identity/context. ZeroCheat still detects real movement, loot, camera, ammo, and ballistic evidence independently.Steam
Community-Online-Tools (COT)Optional admin adapterUsed only when present for admin identity/context and to reduce wrong admin-tool classification.Steam
LBmaster AdminOptional admin adapterUsed only when present as another admin-permission source, alongside VPP/COT.Built-in / package-specific
DayZ Expansion CoreOptional Expansion baseLoaded when a server uses the Expansion ecosystem. It is not required for vanilla-only ZeroCheat operation.Steam
Dabs FrameworkOptional Expansion frameworkCommon framework dependency in Expansion-based stacks.Steam
DayZ Expansion GroupsOptional team adapterSame-group/team context for verified group workflows and Beta aim, skeleton ESP, triggerbot, and NoTree correlation.Steam
LBmaster GroupsOptional team adapterAnother team/group source when a server uses LBmaster group systems instead of Expansion Groups.Built-in / package-specific
RA BaseBuildingOptional base adapterAdds HQ/territory ownership context for base loss, restore, and base container evidence.Steam
Vanilla TerritoryFlag / vanilla baseBuilt-in fallbackUsed when the server does not run RA or other base frameworks.Built-in / package-specific
MuchCarKeyOptional vehicle-owner adapterVehicle ownership/lock evidence for vehicle restore and stolen/missing vehicle investigation.Built-in / package-specific
CarLock / TraderPlus CarLockOptional vehicle-owner adapterVehicle lock/owner lowID context. When possible, ZeroCheat resolves it back to the online owner Steam64/name.Built-in / package-specific
TraderPlus / TraderX / Expansion Market / GarageOptional trader adapterLegal trader, garage, buy/sell, and storage flows can downgrade loot/dupe/vehicle evidence instead of convicting a normal purchase.Built-in / package-specific

Interactive 3D Combat Replay (Beta)

The replay pipeline can package pre-event and post-event context for web review. It remains a Beta module until full combat scenarios complete recorded field validation.

Wallbang & No-Tree Replay Lab

Beta visualization for shooter, victim, trajectory, obstruction, and vegetation context. Findings remain manual-review evidence.

Speed & Teleport Replays

Review 3D movement paths, elevation changes, and unnatural position jumps.

Remote Loot Replays

Visualize item trajectory lines flying from container origins straight into a suspect's inventory.

In-Game Admin Replay Teleport

Admins can launch an in-game replay session that teleports their avatar straight to the firefight coordinates with automatic ground alignment.

Ready to Slash Admin Workload & Elevate Your DayZ Server?

Spend less time rebuilding incident timelines. Use recorded gameplay-tested controls and recovery workflows today, with experimental detector labs kept clearly separated as Beta.