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Client exports

Tell Raven that your own script moved a player, so a legitimate teleport never counts against them.

Your scripts move players around all the time. Spawn selectors, job routines, jail systems, and admin tooling all relocate someone in a way that, from the outside, looks exactly like the thing the movement detections are built to catch. Raven exposes a client-side export you call around those moves so the player is not judged for something your own server did.

exports['rac']:SetPlayerTeleported(duration)

Opens a grace window on the local player. While it is open, Raven does not hold the player responsible for the distance they cover, so a scripted relocation does not register as a teleport. Call it immediately before you move the player.

duration is in seconds. It is optional and defaults to 5, which is enough for an ordinary teleport. Give it more when the move is followed by a load screen, a fade, or anything else that delays the player settling at the destination.

client.lua
exports['rac']:SetPlayerTeleported(10)
SetEntityCoords(PlayerPedId(), x, y, z, false, false, false, false)

When to call it

  • Spawn and character selection, where the player jumps to their last position.
  • Job and mission scripts that move someone to a start point.
  • Jail, hospital, and respawn systems.
  • Admin teleport commands, including go-to and bring.
  • Any interior or instance system that relocates a player on entry.

Things worth knowing

  • Call it before the move, not after. The window has to already be open when the player arrives.
  • The export only exists while at least one movement detection is enabled, because it is registered alongside them. If you call it from a script that also has to run on a server with every movement detection turned off, guard the call so a missing export does not throw.
  • It covers the scripted-movement case only. It is not a general bypass, and it does not suppress Raven's other detections.