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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 one 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 window on the local player. While it is open, a scripted relocation does not count against the player. Call it immediately before you move the player.

duration is in seconds. It is optional and anything that is not a number falls back to 5, which is enough for an ordinary teleport. From 1.9.2 the duration is capped and a negative duration is refused. 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.

Up to 1.9.1 it returns nothing. From 1.9.2 it returns true when the call was accepted and false when it was refused. There is no matching call to close the window early, and none is needed: the window expires on its own.

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

What the window covers

The window covers the detections in the table below. So it quiets more than teleports, and it does not quiet everything in the movement group.

DetectionPart of itHeld off
AntiTeleportMethod 1Yes
AntiTeleportMethod 2Yes
AntiNoclipNormal, and Frozen on 1.9.1 and olderYes
AntiNoclipBypass, on 1.9.1 and older onlyNo
AntiSpeedHackNormal, Water and, from 1.9.2, ClimbYes
AntiFreecamDistance and Bypass on 1.9.2 and older, the whole detection from 1.9.3Yes
AntiSpectateThe whole detectionYes
AntiSuperJumpThe whole detectionNo
AntiHookNativesFrom 1.9.2, its movement-related part onlyYes
AntiTeleportInVehicleFrom 1.9.2Yes
Every row but the last two lives in Detections.Playerstats. AntiHookNatives sits in Detections.Resources and AntiTeleportInVehicle in Detections.Entities, and the window reaches them only from 1.9.2. A godmode or weapon detection acts during the window exactly as it would outside it.

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 of the movement detections is enabled. If your script also has to run on a server with all of them turned off, guard the call so a missing export does not throw.
  • It applies only to the local player, on the client that calls it.
  • See Server exports for the temporary whitelist, which is the right tool when a sequence trips detections this window does not cover.