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Global bans

The network-wide ban list: what it blocks, where a global ban comes from, how it is lifted, and how to let one specific network-banned player back in.

A global ban applies across the Raven network rather than to one server. Nobody on your side can create one and nobody on your side can remove one: they are filed either by Raven staff or automatically by Raven itself, from a short list of detections that only a cheater trips. Your server decides one thing, whether to honour them, plus one exception per ban id.

What a global ban blocks

When a player connects and global bans are on for this server, the cloud checks them against the network list as well as your own ban list and your connection filters.

A match on the network list cancels the connection with the same card a normal ban uses, with three differences the player can see:

  • A GLOBAL BAN badge beside the title.
  • Raven Network on the Banned by line, rather than System or Manual.
  • A ban id that starts with global-ban- rather than ban-.

A globally banned player never appears on your Bans List, because the ban is not yours. They do show up in Lookup as globally banned, with their trust score reported as zero whatever it was before.

Where a global ban comes from

Four paths, and two of them are automatic. This is the part most operators have wrong: a hard-signal detection on your own server can put a player on the network list without any staffer touching it.

SourceFiled byHow it reaches the network
Staff commandRaven staffA staffer runs the add-global-ban command for a player, or for an existing ban or kick.
Staff reviewRaven staffA staffer presses Global Ban on a ban or kick card in Raven’s own action log, which files it from that exact row and pins its evidence.
A system banRaven, automaticallyA ban from a detection Raven treats as an unambiguous cheat signal escalates on its own, with no issuing staffer.
A system kickRaven, automaticallyThe same applies to a kick. Whether a detection kicks or bans is your setting, so a server that kicks for everything still reaches the network list.

A manual ban never escalates on its own, and neither does a ban an admin has already reversed.

The detections that escalate on their own

Only unambiguous cheat signals escalate on their own, and that set is deliberately short.

If a detection on your server bans somebody by mistake, reversing that ban takes any network ban it caused down with it, as described below. Tuning a detection that trips by accident is covered on Review a false ban.

How a global ban is lifted

Which removal applies depends on who filed it, and the difference is the whole safety model. An automatic escalation is reversible by the thing that caused it; a staff decision about the network is not overturned by one server.

The global ban was filedLifted by
Automatically, from a banReversing that ban. Unbanning the player on your dashboard takes the network ban down with it, immediately. If another server still holds the same person on another hard-signal ban, the network ban stays and simply re-points at that one, so it comes down when the last justification does.
Automatically, from a kickRaven staff only. A kick has no reversal event to hang an undo on, so there is nothing for the automatic path to react to.
By a stafferRaven staff only, with the remove-global-ban command.

A staff removal also sticks. The same player can escalate again on a later action, because new evidence is new information, but nothing that had already happened when the staffer decided will re-file it.

Where the switch lives

Open Main Settings for the server. Where the Global Bans card sits depends on the resource version:

ResourceWhere the card is
1.7.3 and newerThe first card inside Connection Filters, alongside the VPN, name, country and Discord filters, because they all run at the same moment in the connection.
Below 1.7.3A standalone Global Bans card at the top of Main Settings, next to Auto-Installation (Resources Installation from 1.9.3).
One setting, two places. Nothing about its behaviour changes between them.

Changing it needs the settings edit permission, and it rides the Save Changes bar like everything else on the page, so nothing happens until you save. Global bans are on by default for every server, which is deliberate: a new server is protected by everything the network already knows without anyone having to find this switch.

Letting one specific player in

The whitelist is the escape hatch. It is a list of global ban ids that this one server ignores. Every other ban on the network list stays enforced. Use it when you know the person, you have looked at the case, and you are willing to have them on your server anyway.

Getting the id

Ask the player for the rejection screen

The screen they saw when they were turned away carries the id on its Ban ID line, below the global badge beside the title. A screenshot of it is all you need.

Check the id shape

A global ban id looks like this, and it always starts with the same prefix:

text
global-ban-1781927244416-skxql0y

An id starting with ban- is one of your own bans, which belongs on the Bans List instead and will do nothing here.

Add it to the whitelist

With the Global Bans card switched on, the field under it is Whitelisted global ban IDs. Type or paste the id and press Enter, and it becomes a chip with an x to remove it. There is no add button. Pasting several at once splits them on commas, semicolons, tabs and new lines, so a list copied out of a message goes in whole.

Save

Press Save Changes. Ids are trimmed, lower-cased and de-duplicated on the way in, so casing and a stray space will not stop a match.

The whitelist field only appears while the Global Bans card is switched on. With the card off there is nothing to make an exception to.

What still happens for a whitelisted ban

A whitelisted player is let in, but the network record is still kept current. Your exception is about who gets through your door, not about erasing what the network knows. If the global ban is later removed outright, your whitelist entry becomes a harmless leftover.

Turning the whole thing off

Switching the Global Bans card off means only your own ban list is enforced. Nothing else changes, and your detections keep running exactly as before. What you give up is everything the network has already caught:

  • Cheaters caught on other Raven servers can connect to yours until one of your own detections catches them, which for a careful cheater may be never.
  • Someone who was globally banned specifically for evading bans arrives with a clean slate on your server.
  • You lose it for everyone, permanently, rather than for one case. If your reason is one player, the whitelist above is the tool that costs you nothing.

The honest case for turning it off is that you want full control over who is refused and you are willing to do that work yourself. If you turn it off because of one bad case, put the id in the whitelist instead and leave the rest of the network list working.

Editing it in the JSON

Both values also appear in the JSON editor as a GlobalBans section, so nothing set from the panel is invisible there:

json
"GlobalBans": {
    "Enable": true,
    "Whitelist": ["global-ban-1781927244416-skxql0y"]
}

That section is a view of the two values, not a second copy. On save it folds straight back into them and is not stored inside the config, so the panel and the JSON can never drift apart. It is also never sent to your FiveM resource. The whole check runs on the Raven cloud, which is why turning it on or off takes effect on the next connection without restarting anything.

A missing or mistyped Enable is ignored rather than read as false, so a hand-edited config cannot quietly switch network bans off. Ids in the JSON are normalised exactly as the card normalises them.

If you think a global ban is wrong

Whitelisting only affects your server. If the ban escalated from one of your own bans, lifting that ban is the faster route and takes the network ban with it. If you believe the ban itself is a mistake, or you want it lifted network-wide, that is a conversation with Raven staff in our Discord. Bring the global ban id. It is the only thing that identifies the case.