Minecraft anticheat guide

Anticheat Settings for Parkour and Race Servers

Set anticheat movement checks for parkour and race servers: map course mechanics to false flags, test checkpoints and boosts, then enable punishments.

How do you keep parkour movement from triggering cheat alerts?

Parkour and race servers produce movement that looks like cheating: fast jump chains, sudden velocity from slime or ice, teleports from checkpoints, and elytra or boat travel. Before enabling movement punishments, map each course mechanic to the checks it can trigger, test the course in staging, and keep movement punishments off until the course has been replayed without false alerts.

Why is parkour movement hard to classify?

A movement check expects a player to walk, sprint, jump and fall in predictable ways. Parkour breaks those expectations on purpose. A course may send a player up with a bounce, across with a boost, or back to a checkpoint in a single update.

Race servers add timing. A race time depends on the server's tick rate and the player's connection. A check that rejects a jump by a few milliseconds can change the result of a race, so timing and movement have to be reviewed together.

Which course mechanics create false flags?

Each mechanic below can look like a cheat to a movement check. The right column is the test you run on staging before you decide whether the alert is a false flag.

Course mechanics that can look like movement cheats
MechanicWhy it can look like a cheatWhat to test in staging
Checkpoint teleportPosition jumps several blocks in one updateTeleport to each checkpoint; confirm no alert on either side
Slime and honey blocksVertical velocity above a normal jumpBounce on each block type at normal and high latency
Ice and blue iceLong slides at high horizontal speedRun the ice section at full sprint from a standing start
Ender pearls and chorus fruitPosition changes without walkingThrow from each platform at the distances the course uses
Elytra or boat sectionsFlight-like or vehicle speedComplete the section with the vehicle the course expects
Reset command or respawnPosition change with velocity clearedReset in mid-air and while on a moving platform

How do you test a course before enabling punishments?

Run the tests in this order. Change one setting at a time, and keep a note of which mechanic produced each alert.

How do you simulate a checkpoint teleport for a test?

A staff member can trigger a teleport with a command to see whether the anticheat treats it as movement. Run the same teleport from an on-ground position and from mid-air. Record both results, including the case where no alert appears.

Simulate a checkpoint teleport on staging (placeholder coordinates)
/tp <tester> <checkpoint-x> <checkpoint-y> <checkpoint-z>

How should admins read race timing disputes?

Start with the latency and tick data for the race window. Then read the alert log. A delay on the server side can make a run look faster or slower than the player experienced it, so a timing complaint and a movement alert should be reviewed together.

Use the latency trace tools before you decide a run was cheated. If the trace shows a spike during the disputed section, record the spike and the decision together.

What should a parkour appeal include?

A parkour appeal needs the course name, the checkpoint where the alert fired, the player's ping at that moment and a short clip or trace. Without the checkpoint, a reviewer cannot tell a reset from a jump. Keep the appeal form short, and make the clip request part of the form so players send it the first time.

Reviewers should check whether the same jump passes on staging. If it does, record the mechanic as a false flag and adjust only the check that fired.

What have we not verified?

This article does not measure how often any anticheat flags legitimate parkour jumps. The table lists mechanics to test, not results. Run your own courses on staging before you enable movement punishments on a public server.

FAQ

Why does a checkpoint reset trigger a movement alert?

A reset moves the player many blocks in one update. Movement checks often read that as a speed or position error unless they know the move came from the server. Test each reset on staging and check whether your anticheat documents a way to handle server-side teleports.

Should we turn off movement checks in the parkour world?

Turn off only the checks that fire on verified course mechanics, and only in that world if your anticheat supports per-world scope. A blanket disable also removes protection against other movement cheats in the same world.

Do race servers need a different anticheat from parkour servers?

Often the same anticheat serves both. The difference is the rule set: race servers need timing evidence and vehicle handling, while parkour servers need checkpoint and boost handling.

Does high ping cause parkour false flags?

It can. Delayed packets change when the server sees a jump or a landing. Test courses at more than one connection quality, and read the latency trace before you decide a run was cheated.

Related sources and official pages

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