AimWatch watches, on the server, what a wallhack cannot hide: aim resting on enemies behind rock and walls, hits landing without a line of sight, aim that jumps onto targets faster than a hand can move. It never bans. It tells your admins where to look.
The aim follows a moving enemy behind a wall, a rock or a building for seconds. A standing target behind cover counts less: that position may be known from a base or a sleeper.
A hit landed while the line of sight to the target was blocked. Rare for anyone, routine for a wallhack.
The aim speed just before hits, measured in degrees per second. Hands have a ceiling; aimbots do not.
Every episode is recorded with the target, the duration and how far the target moved. Scores add up over the last hours; levels are watch, suspicious and urgent, and every threshold is yours to change.
Never an automatic ban. AimWatch is a sensor and an early warning. Admins decide, and the case file shows them why.
The plugin is the sensor. What you do with its signal is the difference between a hunch in chat and a ban your community accepts.
Skalpell has been following Brotmesser through a rock for nine seconds, then lands a hit without a line of sight. AimWatch tells the admins online, right there in chat and on Discord. Twenty seconds later half the server writes "walling". A hunch, loud and unproven.

The same plugin, one token in its config, and the server appears on a dashboard. No RCON, no open port: the plugin connects out, and with Agent.Scope = "radar" it carries nothing that could act on your server. The radar has been scoring Skalpell for a week: 56 % headshots where your server's own players stay under 45, headshots from 100 m and more, eight tracks through cover, ten hits with the line of sight blocked. Every point has a reason next to it, and the thresholds come from your population, not from a guess.
Verdict, AimWatch figures, hit picture, reputation and the timeline on one page, frozen as it is now and shareable by link. The ban comes with "here is why" instead of "trust me", and the confirmed verdict teaches the radar what a cheater on your server looks like.

| AimWatch plugin | Rustwatch Admin Free | AimWatch Pro | Rustwatch Admin | |
|---|---|---|---|---|
| Alerts in chat and Discord | yes | yes | yes | yes |
| Needs your RCON password | no | no | no | no |
| Dashboard: players, console, kick, ban, mute | – | yes | players only | yes |
| Cheater radar, calibration, verdicts | – | – | yes | yes |
| Case files, shareable by link | – | – | yes | yes |
| Live map from the plugin | – | yes | yes | yes |
| AimWatch network signals in the radar | in chat | – | yes | yes |
| In-game actions, control, schedules, plugins | – | – | – | yes |
| Who sees it | every admin in chat | 1 admin | every admin of the server (owners change settings) | unlimited |
| History | 3 days on the server | 24 hours | since wipe | since wipe |
| Price | free | free | monthly per server | monthly per server |
Prices are shown live on the pricing page, in your currency. Every paid plan starts with a 7-day trial and ends in Rustwatch Admin Free, never in a dead dashboard.
AimWatch.cs into carbon/plugins or oxide/plugins.aimwatch.admin (auth level 2 has it already).Alerts.DiscordWebhook.That is all. Alerts arrive in chat and on Discord, episodes stay on your server for three days, nothing leaves the machine.
Want the same alerts on a dashboard, with the console, the player list and kick, ban and mute next to them? Rustwatch Admin Free is free for one server and connects through this plugin, so nobody needs your RCON password.
| Command | What it does |
|---|---|
/aw top [hours] | the most conspicuous players of the last hours |
/aw <name> [hours] | every recorded episode of one player |
/aw watch <name> | every episode of that player to you, no cooldown |
/aw status | plugin state |
aw.top, aw.player | the same from the console |
Cheaters move between servers. Servers that opt in pool who aims through cover, and /aw <player> then adds: flagged on 3 other servers in the last 30 days. Behaviour before the ban, where ban lists only show what happened after.
Off by default. Network.Enabled: true and a reload; the network checks that a Rust server really answers on your query port and hands out a key.
The network never stores a SteamID, only a keyed hash. No names, no addresses, no positions: three counters per server and day, 90 days, then a 12-month summary.
Confirmed cheaters and cleared players feed a shared, pseudonymised pool. From it come the defaults of every future version: thresholds measured on real servers, not guessed.
Episodes are written to your server's data folder and nothing leaves the machine. With the network on, pseudonymised counters go to the network as described above. There is no analytics, no update check, no other outbound request.
Your server's data belongs to you; we process it on your behalf, under a data processing agreement, and delete it when you delete the server. Shared case files never contain addresses, notes or admin names. Details: privacy policy, data processing agreement.