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AAC 1.9 pre-release configuration
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#### AAC Config | |
# | |
# NOTE: Most of the values here have been tried and tested to work. | |
# It is not recommended that you change them unless you are | |
# getting false positives. | |
# | |
# It would be a good idea to make sure the false positives you're getting aren't actually hackers.... | |
# | |
# | |
# The configurable commands will replace "{player}" with the name of the player. | |
# You can run multiple commands on a single threshold by creating 2 entries with the same key: | |
# thresholds: | |
# 10: | |
# - "broadcast {player} was kicked for hacking" | |
# - "kick {player} hacking" | |
# | |
# Be sure to check language.yml for configuration regarding staff chat, etc. | |
# | |
## If you need any help configuring AAC, or you're getting false positives and you don't know why, feel free to PM me on Spigot. | |
# Angle forces players to look at entities they want to attack | |
angle: | |
# Do you want to enable the angle check | |
enabled: true | |
# How far off the entity should the player be able to look | |
max_diff: 0.30 | |
# How far off a player should the attacker be able to look? | |
max_player_diff: 0.15 | |
# How close must the players be to bypass the angle check? | |
min_dist: 2.0 | |
# Should AAC cancel false hits | |
cancel_false_hits: true | |
# Map of violation levels to commands | |
thresholds: | |
6: "aacstaffnotify {player} is suspected for Killaura (Angle) (ping = {ping}, tps = {tps})" | |
12: "aackick {player} Impossible angles in attacks" | |
# BadPackets prevents players from using packets to exploit the server | |
badpackets: | |
# Do you want to enable the badpackets check | |
enabled: true | |
# After how many moves should packets be cancelled? | |
# A lower value reduces the possibility of blinking and exploits and improves performance. | |
# A higher value will reduce the number of false positives. This should always be above 3. | |
cancel_threshold: 14 | |
# How many moves should a player be able to send in 3 ticks | |
# An unmodified client should send 3 moves in 3 ticks. Be sure to think about lag | |
# The violation value will be increased by (how many packets the player sends - max_moves) / 10 | |
max_moves: 50 | |
# Map of violation levels to commands | |
thresholds: | |
30: "aacstaffnotify {player} is suspected for Regen/NoPotion (ping = {ping}, tps = {tps})" | |
70: "aackick {player} Suspicious activity" | |
# Criticals prevents players from getting critical hits when it's not possible | |
criticals: | |
# Do you want to enable the criticals check? | |
enabled: true | |
# Should a hit be cancelled if it is a critical and the player is on the ground? | |
cancel_false_hit: true | |
# Map of violation levels to commands | |
thresholds: | |
1: "aacstaffnotify {player} is suspected for Criticals (ping = {ping}, tps = {tps})" | |
3: "aackick {player} Criticals hacking is not allowed" | |
# Fastbow prevents players from shooting their bow too quickly | |
fastbow: | |
# Do you want to enable the fastbow check | |
enabled: true | |
# What is the minimum force of a shot for it to be registered | |
# This goes from 0 to 1, 1 being a fully charged bow | |
min_force: 0.15 | |
# How many of these shots should a player be able to fire in 1 second | |
# it takes 1.2 seconds to fully draw a bow | |
shots_fired_threshold: 3 | |
# Map of violation levels to commands | |
thresholds: | |
3: "aacstaffnotify {player} is suspected for FastBow (ping = {ping}, tps = {tps})" | |
12: "aackick {player} Shooting arrows too quickly" | |
# FightSpeed prevents players from attacking too quickly | |
fightspeed: | |
# Do you want to enable the fightspeed check | |
enabled: true | |
# How many times should a player be able to attack in 1 second | |
# NoCheatPlus's fightspeed check allows 15 hits per second | |
max_hits_per_second: 16 | |
# Map of violation levels to commands | |
thresholds: | |
8: "aacstaffnotify {player} is suspected for AutoClicker (FightSpeed) (ping = {ping}, tps = {tps})" | |
15: "aackick {player} Strange click speed. (AutoClicker? Macros?)" | |
# NormalMovements stops players from moving unexpectedly | |
normalmovements: | |
# Do you want to enable the normalmovements check | |
enabled: true | |
# f:step:x - Should NormalMovements handle stepping? | |
f_step: true | |
# f:float:x - Should NormalMovements handle floating? | |
f_float: true | |
# f:dy:x - Should NormalMovements attempt to detect client patterns? | |
f_dy: true | |
# Should NormalMovements teleport players to corrected locations? | |
teleport: true | |
# Map of violation levels to commands | |
thresholds: | |
20: "aacstaffnotify {player} may be movement hacking (ping = {ping}, tps = {tps})" | |
# Fly kicks players who move too high | |
fly: | |
# Do you want to enable the fly check | |
enabled: true | |
# Base max jump height. Expected max is 1.3 | |
max_jump: 1.42 | |
# If a player's violation level is below 2, he will not be rubberbanded if the violation amount is not more than allow. | |
allow: 0.07 | |
# How high a player will be allowed to jump after bouncing off a slime block | |
slime_allow: 60.0 | |
# Increasing velocity_multiplier will improve compatiblility with jump pads. | |
velocity_multiplier: 4.0 | |
# How high should a player be allowed to jump after taking damage | |
knockback_allow: 5.0 | |
# How high should a player be allowed to move from natural causes (fire, poison, etc) | |
natural_allow: 2.1 | |
# Should players be teleported back down if detected? | |
teleport: true | |
# Map of violation levels to commands | |
thresholds: | |
15: "aacstaffnotify {player} is suspected for Fly (ping = {ping}, tps = {tps})" | |
30: "aackick {player} Moved unexpectedly" | |
# Speed kicks players who move too quickly | |
speed: | |
# Do you want to enable the speed check | |
enabled: true | |
# Speed limits per tick | |
sprinting_speed: 0.415 | |
sneaking_speed: 0.215 | |
# On and under water | |
surface_speed: 0.12 | |
underwater_speed: 0.05 | |
dive_speed: 0.69 | |
# Other | |
cobweb_speed: 0.10 | |
item_speed: 0.21 | |
soul_sand_speed: 0.39 | |
ice_speed: 0.71 | |
# Multiplier of the maximum distance if the player is jumping | |
jump_multiplier: 1.8 | |
# Multiplier of distance on velocity | |
vel_multiplier: 2.0 | |
# Ticks a player should not be checked after entering the water | |
dive_period: 20 | |
# Should AAC use movement counting to prevent clients from bypassing by sending too many moves? | |
use_move_counting: true | |
# How many moves per second should be assumed as legitimate? (NCP = 22) | |
max_moves: 22 | |
# Custom modifiers for anti-timer, averaging over a longer period of time | |
custom: | |
# Second line of defense over timer. Slow, but practically unbypassable. | |
enabled: true | |
# Max moves per second | |
max_moves: 21.0 | |
# Ticks to take an average over | |
time: 150 | |
# Whether this rubberbanding should ignore the vls_to_band anti false positive limitations | |
bypass_band: true | |
# How many times should a player be allowed to toggle sneak in a second | |
max_sneak_toggles: 15 | |
# How many times should a player be allowed to toggle use in a second | |
max_use_toggles: 22 | |
# Multiplier for speed. Increase if you have false positives. | |
speed_multiplier: 0.32 | |
# Multiplier for slowness. Decrease if you have false positives. | |
slow_multiplier: 0.03 | |
# Every time a player fails the speed check, the band vl will go up by (actualDistance - expectedDistance) * band_multiplier | |
# This can be set to 0 to turn off rubberbanding completely. | |
band_multiplier: 5.0 | |
# How many violations before a player will start being rubber-banded | |
vls_to_band: 8 | |
# How long must a player remain clean for band violations to be cleared? (seconds) | |
clear_vl_delay: 12 | |
# Map of violation levels to commands | |
thresholds: | |
10: "aacmessage {player} It looks like you might be glitching, please tap sneak and block with your sword" | |
20: "aacstaffnotify {player} is suspected for Speed hacking (ping = {ping}, tps = {tps})" | |
30: "aackick {player} Moved too quickly" | |
# HeadRoll stops players being derps :/ | |
headroll: | |
# Do you want to enable the headroll check | |
enabled: true | |
# Map of violation levels to commands | |
thresholds: | |
1: "aacstaffnotify {player} is suspected for Derp hacks (ping = {ping}, tps = {tps})" | |
2: "aackick {player} Illegal position" | |
# Forcefield detects combat hacks which hit entities around the player | |
forcefield: | |
# Do you want to enable the forcefield check | |
enabled: true | |
# Do you want the player above you to be invisible | |
# *HIGHLY* recommended to be kept at false. | |
# The majority of hacked clients do not target invisible entities. | |
# If you change this to true, killaura detection will be severely slowed down. Best idea would be to ask your players to ignore it. | |
head_player_invisible: false | |
# You can make the head player invisible when the player isn't fighting | |
# With this true, the head player will be invisible when the player isn't fighting | |
# If the player isn't fighting or this option is false, AAC will default to head_player_invisible | |
# This takes PVP from combat_time, so make sure that's a sensible value | |
invisible_outside_pvp: true | |
# How high above the player should the headplayer be spawned? | |
# Anything under 2.7 could affect hit detection | |
# Anything above 4.5 could be out of range of the player | |
head_player_height: 3.4 | |
# Should the head player be moved away if the player looks up? | |
# This is to prevent players from creating false positives by hitting the head player (if it is visible) | |
no_head_player_looking_up: true | |
# Do you want to spawn the side players | |
# This spawns players within the users' FOV to confuse click aimbot | |
# Side players are invisible, as they are within the user's FOV. | |
use_side_players: false | |
# Use player names and gameprofiles from past players instead of random profiles | |
# This can be extremely useful in preventing bypasses, as the player's details are completely legitimate | |
# This setting has no effect if online_player_names is true. | |
past_player_names: false | |
# Should the head player use profiles of players online right now? | |
# If you have nametag plugins that use the scoreboard, turn this off | |
# Otherwise, keep this on as it patches a massive number of possible bypasses | |
online_player_names: true | |
# Do you want to keep the head player in the tab list? | |
# This can prevent bypasses where the the client checks that the name is in the tablist, before hitting it. | |
head_tablist: false | |
# Packet level configuration options | |
magic: | |
random_sprint: true | |
# Map of violation levels to commands | |
thresholds: | |
8: "aacstaffnotify {player} is suspected for Killaura (NPC check) (ping = {ping}, tps = {tps})" | |
14: "aackick {player} Forcefield is not allowed" | |
# Knockback checks if the player moves after he is hit | |
knockback: | |
# Do you want to enable the knockback check | |
enabled: true | |
# How long should AAC wait before checking a player | |
tick_delay: 9 | |
# Should AAC compensate for ping? | |
add_ping: true | |
# What's the maximum ping value AAC should compensate to (pingspoof?) | |
max_ping: 500 | |
# What's the minimum distance a player should be knocked back | |
min_knockback_dist: 0.01 | |
# Minimum time a player should be knocked back for | |
min_knockback_time: 2 | |
# Map of violation levels to commands | |
thresholds: | |
9: "aacstaffnotify {player} is suspected for Anti-Knockback (ping = {ping}, tps = {tps})" | |
16: "aackick {player} Not taking knockback" | |
# Reach checks if entites the player hits are close enough to the player | |
reach: | |
# Do you want to enable the reach check | |
enabled: true | |
# How far should AAC allow the player to reach (vanilla = 3.8) | |
max_reach: 4.1 | |
# How far does bukkit allow players to reach (Don't change this) | |
max_bukkit_reach: 9.0 | |
# How much should AAC compensate for hitbox stretching? Increase this first with false positives. | |
move_multiplier: 3.0 | |
# Map of violation levels to commands | |
thresholds: | |
15: "aacstaffnotify {player} is suspected for Reach (ping = {ping}, tps = {tps})" | |
28: "aackick {player} Hitting too far away" | |
# NoSwing makes sure players swing their arm when attacking | |
noswing: | |
# Do you want to enable the noswing check | |
enabled: true | |
# Map of violation levels to commands | |
thresholds: | |
8: "aacstaffnotify {player} is suspected for NoSwing (ping = {ping}, tps = {tps})" | |
22: "aackick {player} Not swinging arm" | |
# Regen directly stops players from healing too quickly | |
regen: | |
# Do you want to enable the regen check | |
enabled: true | |
# Should AAC cancel regeneration if it happens too quickly? | |
cancel_regen: true | |
# What delay should AAC force between regeneration? | |
min_regen_delay: 3600 | |
# What delay should AAC force between regeneration at full hunger? | |
min_satiated_delay: 800 | |
# Map of violation levels to commands | |
thresholds: | |
8: "aacstaffnotify {player} is suspected for Regen (ping = {ping}, tps = {tps})" | |
15: "aackick {player} Regenerating health too quickly" | |
# Killaura detects combat hacks which give an unfair advantage | |
killaura: | |
# Do you want to enable the killaura check | |
enabled: true | |
# Killaura also has a different method of using NPCs. Check_chance to 0 to disable. | |
npc: | |
# What % of the time should AAC do an NPC check? | |
check_chance: 100 | |
# How long should AAC wait to spawn the NPC | |
check_delay: 3 | |
# Should AAC use a random entity type for the NPC? false = NPC will be the type of entity the player is fighting with. | |
random_type: true | |
# After spawning the NPC, how long should AAC wait before starting to count hits? | |
# check_delay + listen_delay must be less than 9, or hits will be lost. | |
listen_delay: 6 | |
# How far away must 2 players be to be checked? | |
min_dist: 2.0 | |
# How long should the NPC be spawned for? | |
ticks_spawned: 9 | |
# How far along the distance should the NPC be spawned | |
percent_distance: 80 | |
# How much should the NPC check be weighted per hit? | |
npc_multiplier: 3 | |
# How far off should a player be able to look to allow the hit | |
max_diff: 0.11 | |
# How far should the player be allowed to reach through the NPC | |
max_reach: 4.5 | |
# How long should a player be prevented from hitting someone when he fails this check? (ticks) | |
suspended_combat_time: 6 | |
# Heuristic components: These will contribute to the kick threshold when a player has a high likelihood of hacking | |
# Requried chance for an Aimbot kick (%). Set to something >= 100 to disable | |
aimbot: 80 | |
# Required chance for a Reach kick (%). Set to something >= 100 to disable | |
reach: 84 | |
# Required chance for an Accuracy kick (%). Set to something >= 100 to disable | |
# EXPERIMENTAL | |
accuracy: 80 | |
# Map of violation levels to commands | |
thresholds: | |
9: "aacstaffnotify {player} is suspected for Killaura (Heuristics) (ping = {ping}, tps = {tps})" | |
16: "aackick {player} Suspicious (killaura-like) combat" | |
# CombatImpossible cancels hits which cannot happen normally | |
combatimpossible: | |
# Do you want to enable the CombatImpossible check | |
enabled: true | |
# Should hits be cancelled if the attacker is dead? | |
cancel_dead: true | |
# Should hits be cancelled if the attacker is using an item? | |
cancel_using_item: true | |
# Map of violation levels to commands | |
thresholds: | |
12: "aacstaffnotify {player} may be hitting illegitimately (or could be glitched) (ping = {ping}, tps = {tps})" | |
# NoFall ensures players take fall damage | |
nofall: | |
# Do you want to enable the NoFall check | |
enabled: true | |
# Minimum downwards velocity for NoFall to apply | |
required_velocity: -0.2 | |
# Should AAC deal fall damage to players? | |
deal_damage: true | |
# Map of violation levels to commands | |
thresholds: | |
10: "aacstaffnotify {player} is suspected for NoFall hacks (ping = {ping}, tps = {tps})" | |
30: "aackick {player} Suspicious activity midair" | |
# Glide ensures players fall at the right speed | |
glide: | |
# Do you want to enable the Glide check | |
enabled: true | |
# How strongly should AAC enforce fall speeds (smaller values are more accurate) | |
tolerance: 0.03 | |
# Minimum violation level for a player to be teleported down. Only if teleport is true | |
min_vl: 5 | |
# Teleport the player down if detected? | |
teleport: true | |
# Map of violation levels to commands | |
thresholds: | |
25: "aacstaffnotify {player} is suspected for Glide hacks (ping = {ping}, tps = {tps})" | |
45: "aacstaffnotify {player} is suspected for Glide hacks #2 (ping = {ping}, tps = {tps})" | |
# Climb stops people climbing ladders too quickly | |
climb: | |
# Do you want to enable the Climb check | |
enabled: true | |
# How fast should a player be allowed to start a ladder climb | |
max_start_speed: 1.5 | |
# How fast should a player be allowed to climb a ladder | |
max_ascent_speed: 0.14 | |
# Should climb teleport players? | |
teleport: true | |
# Map of violation levels to commands | |
thresholds: | |
15: "aacstaffnotify {player} is climbing ladders too quickly (ping = {ping}, tps = {tps})" | |
30: "aackick {player} Climbing ladders too quickly?" | |
# Jesus stops people from walking on water | |
jesus: | |
# Do you want to enable the Jesus check | |
enabled: true | |
# Should Jesus teleport players? | |
teleport: true | |
# Map of violation levels to commands | |
thresholds: | |
10: "aacstaffnotify {player} is suspected for Jesus hacks (ping = {ping}, tps = {tps})" | |
30: "aacstaffnotify {player} is very likely to be using Jesus hacks" | |
50: "aackick {player} Walking on water?" | |
# ElytraMove controls elytra flight | |
elytramove: | |
# Do you want to enable the ElytraMove check | |
enabled: true | |
# How strongly should AAC enforce elytra movement (smaller = more accurate) | |
tolerance: 0.05 | |
# Should ElytraMove teleport players? | |
teleport: true | |
# Map of violation levels to commands | |
thresholds: | |
20: "aacstaffnotify {player} is suspected for Elytra hacking (ping = {ping}, tps = {tps})" | |
40: "aacstaffnotify {player} is suspected for Elytra hacking #2 (ping = {ping}, tps = {tps})" | |
# Phase stops people glitching through blocks | |
phase: | |
# Do you want to enable the Phase check | |
enabled: true | |
# How long should a player be frozen in place after being detected for phase? (ms) | |
freeze_time: 200 | |
# What's the maximum distance AAC should teleport players to ideal locations. | |
max_dist: 3.0 | |
# Should AAC check for vclip | |
check_vclip: true | |
# Map of violation levels to commands | |
thresholds: | |
10: "aacstaffnotify {player} is suspected for Phase (ping = {ping}, tps = {tps})" | |
30: "aacstaffnotify {player} is suspected for Phase #2 (ping = {ping}, tps = {tps})" | |
# FastUse stops players consuming items too quickly | |
fastuse: | |
# Do you want to enable the FastUse check | |
enabled: true | |
# What delay should AAC enforce for eating an item (ms) | |
ms_to_use: 1200 | |
# Map of violation levels to commands | |
thresholds: | |
5: "aacstaffnotify {player} is suspected for FastEat hacks (ping = {ping}, tps = {tps})" | |
9: "aackick {player} Using items too quickly" | |
# FastBreak stops players from breaking blocks too quickly | |
fastbreak: | |
# Do you want to enable the fastbreak check? | |
enabled: true | |
# How many ticks should fastbreak count as lag, and ignore | |
let_ticks: 2 | |
# Should AAC cancel an illegal block break? | |
cancel_break: true | |
# Should AAC check for a break delay (i.e. between block breaks) | |
check_delay: true | |
# Map of violation levels to commands | |
thresholds: | |
10: "aacstaffnotify {player} is suspected for FastBreak hacks (ping = {ping}, tps = {tps})" | |
20: "aackick {player} Breaking blocks too fast" | |
# FastPlace stops players from placing blocks too quickly | |
fastplace: | |
# Do you want to enable the fastplace check? | |
enabled: true | |
# How many ms should fastplace force between block placements? | |
min_delay: 100 | |
# Should AAC cancel an illegal block place? | |
cancel_place: true | |
# Map of violation levels to commands | |
thresholds: | |
10: "aacstaffnotify {player} is suspected for FastPlace hacks (ping = {ping}, tps = {tps})" | |
20: "aackick {player} Placing blocks too fast" | |
# Nuker stops players from breaking too many blocks at once | |
nuker: | |
# Do you want to enable the nuker check? | |
enabled: true | |
# How many blocks should a player be able to break in 1 second: vl if greater than this value | |
max_breaks_per_second: 40 | |
# The violation will only be recorded if it divides by this number (reduces spam) | |
vl_divisor: 30 | |
# Map of violation levels to commands | |
thresholds: | |
5: "aacstaffnotify {player} is suspected for Nuker (ping = {ping}, tps = {tps})" | |
10: "aackick {player} Breaking too many blocks" | |
# ImpossibleInteract stops players interacting with blocks they can't | |
impossibleinteract: | |
# Do you want to enable the impossibleinteract check | |
enabled: true | |
# Detect interacting with liquids? | |
cancel_liquids: true | |
# Detect ghosthands? | |
cancel_ghosthand: true | |
# Map of violation levels to commands | |
thresholds: | |
14: "aacstaffnotify {player} is interacting suspiciously (ping = {ping}, tps = {tps})" | |
25: "aacstaffnotify {player} is interacting suspiciously #2 (ping = {ping}, tps = {tps})" | |
# PlayerRadar hides players that cannot be seen | |
playerradar: | |
# Do you want to enable anti-radar? (Experimental) | |
enabled: false | |
# How far must 2 players be apart to be hidden from each other? | |
# Players closer than this will always be able to see each other | |
# In games where nametags are not shown, this can be set to 0. | |
required_dist: 15 | |
# This should be set to your entity render distance (Spigot default = 48) | |
max_dist: 48 | |
# Map of violation levels to commands | |
thresholds: | |
0: "Unused" | |
# Spam prevents players from spamming the server chat | |
spam: | |
# Do you want to enable the spam check? | |
enabled: true | |
# What words should not be covered by the anti-spam check? | |
# messages less than 3 letters are already ignored | |
whitelist: | |
- "lol" | |
- "hello" | |
- "okay" | |
# How many messages should a player be able to send in 10 seconds | |
message_limit: 4 | |
# How fast can a player send messages (ticks) | |
chat_speed: 10 | |
# Map of violation levels to commands | |
thresholds: | |
10: "aacstaffnotify {player} is probably spamming" | |
15: "aackick {player} Stop spamming, you sad person" | |
### General things | |
# How many times must a player be kicked before he is banned (-1 for no autoban) | |
ban_threshold: 5 | |
# What command should be executed when a player is banned (only applies for /aackick) | |
ban_command: "aacban {player}" | |
# How long after a player is kicked should he be allowed to log in (ticks) | |
kick_ticks: 120 | |
# How long before a player leaves combat after dealing/taking damage | |
# Don't set this to 0 or -1, it's crucial for the forcefield and killaura checks. Change kill_loggers only to disable combat logging. | |
combat_time: 50 | |
# Should AAC kill combat loggers (combat_time) | |
kill_loggers: true | |
# Should AAC log events to a file? | |
log_file: true | |
# Should AAC log events to the console? | |
log_console: true | |
# Should /aackick broadcast a message? | |
aackick_broadcast: true | |
# Should AAC disable/enable checks dynamically? IF YOU HAVE PWP DISABLE | |
usetps: true | |
# Disable the command /aac? If you really want to ;( | |
aac: false | |
# Enable verbose logging? This will allow those with the AAC.verbose permission to get spammed. | |
# Not recommended. | |
verbose: false |
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