Created
October 21, 2015 16:12
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Configuration file for servers that are okay with false negatives, but want instant banning.
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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: "command1" | |
| # 10: "command2" | |
| # | |
| # 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: 0.3 | |
| # How far off a player should the attacker be able to look? | |
| max_player_diff: 0.2 | |
| # 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: | |
| 15: "aacstaffnotify {player} is suspected for Killaura (Angle) (ping = {ping}, tps = {tps})" | |
| 35: "aacban {player}" | |
| # 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? | |
| 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: | |
| 50: "aacstaffnotify {player} is suspected for Regen/NoPotion (ping = {ping}, tps = {tps})" | |
| 120: "aacban {player}" | |
| # 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: | |
| 2: "aacstaffnotify {player} is suspected for Criticals (ping = {ping}, tps = {tps})" | |
| 6: "aacban {player}" | |
| # 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: "aacban {player}" | |
| # 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: 35 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 40: "aacstaffnotify {player} is suspected for Killaura/AutoClicker (FightSpeed) (ping = {ping}, tps = {tps})" | |
| 80: "aackick {player} Killaura/AutoClicker is not allowed" | |
| # Step stops players from stepping up blocks | |
| step: | |
| # Do you want to enable the step check | |
| enabled: true | |
| # Minimum y distance a player must travel to be checked | |
| min_ascent: 0.9 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 15: "aacstaffnotify {player} is suspected for Step" | |
| # 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 | |
| # 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: 2.4 | |
| # How high should a player be allowed to jump after taking damage | |
| knockback_allow: 3.5 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 10: "aacstaffnotify {player} is suspected for Fly (ping = {ping}, tps = {tps})" | |
| # Speed kicks players who move too quickly | |
| speed: | |
| # Do you want to enable the speed check | |
| enabled: true | |
| # Speed limits per tick | |
| sprinting_speed: 0.4 | |
| sneaking_speed: 0.2 | |
| # On and under water | |
| surface_speed: 0.23 | |
| underwater_speed: 0.19 | |
| dive_speed: 0.69 | |
| # Other | |
| cobweb_speed: 0.10 | |
| item_speed: 0.26 | |
| soul_sand_speed: 0.39 | |
| # Multiplier of horizontal velocity for movement | |
| horizontal_velocity: 2.5 | |
| # Required horizontal velcoity for a midair check | |
| min_horizontal_velocity: 0.1 | |
| # Multiplier of the maximum distance if the player is jumping | |
| jump_multiplier: 1.8 | |
| # 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: 23 | |
| # How many times should a player be allowed to toggle sneak in a second (flare hacked client) | |
| max_sneak_toggles: 15 | |
| # How many times should a player be allowed to toggle use in a second (flare hacked client) | |
| max_use_toggles: 15 | |
| # 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: 20 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 8: "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})" | |
| # 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})" | |
| 3: "aacban {player}" | |
| # 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. | |
| 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: 3.6 | |
| # 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: true | |
| # Should the head player use profiles of players online right now? | |
| # If you have nametag plugins that use the scoreboard, keep this disabled | |
| # Otherwise, turn this on as it patches a massive number of possible bypasses | |
| online_player_names: false | |
| # 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 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 8: "aacstaffnotify {player} is suspected for Killaura (NPC check) (ping = {ping}, tps = {tps})" | |
| 15: "aacban {player}" | |
| # 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 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 12: "aacstaffnotify {player} is suspected for Anti-Knockback (ping = {ping}, tps = {tps})" | |
| 24: "aacban {player}" | |
| # 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 | |
| max_reach: 5.2 | |
| # How far does bukkit allow players to reach (Don't change this) | |
| max_bukkit_reach: 9.0 | |
| # Should AAC silently cancel certain violations | |
| silent_cancel: true | |
| # Map of violation levels to commands | |
| thresholds: | |
| 5: "aacstaffnotify {player} is suspected for Killaura (Reach) (ping = {ping}, tps = {tps})" | |
| 10: "aacban {player}" | |
| # NoSwing makes sure players swing their arm when attacking | |
| noswing: | |
| # Do you want to enable the noswing check | |
| enabled: false | |
| # Map of violation levels to commands | |
| thresholds: | |
| 0: "unused" | |
| # 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 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 8: "aacstaffnotify {player} is suspected for Regen (ping = {ping}, tps = {tps})" | |
| 20: "aacban {player}" | |
| # Killaura detects combat hacks which give an unfair advantage | |
| killaura: | |
| # Do you want to enable the killaura check | |
| enabled: true | |
| # How far should a player be allowed to yaw in 1 move | |
| max_yaw: 100.0 | |
| # How many move events should AAC sample for an average | |
| yaw_samples: 48 | |
| # How accurate must aiming be for a violation | |
| vl_dot: 0.001 | |
| # How accurate must aiming be for AAC to measure | |
| note_dot: 0.3 | |
| # What % of the time should AAC do an NPC check? | |
| check_chance: 100 | |
| # How long should AAC wait to spawn the NPC | |
| check_delay: 5 | |
| # 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: 4 | |
| # 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 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 17: "aacstaffnotify {player} is suspected for Killaura (Heuristics) (ping = {ping}, tps = {tps})" | |
| 27: "aacban {player}" | |
| # 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: | |
| 6: "aacmessage {player} Looks like your blocking is glitching, please tap block with your sword or food." | |
| 12: "aacstaffnotify {player} appears to be hitting illegitimately (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})" | |
| # 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: 0.7 | |
| # A vertical displacement >= this will be ignored by glide, and left for the Fly check | |
| max_vertical: 1.0 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 25: "aacstaffnotify {player} is suspected for Glide hacks (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: 0.38 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 15: "aacstaffnotify {player} is suspected for FastLadder (ping = {ping}, tps = {tps})" | |
| # Jesus stops people from walking on water | |
| jesus: | |
| # Do you want to enable the Jesus check | |
| enabled: true | |
| # How often should AAC check players (ms) | |
| check_delay: 200 | |
| # How far must the player dip underwater | |
| required_dip: 0.5 | |
| # How often must the player dip underwater (ms) | |
| max_dip_delay: 800 | |
| # How long after entering the water before AAC starts to check the player (ms) | |
| start_check_delay: 900 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 10: "aacstaffnotify {player} is suspected for Jesus hacks (ping = {ping}, tps = {tps})" | |
| # Phase stops people glitching through blocks | |
| phase: | |
| # Do you want to enable the Phase check | |
| enabled: true | |
| # Map of violation levels to commands | |
| thresholds: | |
| 7: "aacstaffnotify {player} is suspected for Phase (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: 1400 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 5: "aacstaffnotify {player} is suspected for FastEat hacks (ping = {ping}, tps = {tps})" | |
| 9: "aacban {player}" | |
| # 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 | |
| # Map of violation levels to commands | |
| thresholds: | |
| 10: "aacstaffnotify {player} is suspected for FastBreak hacks (ping = {ping}, tps = {tps})" | |
| # 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})" | |
| # 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: | |
| 10: "aacstaffnotify {player} is suspected for Nuker (ping = {ping}, tps = {tps})" | |
| 20: "aacban {player}" | |
| # 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) | |
| # We only insta-ban | |
| ban_threshold: -1 | |
| # What command should be executed when a player is banned (only applies for /aackick) | |
| ban_command: "unused" | |
| # 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 | |
| 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 | |
| # Enable verbose logging? This will allow those with the AAC.verbose permission to get spammed. | |
| # Not recommended. | |
| verbose: false |
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