Advertisement
Guest User

Untitled

a guest
Feb 8th, 2016
56
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.82 KB | None | 0 0
  1. #### AAC Config
  2. #
  3. # NOTE: Most of the values here have been tried and tested to work.
  4. # It is not recommended that you change them unless you are
  5. # getting false positives.
  6. #
  7. # It would be a good idea to make sure the false positives you're getting aren't actually hackers....
  8. #
  9. #
  10. # The configurable commands will replace "{player}" with the name of the player.
  11. # You can run multiple commands on a single threshold by creating 2 entries with the same key:
  12. # thresholds:
  13. # 10:
  14. # - "broadcast {player} was kicked for hacking"
  15. # - "kick {player} hacking"
  16. #
  17. # Be sure to check language.yml for configuration regarding staff chat, etc.
  18. #
  19. ## 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.
  20.  
  21. # Angle forces players to look at entities they want to attack
  22. angle:
  23. # Do you want to enable the angle check
  24. enabled: true
  25.  
  26. # How far off the entity should the player be able to look
  27. max_diff: 0.30
  28.  
  29. # How far off a player should the attacker be able to look?
  30. max_player_diff: 0.15
  31.  
  32. # How close must the players be to bypass the angle check?
  33. min_dist: 2.0
  34.  
  35. # Should AAC cancel false hits
  36. cancel_false_hits: true
  37.  
  38. # Map of violation levels to commands
  39. thresholds:
  40. 6: "aacstaffnotify {player} is suspected for Killaura (Angle) (ping = {ping}, tps = {tps})"
  41. 12: "aackick {player} Impossible angles in attacks"
  42.  
  43. # BadPackets prevents players from using packets to exploit the server
  44. badpackets:
  45. # Do you want to enable the badpackets check
  46. enabled: true
  47.  
  48. # After how many moves should packets be cancelled?
  49. # A lower value reduces the possibility of blinking and exploits and improves performance.
  50. # A higher value will reduce the number of false positives. This should always be above 3.
  51. cancel_threshold: 14
  52.  
  53. # How many moves should a player be able to send in 3 ticks
  54. # An unmodified client should send 3 moves in 3 ticks. Be sure to think about lag
  55. # The violation value will be increased by (how many packets the player sends - max_moves) / 10
  56. max_moves: 50
  57.  
  58. # Map of violation levels to commands
  59. thresholds:
  60. 30: "aacstaffnotify {player} is suspected for Regen/NoPotion (ping = {ping}, tps = {tps})"
  61. 70: "aackick {player} Suspicious activity"
  62.  
  63. # Criticals prevents players from getting critical hits when it's not possible
  64. criticals:
  65. # Do you want to enable the criticals check?
  66. enabled: true
  67.  
  68. # Should a hit be cancelled if it is a critical and the player is on the ground?
  69. cancel_false_hit: true
  70.  
  71. # Map of violation levels to commands
  72. thresholds:
  73. 1: "aacstaffnotify {player} is suspected for Criticals (ping = {ping}, tps = {tps})"
  74. 3: "aackick {player} Criticals hacking is not allowed"
  75.  
  76. # Fastbow prevents players from shooting their bow too quickly
  77. fastbow:
  78. # Do you want to enable the fastbow check
  79. enabled: true
  80.  
  81. # What is the minimum force of a shot for it to be registered
  82. # This goes from 0 to 1, 1 being a fully charged bow
  83. min_force: 0.15
  84.  
  85. # How many of these shots should a player be able to fire in 1 second
  86. # it takes 1.2 seconds to fully draw a bow
  87. shots_fired_threshold: 3
  88.  
  89. # Map of violation levels to commands
  90. thresholds:
  91. 3: "aacstaffnotify {player} is suspected for FastBow (ping = {ping}, tps = {tps})"
  92. 12: "aackick {player} Shooting arrows too quickly"
  93.  
  94. # FightSpeed prevents players from attacking too quickly
  95. fightspeed:
  96. # Do you want to enable the fightspeed check
  97. enabled: true
  98.  
  99. # How many times should a player be able to attack in 1 second
  100. # NoCheatPlus's fightspeed check allows 15 hits per second
  101. max_hits_per_second: 16
  102.  
  103. # Map of violation levels to commands
  104. thresholds:
  105. 10: "aacstaffnotify {player} is suspected for AutoClicker (FightSpeed) (ping = {ping}, tps = {tps})"
  106. 20: "aackick {player} Strange click speed. (AutoClicker? Macros?)"
  107.  
  108. # NormalMovements stops players from moving unexpectedly
  109. normalmovements:
  110. # Do you want to enable the normalmovements check
  111. enabled: true
  112.  
  113. # f:jump:x - Should NormalMovements handle jumping?
  114. f_jump: true
  115.  
  116. # f:step:x - Should NormalMovements handle stepping?
  117. f_step: true
  118.  
  119. # f:float:x - Should NormalMovements handle floating?
  120. f_float: true
  121.  
  122. # f:dy:x - Should NormalMovements attempt to detect client patterns?
  123. f_dy: true
  124.  
  125. # Map of violation levels to commands
  126. thresholds:
  127. 20: "aacstaffnotify {player} may be movement hacking (ping = {ping}, tps = {tps})"
  128.  
  129. # Fly kicks players who move too high
  130. fly:
  131. # Do you want to enable the fly check
  132. enabled: true
  133.  
  134. # Base max jump height. Expected max is 1.3
  135. max_jump: 1.42
  136.  
  137. # If a player's violation level is below 2, he will not be rubberbanded if the violation amount is not more than allow.
  138. allow: 0.07
  139.  
  140. # How high a player will be allowed to jump after bouncing off a slime block
  141. slime_allow: 60.0
  142.  
  143. # Increasing velocity_multiplier will improve compatiblility with jump pads.
  144. velocity_multiplier: 2.4
  145.  
  146. # How high should a player be allowed to jump after taking damage
  147. knockback_allow: 3.1
  148.  
  149. # How high should a player be allowed to move from natural causes (fire, poison, etc)
  150. natural_allow: 2.1
  151.  
  152. # Map of violation levels to commands
  153. thresholds:
  154. 15: "aacstaffnotify {player} is suspected for Fly (ping = {ping}, tps = {tps})"
  155. 30: "aackick {player} Moved unexpectedly"
  156.  
  157. # Speed kicks players who move too quickly
  158. speed:
  159. # Do you want to enable the speed check
  160. enabled: true
  161.  
  162. # Speed limits per tick
  163. sprinting_speed: 0.41
  164. sneaking_speed: 0.21
  165.  
  166. # On and under water
  167. surface_speed: 0.23
  168. underwater_speed: 0.19
  169. dive_speed: 0.69
  170.  
  171. # Other
  172. cobweb_speed: 0.10
  173. item_speed: 0.21
  174. soul_sand_speed: 0.39
  175. ice_speed: 0.71
  176.  
  177. # Multiplier of the maximum distance if the player is jumping
  178. jump_multiplier: 1.7
  179.  
  180. # Ticks a player should not be checked after entering the water
  181. dive_period: 20
  182.  
  183. # Should AAC use movement counting to prevent clients from bypassing by sending too many moves?
  184. use_move_counting: true
  185.  
  186. # How many moves per second should be assumed as legitimate? (NCP = 22)
  187. max_moves: 22
  188.  
  189. # Custom modifiers for anti-timer, averaging over a longer period of time
  190. custom:
  191. # Second line of defense over timer. Slow, but practically unbypassable.
  192. enabled: true
  193. # Max moves per second
  194. max_moves: 21.0
  195. # Ticks to take an average over
  196. time: 150
  197. # Whether this rubberbanding should ignore the vls_to_band anti false positive limitations
  198. bypass_band: true
  199.  
  200. # How many times should a player be allowed to toggle sneak in a second
  201. max_sneak_toggles: 15
  202.  
  203. # How many times should a player be allowed to toggle use in a second
  204. max_use_toggles: 22
  205.  
  206. # Multiplier for speed. Increase if you have false positives.
  207. speed_multiplier: 0.32
  208.  
  209. # Multiplier for slowness. Decrease if you have false positives.
  210. slow_multiplier: 0.03
  211.  
  212. # Every time a player fails the speed check, the band vl will go up by (actualDistance - expectedDistance) * band_multiplier
  213. # This can be set to 0 to turn off rubberbanding completely.
  214. band_multiplier: 5.0
  215.  
  216. # How many violations before a player will start being rubber-banded
  217. vls_to_band: 8
  218.  
  219. # How long must a player remain clean for band violations to be cleared? (seconds)
  220. clear_vl_delay: 12
  221.  
  222. # Map of violation levels to commands
  223. thresholds:
  224. 15: "aacmessage {player} It looks like you might be glitching, please tap sneak and block with your sword"
  225. 25: "aacstaffnotify {player} is suspected for Speed hacking (ping = {ping}, tps = {tps})"
  226. 45: "aackick {player} Moved too quickly"
  227.  
  228. # HeadRoll stops players being derps :/
  229. headroll:
  230. # Do you want to enable the headroll check
  231. enabled: true
  232.  
  233. # Map of violation levels to commands
  234. thresholds:
  235. 1: "aacstaffnotify {player} is suspected for Derp hacks (ping = {ping}, tps = {tps})"
  236. 2: "aackick {player} Illegal position"
  237.  
  238. # Forcefield detects combat hacks which hit entities around the player
  239. forcefield:
  240. # Do you want to enable the forcefield check
  241. enabled: true
  242.  
  243. # Do you want the player above you to be invisible
  244. # *HIGHLY* recommended to be kept at false.
  245. # The majority of hacked clients do not target invisible entities.
  246. # If you change this to true, killaura detection will be severely slowed down. Best idea would be to ask your players to ignore it.
  247. head_player_invisible: true
  248.  
  249. # You can make the head player invisible when the player isn't fighting
  250. # With this true, the head player will be invisible when the player isn't fighting
  251. # If the player isn't fighting or this option is false, AAC will default to head_player_invisible
  252. # This takes PVP from combat_time, so make sure that's a sensible value
  253. invisible_outside_pvp: true
  254.  
  255. # How high above the player should the headplayer be spawned?
  256. # Anything under 2.7 could affect hit detection
  257. # Anything above 4.5 could be out of range of the player
  258. head_player_height: 3.6
  259.  
  260. # Should the head player be moved away if the player looks up?
  261. # This is to prevent players from creating false positives by hitting the head player (if it is visible)
  262. no_head_player_looking_up: true
  263.  
  264. # Do you want to spawn the side players
  265. # This spawns players within the users' FOV to confuse click aimbot
  266. # Side players are invisible, as they are within the user's FOV.
  267. use_side_players: true
  268.  
  269. # Use player names and gameprofiles from past players instead of random profiles
  270. # This can be extremely useful in preventing bypasses, as the player's details are completely legitimate
  271. # This setting has no effect if online_player_names is true.
  272. past_player_names: false
  273.  
  274. # Should the head player use profiles of players online right now?
  275. # If you have nametag plugins that use the scoreboard, keep this disabled
  276. # Otherwise, turn this on as it patches a massive number of possible bypasses
  277. online_player_names: false
  278.  
  279. # Do you want to keep the head player in the tab list?
  280. # This can prevent bypasses where the the client checks that the name is in the tablist, before hitting it.
  281. head_tablist: false
  282.  
  283. # Packet level configuration options
  284. magic:
  285. random_sprint: true
  286. equip_armour: true
  287. equip_held_item: true
  288. fake_on_ground: true
  289. send_damaged_animation: true
  290.  
  291. # Map of violation levels to commands
  292. thresholds:
  293. 8: "aacstaffnotify {player} is suspected for Killaura (NPC check) (ping = {ping}, tps = {tps})"
  294. 14: "aackick {player} Forcefield is not allowed"
  295.  
  296. # Knockback checks if the player moves after he is hit
  297. knockback:
  298. # Do you want to enable the knockback check
  299. enabled: true
  300.  
  301. # How long should AAC wait before checking a player
  302. tick_delay: 9
  303.  
  304. # Should AAC compensate for ping?
  305. add_ping: true
  306.  
  307. # What's the maximum ping value AAC should compensate to (pingspoof?)
  308. max_ping: 500
  309.  
  310. # What's the minimum distance a player should be knocked back
  311. min_knockback_dist: 0.01
  312.  
  313. # Minimum time a player should be knocked back for
  314. min_knockback_time: 2
  315.  
  316. # Map of violation levels to commands
  317. thresholds:
  318. 9: "aacstaffnotify {player} is suspected for Anti-Knockback (ping = {ping}, tps = {tps})"
  319. 16: "aackick {player} Not taking knockback"
  320.  
  321. # Reach checks if entites the player hits are close enough to the player
  322. reach:
  323. # Do you want to enable the reach check
  324. enabled: true
  325.  
  326. # How far should AAC allow the player to reach (vanilla = 3.8)
  327. max_reach: 4.1
  328.  
  329. # How far does bukkit allow players to reach (Don't change this)
  330. max_bukkit_reach: 9.0
  331.  
  332. # How much should AAC compensate for hitbox stretching? Increase this first with false positives.
  333. move_multiplier: 3.0
  334.  
  335. # Map of violation levels to commands
  336. thresholds:
  337. 15: "aacstaffnotify {player} is suspected for Reach (ping = {ping}, tps = {tps})"
  338. 28: "aackick {player} Hitting too far away"
  339.  
  340. # NoSwing makes sure players swing their arm when attacking
  341. noswing:
  342. # Do you want to enable the noswing check
  343. enabled: true
  344.  
  345. # Map of violation levels to commands
  346. thresholds:
  347. 8: "aacstaffnotify {player} is suspected for NoSwing (ping = {ping}, tps = {tps})"
  348. 22: "aackick {player} Not swinging arm"
  349.  
  350. # Regen directly stops players from healing too quickly
  351. regen:
  352. # Do you want to enable the regen check
  353. enabled: true
  354.  
  355. # Should AAC cancel regeneration if it happens too quickly?
  356. cancel_regen: true
  357.  
  358. # What delay should AAC force between regeneration?
  359. min_regen_delay: 3600
  360.  
  361. # Map of violation levels to commands
  362. thresholds:
  363. 8: "aacstaffnotify {player} is suspected for Regen (ping = {ping}, tps = {tps})"
  364. 15: "aackick {player} Regenerating health too quickly"
  365.  
  366. # Killaura detects combat hacks which give an unfair advantage
  367. killaura:
  368. # Do you want to enable the killaura check
  369. enabled: true
  370.  
  371. # Killaura also has a different method of using NPCs. Check_chance to 0 to disable.
  372. npc:
  373. # What % of the time should AAC do an NPC check?
  374. check_chance: 100
  375.  
  376. # How long should AAC wait to spawn the NPC
  377. check_delay: 5
  378.  
  379. # Should AAC use a random entity type for the NPC? false = NPC will be the type of entity the player is fighting with.
  380. random_type: true
  381.  
  382. # After spawning the NPC, how long should AAC wait before starting to count hits?
  383. # check_delay + listen_delay must be less than 9, or hits will be lost.
  384. listen_delay: 4
  385.  
  386. # How far away must 2 players be to be checked?
  387. min_dist: 2.0
  388.  
  389. # How long should the NPC be spawned for?
  390. ticks_spawned: 9
  391.  
  392. # How far along the distance should the NPC be spawned
  393. percent_distance: 80
  394.  
  395. # How much should the NPC check be weighted per hit?
  396. npc_multiplier: 3
  397.  
  398. # How far off should a player be able to look to allow the hit
  399. max_diff: 0.11
  400.  
  401. # How far should the player be allowed to reach through the NPC
  402. max_reach: 4.5
  403.  
  404. # How long should a player be prevented from hitting someone when he fails this check? (ticks)
  405. suspended_combat_time: 6
  406.  
  407. # Heuristic components: These will contribute to the kick threshold when a player has a high likelihood of hacking
  408.  
  409. # Requried chance for an Aimbot kick (%). Set to something >= 100 to disable
  410. aimbot: 80
  411.  
  412. # Required chance for a Reach kick (%). Set to something >= 100 to disable
  413. # EXPERIMENTAL
  414. reach: 89
  415.  
  416. # Required chance for an Accuracy kick (%). Set to something >= 100 to disable
  417. # EXPERIMENTAL
  418. accuracy: 84
  419.  
  420. # Map of violation levels to commands
  421. thresholds:
  422. 9: "aacstaffnotify {player} is suspected for Killaura (Heuristics) (ping = {ping}, tps = {tps})"
  423. 16: "aackick {player} Suspicious (killaura-like) combat"
  424.  
  425. # CombatImpossible cancels hits which cannot happen normally
  426. combatimpossible:
  427. # Do you want to enable the CombatImpossible check
  428. enabled: true
  429.  
  430. # Should hits be cancelled if the attacker is dead?
  431. cancel_dead: true
  432.  
  433. # Should hits be cancelled if the attacker is using an item?
  434. cancel_using_item: true
  435.  
  436. # Map of violation levels to commands
  437. thresholds:
  438. 12: "aacstaffnotify {player} appears to be hitting illegitimately (ping = {ping}, tps = {tps})"
  439.  
  440. # NoFall ensures players take fall damage
  441. nofall:
  442. # Do you want to enable the NoFall check
  443. enabled: true
  444.  
  445. # Minimum downwards velocity for NoFall to apply
  446. required_velocity: -0.2
  447.  
  448. # Should AAC deal fall damage to players?
  449. deal_damage: true
  450.  
  451. # Map of violation levels to commands
  452. thresholds:
  453. 10: "aacstaffnotify {player} is suspected for NoFall hacks (ping = {ping}, tps = {tps})"
  454.  
  455. # Glide ensures players fall at the right speed
  456. glide:
  457. # Do you want to enable the Glide check
  458. enabled: true
  459.  
  460. # How strongly should AAC enforce fall speeds (smaller values are more accurate)
  461. tolerance: 0.3
  462.  
  463. # In special cases, how strongly should AAC enforce fall speeds?
  464. special_tolerance: 0.7
  465.  
  466. # Teleport the player down if detected?
  467. teleport: true
  468.  
  469. # Map of violation levels to commands
  470. thresholds:
  471. 25: "aacstaffnotify {player} is suspected for Glide hacks (ping = {ping}, tps = {tps})"
  472. 45: "aacstaffnotify {player} is suspected for Glide hacks #2 (ping = {ping}, tps = {tps})"
  473.  
  474. # Climb stops people climbing ladders too quickly
  475. climb:
  476. # Do you want to enable the Climb check
  477. enabled: true
  478.  
  479. # How fast should a player be allowed to start a ladder climb
  480. max_start_speed: 1.5
  481.  
  482. # How fast should a player be allowed to climb a ladder
  483. max_ascent_speed: 0.20
  484.  
  485. # Map of violation levels to commands
  486. thresholds:
  487. 15: "aacstaffnotify {player} is suspected for FastLadder (ping = {ping}, tps = {tps})"
  488.  
  489. # Jesus stops people from walking on water
  490. jesus:
  491. # Do you want to enable the Jesus check
  492. enabled: true
  493.  
  494. # Map of violation levels to commands
  495. thresholds:
  496. 10: "aacstaffnotify {player} is suspected for Jesus hacks (ping = {ping}, tps = {tps})"
  497.  
  498. # Phase stops people glitching through blocks
  499. phase:
  500. # Do you want to enable the Phase check
  501. enabled: true
  502.  
  503. # How long should a player be frozen in place after being detected for phase? (ms)
  504. freeze_time: 200
  505.  
  506. # What's the maximum distance AAC should teleport players to ideal locations.
  507. max_dist: 3.0
  508.  
  509. # Should AAC check for vclip
  510. check_vclip: true
  511.  
  512. # Map of violation levels to commands
  513. thresholds:
  514. 10: "aacstaffnotify {player} is suspected for Phase (ping = {ping}, tps = {tps})"
  515. 30: "aacstaffnotify {player} is suspected for Phase #2 (ping = {ping}, tps = {tps})"
  516.  
  517. # FastUse stops players consuming items too quickly
  518. fastuse:
  519. # Do you want to enable the FastUse check
  520. enabled: true
  521.  
  522. # What delay should AAC enforce for eating an item (ms)
  523. ms_to_use: 1200
  524.  
  525. # Map of violation levels to commands
  526. thresholds:
  527. 5: "aacstaffnotify {player} is suspected for FastEat hacks (ping = {ping}, tps = {tps})"
  528. 9: "aackick {player} Using items too quickly"
  529.  
  530. # FastBreak stops players from breaking blocks too quickly
  531. fastbreak:
  532. # Do you want to enable the fastbreak check?
  533. enabled: true
  534.  
  535. # How many ticks should fastbreak count as lag, and ignore
  536. let_ticks: 2
  537.  
  538. # Should AAC cancel an illegal block break?
  539. cancel_break: true
  540.  
  541. # Should AAC check for a break delay (i.e. between block breaks)
  542. check_delay: true
  543.  
  544. # Map of violation levels to commands
  545. thresholds:
  546. 10: "aacstaffnotify {player} is suspected for FastBreak hacks (ping = {ping}, tps = {tps})"
  547. 20: "aackick {player} Breaking blocks too fast"
  548.  
  549. # FastPlace stops players from placing blocks too quickly
  550. fastplace:
  551. # Do you want to enable the fastplace check?
  552. enabled: true
  553.  
  554. # How many ms should fastplace force between block placements?
  555. min_delay: 100
  556.  
  557. # Should AAC cancel an illegal block place?
  558. cancel_place: true
  559.  
  560. # Map of violation levels to commands
  561. thresholds:
  562. 10: "aacstaffnotify {player} is suspected for FastPlace hacks (ping = {ping}, tps = {tps})"
  563. 20: "aackick {player} Placing blocks too fast"
  564.  
  565. # Nuker stops players from breaking too many blocks at once
  566. nuker:
  567. # Do you want to enable the nuker check?
  568. enabled: true
  569.  
  570. # How many blocks should a player be able to break in 1 second: vl if greater than this value
  571. max_breaks_per_second: 40
  572.  
  573. # The violation will only be recorded if it divides by this number (reduces spam)
  574. vl_divisor: 30
  575.  
  576. # Map of violation levels to commands
  577. thresholds:
  578. 5: "aacstaffnotify {player} is suspected for Nuker (ping = {ping}, tps = {tps})"
  579. 10: "aackick {player} Breaking too many blocks"
  580.  
  581. # ImpossibleInteract stops players interacting with blocks they can't
  582. impossibleinteract:
  583. # Do you want to enable the impossibleinteract check
  584. enabled: true
  585.  
  586. # Detect interacting with liquids?
  587. cancel_liquids: true
  588.  
  589. # Detect ghosthands?
  590. cancel_ghosthand: true
  591.  
  592. # Map of violation levels to commands
  593. thresholds:
  594. 14: "aacstaffnotify {player} is interacting suspiciously (ping = {ping}, tps = {tps})"
  595. 25: "aacstaffnotify {player} is interacting suspiciously #2 (ping = {ping}, tps = {tps})"
  596.  
  597. # PlayerRadar hides players that cannot be seen
  598. playerradar:
  599. # Do you want to enable anti-radar? (Experimental)
  600. enabled: false
  601.  
  602. # How far must 2 players be apart to be hidden from each other?
  603. # Players closer than this will always be able to see each other
  604. # In games where nametags are not shown, this can be set to 0.
  605. required_dist: 15
  606.  
  607. # This should be set to your entity render distance (Spigot default = 48)
  608. max_dist: 48
  609.  
  610. # Map of violation levels to commands
  611. thresholds:
  612. 0: "Unused"
  613.  
  614. # Spam prevents players from spamming the server chat
  615. spam:
  616. # Do you want to enable the spam check?
  617. enabled: true
  618.  
  619. # What words should not be covered by the anti-spam check?
  620. # messages less than 3 letters are already ignored
  621. whitelist:
  622. - "lol"
  623. - "hello"
  624. - "okay"
  625.  
  626. # How many messages should a player be able to send in 10 seconds
  627. message_limit: 4
  628.  
  629. # How fast can a player send messages (ticks)
  630. chat_speed: 10
  631.  
  632. # Map of violation levels to commands
  633. thresholds:
  634. 10: "aacstaffnotify {player} is probably spamming"
  635. 15: "aackick {player} Stop spamming, you sad person"
  636.  
  637. ### General things
  638.  
  639. # How many times must a player be kicked before he is banned (-1 for no autoban)
  640. ban_threshold: -1
  641.  
  642. # What command should be executed when a player is banned (only applies for /aackick)
  643. ban_command: "aacban {player}"
  644.  
  645. # How long after a player is kicked should he be allowed to log in (ticks)
  646. kick_ticks: 120
  647.  
  648. # How long before a player leaves combat after dealing/taking damage
  649. # 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.
  650. combat_time: 50
  651.  
  652. # Should AAC kill combat loggers (combat_time)
  653. kill_loggers: false
  654.  
  655. # Should AAC log events to a file?
  656. log_file: true
  657.  
  658. # Should AAC log events to the console?
  659. log_console: true
  660.  
  661. # Should /aackick broadcast a message?
  662. aackick_broadcast: true
  663.  
  664. # Should AAC disable/enable checks dynamically? IF YOU HAVE PWP DISABLE
  665. usetps: true
  666.  
  667. # Disable the command /aac? If you really want to ;(
  668. aac: false
  669.  
  670. # Enable verbose logging? This will allow those with the AAC.verbose permission to get spammed.
  671. # Not recommended.
  672. verbose: false
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement